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priortize ally ports and close ports (#335)
2x more likely to trade with ports belonging to an ally OR close. 3x more likely to trade with ports belonging to an ally AND close. Add trading tests
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@@ -85,6 +85,10 @@ export interface Config {
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tilesPerTickUsed: number;
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};
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attackAmount(attacker: Player, defender: Player | TerraNullius): number;
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radiusPortSpawn(): number;
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// When computing likelihood of trading for any given port, the X closest port
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// are twice more likely to be selected. X is determined below.
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proximityBonusPortsNb(totalPorts: number): number;
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maxPopulation(player: Player | PlayerView): number;
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cityPopulationIncrease(): number;
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boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
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@@ -474,6 +474,14 @@ export class DefaultConfig implements Config {
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return Math.floor(attacker.troops() / 5);
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}
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radiusPortSpawn() {
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return 20;
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}
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proximityBonusPortsNb(totalPorts: number) {
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return within(totalPorts / 3, 4, totalPorts);
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}
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attackAmount(attacker: Player, defender: Player | TerraNullius) {
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if (attacker.type() == PlayerType.Bot) {
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return attacker.troops() / 20;
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@@ -38,7 +38,6 @@ export class PortExecution implements Execution {
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tick(ticks: number): void {
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if (this.port == null) {
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// TODO: use canBuild
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const tile = this.tile;
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const player = this.mg.player(this._owner);
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if (!player.canBuild(UnitType.Port, tile)) {
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@@ -46,12 +45,15 @@ export class PortExecution implements Execution {
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this.active = false;
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return;
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}
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const spawns = Array.from(this.mg.bfs(tile, manhattanDistFN(tile, 20)))
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.filter((t) => this.mg.isOceanShore(t) && this.mg.owner(t) == player)
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.sort(
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(a, b) =>
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this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
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);
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const spawns = Array.from(
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this.mg.bfs(
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tile,
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manhattanDistFN(tile, this.mg.config().radiusPortSpawn()),
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),
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).sort(
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(a, b) =>
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this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
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);
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if (spawns.length == 0) {
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consolex.warn(`cannot find spawn for port`);
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@@ -77,10 +79,8 @@ export class PortExecution implements Execution {
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return;
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}
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const ports = this.mg
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.players()
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.filter((p) => p != this.port.owner() && p.canTrade(this.port.owner()))
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.flatMap((p) => p.units(UnitType.Port));
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const ports = this.owner().tradingPorts(this.port);
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if (ports.length == 0) {
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return;
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}
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@@ -377,6 +377,7 @@ export interface Player {
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toUpdate(): PlayerUpdate;
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playerProfile(): PlayerProfile;
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canBoat(tile: TileRef): boolean;
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tradingPorts(port: Unit): Unit[];
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}
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export interface Game extends GameMap {
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@@ -953,4 +953,38 @@ export class PlayerImpl implements Player {
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return false;
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}
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}
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// It's a probability list, so if an element appears twice it's because it's
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// twice more likely to be picked later.
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tradingPorts(port: Unit): Unit[] {
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let ports = this.mg
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.players()
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.filter((p) => p != port.owner() && p.canTrade(port.owner()))
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.flatMap((p) => p.units(UnitType.Port))
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.sort((p1, p2) => {
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return (
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this.mg.manhattanDist(port.tile(), p1.tile()) -
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this.mg.manhattanDist(port.tile(), p2.tile())
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);
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});
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// Make close ports twice more likely by putting them again
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for (
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let i = 0;
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i < this.mg.config().proximityBonusPortsNb(ports.length);
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i++
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) {
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ports.push(ports[i]);
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}
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// Make ally ports twice more likely by putting them again
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this.mg
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.players()
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.filter((p) => p != port.owner() && p.canTrade(port.owner()))
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.filter((p) => p.isAlliedWith(port.owner()))
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.flatMap((p) => p.units(UnitType.Port))
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.forEach((p) => ports.push(p));
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return ports;
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}
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}
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