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https://github.com/openfrontio/OpenFrontIO.git
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fix boat bug
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@@ -163,7 +163,7 @@ export class ClientGame {
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if (tile.owner() != this.myPlayer && tile.terrain() == TerrainTypes.Land) {
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if (this.myPlayer.sharesBorderWith(tile.owner())) {
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this.sendAttackIntent(targetID, cell, this.config.player().attackAmount(this.myPlayer, owner))
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} else {
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} else if (owner.isPlayer()) {
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// TODO verify on ocean
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console.log('going to send boat')
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this.sendBoatAttackIntent(targetID, cell, this.config.player().boatAttackAmount(this.myPlayer, owner))
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@@ -4,7 +4,7 @@ import {pastelTheme} from "./PastelTheme";
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export const defaultConfig = new class implements Config {
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player(): PlayerConfig {
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throw new Error("Method not implemented.");
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return defaultPlayerConfig
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}
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ticksPerTurn(): number {
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@@ -49,7 +49,7 @@ export const defaultPlayerConfig = new class implements PlayerConfig {
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const ratio = 1 - player.troops() / max
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toAdd *= ratio * ratio * ratio
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toAdd = Math.max(2, toAdd)
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return Math.min(player.troops(), max)
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return Math.min(player.troops() + toAdd, max)
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}
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attackLogic(attack: Player, defender: Player | TerraNullius): number {
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@@ -64,6 +64,7 @@ export class AttackExecution implements Execution {
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badTiles++
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continue
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}
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// TODO: move this to configs
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this._owner.conquer(tileToConquer)
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if (this.target.isPlayer()) {
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this.troops -= Math.max(this.target.troops() / this._owner.troops(), 1)
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@@ -47,6 +47,12 @@ export class BoatAttackExecution implements Execution {
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this.src = this.closestShoreTileToTarget(this.attacker, this.cell)
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this.dst = this.closestShoreTileToTarget(this.target, this.cell)
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if(this.src == null || this.dst == null) {
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this.active = false
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return
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}
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this.path = this.computePath(this.src, this.dst)
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if (this.path != null) {
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console.log(`got path ${this.path.map(t => t.cell().toString())}`)
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@@ -91,8 +97,11 @@ export class BoatAttackExecution implements Execution {
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return this.active
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}
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private closestShoreTileToTarget(player: Player, target: Cell): Tile {
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private closestShoreTileToTarget(player: Player, target: Cell): Tile | null {
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const shoreTiles = Array.from(player.borderTiles()).filter(t => t.onShore())
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if (shoreTiles.length == 0) {
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return null
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}
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return shoreTiles.reduce((closest, current) => {
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const closestDistance = manhattanDist(target, closest.cell());
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