import { Execution, Game, Player } from "../game/Game"; import { PseudoRandom } from "../PseudoRandom"; import { simpleHash } from "../Util"; import { BotBehavior } from "./utils/BotBehavior"; export class BotExecution implements Execution { private active = true; private random: PseudoRandom; private mg: Game; private neighborsTerraNullius = true; private behavior: BotBehavior | null = null; private attackRate: number; private attackTick: number; private triggerRatio: number; private reserveRatio: number; private expandRatio: number; constructor(private bot: Player) { this.random = new PseudoRandom(simpleHash(bot.id())); this.attackRate = this.random.nextInt(40, 80); this.attackTick = this.random.nextInt(0, this.attackRate); this.triggerRatio = this.random.nextInt(60, 90) / 100; this.reserveRatio = this.random.nextInt(20, 30) / 100; this.expandRatio = this.random.nextInt(10, 20) / 100; } activeDuringSpawnPhase(): boolean { return false; } init(mg: Game) { this.mg = mg; this.bot.setTargetTroopRatio(0.7); } tick(ticks: number) { if (ticks % this.attackRate !== this.attackTick) return; if (!this.bot.isAlive()) { this.active = false; return; } if (this.behavior === null) { this.behavior = new BotBehavior( this.random, this.mg, this.bot, this.triggerRatio, this.reserveRatio, this.expandRatio, ); // Send an attack on the first tick this.behavior.sendAttack(this.mg.terraNullius()); return; } this.behavior.handleAllianceRequests(); this.maybeAttack(); } private maybeAttack() { if (this.behavior === null) { throw new Error("not initialized"); } const toAttack = this.behavior.getNeighborTraitorToAttack(); if (toAttack !== null) { const odds = this.bot.isFriendly(toAttack) ? 6 : 3; if (this.random.chance(odds)) { this.behavior.sendAttack(toAttack); return; } } if (this.neighborsTerraNullius) { if (this.bot.sharesBorderWith(this.mg.terraNullius())) { this.behavior.sendAttack(this.mg.terraNullius()); return; } this.neighborsTerraNullius = false; } this.behavior.forgetOldEnemies(); const enemy = this.behavior.selectRandomEnemy(); if (!enemy) return; if (!this.bot.sharesBorderWith(enemy)) return; this.behavior.sendAttack(enemy); } isActive(): boolean { return this.active; } }