import { PriorityQueue } from "@datastructures-js/priority-queue"; import { renderNumber, renderTroops } from "../../client/Utils"; import { Attack, Execution, Game, MessageType, Player, PlayerID, PlayerType, TerrainType, TerraNullius, } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { PseudoRandom } from "../PseudoRandom"; const malusForRetreat = 25; export class AttackExecution implements Execution { private breakAlliance = false; private active: boolean = true; private toConquer: PriorityQueue = new PriorityQueue((a: TileContainer, b: TileContainer) => { return a.priority - b.priority; }); private random = new PseudoRandom(123); private _owner: Player; private target: Player | TerraNullius; private mg: Game; private border = new Set(); private attack: Attack = null; constructor( private startTroops: number | null = null, private _ownerID: PlayerID, private _targetID: PlayerID | null, private sourceTile: TileRef | null = null, private removeTroops: boolean = true, ) {} public targetID(): PlayerID { return this._targetID; } activeDuringSpawnPhase(): boolean { return false; } init(mg: Game, ticks: number) { if (!this.active) { return; } this.mg = mg; if (!mg.hasPlayer(this._ownerID)) { console.warn(`player ${this._ownerID} not found`); this.active = false; return; } if (this._targetID != null && !mg.hasPlayer(this._targetID)) { console.warn(`target ${this._targetID} not found`); this.active = false; return; } this._owner = mg.player(this._ownerID); this.target = this._targetID == this.mg.terraNullius().id() ? mg.terraNullius() : mg.player(this._targetID); if (this.target && this.target.isPlayer()) { const targetPlayer = this.target as Player; if ( targetPlayer.type() != PlayerType.Bot && this._owner.type() != PlayerType.Bot ) { // Don't let bots embargo since they can't trade anyways. targetPlayer.addEmbargo(this._owner.id()); } } if (this._owner == this.target) { console.error(`Player ${this._owner} cannot attack itself`); this.active = false; return; } if ( this.target.isPlayer() && this.mg.config().numSpawnPhaseTurns() + this.mg.config().spawnImmunityDuration() > this.mg.ticks() ) { console.warn("cannot attack player during immunity phase"); this.active = false; return; } if (this.startTroops == null) { this.startTroops = this.mg .config() .attackAmount(this._owner, this.target); } if (this.removeTroops) { this.startTroops = Math.min(this._owner.troops(), this.startTroops); this._owner.removeTroops(this.startTroops); } this.attack = this._owner.createAttack( this.target, this.startTroops, this.sourceTile, ); for (const incoming of this._owner.incomingAttacks()) { if (incoming.attacker() == this.target) { // Target has opposing attack, cancel them out if (incoming.troops() > this.attack.troops()) { incoming.setTroops(incoming.troops() - this.attack.troops()); this.attack.delete(); this.active = false; return; } else { this.attack.setTroops(this.attack.troops() - incoming.troops()); incoming.delete(); } } } for (const outgoing of this._owner.outgoingAttacks()) { if ( outgoing != this.attack && outgoing.target() == this.attack.target() && outgoing.sourceTile() == this.attack.sourceTile() ) { // Existing attack on same target, add troops outgoing.setTroops(outgoing.troops() + this.attack.troops()); this.active = false; this.attack.delete(); return; } } if (this.sourceTile != null) { this.addNeighbors(this.sourceTile); } else { this.refreshToConquer(); } if (this.target.isPlayer()) { if (this._owner.isAlliedWith(this.target)) { // No updates should happen in init. this.breakAlliance = true; } this.target.updateRelation(this._owner, -80); } } private refreshToConquer() { this.toConquer.clear(); this.border.clear(); for (const tile of this._owner.borderTiles()) { this.addNeighbors(tile); } } private retreat(malusPercent = 0) { const deaths = this.attack.troops() * (malusPercent / 100); if (deaths) { this.mg.displayMessage( `Attack cancelled, ${renderTroops(deaths)} soldiers killed during retreat.`, MessageType.SUCCESS, this._owner.id(), ); } this._owner.addTroops(this.attack.troops() - deaths); this.attack.delete(); this.active = false; } tick(ticks: number) { if (this.attack.retreated()) { if (this.attack.target().isPlayer()) { this.retreat(malusForRetreat); } else { this.retreat(); } this.active = false; return; } if (this.attack.retreating()) { return; } if (!this.attack.isActive()) { this.active = false; return; } const alliance = this._owner.allianceWith(this.target as Player); if (this.breakAlliance && alliance != null) { this.breakAlliance = false; this._owner.breakAlliance(alliance); } if (this.target.isPlayer() && this._owner.isAlliedWith(this.target)) { // In this case a new alliance was created AFTER the attack started. this.retreat(); return; } let numTilesPerTick = this.mg .config() .attackTilesPerTick( this.attack.troops(), this._owner, this.target, this.border.size + this.random.nextInt(0, 5), ); while (numTilesPerTick > 0) { if (this.attack.troops() < 1) { this.attack.delete(); this.active = false; return; } if (this.toConquer.size() == 0) { this.refreshToConquer(); this.retreat(); return; } const tileToConquer = this.toConquer.dequeue().tile; this.border.delete(tileToConquer); const onBorder = this.mg .neighbors(tileToConquer) .filter((t) => this.mg.owner(t) == this._owner).length > 0; if (this.mg.owner(tileToConquer) != this.target || !onBorder) { continue; } this.addNeighbors(tileToConquer); const { attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed } = this.mg .config() .attackLogic( this.mg, this.attack.troops(), this._owner, this.target, tileToConquer, ); numTilesPerTick -= tilesPerTickUsed; this.attack.setTroops(this.attack.troops() - attackerTroopLoss); if (this.target.isPlayer()) { this.target.removeTroops(defenderTroopLoss); } this._owner.conquer(tileToConquer); this.handleDeadDefender(); } } private addNeighbors(tile: TileRef) { for (const neighbor of this.mg.neighbors(tile)) { if (this.mg.isWater(neighbor) || this.mg.owner(neighbor) != this.target) { continue; } this.border.add(neighbor); const numOwnedByMe = this.mg .neighbors(neighbor) .filter((t) => this.mg.owner(t) == this._owner).length; let mag = 0; const terrainType = this.mg.terrainType(tile); switch (terrainType) { case TerrainType.Plains: case TerrainType.DesertTransition: case TerrainType.ArcticPlains: case TerrainType.JunglePlains: mag = 1.0; break; case TerrainType.Beach: mag = 0.8; break; // Easier to take case TerrainType.Forest: case TerrainType.ArcticForest: mag = 1.2; break; case TerrainType.Desert: mag = 1.3; break; // Slightly harder than plains due to conditions case TerrainType.Jungle: mag = 1.8; break; // Harder case TerrainType.MidMountain: mag = 2.0; break; case TerrainType.HighMountain: case TerrainType.SnowyHighMountain: mag = 2.5; break; default: mag = 1.0; break; } this.toConquer.enqueue( new TileContainer( neighbor, (this.random.nextInt(0, 7) + 10) * (1 - numOwnedByMe * 0.5 + mag / 2) + this.mg.ticks(), ), ); } } private handleDeadDefender() { if (!(this.target.isPlayer() && this.target.numTilesOwned() < 100)) return; const gold = this.target.gold(); this.mg.displayMessage( `Conquered ${this.target.displayName()} received ${renderNumber( gold, )} gold`, MessageType.SUCCESS, this._owner.id(), ); this.target.removeGold(gold); this._owner.addGold(gold); for (let i = 0; i < 10; i++) { for (const tile of this.target.tiles()) { const borders = this.mg .neighbors(tile) .some((t) => this.mg.owner(t) == this._owner); if (borders) { this._owner.conquer(tile); } else { for (const neighbor of this.mg.neighbors(tile)) { const no = this.mg.owner(neighbor); if (no.isPlayer() && no != this.target) { this.mg.player(no.id()).conquer(tile); break; } } } } } } owner(): Player { return this._owner; } isActive(): boolean { return this.active; } } class TileContainer { constructor( public readonly tile: TileRef, public readonly priority: number, ) {} }