import {PriorityQueue} from "@datastructures-js/priority-queue"; import {Cell, Execution, MutableGame, MutablePlayer, PlayerID, TerraNullius, Tile} from "../Game"; import {PseudoRandom} from "../PseudoRandom"; import {manhattanDist} from "../Util"; export class AttackExecution implements Execution { private active: boolean = true; private toConquer: PriorityQueue = new PriorityQueue((a: TileContainer, b: TileContainer) => a.priority - b.priority); private random = new PseudoRandom(123) private _owner: MutablePlayer private target: MutablePlayer | TerraNullius private mg: MutableGame constructor( private troops: number, private _ownerID: PlayerID, private targetID: PlayerID | null, private sourceCell: Cell | null, private targetCell: Cell | null, ) { } activeDuringSpawnPhase(): boolean { return false } init(mg: MutableGame, ticks: number) { if (!this.active) { return } this.targetCell = null this._owner = mg.player(this._ownerID) this.target = this.targetID == null ? mg.terraNullius() : mg.player(this.targetID) this.troops = Math.min(this._owner.troops(), this.troops) this._owner.setTroops(this._owner.troops() - this.troops) this.mg = mg for (const exec of mg.executions()) { if (exec.isActive() && exec instanceof AttackExecution && exec != this) { const otherAttack = exec as AttackExecution // Target has opposing attack, cancel them out if (this.target.isPlayer() && otherAttack.targetID == this._ownerID && this.targetID == otherAttack._ownerID) { if (otherAttack.troops > this.troops) { otherAttack.troops -= this.troops // otherAttack.calculateToConquer() this.active = false return } else { this.troops -= otherAttack.troops otherAttack.active = false } } // Existing attack on same target, add troops if (otherAttack._owner == this._owner && otherAttack.targetID == this.targetID && this.sourceCell == otherAttack.sourceCell) { otherAttack.troops += this.troops this.active = false return } } } if (this.sourceCell != null) { this.addNeighbors(mg.tile(this.sourceCell)) } else { this.refreshToConquer() } } private refreshToConquer() { this.toConquer.clear() for (const tile of this._owner.borderTiles()) { this.addNeighbors(tile) } } tick(ticks: number) { if (!this.active) { return } if (ticks < this.mg.config().numSpawnPhaseTurns()) { return } let numTilesPerTick = this.mg.config().attackTilesPerTick(this._owner, this.target, this.toConquer.size() + this.random.nextInt(0, 5)) while (numTilesPerTick > 0) { if (this.troops < 1) { this.active = false return } if (this.toConquer.size() == 0) { this.refreshToConquer() if (this.toConquer.size() == 0) { this.active = false this._owner.addTroops(this.troops) return } } const tileToConquer = this.toConquer.dequeue().tile const onBorder = tileToConquer.neighbors().filter(t => t.owner() == this._owner).length > 0 if (tileToConquer.owner() != this.target || !onBorder) { continue } this.addNeighbors(tileToConquer) const {attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed} = this.mg.config().attackLogic(this._owner, this.target, tileToConquer) numTilesPerTick -= tilesPerTickUsed this.troops -= attackerTroopLoss if (this.target.isPlayer()) { this.target.removeTroops(defenderTroopLoss) } this._owner.conquer(tileToConquer) this.checkDefenderDead() } } private addNeighbors(tile: Tile) { for (const neighbor of tile.neighbors()) { if (neighbor.isWater() || neighbor.owner() != this.target) { continue } let numOwnedByMe = neighbor.neighbors() .filter(t => t.isLand()) .filter(t => t.owner() == this._owner) .length let dist = 0 if (this.targetCell != null) { dist = manhattanDist(tile.cell(), this.targetCell) } if (numOwnedByMe > 2) { numOwnedByMe = 10 } this.toConquer.enqueue(new TileContainer( neighbor, dist / 100 + this.random.nextInt(0, 2) - numOwnedByMe + Math.floor(tile.magnitude() / 10), )) } } private checkDefenderDead() { if (this.target.isPlayer() && this.target.numTilesOwned() < 100) { for (let i = 0; i < 10; i++) { for (const tile of this.target.tiles()) { if (tile.borders(this._owner)) { this._owner.conquer(tile) } else { for (const neighbor of tile.neighbors()) { const no = neighbor.owner() if (no.isPlayer() && no != this.target) { this.mg.player(no.id()).conquer(tile) break } } } } } } } owner(): MutablePlayer { return this._owner } isActive(): boolean { return this.active } } class TileContainer { constructor(public readonly tile: Tile, public readonly priority: number) { } }