import {Cell, Execution, MutableGame, MutablePlayer, Player, PlayerID, PlayerInfo, TerrainType, TerraNullius, Tile} from "../Game" import {PseudoRandom} from "../PseudoRandom" import {and, bfs, dist, simpleHash} from "../Util"; import {AttackExecution} from "./AttackExecution"; import {BoatAttackExecution} from "./BoatAttackExecution"; import {SpawnExecution} from "./SpawnExecution"; export class FakeHumanExecution implements Execution { private active = true private random: PseudoRandom; private attackRate: number private mg: MutableGame private neighborsTerraNullius = true private player: Player = null constructor(private playerInfo: PlayerInfo) { this.random = new PseudoRandom(simpleHash(playerInfo.id)) } init(mg: MutableGame, ticks: number) { this.mg = mg } tick(ticks: number) { if (this.mg.inSpawnPhase()) { if (ticks % this.random.nextInt(5, 30) == 0) { this.mg.addExecution(new SpawnExecution( this.playerInfo, this.randomLand().cell() )) } } if (this.player == null) { this.player = this.mg.players().find(p => p.id() == this.playerInfo.id) if (this.player == null) { //console.log(`player with id ${this.playerInfo.id} not found in FakeHumanExecution`) return } } if (this.player.troops() < this.mg.config().maxTroops(this.player) / 4) { return } if (ticks % this.random.nextInt(10, 30) != 0) { return } if (this.neighborsTerraNullius) { for (const b of this.player.borderTiles()) { for (const n of b.neighbors()) { if (n.owner() == this.mg.terraNullius() && n.isLand()) { this.sendAttack(this.mg.terraNullius()) return } } } this.neighborsTerraNullius = false } const enemyborder = Array.from(this.player.borderTiles()).flatMap(t => t.neighbors()).filter(t => t.hasOwner() && t.owner() != this.player) if (enemyborder.length == 0 || this.random.chance(5)) { this.sendBoat() return } const enemies = enemyborder.map(t => t.owner()).filter(o => o.isPlayer()).map(o => o as Player).sort((a, b) => a.troops() - b.troops()) if (this.random.nextInt(0, 1) == 1) { this.sendAttack(enemies[0]) } else { this.sendAttack(enemies[this.random.nextInt(0, enemies.length)]) } } sendBoat(tries: number = 0) { if (tries > 100) { return } const oceanShore = Array.from(this.player.borderTiles()).filter(t => t.isOceanShore()) if (oceanShore.length == 0) { return } const src = this.random.randElement(oceanShore) const otherShore = Array.from( bfs( src, and((t) => t.isOcean() || t.isOceanShore(), dist(src, 200)) ) ).filter(t => t.isOceanShore() && t.owner() != this.player) if (otherShore.length == 0) { return } for (let i = 0; i < 100; i++) { const dst = this.random.randElement(otherShore) if (this.isSmallIsland(dst)) { continue } this.mg.addExecution(new BoatAttackExecution( this.player.id(), dst.hasOwner() ? dst.owner().id() : null, dst.cell(), this.player.troops() / 5, )) return } this.sendBoat(tries + 1) } randomLand(): Tile { while (true) { const cell = new Cell(this.random.nextInt(0, this.mg.width()), this.random.nextInt(0, this.mg.height())) const tile = this.mg.tile(cell) if (tile.isLand() && !tile.hasOwner()) { if (tile.terrain() == TerrainType.Mountain && this.random.chance(2)) { continue } return tile } } } sendAttack(toAttack: Player | TerraNullius) { this.mg.addExecution(new AttackExecution( this.player.troops() / 5, this.player.id(), toAttack.isPlayer() ? toAttack.id() : null, null, null )) } isSmallIsland(tile: Tile): boolean { return bfs(tile, and((t) => t.isLand(), dist(tile, 50))).size < 50 } owner(): MutablePlayer { return null } isActive(): boolean { return this.active } activeDuringSpawnPhase(): boolean { return true } }