import {Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tile} from "../Game"; import {GameID} from "../Schemas"; import {simpleHash, within} from "../Util"; import {Config, Theme} from "./Config"; import {pastelTheme} from "./PastelTheme"; export class DefaultConfig implements Config { boatMaxNumber(): number { return 3 } boatMaxDistance(): number { return 500 } numSpawnPhaseTurns(): number { return 100 } numBots(): number { return 400 } numFakeHumans(gameID: GameID): number { return simpleHash(gameID) % 3 } turnIntervalMs(): number { return 100 } gameCreationRate(): number { return 10 * 1000 } lobbyLifetime(): number { return 20 * 1000 } theme(): Theme {return pastelTheme;} attackLogic(attackTroops: number, attacker: Player, defender: Player | TerraNullius, tileToConquer: Tile): {attackerTroopLoss: number; defenderTroopLoss: number; tilesPerTickUsed: number} { let mag = 0 let speed = 0 switch (tileToConquer.terrain()) { case TerrainType.Plains: mag = 10 // speed = 10 break case TerrainType.Highland: mag = 30 // speed = 20 break case TerrainType.Mountain: mag = 90 // speed = 40 break } speed = mag if (attacker.isPlayer() && defender.isPlayer()) { if (attacker.type() == PlayerType.Bot && defender.type() != PlayerType.Bot) { mag *= 1.2 } if (attacker.type() != PlayerType.Bot && defender.type() == PlayerType.Bot) { mag *= .8 } } if (defender.isPlayer()) { return { attackerTroopLoss: within(defender.troops() / attacker.troops() * mag, 1, 1000), defenderTroopLoss: within(attacker.troops() / defender.troops(), 1, 1000), tilesPerTickUsed: within(defender.troops() / (attackTroops * 5), .2, 3) * speed } } else { return { attackerTroopLoss: mag, defenderTroopLoss: 0, tilesPerTickUsed: within(this.startTroops(attacker.info()) / (attackTroops * 5), .2, 3) * speed } } } attackTilesPerTick(attacker: Player, defender: Player | TerraNullius, numAdjacentTilesWithEnemy: number): number { if (defender.isPlayer()) { return within(attacker.troops() / defender.troops() * 2, .01, .5) * numAdjacentTilesWithEnemy * 3 } else { return numAdjacentTilesWithEnemy * 2 } } boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number { return attacker.troops() / 5 } attackAmount(attacker: Player, defender: Player | TerraNullius) { if (attacker.type() == PlayerType.Bot) { return attacker.troops() / 20 } else { return attacker.troops() / 5 } } startTroops(playerInfo: PlayerInfo): number { if (playerInfo.playerType == PlayerType.Bot) { return 10000 } return 10000 } maxTroops(player: Player): number { let max = Math.sqrt(player.numTilesOwned()) * 3000 + 50000 return Math.min(max, 1_000_000) } troopAdditionRate(player: Player): number { let max = this.maxTroops(player) let toAdd = 10 + (player.troops() + Math.sqrt(player.troops() * player.numTilesOwned())) / 100 const ratio = 1 - (player.troops() / max) toAdd *= ratio // console.log(`to add ${toAdd}`) if (player.type() == PlayerType.FakeHuman) { toAdd *= 1.2 } if (player.type() == PlayerType.Bot) { toAdd *= .6 } return Math.min(player.troops() + toAdd, max) } } export const defaultConfig = new DefaultConfig()