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 toConquerList: TileRef[] = []; private toConquerSet = new Set(); private random = new PseudoRandom(123); private validToConquer = new Set(); private _owner: Player; private tileWeights: Map = new Map(); 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.toConquerList = []; this.toConquerSet.clear(); this.validToConquer.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), ); // consolex.log(`num tiles per tick: ${numTilesPerTick}`) // consolex.log(`num execs: ${this.mg.executions().length}`) while (numTilesPerTick > 0) { if (this.attack.troops() < 1) { this.attack.delete(); this.active = false; return; } if (this.toConquerList.length === 0) { this.refreshToConquer(); this.retreat(); return; } // Step 1: Separate tiles by number of adjacent owned tiles const priorityTiles: { tile: TileRef; weight: number }[] = []; const fallbackTiles: { tile: TileRef; weight: number }[] = []; const validTiles = this.toConquerList.filter((tile) => this.validToConquer.has(tile), ); if (validTiles.length === 0) { this.retreat(); return; } for (const tile of validTiles) { const cached = this.tileWeights.get(tile); if (!cached) continue; const { weight, ownedCount } = cached; if (ownedCount >= 3) { priorityTiles.push({ tile, weight }); } else { fallbackTiles.push({ tile, weight }); } } // Step 2: Pick from priority group if available, else fallback const candidates = priorityTiles.length > 0 ? priorityTiles : fallbackTiles; if (candidates.length === 0) { this.retreat(); return; } // Step 1: Build cumulative weight array const cumulativeWeights: number[] = []; let runningTotal = 0; for (const { weight } of candidates) { runningTotal += weight; cumulativeWeights.push(runningTotal); } if (runningTotal === 0) { this.retreat(); return; } // Step 2: Binary search for tile const r = (this.random.nextInt(0, 10000) / 10000) * runningTotal; let low = 0; let high = cumulativeWeights.length - 1; while (low < high) { const mid = Math.floor((low + high) / 2); if (r < cumulativeWeights[mid]) { high = mid; } else { low = mid + 1; } } const tileToConquer = candidates[low].tile; // Remove selected tile from the conquer list const index = this.toConquerList.indexOf(tileToConquer); if (index !== -1) { this.toConquerList.splice(index, 1); this.toConquerSet.delete(tileToConquer); } this.validToConquer.delete(tileToConquer); 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 posture: "retreat" | "balanced" | "hold" = "balanced"; 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); for (const neighbor of this.mg.neighbors(tileToConquer)) { if (this.toConquerSet.has(neighbor)) { const onBorder = this.mg .neighbors(neighbor) .some((t) => this.mg.owner(t) === this._owner); if (onBorder) { this.validToConquer.add(neighbor); } else { this.validToConquer.delete(neighbor); } this.updateTileWeight(neighbor); } } 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); if (!this.toConquerSet.has(neighbor)) { this.toConquerSet.add(neighbor); this.toConquerList.push(neighbor); this.updateTileWeight(neighbor); } const onBorder = this.mg .neighbors(neighbor) .some((t) => this.mg.owner(t) === this._owner); if (onBorder) { this.validToConquer.add(neighbor); } else { this.validToConquer.delete(neighbor); } } } 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; } } } } } } private updateTileWeight(tile: TileRef) { const neighbors = this.mg.neighbors(tile); const ownedCount = neighbors.filter( (t) => this.mg.owner(t) === this._owner, ).length; let weight = 1.0; switch (this.mg.terrainType(tile)) { case TerrainType.Plains: weight = 3.0; break; case TerrainType.Highland: weight = 0.5; break; case TerrainType.Mountain: weight = 0.25; break; } if (ownedCount === 2) { weight *= 8; } this.tileWeights.set(tile, { weight, ownedCount }); } owner(): Player { return this._owner; } isActive(): boolean { return this.active; } }