import { Difficulty, Game, GameType, Gold, Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tick, UnitInfo, UnitType, } from "../game/Game"; import { GameMap, TileRef } from "../game/GameMap"; import { PlayerView } from "../game/GameView"; import { GameConfig } from "../Schemas"; import { assertNever, within } from "../Util"; import { Config, ServerConfig, Theme } from "./Config"; import { pastelTheme } from "./PastelTheme"; export abstract class DefaultServerConfig implements ServerConfig { turnIntervalMs(): number { return 100; } gameCreationRate(): number { return 1 * 60 * 1000; } lobbyLifetime(): number { return 2 * 60 * 1000; } } export class DefaultConfig implements Config { constructor( private _serverConfig: ServerConfig, private _gameConfig: GameConfig ) {} spawnImmunityDuration(): Tick { return 5 * 10; } gameConfig(): GameConfig { return this._gameConfig; } serverConfig(): ServerConfig { return this._serverConfig; } difficultyModifier(difficulty: Difficulty): number { switch (difficulty) { case Difficulty.Easy: return 1; case Difficulty.Medium: return 3; case Difficulty.Hard: return 9; case Difficulty.Impossible: return 18; } } cityPopulationIncrease(): number { return 250_000; } falloutDefenseModifier(): number { return 5; } defensePostRange(): number { return 30; } defensePostDefenseBonus(): number { return 5; } spawnNPCs(): boolean { return true; } tradeShipGold(dist: number): Gold { return 10000 + 100 * Math.pow(dist, 1.1); } tradeShipSpawnRate(): number { return 500; } unitInfo(type: UnitType): UnitInfo { switch (type) { case UnitType.TransportShip: return { cost: () => 0, territoryBound: false, }; case UnitType.Warship: return { cost: (p: Player) => (p.units(UnitType.Warship).length + 1) * 250_000, territoryBound: false, maxHealth: 1000, }; case UnitType.Shell: return { cost: () => 0, territoryBound: false, damage: 250, }; case UnitType.Port: return { cost: (p: Player) => Math.min( 1_000_000, Math.pow(2, p.units(UnitType.Port).length) * 250_000 ), territoryBound: true, constructionDuration: 2 * 10, }; case UnitType.AtomBomb: return { cost: () => 750_000, territoryBound: false, }; case UnitType.HydrogenBomb: return { cost: () => 5_000_000, territoryBound: false, }; case UnitType.MIRV: return { cost: () => 5_000_000, territoryBound: false, }; case UnitType.MIRVWarhead: return { cost: () => 0, territoryBound: false, }; case UnitType.TradeShip: return { cost: () => 0, territoryBound: false, }; case UnitType.MissileSilo: return { cost: () => 1_000_000, territoryBound: true, constructionDuration: 10 * 10, }; case UnitType.DefensePost: return { cost: (p: Player) => Math.min( 250_000, (p.units(UnitType.DefensePost).length + 1) * 50_000 ), territoryBound: true, constructionDuration: 5 * 10, }; case UnitType.City: return { cost: (p: Player) => Math.min( 1_000_000, Math.pow(2, p.units(UnitType.City).length) * 125_000 ), territoryBound: true, constructionDuration: 2 * 10, }; case UnitType.Construction: return { cost: () => 0, territoryBound: true, }; default: assertNever(type); } } defaultDonationAmount(sender: Player): number { return Math.floor(sender.troops() / 3); } donateCooldown(): Tick { return 10 * 10; } emojiMessageDuration(): Tick { return 5 * 10; } emojiMessageCooldown(): Tick { return 15 * 10; } targetDuration(): Tick { return 10 * 10; } targetCooldown(): Tick { return 15 * 10; } allianceRequestCooldown(): Tick { return 30 * 10; } allianceDuration(): Tick { return 600 * 10; } percentageTilesOwnedToWin(): number { return 80; } boatMaxNumber(): number { return 3; } boatMaxDistance(): number { return 500; } numSpawnPhaseTurns(): number { return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300; } numBots(): number { return 400; } theme(): Theme { return pastelTheme; } attackLogic( gm: Game, attackTroops: number, attacker: Player, defender: Player | TerraNullius, tileToConquer: TileRef ): { attackerTroopLoss: number; defenderTroopLoss: number; tilesPerTickUsed: number; } { let mag = 0; let speed = 0; const type = gm.terrainType(tileToConquer); switch (type) { case TerrainType.Plains: mag = 80; speed = 15; break; case TerrainType.Highland: mag = 100; speed = 20; break; case TerrainType.Mountain: mag = 120; speed = 25; break; default: throw new Error(`terrain type ${type} not supported`); } if (defender.isPlayer()) { for (const dp of gm.nearbyDefensePosts(tileToConquer)) { if (dp.owner() == defender) { mag *= this.defensePostDefenseBonus(); speed *= this.defensePostDefenseBonus(); break; } } } if (gm.hasFallout(tileToConquer)) { mag *= this.falloutDefenseModifier(); speed *= this.falloutDefenseModifier(); } if (attacker.isPlayer() && defender.isPlayer()) { if ( attacker.type() == PlayerType.Human && defender.type() == PlayerType.Bot ) { mag *= 0.8; } if ( attacker.type() == PlayerType.FakeHuman && defender.type() == PlayerType.Bot ) { mag *= 0.8; } } if (defender.isPlayer()) { return { attackerTroopLoss: within(defender.troops() / (2.5 * attackTroops), 0.1, 10) * mag, defenderTroopLoss: defender.troops() / defender.numTilesOwned(), tilesPerTickUsed: within(defender.troops() / (5 * attackTroops), 0.2, 1.5) * speed, }; } else { return { attackerTroopLoss: attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5, defenderTroopLoss: 0, tilesPerTickUsed: within( (2000 * Math.max(10, speed)) / attackTroops, 5, 100 ), }; } } attackTilesPerTick( attackTroops: number, attacker: Player, defender: Player | TerraNullius, numAdjacentTilesWithEnemy: number ): number { if (defender.isPlayer()) { return ( within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) * numAdjacentTilesWithEnemy * 3 ); } else { return numAdjacentTilesWithEnemy * 2; } } boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number { return Math.floor(attacker.troops() / 5); } attackAmount(attacker: Player, defender: Player | TerraNullius) { if (attacker.type() == PlayerType.Bot) { return attacker.troops() / 20; } else { return attacker.troops() / 5; } } startManpower(playerInfo: PlayerInfo): number { if (playerInfo.playerType == PlayerType.Bot) { return 10_000; } if (playerInfo.playerType == PlayerType.FakeHuman) { switch (this._gameConfig.difficulty) { case Difficulty.Easy: return 2_500 * (playerInfo?.nation?.strength ?? 1); case Difficulty.Medium: return 5_000 * (playerInfo?.nation?.strength ?? 1); case Difficulty.Hard: return 15_000 * (playerInfo?.nation?.strength ?? 1); case Difficulty.Impossible: return 20_000 * (playerInfo?.nation?.strength ?? 1); } } return 25_000; } maxPopulation(player: Player | PlayerView): number { let maxPop = Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000; if (player.type() == PlayerType.Bot) { return maxPop; } return ( maxPop * 2 + player.units(UnitType.City).length * this.cityPopulationIncrease() ); } populationIncreaseRate(player: Player): number { let max = this.maxPopulation(player); let toAdd = 10 + Math.pow(player.population(), 0.73) / 4; const ratio = 1 - player.population() / max; toAdd *= ratio; if (player.type() == PlayerType.Bot) { toAdd *= 0.7; } let difficultyMultiplier = 1; switch (this._gameConfig.difficulty) { case Difficulty.Easy: difficultyMultiplier = 0.3; break; case Difficulty.Medium: difficultyMultiplier = 0.6; break; case Difficulty.Hard: difficultyMultiplier = 1; break; case Difficulty.Impossible: difficultyMultiplier = 1.2; break; } if (player.type() == PlayerType.FakeHuman) { toAdd *= difficultyMultiplier; } return Math.min(player.population() + toAdd, max) - player.population(); } goldAdditionRate(player: Player): number { return Math.sqrt(player.workers() * player.numTilesOwned()) / 200; } troopAdjustmentRate(player: Player): number { const maxDiff = this.maxPopulation(player) / 1000; const target = player.population() * player.targetTroopRatio(); const diff = target - player.troops(); if (Math.abs(diff) < maxDiff) { return diff; } const adjustment = maxDiff * Math.sign(diff); // Can ramp down troops much faster if (adjustment < 0) { return adjustment * 5; } return adjustment; } }