import { Difficulty, GameType, Gold, MutableTile, Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tick, Tile, Unit, UnitInfo, UnitType } from "../game/Game"; import { GameConfig } from "../Schemas"; import { assertNever, distSort, manhattanDist, simpleHash, 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) { } 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 40 } defensePostDefenseBonus(): number { return 5 } spawnNPCs(): boolean { return true } tradeShipGold(src: Unit, dst: Unit): Gold { const dist = manhattanDist(src.tile().cell(), dst.tile().cell()) 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.Destroyer: return { cost: (p: Player) => (p.units(UnitType.Destroyer).length + 1) * 250_000, territoryBound: false, maxHealth: 1000, } case UnitType.Battleship: return { cost: (p: Player) => (p.units(UnitType.Battleship).length + 1) * 500_000, territoryBound: false, maxHealth: 5000 } 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 } case UnitType.AtomBomb: return { cost: () => 750_000, territoryBound: false } case UnitType.HydrogenBomb: return { cost: () => 5_000_000, territoryBound: false } case UnitType.TradeShip: return { cost: () => 0, territoryBound: false } case UnitType.MissileSilo: return { cost: () => 1_000_000, territoryBound: true } case UnitType.DefensePost: return { cost: (p: Player) => Math.min( 250_000, (p.units(UnitType.DefensePost).length + 1) * 50_000 ), territoryBound: true } case UnitType.City: return { cost: (p: Player) => Math.min( 1_000_000, Math.pow(2, p.units(UnitType.City).length) * 125_000, ), 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 95 } boatMaxNumber(): number { return 3 } boatMaxDistance(): number { return 500 } numSpawnPhaseTurns(gameType: GameType): number { return gameType == GameType.Singleplayer ? 100 : 300 } numBots(): number { return 400 } theme(): Theme { return pastelTheme; } attackLogic(attackTroops: number, attacker: Player, defender: Player | TerraNullius, tileToConquer: MutableTile): { attackerTroopLoss: number; defenderTroopLoss: number; tilesPerTickUsed: number } { let mag = 0 let speed = 0 switch (tileToConquer.terrain().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 } mag *= tileToConquer.defenseBonus(attacker) speed *= tileToConquer.defenseBonus(attacker) if (tileToConquer.hasFallout()) { mag *= this.falloutDefenseModifier() speed *= this.falloutDefenseModifier() } if (attacker.isPlayer() && defender.isPlayer()) { if (attacker.type() == PlayerType.Human && defender.type() == PlayerType.Bot) { mag *= .8 } if (attacker.type() == PlayerType.FakeHuman && defender.type() == PlayerType.Bot) { mag *= .8 } } if (defender.isPlayer()) { return { attackerTroopLoss: within(defender.troops() / (2.5 * attackTroops), .1, 10) * mag, defenderTroopLoss: defender.troops() / defender.numTilesOwned(), tilesPerTickUsed: within(defender.troops() / (5 * attackTroops), .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, .01, .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 10000 } if (playerInfo.playerType == PlayerType.FakeHuman) { // start troops * strength * difficulty switch (this._gameConfig.difficulty) { case Difficulty.Easy: case Difficulty.Medium: return 1000 case Difficulty.Hard: case Difficulty.Impossible: return 2000 } } return 25000 } maxPopulation(player: Player): number { let maxPop = Math.pow(player.numTilesOwned(), .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) // const thing = Math.sqrt(player.population() + player.population() * player.workers()) let toAdd = 10 + Math.pow(player.population(), .73) / 4 const ratio = 1 - (player.population() / max) toAdd *= ratio if (player.type() == PlayerType.FakeHuman) { toAdd *= 1.0 } if (player.type() == PlayerType.Bot) { toAdd *= .7 } let difficultyMultiplier = 1 switch (this._gameConfig.difficulty) { case Difficulty.Easy: difficultyMultiplier = 1 break case Difficulty.Medium: difficultyMultiplier = 1.2 break case Difficulty.Hard: difficultyMultiplier = 1.5 break case Difficulty.Impossible: difficultyMultiplier = 1.7 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 } }