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17c1a6300f
## Description: - Widened port placement and warship spawn/patrol checks from `isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built on lake shores and ships can operate on lakes, we discussed it here: <img width="996" height="423" alt="image" src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d" /> - Filtered `tradingPorts()` by water component so ports only attempt trades with reachable ports - prevents silent path-not-found failures across disconnected water bodies - Applied the same water component filter when a captured trade ship reroutes to its new owner's nearest port - Removed the `WaterManager` fallback that force-marked isolated water-nuked-tiles as ocean (no longer needed since lakes are now navigable) - Added a check to prevent nations from building ports on water bodies that aren't accessible to other players ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin --------- Co-authored-by: Evan <evanpelle@gmail.com>
345 lines
10 KiB
TypeScript
345 lines
10 KiB
TypeScript
import {
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AllPlayers,
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Difficulty,
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Game,
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Gold,
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Player,
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PlayerType,
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Unit,
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UnitType,
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} from "../../game/Game";
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import { TileRef } from "../../game/GameMap";
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import { PseudoRandom } from "../../PseudoRandom";
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import { ConstructionExecution } from "../ConstructionExecution";
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import {
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EMOJI_WARSHIP_RETALIATION,
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NationEmojiBehavior,
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} from "./NationEmojiBehavior";
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export class NationWarshipBehavior {
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// Track our transport ships we currently own
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private trackedTransportShips: Set<Unit> = new Set();
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// Track our trade ships we currently own
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private trackedTradeShips: Set<Unit> = new Set();
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constructor(
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private random: PseudoRandom,
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private game: Game,
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private player: Player,
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private emojiBehavior: NationEmojiBehavior,
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) {}
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maybeSpawnWarship(): boolean {
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if (this.player === null) throw new Error("not initialized");
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if (!this.random.chance(50)) {
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return false;
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}
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const ports = this.player.units(UnitType.Port);
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const ships = this.player.units(UnitType.Warship);
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if (
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ports.length > 0 &&
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ships.length === 0 &&
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this.player.gold() > this.cost(UnitType.Warship)
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) {
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const port = this.random.randElement(ports);
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const targetTile = this.warshipSpawnTile(port.tile());
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if (targetTile === null) {
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return false;
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}
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const canBuild = this.player.canBuild(UnitType.Warship, targetTile);
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if (canBuild === false) {
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return false;
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}
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this.game.addExecution(
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new ConstructionExecution(this.player, UnitType.Warship, targetTile),
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);
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return true;
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}
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return false;
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}
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private warshipSpawnTile(portTile: TileRef): TileRef | null {
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const radius = 250;
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for (let attempts = 0; attempts < 50; attempts++) {
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const randX = this.random.nextInt(
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this.game.x(portTile) - radius,
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this.game.x(portTile) + radius,
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);
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const randY = this.random.nextInt(
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this.game.y(portTile) - radius,
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this.game.y(portTile) + radius,
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);
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if (!this.game.isValidCoord(randX, randY)) {
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continue;
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}
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const tile = this.game.ref(randX, randY);
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// Sanity check
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if (!this.game.isWater(tile)) {
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continue;
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}
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return tile;
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}
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return null;
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}
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trackShipsAndRetaliate(): void {
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this.trackTransportShipsAndRetaliate();
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this.trackTradeShipsAndRetaliate();
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}
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// Send out a warship if our transport ship got captured
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private trackTransportShipsAndRetaliate(): void {
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// Add any currently owned transport ships to our tracking set
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this.player
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.units(UnitType.TransportShip)
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.forEach((u) => this.trackedTransportShips.add(u));
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// Iterate tracked transport ships; if it got destroyed by an enemy: retaliate
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for (const ship of Array.from(this.trackedTransportShips)) {
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if (!ship.isActive()) {
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// Distinguish between arrival/retreat and enemy destruction
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if (ship.wasDestroyedByEnemy() && ship.destroyer() !== undefined) {
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this.maybeRetaliateWithWarship(
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ship.tile(),
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ship.destroyer()!,
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"transport",
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);
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}
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this.trackedTransportShips.delete(ship);
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}
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}
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}
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// Send out a warship if our trade ship got captured
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private trackTradeShipsAndRetaliate(): void {
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// Add any currently owned trade ships to our tracking map
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this.player
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.units(UnitType.TradeShip)
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.forEach((u) => this.trackedTradeShips.add(u));
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// Iterate tracked trade ships; if we no longer own it, it was captured: retaliate
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for (const ship of Array.from(this.trackedTradeShips)) {
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if (!ship.isActive()) {
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this.trackedTradeShips.delete(ship);
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continue;
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}
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if (ship.owner().id() !== this.player.id()) {
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// Ship was ours and is now owned by someone else -> captured
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this.maybeRetaliateWithWarship(ship.tile(), ship.owner(), "trade");
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this.trackedTradeShips.delete(ship);
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}
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}
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}
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private maybeRetaliateWithWarship(
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tile: TileRef,
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enemy: Player,
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reason: "trade" | "transport",
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): void {
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// Don't retaliate against ourselves (e.g. own nuke destroyed own ship)
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if (enemy === this.player) {
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return;
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}
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// Don't send too many warships
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if (this.player.units(UnitType.Warship).length >= 10) {
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return;
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}
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const { difficulty } = this.game.config().gameConfig();
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// In Easy never retaliate. In Medium retaliate with 15% chance. Hard with 50%, Impossible with 80%.
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if (
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(difficulty === Difficulty.Medium && this.random.nextInt(0, 100) < 15) ||
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(difficulty === Difficulty.Hard && this.random.nextInt(0, 100) < 50) ||
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(difficulty === Difficulty.Impossible && this.random.nextInt(0, 100) < 80)
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) {
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const canBuild = this.player.canBuild(UnitType.Warship, tile);
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if (canBuild === false) {
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return;
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}
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this.game.addExecution(
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new ConstructionExecution(this.player, UnitType.Warship, tile),
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);
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this.emojiBehavior.maybeSendEmoji(enemy, EMOJI_WARSHIP_RETALIATION);
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this.player.updateRelation(enemy, reason === "trade" ? -7.5 : -15);
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}
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}
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// Prevent warship infestations: if current player is one of the 3 richest and an enemy has too many warships, send a counter-warship.
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// What is a warship infestation? A player tries to dominate the entire ocean to block all trade and transport boats.
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counterWarshipInfestation(): void {
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if (!this.shouldCounterWarshipInfestation()) {
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return;
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}
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const isTeamGame = this.player.team() !== null;
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if (!this.isRichPlayer(isTeamGame)) {
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return;
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}
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const target = this.findWarshipInfestationCounterTarget(isTeamGame);
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if (target !== null) {
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this.buildCounterWarship(target);
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}
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}
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private shouldCounterWarshipInfestation(): boolean {
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// Only the smart nations can do this
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const { difficulty } = this.game.config().gameConfig();
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if (
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difficulty !== Difficulty.Hard &&
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difficulty !== Difficulty.Impossible
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) {
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return false;
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}
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// Quit early if there aren't many warships in the game
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if (this.game.unitCount(UnitType.Warship) <= 10) {
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return false;
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}
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// Quit early if we can't afford a warship
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if (this.cost(UnitType.Warship) > this.player.gold()) {
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return false;
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}
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// Quit early if we don't have a port to send warships from
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if (this.player.units(UnitType.Port).length === 0) {
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return false;
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}
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// Don't send too many warships
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if (this.player.units(UnitType.Warship).length >= 10) {
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return false;
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}
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return true;
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}
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// Check if current player is one of the 3 richest (We don't want poor nations to use their precious gold on this)
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private isRichPlayer(isTeamGame: boolean): boolean {
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const players = this.game.players().filter((p) => {
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if (p.type() === PlayerType.Human) return false;
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return isTeamGame ? p.team() === this.player.team() : true;
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});
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const topThree = players
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.sort((a, b) => Number(b.gold() - a.gold()))
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.slice(0, 3);
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return topThree.some((p) => p.id() === this.player.id());
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}
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private findWarshipInfestationCounterTarget(
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isTeamGame: boolean,
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): { player: Player; warship: Unit } | null {
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return isTeamGame
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? this.findTeamGameWarshipTarget()
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: this.findFreeForAllWarshipTarget();
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}
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private findTeamGameWarshipTarget(): {
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player: Player;
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warship: Unit;
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} | null {
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const enemyTeamWarships = new Map<
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string,
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{ count: number; team: string; players: Player[] }
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>();
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for (const p of this.game.players()) {
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// Skip friendly players (our team and allies)
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if (this.player.isFriendly(p) || p.id() === this.player.id()) {
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continue;
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}
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const team = p.team();
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if (team === null) continue;
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const teamKey = team.toString();
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const warshipCount = p.units(UnitType.Warship).length;
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if (!enemyTeamWarships.has(teamKey)) {
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enemyTeamWarships.set(teamKey, {
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count: 0,
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team: teamKey,
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players: [],
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});
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}
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const teamData = enemyTeamWarships.get(teamKey)!;
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teamData.count += warshipCount;
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teamData.players.push(p);
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}
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// Find team with more than 15 warships
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for (const [, teamData] of enemyTeamWarships.entries()) {
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if (teamData.count > 15) {
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// Find player in that team with most warships
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const playerWithMostWarships = teamData.players.reduce(
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(max, p) => {
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const count = p.units(UnitType.Warship).length;
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const maxCount = max ? max.units(UnitType.Warship).length : 0;
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return count > maxCount ? p : max;
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},
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null as Player | null,
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);
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if (playerWithMostWarships) {
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const warships = playerWithMostWarships.units(UnitType.Warship);
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if (warships.length > 3) {
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return {
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player: playerWithMostWarships,
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warship: this.random.randElement(warships),
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};
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}
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}
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}
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}
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return null;
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}
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private findFreeForAllWarshipTarget(): {
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player: Player;
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warship: Unit;
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} | null {
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const enemies = this.game
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.players()
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.filter((p) => !this.player.isFriendly(p) && p.id() !== this.player.id());
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for (const enemy of enemies) {
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const enemyWarships = enemy.units(UnitType.Warship);
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if (enemyWarships.length > 10) {
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return {
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player: enemy,
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warship: this.random.randElement(enemyWarships),
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};
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}
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}
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return null;
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}
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private buildCounterWarship(target: { player: Player; warship: Unit }): void {
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const canBuild = this.player.canBuild(
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UnitType.Warship,
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target.warship.tile(),
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);
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if (canBuild === false) {
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return;
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}
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this.game.addExecution(
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new ConstructionExecution(
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this.player,
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UnitType.Warship,
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target.warship.tile(),
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),
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);
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this.emojiBehavior.sendEmoji(AllPlayers, EMOJI_WARSHIP_RETALIATION);
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}
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private cost(type: UnitType): Gold {
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return this.game.unitInfo(type).cost(this.game, this.player);
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}
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}
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