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https://github.com/openfrontio/OpenFrontIO.git
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431 lines
14 KiB
TypeScript
431 lines
14 KiB
TypeScript
import { MutablePlayer, Tile, PlayerInfo, PlayerID, PlayerType, Player, TerraNullius, Cell, Execution, AllianceRequest, MutableAllianceRequest, MutableAlliance, Alliance, Tick, TargetPlayerEvent, EmojiMessage, EmojiMessageEvent, AllPlayers, Gold, UnitType, Unit, MutableUnit } from "./Game";
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import { ClientID } from "../Schemas";
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import { assertNever, bfs, closestOceanShoreFromPlayer, dist, distSortUnit, manhattanDist, manhattanDistWrapped, processName, simpleHash, sourceDstOceanShore } from "../Util";
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import { CellString, GameImpl } from "./GameImpl";
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import { UnitImpl } from "./UnitImpl";
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import { TileImpl } from "./TileImpl";
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import { TerraNulliusImpl } from "./TerraNulliusImpl";
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import { MessageType } from "../../client/graphics/layers/EventsDisplay";
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import { renderTroops } from "../../client/graphics/Utils";
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interface Target {
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tick: Tick
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target: Player
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}
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class Donation {
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constructor(public readonly recipient: Player, public readonly tick: Tick) { }
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}
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export class PlayerImpl implements MutablePlayer {
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private _gold: Gold
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private _troops: number
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private _workers: number
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private _targetTroopRatio: number = 1
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isTraitor_ = false
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public _borderTiles: Set<Tile> = new Set();
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public _units: UnitImpl[] = [];
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public _tiles: Map<CellString, Tile> = new Map<CellString, Tile>();
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private _name: string;
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private _displayName: string;
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public pastOutgoingAllianceRequests: AllianceRequest[] = []
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private targets_: Target[] = []
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private outgoingEmojis_: EmojiMessage[] = []
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private sentDonations: Donation[] = []
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constructor(private gs: GameImpl, private readonly playerInfo: PlayerInfo, startPopulation: number) {
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this._name = playerInfo.name;
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this._targetTroopRatio = 1
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this._troops = startPopulation * this._targetTroopRatio;
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this._workers = startPopulation * (1 - this._targetTroopRatio)
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this._gold = 0
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this._displayName = processName(this._name)
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}
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name(): string {
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return this._name;
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}
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displayName(): string {
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return this._displayName
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}
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clientID(): ClientID {
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return this.playerInfo.clientID;
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}
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id(): PlayerID {
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return this.playerInfo.id;
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}
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type(): PlayerType {
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return this.playerInfo.playerType;
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}
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units(...types: UnitType[]): UnitImpl[] {
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if (types.length == 0) {
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return this._units
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}
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const ts = new Set(types)
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return this._units.filter(u => ts.has(u.type()));
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}
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sharesBorderWith(other: Player | TerraNullius): boolean {
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for (const border of this._borderTiles) {
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for (const neighbor of border.neighbors()) {
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if (neighbor.owner() == other) {
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return true;
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}
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}
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}
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return false;
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}
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numTilesOwned(): number {
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return this._tiles.size;
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}
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tiles(): ReadonlySet<Tile> {
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return new Set(this._tiles.values());
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}
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borderTiles(): ReadonlySet<Tile> {
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return this._borderTiles;
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}
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neighbors(): (MutablePlayer | TerraNullius)[] {
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const ns: Set<(MutablePlayer | TerraNullius)> = new Set();
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for (const border of this.borderTiles()) {
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for (const neighbor of border.neighbors()) {
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if (neighbor.isLand() && neighbor.owner() != this) {
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ns.add((neighbor as TileImpl)._owner);
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}
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}
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}
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return Array.from(ns);
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}
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isPlayer(): this is MutablePlayer { return true as const; }
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ownsTile(cell: Cell): boolean { return this._tiles.has(cell.toString()); }
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setTroops(troops: number) { this._troops = Math.floor(troops); }
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conquer(tile: Tile) { this.gs.conquer(this, tile); }
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relinquish(tile: Tile) {
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if (tile.owner() != this) {
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throw new Error(`Cannot relinquish tile not owned by this player`);
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}
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this.gs.relinquish(tile);
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}
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info(): PlayerInfo { return this.playerInfo; }
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isAlive(): boolean { return this._tiles.size > 0; }
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executions(): Execution[] {
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return this.gs.executions().filter(exec => exec.owner().id() == this.id());
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}
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incomingAllianceRequests(): MutableAllianceRequest[] {
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return this.gs.allianceRequests.filter(ar => ar.recipient() == this)
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}
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outgoingAllianceRequests(): MutableAllianceRequest[] {
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return this.gs.allianceRequests.filter(ar => ar.requestor() == this)
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}
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alliances(): MutableAlliance[] {
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return this.gs.alliances_.filter(a => a.requestor() == this || a.recipient() == this)
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}
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isAlliedWith(other: Player): boolean {
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if (other == this) {
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return false
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}
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return this.allianceWith(other) != null
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}
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allianceWith(other: Player): MutableAlliance | null {
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return this.alliances().find(a => a.recipient() == other || a.requestor() == other)
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}
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recentOrPendingAllianceRequestWith(other: Player): boolean {
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const hasPending = this.incomingAllianceRequests().find(ar => ar.requestor() == other) != null
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|| this.outgoingAllianceRequests().find(ar => ar.recipient() == other) != null
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if (hasPending) {
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return true
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}
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const recent = this.pastOutgoingAllianceRequests
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.filter(ar => ar.recipient() == other)
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.sort((a, b) => b.createdAt() - a.createdAt())
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if (recent.length == 0) {
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return false
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}
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const delta = this.gs.ticks() - recent[0].createdAt()
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return delta < this.gs.config().allianceRequestCooldown()
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}
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breakAlliance(alliance: Alliance): void {
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this.gs.breakAlliance(this, alliance)
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}
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isTraitor(): boolean {
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return this.isTraitor_
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}
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createAllianceRequest(recipient: Player): MutableAllianceRequest {
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if (this.isAlliedWith(recipient)) {
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throw new Error(`cannot create alliance request, already allies`)
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}
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return this.gs.createAllianceRequest(this, recipient)
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}
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canTarget(other: Player): boolean {
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if (this.isAlliedWith(other)) {
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return false
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}
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for (const t of this.targets_) {
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if (this.gs.ticks() - t.tick < this.gs.config().targetCooldown()) {
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return false
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}
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}
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return true
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}
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target(other: Player): void {
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this.targets_.push({ tick: this.gs.ticks(), target: other })
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this.gs.eventBus.emit(new TargetPlayerEvent(this, other))
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}
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targets(): PlayerImpl[] {
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return this.targets_
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.filter(t => this.gs.ticks() - t.tick < this.gs.config().targetDuration())
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.map(t => t.target as PlayerImpl)
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}
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transitiveTargets(): MutablePlayer[] {
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const ts = this.alliances().map(a => a.other(this)).flatMap(ally => ally.targets())
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ts.push(...this.targets())
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return [...new Set(ts)]
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}
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sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void {
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if (recipient == this) {
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throw Error(`Cannot send emoji to oneself: ${this}`)
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}
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const msg = new EmojiMessage(this, recipient, emoji, this.gs.ticks())
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this.outgoingEmojis_.push(msg)
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this.gs.eventBus.emit(new EmojiMessageEvent(msg))
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}
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outgoingEmojis(): EmojiMessage[] {
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return this.outgoingEmojis_
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.filter(e => this.gs.ticks() - e.createdAt < this.gs.config().emojiMessageDuration())
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.sort((a, b) => b.createdAt - a.createdAt)
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}
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canSendEmoji(recipient: Player | typeof AllPlayers): boolean {
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const prevMsgs = this.outgoingEmojis_.filter(msg => msg.recipient == recipient)
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for (const msg of prevMsgs) {
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if (this.gs.ticks() - msg.createdAt < this.gs.config().emojiMessageCooldown()) {
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return false
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}
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}
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return true
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}
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canDonate(recipient: Player): boolean {
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if (!this.isAlliedWith(recipient)) {
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return false
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}
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for (const donation of this.sentDonations) {
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if (donation.recipient == recipient) {
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if (this.gs.ticks() - donation.tick < this.gs.config().donateCooldown()) {
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return false
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}
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}
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}
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return true
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}
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donate(recipient: MutablePlayer, troops: number): void {
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this.sentDonations.push(new Donation(recipient, this.gs.ticks()))
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recipient.addTroops(this.removeTroops(troops))
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this.gs.displayMessage(`Sent ${renderTroops(troops)} troops to ${recipient.name()}`, MessageType.INFO, this.id())
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this.gs.displayMessage(`Recieved ${renderTroops(troops)} troops from ${this.name()}`, MessageType.SUCCESS, recipient.id())
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}
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gold(): Gold {
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return this._gold
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}
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addGold(toAdd: Gold): void {
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this._gold += toAdd
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}
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removeGold(toRemove: Gold): void {
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this._gold -= toRemove
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}
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population(): number {
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return this._troops + this._workers
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}
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workers(): number {
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return Math.max(1, this._workers)
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}
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addWorkers(toAdd: number): void {
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this._workers += toAdd
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}
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removeWorkers(toRemove: number): void {
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this._workers = Math.max(1, this._workers - toRemove)
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}
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targetTroopRatio(): number {
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return this._targetTroopRatio
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}
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setTargetTroopRatio(target: number): void {
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if (target < 0 || target > 1) {
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throw new Error(`invalid targetTroopRatio ${target} set on player ${PlayerImpl}`)
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}
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this._targetTroopRatio = target
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}
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troops(): number { return this._troops; }
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addTroops(troops: number): void {
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if (troops < 0) {
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this.removeTroops(-1 * troops)
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return
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}
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this._troops += Math.floor(troops);
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}
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removeTroops(troops: number): number {
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if (troops <= 1) {
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return 0
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}
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const toRemove = Math.floor(Math.min(this._troops - 1, troops))
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this._troops -= toRemove;
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return toRemove
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}
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captureUnit(unit: MutableUnit): void {
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if (unit.owner() == this) {
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throw new Error(`Cannot capture unit, ${this} already owns ${unit}`)
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}
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const prev = unit.owner();
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(prev as PlayerImpl)._units = (prev as PlayerImpl)._units.filter(u => u != unit);
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(unit as UnitImpl)._owner = this
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this._units.push(unit as UnitImpl)
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}
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buildUnit(type: UnitType, troops: number, spawnTile: Tile): UnitImpl {
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const b = new UnitImpl(type, this.gs, spawnTile, troops, this);
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this._units.push(b);
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this.removeGold(this.gs.unitInfo(type).cost)
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this.removeTroops(troops)
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this.gs.fireUnitUpdateEvent(b, b.tile());
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return b;
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}
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canBuild(unitType: UnitType, targetTile: Tile): Tile | false {
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const cost = this.gs.unitInfo(unitType).cost
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if (!this.isAlive() || this.gold() < cost) {
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return false
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}
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switch (unitType) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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return this.nukeSpawn(targetTile)
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case UnitType.Port:
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return this.portSpawn(targetTile)
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case UnitType.Destroyer:
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return this.destroyerSpawn(targetTile)
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case UnitType.MissileSilo:
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return this.missileSiloSpawn(targetTile)
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case UnitType.TransportShip:
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return this.transportShipSpawn(targetTile)
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case UnitType.TradeShip:
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return this.tradeShipSpawn(targetTile)
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default:
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assertNever(unitType)
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}
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}
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nukeSpawn(tile: Tile): Tile | false {
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const spawns = this.units(UnitType.MissileSilo).map(u => u as Unit).sort(distSortUnit(tile))
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if (spawns.length == 0) {
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return false
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}
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return spawns[0].tile()
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}
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portSpawn(tile: Tile): Tile | false {
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const spawns = Array.from(bfs(tile, dist(tile, 20)))
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.filter(t => t.owner() == this && t.isOceanShore())
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.sort((a, b) => manhattanDist(a.cell(), tile.cell()) - manhattanDist(b.cell(), tile.cell()))
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if (spawns.length == 0) {
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return false
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}
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return spawns[0]
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}
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destroyerSpawn(tile: Tile): Tile | false {
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if (!tile.isOcean()) {
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return false
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}
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const spawns = this.units(UnitType.Port)
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.filter(u => manhattanDist(u.tile().cell(), tile.cell()) < this.gs.config().boatMaxDistance())
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.sort((a, b) => manhattanDist(a.tile().cell(), tile.cell()) - manhattanDist(b.tile().cell(), tile.cell()))
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if (spawns.length == 0) {
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return false
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}
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return spawns[0].tile()
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}
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missileSiloSpawn(tile: Tile): Tile | false {
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if (tile.owner() != this) {
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return false
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}
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return tile
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}
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transportShipSpawn(targetTile: Tile): Tile | false {
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if (!targetTile.isOceanShore()) {
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return false
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}
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const spawn = closestOceanShoreFromPlayer(this, targetTile, this.gs.width())
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if (spawn == null) {
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return false
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}
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return spawn
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}
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tradeShipSpawn(targetTile: Tile): Tile | false {
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const spawns = this.units(UnitType.Port).filter(u => u.tile() == targetTile)
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if (spawns.length == 0) {
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return false
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}
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return spawns[0].tile()
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}
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hash(): number {
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return simpleHash(this.id()) * (this.population() + this.numTilesOwned());
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}
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toString(): string {
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return `Player:{name:${this.info().name},clientID:${this.info().clientID},isAlive:${this.isAlive()},troops:${this._troops},numTileOwned:${this.numTilesOwned()}}]`;
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}
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}
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