Files
OpenFrontIO/src/core/execution/BotExecution.ts
T
Scott Anderson 19ed3b247c bugfix: Nations rarely launch nukes (#1860)
## Description:

Simplify nation enemy selection to make nations more likely to launch
nukes.

Partially fixes #1855 by addressing a v24 regression in nation behavior.

## 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
2025-08-28 02:16:22 -04:00

98 lines
2.7 KiB
TypeScript

import { Execution, Game, Player } from "../game/Game";
import { BotBehavior } from "./utils/BotBehavior";
import { PseudoRandom } from "../PseudoRandom";
import { simpleHash } from "../Util";
export class BotExecution implements Execution {
private active = true;
private readonly random: PseudoRandom;
private mg: Game | undefined;
private neighborsTerraNullius = true;
private behavior: BotBehavior | null = null;
private readonly attackRate: number;
private readonly attackTick: number;
private readonly triggerRatio: number;
private readonly reserveRatio: number;
private readonly expandRatio: number;
constructor(private readonly bot: Player) {
this.random = new PseudoRandom(simpleHash(bot.id()));
this.attackRate = this.random.nextInt(40, 80);
this.attackTick = this.random.nextInt(0, this.attackRate);
this.triggerRatio = this.random.nextInt(50, 60) / 100;
this.reserveRatio = this.random.nextInt(30, 40) / 100;
this.expandRatio = this.random.nextInt(10, 20) / 100;
}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game) {
this.mg = mg;
}
tick(ticks: number) {
if (ticks % this.attackRate !== this.attackTick) return;
if (!this.bot.isAlive()) {
this.active = false;
return;
}
if (this.behavior === null) {
if (this.mg === undefined) throw new Error("Not initialized");
this.behavior = new BotBehavior(
this.random,
this.mg,
this.bot,
this.triggerRatio,
this.reserveRatio,
this.expandRatio,
);
// Send an attack on the first tick
this.behavior.sendAttack(this.mg.terraNullius());
return;
}
this.behavior.handleAllianceRequests();
this.behavior.handleAllianceExtensionRequests();
this.maybeAttack();
}
private maybeAttack() {
if (this.behavior === null) {
throw new Error("Not initialized");
}
const toAttack = this.behavior.getNeighborTraitorToAttack();
if (toAttack !== null) {
const odds = this.bot.isFriendly(toAttack) ? 6 : 3;
if (this.random.chance(odds)) {
this.behavior.sendAttack(toAttack);
return;
}
}
if (this.neighborsTerraNullius) {
if (this.mg === undefined) throw new Error("Not initialized");
if (this.bot.sharesBorderWith(this.mg.terraNullius())) {
this.behavior.sendAttack(this.mg.terraNullius());
return;
}
this.neighborsTerraNullius = false;
}
this.behavior.forgetOldEnemies();
const enemy = this.behavior.selectRandomEnemy();
if (!enemy) return;
if (!this.bot.sharesBorderWith(enemy)) return;
this.behavior.sendAttack(enemy);
}
isActive(): boolean {
return this.active;
}
}