Files
OpenFrontIO/src/core/execution/PlayerExecution.ts
T
scamiv 20b840e658 Rework annexation into border-engagement scaling; drop cluster removal
- Make attack pacing + defender losses depend on **border engagement fraction**:
  - Add `defenderTotalBorderTiles` to `Config.attackTilesPerTick()`
  - Add `borderEngagedFraction` to `Config.attackLogic()`
  - In `DefaultConfig.attackTilesPerTick()`, scale tiles-per-tick by engaged fraction and enable a **full-annexation mode** when the attack engages the entire defender border (fast conquest multiplier)
  - In `DefaultConfig.attackLogic()`, scale defender troop losses with engagement and apply a large loss multiplier during full annexation
- Remove attack speed randomness for stability:
  - `AttackExecution` now uses exact `attack.borderSize()` (no `+ random(0..5)`)
  - Compute and pass `borderEngagedFraction = attackBorder / defenderBorder` into `attackLogic()`
-
**Notes / behavior changes:**
- Annexation is now driven by **border engagement** rather than “surrounded cluster” detection.
- Attack resolution is less jittery (no random border boost) and becomes extremely fast only when the defender’s border is fully engaged.
2025-12-14 02:31:54 +01:00

241 lines
6.2 KiB
TypeScript

import { Config } from "../configuration/Config";
import { Execution, Game, Player, UnitType } from "../game/Game";
import { TileRef } from "../game/GameMap";
import { calculateBoundingBox, simpleHash } from "../Util";
interface ClusterTraversalState {
visited: Uint32Array;
gen: number;
}
// Per-game traversal state used by calculateClusters() to avoid per-player buffers.
const traversalStates = new WeakMap<Game, ClusterTraversalState>();
export class PlayerExecution implements Execution {
private readonly ticksPerClusterCalc = 20;
private config: Config;
private lastCalc = 0;
private mg: Game;
private active = true;
constructor(private player: Player) {}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game, ticks: number) {
this.mg = mg;
this.config = mg.config();
this.lastCalc =
ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc);
}
tick(ticks: number) {
this.player.decayRelations();
for (const u of this.player.units()) {
if (!u.info().territoryBound) {
continue;
}
const owner = this.mg!.owner(u.tile());
if (!owner?.isPlayer()) {
u.delete();
continue;
}
if (owner === this.player) {
continue;
}
const captor = this.mg!.player(owner.id());
if (u.type() === UnitType.DefensePost) {
u.decreaseLevel(captor);
if (u.isActive()) {
captor.captureUnit(u);
}
} else {
captor.captureUnit(u);
}
}
if (!this.player.isAlive()) {
// Player has no tiles, delete any remaining units and gold
const gold = this.player.gold();
this.player.removeGold(gold);
this.player.units().forEach((u) => {
if (
u.type() !== UnitType.AtomBomb &&
u.type() !== UnitType.HydrogenBomb &&
u.type() !== UnitType.MIRVWarhead &&
u.type() !== UnitType.MIRV
) {
u.delete();
}
});
this.active = false;
this.mg.stats().playerKilled(this.player, ticks);
return;
}
const troopInc = this.config.troopIncreaseRate(this.player);
this.player.addTroops(troopInc);
const goldFromWorkers = this.config.goldAdditionRate(this.player);
this.player.addGold(goldFromWorkers);
// Record stats
this.mg.stats().goldWork(this.player, goldFromWorkers);
const alliances = Array.from(this.player.alliances());
for (const alliance of alliances) {
if (alliance.expiresAt() <= this.mg.ticks()) {
alliance.expire();
}
}
const embargoes = this.player.getEmbargoes();
for (const embargo of embargoes) {
if (
embargo.isTemporary &&
this.mg.ticks() - embargo.createdAt >
this.mg.config().temporaryEmbargoDuration()
) {
this.player.stopEmbargo(embargo.target);
}
}
if (ticks - this.lastCalc > this.ticksPerClusterCalc) {
if (this.player.lastTileChange() > this.lastCalc) {
this.lastCalc = ticks;
const start = performance.now();
this.removeClusters();
const end = performance.now();
if (end - start > 1000) {
console.log(`player ${this.player.name()}, took ${end - start}ms`);
}
}
}
}
private removeClusters() {
const clusters = this.calculateClusters();
if (clusters.length === 0) {
this.player.largestClusterBoundingBox = null;
return;
}
// Find the largest cluster with a single linear scan (O(n)).
let largestIndex = 0;
let largestSize = clusters[0].size;
for (let i = 1; i < clusters.length; i++) {
const size = clusters[i].size;
if (size > largestSize) {
largestSize = size;
largestIndex = i;
}
}
const largestCluster = clusters[largestIndex];
this.player.largestClusterBoundingBox = calculateBoundingBox(
this.mg,
largestCluster,
);
}
private calculateClusters(): Set<TileRef>[] {
const borderTiles = this.player.borderTiles();
if (borderTiles.size === 0) return [];
const state = this.traversalState();
const currentGen = this.bumpGeneration();
const visited = state.visited;
const clusters: Set<TileRef>[] = [];
for (const startTile of borderTiles) {
if (visited[startTile] === currentGen) continue;
const cluster = this.floodFillWithGen(
currentGen,
visited,
[startTile],
(tile, cb) => this.mg.forEachNeighborWithDiag(tile, cb),
(tile) => borderTiles.has(tile),
);
clusters.push(cluster);
}
return clusters;
}
owner(): Player {
if (this.player === null) {
throw new Error("Not initialized");
}
return this.player;
}
isActive(): boolean {
return this.active;
}
private traversalState(): ClusterTraversalState {
const totalTiles = this.mg.width() * this.mg.height();
let state = traversalStates.get(this.mg);
if (!state || state.visited.length < totalTiles) {
state = {
visited: new Uint32Array(totalTiles),
gen: 0,
};
traversalStates.set(this.mg, state);
}
return state;
}
private bumpGeneration(): number {
const state = this.traversalState();
state.gen++;
if (state.gen === 0xffffffff) {
state.visited.fill(0);
state.gen = 1;
}
return state.gen;
}
private floodFillWithGen(
currentGen: number,
visited: Uint32Array,
startTiles: TileRef[],
neighborFn: (tile: TileRef, callback: (neighbor: TileRef) => void) => void,
includeFn: (tile: TileRef) => boolean,
): Set<TileRef> {
const result = new Set<TileRef>();
const stack: TileRef[] = [];
for (const start of startTiles) {
if (visited[start] === currentGen) continue;
if (!includeFn(start)) continue;
visited[start] = currentGen;
result.add(start);
stack.push(start);
}
while (stack.length > 0) {
const tile = stack.pop()!;
neighborFn(tile, (neighbor) => {
if (visited[neighbor] === currentGen) {
return;
}
if (!includeFn(neighbor)) {
return;
}
visited[neighbor] = currentGen;
result.add(neighbor);
stack.push(neighbor);
});
}
return result;
}
}