Files
OpenFrontIO/src/core/execution/PlayerExecution.ts
T

214 lines
6.9 KiB
TypeScript

import { Config } from "../configuration/Config"
import { Execution, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, UnitType } from "../game/Game"
import { bfs, calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util"
import { GameImpl } from "../game/GameImpl"
import { consolex } from "../Consolex"
export class PlayerExecution implements Execution {
private readonly ticksPerClusterCalc = 10
private player: MutablePlayer
private config: Config
private lastCalc = 0
private mg: MutableGame
private active = true
constructor(private playerID: PlayerID) {
}
activeDuringSpawnPhase(): boolean {
return false
}
init(mg: MutableGame, ticks: number) {
this.mg = mg
this.config = mg.config()
this.player = mg.player(this.playerID)
this.lastCalc = ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc)
}
tick(ticks: number) {
this.player.decayRelations()
this.player.units().forEach(u => {
if (u.health() <= 0) {
u.delete()
return
}
u.modifyHealth(1)
const tileOwner = u.tile().owner()
if (u.info().territoryBound) {
if (tileOwner.isPlayer()) {
if (tileOwner != this.player) {
this.mg.player(tileOwner.id()).captureUnit(u)
}
} else {
u.delete()
}
}
})
if (!this.player.isAlive()) {
this.player.units().forEach(u => {
if (u.type() != UnitType.AtomBomb && u.type() != UnitType.HydrogenBomb) {
u.delete()
}
})
this.active = false
return
}
const popInc = this.config.populationIncreaseRate(this.player)
this.player.addWorkers(popInc * (1 - this.player.targetTroopRatio()))// (1 - this.player.targetTroopRatio()))
this.player.addTroops(popInc * this.player.targetTroopRatio())
this.player.addGold(this.config.goldAdditionRate(this.player))
const adjustRate = this.config.troopAdjustmentRate(this.player)
this.player.addTroops(adjustRate)
this.player.removeWorkers(adjustRate)
const alliances = Array.from(this.player.alliances())
for (const alliance of alliances) {
if (this.mg.ticks() - alliance.createdAt() > this.mg.config().allianceDuration()) {
alliance.expire()
}
}
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) {
consolex.log(`player ${this.player.name()}, took ${end - start}ms`)
}
}
}
}
private removeClusters() {
const clusters = this.calculateClusters()
// if (clusters.length <= 1) {
// return
// }
clusters.sort((a, b) => b.size - a.size);
const main = clusters.shift()
const surroundedBy = this.surroundedBySamePlayer(main)
if (surroundedBy && !this.player.isAlliedWith(surroundedBy)) {
this.removeCluster(main)
}
for (const cluster of clusters) {
if (this.isSurrounded(cluster)) {
this.removeCluster(cluster)
}
}
}
private surroundedBySamePlayer(cluster: Set<Tile>): false | Player {
const enemies = new Set<Player>()
for (const tile of cluster) {
if (tile.isOceanShore() || tile.neighbors().find(n => !n.hasOwner())) {
return false
}
tile.neighbors()
.filter(n => n.hasOwner() && n.owner() != this.player)
.forEach(p => enemies.add(p.owner() as Player))
if (enemies.size != 1) {
return false
}
}
if (enemies.size != 1) {
return false
}
return Array.from(enemies)[0]
}
private isSurrounded(cluster: Set<Tile>): boolean {
let enemyTiles = new Set<Tile>()
for (const tile of cluster) {
if (tile.isOceanShore()) {
return false
}
tile.neighbors()
.filter(n => n.hasOwner() && n.owner() != this.player)
.forEach(n => enemyTiles.add(n))
}
if (enemyTiles.size == 0) {
return false
}
const enemyBox = calculateBoundingBox(enemyTiles)
const clusterBox = calculateBoundingBox(cluster)
return inscribed(enemyBox, clusterBox)
}
private removeCluster(cluster: Set<Tile>) {
const arr = Array.from(cluster)
if (arr.some(t => t.owner() != this.player)) {
// Other removeCluster operations could change tile owners,
// so double check.
return
}
const mode = getMode(arr.flatMap(t => t.neighbors()).filter(t => t.hasOwner() && t.owner() != this.player).map(t => t.owner().id()))
if (!this.mg.hasPlayer(mode)) {
consolex.warn('mode is not found')
return
}
const firstTile = arr[0]
const filter = (n: Tile): boolean => n.owner() == firstTile.owner()
const tiles = bfs(firstTile, filter)
const modePlayer = this.mg.player(mode)
if (modePlayer == null) {
consolex.warn('mode player is null')
}
for (const tile of tiles) {
modePlayer.conquer(tile)
}
}
private calculateClusters(): Set<Tile>[] {
const seen = new Set<Tile>()
const border = this.player.borderTiles()
const clusters: Set<Tile>[] = []
for (const tile of border) {
if (seen.has(tile)) {
continue
}
const cluster = new Set<Tile>()
const queue: Tile[] = [tile]
seen.add(tile)
let loops = 0;
while (queue.length > 0) {
loops += 1
const curr = queue.shift()
cluster.add(curr)
const neighbors = (this.mg as GameImpl).neighborsWithDiag(curr)
for (const neighbor of neighbors) {
if (neighbor.isBorder() && border.has(neighbor)) {
if (!seen.has(neighbor)) {
queue.push(neighbor)
seen.add(neighbor)
}
}
}
}
clusters.push(cluster)
}
return clusters
}
owner(): MutablePlayer {
return this.player
}
isActive(): boolean {
return this.active
}
}