Files
OpenFrontIO/src/core/execution/FakeHumanExecution.ts
T
2024-11-03 12:37:56 -08:00

256 lines
7.8 KiB
TypeScript

import { Cell, Execution, MutableGame, MutablePlayer, Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tile } from "../game/Game"
import { PseudoRandom } from "../PseudoRandom"
import { and, bfs, dist, simpleHash } from "../Util";
import { AttackExecution } from "./AttackExecution";
import { BoatAttackExecution } from "./BoatAttackExecution";
import { SpawnExecution } from "./SpawnExecution";
export class FakeHumanExecution implements Execution {
private firstMove = true
private active = true
private random: PseudoRandom;
private attackRate: number
private mg: MutableGame
private neighborsTerraNullius = true
private player: MutablePlayer = null
private enemy: Player | null = null
private rejected: Set<Player> = new Set<Player>
private isTraitor = false
private relations = new Map<Player, number>()
constructor(private playerInfo: PlayerInfo, private cell: Cell, private strength: number) {
this.random = new PseudoRandom(simpleHash(playerInfo.id))
}
init(mg: MutableGame, ticks: number) {
this.mg = mg
if (this.random.chance(5)) {
this.isTraitor = true
}
}
tick(ticks: number) {
if (this.mg.inSpawnPhase()) {
if (ticks % this.random.nextInt(5, 30) == 0) {
const rl = this.randomLand()
if (rl == null) {
console.warn(`cannot spawn ${this.playerInfo.name}`)
return
}
this.mg.addExecution(new SpawnExecution(
this.playerInfo,
rl.cell()
))
}
return
}
if (this.player == null) {
this.player = this.mg.players().find(p => p.id() == this.playerInfo.id)
if (this.player == null) {
return
} else {
this.player.setTroops(this.player.troops() * this.strength)
}
}
if (this.firstMove) {
this.firstMove = false
this.sendAttack(this.mg.terraNullius())
return
}
if (this.player.troops() < this.mg.config().maxManpower(this.player) / 4) {
return
}
if (ticks % this.random.nextInt(10, 30) != 0) {
return
}
this.handleAllianceRequests()
if (ticks % 100 == 0) {
this.enemy = null
}
if (this.enemy == null) {
this.enemy = this.mg.executions()
.filter(e => e instanceof AttackExecution)
.map(e => e as AttackExecution)
.filter(e => e.targetID() == this.player.id())
.map(e => e.owner())
.find(enemy => enemy && enemy.type() == PlayerType.Human)
}
if (this.enemy) {
if (this.player.sharesBorderWith(this.enemy)) {
this.sendAttack(this.enemy)
}
return
}
if (this.neighborsTerraNullius) {
for (const b of this.player.borderTiles()) {
for (const n of b.neighbors()) {
if (n.owner() == this.mg.terraNullius() && n.isLand()) {
this.sendAttack(this.mg.terraNullius())
return
}
}
}
this.neighborsTerraNullius = false
}
const enemyborder = Array.from(this.player.borderTiles()).flatMap(t => t.neighbors()).filter(t => t.hasOwner() && t.owner() != this.player)
if (enemyborder.length == 0 || this.random.chance(5)) {
this.sendBoat()
return
}
const enemies = enemyborder.map(t => t.owner()).filter(o => o.isPlayer()).map(o => o as Player).sort((a, b) => a.troops() - b.troops())
if (this.random.chance(10)) {
const toAlly = this.random.randElement(enemies)
if (!this.player.isAlliedWith(toAlly) && !this.player.recentOrPendingAllianceRequestWith(toAlly)) {
this.player.createAllianceRequest(toAlly)
return
}
}
if (this.random.chance(2)) {
if (!this.player.isAlliedWith(enemies[0]) || (this.random.chance(50) && this.isTraitor)) {
this.sendAttack(enemies[0])
}
} else {
const toAttack = this.random.randElement(enemies)
if (!this.player.isAlliedWith(toAttack) || (this.random.chance(100) && this.isTraitor)) {
this.sendAttack(toAttack)
}
}
}
handleAllianceRequests() {
for (const req of this.player.incomingAllianceRequests()) {
if (req.requestor().numTilesOwned() > this.player.numTilesOwned() * 2) {
req.accept()
continue
}
if (req.recipient().numTilesOwned() > this.player.numTilesOwned()) {
if (this.random.chance(2)) {
req.accept()
} else {
req.reject()
this.rejected.add(req.recipient())
}
continue
}
if (this.random.chance(5)) {
req.accept()
} else {
req.reject()
this.rejected.add(req.recipient())
}
}
}
sendBoat(tries: number = 0, oceanShore: Tile[] = null) {
if (tries > 10) {
return
}
if (oceanShore == null) {
oceanShore = Array.from(this.player.borderTiles()).filter(t => t.isOceanShore())
}
if (oceanShore.length == 0) {
return
}
const src = this.random.randElement(oceanShore)
const otherShore = Array.from(
bfs(
src,
and((t) => t.isOcean() || t.isOceanShore(), dist(src, 200))
)
).filter(t => t.isOceanShore() && t.owner() != this.player)
if (otherShore.length == 0) {
return
}
for (let i = 0; i < 20; i++) {
const dst = this.random.randElement(otherShore)
if (this.isSmallIsland(dst)) {
continue
}
if (dst.owner().isPlayer() && this.player.isAlliedWith(dst.owner() as Player)) {
continue
}
this.mg.addExecution(new BoatAttackExecution(
this.player.id(),
dst.hasOwner() ? dst.owner().id() : null,
dst.cell(),
this.player.troops() / 5,
))
return
}
this.sendBoat(tries + 1, oceanShore)
}
randomLand(): Tile | null {
const delta = 25
let tries = 0
while (tries < 50) {
tries++
const cell = new Cell(
this.random.nextInt(this.cell.x - delta, this.cell.x + delta),
this.random.nextInt(this.cell.y - delta, this.cell.y + delta)
)
if (!this.mg.isOnMap(cell)) {
continue
}
const tile = this.mg.tile(cell)
if (tile.isLand() && !tile.hasOwner()) {
if (tile.terrain() == TerrainType.Mountain && this.random.chance(2)) {
continue
}
return tile
}
}
return null
}
sendAttack(toAttack: Player | TerraNullius) {
this.mg.addExecution(new AttackExecution(
this.player.troops() / 5,
this.player.id(),
toAttack.isPlayer() ? toAttack.id() : null,
null,
null
))
}
isSmallIsland(tile: Tile): boolean {
return bfs(tile, and((t) => t.isLand(), dist(tile, 10))).size < 50
}
owner(): MutablePlayer {
return null
}
isActive(): boolean {
return this.active
}
activeDuringSpawnPhase(): boolean {
return true
}
}