Files
OpenFrontIO/src/core/game/GameImpl.ts
T

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TypeScript

import { Config } from "../configuration/Config";
import { Cell, Execution, MutableGame, Game, MutablePlayer, PlayerID, PlayerInfo, Player, TerraNullius, Unit, MutableAllianceRequest, Alliance, Nation, UnitType, UnitInfo, DefenseBonus, GameUpdate, GameUpdateType, AllPlayers, GameUpdates, TerrainType, EmojiMessage } from "./Game";
import { NationMap } from "./TerrainMapLoader";
import { PlayerImpl } from "./PlayerImpl";
import { TerraNulliusImpl } from "./TerraNulliusImpl";
import { AllianceRequestImpl } from "./AllianceRequestImpl";
import { AllianceImpl } from "./AllianceImpl";
import { ClientID, GameConfig } from "../Schemas";
import { MessageType } from './Game';
import { UnitImpl } from "./UnitImpl";
import { consolex } from "../Consolex";
import { GameMap, GameMapImpl, TileRef, TileUpdate } from "./GameMap";
export function createGame(gameMap: GameMap, miniGameMap: GameMap, nationMap: NationMap, config: Config): Game {
return new GameImpl(gameMap, miniGameMap, nationMap, config)
}
export type CellString = string
export class GameImpl implements MutableGame {
private _ticks = 0
private unInitExecs: Execution[] = []
private nations_: Nation[] = []
_players: Map<PlayerID, PlayerImpl> = new Map<PlayerID, PlayerImpl>
_playersBySmallID = []
private execs: Execution[] = []
private _width: number
private _height: number
_terraNullius: TerraNulliusImpl
allianceRequests: AllianceRequestImpl[] = []
alliances_: AllianceImpl[] = []
private nextPlayerID = 1
private _nextUnitID = 1
private updates: GameUpdates = createGameUpdatesMap()
constructor(
private _map: GameMap,
private miniGameMap: GameMap,
nationMap: NationMap,
private _config: Config,
) {
this._terraNullius = new TerraNulliusImpl()
this._width = _map.width();
this._height = _map.height();
this.nations_ = nationMap.nations
.map(n => new Nation(
n.name,
new Cell(n.coordinates[0], n.coordinates[1]),
n.strength
))
}
owner(ref: TileRef): Player | TerraNullius {
return this.playerBySmallID(this.ownerID(ref))
}
playerBySmallID(id: number): Player | TerraNullius {
if (id == 0) {
return this.terraNullius()
}
return this._playersBySmallID[id - 1]
}
map(): GameMap {
return this._map
}
miniMap(): GameMap {
return this.miniGameMap
}
addUpdate(update: GameUpdate) {
(this.updates[update.type] as any[]).push(update);
}
nextUnitID(): number {
const old = this._nextUnitID
this._nextUnitID++
return old
}
setFallout(tile: TileRef, value: boolean) {
if (value && this.hasOwner(tile)) {
throw Error(`cannot set fallout, tile ${tile} has owner`)
}
this._map.setFallout(tile, value)
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile)
})
}
addTileDefenseBonus(tile: TileRef, unit: Unit, amount: number): DefenseBonus {
// TODO!!
const df = { unit: unit, tile: tile, amount: amount };
// (tile as TileImpl)._defenseBonuses.push(df)
// this.addUpdate((tile as TileImpl).toUpdate())
return df
}
removeTileDefenseBonus(bonus: DefenseBonus): void {
// TODO!!
// const t = bonus.tile as TileImpl
// t._defenseBonuses = t._defenseBonuses.filter(db => db != bonus)
// this.addUpdate(t.toUpdate())
}
units(...types: UnitType[]): UnitImpl[] {
return Array.from(this._players.values()).flatMap(p => p.units(...types))
}
unitInfo(type: UnitType): UnitInfo {
return this.config().unitInfo(type)
}
nations(): Nation[] {
return this.nations_
}
createAllianceRequest(requestor: MutablePlayer, recipient: MutablePlayer): MutableAllianceRequest {
if (requestor.isAlliedWith(recipient)) {
consolex.log('cannot request alliance, already allied')
return
}
if (recipient.incomingAllianceRequests().find(ar => ar.requestor() == requestor) != null) {
consolex.log(`duplicate alliance request from ${requestor.name()}`)
return
}
const correspondingReq = requestor.incomingAllianceRequests().find(ar => ar.requestor() == recipient)
if (correspondingReq != null) {
consolex.log(`got corresponding alliance requests, accepting`)
correspondingReq.accept()
return
}
const ar = new AllianceRequestImpl(requestor, recipient, this._ticks, this)
this.allianceRequests.push(ar)
this.addUpdate(ar.toUpdate())
return ar
}
acceptAllianceRequest(request: AllianceRequestImpl) {
this.allianceRequests = this.allianceRequests.filter(ar => ar != request)
const alliance = new AllianceImpl(this, request.requestor() as PlayerImpl, request.recipient() as PlayerImpl, this._ticks)
this.alliances_.push(alliance);
(request.requestor() as PlayerImpl).pastOutgoingAllianceRequests.push(request)
this.addUpdate({
type: GameUpdateType.AllianceRequestReply,
request: request.toUpdate(),
accepted: true,
})
}
rejectAllianceRequest(request: AllianceRequestImpl) {
this.allianceRequests = this.allianceRequests.filter(ar => ar != request);
(request.requestor() as PlayerImpl).pastOutgoingAllianceRequests.push(request)
this.addUpdate({
type: GameUpdateType.AllianceRequestReply,
request: request.toUpdate(),
accepted: true
})
}
hasPlayer(id: PlayerID): boolean {
return this._players.has(id)
}
config(): Config {
return this._config
}
inSpawnPhase(): boolean {
return this._ticks <= this.config().numSpawnPhaseTurns()
}
ticks(): number {
return this._ticks
}
executeNextTick(): GameUpdates {
this.updates = createGameUpdatesMap()
this.execs.forEach(e => {
if (e.isActive() && (!this.inSpawnPhase() || e.activeDuringSpawnPhase())) {
e.tick(this._ticks)
}
})
const inited: Execution[] = []
const unInited: Execution[] = []
this.unInitExecs.forEach(e => {
if (!this.inSpawnPhase() || e.activeDuringSpawnPhase()) {
e.init(this, this._ticks)
inited.push(e)
} else {
unInited.push(e)
}
})
this.removeInactiveExecutions()
this.execs.push(...inited)
this.unInitExecs = unInited
this._ticks++
if (this._ticks % 100 == 0) {
let hash = 1;
this._players.forEach(p => {
hash += p.hash()
})
consolex.log(`tick ${this._ticks}: hash ${hash}`)
}
for (const player of this._players.values()) {
// Players change each to so always add them
this.addUpdate(player.toUpdate())
}
return this.updates
}
terraNullius(): TerraNullius {
return this._terraNullius
}
removeInactiveExecutions(): void {
const activeExecs: Execution[] = []
for (const exec of this.execs) {
if (this.inSpawnPhase()) {
if (exec.activeDuringSpawnPhase()) {
if (exec.isActive()) {
activeExecs.push(exec)
}
} else {
activeExecs.push(exec)
}
} else {
if (exec.isActive()) {
activeExecs.push(exec)
}
}
}
this.execs = activeExecs
}
players(): MutablePlayer[] {
return Array.from(this._players.values()).filter(p => p.isAlive())
}
allPlayers(): MutablePlayer[] {
return Array.from(this._players.values())
}
executions(): Execution[] {
return [...this.execs, ...this.unInitExecs]
}
addExecution(...exec: Execution[]) {
this.unInitExecs.push(...exec)
}
removeExecution(exec: Execution) {
this.execs = this.execs.filter(execution => execution !== exec)
this.unInitExecs = this.unInitExecs.filter(execution => execution !== exec)
}
playerView(id: PlayerID): MutablePlayer {
return this.player(id)
}
addPlayer(playerInfo: PlayerInfo, manpower: number): MutablePlayer {
let player = new PlayerImpl(this, this.nextPlayerID, playerInfo, manpower)
this._playersBySmallID.push(player)
this.nextPlayerID++
this._players.set(playerInfo.id, player)
return player
}
player(id: PlayerID | null): MutablePlayer {
if (!this._players.has(id)) {
throw new Error(`Player with id ${id} not found`)
}
return this._players.get(id)
}
playerByClientID(id: ClientID): MutablePlayer | null {
for (const [pID, player] of this._players) {
if (player.clientID() == id) {
return player
}
}
return null
}
isOnMap(cell: Cell): boolean {
return cell.x >= 0
&& cell.x < this._width
&& cell.y >= 0
&& cell.y < this._height
}
neighborsWithDiag(tile: TileRef): TileRef[] {
const x = this.x(tile)
const y = this.y(tile)
const ns: TileRef[] = []
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
if (dx === 0 && dy === 0) continue // Skip the center tile
const newX = x + dx
const newY = y + dy
if (newX >= 0 && newX < this._width && newY >= 0 && newY < this._height) {
ns.push(this._map.ref(newX, newY))
}
}
}
return ns
}
conquer(owner: PlayerImpl, tile: TileRef): void {
if (!this.isLand(tile)) {
throw Error(`cannot conquer water`)
}
let previousOwner = this.owner(tile) as TerraNullius | PlayerImpl
if (previousOwner.isPlayer()) {
previousOwner._lastTileChange = this._ticks
previousOwner._tiles.delete(tile)
previousOwner._borderTiles.delete(tile)
}
this._map.setOwnerID(tile, owner.smallID())
owner._tiles.add(tile)
owner._lastTileChange = this._ticks
this.updateBorders(tile)
this._map.setFallout(tile, false)
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile)
})
}
relinquish(tile: TileRef) {
if (!this.hasOwner(tile)) {
throw new Error(`Cannot relinquish tile because it is unowned`)
}
if (this.isWater(tile)) {
throw new Error("Cannot relinquish water")
}
let previousOwner = this.owner(tile) as PlayerImpl
previousOwner._lastTileChange = this._ticks
previousOwner._tiles.delete(tile)
previousOwner._borderTiles.delete(tile)
this._map.setOwnerID(tile, 0)
this.updateBorders(tile)
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile)
}
)
}
private updateBorders(tile: TileRef) {
const tiles: TileRef[] = []
tiles.push(tile)
this.neighbors(tile).forEach(t => tiles.push(t))
for (const t of tiles) {
if (!this.hasOwner(t)) {
continue
}
if (this.calcIsBorder(t)) {
(this.owner(t) as PlayerImpl)._borderTiles.add(t);
} else {
(this.owner(t) as PlayerImpl)._borderTiles.delete(t);
}
// this.updates.push(t.toUpdate())
}
}
private calcIsBorder(tile: TileRef): boolean {
if (!this.hasOwner(tile)) {
return false
}
for (const neighbor of this.neighbors(tile)) {
let bordersEnemy = this.owner(tile) != this.owner(neighbor)
if (bordersEnemy) {
return true
}
}
return false
}
target(targeter: Player, target: Player) {
this.addUpdate({
type: GameUpdateType.TargetPlayer,
playerID: targeter.smallID(),
targetID: target.smallID(),
})
}
public breakAlliance(breaker: Player, alliance: Alliance) {
let other: Player = null
if (alliance.requestor() == breaker) {
other = alliance.recipient()
} else {
other = alliance.requestor()
}
if (!breaker.isAlliedWith(other)) {
throw new Error(`${breaker} not allied with ${other}, cannot break alliance`)
}
if (!other.isTraitor()) {
(breaker as PlayerImpl).isTraitor_ = true
}
const breakerSet = new Set(breaker.alliances())
const alliances = other.alliances().filter(a => breakerSet.has(a))
if (alliances.length != 1) {
throw new Error(`must have exactly one alliance, have ${alliances.length}`)
}
this.alliances_ = this.alliances_.filter(a => a != alliances[0])
this.addUpdate({
type: GameUpdateType.BrokeAlliance,
traitorID: breaker.smallID(),
betrayedID: other.smallID()
})
}
public expireAlliance(alliance: Alliance) {
const p1Set = new Set(alliance.recipient().alliances())
const alliances = alliance.requestor().alliances().filter(a => p1Set.has(a))
if (alliances.length != 1) {
throw new Error(`cannot expire alliance: must have exactly one alliance, have ${alliances.length}`)
}
this.alliances_ = this.alliances_.filter(a => a != alliances[0])
this.addUpdate({
type: GameUpdateType.AllianceExpired,
player1ID: alliance.requestor().smallID(),
player2ID: alliance.recipient().smallID()
})
}
sendEmojiUpdate(msg: EmojiMessage): void {
this.addUpdate({
type: GameUpdateType.EmojiUpdate,
emoji: msg
})
}
setWinner(winner: Player): void {
this.addUpdate({
type: GameUpdateType.WinUpdate,
winnerID: winner.smallID()
})
}
displayMessage(message: string, type: MessageType, playerID: PlayerID | null): void {
let id = null
if (playerID != null) {
id = this.player(playerID).smallID()
}
this.addUpdate({
type: GameUpdateType.DisplayEvent,
messageType: type,
message: message,
playerID: id
})
}
ref(x: number, y: number): TileRef { return this._map.ref(x, y) }
x(ref: TileRef): number { return this._map.x(ref) }
y(ref: TileRef): number { return this._map.y(ref) }
cell(ref: TileRef): Cell { return this._map.cell(ref) }
width(): number { return this._map.width() }
height(): number { return this._map.height() }
numLandTiles(): number { return this._map.numLandTiles() }
isValidCoord(x: number, y: number): boolean { return this._map.isValidCoord(x, y) }
isLand(ref: TileRef): boolean { return this._map.isLand(ref) }
isOceanShore(ref: TileRef): boolean { return this._map.isOceanShore(ref) }
isOcean(ref: TileRef): boolean { return this._map.isOcean(ref) }
isShoreline(ref: TileRef): boolean { return this._map.isShoreline(ref) }
magnitude(ref: TileRef): number { return this._map.magnitude(ref) }
ownerID(ref: TileRef): number { return this._map.ownerID(ref) }
hasOwner(ref: TileRef): boolean { return this._map.hasOwner(ref) }
setOwnerID(ref: TileRef, playerId: number): void { return this._map.setOwnerID(ref, playerId) }
hasFallout(ref: TileRef): boolean { return this._map.hasFallout(ref) }
isBorder(ref: TileRef): boolean { return this._map.isBorder(ref) }
neighbors(ref: TileRef): TileRef[] { return this._map.neighbors(ref) }
isWater(ref: TileRef): boolean { return this._map.isWater(ref) }
isLake(ref: TileRef): boolean { return this._map.isLake(ref) }
isShore(ref: TileRef): boolean { return this._map.isShore(ref) }
cost(ref: TileRef): number { return this._map.cost(ref) }
terrainType(ref: TileRef): TerrainType { return this._map.terrainType(ref) }
forEachTile(fn: (tile: TileRef) => void): void { return this._map.forEachTile(fn) }
manhattanDist(c1: TileRef, c2: TileRef): number { return this._map.manhattanDist(c1, c2) }
euclideanDist(c1: TileRef, c2: TileRef): number { return this._map.euclideanDist(c1, c2) }
bfs(tile: TileRef, filter: (gm: GameMap, tile: TileRef) => boolean): Set<TileRef> { return this._map.bfs(tile, filter) }
toTileUpdate(tile: TileRef): bigint { return this._map.toTileUpdate(tile) }
updateTile(tu: TileUpdate): TileRef { return this._map.updateTile(tu) }
}
// Or a more dynamic approach that will catch new enum values:
const createGameUpdatesMap = (): GameUpdates => {
const map = {} as GameUpdates;
Object.values(GameUpdateType)
.filter(key => !isNaN(Number(key))) // Filter out reverse mappings
.forEach(key => {
map[key as GameUpdateType] = [];
});
return map;
};