Files
OpenFrontIO/src/core/execution/WarshipExecution.ts
T
evanpelle 84287b8dfa Multi src astar (#594)
## Description:
Samples border shore tiles and uses multi-a* for determining the
transport ship spawn cell.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

<DISCORD USERNAME>
evan

---------

Co-authored-by: evan <openfrontio@gmail.com>
2025-04-23 10:16:43 -07:00

281 lines
8.1 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Execution,
Game,
Player,
PlayerID,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PathFindResultType } from "../pathfinding/AStar";
import { PathFinder } from "../pathfinding/PathFinding";
import { PseudoRandom } from "../PseudoRandom";
import { ShellExecution } from "./ShellExecution";
export class WarshipExecution implements Execution {
private random: PseudoRandom;
private _owner: Player;
private active = true;
private warship: Unit = null;
private mg: Game = null;
private target: Unit = null;
private pathfinder: PathFinder;
private patrolTile: TileRef;
private lastShellAttack = 0;
private alreadySentShell = new Set<Unit>();
constructor(
private playerID: PlayerID,
private patrolCenterTile: TileRef,
) {}
init(mg: Game, ticks: number): void {
if (!mg.hasPlayer(this.playerID)) {
console.log(`WarshipExecution: player ${this.playerID} not found`);
this.active = false;
return;
}
this.pathfinder = PathFinder.Mini(mg, 5000);
this._owner = mg.player(this.playerID);
this.mg = mg;
this.patrolTile = this.patrolCenterTile;
this.random = new PseudoRandom(mg.ticks());
}
// Only for warships with "moveTarget" set
goToMoveTarget(target: TileRef): boolean {
// Patrol unless we are hunting down a tradeship
const result = this.pathfinder.nextTile(this.warship.tile(), target);
switch (result.type) {
case PathFindResultType.Completed:
this.warship.setMoveTarget(null);
return;
case PathFindResultType.NextTile:
this.warship.move(result.tile);
break;
case PathFindResultType.Pending:
break;
case PathFindResultType.PathNotFound:
consolex.log(`path not found to target`);
break;
}
}
private shoot() {
const shellAttackRate = this.mg.config().warshipShellAttackRate();
if (this.mg.ticks() - this.lastShellAttack > shellAttackRate) {
this.lastShellAttack = this.mg.ticks();
this.mg.addExecution(
new ShellExecution(
this.warship.tile(),
this.warship.owner(),
this.warship,
this.target,
),
);
if (!this.target.hasHealth()) {
// Don't send multiple shells to target that can be oneshotted
this.alreadySentShell.add(this.target);
this.target = null;
return;
}
}
}
private patrol() {
this.warship.setWarshipTarget(this.target);
if (this.target == null || this.target.type() != UnitType.TradeShip) {
// Patrol unless we are hunting down a tradeship
const result = this.pathfinder.nextTile(
this.warship.tile(),
this.patrolTile,
);
switch (result.type) {
case PathFindResultType.Completed:
this.patrolTile = this.randomTile();
break;
case PathFindResultType.NextTile:
this.warship.move(result.tile);
break;
case PathFindResultType.Pending:
return;
case PathFindResultType.PathNotFound:
consolex.log(`path not found to patrol tile`);
this.patrolTile = this.randomTile();
break;
}
}
}
tick(ticks: number): void {
if (this.warship == null) {
const spawn = this._owner.canBuild(UnitType.Warship, this.patrolTile);
if (spawn == false) {
this.active = false;
return;
}
this.warship = this._owner.buildUnit(UnitType.Warship, 0, spawn);
return;
}
if (!this.warship.isActive()) {
this.active = false;
return;
}
if (this.target != null && !this.target.isActive()) {
this.target = null;
}
const hasPort = this._owner.units(UnitType.Port).length > 0;
const ships = this.mg
.nearbyUnits(
this.warship.tile(),
this.mg.config().warshipTargettingRange(),
[UnitType.TransportShip, UnitType.Warship, UnitType.TradeShip],
)
.filter(
({ unit }) =>
unit.owner() !== this.warship.owner() &&
unit !== this.warship &&
!unit.owner().isFriendly(this.warship.owner()) &&
!this.alreadySentShell.has(unit) &&
(unit.type() !== UnitType.TradeShip ||
(hasPort &&
unit.dstPort()?.owner() !== this.warship.owner() &&
!unit.dstPort()?.owner().isFriendly(this.warship.owner()) &&
unit.isSafeFromPirates() !== true)),
);
this.target =
ships.sort((a, b) => {
const { unit: unitA, distSquared: distA } = a;
const { unit: unitB, distSquared: distB } = b;
// Prioritize Warships
if (
unitA.type() === UnitType.Warship &&
unitB.type() !== UnitType.Warship
)
return -1;
if (
unitA.type() !== UnitType.Warship &&
unitB.type() === UnitType.Warship
)
return 1;
// Then favor Transport Ships over Trade Ships
if (
unitA.type() === UnitType.TransportShip &&
unitB.type() !== UnitType.TransportShip
)
return -1;
if (
unitA.type() !== UnitType.TransportShip &&
unitB.type() === UnitType.TransportShip
)
return 1;
// If both are the same type, sort by distance (lower `distSquared` means closer)
return distA - distB;
})[0]?.unit ?? null;
if (this.warship.moveTarget()) {
this.goToMoveTarget(this.warship.moveTarget());
// If we have a "move target" then we cannot target trade ships as it
// requires moving.
if (this.target && this.target.type() == UnitType.TradeShip) {
this.target = null;
}
} else if (!this.target || this.target.type() != UnitType.TradeShip) {
this.patrol();
}
if (
this.target == null ||
!this.target.isActive() ||
this.target.owner() == this._owner ||
this.target.isSafeFromPirates() == true
) {
// In case another warship captured or destroyed target, or the target escaped into safe waters
this.target = null;
return;
}
this.warship.setWarshipTarget(this.target);
// If we have a move target we do not want to go after trading ships
if (!this.target) {
return;
}
if (this.target.type() != UnitType.TradeShip) {
this.shoot();
return;
}
for (let i = 0; i < 2; i++) {
// target is trade ship so capture it.
const result = this.pathfinder.nextTile(
this.warship.tile(),
this.target.tile(),
5,
);
switch (result.type) {
case PathFindResultType.Completed:
this._owner.captureUnit(this.target);
this.target = null;
return;
case PathFindResultType.NextTile:
this.warship.move(result.tile);
break;
case PathFindResultType.Pending:
break;
case PathFindResultType.PathNotFound:
consolex.log(`path not found to target`);
break;
}
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
randomTile(): TileRef {
let warshipPatrolRange = this.mg.config().warshipPatrolRange();
const maxAttemptBeforeExpand: number = warshipPatrolRange * 2;
let attemptCount: number = 0;
let expandCount: number = 0;
while (expandCount < 3) {
const x =
this.mg.x(this.patrolCenterTile) +
this.random.nextInt(-warshipPatrolRange / 2, warshipPatrolRange / 2);
const y =
this.mg.y(this.patrolCenterTile) +
this.random.nextInt(-warshipPatrolRange / 2, warshipPatrolRange / 2);
if (!this.mg.isValidCoord(x, y)) {
continue;
}
const tile = this.mg.ref(x, y);
if (!this.mg.isOcean(tile) || this.mg.isShoreline(tile)) {
attemptCount++;
if (attemptCount === maxAttemptBeforeExpand) {
expandCount++;
attemptCount = 0;
warshipPatrolRange =
warshipPatrolRange + Math.floor(warshipPatrolRange / 2);
}
continue;
}
return tile;
}
}
}