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4673808dc0
## Description: When a main cluster is fully surrounded, the surrounding player is able to attack them (based on AttackLogic in DefaultConfig). But so far wasn't able to annex them. Fix: turned around an isFriendly check in PlayerExecution. This way if this.player is disconnected, they can get annexed, allied/team mate or not. This also means that in the edge case of surrounding player going AFK, the enclosed main cluster can attack the disconnected surrounding player and maybe fight it's way out of being enclosed. Meant as hotfix for v26. Reported here: https://discord.com/channels/1284581928254701718/1429252618995105923/1429252618995105923 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33
306 lines
8.4 KiB
TypeScript
306 lines
8.4 KiB
TypeScript
import { Config } from "../configuration/Config";
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import { Execution, Game, Player, UnitType } from "../game/Game";
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import { GameImpl } from "../game/GameImpl";
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import { GameMap, TileRef } from "../game/GameMap";
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import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util";
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export class PlayerExecution implements Execution {
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private readonly ticksPerClusterCalc = 20;
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private config: Config;
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private lastCalc = 0;
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private mg: Game;
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private active = true;
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constructor(private player: Player) {}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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init(mg: Game, ticks: number) {
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this.mg = mg;
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this.config = mg.config();
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this.lastCalc =
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ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc);
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}
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tick(ticks: number) {
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this.player.decayRelations();
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for (const u of this.player.units()) {
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if (!u.info().territoryBound) {
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continue;
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}
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const owner = this.mg!.owner(u.tile());
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if (!owner?.isPlayer()) {
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u.delete();
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continue;
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}
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if (owner === this.player) {
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continue;
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}
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const captor = this.mg!.player(owner.id());
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if (u.type() === UnitType.DefensePost) {
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u.decreaseLevel(captor);
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if (u.isActive()) {
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captor.captureUnit(u);
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}
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} else {
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captor.captureUnit(u);
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}
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}
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if (!this.player.isAlive()) {
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// Player has no tiles, delete any remaining units and gold
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const gold = this.player.gold();
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this.player.removeGold(gold);
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this.player.units().forEach((u) => {
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if (
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u.type() !== UnitType.AtomBomb &&
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u.type() !== UnitType.HydrogenBomb &&
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u.type() !== UnitType.MIRVWarhead &&
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u.type() !== UnitType.MIRV
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) {
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u.delete();
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}
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});
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this.active = false;
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this.mg.stats().playerKilled(this.player, ticks);
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return;
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}
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const troopInc = this.config.troopIncreaseRate(this.player);
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this.player.addTroops(troopInc);
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const goldFromWorkers = this.config.goldAdditionRate(this.player);
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this.player.addGold(goldFromWorkers);
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// Record stats
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this.mg.stats().goldWork(this.player, goldFromWorkers);
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const alliances = Array.from(this.player.alliances());
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for (const alliance of alliances) {
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if (alliance.expiresAt() <= this.mg.ticks()) {
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alliance.expire();
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}
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}
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const embargoes = this.player.getEmbargoes();
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for (const embargo of embargoes) {
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if (
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embargo.isTemporary &&
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this.mg.ticks() - embargo.createdAt >
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this.mg.config().temporaryEmbargoDuration()
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) {
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this.player.stopEmbargo(embargo.target);
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}
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}
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if (ticks - this.lastCalc > this.ticksPerClusterCalc) {
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if (this.player.lastTileChange() > this.lastCalc) {
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this.lastCalc = ticks;
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const start = performance.now();
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this.removeClusters();
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const end = performance.now();
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if (end - start > 1000) {
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console.log(`player ${this.player.name()}, took ${end - start}ms`);
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}
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}
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}
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}
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private removeClusters() {
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const clusters = this.calculateClusters();
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clusters.sort((a, b) => b.size - a.size);
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const main = clusters.shift();
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if (main === undefined) throw new Error("No clusters");
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this.player.largestClusterBoundingBox = calculateBoundingBox(this.mg, main);
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const surroundedBy = this.surroundedBySamePlayer(main);
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if (surroundedBy && !surroundedBy.isFriendly(this.player)) {
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this.removeCluster(main);
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}
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for (const cluster of clusters) {
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if (this.isSurrounded(cluster)) {
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this.removeCluster(cluster);
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}
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}
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}
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private surroundedBySamePlayer(cluster: Set<TileRef>): false | Player {
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const enemies = new Set<number>();
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for (const tile of cluster) {
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const isOceanShore = this.mg.isOceanShore(tile);
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if (this.mg.isOceanShore(tile) && !isOceanShore) {
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continue;
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}
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if (
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isOceanShore ||
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this.mg.isOnEdgeOfMap(tile) ||
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this.mg.neighbors(tile).some((n) => !this.mg?.hasOwner(n))
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) {
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return false;
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}
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this.mg
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.neighbors(tile)
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.filter((n) => this.mg?.ownerID(n) !== this.player?.smallID())
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.forEach((p) => this.mg && enemies.add(this.mg.ownerID(p)));
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if (enemies.size !== 1) {
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return false;
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}
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}
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if (enemies.size !== 1) {
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return false;
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}
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const enemy = this.mg.playerBySmallID(Array.from(enemies)[0]) as Player;
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const enemyBox = calculateBoundingBox(this.mg, enemy.borderTiles());
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const clusterBox = calculateBoundingBox(this.mg, cluster);
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if (inscribed(enemyBox, clusterBox)) {
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return enemy;
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}
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return false;
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}
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private isSurrounded(cluster: Set<TileRef>): boolean {
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const enemyTiles = new Set<TileRef>();
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for (const tr of cluster) {
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if (this.mg.isShore(tr) || this.mg.isOnEdgeOfMap(tr)) {
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return false;
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}
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this.mg
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.neighbors(tr)
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.filter(
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(n) =>
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this.mg?.owner(n).isPlayer() &&
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this.mg?.ownerID(n) !== this.player?.smallID(),
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)
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.forEach((n) => enemyTiles.add(n));
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}
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if (enemyTiles.size === 0) {
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return false;
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}
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const enemyBox = calculateBoundingBox(this.mg, enemyTiles);
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const clusterBox = calculateBoundingBox(this.mg, cluster);
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return inscribed(enemyBox, clusterBox);
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}
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private removeCluster(cluster: Set<TileRef>) {
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if (
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Array.from(cluster).some(
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(t) => this.mg?.ownerID(t) !== this.player?.smallID(),
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)
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) {
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// Other removeCluster operations could change tile owners,
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// so double check.
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return;
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}
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const capturing = this.getCapturingPlayer(cluster);
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if (capturing === null) {
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return;
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}
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const firstTile = cluster.values().next().value;
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if (!firstTile) {
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return;
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}
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const filter = (_: GameMap, t: TileRef): boolean =>
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this.mg?.ownerID(t) === this.player?.smallID();
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const tiles = this.mg.bfs(firstTile, filter);
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if (this.player.numTilesOwned() === tiles.size) {
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this.mg.conquerPlayer(capturing, this.player);
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}
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for (const tile of tiles) {
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capturing.conquer(tile);
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}
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}
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private getCapturingPlayer(cluster: Set<TileRef>): Player | null {
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const neighbors = new Map<Player, number>();
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for (const t of cluster) {
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for (const neighbor of this.mg.neighbors(t)) {
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const owner = this.mg.owner(neighbor);
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if (
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owner.isPlayer() &&
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owner !== this.player &&
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!owner.isFriendly(this.player)
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) {
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neighbors.set(owner, (neighbors.get(owner) ?? 0) + 1);
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}
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}
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}
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// If there are no enemies, return null
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if (neighbors.size === 0) {
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return null;
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}
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// Get the largest attack from the neighbors
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let largestNeighborAttack: Player | null = null;
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let largestTroopCount = 0;
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for (const [neighbor] of neighbors) {
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for (const attack of neighbor.outgoingAttacks()) {
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if (attack.target() === this.player) {
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if (attack.troops() > largestTroopCount) {
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largestTroopCount = attack.troops();
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largestNeighborAttack = neighbor;
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}
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}
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}
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}
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if (largestNeighborAttack !== null) {
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return largestNeighborAttack;
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}
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// There are no ongoing attacks, so find the enemy with the largest border.
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return getMode(neighbors);
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}
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private calculateClusters(): Set<TileRef>[] {
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const seen = new Set<TileRef>();
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const border = this.player.borderTiles();
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const clusters: Set<TileRef>[] = [];
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for (const tile of border) {
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if (seen.has(tile)) {
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continue;
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}
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const cluster = new Set<TileRef>();
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const queue: TileRef[] = [tile];
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seen.add(tile);
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while (queue.length > 0) {
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const curr = queue.shift();
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if (curr === undefined) throw new Error("curr is undefined");
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cluster.add(curr);
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const neighbors = (this.mg as GameImpl).neighborsWithDiag(curr);
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for (const neighbor of neighbors) {
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if (border.has(neighbor) && !seen.has(neighbor)) {
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queue.push(neighbor);
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seen.add(neighbor);
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}
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}
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}
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clusters.push(cluster);
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}
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return clusters;
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}
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owner(): Player {
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if (this.player === null) {
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throw new Error("Not initialized");
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}
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return this.player;
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}
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isActive(): boolean {
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return this.active;
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}
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}
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