Files
OpenFrontIO/src/core/execution/FakeHumanExecution.ts
T
2025-01-05 12:59:14 -08:00

483 lines
17 KiB
TypeScript

import { AllianceRequest, Cell, Difficulty, Execution, MutableGame, MutablePlayer, Player, PlayerInfo, PlayerType, Relation, TerrainType, TerraNullius, Tile, UnitType } from "../game/Game"
import { PseudoRandom } from "../PseudoRandom"
import { and, bfs, calculateBoundingBox, dist, euclDist, manhattanDist, simpleHash } from "../Util";
import { AttackExecution } from "./AttackExecution";
import { TransportShipExecution } from "./TransportShipExecution";
import { SpawnExecution } from "./SpawnExecution";
import { PortExecution } from "./PortExecution";
import { ParallelAStar, WorkerClient } from "../worker/WorkerClient";
import { PathFinder } from "../pathfinding/PathFinding";
import { DestroyerExecution } from "./DestroyerExecution";
import { BattleshipExecution } from "./BattleshipExecution";
import { GameID } from "../Schemas";
import { consolex } from "../Consolex";
import { CityExecution } from "./CityExecution";
import { NukeExecution } from "./NukeExecution";
import { MissileSiloExecution } from "./MissileSiloExecution";
import { EmojiExecution } from "./EmojiExecution";
import { AllianceRequestReplyExecution } from "./alliance/AllianceRequestReplyExecution";
import { closestTwoTiles } from "./Util";
export class FakeHumanExecution implements Execution {
private firstMove = true
private active = true
private random: PseudoRandom;
private mg: MutableGame
private player: MutablePlayer = null
private enemy: Player | null = null
private lastEnemyUpdateTick: number = 0
constructor(gameID: GameID, private worker: WorkerClient, private playerInfo: PlayerInfo, private cell: Cell, private strength: number) {
this.random = new PseudoRandom(simpleHash(playerInfo.id) + simpleHash(gameID))
}
init(mg: MutableGame, ticks: number) {
this.mg = mg
if (this.random.chance(10)) {
// 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) {
consolex.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.isAlive()) {
this.active = false
return
}
if (ticks % this.random.nextInt(40, 80) != 0) {
return
}
if (this.player.troops() > 100_000 && this.player.targetTroopRatio() > .7) {
this.player.setTargetTroopRatio(.7)
}
this.handleAllianceRequests()
this.handleEnemies()
this.handleUnits()
const enemyborder = Array.from(this.player.borderTiles()).flatMap(t => t.neighbors()).filter(t => t.isLand() && t.owner() != this.player)
if (enemyborder.length == 0) {
if (this.random.chance(5)) {
this.sendBoat()
}
return
}
if (this.random.chance(10)) {
this.sendBoat()
return
}
const enemiesWithTN = enemyborder.map(t => t.owner())
if (enemiesWithTN.filter(o => !o.isPlayer()).length > 0) {
this.sendAttack(this.mg.terraNullius())
return
}
const enemies = enemiesWithTN.filter(o => o.isPlayer()).map(o => o as Player).sort((a, b) => a.troops() - b.troops())
if (this.random.chance(20)) {
const toAlly = this.random.randElement(enemies)
if (!this.player.isAlliedWith(toAlly) && !this.player.recentOrPendingAllianceRequestWith(toAlly)) {
this.player.createAllianceRequest(toAlly)
return
}
}
// 50-50 attack weakest player vs random player
const toAttack = this.random.chance(2) ? enemies[0] : this.random.randElement(enemies)
if (this.shouldAttack(toAttack)) {
this.sendAttack(toAttack)
}
}
private shouldAttack(other: Player): boolean {
if (this.player.isAlliedWith(other)) {
if (this.shouldDiscourageAttack(other)) {
return this.random.chance(100)
}
return this.random.chance(20)
} else {
if (this.shouldDiscourageAttack(other)) {
return this.random.chance(4)
}
return true
}
}
shouldDiscourageAttack(other: Player) {
if (other.isTraitor()) {
return false
}
const difficulty = this.mg.config().gameConfig().difficulty
if (difficulty == Difficulty.Hard || difficulty == Difficulty.Impossible) {
return false
}
if (other.type() != PlayerType.Human) {
return false
}
// Only discourage attacks on Humans who are not traitors on easy or medium difficulty.
return true
}
handleEnemies() {
if (this.mg.ticks() - this.lastEnemyUpdateTick > 100) {
this.enemy = null
}
const target = this.player.allies()
.filter(ally => this.player.relation(ally) == Relation.Friendly)
.filter(ally => ally.targets().length > 0)
.map(ally => ({ ally: ally, t: ally.targets()[0] }))[0] ?? null
if (target != null && !this.player.isAlliedWith(target.t)) {
this.player.updateRelation(target.ally, -20)
this.enemy = target.t
this.lastEnemyUpdateTick = this.mg.ticks()
if (target.ally.type() == PlayerType.Human) {
this.mg.addExecution(new EmojiExecution(this.player.id(), target.ally.id(), "👍"))
}
}
if (this.enemy == null) {
const mostHated = this.player.allRelationsSorted()[0] ?? null
if (mostHated != null && mostHated.relation == Relation.Hostile) {
this.enemy = mostHated.player
this.lastEnemyUpdateTick = this.mg.ticks()
if (this.enemy.type() == PlayerType.Human) {
this.mg.addExecution(
new EmojiExecution(
this.player.id(),
this.enemy.id(),
this.random.randElement(["🤡", "😡"])
)
)
}
}
}
if (this.player.isAlliedWith(this.enemy)) {
this.enemy = null
return
}
if (this.enemy) {
this.maybeSendNuke(this.enemy)
if (this.player.sharesBorderWith(this.enemy)) {
this.sendAttack(this.enemy)
} else {
this.maybeSendBoatAttack(this.enemy)
}
return
}
}
private maybeSendNuke(other: Player) {
if (this.player.units(UnitType.MissileSilo).length == 0 ||
this.player.gold() < this.mg.config().unitInfo(UnitType.AtomBomb).cost(this.player)) {
return
}
outer:
for (let i = 0; i < 10; i++) {
const tile = this.randTerritoryTile(other)
if (tile == null) {
return
}
for (const t of bfs(tile, dist(tile, 15))) {
// Make sure we nuke at least 15 tiles in border
if (t.hasOwner() && t.owner() != other) {
continue outer
}
}
if (this.player.canBuild(UnitType.AtomBomb, tile)) {
this.mg.addExecution(
new NukeExecution(UnitType.AtomBomb, this.player.id(), tile.cell())
)
return
}
}
}
private maybeSendBoatAttack(other: Player) {
const closest = closestTwoTiles(
Array.from(this.player.borderTiles()).filter(t => t.isOceanShore()),
Array.from(other.borderTiles()).filter(t => t.isOceanShore())
)
if (closest == null) {
return
}
if (manhattanDist(closest.x.cell(), closest.y.cell()) < this.mg.config().boatMaxDistance()) {
this.mg.addExecution(new TransportShipExecution(
this.player.id(),
other.id(),
closest.y.cell(),
this.player.troops() / 5
))
}
}
private handleUnits() {
const ports = this.player.units(UnitType.Port)
if (ports.length == 0 && this.player.gold() > this.cost(UnitType.Port)) {
const oceanTiles = Array.from(this.player.borderTiles()).filter(t => t.isOceanShore())
if (oceanTiles.length > 0) {
const buildTile = this.random.randElement(oceanTiles)
this.mg.addExecution(new PortExecution(this.player.id(), buildTile.cell(), this.worker))
}
return
}
this.maybeSpawnStructure(UnitType.City, 2, t => new CityExecution(this.player.id(), t.cell()))
if (this.maybeSpawnWarship(UnitType.Destroyer)) {
return
}
if (this.maybeSpawnWarship(UnitType.Battleship)) {
return
}
this.maybeSpawnStructure(UnitType.MissileSilo, 1, t => new MissileSiloExecution(this.player.id(), t.cell()))
}
private maybeSpawnStructure(type: UnitType, maxNum: number, build: (tile: Tile) => Execution) {
const units = this.player.units(type)
if (units.length >= maxNum) {
return
}
if (this.player.gold() < this.mg.config().unitInfo(type).cost(this.player)) {
return
}
const tile = this.randTerritoryTile(this.player)
if (tile == null) {
return
}
const canBuild = this.player.canBuild(type, tile)
if (canBuild == false) {
return
}
this.mg.addExecution(build(tile))
}
private maybeSpawnWarship(shipType: UnitType.Destroyer | UnitType.Battleship): boolean {
if (!this.random.chance(50)) {
return false
}
const ports = this.player.units(UnitType.Port)
const ships = this.player.units(shipType)
if (ports.length > 0 && ships.length == 0 && this.player.gold() > this.cost(shipType)) {
const port = this.random.randElement(ports)
const targetTile = this.warshipSpawnTile(port.tile())
if (targetTile == null) {
return false
}
const canBuild = this.player.canBuild(UnitType.Destroyer, targetTile)
if (canBuild == false) {
consolex.warn('cannot spawn destroyer')
return false
}
switch (shipType) {
case UnitType.Destroyer:
this.mg.addExecution(new DestroyerExecution(this.player.id(), targetTile.cell()))
break
case UnitType.Battleship:
this.mg.addExecution(new BattleshipExecution(this.player.id(), targetTile.cell()))
break
}
return true
}
return false
}
private randTerritoryTile(p: Player): Tile | null {
const boundingBox = calculateBoundingBox(p.borderTiles())
for (let i = 0; i < 100; i++) {
const randX = this.random.nextInt(boundingBox.min.x, boundingBox.max.x)
const randY = this.random.nextInt(boundingBox.min.y, boundingBox.max.y)
if (!this.mg.isOnMap(new Cell(randX, randY))) {
// Sanity check should never happen
continue
}
const randTile = this.mg.tile(new Cell(randX, randY))
if (randTile.owner() == p) {
return randTile
}
}
return null
}
private warshipSpawnTile(portTile: Tile): Tile | null {
const radius = this.mg.config().boatMaxDistance() / 2
for (let attempts = 0; attempts < 50; attempts++) {
const randX = this.random.nextInt(portTile.cell().x - radius, portTile.cell().x + radius)
const randY = this.random.nextInt(portTile.cell().y - radius, portTile.cell().y + radius)
const cell = new Cell(randX, randY)
if (!this.mg.isOnMap(cell)) {
continue
}
// Sanity check
if (manhattanDist(cell, portTile.cell()) >= this.mg.config().boatMaxDistance()) {
continue
}
const tile = this.mg.tile(cell)
if (!tile.isOcean()) {
continue
}
return tile
}
return null
}
private cost(type: UnitType): number {
return this.mg.unitInfo(type).cost(this.player)
}
handleAllianceRequests() {
for (const req of this.player.incomingAllianceRequests()) {
if (req.requestor().isTraitor()) {
this.replyToAllianceRequest(req, false)
continue
}
if (this.player.relation(req.requestor()) < Relation.Neutral) {
this.replyToAllianceRequest(req, false)
continue
}
const requestorIsMuchLarger = req.requestor().numTilesOwned() > this.player.numTilesOwned() * 3
if (!requestorIsMuchLarger && req.requestor().alliances().length >= 3) {
this.replyToAllianceRequest(req, false)
continue
}
this.replyToAllianceRequest(req, true)
}
}
private replyToAllianceRequest(req: AllianceRequest, accept: boolean): void {
this.mg.addExecution(
new AllianceRequestReplyExecution(req.requestor().id(), this.player.id(), accept)
)
}
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 TransportShipExecution(
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
}
}