Files
OpenFrontIO/src/core/execution/BotExecution.ts
T
FloPinguin 4d5bb7a835 Cleanup nations (Part 1) 🧹 (#2637)
## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## 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:

FloPinguin
2025-12-18 16:20:23 -08:00

118 lines
3.3 KiB
TypeScript

import { Execution, Game, Player } from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";
import { simpleHash } from "../Util";
import { AllianceExtensionExecution } from "./alliance/AllianceExtensionExecution";
import { AiAttackBehavior } from "./utils/AiAttackBehavior";
export class BotExecution implements Execution {
private active = true;
private random: PseudoRandom;
private mg: Game;
private neighborsTerraNullius = true;
private attackBehavior: AiAttackBehavior | null = null;
private attackRate: number;
private attackTick: number;
private triggerRatio: number;
private reserveRatio: number;
private expandRatio: number;
constructor(private bot: Player) {
this.random = new PseudoRandom(simpleHash(bot.id()));
this.attackRate = this.random.nextInt(40, 80);
this.attackTick = this.random.nextInt(0, this.attackRate);
this.triggerRatio = this.random.nextInt(50, 60) / 100;
this.reserveRatio = this.random.nextInt(30, 40) / 100;
this.expandRatio = this.random.nextInt(10, 20) / 100;
}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game) {
this.mg = mg;
}
tick(ticks: number) {
if (ticks % this.attackRate !== this.attackTick) return;
if (!this.bot.isAlive()) {
this.active = false;
return;
}
if (this.attackBehavior === null) {
this.attackBehavior = new AiAttackBehavior(
this.random,
this.mg,
this.bot,
this.triggerRatio,
this.reserveRatio,
this.expandRatio,
);
// Send an attack on the first tick
this.attackBehavior.sendAttack(this.mg.terraNullius());
return;
}
this.acceptAllAllianceRequests();
this.maybeAttack();
}
private acceptAllAllianceRequests() {
// Accept all alliance requests
for (const req of this.bot.incomingAllianceRequests()) {
req.accept();
}
// Accept all alliance extension requests
for (const alliance of this.bot.alliances()) {
// Alliance expiration tracked by Events Panel, only human ally can click Request to Renew
// Skip if no expiration yet/ ally didn't request extension yet / bot already agreed to extend
if (!alliance.onlyOneAgreedToExtend()) continue;
const human = alliance.other(this.bot);
this.mg.addExecution(
new AllianceExtensionExecution(this.bot, human.id()),
);
}
}
private maybeAttack() {
if (this.attackBehavior === null) {
throw new Error("not initialized");
}
const toAttack = this.attackBehavior.getNeighborTraitorToAttack();
if (toAttack !== null) {
const odds = this.bot.isFriendly(toAttack) ? 6 : 3;
if (this.random.chance(odds)) {
// Check and break alliance before attacking if needed
const alliance = this.bot.allianceWith(toAttack);
if (alliance !== null) {
this.bot.breakAlliance(alliance);
}
this.attackBehavior.sendAttack(toAttack);
return;
}
}
if (this.neighborsTerraNullius) {
if (this.bot.sharesBorderWith(this.mg.terraNullius())) {
this.attackBehavior.sendAttack(this.mg.terraNullius());
return;
}
this.neighborsTerraNullius = false;
}
this.attackBehavior.attackRandomTarget();
}
isActive(): boolean {
return this.active;
}
}