Files
OpenFrontIO/src/core/execution/WarshipExecution.ts
T

304 lines
8.7 KiB
TypeScript

import {
Execution,
Game,
isUnit,
OwnerComp,
Unit,
UnitParams,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PathFinding } from "../pathfinding/PathFinder";
import { PathStatus, SteppingPathFinder } from "../pathfinding/types";
import { PseudoRandom } from "../PseudoRandom";
import { ShellExecution } from "./ShellExecution";
export class WarshipExecution implements Execution {
private random: PseudoRandom;
private warship: Unit;
private mg: Game;
private pathfinder: SteppingPathFinder<TileRef>;
private lastShellAttack = 0;
private alreadySentShell = new Set<Unit>();
constructor(
private input: (UnitParams<UnitType.Warship> & OwnerComp) | Unit,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
this.pathfinder = PathFinding.Water(mg);
this.random = new PseudoRandom(mg.ticks());
if (isUnit(this.input)) {
this.warship = this.input;
} else {
const spawn = this.input.owner.canBuild(
UnitType.Warship,
this.input.patrolTile,
);
if (spawn === false) {
console.warn(
`Failed to spawn warship for ${this.input.owner.name()} at ${this.input.patrolTile}`,
);
return;
}
this.warship = this.input.owner.buildUnit(
UnitType.Warship,
spawn,
this.input,
);
}
}
tick(ticks: number): void {
if (this.warship.health() <= 0) {
this.warship.delete();
return;
}
const hasPort = this.warship.owner().unitCount(UnitType.Port) > 0;
if (hasPort) {
this.warship.modifyHealth(1);
}
this.warship.setTargetUnit(this.findTargetUnit());
if (this.warship.targetUnit()?.type() === UnitType.TradeShip) {
this.huntDownTradeShip();
return;
}
this.patrol();
if (this.warship.targetUnit() !== undefined) {
this.shootTarget();
return;
}
}
private findTargetUnit(): Unit | undefined {
const hasPort = this.warship.owner().unitCount(UnitType.Port) > 0;
const patrolRangeSquared = this.mg.config().warshipPatrolRange() ** 2;
const ships = this.mg.nearbyUnits(
this.warship.tile()!,
this.mg.config().warshipTargettingRange(),
[UnitType.TransportShip, UnitType.Warship, UnitType.TradeShip],
);
const potentialTargets: { unit: Unit; distSquared: number }[] = [];
for (const { unit, distSquared } of ships) {
if (
unit.owner() === this.warship.owner() ||
unit === this.warship ||
!this.warship.owner().canAttackPlayer(unit.owner(), true) ||
this.alreadySentShell.has(unit)
) {
continue;
}
if (unit.type() === UnitType.TradeShip) {
if (
!hasPort ||
unit.isSafeFromPirates() ||
unit.targetUnit()?.owner() === this.warship.owner() || // trade ship is coming to my port
unit.targetUnit()?.owner().isFriendly(this.warship.owner()) // trade ship is coming to my ally
) {
continue;
}
if (
this.mg.euclideanDistSquared(
this.warship.patrolTile()!,
unit.tile(),
) > patrolRangeSquared
) {
// Prevent warship from chasing trade ship that is too far away from
// the patrol tile to prevent warships from wandering around the map.
continue;
}
}
potentialTargets.push({ unit: unit, distSquared });
}
return potentialTargets.sort((a, b) => {
const { unit: unitA, distSquared: distA } = a;
const { unit: unitB, distSquared: distB } = b;
// Prioritize Transport Ships above all other units
if (
unitA.type() === UnitType.TransportShip &&
unitB.type() !== UnitType.TransportShip
)
return -1;
if (
unitA.type() !== UnitType.TransportShip &&
unitB.type() === UnitType.TransportShip
)
return 1;
// Then prioritize Warships.
if (
unitA.type() === UnitType.Warship &&
unitB.type() !== UnitType.Warship
)
return -1;
if (
unitA.type() !== UnitType.Warship &&
unitB.type() === UnitType.Warship
)
return 1;
// If both are the same type, sort by distance (lower `distSquared` means closer)
return distA - distB;
})[0]?.unit;
}
private shootTarget() {
const baseAttackRate = this.mg.config().warshipShellAttackRate();
const veterancyReduction = this.warship.veterancyLevel() * 2;
const shellAttackRate = Math.max(1, baseAttackRate - veterancyReduction);
if (this.mg.ticks() - this.lastShellAttack > shellAttackRate) {
if (this.warship.targetUnit()?.type() !== UnitType.TransportShip) {
// Warships don't need to reload when attacking transport ships.
this.lastShellAttack = this.mg.ticks();
}
this.mg.addExecution(
new ShellExecution(
this.warship.tile(),
this.warship.owner(),
this.warship,
this.warship.targetUnit()!,
),
);
if (!this.warship.targetUnit()!.hasHealth()) {
// Don't send multiple shells to target that can be oneshotted
this.alreadySentShell.add(this.warship.targetUnit()!);
this.warship.setTargetUnit(undefined);
return;
}
}
}
private huntDownTradeShip() {
for (let i = 0; i < 2; i++) {
// target is trade ship so capture it.
const result = this.pathfinder.next(
this.warship.tile(),
this.warship.targetUnit()!.tile(),
5,
);
switch (result.status) {
case PathStatus.COMPLETE:
this.warship.owner().captureUnit(this.warship.targetUnit()!);
this.warship.setTargetUnit(undefined);
this.warship.move(this.warship.tile());
return;
case PathStatus.NEXT:
this.warship.move(result.node);
break;
case PathStatus.PENDING:
this.warship.touch();
break;
case PathStatus.NOT_FOUND: {
console.log(`path not found to target`);
break;
}
}
}
}
private patrol() {
if (this.warship.targetTile() === undefined) {
this.warship.setTargetTile(this.randomTile());
if (this.warship.targetTile() === undefined) {
return;
}
}
const result = this.pathfinder.next(
this.warship.tile(),
this.warship.targetTile()!,
);
switch (result.status) {
case PathStatus.COMPLETE:
this.warship.setTargetTile(undefined);
this.warship.move(result.node);
break;
case PathStatus.NEXT:
this.warship.move(result.node);
break;
case PathStatus.PENDING:
this.warship.touch();
return;
case PathStatus.NOT_FOUND: {
console.log(`path not found to target`);
break;
}
}
}
isActive(): boolean {
return this.warship?.isActive();
}
activeDuringSpawnPhase(): boolean {
return false;
}
randomTile(allowShoreline: boolean = false): TileRef | undefined {
let warshipPatrolRange = this.mg.config().warshipPatrolRange();
const maxAttemptBeforeExpand: number = 500;
let attempts: number = 0;
let expandCount: number = 0;
// Get warship's water component for connectivity check
const warshipComponent = this.mg.getWaterComponent(this.warship.tile());
while (expandCount < 3) {
const x =
this.mg.x(this.warship.patrolTile()!) +
this.random.nextInt(-warshipPatrolRange / 2, warshipPatrolRange / 2);
const y =
this.mg.y(this.warship.patrolTile()!) +
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) ||
(!allowShoreline && this.mg.isShoreline(tile))
) {
attempts++;
if (attempts === maxAttemptBeforeExpand) {
expandCount++;
attempts = 0;
warshipPatrolRange =
warshipPatrolRange + Math.floor(warshipPatrolRange / 2);
}
continue;
}
// Check water component connectivity
if (
warshipComponent !== null &&
!this.mg.hasWaterComponent(tile, warshipComponent)
) {
attempts++;
if (attempts === maxAttemptBeforeExpand) {
expandCount++;
attempts = 0;
warshipPatrolRange =
warshipPatrolRange + Math.floor(warshipPatrolRange / 2);
}
continue;
}
return tile;
}
console.warn(
`Failed to find random tile for warship for ${this.warship.owner().name()}`,
);
if (!allowShoreline) {
// If we failed to find a tile on the ocean, try again but allow shoreline
return this.randomTile(true);
}
return undefined;
}
}