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