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151 lines
5.6 KiB
TypeScript
151 lines
5.6 KiB
TypeScript
import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, TerrainType, Tile, UnitType } from "../game/Game";
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import { PathFinder } from "../pathfinding/PathFinding";
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import { PathFindResultType } from "../pathfinding/AStar";
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import { SerialAStar } from "../pathfinding/SerialAStar";
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import { PseudoRandom } from "../PseudoRandom";
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import { distSort, distSortUnit, manhattanDist } from "../Util";
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import { consolex } from "../Consolex";
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export class DestroyerExecution implements Execution {
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private random: PseudoRandom
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private _owner: MutablePlayer
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private active = true
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private destroyer: MutableUnit = null
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private mg: MutableGame = null
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private target: MutableUnit = null
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private pathfinder: PathFinder
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private patrolTile: Tile;
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private patrolCenterTile: Tile
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// TODO: put in config
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private searchRange = 100
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constructor(
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private playerID: PlayerID,
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private cell: Cell,
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) { }
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init(mg: MutableGame, ticks: number): void {
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this.pathfinder = PathFinder.Mini(mg, 5000, t => t.terrainType() == TerrainType.Ocean)
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this._owner = mg.player(this.playerID)
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this.mg = mg
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this.patrolCenterTile = mg.tile(this.cell)
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this.patrolTile = this.patrolCenterTile
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this.random = new PseudoRandom(mg.ticks())
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}
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tick(ticks: number): void {
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if (this.destroyer == null) {
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const spawn = this._owner.canBuild(UnitType.Destroyer, this.patrolTile)
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if (spawn == false) {
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this.active = false
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return
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}
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this.destroyer = this._owner.buildUnit(UnitType.Destroyer, 0, spawn)
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return
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}
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if (!this.destroyer.isActive()) {
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this.active = false
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return
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}
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if (this.target != null && !this.target.isActive()) {
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this.target = null
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}
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if (this.target == null) {
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const ships = this.mg.units(UnitType.TransportShip, UnitType.Destroyer, UnitType.TradeShip, UnitType.Battleship)
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.filter(u => manhattanDist(u.tile().cell(), this.destroyer.tile().cell()) < 100)
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.filter(u => u.type() != UnitType.Destroyer || u.health() < this.destroyer.health()) // only attack Destroyers weaker than it.
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.filter(u => u.owner() != this.destroyer.owner())
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.filter(u => u != this.destroyer)
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.filter(u => !u.owner().isAlliedWith(this.destroyer.owner()))
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if (ships.length == 0) {
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const result = this.pathfinder.nextTile(this.destroyer.tile(), this.patrolTile)
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switch (result.type) {
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case PathFindResultType.Completed:
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this.patrolTile = this.randomTile()
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break
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case PathFindResultType.NextTile:
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this.destroyer.move(result.tile)
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break
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case PathFindResultType.Pending:
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return
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case PathFindResultType.PathNotFound:
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consolex.log(`path not found to patrol tile`)
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this.patrolTile = this.randomTile()
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break
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}
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return
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}
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this.target = ships.sort(distSortUnit(this.destroyer))[0]
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}
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if (!this.target.isActive() || this.target.owner() == this._owner) {
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// Incase another destroyer captured or destroyed target
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this.target = null
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return
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}
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for (let i = 0; i < 2; i++) {
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const result = this.pathfinder.nextTile(this.destroyer.tile(), this.target.tile(), 5)
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switch (result.type) {
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case PathFindResultType.Completed:
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switch (this.target.type()) {
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case UnitType.TransportShip:
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case UnitType.Battleship:
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this.target.delete()
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break
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case UnitType.TradeShip:
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this.owner().captureUnit(this.target)
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break
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case UnitType.Destroyer:
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const health = this.target.health()
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this.target.modifyHealth(-this.destroyer.health())
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this.destroyer.modifyHealth(-health)
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break
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}
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this.target = null
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return
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case PathFindResultType.NextTile:
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this.destroyer.move(result.tile)
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break
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case PathFindResultType.Pending:
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break
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case PathFindResultType.PathNotFound:
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consolex.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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owner(): MutablePlayer {
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return this._owner
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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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activeDuringSpawnPhase(): boolean {
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return false
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}
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randomTile(): Tile {
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while (true) {
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const x = this.patrolCenterTile.cell().x + this.random.nextInt(-this.searchRange / 2, this.searchRange / 2)
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const y = this.patrolCenterTile.cell().y + this.random.nextInt(-this.searchRange / 2, this.searchRange / 2)
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const cell = new Cell(x, y)
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if (!this.mg.isOnMap(cell)) {
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continue
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}
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const tile = this.mg.tile(cell)
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if (!tile.isOcean()) {
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continue
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}
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return tile
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}
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}
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} |