Files
OpenFrontIO/src/core/game/PlayerImpl.ts
T
Restart2008 54548f9111 fix(nukewars): Address Nuke Wars UI and spawn phase issues
This commit resolves issues identified in the Nuke Wars game mode, focusing on UI clarity and spawn phase functionality.

Key fixes include:
- Preparation Phase Timer: Introduced a dedicated `NukeWarsPrepTimer` component to display the 3-minute preparation phase countdown prominently at the top of the screen, as requested. This replaces previous attempts to integrate it into `SpawnTimer.ts` or `GameRightSidebar.ts`, which were not suitable for the desired display.
- Spawn Area Indication Reverted: Reverted changes that added team-specific spawn boxes in `TerritoryLayer.ts`. The white line separator was also removed from `TerrainLayer.ts` in a previous step.
- Spawn Phase Functionality: Corrected an issue in `PlayerImpl.ts` where players were unable to place their initial spawn during the spawn phase due to an incorrect build restriction. The spawn phase for Nuke Wars now functions identically to FFA and normal team games, allowing players to place their spawns.
2025-10-25 15:19:56 -07:00

1244 lines
32 KiB
TypeScript

import { renderNumber, renderTroops } from "../../client/Utils";
import { PseudoRandom } from "../PseudoRandom";
import { ClientID } from "../Schemas";
import {
assertNever,
distSortUnit,
minInt,
simpleHash,
toInt,
within,
} from "../Util";
import { sanitizeUsername } from "../validations/username";
import { AttackImpl } from "./AttackImpl";
import {
Alliance,
AllianceRequest,
AllPlayers,
Attack,
BuildableUnit,
Cell,
ColoredTeams,
Embargo,
EmojiMessage,
GameMapType,
GameMode,
Gold,
MessageType,
MutableAlliance,
Player,
PlayerID,
PlayerInfo,
PlayerProfile,
PlayerType,
Relation,
Team,
TerraNullius,
Tick,
Unit,
UnitParams,
UnitType,
} from "./Game";
import { GameImpl } from "./GameImpl";
import { andFN, manhattanDistFN, TileRef } from "./GameMap";
import {
AllianceView,
AttackUpdate,
GameUpdateType,
PlayerUpdate,
} from "./GameUpdates";
import {
bestShoreDeploymentSource,
canBuildTransportShip,
} from "./TransportShipUtils";
import { UnitImpl } from "./UnitImpl";
interface Target {
tick: Tick;
target: Player;
}
class Donation {
constructor(
public readonly recipient: Player,
public readonly tick: Tick,
) {}
}
export class PlayerImpl implements Player {
public _lastTileChange: number = 0;
public _pseudo_random: PseudoRandom;
private _gold: bigint;
private _troops: bigint;
markedTraitorTick = -1;
private embargoes = new Map<PlayerID, Embargo>();
public _borderTiles: Set<TileRef> = new Set();
public _units: Unit[] = [];
public _tiles: Set<TileRef> = new Set();
private _name: string;
private _displayName: string;
public pastOutgoingAllianceRequests: AllianceRequest[] = [];
private _expiredAlliances: Alliance[] = [];
private targets_: Target[] = [];
private outgoingEmojis_: EmojiMessage[] = [];
private sentDonations: Donation[] = [];
private relations = new Map<Player, number>();
private lastDeleteUnitTick: Tick = -1;
public _incomingAttacks: Attack[] = [];
public _outgoingAttacks: Attack[] = [];
public _outgoingLandAttacks: Attack[] = [];
private _hasSpawned = false;
private _isDisconnected = false;
constructor(
private mg: GameImpl,
private _smallID: number,
private readonly playerInfo: PlayerInfo,
startTroops: number,
private readonly _team: Team | null,
) {
this._name = sanitizeUsername(playerInfo.name);
this._troops = toInt(startTroops);
this._gold = 0n;
this._displayName = this._name;
this._pseudo_random = new PseudoRandom(simpleHash(this.playerInfo.id));
}
largestClusterBoundingBox: { min: Cell; max: Cell } | null;
toUpdate(): PlayerUpdate {
const outgoingAllianceRequests = this.outgoingAllianceRequests().map((ar) =>
ar.recipient().id(),
);
const stats = this.mg.stats().getPlayerStats(this);
return {
type: GameUpdateType.Player,
clientID: this.clientID(),
name: this.name(),
displayName: this.displayName(),
id: this.id(),
team: this.team() ?? undefined,
smallID: this.smallID(),
playerType: this.type(),
isAlive: this.isAlive(),
isDisconnected: this.isDisconnected(),
tilesOwned: this.numTilesOwned(),
gold: this._gold,
troops: this.troops(),
allies: this.alliances().map((a) => a.other(this).smallID()),
embargoes: new Set([...this.embargoes.keys()].map((p) => p.toString())),
isTraitor: this.isTraitor(),
traitorRemainingTicks: this.getTraitorRemainingTicks(),
targets: this.targets().map((p) => p.smallID()),
outgoingEmojis: this.outgoingEmojis(),
outgoingAttacks: this._outgoingAttacks.map((a) => {
return {
attackerID: a.attacker().smallID(),
targetID: a.target().smallID(),
troops: a.troops(),
id: a.id(),
retreating: a.retreating(),
} satisfies AttackUpdate;
}),
incomingAttacks: this._incomingAttacks.map((a) => {
return {
attackerID: a.attacker().smallID(),
targetID: a.target().smallID(),
troops: a.troops(),
id: a.id(),
retreating: a.retreating(),
} satisfies AttackUpdate;
}),
outgoingAllianceRequests: outgoingAllianceRequests,
alliances: this.alliances().map(
(a) =>
({
id: a.id(),
other: a.other(this).id(),
createdAt: a.createdAt(),
expiresAt: a.expiresAt(),
}) satisfies AllianceView,
),
hasSpawned: this.hasSpawned(),
betrayals: stats?.betrayals,
lastDeleteUnitTick: this.lastDeleteUnitTick,
};
}
smallID(): number {
return this._smallID;
}
name(): string {
return this._name;
}
displayName(): string {
return this._displayName;
}
clientID(): ClientID | null {
return this.playerInfo.clientID;
}
id(): PlayerID {
return this.playerInfo.id;
}
type(): PlayerType {
return this.playerInfo.playerType;
}
clan(): string | null {
return this.playerInfo.clan;
}
units(...types: UnitType[]): Unit[] {
if (types.length === 0) {
return this._units;
}
const ts = new Set(types);
return this._units.filter((u) => ts.has(u.type()));
}
private numUnitsConstructed: Partial<Record<UnitType, number>> = {};
private recordUnitConstructed(type: UnitType): void {
if (this.numUnitsConstructed[type] !== undefined) {
this.numUnitsConstructed[type]++;
} else {
this.numUnitsConstructed[type] = 1;
}
}
// Count of units built by the player, including construction
unitsConstructed(type: UnitType): number {
const built = this.numUnitsConstructed[type] ?? 0;
let constructing = 0;
for (const unit of this._units) {
if (unit.type() !== UnitType.Construction) continue;
if (unit.constructionType() !== type) continue;
constructing++;
}
const total = constructing + built;
return total;
}
// Count of units owned by the player, not including construction
unitCount(type: UnitType): number {
let total = 0;
for (const unit of this._units) {
if (unit.type() === type) {
total += unit.level();
}
}
return total;
}
// Count of units owned by the player, including construction
unitsOwned(type: UnitType): number {
let total = 0;
for (const unit of this._units) {
if (unit.type() === type) {
total += unit.level();
continue;
}
if (unit.type() !== UnitType.Construction) continue;
if (unit.constructionType() !== type) continue;
total++;
}
return total;
}
sharesBorderWith(other: Player | TerraNullius): boolean {
for (const border of this._borderTiles) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().ownerID(neighbor) === other.smallID()) {
return true;
}
}
}
return false;
}
numTilesOwned(): number {
return this._tiles.size;
}
tiles(): ReadonlySet<TileRef> {
return new Set(this._tiles.values()) as Set<TileRef>;
}
borderTiles(): ReadonlySet<TileRef> {
return this._borderTiles;
}
neighbors(): (Player | TerraNullius)[] {
const ns: Set<Player | TerraNullius> = new Set();
for (const border of this.borderTiles()) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().isLand(neighbor)) {
const owner = this.mg.map().ownerID(neighbor);
if (owner !== this.smallID()) {
ns.add(
this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
);
}
}
}
}
return Array.from(ns);
}
isPlayer(): this is Player {
return true as const;
}
setTroops(troops: number) {
this._troops = toInt(troops);
}
conquer(tile: TileRef) {
this.mg.conquer(this, tile);
}
orderRetreat(id: string) {
const attack = this._outgoingAttacks.filter((attack) => attack.id() === id);
if (!attack || !attack[0]) {
console.warn(`Didn't find outgoing attack with id ${id}`);
return;
}
attack[0].orderRetreat();
}
executeRetreat(id: string): void {
const attack = this._outgoingAttacks.filter((attack) => attack.id() === id);
// Execution is delayed so it's not an error that the attack does not exist.
if (!attack || !attack[0]) {
return;
}
attack[0].executeRetreat();
}
relinquish(tile: TileRef) {
if (this.mg.owner(tile) !== this) {
throw new Error(`Cannot relinquish tile not owned by this player`);
}
this.mg.relinquish(tile);
}
info(): PlayerInfo {
return this.playerInfo;
}
isAlive(): boolean {
return this._tiles.size > 0;
}
hasSpawned(): boolean {
return this._hasSpawned;
}
setHasSpawned(hasSpawned: boolean): void {
this._hasSpawned = hasSpawned;
}
incomingAllianceRequests(): AllianceRequest[] {
return this.mg.allianceRequests.filter((ar) => ar.recipient() === this);
}
outgoingAllianceRequests(): AllianceRequest[] {
return this.mg.allianceRequests.filter((ar) => ar.requestor() === this);
}
alliances(): MutableAlliance[] {
return this.mg.alliances_.filter(
(a) => a.requestor() === this || a.recipient() === this,
);
}
expiredAlliances(): Alliance[] {
return [...this._expiredAlliances];
}
allies(): Player[] {
return this.alliances().map((a) => a.other(this));
}
isAlliedWith(other: Player): boolean {
if (other === this) {
return false;
}
return this.allianceWith(other) !== null;
}
allianceWith(other: Player): MutableAlliance | null {
if (other === this) {
return null;
}
return (
this.alliances().find(
(a) => a.recipient() === other || a.requestor() === other,
) ?? null
);
}
canSendAllianceRequest(other: Player): boolean {
if (other === this) {
return false;
}
if (this.isDisconnected() || other.isDisconnected()) {
// Disconnected players are marked as not-friendly even if they are allies,
// so we need to return early if either player is disconnected.
// Otherise we could end up sending an alliance request to someone
// we are already allied with.
return false;
}
if (this.isFriendly(other) || !this.isAlive()) {
return false;
}
const hasPending = this.outgoingAllianceRequests().some(
(ar) => ar.recipient() === other,
);
if (hasPending) {
return false;
}
const recent = this.pastOutgoingAllianceRequests
.filter((ar) => ar.recipient() === other)
.sort((a, b) => b.createdAt() - a.createdAt());
if (recent.length === 0) {
return true;
}
const delta = this.mg.ticks() - recent[0].createdAt();
return delta >= this.mg.config().allianceRequestCooldown();
}
breakAlliance(alliance: Alliance): void {
this.mg.breakAlliance(this, alliance);
}
isTraitor(): boolean {
return this.getTraitorRemainingTicks() > 0;
}
getTraitorRemainingTicks(): number {
if (this.markedTraitorTick < 0) return 0;
const elapsed = this.mg.ticks() - this.markedTraitorTick;
const duration = this.mg.config().traitorDuration();
const remaining = duration - elapsed;
return remaining > 0 ? remaining : 0;
}
markTraitor(): void {
this.markedTraitorTick = this.mg.ticks();
// Record stats
this.mg.stats().betray(this);
}
createAllianceRequest(recipient: Player): AllianceRequest | null {
if (this.isAlliedWith(recipient)) {
throw new Error(`cannot create alliance request, already allies`);
}
return this.mg.createAllianceRequest(this, recipient satisfies Player);
}
relation(other: Player): Relation {
if (other === this) {
throw new Error(`cannot get relation with self: ${this}`);
}
const relation = this.relations.get(other) ?? 0;
return this.relationFromValue(relation);
}
private relationFromValue(relationValue: number): Relation {
if (relationValue < -50) {
return Relation.Hostile;
}
if (relationValue < 0) {
return Relation.Distrustful;
}
if (relationValue < 50) {
return Relation.Neutral;
}
return Relation.Friendly;
}
allRelationsSorted(): { player: Player; relation: Relation }[] {
return Array.from(this.relations, ([k, v]) => ({ player: k, relation: v }))
.sort((a, b) => a.relation - b.relation)
.map((r) => ({
player: r.player,
relation: this.relationFromValue(r.relation),
}));
}
updateRelation(other: Player, delta: number): void {
if (other === this) {
throw new Error(`cannot update relation with self: ${this}`);
}
const relation = this.relations.get(other) ?? 0;
const newRelation = within(relation + delta, -100, 100);
this.relations.set(other, newRelation);
}
decayRelations() {
this.relations.forEach((r: number, p: Player) => {
const sign = -1 * Math.sign(r);
const delta = 0.05;
r += sign * delta;
if (Math.abs(r) < delta * 2) {
r = 0;
}
this.relations.set(p, r);
});
}
canTarget(other: Player): boolean {
if (this === other) {
return false;
}
if (this.isFriendly(other)) {
return false;
}
for (const t of this.targets_) {
if (this.mg.ticks() - t.tick < this.mg.config().targetCooldown()) {
return false;
}
}
return true;
}
target(other: Player): void {
this.targets_.push({ tick: this.mg.ticks(), target: other });
this.mg.target(this, other);
}
targets(): Player[] {
return this.targets_
.filter(
(t) => this.mg.ticks() - t.tick < this.mg.config().targetDuration(),
)
.map((t) => t.target);
}
transitiveTargets(): Player[] {
const ts = this.alliances()
.map((a) => a.other(this))
.flatMap((ally) => ally.targets());
ts.push(...this.targets());
return [...new Set(ts)] satisfies Player[];
}
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void {
if (recipient === this) {
throw Error(`Cannot send emoji to oneself: ${this}`);
}
const msg: EmojiMessage = {
message: emoji,
senderID: this.smallID(),
recipientID: recipient === AllPlayers ? recipient : recipient.smallID(),
createdAt: this.mg.ticks(),
};
this.outgoingEmojis_.push(msg);
this.mg.sendEmojiUpdate(msg);
}
outgoingEmojis(): EmojiMessage[] {
return this.outgoingEmojis_
.filter(
(e) =>
this.mg.ticks() - e.createdAt <
this.mg.config().emojiMessageDuration(),
)
.sort((a, b) => b.createdAt - a.createdAt);
}
canSendEmoji(recipient: Player | typeof AllPlayers): boolean {
if (recipient === this) {
return false;
}
const recipientID =
recipient === AllPlayers ? AllPlayers : recipient.smallID();
const prevMsgs = this.outgoingEmojis_.filter(
(msg) => msg.recipientID === recipientID,
);
for (const msg of prevMsgs) {
if (
this.mg.ticks() - msg.createdAt <
this.mg.config().emojiMessageCooldown()
) {
return false;
}
}
return true;
}
canDonateGold(recipient: Player): boolean {
if (
!this.isAlive() ||
!recipient.isAlive() ||
!this.isFriendly(recipient)
) {
return false;
}
if (
recipient.type() === PlayerType.Human &&
this.mg.config().donateGold() === false
) {
return false;
}
for (const donation of this.sentDonations) {
if (donation.recipient === recipient) {
if (
this.mg.ticks() - donation.tick <
this.mg.config().donateCooldown()
) {
return false;
}
}
}
return true;
}
canDonateTroops(recipient: Player): boolean {
if (
!this.isAlive() ||
!recipient.isAlive() ||
!this.isFriendly(recipient)
) {
return false;
}
if (
recipient.type() === PlayerType.Human &&
this.mg.config().donateTroops() === false
) {
return false;
}
for (const donation of this.sentDonations) {
if (donation.recipient === recipient) {
if (
this.mg.ticks() - donation.tick <
this.mg.config().donateCooldown()
) {
return false;
}
}
}
return true;
}
donateTroops(recipient: Player, troops: number): boolean {
if (troops <= 0) return false;
const removed = this.removeTroops(troops);
if (removed === 0) return false;
recipient.addTroops(removed);
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
this.mg.displayMessage(
`Sent ${renderTroops(troops)} troops to ${recipient.name()}`,
MessageType.SENT_TROOPS_TO_PLAYER,
this.id(),
);
this.mg.displayMessage(
`Received ${renderTroops(troops)} troops from ${this.name()}`,
MessageType.RECEIVED_TROOPS_FROM_PLAYER,
recipient.id(),
);
return true;
}
donateGold(recipient: Player, gold: Gold): boolean {
if (gold <= 0n) return false;
const removed = this.removeGold(gold);
if (removed === 0n) return false;
recipient.addGold(removed);
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
this.mg.displayMessage(
`Sent ${renderNumber(gold)} gold to ${recipient.name()}`,
MessageType.SENT_GOLD_TO_PLAYER,
this.id(),
);
this.mg.displayMessage(
`Received ${renderNumber(gold)} gold from ${this.name()}`,
MessageType.RECEIVED_GOLD_FROM_PLAYER,
recipient.id(),
gold,
);
return true;
}
canDeleteUnit(): boolean {
return (
this.mg.ticks() - this.lastDeleteUnitTick >=
this.mg.config().deleteUnitCooldown()
);
}
recordDeleteUnit(): void {
this.lastDeleteUnitTick = this.mg.ticks();
}
hasEmbargoAgainst(other: Player): boolean {
return this.embargoes.has(other.id());
}
canTrade(other: Player): boolean {
const embargo =
other.hasEmbargoAgainst(this) || this.hasEmbargoAgainst(other);
return !embargo && other.id() !== this.id();
}
getEmbargoes(): Embargo[] {
return [...this.embargoes.values()];
}
addEmbargo(other: Player, isTemporary: boolean): void {
const embargo = this.embargoes.get(other.id());
if (embargo !== undefined && !embargo.isTemporary) return;
this.mg.addUpdate({
type: GameUpdateType.EmbargoEvent,
event: "start",
playerID: this.smallID(),
embargoedID: other.smallID(),
});
this.embargoes.set(other.id(), {
createdAt: this.mg.ticks(),
isTemporary: isTemporary,
target: other,
});
}
stopEmbargo(other: Player): void {
this.embargoes.delete(other.id());
this.mg.addUpdate({
type: GameUpdateType.EmbargoEvent,
event: "stop",
playerID: this.smallID(),
embargoedID: other.smallID(),
});
}
endTemporaryEmbargo(other: Player): void {
const embargo = this.embargoes.get(other.id());
if (embargo !== undefined && !embargo.isTemporary) return;
this.stopEmbargo(other);
}
tradingPartners(): Player[] {
return this.mg
.players()
.filter((other) => other !== this && this.canTrade(other));
}
team(): Team | null {
return this._team;
}
isOnSameTeam(other: Player): boolean {
if (other === this) {
return false;
}
if (this.team() === null || other.team() === null) {
return false;
}
if (this.team() === ColoredTeams.Bot || other.team() === ColoredTeams.Bot) {
return false;
}
return this._team === other.team();
}
isFriendly(other: Player): boolean {
if (other.isDisconnected()) {
return false;
}
return this.isOnSameTeam(other) || this.isAlliedWith(other);
}
gold(): Gold {
return this._gold;
}
addGold(toAdd: Gold, tile?: TileRef): void {
this._gold += toAdd;
if (tile) {
this.mg.addUpdate({
type: GameUpdateType.BonusEvent,
player: this.id(),
tile,
gold: Number(toAdd),
troops: 0,
});
}
}
removeGold(toRemove: Gold): Gold {
if (toRemove <= 0n) {
return 0n;
}
const actualRemoved = minInt(this._gold, toRemove);
this._gold -= actualRemoved;
return actualRemoved;
}
troops(): number {
return Number(this._troops);
}
addTroops(troops: number): void {
if (troops < 0) {
this.removeTroops(-1 * troops);
return;
}
this._troops += toInt(troops);
}
removeTroops(troops: number): number {
if (troops <= 0) {
return 0;
}
const toRemove = minInt(this._troops, toInt(troops));
this._troops -= toRemove;
return Number(toRemove);
}
captureUnit(unit: Unit): void {
if (unit.owner() === this) {
throw new Error(`Cannot capture unit, ${this} already owns ${unit}`);
}
unit.setOwner(this);
}
buildUnit<T extends UnitType>(
type: T,
spawnTile: TileRef,
params: UnitParams<T>,
): Unit {
if (this.mg.config().isUnitDisabled(type)) {
throw new Error(
`Attempted to build disabled unit ${type} at tile ${spawnTile} by player ${this.name()}`,
);
}
const cost = this.mg.unitInfo(type).cost(this);
const b = new UnitImpl(
type,
this.mg,
spawnTile,
this.mg.nextUnitID(),
this,
params,
);
this._units.push(b);
this.recordUnitConstructed(type);
this.removeGold(cost);
this.removeTroops("troops" in params ? (params.troops ?? 0) : 0);
this.mg.addUpdate(b.toUpdate());
this.mg.addUnit(b);
return b;
}
public findUnitToUpgrade(type: UnitType, targetTile: TileRef): Unit | false {
const range = this.mg.config().structureMinDist();
const existing = this.mg
.nearbyUnits(targetTile, range, type)
.sort((a, b) => a.distSquared - b.distSquared);
if (existing.length === 0) {
return false;
}
const unit = existing[0].unit;
if (!this.canUpgradeUnit(unit)) {
return false;
}
return unit;
}
public canUpgradeUnit(unit: Unit): boolean {
if (unit.isMarkedForDeletion()) {
return false;
}
if (!this.mg.config().unitInfo(unit.type()).upgradable) {
return false;
}
if (this.mg.config().isUnitDisabled(unit.type())) {
return false;
}
if (this._gold < this.mg.config().unitInfo(unit.type()).cost(this)) {
return false;
}
return true;
}
upgradeUnit(unit: Unit) {
const cost = this.mg.unitInfo(unit.type()).cost(this);
this.removeGold(cost);
unit.increaseLevel();
this.recordUnitConstructed(unit.type());
}
public buildableUnits(tile: TileRef | null): BuildableUnit[] {
const validTiles = tile !== null ? this.validStructureSpawnTiles(tile) : [];
return Object.values(UnitType).map((u) => {
let canUpgrade: number | false = false;
if (!this.mg.inSpawnPhase()) {
const existingUnit = tile !== null && this.findUnitToUpgrade(u, tile);
if (existingUnit !== false) {
canUpgrade = existingUnit.id();
}
}
return {
type: u,
canBuild: tile === null ? false : this.canBuild(u, tile, validTiles),
canUpgrade: canUpgrade,
cost: this.mg.config().unitInfo(u).cost(this),
} as BuildableUnit;
});
}
canBuild(
unitType: UnitType,
targetTile: TileRef,
validTiles: TileRef[] | null = null,
): TileRef | false {
if (this.mg.config().isUnitDisabled(unitType)) {
return false;
}
if (
this.mg.config().gameConfig().gameMode === GameMode.NukeWars &&
this.mg.config().gameConfig().gameMap === GameMapType.Baikal &&
this.mg.inPreparationPhase()
) {
const midpoint = this.mg.width() / 2;
const targetX = this.mg.x(targetTile);
const isTeam1 = this.smallID() % 2 === 1; // Team 1 is on the left
if (isTeam1 && targetX >= midpoint) {
return false;
}
if (!isTeam1 && targetX < midpoint) {
return false;
}
}
const cost = this.mg.unitInfo(unitType).cost(this);
if (!this.isAlive() || this.gold() < cost) {
return false;
}
switch (unitType) {
case UnitType.MIRV:
if (!this.mg.hasOwner(targetTile)) {
return false;
}
return this.nukeSpawn(targetTile);
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
return this.nukeSpawn(targetTile);
case UnitType.MIRVWarhead:
return targetTile;
case UnitType.Port:
return this.portSpawn(targetTile, validTiles);
case UnitType.Warship:
return this.warshipSpawn(targetTile);
case UnitType.Shell:
case UnitType.SAMMissile:
return targetTile;
case UnitType.TransportShip:
return canBuildTransportShip(this.mg, this, targetTile);
case UnitType.TradeShip:
return this.tradeShipSpawn(targetTile);
case UnitType.Train:
return this.landBasedUnitSpawn(targetTile);
case UnitType.MissileSilo:
case UnitType.DefensePost:
case UnitType.SAMLauncher:
case UnitType.City:
case UnitType.Factory:
case UnitType.Construction:
return this.landBasedStructureSpawn(targetTile, validTiles);
default:
assertNever(unitType);
}
}
nukeSpawn(tile: TileRef): TileRef | false {
if (this.mg.inPreparationPhase()) {
return false;
}
const owner = this.mg.owner(tile);
if (owner.isPlayer()) {
if (this.isOnSameTeam(owner)) {
return false;
}
}
// only get missilesilos that are not on cooldown
const spawns = this.units(UnitType.MissileSilo)
.filter((silo) => {
return !silo.isInCooldown();
})
.sort(distSortUnit(this.mg, tile));
if (spawns.length === 0) {
return false;
}
return spawns[0].tile();
}
portSpawn(tile: TileRef, validTiles: TileRef[] | null): TileRef | false {
const spawns = Array.from(
this.mg.bfs(
tile,
manhattanDistFN(tile, this.mg.config().radiusPortSpawn()),
),
)
.filter((t) => this.mg.owner(t) === this && this.mg.isOceanShore(t))
.sort(
(a, b) =>
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
);
const validTileSet = new Set(
validTiles ?? this.validStructureSpawnTiles(tile),
);
for (const t of spawns) {
if (validTileSet.has(t)) {
return t;
}
}
return false;
}
warshipSpawn(tile: TileRef): TileRef | false {
if (!this.mg.isOcean(tile)) {
return false;
}
const spawns = this.units(UnitType.Port).sort(
(a, b) =>
this.mg.manhattanDist(a.tile(), tile) -
this.mg.manhattanDist(b.tile(), tile),
);
if (spawns.length === 0) {
return false;
}
return spawns[0].tile();
}
landBasedUnitSpawn(tile: TileRef): TileRef | false {
return this.mg.isLand(tile) ? tile : false;
}
landBasedStructureSpawn(
tile: TileRef,
validTiles: TileRef[] | null = null,
): TileRef | false {
const tiles = validTiles ?? this.validStructureSpawnTiles(tile);
if (tiles.length === 0) {
return false;
}
return tiles[0];
}
private validStructureSpawnTiles(tile: TileRef): TileRef[] {
if (this.mg.owner(tile) !== this) {
return [];
}
const searchRadius = 15;
const searchRadiusSquared = searchRadius ** 2;
const types = Object.values(UnitType).filter((unitTypeValue) => {
return this.mg.config().unitInfo(unitTypeValue).territoryBound;
});
const nearbyUnits = this.mg.nearbyUnits(tile, searchRadius * 2, types);
const nearbyTiles = this.mg.bfs(tile, (gm, t) => {
return (
this.mg.euclideanDistSquared(tile, t) < searchRadiusSquared &&
gm.ownerID(t) === this.smallID()
);
});
const validSet: Set<TileRef> = new Set(nearbyTiles);
const minDistSquared = this.mg.config().structureMinDist() ** 2;
for (const t of nearbyTiles) {
for (const { unit } of nearbyUnits) {
if (this.mg.euclideanDistSquared(unit.tile(), t) < minDistSquared) {
validSet.delete(t);
break;
}
}
}
const valid = Array.from(validSet);
valid.sort(
(a, b) =>
this.mg.euclideanDistSquared(a, tile) -
this.mg.euclideanDistSquared(b, tile),
);
return valid;
}
tradeShipSpawn(targetTile: TileRef): TileRef | false {
const spawns = this.units(UnitType.Port).filter(
(u) => u.tile() === targetTile,
);
if (spawns.length === 0) {
return false;
}
return spawns[0].tile();
}
lastTileChange(): Tick {
return this._lastTileChange;
}
isDisconnected(): boolean {
return this._isDisconnected;
}
markDisconnected(isDisconnected: boolean): void {
this._isDisconnected = isDisconnected;
}
hash(): number {
return (
simpleHash(this.id()) * (this.troops() + this.numTilesOwned()) +
this._units.reduce((acc, unit) => acc + unit.hash(), 0)
);
}
toString(): string {
return `Player:{name:${this.info().name},clientID:${
this.info().clientID
},isAlive:${this.isAlive()},troops:${
this._troops
},numTileOwned:${this.numTilesOwned()}}]`;
}
public playerProfile(): PlayerProfile {
const rel = {
relations: Object.fromEntries(
this.allRelationsSorted().map(({ player, relation }) => [
player.smallID(),
relation,
]),
),
alliances: this.alliances().map((a) => a.other(this).smallID()),
};
return rel;
}
createAttack(
target: Player | TerraNullius,
troops: number,
sourceTile: TileRef | null,
border: Set<number>,
): Attack {
const attack = new AttackImpl(
this._pseudo_random.nextID(),
target,
this,
troops,
sourceTile,
border,
this.mg,
);
this._outgoingAttacks.push(attack);
if (target.isPlayer()) {
(target as PlayerImpl)._incomingAttacks.push(attack);
}
return attack;
}
outgoingAttacks(): Attack[] {
return this._outgoingAttacks;
}
incomingAttacks(): Attack[] {
return this._incomingAttacks;
}
public canAttack(tile: TileRef): boolean {
if (
this.mg.hasOwner(tile) &&
this.mg.config().numSpawnPhaseTurns() +
this.mg.config().spawnImmunityDuration() >
this.mg.ticks()
) {
return false;
}
if (this.mg.owner(tile) === this) {
return false;
}
const other = this.mg.owner(tile);
if (other.isPlayer()) {
if (this.isFriendly(other)) {
return false;
}
}
if (!this.mg.isLand(tile)) {
return false;
}
if (this.mg.hasOwner(tile)) {
return this.sharesBorderWith(other);
} else {
for (const t of this.mg.bfs(
tile,
andFN(
(gm, t) => !gm.hasOwner(t) && gm.isLand(t),
manhattanDistFN(tile, 200),
),
)) {
for (const n of this.mg.neighbors(t)) {
if (this.mg.owner(n) === this) {
return true;
}
}
}
return false;
}
}
bestTransportShipSpawn(targetTile: TileRef): TileRef | false {
return bestShoreDeploymentSource(this.mg, this, targetTile);
}
// It's a probability list, so if an element appears twice it's because it's
// twice more likely to be picked later.
tradingPorts(port: Unit): Unit[] {
const ports = this.mg
.players()
.filter((p) => p !== port.owner() && p.canTrade(port.owner()))
.flatMap((p) => p.units(UnitType.Port))
.sort((p1, p2) => {
return (
this.mg.manhattanDist(port.tile(), p1.tile()) -
this.mg.manhattanDist(port.tile(), p2.tile())
);
});
const weightedPorts: Unit[] = [];
for (const [i, otherPort] of ports.entries()) {
const expanded = new Array(otherPort.level()).fill(otherPort);
weightedPorts.push(...expanded);
if (i < this.mg.config().proximityBonusPortsNb(ports.length)) {
weightedPorts.push(...expanded);
}
if (port.owner().isFriendly(otherPort.owner())) {
weightedPorts.push(...expanded);
}
}
return weightedPorts;
}
}