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417 lines
12 KiB
TypeScript
417 lines
12 KiB
TypeScript
import {EventBus} from "./EventBus";
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import {Cell, Execution, MutableGame, Game, MutablePlayer, PlayerEvent, PlayerID, PlayerInfo, Player, TerraNullius, Tile, TileEvent, Boat, MutableBoat, BoatEvent} from "./Game";
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import {TerrainMap, TerrainType, TerrainTypes} from "./TerrainMapLoader";
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export function createGame(terrainMap: TerrainMap, eventBus: EventBus): Game {
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return new GameImpl(terrainMap, eventBus)
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}
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type CellString = string
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class TileImpl implements Tile {
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public _isBorder = false
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private _neighbors: Tile[] = null
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constructor(
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private readonly gs: GameImpl,
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public _owner: PlayerImpl | TerraNulliusImpl,
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private readonly _cell: Cell,
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private readonly _terrain: TerrainType
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) { }
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isLand(): boolean {
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return this._terrain == TerrainTypes.Land
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}
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isWater(): boolean {
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return this._terrain == TerrainTypes.Water
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}
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borders(other: Player | TerraNullius): boolean {
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for (const n of this.neighbors()) {
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if (n.owner() == other) {
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return true
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}
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}
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return false
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}
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onShore(): boolean {
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return this.neighbors()
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.filter(t => t.isWater())
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.length > 0
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}
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hasOwner(): boolean {return this._owner != this.gs._terraNullius}
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owner(): MutablePlayer | TerraNullius {return this._owner}
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isBorder(): boolean {return this._isBorder}
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isInterior(): boolean {return this.hasOwner() && !this.isBorder()}
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cell(): Cell {return this._cell}
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neighbors(): Tile[] {
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if (this._neighbors == null) {
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this._neighbors = this.gs.neighbors(this)
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}
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return this._neighbors
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}
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game(): Game {return this.gs}
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}
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export class BoatImpl implements MutableBoat {
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constructor(
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private g: GameImpl,
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private _tile: Tile,
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private _troops: number,
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private _owner: PlayerImpl,
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private _target: PlayerImpl | TerraNulliusImpl
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) { }
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move(tile: Tile): void {
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const oldTile = this._tile
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this._tile = tile
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this.g.fireBoatUpdateEvent(this, oldTile)
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}
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setTroops(troops: number): void {
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this._troops = troops
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}
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troops(): number {
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return this._troops
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}
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tile(): Tile {
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return this._tile
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}
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owner(): PlayerImpl {
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return this._owner
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}
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target(): PlayerImpl | TerraNullius {
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return this._target
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}
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}
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export class PlayerImpl implements MutablePlayer {
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public _borderTiles: Map<CellString, Tile> = new Map()
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public _borderTileSet: Set<Tile> = new Set()
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public _boats: BoatImpl[] = []
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public _tiles: Map<CellString, Tile> = new Map<CellString, Tile>()
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constructor(private gs: GameImpl, public readonly _id: PlayerID, public readonly playerInfo: PlayerInfo, private _troops) {
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}
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addBoat(troops: number, tile: Tile, target: Player | TerraNullius): BoatImpl {
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const b = new BoatImpl(this.gs, tile, troops, this, target as PlayerImpl | TerraNulliusImpl)
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this._boats.push(b)
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this.gs.fireBoatUpdateEvent(b, b.tile())
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return b
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}
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boats(): BoatImpl[] {
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return this._boats
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}
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sharesBorderWith(other: Player | TerraNullius): boolean {
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for (const border of this._borderTileSet) {
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for (const neighbor of border.neighbors()) {
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if (neighbor.owner() == other) {
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return true
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}
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}
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}
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return false
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}
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numTilesOwned(): number {
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return this._tiles.size
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}
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tiles(): ReadonlySet<Tile> {
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return new Set(this._tiles.values())
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}
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borderTiles(): ReadonlySet<Tile> {
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return this._borderTileSet
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}
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neighbors(): (MutablePlayer | TerraNullius)[] {
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const ns: Set<(MutablePlayer | TerraNullius)> = new Set()
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for (const border of this.borderTiles()) {
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for (const neighbor of border.neighbors()) {
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if (neighbor.isLand() && neighbor.owner() != this) {
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ns.add((neighbor as TileImpl)._owner)
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}
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}
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}
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return Array.from(ns)
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}
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addTroops(troops: number): void {
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this._troops += Math.floor(troops)
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}
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removeTroops(troops: number): void {
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this._troops -= Math.floor(troops)
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this._troops = Math.max(this._troops, 0)
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}
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isPlayer(): this is MutablePlayer {return true as const}
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ownsTile(cell: Cell): boolean {return this._tiles.has(cell.toString())}
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setTroops(troops: number) {this._troops = Math.floor(troops)}
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conquer(tile: Tile) {this.gs.conquer(this, tile)}
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info(): PlayerInfo {return this.playerInfo}
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id(): PlayerID {return this._id}
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troops(): number {return this._troops}
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isAlive(): boolean {return this._tiles.size > 0}
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gameState(): MutableGame {return this.gs}
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executions(): Execution[] {
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return this.gs.executions().filter(exec => exec.owner().id() == this.id())
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}
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hash(): number {
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return this.id() * (this.troops() + this.numTilesOwned())
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}
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toString(): string {
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return `Player:{name:${this.info().name},clientID:${this.info().clientID},isAlive:${this.isAlive()},troops:${this._troops},numTileOwned:${this.numTilesOwned()}}]`
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}
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}
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class TerraNulliusImpl implements TerraNullius {
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public tiles: Map<Cell, Tile> = new Map<Cell, Tile>()
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constructor(private gs: GameImpl) {
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}
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id(): PlayerID {
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return 0
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}
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ownsTile(cell: Cell): boolean {
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return this.tiles.has(cell)
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}
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isPlayer(): false {return false as const}
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}
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export class TerrainMapImpl implements TerrainMap {
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constructor(public readonly tiles: TerrainType[][]) { }
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terrain(cell: Cell): TerrainType {
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return this.tiles[cell.x][cell.y]
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}
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width(): number {
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return this.tiles.length
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}
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height(): number {
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return this.tiles[0].length
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}
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}
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export class GameImpl implements MutableGame {
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private ticks = 0
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private unInitExecs: Execution[] = []
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idCounter: PlayerID = 1; // Zero reserved for TerraNullius
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map: TileImpl[][]
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_players: Map<PlayerID, PlayerImpl> = new Map<PlayerID, PlayerImpl>
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private execs: Execution[] = []
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private _width: number
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private _height: number
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_terraNullius: TerraNulliusImpl
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constructor(terrainMap: TerrainMap, private eventBus: EventBus) {
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this._terraNullius = new TerraNulliusImpl(this)
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this._width = terrainMap.width();
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this._height = terrainMap.height();
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this.map = new Array(this._width);
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for (let x = 0; x < this._width; x++) {
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this.map[x] = new Array(this._height);
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for (let y = 0; y < this._height; y++) {
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let cell = new Cell(x, y);
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this.map[x][y] = new TileImpl(this, this._terraNullius, cell, terrainMap.terrain(cell));
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}
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}
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}
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tick() {
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this.executions().forEach(e => e.tick(this.ticks))
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this.unInitExecs.forEach(e => e.init(this, this.ticks))
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this.removeInactiveExecutions()
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this.execs.push(...this.unInitExecs)
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this.unInitExecs = []
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this.ticks++
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if (this.ticks % 100 == 0) {
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let hash = 1;
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this._players.forEach(p => {
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if (!p.info().isBot) {
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console.log(`${p.toString()}`)
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}
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hash += p.hash()
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})
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console.log(`tick ${this.ticks}: hash ${hash}`)
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}
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}
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terraNullius(): TerraNullius {
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return this._terraNullius
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}
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removeInactiveExecutions(): void {
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this.execs = this.execs.filter(e => e.isActive())
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}
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players(): MutablePlayer[] {
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return Array.from(this._players.values()).filter(p => p.isAlive())
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}
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executions(): Execution[] {
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return this.execs
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}
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addExecution(...exec: Execution[]) {
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this.unInitExecs.push(...exec)
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}
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removeExecution(exec: Execution) {
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this.execs.filter(execution => execution !== exec)
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}
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width(): number {
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return this._width
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}
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height(): number {
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return this._height
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}
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forEachTile(fn: (tile: Tile) => void): void {
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for (let x = 0; x < this._width; x++) {
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for (let y = 0; y < this._height; y++) {
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fn(this.tile(new Cell(x, y)))
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}
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}
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}
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playerView(id: PlayerID): MutablePlayer {
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return this.player(id)
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}
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addPlayer(playerInfo: PlayerInfo, troops: number): MutablePlayer {
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let id = this.idCounter
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this.idCounter++
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let player = new PlayerImpl(this, id, playerInfo, troops)
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this._players.set(id, player)
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this.eventBus.emit(new PlayerEvent(player))
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return player
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}
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player(id: PlayerID | null): MutablePlayer {
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if (!this._players.has(id)) {
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throw new Error(`Player with id ${id} not found`)
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}
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return this._players.get(id)
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}
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tile(cell: Cell): Tile {
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this.assertIsOnMap(cell)
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return this.map[cell.x][cell.y]
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}
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isOnMap(cell: Cell): boolean {
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return cell.x >= 0
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&& cell.x < this._width
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&& cell.y >= 0
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&& cell.y < this._height
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}
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neighbors(tile: Tile): Tile[] {
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const x = tile.cell().x
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const y = tile.cell().y
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const ns: TileImpl[] = []
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if (y > 0) {
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ns.push(this.map[x][y - 1])
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}
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if (y < this._height - 1) {
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ns.push(this.map[x][y + 1])
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}
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if (x > 0) {
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ns.push(this.map[x - 1][y])
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}
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if (x < this._width - 1) {
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ns.push(this.map[x + 1][y])
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}
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return ns
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}
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private assertIsOnMap(cell: Cell) {
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if (!this.isOnMap(cell)) {
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throw new Error(`cell ${cell.toString()} is not on map`)
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}
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}
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conquer(owner: PlayerImpl, tile: Tile): void {
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if (tile.owner() == owner) {
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throw new Error(`Player ${owner} already owns cell ${tile.cell().toString()}`)
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}
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if (!owner.isPlayer()) {
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throw new Error("Must be a player")
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}
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if (tile.isWater()) {
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throw new Error("Cannot conquer water")
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}
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const tileImpl = tile as TileImpl
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let previousOwner = tileImpl._owner
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if (previousOwner.isPlayer()) {
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previousOwner._tiles.delete(tile.cell().toString())
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previousOwner._borderTiles.delete(tile.cell().toString())
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previousOwner._borderTileSet.delete(tile)
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tileImpl._isBorder = false
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}
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tileImpl._owner = owner
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owner._tiles.set(tile.cell().toString(), tile)
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this.updateBorders(tile)
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this.eventBus.emit(new TileEvent(tile))
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}
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private updateBorders(tile: Tile) {
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const tiles: Tile[] = []
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tiles.push(tile)
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tile.neighbors().forEach(t => tiles.push(t))
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for (const t of tiles) {
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if (!t.hasOwner()) {
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continue
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}
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if (this.isBorder(t)) {
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(t.owner() as PlayerImpl)._borderTiles.set(t.cell().toString(), t);
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(t.owner() as PlayerImpl)._borderTileSet.add(t);
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(t as TileImpl)._isBorder = true
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} else {
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(t.owner() as PlayerImpl)._borderTiles.delete(t.cell().toString());
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(t.owner() as PlayerImpl)._borderTileSet.delete(t);
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(t as TileImpl)._isBorder = false
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}
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}
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}
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isBorder(tile: Tile): boolean {
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if (!tile.hasOwner()) {
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return false
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}
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for (const neighbor of tile.neighbors()) {
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let bordersEnemy = tile.owner() != neighbor.owner()
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if (bordersEnemy) {
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return true
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}
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}
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return false
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}
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public fireBoatUpdateEvent(boat: Boat, oldTile: Tile) {
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this.eventBus.emit(new BoatEvent(boat, oldTile))
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}
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} |