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## Description: See PR https://github.com/openfrontio/OpenFrontIO/pull/2203 It was reverted. This unreverts it, with an added fix for boat troops not getting returned to owner. And small comment updates. And a const for boatOwner to re-use. The added bugfix is check for this.sourceTile === null in the retreat() function in AttackExecution. A boat attack always sets removeTroops to false because the troops were already removed from owner troops when the boat departed. They don't have to be removed again in AttackExecution init, when the boat lands and the attack starts. But at the end of the attack, in retreat() in AttackExecution, the starting/boat troops still need to be returned to the owner. That's why even if removeTroops is false, when sourceTile is not null (only when it's a boat attack) we add back the troops to the owner. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33 --------- Co-authored-by: Fx Morin <28154542+FxMorin@users.noreply.github.com> Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
283 lines
8.2 KiB
TypeScript
283 lines
8.2 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 { PathFindResultType } from "../pathfinding/AStar";
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import { PathFinder } from "../pathfinding/PathFinding";
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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: PathFinder;
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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 = PathFinder.Mini(mg, 10_000, true, 100);
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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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unit.owner().isFriendly(this.warship.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 shellAttackRate = this.mg.config().warshipShellAttackRate();
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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.nextTile(
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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.type) {
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case PathFindResultType.Completed:
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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 PathFindResultType.NextTile:
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this.warship.move(result.node);
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break;
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case PathFindResultType.Pending:
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this.warship.touch();
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break;
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case PathFindResultType.PathNotFound:
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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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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.nextTile(
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this.warship.tile(),
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this.warship.targetTile()!,
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);
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switch (result.type) {
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case PathFindResultType.Completed:
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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 PathFindResultType.NextTile:
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this.warship.move(result.node);
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break;
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case PathFindResultType.Pending:
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this.warship.touch();
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return;
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case PathFindResultType.PathNotFound:
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console.warn(`path not found to target tile`);
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this.warship.setTargetTile(undefined);
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break;
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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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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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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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