Files
OpenFrontIO/src/core/game/GameImpl.ts
T
evanpelle 6d5f218a44 sort teams based on clans (#381)
## Description:
Teams are not sorted based on clans, clan members always stay on the
same team.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

<DISCORD USERNAME>
2025-03-30 19:37:48 -07:00

725 lines
18 KiB
TypeScript

import { Config } from "../configuration/Config";
import {
Cell,
Execution,
Game,
PlayerID,
PlayerInfo,
Player,
TerraNullius,
Unit,
AllianceRequest,
Alliance,
Nation,
UnitType,
UnitInfo,
GameUpdates,
TerrainType,
EmojiMessage,
Team,
GameMode,
TeamName,
PlayerType,
} from "./Game";
import { GameUpdate } from "./GameUpdates";
import { GameUpdateType } from "./GameUpdates";
import { NationMap } from "./TerrainMapLoader";
import { PlayerImpl } from "./PlayerImpl";
import { TerraNulliusImpl } from "./TerraNulliusImpl";
import { AllianceRequestImpl } from "./AllianceRequestImpl";
import { AllianceImpl } from "./AllianceImpl";
import { ClientID, AllPlayersStats } from "../Schemas";
import { MessageType } from "./Game";
import { UnitImpl } from "./UnitImpl";
import { consolex } from "../Consolex";
import { GameMap, GameMapImpl, TileRef, TileUpdate } from "./GameMap";
import { UnitGrid } from "./UnitGrid";
import { StatsImpl } from "./StatsImpl";
import { Stats } from "./Stats";
import { simpleHash } from "../Util";
import { assignTeams } from "./TeamAssignment";
export function createGame(
humans: PlayerInfo[],
gameMap: GameMap,
miniGameMap: GameMap,
nationMap: NationMap,
config: Config,
): Game {
return new GameImpl(humans, gameMap, miniGameMap, nationMap, config);
}
export type CellString = string;
export class GameImpl implements Game {
private _ticks = 0;
private unInitExecs: Execution[] = [];
private nations_: Nation[] = [];
_players: Map<PlayerID, PlayerImpl> = new Map<PlayerID, PlayerImpl>();
_playersBySmallID = [];
private execs: Execution[] = [];
private _width: number;
private _height: number;
_terraNullius: TerraNulliusImpl;
allianceRequests: AllianceRequestImpl[] = [];
alliances_: AllianceImpl[] = [];
private nextPlayerID = 1;
private _nextUnitID = 1;
private updates: GameUpdates = createGameUpdatesMap();
private unitGrid: UnitGrid;
private _stats: StatsImpl = new StatsImpl();
private playerTeams: Team[] = [
{ name: TeamName.Red },
{ name: TeamName.Blue },
];
private botTeam: Team = { name: TeamName.Bot };
constructor(
private _humans: PlayerInfo[],
private _map: GameMap,
private miniGameMap: GameMap,
nationMap: NationMap,
private _config: Config,
) {
this.addHumans();
this._terraNullius = new TerraNulliusImpl();
this._width = _map.width();
this._height = _map.height();
this.nations_ = nationMap.nations.map(
(n) =>
new Nation(
n.flag || "",
n.name,
new Cell(n.coordinates[0], n.coordinates[1]),
n.strength,
),
);
this.unitGrid = new UnitGrid(this._map);
}
private addHumans() {
if (this.config().gameConfig().gameMode != GameMode.Team) {
this._humans.forEach((p) => this.addPlayer(p, 0));
return;
}
const playerToTeam = assignTeams(this._humans);
for (const [playerInfo, team] of playerToTeam.entries()) {
if (team == "kicked") {
console.warn(`Player ${playerInfo.name} was kicked from team`);
continue;
}
this.addPlayer(playerInfo, 0, team);
}
}
isOnEdgeOfMap(ref: TileRef): boolean {
return this._map.isOnEdgeOfMap(ref);
}
owner(ref: TileRef): Player | TerraNullius {
return this.playerBySmallID(this.ownerID(ref));
}
playerBySmallID(id: number): Player | TerraNullius {
if (id == 0) {
return this.terraNullius();
}
return this._playersBySmallID[id - 1];
}
map(): GameMap {
return this._map;
}
miniMap(): GameMap {
return this.miniGameMap;
}
addUpdate(update: GameUpdate) {
(this.updates[update.type] as any[]).push(update);
}
nextUnitID(): number {
const old = this._nextUnitID;
this._nextUnitID++;
return old;
}
setFallout(tile: TileRef, value: boolean) {
if (value && this.hasOwner(tile)) {
throw Error(`cannot set fallout, tile ${tile} has owner`);
}
if (this._map.hasFallout(tile)) {
return;
}
this._map.setFallout(tile, value);
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
});
}
units(...types: UnitType[]): UnitImpl[] {
return Array.from(this._players.values()).flatMap((p) => p.units(...types));
}
unitInfo(type: UnitType): UnitInfo {
return this.config().unitInfo(type);
}
nations(): Nation[] {
return this.nations_;
}
createAllianceRequest(requestor: Player, recipient: Player): AllianceRequest {
if (requestor.isAlliedWith(recipient)) {
consolex.log("cannot request alliance, already allied");
return;
}
if (
recipient
.incomingAllianceRequests()
.find((ar) => ar.requestor() == requestor) != null
) {
consolex.log(`duplicate alliance request from ${requestor.name()}`);
return;
}
const correspondingReq = requestor
.incomingAllianceRequests()
.find((ar) => ar.requestor() == recipient);
if (correspondingReq != null) {
consolex.log(`got corresponding alliance requests, accepting`);
correspondingReq.accept();
return;
}
const ar = new AllianceRequestImpl(requestor, recipient, this._ticks, this);
this.allianceRequests.push(ar);
this.addUpdate(ar.toUpdate());
return ar;
}
acceptAllianceRequest(request: AllianceRequestImpl) {
this.allianceRequests = this.allianceRequests.filter((ar) => ar != request);
const alliance = new AllianceImpl(
this,
request.requestor() as PlayerImpl,
request.recipient() as PlayerImpl,
this._ticks,
);
this.alliances_.push(alliance);
(request.requestor() as PlayerImpl).pastOutgoingAllianceRequests.push(
request,
);
this.addUpdate({
type: GameUpdateType.AllianceRequestReply,
request: request.toUpdate(),
accepted: true,
});
}
rejectAllianceRequest(request: AllianceRequestImpl) {
this.allianceRequests = this.allianceRequests.filter((ar) => ar != request);
(request.requestor() as PlayerImpl).pastOutgoingAllianceRequests.push(
request,
);
this.addUpdate({
type: GameUpdateType.AllianceRequestReply,
request: request.toUpdate(),
accepted: false,
});
}
hasPlayer(id: PlayerID): boolean {
return this._players.has(id);
}
config(): Config {
return this._config;
}
inSpawnPhase(): boolean {
return this._ticks <= this.config().numSpawnPhaseTurns();
}
ticks(): number {
return this._ticks;
}
executeNextTick(): GameUpdates {
this.updates = createGameUpdatesMap();
this.execs.forEach((e) => {
if (
e.isActive() &&
(!this.inSpawnPhase() || e.activeDuringSpawnPhase())
) {
e.tick(this._ticks);
}
});
const inited: Execution[] = [];
const unInited: Execution[] = [];
this.unInitExecs.forEach((e) => {
if (!this.inSpawnPhase() || e.activeDuringSpawnPhase()) {
e.init(this, this._ticks);
inited.push(e);
} else {
unInited.push(e);
}
});
this.removeInactiveExecutions();
this.execs.push(...inited);
this.unInitExecs = unInited;
for (const player of this._players.values()) {
// Players change each to so always add them
this.addUpdate(player.toUpdate());
}
if (this.ticks() % 10 == 0) {
this.addUpdate({
type: GameUpdateType.Hash,
tick: this.ticks(),
hash: this.hash(),
});
}
this._ticks++;
return this.updates;
}
private hash(): number {
let hash = 1;
this._players.forEach((p) => {
hash += p.hash();
});
return hash;
}
terraNullius(): TerraNullius {
return this._terraNullius;
}
removeInactiveExecutions(): void {
const activeExecs: Execution[] = [];
for (const exec of this.execs) {
if (this.inSpawnPhase()) {
if (exec.activeDuringSpawnPhase()) {
if (exec.isActive()) {
activeExecs.push(exec);
}
} else {
activeExecs.push(exec);
}
} else {
if (exec.isActive()) {
activeExecs.push(exec);
}
}
}
this.execs = activeExecs;
}
players(): Player[] {
return Array.from(this._players.values()).filter((p) => p.isAlive());
}
allPlayers(): Player[] {
return Array.from(this._players.values());
}
executions(): Execution[] {
return [...this.execs, ...this.unInitExecs];
}
addExecution(...exec: Execution[]) {
this.unInitExecs.push(...exec);
}
removeExecution(exec: Execution) {
this.execs = this.execs.filter((execution) => execution !== exec);
this.unInitExecs = this.unInitExecs.filter(
(execution) => execution !== exec,
);
}
playerView(id: PlayerID): Player {
return this.player(id);
}
addPlayer(
playerInfo: PlayerInfo,
manpower: number,
team: Team = null,
): Player {
const player = new PlayerImpl(
this,
this.nextPlayerID,
playerInfo,
manpower,
team ?? this.maybeAssignTeam(playerInfo),
);
this._playersBySmallID.push(player);
this.nextPlayerID++;
this._players.set(playerInfo.id, player);
return player;
}
private maybeAssignTeam(player: PlayerInfo): Team | null {
if (this._config.gameConfig().gameMode != GameMode.Team) {
return null;
}
if (player.playerType == PlayerType.Bot) {
return this.botTeam;
}
const rand = simpleHash(player.id);
return this.playerTeams[rand % this.playerTeams.length];
}
player(id: PlayerID | null): Player {
if (!this._players.has(id)) {
throw new Error(`Player with id ${id} not found`);
}
return this._players.get(id);
}
playerByClientID(id: ClientID): Player | null {
for (const [pID, player] of this._players) {
if (player.clientID() == id) {
return player;
}
}
return null;
}
isOnMap(cell: Cell): boolean {
return (
cell.x >= 0 &&
cell.x < this._width &&
cell.y >= 0 &&
cell.y < this._height
);
}
neighborsWithDiag(tile: TileRef): TileRef[] {
const x = this.x(tile);
const y = this.y(tile);
const ns: TileRef[] = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
if (dx === 0 && dy === 0) continue; // Skip the center tile
const newX = x + dx;
const newY = y + dy;
if (
newX >= 0 &&
newX < this._width &&
newY >= 0 &&
newY < this._height
) {
ns.push(this._map.ref(newX, newY));
}
}
}
return ns;
}
conquer(owner: PlayerImpl, tile: TileRef): void {
if (!this.isLand(tile)) {
throw Error(`cannot conquer water`);
}
const previousOwner = this.owner(tile) as TerraNullius | PlayerImpl;
if (previousOwner.isPlayer()) {
previousOwner._lastTileChange = this._ticks;
previousOwner._tiles.delete(tile);
previousOwner._borderTiles.delete(tile);
}
this._map.setOwnerID(tile, owner.smallID());
owner._tiles.add(tile);
owner._lastTileChange = this._ticks;
this.updateBorders(tile);
this._map.setFallout(tile, false);
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
});
}
relinquish(tile: TileRef) {
if (!this.hasOwner(tile)) {
throw new Error(`Cannot relinquish tile because it is unowned`);
}
if (this.isWater(tile)) {
throw new Error("Cannot relinquish water");
}
const previousOwner = this.owner(tile) as PlayerImpl;
previousOwner._lastTileChange = this._ticks;
previousOwner._tiles.delete(tile);
previousOwner._borderTiles.delete(tile);
this._map.setOwnerID(tile, 0);
this.updateBorders(tile);
this.addUpdate({
type: GameUpdateType.Tile,
update: this.toTileUpdate(tile),
});
}
private updateBorders(tile: TileRef) {
const tiles: TileRef[] = [];
tiles.push(tile);
this.neighbors(tile).forEach((t) => tiles.push(t));
for (const t of tiles) {
if (!this.hasOwner(t)) {
continue;
}
if (this.calcIsBorder(t)) {
(this.owner(t) as PlayerImpl)._borderTiles.add(t);
} else {
(this.owner(t) as PlayerImpl)._borderTiles.delete(t);
}
}
}
private calcIsBorder(tile: TileRef): boolean {
if (!this.hasOwner(tile)) {
return false;
}
for (const neighbor of this.neighbors(tile)) {
const bordersEnemy = this.owner(tile) != this.owner(neighbor);
if (bordersEnemy) {
return true;
}
}
return false;
}
target(targeter: Player, target: Player) {
this.addUpdate({
type: GameUpdateType.TargetPlayer,
playerID: targeter.smallID(),
targetID: target.smallID(),
});
}
public breakAlliance(breaker: Player, alliance: Alliance) {
let other: Player = null;
if (alliance.requestor() == breaker) {
other = alliance.recipient();
} else {
other = alliance.requestor();
}
if (!breaker.isAlliedWith(other)) {
throw new Error(
`${breaker} not allied with ${other}, cannot break alliance`,
);
}
if (!other.isTraitor()) {
(breaker as PlayerImpl).isTraitor_ = true;
}
const breakerSet = new Set(breaker.alliances());
const alliances = other.alliances().filter((a) => breakerSet.has(a));
if (alliances.length != 1) {
throw new Error(
`must have exactly one alliance, have ${alliances.length}`,
);
}
this.alliances_ = this.alliances_.filter((a) => a != alliances[0]);
this.addUpdate({
type: GameUpdateType.BrokeAlliance,
traitorID: breaker.smallID(),
betrayedID: other.smallID(),
});
}
public expireAlliance(alliance: Alliance) {
const p1Set = new Set(alliance.recipient().alliances());
const alliances = alliance
.requestor()
.alliances()
.filter((a) => p1Set.has(a));
if (alliances.length != 1) {
throw new Error(
`cannot expire alliance: must have exactly one alliance, have ${alliances.length}`,
);
}
this.alliances_ = this.alliances_.filter((a) => a != alliances[0]);
this.addUpdate({
type: GameUpdateType.AllianceExpired,
player1ID: alliance.requestor().smallID(),
player2ID: alliance.recipient().smallID(),
});
}
sendEmojiUpdate(msg: EmojiMessage): void {
this.addUpdate({
type: GameUpdateType.Emoji,
emoji: msg,
});
}
setWinner(winner: Player | TeamName, allPlayersStats: AllPlayersStats): void {
this.addUpdate({
type: GameUpdateType.Win,
winner: typeof winner === "string" ? winner : winner.smallID(),
winnerType: typeof winner === "string" ? "team" : "player",
allPlayersStats,
});
}
teams(): Team[] {
if (this._config.gameConfig().gameMode != GameMode.Team) {
return [];
}
return [this.botTeam, ...this.playerTeams];
}
displayMessage(
message: string,
type: MessageType,
playerID: PlayerID | null,
): void {
let id = null;
if (playerID != null) {
id = this.player(playerID).smallID();
}
this.addUpdate({
type: GameUpdateType.DisplayEvent,
messageType: type,
message: message,
playerID: id,
});
}
addUnit(u: Unit) {
this.unitGrid.addUnit(u);
}
removeUnit(u: Unit) {
this.unitGrid.removeUnit(u);
}
nearbyUnits(
tile: TileRef,
searchRange: number,
types: UnitType | UnitType[],
): Array<{ unit: Unit; distSquared: number }> {
return this.unitGrid.nearbyUnits(tile, searchRange, types) as Array<{
unit: Unit;
distSquared: number;
}>;
}
ref(x: number, y: number): TileRef {
return this._map.ref(x, y);
}
x(ref: TileRef): number {
return this._map.x(ref);
}
y(ref: TileRef): number {
return this._map.y(ref);
}
cell(ref: TileRef): Cell {
return this._map.cell(ref);
}
width(): number {
return this._map.width();
}
height(): number {
return this._map.height();
}
numLandTiles(): number {
return this._map.numLandTiles();
}
isValidCoord(x: number, y: number): boolean {
return this._map.isValidCoord(x, y);
}
isLand(ref: TileRef): boolean {
return this._map.isLand(ref);
}
isOceanShore(ref: TileRef): boolean {
return this._map.isOceanShore(ref);
}
isOcean(ref: TileRef): boolean {
return this._map.isOcean(ref);
}
isShoreline(ref: TileRef): boolean {
return this._map.isShoreline(ref);
}
magnitude(ref: TileRef): number {
return this._map.magnitude(ref);
}
ownerID(ref: TileRef): number {
return this._map.ownerID(ref);
}
hasOwner(ref: TileRef): boolean {
return this._map.hasOwner(ref);
}
setOwnerID(ref: TileRef, playerId: number): void {
return this._map.setOwnerID(ref, playerId);
}
hasFallout(ref: TileRef): boolean {
return this._map.hasFallout(ref);
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}
neighbors(ref: TileRef): TileRef[] {
return this._map.neighbors(ref);
}
isWater(ref: TileRef): boolean {
return this._map.isWater(ref);
}
isLake(ref: TileRef): boolean {
return this._map.isLake(ref);
}
isShore(ref: TileRef): boolean {
return this._map.isShore(ref);
}
cost(ref: TileRef): number {
return this._map.cost(ref);
}
terrainType(ref: TileRef): TerrainType {
return this._map.terrainType(ref);
}
forEachTile(fn: (tile: TileRef) => void): void {
return this._map.forEachTile(fn);
}
manhattanDist(c1: TileRef, c2: TileRef): number {
return this._map.manhattanDist(c1, c2);
}
euclideanDist(c1: TileRef, c2: TileRef): number {
return this._map.euclideanDist(c1, c2);
}
bfs(
tile: TileRef,
filter: (gm: GameMap, tile: TileRef) => boolean,
): Set<TileRef> {
return this._map.bfs(tile, filter);
}
toTileUpdate(tile: TileRef): bigint {
return this._map.toTileUpdate(tile);
}
updateTile(tu: TileUpdate): TileRef {
return this._map.updateTile(tu);
}
numTilesWithFallout(): number {
return this._map.numTilesWithFallout();
}
stats(): Stats {
return this._stats;
}
}
// Or a more dynamic approach that will catch new enum values:
const createGameUpdatesMap = (): GameUpdates => {
const map = {} as GameUpdates;
Object.values(GameUpdateType)
.filter((key) => !isNaN(Number(key))) // Filter out reverse mappings
.forEach((key) => {
map[key as GameUpdateType] = [];
});
return map;
};