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8b66c8bd53
## Description: PR 6/x in effort to break up PR https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already merged https://github.com/openfrontio/OpenFrontIO/pull/3237. Please see if these can be merged for v30. - **PlayerImpl**: validStructureSpawnTiles did a filter on unit types to get isTerroritoryBound units, on every call again. It read this from unit info in DefaultConfig. While having it centrally in DefaultConfig unitInfo is good for maintainability, other code uses hardcoded StructureTypes and isisStructureType from Game.ts. Which has the same purpose and thus contains the same unit types. StructureTypes and isisStructureType do need manual maintainance outside of DefaultConfig. And are more bug prone/less type safe. But, using them gives more speed compared to getting these unit types out of DefaultConfig unitInfo centrally with some cached function in GameImpl for example (tested with buildableUnits and MIRVPerf.ts). So I went with StructureTypes in validStructureSpawnTiles too. - **PlayerExecution**: now validStructureSpawnTiles no longer needs isTerritoryBound (see the point above), PlayerExecution is the last place where it was used. Replaced it for isStructureType here too (since it has the same meaning and outcome). - **Game.ts** and **DefaultConfig** unitInfo: remove the now unused _territoryBound_. As it was only used in validStructureSpawnTiles and PlayerExecution and has been replaced in both (see the two points above). ## 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
962 lines
24 KiB
TypeScript
962 lines
24 KiB
TypeScript
import { Config } from "../configuration/Config";
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import { AbstractGraph } from "../pathfinding/algorithms/AbstractGraph";
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import { PathFinder } from "../pathfinding/types";
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import { AllPlayersStats, ClientID } from "../Schemas";
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import { getClanTag } from "../Util";
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import { GameMap, TileRef } from "./GameMap";
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import {
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GameUpdate,
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GameUpdateType,
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PlayerUpdate,
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UnitUpdate,
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} from "./GameUpdates";
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import { RailNetwork } from "./RailNetwork";
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import { Stats } from "./Stats";
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import { UnitPredicate } from "./UnitGrid";
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function isEnumValue<T extends Record<string, string | number>>(
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enumObj: T,
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value: unknown,
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): value is T[keyof T] {
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return Object.values(enumObj).includes(value as T[keyof T]);
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}
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export type PlayerID = string;
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export type Tick = number;
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export type Gold = bigint;
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export const AllPlayers = "AllPlayers" as const;
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// export type GameUpdates = Record<GameUpdateType, GameUpdate[]>;
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// Create a type that maps GameUpdateType to its corresponding update type
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type UpdateTypeMap<T extends GameUpdateType> = Extract<GameUpdate, { type: T }>;
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// Then use it to create the record type
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export type GameUpdates = {
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[K in GameUpdateType]: UpdateTypeMap<K>[];
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};
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export interface MapPos {
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x: number;
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y: number;
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}
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export enum Difficulty {
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Easy = "Easy",
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Medium = "Medium",
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Hard = "Hard",
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Impossible = "Impossible",
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}
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export const isDifficulty = (value: unknown): value is Difficulty =>
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isEnumValue(Difficulty, value);
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export type Team = string;
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export const Duos = "Duos" as const;
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export const Trios = "Trios" as const;
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export const Quads = "Quads" as const;
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export const HumansVsNations = "Humans Vs Nations" as const;
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export const ColoredTeams: Record<string, Team> = {
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Red: "Red",
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Blue: "Blue",
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Teal: "Teal",
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Purple: "Purple",
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Yellow: "Yellow",
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Orange: "Orange",
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Green: "Green",
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Bot: "Bot",
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Humans: "Humans",
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Nations: "Nations",
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} as const;
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export enum GameMapType {
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World = "World",
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GiantWorldMap = "Giant World Map",
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Europe = "Europe",
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EuropeClassic = "Europe Classic",
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Mena = "Mena",
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NorthAmerica = "North America",
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SouthAmerica = "South America",
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Oceania = "Oceania",
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BlackSea = "Black Sea",
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Africa = "Africa",
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Pangaea = "Pangaea",
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Asia = "Asia",
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Mars = "Mars",
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BritanniaClassic = "Britannia Classic",
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Britannia = "Britannia",
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GatewayToTheAtlantic = "Gateway to the Atlantic",
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Australia = "Australia",
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Iceland = "Iceland",
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EastAsia = "East Asia",
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BetweenTwoSeas = "Between Two Seas",
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FaroeIslands = "Faroe Islands",
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DeglaciatedAntarctica = "Deglaciated Antarctica",
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FalklandIslands = "Falkland Islands",
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Baikal = "Baikal",
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Halkidiki = "Halkidiki",
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StraitOfGibraltar = "Strait of Gibraltar",
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Italia = "Italia",
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Japan = "Japan",
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Pluto = "Pluto",
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Montreal = "Montreal",
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NewYorkCity = "New York City",
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Achiran = "Achiran",
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BaikalNukeWars = "Baikal Nuke Wars",
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FourIslands = "Four Islands",
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Svalmel = "Svalmel",
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GulfOfStLawrence = "Gulf of St. Lawrence",
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Lisbon = "Lisbon",
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Manicouagan = "Manicouagan",
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Lemnos = "Lemnos",
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Sierpinski = "Sierpinski",
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TheBox = "The Box",
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TwoLakes = "Two Lakes",
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StraitOfHormuz = "Strait of Hormuz",
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Surrounded = "Surrounded",
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Didier = "Didier",
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DidierFrance = "Didier France",
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AmazonRiver = "Amazon River",
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Yenisei = "Yenisei",
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TradersDream = "Traders Dream",
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Hawaii = "Hawaii",
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Alps = "Alps",
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}
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export type GameMapName = keyof typeof GameMapType;
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/** Maps that have unusual thumbnail dimensions requiring object-fit: cover */
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export function hasUnusualThumbnailSize(map: GameMapType): boolean {
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return map === GameMapType.AmazonRiver;
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}
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export const mapCategories: Record<string, GameMapType[]> = {
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continental: [
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GameMapType.World,
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GameMapType.GiantWorldMap,
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GameMapType.NorthAmerica,
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GameMapType.SouthAmerica,
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GameMapType.Europe,
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GameMapType.EuropeClassic,
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GameMapType.Asia,
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GameMapType.Africa,
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GameMapType.Oceania,
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],
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regional: [
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GameMapType.BritanniaClassic,
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GameMapType.Britannia,
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GameMapType.BlackSea,
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GameMapType.GatewayToTheAtlantic,
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GameMapType.BetweenTwoSeas,
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GameMapType.Iceland,
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GameMapType.EastAsia,
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GameMapType.Mena,
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GameMapType.Australia,
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GameMapType.FaroeIslands,
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GameMapType.FalklandIslands,
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GameMapType.Baikal,
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GameMapType.Halkidiki,
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GameMapType.StraitOfGibraltar,
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GameMapType.Italia,
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GameMapType.Japan,
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GameMapType.Montreal,
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GameMapType.GulfOfStLawrence,
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GameMapType.Lisbon,
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GameMapType.NewYorkCity,
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GameMapType.Manicouagan,
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GameMapType.Lemnos,
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GameMapType.TwoLakes,
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GameMapType.StraitOfHormuz,
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GameMapType.AmazonRiver,
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GameMapType.Yenisei,
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GameMapType.Hawaii,
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GameMapType.Alps,
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],
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fantasy: [
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GameMapType.Pangaea,
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GameMapType.Pluto,
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GameMapType.Mars,
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GameMapType.DeglaciatedAntarctica,
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GameMapType.Achiran,
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GameMapType.BaikalNukeWars,
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GameMapType.FourIslands,
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GameMapType.Svalmel,
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GameMapType.Surrounded,
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GameMapType.TradersDream,
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],
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arcade: [
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GameMapType.TheBox,
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GameMapType.Didier,
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GameMapType.DidierFrance,
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GameMapType.Sierpinski,
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],
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};
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export enum GameType {
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Singleplayer = "Singleplayer",
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Public = "Public",
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Private = "Private",
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}
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export const isGameType = (value: unknown): value is GameType =>
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isEnumValue(GameType, value);
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export enum GameMode {
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FFA = "Free For All",
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Team = "Team",
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}
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export enum RankedType {
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OneVOne = "1v1",
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}
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export const isGameMode = (value: unknown): value is GameMode =>
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isEnumValue(GameMode, value);
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export enum GameMapSize {
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Compact = "Compact",
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Normal = "Normal",
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}
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export interface PublicGameModifiers {
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isCompact: boolean;
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isRandomSpawn: boolean;
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isCrowded: boolean;
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startingGold?: number;
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}
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export interface UnitInfo {
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cost: (game: Game, player: Player) => Gold;
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maxHealth?: number;
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damage?: number;
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constructionDuration?: number;
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upgradable?: boolean;
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}
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export enum UnitType {
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TransportShip = "Transport",
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Warship = "Warship",
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Shell = "Shell",
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SAMMissile = "SAMMissile",
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Port = "Port",
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AtomBomb = "Atom Bomb",
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HydrogenBomb = "Hydrogen Bomb",
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TradeShip = "Trade Ship",
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MissileSilo = "Missile Silo",
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DefensePost = "Defense Post",
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SAMLauncher = "SAM Launcher",
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City = "City",
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MIRV = "MIRV",
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MIRVWarhead = "MIRV Warhead",
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Train = "Train",
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Factory = "Factory",
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}
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export enum TrainType {
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Engine = "Engine",
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TailEngine = "TailEngine",
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Carriage = "Carriage",
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}
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const _structureTypes: ReadonlySet<UnitType> = new Set([
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UnitType.City,
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UnitType.DefensePost,
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UnitType.SAMLauncher,
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UnitType.MissileSilo,
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UnitType.Port,
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UnitType.Factory,
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]);
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export const StructureTypes: readonly UnitType[] = [..._structureTypes];
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export function isStructureType(type: UnitType): boolean {
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return _structureTypes.has(type);
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}
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export interface OwnerComp {
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owner: Player;
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}
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export type TrajectoryTile = {
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tile: TileRef;
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targetable: boolean;
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};
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export interface UnitParamsMap {
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[UnitType.TransportShip]: {
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troops?: number;
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targetTile?: TileRef;
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};
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[UnitType.Warship]: {
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patrolTile: TileRef;
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};
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[UnitType.Shell]: Record<string, never>;
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[UnitType.SAMMissile]: Record<string, never>;
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[UnitType.Port]: Record<string, never>;
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[UnitType.AtomBomb]: {
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targetTile?: number;
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trajectory: TrajectoryTile[];
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};
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[UnitType.HydrogenBomb]: {
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targetTile?: number;
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trajectory: TrajectoryTile[];
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};
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[UnitType.TradeShip]: {
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targetUnit: Unit;
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lastSetSafeFromPirates?: number;
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};
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[UnitType.Train]: {
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trainType: TrainType;
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targetUnit?: Unit;
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loaded?: boolean;
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};
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[UnitType.Factory]: Record<string, never>;
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[UnitType.MissileSilo]: Record<string, never>;
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[UnitType.DefensePost]: Record<string, never>;
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[UnitType.SAMLauncher]: Record<string, never>;
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[UnitType.City]: Record<string, never>;
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[UnitType.MIRV]: {
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targetTile?: number;
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};
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[UnitType.MIRVWarhead]: {
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targetTile?: number;
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};
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}
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// Type helper to get params type for a specific unit type
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export type UnitParams<T extends UnitType> = UnitParamsMap[T];
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export type AllUnitParams = UnitParamsMap[keyof UnitParamsMap];
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export const nukeTypes = [
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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UnitType.MIRVWarhead,
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UnitType.MIRV,
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] as UnitType[];
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export enum Relation {
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Hostile = 0,
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Distrustful = 1,
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Neutral = 2,
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Friendly = 3,
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}
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export class Nation {
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constructor(
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public readonly spawnCell: Cell | undefined,
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public readonly playerInfo: PlayerInfo,
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) {}
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}
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export class Cell {
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public index: number;
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private strRepr: string;
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constructor(
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public readonly x: number,
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public readonly y: number,
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) {
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this.strRepr = `Cell[${this.x},${this.y}]`;
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}
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pos(): MapPos {
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return {
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x: this.x,
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y: this.y,
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};
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}
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toString(): string {
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return this.strRepr;
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}
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}
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export enum TerrainType {
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Plains,
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Highland,
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Mountain,
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Lake,
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Ocean,
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}
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export enum PlayerType {
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Bot = "BOT",
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Human = "HUMAN",
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Nation = "NATION",
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}
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export interface Execution {
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isActive(): boolean;
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activeDuringSpawnPhase(): boolean;
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init(mg: Game, ticks: number): void;
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tick(ticks: number): void;
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}
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export interface Attack {
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id(): string;
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retreating(): boolean;
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retreated(): boolean;
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orderRetreat(): void;
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executeRetreat(): void;
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target(): Player | TerraNullius;
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attacker(): Player;
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troops(): number;
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setTroops(troops: number): void;
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isActive(): boolean;
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delete(): void;
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// The tile the attack originated from, mostly used for boat attacks.
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sourceTile(): TileRef | null;
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addBorderTile(tile: TileRef): void;
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removeBorderTile(tile: TileRef): void;
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clearBorder(): void;
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borderSize(): number;
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averagePosition(): Cell | null;
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}
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export interface AllianceRequest {
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accept(): void;
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reject(): void;
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requestor(): Player;
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recipient(): Player;
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createdAt(): Tick;
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status(): "pending" | "accepted" | "rejected";
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}
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export interface Alliance {
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requestor(): Player;
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recipient(): Player;
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createdAt(): Tick;
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expiresAt(): Tick;
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other(player: Player): Player;
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}
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export interface MutableAlliance extends Alliance {
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expire(): void;
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other(player: Player): Player;
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bothAgreedToExtend(): boolean;
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addExtensionRequest(player: Player): void;
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id(): number;
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extend(): void;
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onlyOneAgreedToExtend(): boolean;
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}
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export class PlayerInfo {
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public readonly clan: string | null;
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constructor(
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public readonly name: string,
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public readonly playerType: PlayerType,
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// null if bot.
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public readonly clientID: ClientID | null,
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// TODO: make player id the small id
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public readonly id: PlayerID,
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public readonly isLobbyCreator: boolean = false,
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) {
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this.clan = getClanTag(name);
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}
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}
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export function isUnit(unit: unknown): unit is Unit {
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return (
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unit &&
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typeof unit === "object" &&
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"isUnit" in unit &&
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typeof unit.isUnit === "function" &&
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unit.isUnit()
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);
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}
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|
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export interface Unit {
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isUnit(): this is Unit;
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// Common properties.
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id(): number;
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type(): UnitType;
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owner(): Player;
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info(): UnitInfo;
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isMarkedForDeletion(): boolean;
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markForDeletion(): void;
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isOverdueDeletion(): boolean;
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delete(displayMessage?: boolean, destroyer?: Player): void;
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tile(): TileRef;
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lastTile(): TileRef;
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move(tile: TileRef): void;
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isActive(): boolean;
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setOwner(owner: Player): void;
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touch(): void;
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hash(): number;
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toUpdate(): UnitUpdate;
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hasTrainStation(): boolean;
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setTrainStation(trainStation: boolean): void;
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wasDestroyedByEnemy(): boolean;
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destroyer(): Player | undefined;
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// Train
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trainType(): TrainType | undefined;
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isLoaded(): boolean | undefined;
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setLoaded(loaded: boolean): void;
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|
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// Targeting
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setTargetTile(cell: TileRef | undefined): void;
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targetTile(): TileRef | undefined;
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setTrajectoryIndex(i: number): void;
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trajectoryIndex(): number;
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trajectory(): TrajectoryTile[];
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|
setTargetUnit(unit: Unit | undefined): void;
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|
targetUnit(): Unit | undefined;
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|
setTargetedBySAM(targeted: boolean): void;
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|
targetedBySAM(): boolean;
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|
setReachedTarget(): void;
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reachedTarget(): boolean;
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isTargetable(): boolean;
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setTargetable(targetable: boolean): void;
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|
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// Health
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hasHealth(): boolean;
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|
retreating(): boolean;
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|
orderBoatRetreat(): void;
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|
health(): number;
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|
modifyHealth(delta: number, attacker?: Player): void;
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|
|
|
// Troops
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|
setTroops(troops: number): void;
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|
troops(): number;
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|
|
// --- UNIT SPECIFIC ---
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|
|
|
// SAMs & Missile Silos
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|
launch(): void;
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|
reloadMissile(): void;
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|
isInCooldown(): boolean;
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|
missileTimerQueue(): number[];
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// Trade Ships
|
|
setSafeFromPirates(): void; // Only for trade ships
|
|
isSafeFromPirates(): boolean; // Only for trade ships
|
|
|
|
// Construction phase on structures
|
|
isUnderConstruction(): boolean;
|
|
setUnderConstruction(underConstruction: boolean): void;
|
|
|
|
// Upgradable Structures
|
|
level(): number;
|
|
increaseLevel(): void;
|
|
decreaseLevel(destroyer?: Player): void;
|
|
|
|
// Warships
|
|
setPatrolTile(tile: TileRef): void;
|
|
patrolTile(): TileRef | undefined;
|
|
}
|
|
|
|
export interface TerraNullius {
|
|
isPlayer(): false;
|
|
id(): null;
|
|
clientID(): ClientID;
|
|
smallID(): number;
|
|
}
|
|
|
|
export interface Embargo {
|
|
createdAt: Tick;
|
|
isTemporary: boolean;
|
|
target: Player;
|
|
}
|
|
|
|
export interface Player {
|
|
// Basic Info
|
|
smallID(): number;
|
|
info(): PlayerInfo;
|
|
name(): string;
|
|
displayName(): string;
|
|
clientID(): ClientID | null;
|
|
id(): PlayerID;
|
|
type(): PlayerType;
|
|
isPlayer(): this is Player;
|
|
toString(): string;
|
|
isLobbyCreator(): boolean;
|
|
|
|
// State & Properties
|
|
isAlive(): boolean;
|
|
isTraitor(): boolean;
|
|
markTraitor(): void;
|
|
largestClusterBoundingBox: { min: Cell; max: Cell } | null;
|
|
lastTileChange(): Tick;
|
|
|
|
isDisconnected(): boolean;
|
|
markDisconnected(isDisconnected: boolean): void;
|
|
|
|
hasSpawned(): boolean;
|
|
setSpawnTile(spawnTile: TileRef): void;
|
|
spawnTile(): TileRef | undefined;
|
|
|
|
// Territory
|
|
tiles(): ReadonlySet<TileRef>;
|
|
borderTiles(): ReadonlySet<TileRef>;
|
|
numTilesOwned(): number;
|
|
conquer(tile: TileRef): void;
|
|
relinquish(tile: TileRef): void;
|
|
|
|
// Resources & Troops
|
|
gold(): Gold;
|
|
addGold(toAdd: Gold, tile?: TileRef): void;
|
|
removeGold(toRemove: Gold): Gold;
|
|
troops(): number;
|
|
setTroops(troops: number): void;
|
|
addTroops(troops: number): void;
|
|
removeTroops(troops: number): number;
|
|
|
|
// Units
|
|
units(...types: UnitType[]): Unit[];
|
|
unitCount(type: UnitType): number;
|
|
unitsConstructed(type: UnitType): number;
|
|
unitsOwned(type: UnitType): number;
|
|
buildableUnits(tile: TileRef | null, units?: UnitType[]): BuildableUnit[];
|
|
canBuild(type: UnitType, targetTile: TileRef): TileRef | false;
|
|
buildUnit<T extends UnitType>(
|
|
type: T,
|
|
spawnTile: TileRef,
|
|
params: UnitParams<T>,
|
|
): Unit;
|
|
|
|
// Returns the existing unit that can be upgraded,
|
|
// or false if it cannot be upgraded.
|
|
// New units of the same type can upgrade existing units.
|
|
// e.g. if a place a new city here, can it upgrade an existing city?
|
|
findUnitToUpgrade(type: UnitType, targetTile: TileRef): Unit | false;
|
|
canUpgradeUnit(unit: Unit): boolean;
|
|
upgradeUnit(unit: Unit): void;
|
|
captureUnit(unit: Unit): void;
|
|
|
|
// Relations & Diplomacy
|
|
neighbors(): (Player | TerraNullius)[];
|
|
sharesBorderWith(other: Player | TerraNullius): boolean;
|
|
relation(other: Player): Relation;
|
|
allRelationsSorted(): { player: Player; relation: Relation }[];
|
|
updateRelation(other: Player, delta: number): void;
|
|
decayRelations(): void;
|
|
isOnSameTeam(other: Player): boolean;
|
|
// Either allied or on same team.
|
|
isFriendly(other: Player, treatAFKFriendly?: boolean): boolean;
|
|
team(): Team | null;
|
|
clan(): string | null;
|
|
incomingAllianceRequests(): AllianceRequest[];
|
|
outgoingAllianceRequests(): AllianceRequest[];
|
|
alliances(): MutableAlliance[];
|
|
expiredAlliances(): Alliance[];
|
|
allies(): Player[];
|
|
isAlliedWith(other: Player): boolean;
|
|
allianceWith(other: Player): MutableAlliance | null;
|
|
canSendAllianceRequest(other: Player): boolean;
|
|
breakAlliance(alliance: Alliance): void;
|
|
removeAllAlliances(): void;
|
|
createAllianceRequest(recipient: Player): AllianceRequest | null;
|
|
betrayals(): number;
|
|
|
|
// Targeting
|
|
canTarget(other: Player): boolean;
|
|
target(other: Player): void;
|
|
targets(): Player[];
|
|
transitiveTargets(): Player[];
|
|
|
|
// Communication
|
|
canSendEmoji(recipient: Player | typeof AllPlayers): boolean;
|
|
outgoingEmojis(): EmojiMessage[];
|
|
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void;
|
|
|
|
// Donation
|
|
canDonateGold(recipient: Player): boolean;
|
|
canDonateTroops(recipient: Player): boolean;
|
|
donateTroops(recipient: Player, troops: number): boolean;
|
|
donateGold(recipient: Player, gold: Gold): boolean;
|
|
canDeleteUnit(): boolean;
|
|
recordDeleteUnit(): void;
|
|
canEmbargoAll(): boolean;
|
|
recordEmbargoAll(): void;
|
|
|
|
// Embargo
|
|
hasEmbargoAgainst(other: Player): boolean;
|
|
tradingPartners(): Player[];
|
|
addEmbargo(other: Player, isTemporary: boolean): void;
|
|
getEmbargoes(): Embargo[];
|
|
stopEmbargo(other: Player): void;
|
|
endTemporaryEmbargo(other: Player): void;
|
|
canTrade(other: Player): boolean;
|
|
|
|
// Attacking.
|
|
canAttack(tile: TileRef): boolean;
|
|
canAttackPlayer(player: Player, treatAFKFriendly?: boolean): boolean;
|
|
isImmune(): boolean;
|
|
|
|
createAttack(
|
|
target: Player | TerraNullius,
|
|
troops: number,
|
|
sourceTile: TileRef | null,
|
|
border: Set<number>,
|
|
): Attack;
|
|
outgoingAttacks(): Attack[];
|
|
incomingAttacks(): Attack[];
|
|
orderRetreat(attackID: string): void;
|
|
executeRetreat(attackID: string): void;
|
|
|
|
// Misc
|
|
toUpdate(): PlayerUpdate;
|
|
playerProfile(): PlayerProfile;
|
|
// WARNING: this operation is expensive.
|
|
bestTransportShipSpawn(tile: TileRef): TileRef | false;
|
|
}
|
|
|
|
export interface Game extends GameMap {
|
|
// Map & Dimensions
|
|
isOnMap(cell: Cell): boolean;
|
|
width(): number;
|
|
height(): number;
|
|
map(): GameMap;
|
|
miniMap(): GameMap;
|
|
forEachTile(fn: (tile: TileRef) => void): void;
|
|
// Zero-allocation neighbor iteration (cardinal only) to avoid creating arrays
|
|
forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void;
|
|
// Zero-allocation neighbor iteration for performance-critical cluster calculation
|
|
// Alternative to neighborsWithDiag() that returns arrays
|
|
// Avoids creating intermediate arrays and uses a callback for better performance
|
|
forEachNeighborWithDiag(
|
|
tile: TileRef,
|
|
callback: (neighbor: TileRef) => void,
|
|
): void;
|
|
|
|
// Player Management
|
|
player(id: PlayerID): Player;
|
|
players(): Player[];
|
|
allPlayers(): Player[];
|
|
playerByClientID(id: ClientID): Player | null;
|
|
playerBySmallID(id: number): Player | TerraNullius;
|
|
hasPlayer(id: PlayerID): boolean;
|
|
addPlayer(playerInfo: PlayerInfo): Player;
|
|
terraNullius(): TerraNullius;
|
|
owner(ref: TileRef): Player | TerraNullius;
|
|
|
|
teams(): Team[];
|
|
|
|
// Alliances
|
|
alliances(): MutableAlliance[];
|
|
expireAlliance(alliance: Alliance): void;
|
|
|
|
// Immunity timer
|
|
isSpawnImmunityActive(): boolean;
|
|
isNationSpawnImmunityActive(): boolean;
|
|
|
|
// Game State
|
|
ticks(): Tick;
|
|
inSpawnPhase(): boolean;
|
|
executeNextTick(): GameUpdates;
|
|
setWinner(winner: Player | Team, allPlayersStats: AllPlayersStats): void;
|
|
getWinner(): Player | Team | null;
|
|
config(): Config;
|
|
isPaused(): boolean;
|
|
setPaused(paused: boolean): void;
|
|
|
|
// Units
|
|
units(...types: UnitType[]): Unit[];
|
|
unitCount(type: UnitType): number;
|
|
unitInfo(type: UnitType): UnitInfo;
|
|
hasUnitNearby(
|
|
tile: TileRef,
|
|
searchRange: number,
|
|
type: UnitType,
|
|
playerId?: PlayerID,
|
|
includeUnderConstruction?: boolean,
|
|
): boolean;
|
|
anyUnitNearby(
|
|
tile: TileRef,
|
|
searchRange: number,
|
|
types: readonly UnitType[],
|
|
predicate: (unit: Unit) => boolean,
|
|
playerId?: PlayerID,
|
|
includeUnderConstruction?: boolean,
|
|
): boolean;
|
|
nearbyUnits(
|
|
tile: TileRef,
|
|
searchRange: number,
|
|
types: UnitType | readonly UnitType[],
|
|
predicate?: UnitPredicate,
|
|
includeUnderConstruction?: boolean,
|
|
): Array<{ unit: Unit; distSquared: number }>;
|
|
|
|
addExecution(...exec: Execution[]): void;
|
|
displayMessage(
|
|
message: string,
|
|
type: MessageType,
|
|
playerID: PlayerID | null,
|
|
goldAmount?: bigint,
|
|
params?: Record<string, string | number>,
|
|
): void;
|
|
displayIncomingUnit(
|
|
unitID: number,
|
|
message: string,
|
|
type: MessageType,
|
|
playerID: PlayerID | null,
|
|
): void;
|
|
|
|
displayChat(
|
|
message: string,
|
|
category: string,
|
|
target: PlayerID | undefined,
|
|
playerID: PlayerID | null,
|
|
isFrom: boolean,
|
|
recipient: string,
|
|
): void;
|
|
|
|
// Nations
|
|
nations(): Nation[];
|
|
|
|
numTilesWithFallout(): number;
|
|
stats(): Stats;
|
|
|
|
addUpdate(update: GameUpdate): void;
|
|
railNetwork(): RailNetwork;
|
|
conquerPlayer(conqueror: Player, conquered: Player): void;
|
|
miniWaterHPA(): PathFinder<number> | null;
|
|
miniWaterGraph(): AbstractGraph | null;
|
|
getWaterComponent(tile: TileRef): number | null;
|
|
hasWaterComponent(tile: TileRef, component: number): boolean;
|
|
}
|
|
|
|
export interface PlayerActions {
|
|
canAttack: boolean;
|
|
buildableUnits: BuildableUnit[];
|
|
canSendEmojiAllPlayers: boolean;
|
|
canEmbargoAll?: boolean;
|
|
interaction?: PlayerInteraction;
|
|
}
|
|
|
|
export interface BuildableUnit {
|
|
canBuild: TileRef | false;
|
|
// unit id of the existing unit that can be upgraded, or false if it cannot be upgraded.
|
|
canUpgrade: number | false;
|
|
type: UnitType;
|
|
cost: Gold;
|
|
overlappingRailroads: number[];
|
|
ghostRailPaths: TileRef[][];
|
|
}
|
|
|
|
export interface PlayerProfile {
|
|
relations: Record<number, Relation>;
|
|
alliances: number[];
|
|
}
|
|
|
|
export interface PlayerBorderTiles {
|
|
borderTiles: ReadonlySet<TileRef>;
|
|
}
|
|
|
|
export interface PlayerInteraction {
|
|
sharedBorder: boolean;
|
|
canSendEmoji: boolean;
|
|
canSendAllianceRequest: boolean;
|
|
canBreakAlliance: boolean;
|
|
canTarget: boolean;
|
|
canDonateGold: boolean;
|
|
canDonateTroops: boolean;
|
|
canEmbargo: boolean;
|
|
allianceExpiresAt?: Tick;
|
|
}
|
|
|
|
export interface EmojiMessage {
|
|
message: string;
|
|
senderID: number;
|
|
recipientID: number | typeof AllPlayers;
|
|
createdAt: Tick;
|
|
}
|
|
|
|
export enum MessageType {
|
|
ATTACK_FAILED,
|
|
ATTACK_CANCELLED,
|
|
ATTACK_REQUEST,
|
|
CONQUERED_PLAYER,
|
|
MIRV_INBOUND,
|
|
NUKE_INBOUND,
|
|
HYDROGEN_BOMB_INBOUND,
|
|
NAVAL_INVASION_INBOUND,
|
|
SAM_MISS,
|
|
SAM_HIT,
|
|
CAPTURED_ENEMY_UNIT,
|
|
UNIT_CAPTURED_BY_ENEMY,
|
|
UNIT_DESTROYED,
|
|
ALLIANCE_ACCEPTED,
|
|
ALLIANCE_REJECTED,
|
|
ALLIANCE_REQUEST,
|
|
ALLIANCE_BROKEN,
|
|
ALLIANCE_EXPIRED,
|
|
SENT_GOLD_TO_PLAYER,
|
|
RECEIVED_GOLD_FROM_PLAYER,
|
|
RECEIVED_GOLD_FROM_TRADE,
|
|
SENT_TROOPS_TO_PLAYER,
|
|
RECEIVED_TROOPS_FROM_PLAYER,
|
|
CHAT,
|
|
RENEW_ALLIANCE,
|
|
}
|
|
|
|
// Message categories used for filtering events in the EventsDisplay
|
|
export enum MessageCategory {
|
|
ATTACK = "ATTACK",
|
|
NUKE = "NUKE",
|
|
ALLIANCE = "ALLIANCE",
|
|
TRADE = "TRADE",
|
|
CHAT = "CHAT",
|
|
}
|
|
|
|
// Ensures that all message types are included in a category
|
|
export const MESSAGE_TYPE_CATEGORIES: Record<MessageType, MessageCategory> = {
|
|
[MessageType.ATTACK_FAILED]: MessageCategory.ATTACK,
|
|
[MessageType.ATTACK_CANCELLED]: MessageCategory.ATTACK,
|
|
[MessageType.ATTACK_REQUEST]: MessageCategory.ATTACK,
|
|
[MessageType.CONQUERED_PLAYER]: MessageCategory.ATTACK,
|
|
[MessageType.MIRV_INBOUND]: MessageCategory.NUKE,
|
|
[MessageType.NUKE_INBOUND]: MessageCategory.NUKE,
|
|
[MessageType.HYDROGEN_BOMB_INBOUND]: MessageCategory.NUKE,
|
|
[MessageType.NAVAL_INVASION_INBOUND]: MessageCategory.ATTACK,
|
|
[MessageType.SAM_MISS]: MessageCategory.ATTACK,
|
|
[MessageType.SAM_HIT]: MessageCategory.ATTACK,
|
|
[MessageType.CAPTURED_ENEMY_UNIT]: MessageCategory.ATTACK,
|
|
[MessageType.UNIT_CAPTURED_BY_ENEMY]: MessageCategory.ATTACK,
|
|
[MessageType.UNIT_DESTROYED]: MessageCategory.ATTACK,
|
|
[MessageType.ALLIANCE_ACCEPTED]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_REJECTED]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_REQUEST]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_BROKEN]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_EXPIRED]: MessageCategory.ALLIANCE,
|
|
[MessageType.RENEW_ALLIANCE]: MessageCategory.ALLIANCE,
|
|
[MessageType.SENT_GOLD_TO_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.RECEIVED_GOLD_FROM_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.RECEIVED_GOLD_FROM_TRADE]: MessageCategory.TRADE,
|
|
[MessageType.SENT_TROOPS_TO_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.RECEIVED_TROOPS_FROM_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.CHAT]: MessageCategory.CHAT,
|
|
} as const;
|
|
|
|
/**
|
|
* Get the category of a message type
|
|
*/
|
|
export function getMessageCategory(messageType: MessageType): MessageCategory {
|
|
return MESSAGE_TYPE_CATEGORIES[messageType];
|
|
}
|
|
|
|
export interface NameViewData {
|
|
x: number;
|
|
y: number;
|
|
size: number;
|
|
}
|