Files
OpenFrontIO/src/core/execution/AttackExecution.ts
T
2024-09-04 20:50:42 -07:00

178 lines
6.1 KiB
TypeScript

import {PriorityQueue} from "@datastructures-js/priority-queue";
import {Cell, Execution, MutableGame, MutablePlayer, PlayerID, TerraNullius, Tile} from "../Game";
import {PseudoRandom} from "../PseudoRandom";
import {manhattanDist} from "../Util";
export class AttackExecution implements Execution {
private active: boolean = true;
private toConquer: PriorityQueue<TileContainer> = new PriorityQueue<TileContainer>((a: TileContainer, b: TileContainer) => a.priority - b.priority);
private random = new PseudoRandom(123)
private _owner: MutablePlayer
private target: MutablePlayer | TerraNullius
private mg: MutableGame
constructor(
private troops: number,
private _ownerID: PlayerID,
private targetID: PlayerID | null,
private sourceCell: Cell | null,
private targetCell: Cell | null,
) { }
activeDuringSpawnPhase(): boolean {
return false
}
init(mg: MutableGame, ticks: number) {
if (!this.active) {
return
}
this.targetCell = null
this._owner = mg.player(this._ownerID)
this.target = this.targetID == null ? mg.terraNullius() : mg.player(this.targetID)
this.troops = Math.min(this._owner.troops(), this.troops)
this._owner.setTroops(this._owner.troops() - this.troops)
this.mg = mg
for (const exec of mg.executions()) {
if (exec.isActive() && exec instanceof AttackExecution && exec != this) {
const otherAttack = exec as AttackExecution
// Target has opposing attack, cancel them out
if (this.target.isPlayer() && otherAttack.targetID == this._ownerID && this.targetID == otherAttack._ownerID) {
if (otherAttack.troops > this.troops) {
otherAttack.troops -= this.troops
// otherAttack.calculateToConquer()
this.active = false
return
} else {
this.troops -= otherAttack.troops
otherAttack.active = false
}
}
// Existing attack on same target, add troops
if (otherAttack._owner == this._owner && otherAttack.targetID == this.targetID && this.sourceCell == otherAttack.sourceCell) {
otherAttack.troops += this.troops
this.active = false
return
}
}
}
if (this.sourceCell != null) {
this.addNeighbors(mg.tile(this.sourceCell))
} else {
this.refreshToConquer()
}
}
private refreshToConquer() {
this.toConquer.clear()
for (const tile of this._owner.borderTiles()) {
this.addNeighbors(tile)
}
}
tick(ticks: number) {
if (!this.active) {
return
}
if (ticks < this.mg.config().numSpawnPhaseTurns()) {
return
}
let numTilesPerTick = this.mg.config().attackTilesPerTick(this._owner, this.target, this.toConquer.size() + this.random.nextInt(0, 5))
while (numTilesPerTick > 0) {
if (this.troops < 1) {
this.active = false
return
}
if (this.toConquer.size() == 0) {
this.refreshToConquer()
if (this.toConquer.size() == 0) {
this.active = false
this._owner.addTroops(this.troops)
return
}
}
const tileToConquer = this.toConquer.dequeue().tile
const onBorder = tileToConquer.neighbors().filter(t => t.owner() == this._owner).length > 0
if (tileToConquer.owner() != this.target || !onBorder) {
continue
}
this.addNeighbors(tileToConquer)
const {attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed} = this.mg.config().attackLogic(this._owner, this.target, tileToConquer)
numTilesPerTick -= tilesPerTickUsed
this.troops -= attackerTroopLoss
if (this.target.isPlayer()) {
this.target.removeTroops(defenderTroopLoss)
}
this._owner.conquer(tileToConquer)
this.checkDefenderDead()
}
}
private addNeighbors(tile: Tile) {
for (const neighbor of tile.neighbors()) {
if (neighbor.isWater() || neighbor.owner() != this.target) {
continue
}
let numOwnedByMe = neighbor.neighbors()
.filter(t => t.isLand())
.filter(t => t.owner() == this._owner)
.length
let dist = 0
if (this.targetCell != null) {
dist = manhattanDist(tile.cell(), this.targetCell)
}
if (numOwnedByMe > 2) {
numOwnedByMe = 10
}
this.toConquer.enqueue(new TileContainer(
neighbor,
dist / 100 + this.random.nextInt(0, 2) - numOwnedByMe + Math.floor(tile.magnitude() / 10),
))
}
}
private checkDefenderDead() {
if (this.target.isPlayer() && this.target.numTilesOwned() < 100) {
for (let i = 0; i < 10; i++) {
for (const tile of this.target.tiles()) {
if (tile.borders(this._owner)) {
this._owner.conquer(tile)
} else {
for (const neighbor of tile.neighbors()) {
const no = neighbor.owner()
if (no.isPlayer() && no != this.target) {
this.mg.player(no.id()).conquer(tile)
break
}
}
}
}
}
}
}
owner(): MutablePlayer {
return this._owner
}
isActive(): boolean {
return this.active
}
}
class TileContainer {
constructor(public readonly tile: Tile, public readonly priority: number) { }
}