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12b06fa0b2
## Description: Fixes water-pathfinding errors that started appearing after the first water nuke and persisted across the rest of the match. Users reported warships "getting stuck" (stopped moving). <img width="374" height="281" alt="image" src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772" /> ### Summary - The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was buggy _(The cached edge costs reused by "clean" clusters were keyed by tile pair without their original `(clusterX, clusterY)`, so a boundary edge could be re-stamped with the wrong cluster and become untraversable by the query-time single-cluster bounded A*. The cache now stores `{ cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache` preserves the original attribution when re-adding the edge.)_ - Warships: `findTargetUnit` now skips trade ships that are not in the warship's water component, avoiding pathfinding to provably unreachable targets. - Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship picks a new target. This is a defensive guard for the rare case where a water nuke splits the component between target selection and pathfinding - without it, the warship retries the same now-unreachable target every tick and spams the log forever. ### Test - Added a Warship test verifying that trade ships in a different water component are not targeted. ## 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: FloPinguin
316 lines
8.9 KiB
TypeScript
316 lines
8.9 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 { WaterPathFinder } from "../pathfinding/PathFinder";
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import { PathStatus } from "../pathfinding/types";
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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: WaterPathFinder;
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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 = new WaterPathFinder(mg);
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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 mg = this.mg;
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const config = mg.config();
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const owner = this.warship.owner();
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const hasPort = owner.unitCount(UnitType.Port) > 0;
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const patrolTile = this.warship.patrolTile()!;
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const patrolRangeSquared = config.warshipPatrolRange() ** 2;
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// Lazy: only computed if a TradeShip candidate forces the component check.
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// `undefined` = not yet computed; `null` = computed, no component found.
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let warshipComponent: number | null | undefined = undefined;
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const ships = mg.nearbyUnits(
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this.warship.tile()!,
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config.warshipTargettingRange(),
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[UnitType.TransportShip, UnitType.Warship, UnitType.TradeShip],
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);
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let bestUnit: Unit | undefined = undefined;
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let bestTypePriority = 0;
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let bestDistSquared = 0;
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for (const { unit, distSquared } of ships) {
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if (
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unit.owner() === owner ||
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unit === this.warship ||
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!owner.canAttackPlayer(unit.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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const type = unit.type();
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if (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() === owner || // trade ship is coming to my port
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unit.targetUnit()?.owner().isFriendly(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 (warshipComponent === undefined) {
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warshipComponent = mg.getWaterComponent(this.warship.tile());
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}
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if (
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warshipComponent !== null &&
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!mg.hasWaterComponent(unit.tile(), warshipComponent)
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) {
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continue;
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}
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if (
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mg.euclideanDistSquared(patrolTile, unit.tile()) > 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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const typePriority =
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type === UnitType.TransportShip ? 0 : type === UnitType.Warship ? 1 : 2;
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if (bestUnit === undefined) {
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bestUnit = unit;
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bestTypePriority = typePriority;
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bestDistSquared = distSquared;
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continue;
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}
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// Match existing `sort()` semantics:
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// - Lower priority is better (TransportShip < Warship < TradeShip).
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// - For same type, smaller distance is better.
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// - For exact ties, keep the first encountered (stable sort behavior).
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if (
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typePriority < bestTypePriority ||
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(typePriority === bestTypePriority && distSquared < bestDistSquared)
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) {
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bestUnit = unit;
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bestTypePriority = typePriority;
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bestDistSquared = distSquared;
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}
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}
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return bestUnit;
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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.next(
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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.status) {
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case PathStatus.COMPLETE:
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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 PathStatus.NEXT:
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this.warship.move(result.node);
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break;
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case PathStatus.NOT_FOUND: {
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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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}
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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.next(
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this.warship.tile(),
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this.warship.targetTile()!,
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);
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switch (result.status) {
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case PathStatus.COMPLETE:
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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 PathStatus.NEXT:
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this.warship.move(result.node);
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break;
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case PathStatus.NOT_FOUND: {
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console.log(`path not found to target`);
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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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}
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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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// Get warship's water component for connectivity check
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const warshipComponent = this.mg.getWaterComponent(this.warship.tile());
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const patrolTile = this.warship.patrolTile();
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if (patrolTile === undefined) {
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return undefined;
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}
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while (expandCount < 3) {
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const x =
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this.mg.x(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(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.isWater(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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// Check water component connectivity
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if (
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warshipComponent !== null &&
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!this.mg.hasWaterComponent(tile, warshipComponent)
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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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