Files
OpenFrontIO/src/core/game/PlayerImpl.ts
T
Mattia Migliorini ba2a947061 Feat: Display ghost railways when building cities and ports (#3202)
## Description:

Based on [this suggestion on
Discord](https://discord.com/channels/1284581928254701718/1447110257196138577)
and feedback gathered in [this
thread](https://discord.com/channels/1359946986937258015/1469598906173227184).

Supersedes #3143 

This PR introduces "ghost railways": when you are going to place a city
or port, previews railway connections that will be made when actually
building the structure.

Ghost railways are skipped if the structure is going to be snapped to
existing railways (as in railway snapping functionality introduced in
#3156 ).

### Video


https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e


### Ghost rails color revisited

black with 40% opacity

<img width="695" height="430" alt="image"
src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462"
/>


## 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:

deshack_82603
2026-02-18 21:44:08 +00:00

1326 lines
34 KiB
TypeScript

import { renderNumber, renderTroops } from "../../client/Utils";
import { PseudoRandom } from "../PseudoRandom";
import { ClientID } from "../Schemas";
import {
assertNever,
distSortUnit,
minInt,
simpleHash,
toInt,
within,
} from "../Util";
import { AttackImpl } from "./AttackImpl";
import {
Alliance,
AllianceRequest,
AllPlayers,
Attack,
BuildableUnit,
Cell,
ColoredTeams,
Embargo,
EmojiMessage,
GameMode,
Gold,
isStructureType,
MessageType,
MutableAlliance,
Player,
PlayerID,
PlayerInfo,
PlayerProfile,
PlayerType,
Relation,
StructureTypes,
Team,
TerraNullius,
Tick,
Unit,
UnitParams,
UnitType,
} from "./Game";
import { GameImpl } from "./GameImpl";
import { andFN, manhattanDistFN, TileRef } from "./GameMap";
import {
AllianceView,
AttackUpdate,
GameUpdateType,
PlayerUpdate,
} from "./GameUpdates";
import {
bestShoreDeploymentSource,
canBuildTransportShip,
} from "./TransportShipUtils";
import { UnitImpl } from "./UnitImpl";
interface Target {
tick: Tick;
target: Player;
}
class Donation {
constructor(
public readonly recipient: Player,
public readonly tick: Tick,
) {}
}
export class PlayerImpl implements Player {
public _lastTileChange: number = 0;
public _pseudo_random: PseudoRandom;
private _gold: bigint;
private _troops: bigint;
markedTraitorTick = -1;
private _betrayalCount: number = 0;
private embargoes = new Map<PlayerID, Embargo>();
public _borderTiles: Set<TileRef> = new Set();
public _units: Unit[] = [];
public _tiles: Set<TileRef> = new Set();
private _name: string;
private _displayName: string;
public pastOutgoingAllianceRequests: AllianceRequest[] = [];
private _expiredAlliances: Alliance[] = [];
private targets_: Target[] = [];
private outgoingEmojis_: EmojiMessage[] = [];
private sentDonations: Donation[] = [];
private relations = new Map<Player, number>();
private lastDeleteUnitTick: Tick = -1;
private lastEmbargoAllTick: Tick = -1;
public _incomingAttacks: Attack[] = [];
public _outgoingAttacks: Attack[] = [];
public _outgoingLandAttacks: Attack[] = [];
private _spawnTile: TileRef | undefined;
private _isDisconnected = false;
constructor(
private mg: GameImpl,
private _smallID: number,
private readonly playerInfo: PlayerInfo,
startTroops: number,
private readonly _team: Team | null,
) {
this._name = playerInfo.name;
this._troops = toInt(startTroops);
this._gold = mg.config().startingGold(playerInfo);
this._displayName = this._name;
this._pseudo_random = new PseudoRandom(simpleHash(this.playerInfo.id));
}
largestClusterBoundingBox: { min: Cell; max: Cell } | null;
toUpdate(): PlayerUpdate {
const outgoingAllianceRequests = this.outgoingAllianceRequests().map((ar) =>
ar.recipient().id(),
);
return {
type: GameUpdateType.Player,
clientID: this.clientID(),
name: this.name(),
displayName: this.displayName(),
id: this.id(),
team: this.team() ?? undefined,
smallID: this.smallID(),
playerType: this.type(),
isAlive: this.isAlive(),
isDisconnected: this.isDisconnected(),
tilesOwned: this.numTilesOwned(),
gold: this._gold,
troops: this.troops(),
allies: this.alliances().map((a) => a.other(this).smallID()),
embargoes: new Set([...this.embargoes.keys()].map((p) => p.toString())),
isTraitor: this.isTraitor(),
traitorRemainingTicks: this.getTraitorRemainingTicks(),
targets: this.targets().map((p) => p.smallID()),
outgoingEmojis: this.outgoingEmojis(),
outgoingAttacks: this._outgoingAttacks.map((a) => {
return {
attackerID: a.attacker().smallID(),
targetID: a.target().smallID(),
troops: a.troops(),
id: a.id(),
retreating: a.retreating(),
} satisfies AttackUpdate;
}),
incomingAttacks: this._incomingAttacks.map((a) => {
return {
attackerID: a.attacker().smallID(),
targetID: a.target().smallID(),
troops: a.troops(),
id: a.id(),
retreating: a.retreating(),
} satisfies AttackUpdate;
}),
outgoingAllianceRequests: outgoingAllianceRequests,
alliances: this.alliances().map(
(a) =>
({
id: a.id(),
other: a.other(this).id(),
createdAt: a.createdAt(),
expiresAt: a.expiresAt(),
hasExtensionRequest:
a.expiresAt() <=
this.mg.ticks() +
this.mg.config().allianceExtensionPromptOffset(),
}) satisfies AllianceView,
),
hasSpawned: this.hasSpawned(),
betrayals: this._betrayalCount,
lastDeleteUnitTick: this.lastDeleteUnitTick,
isLobbyCreator: this.isLobbyCreator(),
};
}
smallID(): number {
return this._smallID;
}
name(): string {
return this._name;
}
displayName(): string {
return this._displayName;
}
clientID(): ClientID | null {
return this.playerInfo.clientID;
}
id(): PlayerID {
return this.playerInfo.id;
}
type(): PlayerType {
return this.playerInfo.playerType;
}
clan(): string | null {
return this.playerInfo.clan;
}
units(...types: UnitType[]): Unit[] {
if (types.length === 0) {
return this._units;
}
const ts = new Set(types);
return this._units.filter((u) => ts.has(u.type()));
}
private numUnitsConstructed: Partial<Record<UnitType, number>> = {};
private recordUnitConstructed(type: UnitType): void {
if (this.numUnitsConstructed[type] !== undefined) {
this.numUnitsConstructed[type]++;
} else {
this.numUnitsConstructed[type] = 1;
}
}
// Count of units built by the player, including construction
unitsConstructed(type: UnitType): number {
const built = this.numUnitsConstructed[type] ?? 0;
let constructing = 0;
for (const unit of this._units) {
if (unit.type() !== type) continue;
if (!unit.isUnderConstruction()) continue;
constructing++;
}
const total = constructing + built;
return total;
}
// Count of units owned by the player, not including construction
unitCount(type: UnitType): number {
let total = 0;
for (const unit of this._units) {
if (unit.type() === type) {
total += unit.level();
}
}
return total;
}
// Count of units owned by the player, including construction
unitsOwned(type: UnitType): number {
let total = 0;
for (const unit of this._units) {
if (unit.type() === type) {
if (unit.isUnderConstruction()) {
total++;
} else {
total += unit.level();
}
}
}
return total;
}
sharesBorderWith(other: Player | TerraNullius): boolean {
for (const border of this._borderTiles) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().ownerID(neighbor) === other.smallID()) {
return true;
}
}
}
return false;
}
numTilesOwned(): number {
return this._tiles.size;
}
tiles(): ReadonlySet<TileRef> {
return new Set(this._tiles.values()) as Set<TileRef>;
}
borderTiles(): ReadonlySet<TileRef> {
return this._borderTiles;
}
neighbors(): (Player | TerraNullius)[] {
const ns: Set<Player | TerraNullius> = new Set();
for (const border of this.borderTiles()) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().isLand(neighbor)) {
const owner = this.mg.map().ownerID(neighbor);
if (owner !== this.smallID()) {
ns.add(
this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
);
}
}
}
}
return Array.from(ns);
}
isPlayer(): this is Player {
return true as const;
}
setTroops(troops: number) {
this._troops = toInt(troops);
}
conquer(tile: TileRef) {
this.mg.conquer(this, tile);
}
orderRetreat(id: string) {
const attack = this._outgoingAttacks.filter((attack) => attack.id() === id);
if (!attack || !attack[0]) {
console.warn(`Didn't find outgoing attack with id ${id}`);
return;
}
attack[0].orderRetreat();
}
executeRetreat(id: string): void {
const attack = this._outgoingAttacks.filter((attack) => attack.id() === id);
// Execution is delayed so it's not an error that the attack does not exist.
if (!attack || !attack[0]) {
return;
}
attack[0].executeRetreat();
}
relinquish(tile: TileRef) {
if (this.mg.owner(tile) !== this) {
throw new Error(`Cannot relinquish tile not owned by this player`);
}
this.mg.relinquish(tile);
}
info(): PlayerInfo {
return this.playerInfo;
}
isLobbyCreator(): boolean {
return this.playerInfo.isLobbyCreator;
}
isAlive(): boolean {
return this._tiles.size > 0;
}
hasSpawned(): boolean {
return this._spawnTile !== undefined;
}
setSpawnTile(spawnTile: TileRef): void {
this._spawnTile = spawnTile;
}
spawnTile(): TileRef | undefined {
return this._spawnTile;
}
incomingAllianceRequests(): AllianceRequest[] {
return this.mg.allianceRequests.filter((ar) => ar.recipient() === this);
}
outgoingAllianceRequests(): AllianceRequest[] {
return this.mg.allianceRequests.filter((ar) => ar.requestor() === this);
}
alliances(): MutableAlliance[] {
return this.mg.alliances_.filter(
(a) => a.requestor() === this || a.recipient() === this,
);
}
expiredAlliances(): Alliance[] {
return [...this._expiredAlliances];
}
allies(): Player[] {
return this.alliances().map((a) => a.other(this));
}
isAlliedWith(other: Player): boolean {
if (other === this) {
return false;
}
return this.allianceWith(other) !== null;
}
allianceWith(other: Player): MutableAlliance | null {
if (other === this) {
return null;
}
return (
this.alliances().find(
(a) => a.recipient() === other || a.requestor() === other,
) ?? null
);
}
canSendAllianceRequest(other: Player): boolean {
if (other === this) {
return false;
}
if (this.isDisconnected() || other.isDisconnected()) {
// Disconnected players are marked as not-friendly even if they are allies,
// so we need to return early if either player is disconnected.
// Otherwise we could end up sending an alliance request to someone
// we are already allied with.
return false;
}
if (this.isFriendly(other) || !this.isAlive()) {
return false;
}
const hasPending = this.outgoingAllianceRequests().some(
(ar) => ar.recipient() === other,
);
if (hasPending) {
return false;
}
const hasIncoming = this.incomingAllianceRequests().some(
(ar) => ar.requestor() === other,
);
if (hasIncoming) {
return true;
}
const recent = this.pastOutgoingAllianceRequests
.filter((ar) => ar.recipient() === other)
.sort((a, b) => b.createdAt() - a.createdAt());
if (recent.length === 0) {
return true;
}
const delta = this.mg.ticks() - recent[0].createdAt();
return delta >= this.mg.config().allianceRequestCooldown();
}
breakAlliance(alliance: MutableAlliance): void {
this.mg.breakAlliance(this, alliance);
}
removeAllAlliances(): void {
this.mg.removeAlliancesByPlayerSilently(this);
}
isTraitor(): boolean {
return this.getTraitorRemainingTicks() > 0;
}
getTraitorRemainingTicks(): number {
if (this.markedTraitorTick < 0) return 0;
const elapsed = this.mg.ticks() - this.markedTraitorTick;
const duration = this.mg.config().traitorDuration();
const remaining = duration - elapsed;
return remaining > 0 ? remaining : 0;
}
markTraitor(): void {
this.markedTraitorTick = this.mg.ticks();
this._betrayalCount++; // Keep count for Nations too
// Record stats (only for real Humans)
this.mg.stats().betray(this);
}
betrayals(): number {
return this._betrayalCount;
}
createAllianceRequest(recipient: Player): AllianceRequest | null {
if (this.isAlliedWith(recipient)) {
throw new Error(`cannot create alliance request, already allies`);
}
return this.mg.createAllianceRequest(this, recipient satisfies Player);
}
relation(other: Player): Relation {
if (other === this) {
throw new Error(`cannot get relation with self: ${this}`);
}
const relation = this.relations.get(other) ?? 0;
return this.relationFromValue(relation);
}
private relationFromValue(relationValue: number): Relation {
if (relationValue < -50) {
return Relation.Hostile;
}
if (relationValue < 0) {
return Relation.Distrustful;
}
if (relationValue < 50) {
return Relation.Neutral;
}
return Relation.Friendly;
}
allRelationsSorted(): { player: Player; relation: Relation }[] {
return Array.from(this.relations, ([k, v]) => ({ player: k, relation: v }))
.filter((r) => r.player.isAlive())
.sort((a, b) => a.relation - b.relation)
.map((r) => ({
player: r.player,
relation: this.relationFromValue(r.relation),
}));
}
updateRelation(other: Player, delta: number): void {
if (other === this) {
throw new Error(`cannot update relation with self: ${this}`);
}
const relation = this.relations.get(other) ?? 0;
const newRelation = within(relation + delta, -100, 100);
this.relations.set(other, newRelation);
}
decayRelations() {
this.relations.forEach((r: number, p: Player) => {
const sign = -1 * Math.sign(r);
const delta = 0.05;
r += sign * delta;
if (Math.abs(r) < delta * 2) {
r = 0;
}
this.relations.set(p, r);
});
}
canTarget(other: Player): boolean {
if (this === other) {
return false;
}
if (this.isFriendly(other)) {
return false;
}
for (const t of this.targets_) {
if (this.mg.ticks() - t.tick < this.mg.config().targetCooldown()) {
return false;
}
}
return true;
}
target(other: Player): void {
this.targets_.push({ tick: this.mg.ticks(), target: other });
this.mg.target(this, other);
}
targets(): Player[] {
return this.targets_
.filter(
(t) => this.mg.ticks() - t.tick < this.mg.config().targetDuration(),
)
.map((t) => t.target);
}
transitiveTargets(): Player[] {
const ts = this.alliances()
.map((a) => a.other(this))
.flatMap((ally) => ally.targets());
ts.push(...this.targets());
return [...new Set(ts)] satisfies Player[];
}
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void {
if (recipient === this) {
throw Error(`Cannot send emoji to oneself: ${this}`);
}
const msg: EmojiMessage = {
message: emoji,
senderID: this.smallID(),
recipientID: recipient === AllPlayers ? recipient : recipient.smallID(),
createdAt: this.mg.ticks(),
};
this.outgoingEmojis_.push(msg);
this.mg.sendEmojiUpdate(msg);
}
outgoingEmojis(): EmojiMessage[] {
return this.outgoingEmojis_
.filter(
(e) =>
this.mg.ticks() - e.createdAt <
this.mg.config().emojiMessageDuration(),
)
.sort((a, b) => b.createdAt - a.createdAt);
}
canSendEmoji(recipient: Player | typeof AllPlayers): boolean {
if (recipient === this) {
return false;
}
const recipientID =
recipient === AllPlayers ? AllPlayers : recipient.smallID();
const prevMsgs = this.outgoingEmojis_.filter(
(msg) => msg.recipientID === recipientID,
);
for (const msg of prevMsgs) {
if (
this.mg.ticks() - msg.createdAt <
this.mg.config().emojiMessageCooldown()
) {
return false;
}
}
return true;
}
canDonateGold(recipient: Player): boolean {
if (
!this.isAlive() ||
!recipient.isAlive() ||
!this.isFriendly(recipient)
) {
return false;
}
if (
recipient.type() === PlayerType.Human &&
this.mg.config().donateGold() === false
) {
return false;
}
for (const donation of this.sentDonations) {
if (donation.recipient === recipient) {
if (
this.mg.ticks() - donation.tick <
this.mg.config().donateCooldown()
) {
return false;
}
}
}
return true;
}
canDonateTroops(recipient: Player): boolean {
if (
!this.isAlive() ||
!recipient.isAlive() ||
!this.isFriendly(recipient)
) {
return false;
}
if (
recipient.type() === PlayerType.Human &&
this.mg.config().donateTroops() === false
) {
return false;
}
for (const donation of this.sentDonations) {
if (donation.recipient === recipient) {
if (
this.mg.ticks() - donation.tick <
this.mg.config().donateCooldown()
) {
return false;
}
}
}
return true;
}
donateTroops(recipient: Player, troops: number): boolean {
if (troops <= 0) return false;
const removed = this.removeTroops(troops);
if (removed === 0) return false;
recipient.addTroops(removed);
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
this.mg.displayMessage(
"events_display.sent_troops_to_player",
MessageType.SENT_TROOPS_TO_PLAYER,
this.id(),
undefined,
{ troops: renderTroops(troops), name: recipient.name() },
);
this.mg.displayMessage(
"events_display.received_troops_from_player",
MessageType.RECEIVED_TROOPS_FROM_PLAYER,
recipient.id(),
undefined,
{ troops: renderTroops(troops), name: this.name() },
);
return true;
}
donateGold(recipient: Player, gold: Gold): boolean {
if (gold <= 0n) return false;
const removed = this.removeGold(gold);
if (removed === 0n) return false;
recipient.addGold(removed);
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
this.mg.displayMessage(
"events_display.sent_gold_to_player",
MessageType.SENT_GOLD_TO_PLAYER,
this.id(),
undefined,
{ gold: renderNumber(gold), name: recipient.name() },
);
this.mg.displayMessage(
"events_display.received_gold_from_player",
MessageType.RECEIVED_GOLD_FROM_PLAYER,
recipient.id(),
gold,
{ gold: renderNumber(gold), name: this.name() },
);
return true;
}
canDeleteUnit(): boolean {
return (
this.mg.ticks() - this.lastDeleteUnitTick >=
this.mg.config().deleteUnitCooldown()
);
}
recordDeleteUnit(): void {
this.lastDeleteUnitTick = this.mg.ticks();
}
canEmbargoAll(): boolean {
// Cooldown gate
if (
this.mg.ticks() - this.lastEmbargoAllTick <
this.mg.config().embargoAllCooldown()
) {
return false;
}
// At least one eligible player exists
for (const p of this.mg.players()) {
if (p.id() === this.id()) continue;
if (p.type() === PlayerType.Bot) continue;
if (this.isOnSameTeam(p)) continue;
return true;
}
return false;
}
recordEmbargoAll(): void {
this.lastEmbargoAllTick = this.mg.ticks();
}
hasEmbargoAgainst(other: Player): boolean {
return this.embargoes.has(other.id());
}
canTrade(other: Player): boolean {
const embargo =
other.hasEmbargoAgainst(this) || this.hasEmbargoAgainst(other);
return !embargo && other.id() !== this.id();
}
getEmbargoes(): Embargo[] {
return [...this.embargoes.values()];
}
addEmbargo(other: Player, isTemporary: boolean): void {
const embargo = this.embargoes.get(other.id());
if (embargo !== undefined && !embargo.isTemporary) return;
this.mg.addUpdate({
type: GameUpdateType.EmbargoEvent,
event: "start",
playerID: this.smallID(),
embargoedID: other.smallID(),
});
this.embargoes.set(other.id(), {
createdAt: this.mg.ticks(),
isTemporary: isTemporary,
target: other,
});
}
stopEmbargo(other: Player): void {
this.embargoes.delete(other.id());
this.mg.addUpdate({
type: GameUpdateType.EmbargoEvent,
event: "stop",
playerID: this.smallID(),
embargoedID: other.smallID(),
});
}
endTemporaryEmbargo(other: Player): void {
const embargo = this.embargoes.get(other.id());
if (embargo !== undefined && !embargo.isTemporary) return;
this.stopEmbargo(other);
}
tradingPartners(): Player[] {
return this.mg
.players()
.filter((other) => other !== this && this.canTrade(other));
}
team(): Team | null {
return this._team;
}
isOnSameTeam(other: Player): boolean {
if (other === this) {
return false;
}
if (this.team() === null || other.team() === null) {
return false;
}
if (this.team() === ColoredTeams.Bot || other.team() === ColoredTeams.Bot) {
return false;
}
return this._team === other.team();
}
isFriendly(other: Player, treatAFKFriendly: boolean = false): boolean {
if (other.isDisconnected() && !treatAFKFriendly) {
return false;
}
return this.isOnSameTeam(other) || this.isAlliedWith(other);
}
gold(): Gold {
return this._gold;
}
addGold(toAdd: Gold, tile?: TileRef): void {
this._gold += toAdd;
if (tile) {
this.mg.addUpdate({
type: GameUpdateType.BonusEvent,
player: this.id(),
tile,
gold: Number(toAdd),
troops: 0,
});
}
}
removeGold(toRemove: Gold): Gold {
if (toRemove <= 0n) {
return 0n;
}
const actualRemoved = minInt(this._gold, toRemove);
this._gold -= actualRemoved;
return actualRemoved;
}
troops(): number {
return Number(this._troops);
}
addTroops(troops: number): void {
if (troops < 0) {
this.removeTroops(-1 * troops);
return;
}
this._troops += toInt(troops);
}
removeTroops(troops: number): number {
if (troops <= 0) {
return 0;
}
const toRemove = minInt(this._troops, toInt(troops));
this._troops -= toRemove;
return Number(toRemove);
}
captureUnit(unit: Unit): void {
if (unit.owner() === this) {
throw new Error(`Cannot capture unit, ${this} already owns ${unit}`);
}
unit.setOwner(this);
}
buildUnit<T extends UnitType>(
type: T,
spawnTile: TileRef,
params: UnitParams<T>,
): Unit {
if (this.mg.config().isUnitDisabled(type)) {
throw new Error(
`Attempted to build disabled unit ${type} at tile ${spawnTile} by player ${this.name()}`,
);
}
const cost = this.mg.unitInfo(type).cost(this.mg, this);
const b = new UnitImpl(
type,
this.mg,
spawnTile,
this.mg.nextUnitID(),
this,
params,
);
this._units.push(b);
this.recordUnitConstructed(type);
this.removeGold(cost);
this.removeTroops("troops" in params ? (params.troops ?? 0) : 0);
this.mg.addUpdate(b.toUpdate());
this.mg.addUnit(b);
return b;
}
public findUnitToUpgrade(type: UnitType, targetTile: TileRef): Unit | false {
const range = this.mg.config().structureMinDist();
const existing = this.mg
.nearbyUnits(targetTile, range, type, undefined, true)
.sort((a, b) => a.distSquared - b.distSquared);
if (existing.length === 0) {
return false;
}
const unit = existing[0].unit;
if (!this.canUpgradeUnit(unit)) {
return false;
}
return unit;
}
public canUpgradeUnit(unit: Unit): boolean {
if (unit.isMarkedForDeletion()) {
return false;
}
if (unit.isUnderConstruction()) {
return false;
}
if (!this.mg.config().unitInfo(unit.type()).upgradable) {
return false;
}
if (this.mg.config().isUnitDisabled(unit.type())) {
return false;
}
if (
this._gold < this.mg.config().unitInfo(unit.type()).cost(this.mg, this)
) {
return false;
}
if (unit.owner() !== this) {
return false;
}
return true;
}
upgradeUnit(unit: Unit) {
const cost = this.mg.unitInfo(unit.type()).cost(this.mg, this);
this.removeGold(cost);
unit.increaseLevel();
this.recordUnitConstructed(unit.type());
}
public buildableUnits(
tile: TileRef | null,
units?: UnitType[],
): BuildableUnit[] {
const validTiles =
tile !== null &&
(units === undefined || units.some((u) => isStructureType(u)))
? this.validStructureSpawnTiles(tile)
: [];
return Object.values(UnitType)
.filter((u) => units === undefined || units.includes(u))
.map((u) => {
let canUpgrade: number | false = false;
let canBuild: TileRef | false = false;
if (!this.mg.inSpawnPhase()) {
const existingUnit = tile !== null && this.findUnitToUpgrade(u, tile);
if (existingUnit !== false) {
canUpgrade = existingUnit.id();
}
if (tile !== null) {
canBuild = this.canBuild(u, tile, validTiles);
}
}
return {
type: u,
canBuild,
canUpgrade,
cost: this.mg.config().unitInfo(u).cost(this.mg, this),
overlappingRailroads:
canBuild !== false
? this.mg.railNetwork().overlappingRailroads(canBuild)
: [],
ghostRailPaths:
canBuild !== false
? this.mg.railNetwork().computeGhostRailPaths(u, canBuild)
: [],
} as BuildableUnit;
});
}
canBuild(
unitType: UnitType,
targetTile: TileRef,
validTiles: TileRef[] | null = null,
): TileRef | false {
if (this.mg.config().isUnitDisabled(unitType)) {
return false;
}
const cost = this.mg.unitInfo(unitType).cost(this.mg, this);
if (
unitType !== UnitType.MIRVWarhead &&
(!this.isAlive() || this.gold() < cost)
) {
return false;
}
switch (unitType) {
case UnitType.MIRV:
if (!this.mg.hasOwner(targetTile)) {
return false;
}
return this.nukeSpawn(targetTile, unitType);
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
return this.nukeSpawn(targetTile, unitType);
case UnitType.MIRVWarhead:
return targetTile;
case UnitType.Port:
return this.portSpawn(targetTile, validTiles);
case UnitType.Warship:
return this.warshipSpawn(targetTile);
case UnitType.Shell:
case UnitType.SAMMissile:
return targetTile;
case UnitType.TransportShip:
return canBuildTransportShip(this.mg, this, targetTile);
case UnitType.TradeShip:
return this.tradeShipSpawn(targetTile);
case UnitType.Train:
return this.landBasedUnitSpawn(targetTile);
case UnitType.MissileSilo:
case UnitType.DefensePost:
case UnitType.SAMLauncher:
case UnitType.City:
case UnitType.Factory:
return this.landBasedStructureSpawn(targetTile, validTiles);
default:
assertNever(unitType);
}
}
nukeSpawn(tile: TileRef, nukeType: UnitType): TileRef | false {
if (this.mg.isSpawnImmunityActive()) {
return false;
}
const owner = this.mg.owner(tile);
if (owner.isPlayer()) {
if (this.isOnSameTeam(owner)) {
return false;
}
}
// Prevent launching nukes that would hit teammate structures (only in team games)
if (
this.mg.config().gameConfig().gameMode === GameMode.Team &&
nukeType !== UnitType.MIRV
) {
const magnitude = this.mg.config().nukeMagnitudes(nukeType);
const wouldHitTeammate = this.mg.anyUnitNearby(
tile,
magnitude.outer,
StructureTypes,
(unit) => unit.owner().isPlayer() && this.isOnSameTeam(unit.owner()),
);
if (wouldHitTeammate) {
return false;
}
}
// only get missilesilos that are not on cooldown and not under construction
const spawns = this.units(UnitType.MissileSilo)
.filter((silo) => {
return !silo.isInCooldown() && !silo.isUnderConstruction();
})
.sort(distSortUnit(this.mg, tile));
if (spawns.length === 0) {
return false;
}
return spawns[0].tile();
}
portSpawn(tile: TileRef, validTiles: TileRef[] | null): TileRef | false {
const spawns = Array.from(
this.mg.bfs(
tile,
manhattanDistFN(tile, this.mg.config().radiusPortSpawn()),
),
)
.filter((t) => this.mg.owner(t) === this && this.mg.isOceanShore(t))
.sort(
(a, b) =>
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
);
const validTileSet = new Set(
validTiles ?? this.validStructureSpawnTiles(tile),
);
for (const t of spawns) {
if (validTileSet.has(t)) {
return t;
}
}
return false;
}
warshipSpawn(tile: TileRef): TileRef | false {
if (!this.mg.isOcean(tile)) {
return false;
}
const spawns = this.units(UnitType.Port).sort(
(a, b) =>
this.mg.manhattanDist(a.tile(), tile) -
this.mg.manhattanDist(b.tile(), tile),
);
if (spawns.length === 0) {
return false;
}
return spawns[0].tile();
}
landBasedUnitSpawn(tile: TileRef): TileRef | false {
return this.mg.isLand(tile) ? tile : false;
}
landBasedStructureSpawn(
tile: TileRef,
validTiles: TileRef[] | null = null,
): TileRef | false {
const tiles = validTiles ?? this.validStructureSpawnTiles(tile);
if (tiles.length === 0) {
return false;
}
return tiles[0];
}
private validStructureSpawnTiles(tile: TileRef): TileRef[] {
if (this.mg.owner(tile) !== this) {
return [];
}
const searchRadius = 15;
const searchRadiusSquared = searchRadius ** 2;
const types = Object.values(UnitType).filter((unitTypeValue) => {
return this.mg.config().unitInfo(unitTypeValue).territoryBound;
});
const nearbyUnits = this.mg.nearbyUnits(
tile,
searchRadius * 2,
types,
undefined,
true,
);
const nearbyTiles = this.mg.bfs(tile, (gm, t) => {
return (
this.mg.euclideanDistSquared(tile, t) < searchRadiusSquared &&
gm.ownerID(t) === this.smallID()
);
});
const validSet: Set<TileRef> = new Set(nearbyTiles);
const minDistSquared = this.mg.config().structureMinDist() ** 2;
for (const t of nearbyTiles) {
for (const { unit } of nearbyUnits) {
if (this.mg.euclideanDistSquared(unit.tile(), t) < minDistSquared) {
validSet.delete(t);
break;
}
}
}
const valid = Array.from(validSet);
valid.sort(
(a, b) =>
this.mg.euclideanDistSquared(a, tile) -
this.mg.euclideanDistSquared(b, tile),
);
return valid;
}
tradeShipSpawn(targetTile: TileRef): TileRef | false {
const spawns = this.units(UnitType.Port).filter(
(u) => u.tile() === targetTile,
);
if (spawns.length === 0) {
return false;
}
return spawns[0].tile();
}
lastTileChange(): Tick {
return this._lastTileChange;
}
isDisconnected(): boolean {
return this._isDisconnected;
}
markDisconnected(isDisconnected: boolean): void {
this._isDisconnected = isDisconnected;
}
hash(): number {
return (
simpleHash(this.id()) * (this.troops() + this.numTilesOwned()) +
this._units.reduce((acc, unit) => acc + unit.hash(), 0)
);
}
toString(): string {
return `Player:{name:${this.info().name},clientID:${
this.info().clientID
},isAlive:${this.isAlive()},troops:${
this._troops
},numTileOwned:${this.numTilesOwned()}}]`;
}
public playerProfile(): PlayerProfile {
const rel = {
relations: Object.fromEntries(
this.allRelationsSorted().map(({ player, relation }) => [
player.smallID(),
relation,
]),
),
alliances: this.alliances().map((a) => a.other(this).smallID()),
};
return rel;
}
createAttack(
target: Player | TerraNullius,
troops: number,
sourceTile: TileRef | null,
border: Set<number>,
): Attack {
const attack = new AttackImpl(
this._pseudo_random.nextID(),
target,
this,
troops,
sourceTile,
border,
this.mg,
);
this._outgoingAttacks.push(attack);
if (target.isPlayer()) {
(target as PlayerImpl)._incomingAttacks.push(attack);
}
return attack;
}
outgoingAttacks(): Attack[] {
return this._outgoingAttacks;
}
incomingAttacks(): Attack[] {
return this._incomingAttacks;
}
public isImmune(): boolean {
if (this.type() === PlayerType.Human) {
return this.mg.isSpawnImmunityActive();
}
if (this.type() === PlayerType.Nation) {
return this.mg.isNationSpawnImmunityActive();
}
return false;
}
public canAttackPlayer(
player: Player,
treatAFKFriendly: boolean = false,
): boolean {
if (this.type() === PlayerType.Bot) {
// Bots are not affected by immunity
return !this.isFriendly(player, treatAFKFriendly);
}
// Humans and Nations respect immunity
return !player.isImmune() && !this.isFriendly(player, treatAFKFriendly);
}
public canAttack(tile: TileRef): boolean {
const owner = this.mg.owner(tile);
if (owner === this) {
return false;
}
if (owner.isPlayer() && !this.canAttackPlayer(owner)) {
return false;
}
if (!this.mg.isLand(tile)) {
return false;
}
if (this.mg.hasOwner(tile)) {
return this.sharesBorderWith(owner);
} else {
for (const t of this.mg.bfs(
tile,
andFN(
(gm, t) => !gm.hasOwner(t) && gm.isLand(t),
manhattanDistFN(tile, 200),
),
)) {
for (const n of this.mg.neighbors(t)) {
if (this.mg.owner(n) === this) {
return true;
}
}
}
return false;
}
}
bestTransportShipSpawn(targetTile: TileRef): TileRef | false {
return bestShoreDeploymentSource(this.mg, this, targetTile) ?? false;
}
}