Files
OpenFrontIO/src/core/execution/utils/AiAttackBehavior.ts
T
FloPinguin d96c055df1 Better troop management for nations 🤖 (#4239)
## Description:

When human pro players have non-allied players with similar troops next
to them, they wouldn't send out a big attack.

But nations are doing exactly that.

With this PR, they no longer do. On hard and impossible.
On easy and medium they are stupid 😀

```
1. Troop send cap: the nation must retain a minimum fraction of its
   strongest non-allied neighbor's troop count (Hard: 75%, Impossible:
   90%). Attacks that would drop below this floor are scaled down or
   skipped entirely. Allied and same-team neighbors are ignored since
   they pose no threat. The cap applies to land attacks, boat attacks,
   and random boat attacks.

2. Minimum attack strength: if the capped troop count is less than 20%
   of the target's troop count, the attack is skipped as too weak to be
   worthwhile. Only applies on Hard and Impossible.
```

_Coded by MiMo 2.5 Pro, reviewed by MiniMax M3_

## 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

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

FloPinguin
2026-06-12 09:35:43 -07:00

1129 lines
35 KiB
TypeScript

import {
Difficulty,
Game,
GameMode,
GameType,
HumansVsNations,
Player,
PlayerID,
PlayerType,
Relation,
Structures,
TerraNullius,
UnitType,
} from "../../game/Game";
import { TileRef } from "../../game/GameMap";
import { canBuildTransportShip } from "../../game/TransportShipUtils";
import { PseudoRandom } from "../../PseudoRandom";
import {
assertNever,
boundingBoxCenter,
calculateBoundingBoxCenter,
} from "../../Util";
import { AttackExecution } from "../AttackExecution";
import { DonateTroopsExecution } from "../DonateTroopExecution";
import { NationAllianceBehavior } from "../nation/NationAllianceBehavior";
import {
EMOJI_ASSIST_ACCEPT,
EMOJI_ASSIST_RELATION_TOO_LOW,
EMOJI_ASSIST_TARGET_ALLY,
EMOJI_ASSIST_TARGET_ME,
NationEmojiBehavior,
} from "../nation/NationEmojiBehavior";
import { TransportShipExecution } from "../TransportShipExecution";
import { closestTwoTiles } from "../Util";
export class AiAttackBehavior {
private botAttackTroopsSent: number = 0;
constructor(
private random: PseudoRandom,
private game: Game,
private player: Player,
private triggerRatio: number,
private reserveRatio: number,
private expandRatio: number,
private allianceBehavior?: NationAllianceBehavior,
private emojiBehavior?: NationEmojiBehavior,
) {}
maybeAttack() {
if (this.player === null || this.allianceBehavior === undefined) {
throw new Error("not initialized");
}
const border = Array.from(this.player.borderTiles())
.flatMap((t) => this.game.neighbors(t))
.filter(
(t) =>
this.game.isLand(t) &&
this.game.ownerID(t) !== this.player?.smallID(),
);
const playerNeighbors = this.player.nearby();
const borderingPlayerSet = new Set<Player>(
border
.map((t) => this.game.playerBySmallID(this.game.ownerID(t)))
.filter((o): o is Player => o.isPlayer()),
);
for (const n of playerNeighbors) {
if (n.isPlayer()) borderingPlayerSet.add(n);
}
const borderingPlayers = [...borderingPlayerSet].sort(
(a, b) => a.troops() - b.troops(),
);
const borderingFriends = borderingPlayers.filter(
(o) => this.player?.isFriendly(o) === true,
);
const borderingEnemies = borderingPlayers.filter(
(o) => this.player?.isFriendly(o) === false,
);
// Attack TerraNullius but not nuked territory (direct border or across a river)
const hasNonNukedTerraNullius =
border.some((t) => !this.game.hasOwner(t) && !this.game.hasFallout(t)) ||
playerNeighbors.some((n) => !n.isPlayer());
if (hasNonNukedTerraNullius) {
if (this.sendAttack(this.game.terraNullius())) return;
}
if (borderingEnemies.length === 0) {
if (this.random.chance(5)) {
this.attackWithRandomBoat();
}
} else {
if (this.random.chance(10)) {
this.attackWithRandomBoat(borderingEnemies);
return;
}
this.allianceBehavior.maybeSendAllianceRequests(borderingEnemies);
}
this.attackBestTarget(borderingFriends, borderingEnemies);
}
private attackWithRandomBoat(borderingEnemies: Player[] = []) {
if (this.player === null) throw new Error("not initialized");
if (this.game.config().isUnitDisabled(UnitType.TransportShip)) {
return;
}
// Check if we've already sent out the maximum number of transport ships
if (
this.player.unitCount(UnitType.TransportShip) >=
this.game.config().boatMaxNumber()
) {
return;
}
// Check if we have any shore tiles to launch from
const shore = Array.from(this.player.borderTiles()).filter((t) =>
this.game.isShore(t),
);
if (shore.length === 0) {
return;
}
const src = this.random.randElement(shore);
// First look for high-interest targets (unowned or bot-owned). Mainly relevant for earlygame
let dst = this.findRandomBoatTarget(src, borderingEnemies, true);
if (dst === null) {
// None found? Then look for players
dst = this.findRandomBoatTarget(src, borderingEnemies, false);
if (dst === null) {
return;
}
}
// Hard & Impossible: don't drop below neighbor troop threshold
const troops = Math.min(this.player.troops() / 5, this.troopSendCap());
if (troops < 1) return;
// Hard & Impossible: don't attack if we'd send less than 20% of target's troops
const owner = this.game.owner(dst);
if (owner.isPlayer() && this.isAttackTooWeak(troops, owner)) {
return;
}
this.game.addExecution(
new TransportShipExecution(this.player, dst, troops),
);
}
private findRandomBoatTarget(
tile: TileRef,
borderingEnemies: Player[],
highInterestOnly: boolean = false,
): TileRef | null {
if (this.player === null) throw new Error("not initialized");
const x = this.game.x(tile);
const y = this.game.y(tile);
const unreachablePlayers = new Set<PlayerID>();
for (let i = 0; i < 500; i++) {
const randX = this.random.nextInt(x - 150, x + 150);
const randY = this.random.nextInt(y - 150, y + 150);
if (!this.game.isValidCoord(randX, randY)) {
continue;
}
const randTile = this.game.ref(randX, randY);
if (!this.game.isLand(randTile)) {
continue;
}
const owner = this.game.owner(randTile);
if (owner === this.player) {
continue;
}
// Skip players we already know are unreachable (Performance optimization)
if (owner.isPlayer() && unreachablePlayers.has(owner.id())) {
continue;
}
// Don't send boats to players with which we share a border, that usually looks stupid
if (owner.isPlayer() && borderingEnemies.includes(owner)) {
continue;
}
// Don't spam boats into players which are stronger than us (FFA only)
if (
this.isFFA() &&
owner.isPlayer() &&
owner.troops() > this.player.troops()
) {
continue;
}
let matchesCriteria: boolean;
if (highInterestOnly) {
// High-interest targeting: prioritize unowned tiles or tiles owned by bots
matchesCriteria = !owner.isPlayer() || owner.type() === PlayerType.Bot;
} else {
// Normal targeting: return unowned tiles or tiles owned by non-friendly players
matchesCriteria = !owner.isPlayer() || !owner.isFriendly(this.player);
}
if (!matchesCriteria) {
continue;
}
// Validate that we can actually build a transport ship to this target
if (canBuildTransportShip(this.game, this.player, randTile) === false) {
if (owner.isPlayer()) {
unreachablePlayers.add(owner.id());
}
continue;
}
return randTile;
}
return null;
}
// attackBestTarget is called with borderingFriends and borderingEnemies sorted by troops (ascending)
private attackBestTarget(
borderingFriends: Player[],
borderingEnemies: Player[],
) {
// In games with high starting gold, nations will quickly build a lot of cities
// This causes them to expand slowly (cities increase max troops), and bots will steal their structures
// In this case: Attack bots before ratio checks
if (this.hasNeighboringBotWithStructures()) {
if (this.attackBots()) return;
}
// Save up troops until we reach the reserve ratio
if (!this.hasReserveRatioTroops()) return;
// Maybe save up troops until we reach the trigger ratio
if (!this.hasTriggerRatioTroops() && !this.random.chance(10)) return;
// Get attack strategies in priority order based on difficulty
const strategies = this.getAttackStrategies(
borderingFriends,
borderingEnemies,
);
for (const strategy of strategies) {
if (strategy()) return;
}
}
private getAttackStrategies(
borderingFriends: Player[],
borderingEnemies: Player[],
): Array<() => boolean> {
const { difficulty } = this.game.config().gameConfig();
// Define all strategies as functions that return true if they attacked
const retaliate = (): boolean => {
const attacker = this.findIncomingAttackPlayer();
if (attacker) {
return this.sendAttack(attacker, true);
}
return false;
};
const bots = (): boolean => this.attackBots();
const assist = (): boolean => this.assistAllies();
const traitor = (): boolean => {
const traitor = this.findTraitor(borderingEnemies);
if (traitor) {
return this.sendAttack(traitor);
}
return false;
};
const afk = (): boolean => {
// borderingEnemies is already sorted by troops (ascending), so first match is weakest afk enemy
const afk = borderingEnemies.find(
(enemy) =>
enemy.isDisconnected() &&
(!this.isFFA() || enemy.troops() < this.player.troops() * 3),
);
if (afk) {
return this.sendAttack(afk);
}
return false;
};
const betray = (): boolean =>
this.maybeBetrayAndAttack(borderingFriends, borderingEnemies);
const nuked = (): boolean => {
if (this.isBorderingNukedTerritory()) {
return this.sendAttack(this.game.terraNullius());
}
return false;
};
const victim = (): boolean => {
const victim = this.findVictim(borderingEnemies);
if (victim) {
return this.sendAttack(victim);
}
return false;
};
const hated = (): boolean => {
for (const relation of this.player.allRelationsSorted()) {
if (relation.relation !== Relation.Hostile) continue;
const other = relation.player;
if (this.player.isFriendly(other)) continue;
if (this.isFFA() && other.troops() > this.player.troops() * 3) continue;
return this.sendAttack(other);
}
return false;
};
const veryWeak = (): boolean => {
const veryWeak = this.findVeryWeakEnemy(borderingEnemies);
if (veryWeak) {
return this.sendAttack(veryWeak);
}
return false;
};
const weakest = (): boolean => {
if (borderingEnemies.length > 0) {
// borderingEnemies is already sorted by troops (ascending), so first match is weakest
const weakest = borderingEnemies[0];
// In FFA, don't attack if they have more troops than us
if (!this.isFFA() || weakest.troops() < this.player.troops()) {
return this.sendAttack(weakest);
}
}
return false;
};
const island = (): boolean => {
if (borderingEnemies.length === 0) {
const enemy = this.findNearestIslandEnemy();
if (enemy) {
return this.sendAttack(enemy);
}
}
return false;
};
const donate = (): boolean => this.donateTroops();
// Return strategies in order based on difficulty
// Easy nations get the dumbest order, impossible nations get the smartest order
switch (difficulty) {
case Difficulty.Easy:
// prettier-ignore
return [nuked, bots, retaliate, assist, betray, hated, weakest];
case Difficulty.Medium:
// prettier-ignore
return [bots, nuked, retaliate, assist, betray, hated, afk, traitor, weakest, island, donate];
case Difficulty.Hard:
// prettier-ignore
return [bots, retaliate, assist, betray, nuked, traitor, afk, hated, veryWeak, victim, weakest, island, donate];
case Difficulty.Impossible:
// prettier-ignore
return [retaliate, bots, veryWeak, assist, traitor, afk, betray, victim, nuked, hated, weakest, island, donate];
default:
assertNever(difficulty);
}
}
private hasNeighboringBotWithStructures(): boolean {
return this.player
.nearby()
.some(
(n) =>
n.isPlayer() &&
n.type() === PlayerType.Bot &&
!this.player.isFriendly(n) &&
n.units().some((u) => Structures.has(u.type())),
);
}
private hasReserveRatioTroops(): boolean {
const maxTroops = this.game.config().maxTroops(this.player);
const ratio = this.player.troops() / maxTroops;
return ratio >= this.reserveRatio;
}
private hasTriggerRatioTroops(): boolean {
const maxTroops = this.game.config().maxTroops(this.player);
const ratio = this.player.troops() / maxTroops;
return ratio >= this.triggerRatio;
}
findIncomingAttackPlayer(): Player | null {
let incomingAttacks = this.player
.incomingAttacks()
.filter((attack) => !this.player.isFriendly(attack.attacker()));
// Ignore bot attacks if we are not a bot.
if (this.player.type() !== PlayerType.Bot) {
incomingAttacks = incomingAttacks.filter(
(attack) => attack.attacker().type() !== PlayerType.Bot,
);
}
let largestAttack = 0;
let largestAttacker: Player | undefined;
for (const attack of incomingAttacks) {
if (attack.troops() <= largestAttack) continue;
largestAttack = attack.troops();
largestAttacker = attack.attacker();
}
if (largestAttacker !== undefined) {
return largestAttacker;
}
return null;
}
// Sort neighboring bots by density (troops / tiles) and attempt to attack many of them (Parallel attacks)
// sendAttack will do nothing if we don't have enough reserve troops left
// Bots that own structures are prioritized as targets (they might have stolen our structures and they will delete them!)
private attackBots(): boolean {
const bots = this.player
.nearby()
.filter(
(n): n is Player =>
n.isPlayer() &&
this.player.isFriendly(n) === false &&
n.type() === PlayerType.Bot,
);
if (bots.length === 0) {
return false;
}
this.botAttackTroopsSent = 0;
const density = (p: Player) => p.troops() / p.numTilesOwned();
const ownsStructures = (p: Player) =>
p.units().some((u) => Structures.has(u.type()));
const sortedBots = bots.slice().sort((a, b) => {
const aHasStructures = ownsStructures(a);
const bHasStructures = ownsStructures(b);
if (aHasStructures !== bHasStructures) {
return aHasStructures ? -1 : 1;
}
return density(a) - density(b);
});
const reducedBots = sortedBots.slice(0, this.getBotAttackMaxParallelism());
for (const bot of reducedBots) {
this.sendAttack(bot);
}
// Only short-circuit the rest of the targeting pipeline if we actually
// allocated some troops to bot attacks.
return this.botAttackTroopsSent > 0;
}
private getBotAttackMaxParallelism(): number {
const { difficulty } = this.game.config().gameConfig();
switch (difficulty) {
case Difficulty.Easy:
return 1;
case Difficulty.Medium:
return this.random.chance(2) ? 1 : 2;
case Difficulty.Hard:
return 3;
// On impossible difficulty, attack as much bots as possible in parallel
case Difficulty.Impossible: {
return 100;
}
default:
assertNever(difficulty);
}
}
private assistAllies(): boolean {
if (this.emojiBehavior === undefined) throw new Error("not initialized");
if (this.game.config().disableAlliances()) return false;
for (const ally of this.player.allies()) {
if (ally.targets().length === 0) continue;
if (this.player.relation(ally) < Relation.Friendly) {
this.emojiBehavior.sendEmoji(ally, EMOJI_ASSIST_RELATION_TOO_LOW);
continue;
}
for (const target of ally.targets()) {
if (target === this.player) {
this.emojiBehavior.sendEmoji(ally, EMOJI_ASSIST_TARGET_ME);
continue;
}
if (this.player.isFriendly(target)) {
this.emojiBehavior.sendEmoji(ally, EMOJI_ASSIST_TARGET_ALLY);
continue;
}
if (!this.sendAttack(target)) continue;
this.player.updateRelation(ally, -20);
this.emojiBehavior.sendEmoji(ally, EMOJI_ASSIST_ACCEPT);
return true;
}
}
return false;
}
// Find a traitor who isn't significantly stronger than us
private findTraitor(borderingEnemies: Player[]): Player | null {
if (this.game.config().disableAlliances()) return null;
// borderingEnemies is already sorted by troops (ascending), so first match is weakest traitor
return (
borderingEnemies.find(
(enemy) =>
enemy.isTraitor() &&
(!this.isFFA() || enemy.troops() < this.player.troops() * 1.2),
) ?? null
);
}
private maybeBetrayAndAttack(
borderingFriends: Player[],
borderingEnemies: Player[],
): boolean {
if (this.allianceBehavior === undefined) throw new Error("not initialized");
if (this.game.config().disableAlliances()) return false;
if (borderingFriends.length > 0) {
for (const friend of borderingFriends) {
if (
this.allianceBehavior.maybeBetray(
friend,
borderingFriends.length + borderingEnemies.length,
)
) {
return this.sendAttack(friend, true);
}
}
}
return false;
}
private isBorderingNukedTerritory(): boolean {
if (this.game.config().isUnitDisabled(UnitType.MissileSilo)) {
return false;
}
for (const tile of this.player.borderTiles()) {
for (const neighbor of this.game.neighbors(tile)) {
if (
this.game.isLand(neighbor) &&
!this.game.hasOwner(neighbor) &&
this.game.hasFallout(neighbor)
) {
return true;
}
}
}
return false;
}
// Find someone who isn't significantly stronger than us and is under big attack from others (50%+ of their troops incoming)
private findVictim(borderingEnemies: Player[]): Player | null {
// borderingEnemies is already sorted by troops (ascending), so first match is weakest victim
return (
borderingEnemies.find((enemy) => {
if (this.isFFA() && enemy.troops() > this.player.troops() * 1.2) {
return false;
}
const totalIncomingTroops = enemy
.incomingAttacks()
.reduce((sum, attack) => sum + attack.troops(), 0);
return totalIncomingTroops > enemy.troops() * 0.5;
}) ?? null
);
}
// Find very weak (less than 15% of their maxTroops) enemies
// which also don't have significantly more troops than us (to target MIRVed players)
private findVeryWeakEnemy(borderingEnemies: Player[]): Player | null {
const veryWeakEnemies = borderingEnemies.filter((enemy) => {
const enemyMaxTroops = this.game.config().maxTroops(enemy);
return (
enemy.troops() < enemyMaxTroops * 0.15 &&
(!this.isFFA() || enemy.troops() < this.player.troops() * 1.2)
);
});
// borderingEnemies is already sorted by troops (ascending), so first match is weakest very weak enemy
return veryWeakEnemies.length > 0 ? veryWeakEnemies[0] : null;
}
private findNearestIslandEnemy(): Player | null {
if (this.game.config().isUnitDisabled(UnitType.TransportShip)) {
return null;
}
// Check if we've already sent out the maximum number of transport ships
if (
this.player.unitCount(UnitType.TransportShip) >=
this.game.config().boatMaxNumber()
) {
return null;
}
// Check if we have any shore tiles to launch from
const hasShore = Array.from(this.player.borderTiles()).some((t) =>
this.game.isShore(t),
);
if (!hasShore) return null;
const filteredPlayers = this.game.players().filter((p) => {
if (p === this.player) return false;
if (this.player.isFriendly(p)) return false;
// In FFA, don't spam boats into players with more troops
return !this.isFFA() || p.troops() < this.player.troops();
});
if (filteredPlayers.length === 0) return null;
const playerCenter = this.getPlayerCenter(this.player);
const sortedPlayers = filteredPlayers
.map((filteredPlayer) => {
const filteredPlayerCenter = this.getPlayerCenter(filteredPlayer);
const playerCenterTile = this.game.ref(playerCenter.x, playerCenter.y);
const filteredPlayerCenterTile = this.game.ref(
filteredPlayerCenter.x,
filteredPlayerCenter.y,
);
const distance = this.game.manhattanDist(
playerCenterTile,
filteredPlayerCenterTile,
);
return { player: filteredPlayer, distance };
})
.sort((a, b) => a.distance - b.distance); // Sort by distance (ascending)
// Try players in order of distance until we find reachable candidates
const reachablePlayers: Player[] = [];
for (const entry of sortedPlayers) {
const closest = closestTwoTiles(
this.game,
Array.from(this.player.borderTiles()).filter((t) =>
this.game.isShore(t),
),
Array.from(entry.player.borderTiles()).filter((t) =>
this.game.isShore(t),
),
);
if (closest === null) continue;
if (canBuildTransportShip(this.game, this.player, closest.y)) {
reachablePlayers.push(entry.player);
// We only need up to 2 reachable candidates
if (reachablePlayers.length >= 2) break;
}
}
if (reachablePlayers.length === 0) return null;
// 33% chance to pick the second-nearest player if available
if (reachablePlayers.length >= 2 && this.random.chance(3)) {
return reachablePlayers[1];
}
return reachablePlayers[0];
}
// In team games, nations should be willing to attack/boat into stronger
// enemies - they can rely on teammates to donate. In FFA, going after
// someone significantly stronger is usually a losing proposition.
private isFFA(): boolean {
return this.game.config().gameConfig().gameMode === GameMode.FFA;
}
private getPlayerCenter(player: Player) {
if (player.largestClusterBoundingBox) {
return boundingBoxCenter(player.largestClusterBoundingBox);
}
return calculateBoundingBoxCenter(this.game, player.borderTiles());
}
attackRandomTarget() {
// Save up troops until we reach the trigger ratio
if (!this.hasTriggerRatioTroops()) return;
// Retaliate against incoming attacks
const incomingAttackPlayer = this.findIncomingAttackPlayer();
if (incomingAttackPlayer) {
if (this.sendAttack(incomingAttackPlayer, true)) return;
}
// Select a traitor as an enemy
const toAttack = this.getNeighborTraitorToAttack();
if (toAttack !== null) {
if (this.random.chance(3)) {
if (this.sendAttack(toAttack)) return;
}
}
// Choose a new enemy randomly
const neighbors = this.player.nearby();
for (const neighbor of this.random.shuffleArray(neighbors)) {
if (!neighbor.isPlayer()) continue;
if (this.player.isFriendly(neighbor)) continue;
if (
neighbor.type() === PlayerType.Nation ||
neighbor.type() === PlayerType.Human
) {
if (this.random.chance(2)) {
continue;
}
}
if (this.sendAttack(neighbor)) return;
}
}
getNeighborTraitorToAttack(): Player | null {
if (this.game.config().disableAlliances()) return null;
const traitors = this.player
.nearby()
.filter(
(n): n is Player =>
n.isPlayer() && this.player.isFriendly(n) === false && n.isTraitor(),
);
return traitors.length > 0 ? this.random.randElement(traitors) : null;
}
forceSendAttack(target: Player | TerraNullius) {
this.game.addExecution(
new AttackExecution(
this.player.troops() / 2,
this.player,
target.isPlayer() ? target.id() : this.game.terraNullius().id(),
),
);
}
sendAttack(target: Player | TerraNullius, force = false): boolean {
if (!force && !this.shouldAttack(target)) return false;
if (target.isPlayer()) {
if (this.player.sharesBorderWith(target)) {
return this.sendLandAttack(target);
} else {
return this.sendBoatAttack(target);
}
} else {
// sharesBorderWith(TerraNullius) counts water tiles as TN (ownerID 0 = TN smallID),
// so use a land-only adjacency check to decide land vs boat attack.
if (this.hasLandBorderWithTerraNullius()) {
return this.sendLandAttack(target);
} else {
return this.sendBoatAttackToNearbyTerraNullius();
}
}
}
private hasLandBorderWithTerraNullius(): boolean {
for (const border of this.player.borderTiles()) {
for (const neighbor of this.game.neighbors(border)) {
if (this.game.isLand(neighbor) && !this.game.hasOwner(neighbor)) {
return true;
}
}
}
return false;
}
// Scans shore border tiles (every 10th) for unowned land within 5 water tiles
// in each cardinal direction, then sends a transport ship to the first match.
private sendBoatAttackToNearbyTerraNullius(): boolean {
if (this.game.config().isUnitDisabled(UnitType.TransportShip)) return false;
if (
this.player.unitCount(UnitType.TransportShip) >=
this.game.config().boatMaxNumber()
)
return false;
const directions: [number, number][] = [
[0, -1],
[0, 1],
[-1, 0],
[1, 0],
];
const shores = Array.from(this.player.borderTiles()).filter((t) =>
this.game.isShore(t),
);
for (let i = 0; i < shores.length; i += 10) {
const border = shores[i];
const bx = this.game.x(border);
const by = this.game.y(border);
for (const [dx, dy] of directions) {
const x1 = bx + dx;
const y1 = by + dy;
if (!this.game.isValidCoord(x1, y1)) continue;
if (!this.game.isWater(this.game.ref(x1, y1))) continue;
const nx = bx + dx * 5;
const ny = by + dy * 5;
if (!this.game.isValidCoord(nx, ny)) continue;
const tile = this.game.ref(nx, ny);
if (!this.game.isLand(tile)) continue;
if (this.game.hasOwner(tile)) continue;
if (this.game.hasFallout(tile)) continue;
if (!canBuildTransportShip(this.game, this.player, tile)) continue;
// Hard & Impossible: don't drop below neighbor troop threshold
const troops = Math.min(this.player.troops() / 5, this.troopSendCap());
if (troops < 1) return false;
this.game.addExecution(
new TransportShipExecution(this.player, tile, troops),
);
return true;
}
}
return false;
}
shouldAttack(other: Player | TerraNullius): boolean {
if (
// Always attack Terra Nullius, non-humans and traitors
other.isPlayer() === false ||
other.type() !== PlayerType.Human ||
other.isTraitor() ||
// Always attack if we are a bot or in an HvN game
this.player.type() === PlayerType.Bot ||
this.game.config().gameConfig().playerTeams === HumansVsNations
) {
return true;
}
// Prevent attacking of humans on lower difficulties
const { difficulty } = this.game.config().gameConfig();
if (difficulty === Difficulty.Easy && this.random.nextInt(0, 4) !== 0) {
return false;
}
if (difficulty === Difficulty.Medium && this.random.chance(4)) {
return false;
}
return true;
}
/**
* For Hard & Impossible nations: returns true if `troops` is less than 20%
* of the target's troop count, meaning the attack is too weak to be
* worthwhile. Bots are exempt.
*/
private isAttackTooWeak(troops: number, target: Player): boolean {
if (this.player.type() === PlayerType.Bot) return false;
const { difficulty } = this.game.config().gameConfig();
return (
(difficulty === Difficulty.Hard ||
difficulty === Difficulty.Impossible) &&
troops < target.troops() * 0.2
);
}
/**
* For Hard & Impossible nations: computes the max troops this nation can send
* in an attack without letting its troop count drop below a fraction of its
* strongest non-allied neighbor's troop count (Hard: 75%, Impossible: 90%).
* Allied players and bot neighbors are not considered threats.
* Bots are entirely exempt. Returns Infinity when no cap applies.
*/
private troopSendCap(): number {
if (this.player.type() === PlayerType.Bot) return Infinity;
const { difficulty } = this.game.config().gameConfig();
let retainFraction: number;
switch (difficulty) {
case Difficulty.Hard:
retainFraction = 0.75;
break;
case Difficulty.Impossible:
retainFraction = 0.9;
break;
default:
return Infinity;
}
let maxNeighborTroops = 0;
for (const n of this.player.nearby()) {
if (
n.isPlayer() &&
!this.player.isFriendly(n) &&
n.type() !== PlayerType.Bot &&
n.troops() > maxNeighborTroops
) {
maxNeighborTroops = n.troops();
}
}
if (maxNeighborTroops === 0) return Infinity;
const minRetained = Math.ceil(maxNeighborTroops * retainFraction);
return Math.max(0, this.player.troops() - minRetained);
}
private sendLandAttack(target: Player | TerraNullius): boolean {
const maxTroops = this.game.config().maxTroops(this.player);
const botWithStructures =
target.isPlayer() &&
target.type() === PlayerType.Bot &&
target.units().some((u) => Structures.has(u.type()));
// Use the expand ratio when attacking a bot that owns structures — we need to
// recapture those structures ASAP, even before reaching the normal reserve.
const useReserve = target.isPlayer() && !botWithStructures;
const reserveRatio = useReserve ? this.reserveRatio : this.expandRatio;
const targetTroops = maxTroops * reserveRatio;
let troops;
if (
target.isPlayer() &&
target.type() === PlayerType.Bot &&
this.player.type() !== PlayerType.Bot
) {
troops = this.calculateBotAttackTroops(
target,
this.player.troops() - targetTroops - this.botAttackTroopsSent,
);
} else {
troops = this.player.troops() - targetTroops;
}
// Hard & Impossible: don't drop below neighbor troop threshold
troops = Math.min(troops, this.troopSendCap());
if (troops < 1) {
return false;
}
// Hard & Impossible: don't attack if we'd send less than 20% of target's troops
if (target.isPlayer() && this.isAttackTooWeak(troops, target)) {
return false;
}
if (target.isPlayer() && this.player.type() === PlayerType.Nation) {
if (this.emojiBehavior === undefined) throw new Error("not initialized");
this.emojiBehavior.maybeSendAttackEmoji(target);
}
this.game.addExecution(
new AttackExecution(
troops,
this.player,
target.isPlayer() ? target.id() : this.game.terraNullius().id(),
),
);
return true;
}
private sendBoatAttack(target: Player): boolean {
if (this.game.config().isUnitDisabled(UnitType.TransportShip)) {
return false;
}
const closest = closestTwoTiles(
this.game,
Array.from(this.player.borderTiles()).filter((t) => this.game.isShore(t)),
Array.from(target.borderTiles()).filter((t) => this.game.isShore(t)),
);
if (closest === null) {
return false;
}
if (!canBuildTransportShip(this.game, this.player, closest.y)) {
return false;
}
let troops;
if (target.type() === PlayerType.Bot) {
troops = this.calculateBotAttackTroops(target, this.player.troops() / 5);
} else {
troops = this.player.troops() / 5;
}
// Hard & Impossible: don't drop below neighbor troop threshold
troops = Math.min(troops, this.troopSendCap());
if (troops < 1) {
return false;
}
// Hard & Impossible: don't attack if we'd send less than 20% of target's troops
if (this.isAttackTooWeak(troops, target)) {
return false;
}
if (target.isPlayer() && this.player.type() === PlayerType.Nation) {
if (this.emojiBehavior === undefined) throw new Error("not initialized");
this.emojiBehavior.maybeSendAttackEmoji(target);
}
this.game.addExecution(
new TransportShipExecution(this.player, closest.y, troops),
);
return true;
}
private calculateBotAttackTroops(target: Player, maxTroops: number): number {
const { difficulty } = this.game.config().gameConfig();
if (difficulty === Difficulty.Easy) {
this.botAttackTroopsSent += maxTroops;
return maxTroops;
}
let troops = target.troops() * 4;
// Don't send more troops than maxTroops (Keep reserve)
if (troops > maxTroops) {
// If we haven't enough troops left to do a big enough bot attack, skip it
if (maxTroops < target.troops() * 2) {
troops = 0;
} else {
troops = maxTroops;
}
}
this.botAttackTroopsSent += troops;
return troops;
}
private donateTroops(): boolean {
// Only donate in team games
if (this.game.config().gameConfig().gameMode !== GameMode.Team) {
return false;
}
// Don't donate in public games (To balance HvN)
if (this.game.config().gameConfig().gameType === GameType.Public) {
return false;
}
// Check if donating troops is allowed
if (this.game.config().donateTroops() === false) {
return false;
}
// Don't donate if the game has a winner
if (this.game.getWinner() !== null) {
return false;
}
// Skip donating based on difficulty
const { difficulty } = this.game.config().gameConfig();
switch (difficulty) {
case Difficulty.Easy:
// Easy nations don't donate
return false;
case Difficulty.Medium:
// Medium nations donate 25% of the time
if (!this.random.chance(4)) {
return false;
}
break;
case Difficulty.Hard:
// Hard nations donate 50% of the time
if (!this.random.chance(2)) {
return false;
}
break;
case Difficulty.Impossible:
// Impossible nations always try to donate
break;
default:
assertNever(difficulty);
}
// Find teammates who are currently in combat
const teammates = this.game
.players()
.filter((p) => this.player.isOnSameTeam(p))
.filter(
(p) => p.incomingAttacks().length > 0 || p.outgoingAttacks().length > 0,
);
if (teammates.length === 0) {
return false;
}
// Find teammate with lowest troop percentage (troops / maxTroops)
const teammatesWithTroopPercentage = teammates
.map((teammate) => {
const maxTroops = this.game.config().maxTroops(teammate);
const troopPercentage = teammate.troops() / Math.max(maxTroops, 1);
return { teammate, troopPercentage };
})
.sort((a, b) => a.troopPercentage - b.troopPercentage);
// Try to donate to teammates in order of lowest troop percentage
let selectedTeammate: Player | null = null;
for (const entry of teammatesWithTroopPercentage) {
if (this.player.canDonateTroops(entry.teammate)) {
selectedTeammate = entry.teammate;
break;
}
}
if (selectedTeammate === null) {
return false;
}
// Donate a portion of our troops (keeping reserve)
const maxTroops = this.game.config().maxTroops(this.player);
const troopsToKeep = maxTroops * this.reserveRatio;
const availableTroops = this.player.troops() - troopsToKeep;
if (availableTroops < 1) {
return false;
}
this.game.addExecution(
new DonateTroopsExecution(
this.player,
selectedTeammate.id(),
availableTroops,
),
);
return true;
}
}