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https://github.com/openfrontio/OpenFrontIO.git
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dfe33a05e9
## Response to alliance requests Previously the way nations responded to alliance requests was quite simple / boring / exploitable. Basically you couldn't ally them if you had a bad relation with them, or if you had too many alliances. Otherwise they would just take it. Now there is a **complete decision tree which is based on the difficulty**. The nations should also feel more human now. For example, just like humans, nations will now consider to take an alliance even if you have a bad relation with them (If you are a threat). Also, nations no longer check if YOU have too many alliances. Now they do what humans do: Check if THEY have too many alliances (they want to be able to attack somebody). Another big change is the default case: Previously it was just `return true`. Now it's `return isAlliancePartnerSimilarlyStrong`. So they do what humans do: Take a quick look at their troop count before allying them. ## Sending alliance requests Previously alliance requests were sent randomly. Quite boring. Now we use the same decision tree as for responding. ## Alliance extension requests They also use the same decision tree. ## Tests Tested it a lot in singleplayer. I have planned to add unit tests for all the nation/bot stuff in the upcoming cleanup phase. ## 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
540 lines
16 KiB
TypeScript
540 lines
16 KiB
TypeScript
import {
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Difficulty,
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Game,
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Player,
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PlayerType,
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Relation,
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TerraNullius,
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Tick,
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} from "../../game/Game";
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import { PseudoRandom } from "../../PseudoRandom";
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import {
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boundingBoxCenter,
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calculateBoundingBoxCenter,
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flattenedEmojiTable,
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} from "../../Util";
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import { AttackExecution } from "../AttackExecution";
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import { EmojiExecution } from "../EmojiExecution";
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import { TransportShipExecution } from "../TransportShipExecution";
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import { closestTwoTiles } from "../Util";
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const emojiId = (e: (typeof flattenedEmojiTable)[number]) =>
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flattenedEmojiTable.indexOf(e);
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const EMOJI_ASSIST_ACCEPT = (["👍", "⛵", "🤝", "🎯"] as const).map(emojiId);
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const EMOJI_RELATION_TOO_LOW = (["🥱", "🤦♂️"] as const).map(emojiId);
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const EMOJI_TARGET_ME = (["🥺", "💀"] as const).map(emojiId);
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const EMOJI_TARGET_ALLY = (["🕊️", "👎"] as const).map(emojiId);
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const EMOJI_HECKLE = (["🤡", "😡"] as const).map(emojiId);
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export class BotBehavior {
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private botAttackTroopsSent: number = 0;
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private readonly lastEmojiSent = new Map<Player, Tick>();
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constructor(
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private random: PseudoRandom,
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private game: Game,
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private player: Player,
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private triggerRatio: number,
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private reserveRatio: number,
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private expandRatio: number,
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) {}
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private emoji(player: Player, emoji: number) {
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if (player.type() !== PlayerType.Human) return;
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this.game.addExecution(new EmojiExecution(this.player, player.id(), emoji));
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}
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// Prevent attacking of humans on lower difficulties
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private shouldAttack(other: Player | TerraNullius): boolean {
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// Always attack Terra Nullius, non-humans and traitors
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if (
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other.isPlayer() === false ||
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other.type() !== PlayerType.Human ||
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other.isTraitor()
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) {
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return true;
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}
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const { difficulty } = this.game.config().gameConfig();
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if (difficulty === Difficulty.Easy && this.random.chance(4)) {
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return false;
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}
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if (difficulty === Difficulty.Medium && this.random.chance(2)) {
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return false;
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}
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return true;
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}
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private betray(target: Player): void {
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const alliance = this.player.allianceWith(target);
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if (!alliance) return;
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this.player.breakAlliance(alliance);
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}
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private hasReserveRatioTroops(): boolean {
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const maxTroops = this.game.config().maxTroops(this.player);
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const ratio = this.player.troops() / maxTroops;
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return ratio >= this.reserveRatio;
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}
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private hasTriggerRatioTroops(): boolean {
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const maxTroops = this.game.config().maxTroops(this.player);
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const ratio = this.player.troops() / maxTroops;
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return ratio >= this.triggerRatio;
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}
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private findIncomingAttackPlayer(): Player | null {
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// Ignore bot attacks if we are not a bot.
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let incomingAttacks = this.player.incomingAttacks();
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if (this.player.type() !== PlayerType.Bot) {
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incomingAttacks = incomingAttacks.filter(
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(attack) => attack.attacker().type() !== PlayerType.Bot,
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);
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}
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let largestAttack = 0;
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let largestAttacker: Player | undefined;
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for (const attack of incomingAttacks) {
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if (attack.troops() <= largestAttack) continue;
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largestAttack = attack.troops();
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largestAttacker = attack.attacker();
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}
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if (largestAttacker !== undefined) {
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return largestAttacker;
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}
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return null;
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}
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getNeighborTraitorToAttack(): Player | null {
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const traitors = this.player
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.neighbors()
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.filter(
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(n): n is Player =>
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n.isPlayer() && this.player.isFriendly(n) === false && n.isTraitor(),
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);
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return traitors.length > 0 ? this.random.randElement(traitors) : null;
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}
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assistAllies() {
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for (const ally of this.player.allies()) {
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if (ally.targets().length === 0) continue;
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if (this.player.relation(ally) < Relation.Friendly) {
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this.emoji(ally, this.random.randElement(EMOJI_RELATION_TOO_LOW));
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continue;
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}
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for (const target of ally.targets()) {
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if (target === this.player) {
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this.emoji(ally, this.random.randElement(EMOJI_TARGET_ME));
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continue;
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}
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if (this.player.isFriendly(target)) {
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this.emoji(ally, this.random.randElement(EMOJI_TARGET_ALLY));
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continue;
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}
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// All checks passed, assist them
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this.player.updateRelation(ally, -20);
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this.sendAttack(target);
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this.emoji(ally, this.random.randElement(EMOJI_ASSIST_ACCEPT));
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return;
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}
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}
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}
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attackBestTarget(borderingFriends: Player[], borderingEnemies: Player[]) {
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// Save up troops until we reach the reserve ratio
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if (!this.hasReserveRatioTroops()) return;
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// Maybe save up troops until we reach the trigger ratio
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if (!this.hasTriggerRatioTroops() && !this.random.chance(10)) return;
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// Retaliate against incoming attacks (Most important!)
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const incomingAttackPlayer = this.findIncomingAttackPlayer();
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if (incomingAttackPlayer) {
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this.sendAttack(incomingAttackPlayer, true);
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return;
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}
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// Attack bots
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if (this.attackBots()) return;
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// Maybe betray and attack
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if (this.maybeBetrayAndAttack(borderingFriends)) return;
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// Attack nuked territory
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if (this.isBorderingNukedTerritory()) {
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this.sendAttack(this.game.terraNullius());
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return;
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}
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// Attack the most hated player with hostile relation
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const mostHated = this.player.allRelationsSorted()[0];
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if (
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mostHated !== undefined &&
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mostHated.relation === Relation.Hostile &&
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this.player.isFriendly(mostHated.player) === false
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) {
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this.sendAttack(mostHated.player);
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return;
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}
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// Attack the weakest player
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if (borderingEnemies.length > 0) {
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this.sendAttack(borderingEnemies[0]);
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return;
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}
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// If we don't have bordering enemies, attack someone on an island next to us
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if (borderingEnemies.length === 0) {
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const nearestIslandEnemy = this.findNearestIslandEnemy();
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if (nearestIslandEnemy) {
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this.sendAttack(nearestIslandEnemy);
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return;
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}
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}
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}
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// Sort neighboring bots by density (troops / tiles) and attempt to attack many of them (Parallel attacks)
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// sendAttack will do nothing if we don't have enough reserve troops left
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attackBots(): boolean {
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const bots = this.player
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.neighbors()
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.filter(
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(n): n is Player =>
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n.isPlayer() &&
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this.player.isFriendly(n) === false &&
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n.type() === PlayerType.Bot,
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);
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if (bots.length === 0) {
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return false;
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}
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this.botAttackTroopsSent = 0;
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const density = (p: Player) => p.troops() / p.numTilesOwned();
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const sortedBots = bots.slice().sort((a, b) => density(a) - density(b));
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const reducedBots = sortedBots.slice(0, this.getBotAttackMaxParallelism());
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for (const bot of reducedBots) {
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this.sendAttack(bot);
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}
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// Only short-circuit the rest of the targeting pipeline if we actually
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// allocated some troops to bot attacks.
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return this.botAttackTroopsSent > 0;
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}
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getBotAttackMaxParallelism(): number {
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const { difficulty } = this.game.config().gameConfig();
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switch (difficulty) {
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case Difficulty.Easy:
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return 1;
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case Difficulty.Medium:
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return 2;
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case Difficulty.Hard:
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return 4;
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// On impossible difficulty, attack as much bots as possible in parallel
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default:
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return 100;
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}
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}
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// Betray friends if we have 10 times more troops than them
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// TODO: Implement better and deeper strategies, for example:
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// Check impact on relations with other players
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// Check value of targets territory
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// Check if target is distracted
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// Check the targets territory size
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maybeBetrayAndAttack(borderingFriends: Player[]): boolean {
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if (borderingFriends.length > 0) {
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for (const friend of borderingFriends) {
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if (
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this.player.isAlliedWith(friend) &&
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this.player.troops() >= friend.troops() * 10
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) {
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this.betray(friend);
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this.sendAttack(friend, true);
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return true;
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}
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}
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}
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return false;
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}
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// TODO: Nuke the crown if it's far enough ahead of everybody else (based on difficulty)
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findBestNukeTarget(borderingEnemies: Player[]): Player | null {
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// Retaliate against incoming attacks (Most important!)
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const incomingAttackPlayer = this.findIncomingAttackPlayer();
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if (incomingAttackPlayer) {
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return incomingAttackPlayer;
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}
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// Find the most hated player with hostile relation
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const mostHated = this.player.allRelationsSorted()[0];
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if (
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mostHated !== undefined &&
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mostHated.relation === Relation.Hostile &&
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this.player.isFriendly(mostHated.player) === false
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) {
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return mostHated.player;
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}
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// Find the weakest player
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if (borderingEnemies.length > 0) {
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return borderingEnemies[0];
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}
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// If we don't have bordering enemies, find someone on an island next to us
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if (borderingEnemies.length === 0) {
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const nearestIslandEnemy = this.findNearestIslandEnemy();
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if (nearestIslandEnemy) {
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return nearestIslandEnemy;
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}
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}
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return null;
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}
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getPlayerCenter(player: Player) {
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if (player.largestClusterBoundingBox) {
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return boundingBoxCenter(player.largestClusterBoundingBox);
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}
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return calculateBoundingBoxCenter(this.game, player.borderTiles());
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}
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findNearestIslandEnemy(): Player | null {
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const myBorder = this.player.borderTiles();
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if (myBorder.size === 0) return null;
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const filteredPlayers = this.game.players().filter((p) => {
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if (p === this.player) return false;
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if (!p.isAlive()) return false;
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if (p.borderTiles().size === 0) return false;
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if (this.player.isFriendly(p)) return false;
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// Don't spam boats into players more than 2x our troops
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return p.troops() <= this.player.troops() * 2;
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});
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if (filteredPlayers.length > 0) {
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const playerCenter = this.getPlayerCenter(this.player);
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const sortedPlayers = filteredPlayers
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.map((filteredPlayer) => {
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const filteredPlayerCenter = this.getPlayerCenter(filteredPlayer);
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const playerCenterTile = this.game.ref(
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playerCenter.x,
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playerCenter.y,
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);
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const filteredPlayerCenterTile = this.game.ref(
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filteredPlayerCenter.x,
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filteredPlayerCenter.y,
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);
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const distance = this.game.manhattanDist(
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playerCenterTile,
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filteredPlayerCenterTile,
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);
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return { player: filteredPlayer, distance };
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})
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.sort((a, b) => a.distance - b.distance); // Sort by distance (ascending)
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// Select the nearest or second-nearest enemy (So our boat doesn't always run into the same warship, if there is one)
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let selectedEnemy: Player | null;
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if (sortedPlayers.length > 1 && this.random.chance(2)) {
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selectedEnemy = sortedPlayers[1].player;
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} else {
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selectedEnemy = sortedPlayers[0].player;
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}
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if (selectedEnemy !== null) {
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return selectedEnemy;
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}
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}
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return null;
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}
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attackRandomTarget() {
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// Save up troops until we reach the trigger ratio
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if (!this.hasTriggerRatioTroops()) return;
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// Retaliate against incoming attacks
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const incomingAttackPlayer = this.findIncomingAttackPlayer();
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if (incomingAttackPlayer) {
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this.sendAttack(incomingAttackPlayer, true);
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return;
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}
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// Select a traitor as an enemy
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const toAttack = this.getNeighborTraitorToAttack();
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if (toAttack !== null) {
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if (this.random.chance(3)) {
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this.sendAttack(toAttack);
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return;
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}
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}
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// Choose a new enemy randomly
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const { difficulty } = this.game.config().gameConfig();
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const neighbors = this.player.neighbors();
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for (const neighbor of this.random.shuffleArray(neighbors)) {
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if (!neighbor.isPlayer()) continue;
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if (this.player.isFriendly(neighbor)) continue;
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if (
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neighbor.type() === PlayerType.FakeHuman ||
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neighbor.type() === PlayerType.Human
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) {
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if (this.random.chance(2) || difficulty === Difficulty.Easy) {
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continue;
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}
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}
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this.sendAttack(neighbor);
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return;
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}
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}
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isBorderingNukedTerritory(): boolean {
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for (const tile of this.player.borderTiles()) {
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for (const neighbor of this.game.neighbors(tile)) {
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if (
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this.game.isLand(neighbor) &&
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!this.game.hasOwner(neighbor) &&
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this.game.hasFallout(neighbor)
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) {
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return true;
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}
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}
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}
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return false;
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}
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forceSendAttack(target: Player | TerraNullius) {
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this.game.addExecution(
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new AttackExecution(
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this.player.troops() / 2,
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this.player,
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target.isPlayer() ? target.id() : this.game.terraNullius().id(),
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),
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);
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}
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sendAttack(target: Player | TerraNullius, force = false) {
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if (!force && !this.shouldAttack(target)) return;
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if (this.player.sharesBorderWith(target)) {
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this.sendLandAttack(target);
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} else if (target.isPlayer()) {
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this.sendBoatAttack(target);
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}
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}
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sendLandAttack(target: Player | TerraNullius) {
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const maxTroops = this.game.config().maxTroops(this.player);
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const reserveRatio = target.isPlayer()
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? this.reserveRatio
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: this.expandRatio;
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const targetTroops = maxTroops * reserveRatio;
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let troops;
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if (
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target.isPlayer() &&
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target.type() === PlayerType.Bot &&
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this.player.type() !== PlayerType.Bot
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) {
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troops = this.calculateBotAttackTroops(
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target,
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this.player.troops() - targetTroops - this.botAttackTroopsSent,
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);
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} else {
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troops = this.player.troops() - targetTroops;
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}
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if (troops < 1) {
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return;
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}
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this.game.addExecution(
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new AttackExecution(
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troops,
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this.player,
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target.isPlayer() ? target.id() : this.game.terraNullius().id(),
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),
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);
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if (target.isPlayer()) {
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this.maybeSendEmoji(target);
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}
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}
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sendBoatAttack(other: Player) {
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const closest = closestTwoTiles(
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this.game,
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Array.from(this.player.borderTiles()).filter((t) =>
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this.game.isOceanShore(t),
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),
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Array.from(other.borderTiles()).filter((t) => this.game.isOceanShore(t)),
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);
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if (closest === null) {
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return;
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}
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let troops;
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if (other.type() === PlayerType.Bot) {
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troops = this.calculateBotAttackTroops(other, this.player.troops() / 5);
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} else {
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troops = this.player.troops() / 5;
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}
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if (troops < 1) {
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return;
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}
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this.game.addExecution(
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new TransportShipExecution(
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this.player,
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other.id(),
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closest.y,
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troops,
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null,
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),
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);
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this.maybeSendEmoji(other);
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}
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calculateBotAttackTroops(target: Player, maxTroops: number): number {
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const { difficulty } = this.game.config().gameConfig();
|
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if (difficulty === Difficulty.Easy) {
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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;
|
|
}
|
|
|
|
maybeSendEmoji(enemy: Player) {
|
|
if (this.player.type() === PlayerType.Bot) return;
|
|
if (enemy.type() !== PlayerType.Human) return;
|
|
const lastSent = this.lastEmojiSent.get(enemy) ?? -300;
|
|
if (this.game.ticks() - lastSent <= 300) return;
|
|
this.lastEmojiSent.set(enemy, this.game.ticks());
|
|
this.game.addExecution(
|
|
new EmojiExecution(
|
|
this.player,
|
|
enemy.id(),
|
|
this.random.randElement(EMOJI_HECKLE),
|
|
),
|
|
);
|
|
}
|
|
}
|