mirror of
https://github.com/openfrontio/OpenFrontIO.git
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e05071632e
- Updates `jose` and `zod` dependencies. - Adds a default case to the bot troop multiplier in `DefaultConfig.ts`. - Implements NukeWars specific spawn logic in `SpawnExecution.ts`. - Adjusts team population for NukeWars mode in `GameImpl.ts`. - Resolves merge conflicts.
162 lines
4.3 KiB
TypeScript
162 lines
4.3 KiB
TypeScript
import {
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Execution,
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Game,
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GameMapType,
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GameMode,
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Player,
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PlayerInfo,
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PlayerType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { BotExecution } from "./BotExecution";
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import { PlayerExecution } from "./PlayerExecution";
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import { getSpawnTiles } from "./Util";
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export class SpawnExecution implements Execution {
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active: boolean = true;
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private mg: Game;
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constructor(
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private playerInfo: PlayerInfo,
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public readonly tile: TileRef,
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) {}
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init(mg: Game, ticks: number) {
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this.mg = mg;
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}
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tick(ticks: number) {
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this.active = false;
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if (!this.mg.isValidRef(this.tile)) {
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console.warn(`SpawnExecution: tile ${this.tile} not valid`);
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return;
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}
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if (!this.mg.inSpawnPhase()) {
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this.active = false;
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return;
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}
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let player: Player | null = null;
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if (this.mg.hasPlayer(this.playerInfo.id)) {
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player = this.mg.player(this.playerInfo.id);
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} else {
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player = this.mg.addPlayer(this.playerInfo);
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}
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const spawnTile = this.isNukeWarsAndBaikal(player)
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? this.findBestNukeWarsSpawn(player)
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: this.tile;
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player.tiles().forEach((t) => player.relinquish(t));
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getSpawnTiles(this.mg, spawnTile).forEach((t) => {
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player.conquer(t);
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});
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if (!player.hasSpawned()) {
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this.mg.addExecution(new PlayerExecution(player));
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if (player.type() === PlayerType.Bot) {
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this.mg.addExecution(new BotExecution(player));
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}
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}
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player.setHasSpawned(true);
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return true;
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}
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private isNukeWarsAndBaikal(player: Player): boolean {
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const gc = this.mg.config().gameConfig();
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return (
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gc.gameMode === GameMode.NukeWars && gc.gameMap === GameMapType.Baikal
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);
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}
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private findBestNukeWarsSpawn(player: Player): TileRef {
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const mapWidth = this.mg.width();
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const midpoint = Math.floor(mapWidth / 2);
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const wantLeft = player.smallID() % 2 === 1;
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let bestTile: TileRef | null = null;
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let bestScore = Infinity;
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this.mg.forEachTile((t) => {
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const xt = this.mg.x(t);
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const onCorrectHalf = wantLeft ? xt < midpoint : xt >= midpoint;
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if (onCorrectHalf && !this.mg.hasOwner(t) && this.mg.isLand(t)) {
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const distToOriginal = this.mg.manhattanDist(this.tile, t);
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const distToMidpoint = Math.abs(xt - midpoint);
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const distToTeam = this.minDistToTeam(player, t);
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// Score combines distance from original tile, distance from midpoint, and distance from team members.
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// We want to be close to the original spawn, but also spread out from teammates.
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const score =
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distToOriginal +
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distToMidpoint * -0.5 + // Bias towards the center
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(isFinite(distToTeam) ? -distToTeam * 0.9 : 0) + // Bias away from teammates
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this.bandScore(player, t); // Bias towards a vertical band to spread out spawns
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if (score < bestScore) {
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bestScore = score;
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bestTile = t;
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}
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}
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});
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return bestTile ?? this.tile;
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}
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private minDistToTeam(player: Player, tile: TileRef): number {
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let minDist = Infinity;
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const team = player.team();
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if (!team) {
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return minDist;
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}
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for (const p of this.mg.players()) {
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if (p.team() !== team || p === player) {
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continue;
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}
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for (const owned of p.tiles()) {
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const d = this.mg.manhattanDist(owned, tile);
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if (d < minDist) {
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minDist = d;
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}
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if (minDist === 0) {
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return 0;
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}
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}
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}
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return minDist;
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}
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private bandScore(player: Player, tile: TileRef): number {
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const team = player.team();
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if (!team) {
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return 0;
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}
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const teamPlayers = this.mg
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.players()
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.filter((pp) => pp.team() === team)
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.sort((a, b) => a.smallID() - b.smallID());
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const teamIndex = teamPlayers.findIndex((pp) => pp === player);
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const teamCount = Math.max(1, teamPlayers.length);
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const numBands = Math.max(1, Math.round(Math.sqrt(teamCount)));
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const desiredBand = Math.floor((teamIndex / teamCount) * numBands);
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const y = this.mg.y(tile);
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const bandIndex = Math.floor((y / this.mg.height()) * numBands);
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const bandPenalty = 24; // tunes vertical spread strength
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return Math.abs(bandIndex - desiredBand) * bandPenalty;
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}
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}
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