Files
OpenFrontIO/src/core/configuration/DefaultConfig.ts
T
NewHappyRabbit e9eb006cea Added dark mode
2025-02-20 00:48:45 +02:00

469 lines
12 KiB
TypeScript

import { renderNumber } from "../../client/Utils";
import {
Difficulty,
Game,
GameType,
Gold,
MessageType,
Player,
PlayerInfo,
PlayerType,
TerrainType,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
import { GameConfig } from "../Schemas";
import { assertNever, within } from "../Util";
import { Config, GameEnv, ServerConfig, Theme } from "./Config";
import { pastelTheme, pastelThemeDark } from "./PastelTheme";
export abstract class DefaultServerConfig implements ServerConfig {
abstract env(): GameEnv;
abstract discordRedirectURI(): string;
turnIntervalMs(): number {
return 100;
}
gameCreationRate(): number {
return 1 * 60 * 1000;
}
lobbyLifetime(): number {
return 2 * 60 * 1000;
}
}
export class DefaultConfig implements Config {
constructor(
private _serverConfig: ServerConfig,
private _gameConfig: GameConfig,
private _userSettings: UserSettings,
) {}
spawnImmunityDuration(): Tick {
return 5 * 10;
}
gameConfig(): GameConfig {
return this._gameConfig;
}
serverConfig(): ServerConfig {
return this._serverConfig;
}
userSettings(): UserSettings | null {
return this._userSettings;
}
difficultyModifier(difficulty: Difficulty): number {
switch (difficulty) {
case Difficulty.Easy:
return 1;
case Difficulty.Medium:
return 3;
case Difficulty.Hard:
return 9;
case Difficulty.Impossible:
return 18;
}
}
cityPopulationIncrease(): number {
return 250_000;
}
falloutDefenseModifier(): number {
return 5;
}
defensePostRange(): number {
return 30;
}
defensePostDefenseBonus(): number {
return 5;
}
spawnNPCs(): boolean {
return !this._gameConfig.disableNPCs;
}
spawnBots(): boolean {
return !this._gameConfig.disableBots;
}
creativeMode(): boolean {
return this._gameConfig.creativeMode;
}
tradeShipGold(dist: number): Gold {
return 10000 + 100 * Math.pow(dist, 1.1);
}
tradeShipSpawnRate(): number {
return 500;
}
unitInfo(type: UnitType): UnitInfo {
switch (type) {
case UnitType.TransportShip:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.Warship:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode()
? 0
: (p.units(UnitType.Warship).length + 1) * 250_000,
territoryBound: false,
maxHealth: 1000,
};
case UnitType.Shell:
return {
cost: () => 0,
territoryBound: false,
damage: 250,
};
case UnitType.Port:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode()
? 0
: Math.min(
1_000_000,
Math.pow(2, p.units(UnitType.Port).length) * 250_000,
),
territoryBound: true,
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
};
case UnitType.AtomBomb:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode() ? 0 : 750_000,
territoryBound: false,
};
case UnitType.HydrogenBomb:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode() ? 0 : 5_000_000,
territoryBound: false,
};
case UnitType.MIRV:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode()
? 0
: 15_000_000,
territoryBound: false,
};
case UnitType.MIRVWarhead:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.TradeShip:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.MissileSilo:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode() ? 0 : 1_000_000,
territoryBound: true,
constructionDuration: this.creativeMode() ? 0 : 10 * 10,
};
case UnitType.DefensePost:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode()
? 0
: Math.min(
250_000,
(p.units(UnitType.DefensePost).length + 1) * 50_000,
),
territoryBound: true,
constructionDuration: this.creativeMode() ? 0 : 5 * 10,
};
case UnitType.City:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.creativeMode()
? 0
: Math.min(
1_000_000,
Math.pow(2, p.units(UnitType.City).length) * 125_000,
),
territoryBound: true,
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
};
case UnitType.Construction:
return {
cost: () => 0,
territoryBound: true,
};
default:
assertNever(type);
}
}
defaultDonationAmount(sender: Player): number {
return Math.floor(sender.troops() / 3);
}
donateCooldown(): Tick {
return 10 * 10;
}
emojiMessageDuration(): Tick {
return 5 * 10;
}
emojiMessageCooldown(): Tick {
return 5 * 10;
}
targetDuration(): Tick {
return 10 * 10;
}
targetCooldown(): Tick {
return 15 * 10;
}
allianceRequestCooldown(): Tick {
return 30 * 10;
}
allianceDuration(): Tick {
return 600 * 10;
}
percentageTilesOwnedToWin(): number {
return 80;
}
boatMaxNumber(): number {
return 3;
}
boatMaxDistance(): number {
return 500;
}
numSpawnPhaseTurns(): number {
return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
}
numBots(): number {
return 400;
}
theme(): Theme {
return this.userSettings().darkMode() ? pastelThemeDark : pastelTheme;
}
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
} {
let mag = 0;
let speed = 0;
const type = gm.terrainType(tileToConquer);
switch (type) {
case TerrainType.Plains:
mag = 80;
speed = 15;
break;
case TerrainType.Highland:
mag = 100;
speed = 20;
break;
case TerrainType.Mountain:
mag = 120;
speed = 25;
break;
default:
throw new Error(`terrain type ${type} not supported`);
}
if (defender.isPlayer()) {
for (const dp of gm.nearbyDefensePosts(tileToConquer)) {
if (dp.owner() == defender) {
mag *= this.defensePostDefenseBonus();
speed *= this.defensePostDefenseBonus();
break;
}
}
}
if (gm.hasFallout(tileToConquer)) {
mag *= this.falloutDefenseModifier();
speed *= this.falloutDefenseModifier();
}
if (attacker.isPlayer() && defender.isPlayer()) {
if (
attacker.type() == PlayerType.Human &&
defender.type() == PlayerType.Bot
) {
mag *= 0.8;
}
if (
attacker.type() == PlayerType.FakeHuman &&
defender.type() == PlayerType.Bot
) {
mag *= 0.8;
}
}
let largeModifier = 1;
if (attacker.numTilesOwned() > 35_000) {
largeModifier = Math.sqrt(35_000 / attacker.numTilesOwned());
}
if (defender.isPlayer()) {
return {
attackerTroopLoss:
within(defender.troops() / attackTroops, 0.5, 2) *
mag *
0.8 *
largeModifier,
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
tilesPerTickUsed:
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
speed *
largeModifier,
};
} else {
return {
attackerTroopLoss:
attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
defenderTroopLoss: 0,
tilesPerTickUsed: within(
(2000 * Math.max(10, speed)) / attackTroops,
5,
100,
),
};
}
}
attackTilesPerTick(
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number {
if (defender.isPlayer()) {
return (
within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) *
numAdjacentTilesWithEnemy *
3
);
} else {
return numAdjacentTilesWithEnemy * 2;
}
}
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number {
return Math.floor(attacker.troops() / 5);
}
attackAmount(attacker: Player, defender: Player | TerraNullius) {
if (attacker.type() == PlayerType.Bot) {
return attacker.troops() / 20;
} else {
return attacker.troops() / 5;
}
}
startManpower(playerInfo: PlayerInfo): number {
if (playerInfo.playerType == PlayerType.Bot) {
return 10_000;
}
if (playerInfo.playerType == PlayerType.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return 2_500 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Medium:
return 5_000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Hard:
return 20_000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Impossible:
return 50_000 * (playerInfo?.nation?.strength ?? 1);
}
}
return this.creativeMode() ? 1_000_000 : 25_000;
}
maxPopulation(player: Player | PlayerView): number {
let maxPop =
player.type() == PlayerType.Human && this.creativeMode()
? 1_000_000_000
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
player.units(UnitType.City).length * this.cityPopulationIncrease();
if (player.type() == PlayerType.Bot) {
return maxPop / 2;
}
if (player.type() == PlayerType.Human) {
return maxPop;
}
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return maxPop * 0.5;
case Difficulty.Medium:
return maxPop * 1;
case Difficulty.Hard:
return maxPop * 1.5;
case Difficulty.Impossible:
return maxPop * 2;
}
}
populationIncreaseRate(player: Player): number {
let max = this.maxPopulation(player);
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
const ratio = 1 - player.population() / max;
toAdd *= ratio;
if (player.type() == PlayerType.Bot) {
toAdd *= 0.7;
}
if (player.type() == PlayerType.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
toAdd *= 0.9;
break;
case Difficulty.Medium:
toAdd *= 1;
break;
case Difficulty.Hard:
toAdd *= 1.1;
break;
case Difficulty.Impossible:
toAdd *= 1.2;
break;
}
}
return Math.min(player.population() + toAdd, max) - player.population();
}
goldAdditionRate(player: Player): number {
return Math.sqrt(player.workers() * player.numTilesOwned()) / 200;
}
troopAdjustmentRate(player: Player): number {
const maxDiff = this.maxPopulation(player) / 1000;
const target = player.population() * player.targetTroopRatio();
const diff = target - player.troops();
if (Math.abs(diff) < maxDiff) {
return diff;
}
const adjustment = maxDiff * Math.sign(diff);
// Can ramp down troops much faster
if (adjustment < 0) {
return adjustment * 5;
}
return adjustment;
}
}