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