Files
OpenFrontIO/src/core/game/GameView.ts
T
2025-05-09 20:51:00 +02:00

597 lines
14 KiB
TypeScript

import { Config } from "../configuration/Config";
import { ClientID, GameID, PlayerStats } from "../Schemas";
import { createRandomName } from "../Util";
import { WorkerClient } from "../worker/WorkerClient";
import {
Cell,
EmojiMessage,
GameUpdates,
Gold,
NameViewData,
nukeTypes,
Player,
PlayerActions,
PlayerBorderTiles,
PlayerID,
PlayerInfo,
PlayerProfile,
PlayerType,
Team,
TerrainType,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "./Game";
import { GameMap, TileRef, TileUpdate } from "./GameMap";
import {
AttackUpdate,
GameUpdateType,
GameUpdateViewData,
PlayerUpdate,
UnitUpdate,
} from "./GameUpdates";
import { TerraNulliusImpl } from "./TerraNulliusImpl";
import { UnitGrid } from "./UnitGrid";
import { UserSettings } from "./UserSettings";
const userSettings: UserSettings = new UserSettings();
export class UnitView {
public _wasUpdated = true;
public lastPos: TileRef[] = [];
constructor(
private gameView: GameView,
private data: UnitUpdate,
) {
this.lastPos.push(data.pos);
}
wasUpdated(): boolean {
return this._wasUpdated;
}
lastTiles(): TileRef[] {
return this.lastPos;
}
lastTile(): TileRef {
if (this.lastPos.length == 0) {
return this.data.pos;
}
return this.lastPos[0];
}
update(data: UnitUpdate) {
this.lastPos.push(data.pos);
this._wasUpdated = true;
this.data = data;
}
id(): number {
return this.data.id;
}
type(): UnitType {
return this.data.unitType;
}
troops(): number {
return this.data.troops;
}
createdAtTick(): number | undefined {
return this.data.createdAtTick;
}
tile(): TileRef {
return this.data.pos;
}
owner(): PlayerView {
return this.gameView.playerBySmallID(this.data.ownerID) as PlayerView;
}
isActive(): boolean {
return this.data.isActive;
}
hasHealth(): boolean {
return this.data.health != undefined;
}
health(): number {
return this.data.health ?? 0;
}
constructionType(): UnitType | undefined {
return this.data.constructionType;
}
dstPortId(): number {
if (this.type() != UnitType.TradeShip) {
throw Error("Must be a trade ship");
}
return this.data.dstPortId;
}
detonationDst(): TileRef {
if (!nukeTypes.includes(this.type())) {
throw Error("Must be a nuke");
}
return this.data.detonationDst;
}
warshipTargetId(): number {
if (this.type() != UnitType.Warship) {
throw Error("Must be a warship");
}
return this.data.warshipTargetId;
}
ticksLeftInCooldown(): Tick {
return this.data.ticksLeftInCooldown;
}
isCooldown(): boolean {
return this.data.ticksLeftInCooldown > 0;
}
}
export class PlayerView {
public anonymousName: string;
constructor(
private game: GameView,
public data: PlayerUpdate,
public nameData: NameViewData,
) {
if (data.clientID == game.myClientID()) {
this.anonymousName = this.data.name;
} else {
this.anonymousName = createRandomName(
this.data.name,
this.data.playerType,
);
}
}
async actions(tile: TileRef): Promise<PlayerActions> {
return this.game.worker.playerInteraction(
this.id(),
this.game.x(tile),
this.game.y(tile),
);
}
async borderTiles(): Promise<PlayerBorderTiles> {
return this.game.worker.playerBorderTiles(this.id());
}
outgoingAttacks(): AttackUpdate[] {
return this.data.outgoingAttacks;
}
incomingAttacks(): AttackUpdate[] {
return this.data.incomingAttacks;
}
units(...types: UnitType[]): UnitView[] {
return this.game
.units(...types)
.filter((u) => u.owner().smallID() == this.smallID());
}
nameLocation(): NameViewData {
return this.nameData;
}
smallID(): number {
return this.data.smallID;
}
flag(): string {
return this.data.flag;
}
name(): string {
return userSettings.anonymousNames() && this.anonymousName !== null
? this.anonymousName
: this.data.name;
}
displayName(): string {
return userSettings.anonymousNames() && this.anonymousName !== null
? this.anonymousName
: this.data.name;
}
clientID(): ClientID {
return this.data.clientID;
}
id(): PlayerID {
return this.data.id;
}
team(): Team | null {
return this.data.team ?? null;
}
type(): PlayerType {
return this.data.playerType;
}
isAlive(): boolean {
return this.data.isAlive;
}
isPlayer(): this is Player {
return true;
}
numTilesOwned(): number {
return this.data.tilesOwned;
}
allies(): PlayerView[] {
return this.data.allies.map(
(a) => this.game.playerBySmallID(a) as PlayerView,
);
}
targets(): PlayerView[] {
return this.data.targets.map(
(id) => this.game.playerBySmallID(id) as PlayerView,
);
}
gold(): Gold {
return this.data.gold;
}
population(): number {
return this.data.population;
}
adjustedPopulation(): number {
return this.data.adjustedPopulation;
}
maxPopulation(): number {
return this.data.maxPopulation;
}
workers(): number {
return this.data.workers;
}
targetTroopRatio(): number {
return this.data.targetTroopRatio;
}
troops(): number {
return this.data.troops;
}
isAlliedWith(other: PlayerView): boolean {
return this.data.allies.some((n) => other.smallID() == n);
}
isOnSameTeam(other: PlayerView): boolean {
return (
this.data.team !== null &&
this.data.team === other.data.team &&
this.data.playerType !== PlayerType.Bot
);
}
isFriendly(other: PlayerView): boolean {
return this.isAlliedWith(other) || this.isOnSameTeam(other);
}
isRequestingAllianceWith(other: PlayerView) {
return this.data.outgoingAllianceRequests.some((id) => other.id() == id);
}
hasEmbargoAgainst(other: PlayerView): boolean {
return this.data.embargoes.has(other.id());
}
profile(): Promise<PlayerProfile> {
return this.game.worker.playerProfile(this.smallID());
}
bestTransportShipSpawn(targetTile: TileRef): Promise<TileRef | false> {
return this.game.worker.transportShipSpawn(this.id(), targetTile);
}
transitiveTargets(): PlayerView[] {
return [...this.targets(), ...this.allies().flatMap((p) => p.targets())];
}
isTraitor(): boolean {
return this.data.isTraitor;
}
outgoingEmojis(): EmojiMessage[] {
return this.data.outgoingEmojis;
}
info(): PlayerInfo {
return new PlayerInfo(
this.flag(),
this.name(),
this.type(),
this.clientID(),
this.id(),
);
}
stats(): PlayerStats {
return this.data.stats;
}
hasSpawned(): boolean {
return this.data.hasSpawned;
}
}
export class GameView implements GameMap {
private lastUpdate: GameUpdateViewData;
private smallIDToID = new Map<number, PlayerID>();
private _players = new Map<PlayerID, PlayerView>();
private _units = new Map<number, UnitView>();
private updatedTiles: TileRef[] = [];
private _myPlayer: PlayerView | null = null;
private _focusedPlayer: PlayerView | null = null;
private unitGrid: UnitGrid;
private toDelete = new Set<number>();
constructor(
public worker: WorkerClient,
private _config: Config,
private _map: GameMap,
private _myClientID: ClientID,
private _gameID: GameID,
) {
this.lastUpdate = {
tick: 0,
packedTileUpdates: new BigUint64Array([]),
// TODO: make this empty map instead of null?
updates: null,
playerNameViewData: {},
};
this.unitGrid = new UnitGrid(_map);
}
isOnEdgeOfMap(ref: TileRef): boolean {
return this._map.isOnEdgeOfMap(ref);
}
public updatesSinceLastTick(): GameUpdates {
return this.lastUpdate.updates;
}
public update(gu: GameUpdateViewData) {
this.toDelete.forEach((id) => this._units.delete(id));
this.toDelete.clear();
this.lastUpdate = gu;
this.updatedTiles = [];
this.lastUpdate.packedTileUpdates.forEach((tu) => {
this.updatedTiles.push(this.updateTile(tu));
});
gu.updates[GameUpdateType.Player].forEach((pu) => {
this.smallIDToID.set(pu.smallID, pu.id);
if (this._players.has(pu.id)) {
this._players.get(pu.id).data = pu;
this._players.get(pu.id).nameData = gu.playerNameViewData[pu.id];
} else {
this._players.set(
pu.id,
new PlayerView(this, pu, gu.playerNameViewData[pu.id]),
);
}
});
for (const unit of this._units.values()) {
unit._wasUpdated = false;
unit.lastPos = unit.lastPos.slice(-1);
}
gu.updates[GameUpdateType.Unit].forEach((update) => {
let unit: UnitView = null;
if (this._units.has(update.id)) {
unit = this._units.get(update.id);
unit.update(update);
} else {
unit = new UnitView(this, update);
this._units.set(update.id, unit);
}
if (update.isActive) {
this.unitGrid.addUnit(unit);
} else {
this.unitGrid.removeUnit(unit);
}
if (!unit.isActive()) {
// Wait until next tick to delete the unit.
this.toDelete.add(unit.id());
}
});
}
recentlyUpdatedTiles(): TileRef[] {
return this.updatedTiles;
}
nearbyUnits(
tile: TileRef,
searchRange: number,
types: UnitType | UnitType[],
): Array<{ unit: UnitView; distSquared: number }> {
return this.unitGrid.nearbyUnits(tile, searchRange, types) as Array<{
unit: UnitView;
distSquared: number;
}>;
}
myClientID(): ClientID {
return this._myClientID;
}
myPlayer(): PlayerView | null {
if (this._myPlayer == null) {
this._myPlayer = this.playerByClientID(this._myClientID);
}
return this._myPlayer;
}
player(id: PlayerID): PlayerView {
if (this._players.has(id)) {
return this._players.get(id);
}
throw Error(`player id ${id} not found`);
}
players(): PlayerView[] {
return Array.from(this._players.values());
}
playerBySmallID(id: number): PlayerView | TerraNullius {
if (id == 0) {
return new TerraNulliusImpl();
}
if (!this.smallIDToID.has(id)) {
throw new Error(`small id ${id} not found`);
}
return this.player(this.smallIDToID.get(id));
}
playerByClientID(id: ClientID): PlayerView | null {
const player =
Array.from(this._players.values()).filter((p) => p.clientID() == id)[0] ??
null;
if (player == null) {
return null;
}
return player;
}
hasPlayer(id: PlayerID): boolean {
return false;
}
playerViews(): PlayerView[] {
return Array.from(this._players.values());
}
owner(tile: TileRef): PlayerView | TerraNullius {
return this.playerBySmallID(this.ownerID(tile));
}
ticks(): Tick {
return this.lastUpdate.tick;
}
inSpawnPhase(): boolean {
return this.lastUpdate.tick <= this._config.numSpawnPhaseTurns();
}
config(): Config {
return this._config;
}
units(...types: UnitType[]): UnitView[] {
if (types.length == 0) {
return Array.from(this._units.values()).filter((u) => u.isActive());
}
return Array.from(this._units.values()).filter(
(u) => u.isActive() && types.includes(u.type()),
);
}
unit(id: number): UnitView {
return this._units.get(id);
}
unitInfo(type: UnitType): UnitInfo {
return this._config.unitInfo(type);
}
ref(x: number, y: number): TileRef {
return this._map.ref(x, y);
}
x(ref: TileRef): number {
return this._map.x(ref);
}
y(ref: TileRef): number {
return this._map.y(ref);
}
cell(ref: TileRef): Cell {
return this._map.cell(ref);
}
width(): number {
return this._map.width();
}
height(): number {
return this._map.height();
}
numLandTiles(): number {
return this._map.numLandTiles();
}
isValidCoord(x: number, y: number): boolean {
return this._map.isValidCoord(x, y);
}
isLand(ref: TileRef): boolean {
return this._map.isLand(ref);
}
isOceanShore(ref: TileRef): boolean {
return this._map.isOceanShore(ref);
}
isOcean(ref: TileRef): boolean {
return this._map.isOcean(ref);
}
isShoreline(ref: TileRef): boolean {
return this._map.isShoreline(ref);
}
magnitude(ref: TileRef): number {
return this._map.magnitude(ref);
}
ownerID(ref: TileRef): number {
return this._map.ownerID(ref);
}
hasOwner(ref: TileRef): boolean {
return this._map.hasOwner(ref);
}
setOwnerID(ref: TileRef, playerId: number): void {
return this._map.setOwnerID(ref, playerId);
}
hasFallout(ref: TileRef): boolean {
return this._map.hasFallout(ref);
}
setFallout(ref: TileRef, value: boolean): void {
return this._map.setFallout(ref, value);
}
isBorder(ref: TileRef): boolean {
return this._map.isBorder(ref);
}
neighbors(ref: TileRef): TileRef[] {
return this._map.neighbors(ref);
}
isWater(ref: TileRef): boolean {
return this._map.isWater(ref);
}
isLake(ref: TileRef): boolean {
return this._map.isLake(ref);
}
isShore(ref: TileRef): boolean {
return this._map.isShore(ref);
}
cost(ref: TileRef): number {
return this._map.cost(ref);
}
terrainType(ref: TileRef): TerrainType {
return this._map.terrainType(ref);
}
forEachTile(fn: (tile: TileRef) => void): void {
return this._map.forEachTile(fn);
}
manhattanDist(c1: TileRef, c2: TileRef): number {
return this._map.manhattanDist(c1, c2);
}
euclideanDistSquared(c1: TileRef, c2: TileRef): number {
return this._map.euclideanDistSquared(c1, c2);
}
bfs(
tile: TileRef,
filter: (gm: GameMap, tile: TileRef) => boolean,
): Set<TileRef> {
return this._map.bfs(tile, filter);
}
toTileUpdate(tile: TileRef): bigint {
return this._map.toTileUpdate(tile);
}
updateTile(tu: TileUpdate): TileRef {
return this._map.updateTile(tu);
}
numTilesWithFallout(): number {
return this._map.numTilesWithFallout();
}
gameID(): GameID {
return this._gameID;
}
focusedPlayer(): PlayerView | null {
// TODO: renable when performance issues are fixed.
return this.myPlayer();
if (userSettings.focusLocked()) return this.myPlayer();
return this._focusedPlayer;
}
setFocusedPlayer(player: PlayerView | null): void {
this._focusedPlayer = player;
}
}