Files
OpenFrontIO/src/core/execution/nation/structureSpawnTileValue.ts
T
Scott Anderson f0f9318852 Nations build defense posts (#1935)
## Description:

Nations build defense posts. Fixes #1854.

<img width="259" height="383" alt="image"
src="https://github.com/user-attachments/assets/aee75fd3-f52e-47d8-b47f-b192b8aaa69b"
/>

## 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
2025-10-06 14:40:46 -07:00

150 lines
5.1 KiB
TypeScript

import { Game, Player, Relation, UnitType } from "../../game/Game";
import { TileRef } from "../../game/GameMap";
import { closestTwoTiles } from "../Util";
export function structureSpawnTileValue(
mg: Game,
player: Player,
type: UnitType,
): (tile: TileRef) => number {
const borderTiles = player.borderTiles();
const otherUnits = player.units(type);
// Prefer spacing structures out of atom bomb range
const borderSpacing = mg.config().nukeMagnitudes(UnitType.AtomBomb).outer;
const structureSpacing = borderSpacing * 2;
switch (type) {
case UnitType.City:
case UnitType.Factory:
case UnitType.MissileSilo: {
return (tile) => {
let w = 0;
// Prefer higher elevations
w += mg.magnitude(tile);
// Prefer to be away from the border
const closestBorder = closestTwoTiles(mg, borderTiles, [tile]);
if (closestBorder !== null) {
const d = mg.manhattanDist(closestBorder.x, tile);
w += Math.min(d, borderSpacing);
}
// Prefer to be away from other structures of the same type
const otherTiles: Set<TileRef> = new Set(otherUnits.map((u) => u.tile()));
otherTiles.delete(tile);
const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
if (closestOther !== null) {
const d = mg.manhattanDist(closestOther.x, tile);
w += Math.min(d, structureSpacing);
}
// TODO: Cities and factories should consider train range limits
return w;
};
}
case UnitType.Port: {
return (tile) => {
let w = 0;
// Prefer to be away from other structures of the same type
const otherTiles: Set<TileRef> = new Set(otherUnits.map((u) => u.tile()));
otherTiles.delete(tile);
const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
if (closestOther !== null) {
const d = mg.manhattanDist(closestOther.x, tile);
w += Math.min(d, structureSpacing);
}
return w;
};
}
case UnitType.DefensePost: {
return (tile) => {
let w = 0;
// Prefer higher elevations
w += mg.magnitude(tile);
const closestBorder = closestTwoTiles(mg, borderTiles, [tile]);
if (closestBorder !== null) {
// Prefer to be borderSpacing tiles from the border
const d = mg.manhattanDist(closestBorder.x, tile);
w += Math.max(0, borderSpacing - Math.abs(borderSpacing - d));
// Prefer adjacent players who are hostile
const neighbors: Set<Player> = new Set();
for (const tile of mg.neighbors(closestBorder.x)) {
if (!mg.isLand(tile)) continue;
const id = mg.ownerID(tile);
if (id === player.smallID()) continue;
const neighbor = mg.playerBySmallID(id);
if (!neighbor.isPlayer()) continue;
neighbors.add(neighbor);
}
for (const neighbor of neighbors) {
w += borderSpacing * (Relation.Friendly - player.relation(neighbor));
}
}
// Prefer to be away from other structures of the same type
const otherTiles: Set<TileRef> = new Set(otherUnits.map((u) => u.tile()));
otherTiles.delete(tile);
const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
if (closestOther !== null) {
const d = mg.manhattanDist(closestOther.x, tile);
w += Math.min(d, structureSpacing);
}
return w;
};
}
case UnitType.SAMLauncher: {
const protectTiles: Set<TileRef> = new Set();
for (const unit of player.units()) {
switch (unit.type()) {
case UnitType.City:
case UnitType.Factory:
case UnitType.MissileSilo:
case UnitType.Port:
protectTiles.add(unit.tile());
}
}
const range = mg.config().defaultSamRange();
const rangeSquared = range * range;
return (tile) => {
let w = 0;
// Prefer higher elevations
w += mg.magnitude(tile);
// Prefer to be away from the border
const closestBorder = closestTwoTiles(mg, borderTiles, [tile]);
if (closestBorder !== null) {
const d = mg.manhattanDist(closestBorder.x, tile);
w += Math.min(d, borderSpacing);
}
// Prefer to be away from other structures of the same type
const otherTiles: Set<TileRef> = new Set(otherUnits.map((u) => u.tile()));
otherTiles.delete(tile);
const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
if (closestOther !== null) {
const d = mg.manhattanDist(closestOther.x, tile);
w += Math.min(d, structureSpacing);
}
// Prefer to be in range of other structures
for (const maybeProtected of protectTiles) {
const distanceSquared = mg.euclideanDistSquared(tile, maybeProtected);
if (distanceSquared > rangeSquared) continue;
w += structureSpacing;
}
return w;
};
}
default:
throw new Error(`Value function not implemented for ${type}`);
}
}