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f2193edc7c
2x more likely to trade with ports belonging to an ally OR close. 3x more likely to trade with ports belonging to an ally AND close. Add trading tests
131 lines
3.7 KiB
TypeScript
131 lines
3.7 KiB
TypeScript
import {
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Difficulty,
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Game,
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GameMapType,
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Gold,
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Player,
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PlayerID,
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PlayerInfo,
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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 { Colord, colord } from "colord";
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import { GameConfig, GameID } from "../Schemas";
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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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export enum GameEnv {
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Dev,
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Preprod,
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Prod,
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}
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export interface ServerConfig {
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turnIntervalMs(): number;
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gameCreationRate(): number;
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lobbyMaxPlayers(map: GameMapType): number;
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discordRedirectURI(): string;
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numWorkers(): number;
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workerIndex(gameID: GameID): number;
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workerPath(gameID: GameID): string;
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workerPort(gameID: GameID): number;
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workerPortByIndex(workerID: number): number;
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env(): GameEnv;
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region(): string;
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adminToken(): string;
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adminHeader(): string;
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// Only available on the server
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gitCommit(): string;
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r2Bucket(): string;
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r2Endpoint(): string;
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r2AccessKey(): string;
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r2SecretKey(): string;
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}
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export interface Config {
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samHittingChance(): number;
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samCooldown(): Tick;
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spawnImmunityDuration(): Tick;
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serverConfig(): ServerConfig;
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gameConfig(): GameConfig;
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theme(): Theme;
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percentageTilesOwnedToWin(): number;
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numBots(): number;
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spawnNPCs(): boolean;
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disableNukes(): boolean;
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bots(): number;
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infiniteGold(): boolean;
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infiniteTroops(): boolean;
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instantBuild(): boolean;
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numSpawnPhaseTurns(): number;
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userSettings(): UserSettings;
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startManpower(playerInfo: PlayerInfo): number;
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populationIncreaseRate(player: Player | PlayerView): number;
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goldAdditionRate(player: Player | PlayerView): number;
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troopAdjustmentRate(player: Player): number;
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attackTilesPerTick(
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attckTroops: 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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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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attackAmount(attacker: Player, defender: Player | TerraNullius): number;
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radiusPortSpawn(): number;
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// When computing likelihood of trading for any given port, the X closest port
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// are twice more likely to be selected. X is determined below.
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proximityBonusPortsNb(totalPorts: number): number;
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maxPopulation(player: Player | PlayerView): number;
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cityPopulationIncrease(): number;
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boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
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boatMaxNumber(): number;
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allianceDuration(): Tick;
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allianceRequestCooldown(): Tick;
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targetDuration(): Tick;
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targetCooldown(): Tick;
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emojiMessageCooldown(): Tick;
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emojiMessageDuration(): Tick;
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donateCooldown(): Tick;
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defaultDonationAmount(sender: Player): number;
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unitInfo(type: UnitType): UnitInfo;
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tradeShipGold(dist: number): Gold;
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tradeShipSpawnRate(numberOfPorts: number): number;
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defensePostRange(): number;
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defensePostDefenseBonus(): number;
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falloutDefenseModifier(percentOfFallout: number): number;
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difficultyModifier(difficulty: Difficulty): number;
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// 0-1
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traitorDefenseDebuff(): number;
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}
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export interface Theme {
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territoryColor(playerInfo: PlayerInfo): Colord;
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specialBuildingColor(playerInfo: PlayerInfo): Colord;
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borderColor(playerInfo: PlayerInfo): Colord;
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defendedBorderColor(playerInfo: PlayerInfo): Colord;
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terrainColor(gm: GameMap, tile: TileRef): Colord;
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backgroundColor(): Colord;
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falloutColor(): Colord;
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font(): string;
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textColor(playerInfo: PlayerInfo): string;
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// unit color for alternate view
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selfColor(): Colord;
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allyColor(): Colord;
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enemyColor(): Colord;
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spawnHighlightColor(): Colord;
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}
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