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230 lines
7.8 KiB
TypeScript
230 lines
7.8 KiB
TypeScript
import {PriorityQueue} from "@datastructures-js/priority-queue";
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import {Cell, Execution, MutableGame, MutablePlayer, Player, PlayerID, TerrainType, TerraNullius, Tile} from "../game/Game";
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import {PseudoRandom} from "../PseudoRandom";
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import {manhattanDist} from "../Util";
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import {Terrain} from "../game/TerrainMapLoader";
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export class AttackExecution implements Execution {
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private breakAlliance = false
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private active: boolean = true;
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private toConquer: PriorityQueue<TileContainer> = new PriorityQueue<TileContainer>((a: TileContainer, b: TileContainer) => {
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if (a.priority == b.priority) {
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if (a.tick == b.tick) {
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return 0
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// return this.random.nextInt(-1, 1)
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}
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return a.tick - b.tick
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}
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return a.priority - b.priority
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});
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private random = new PseudoRandom(123)
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private _owner: MutablePlayer
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private target: MutablePlayer | TerraNullius
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private mg: MutableGame
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private border = new Set<Tile>()
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constructor(
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private troops: number,
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private _ownerID: PlayerID,
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private _targetID: PlayerID | null,
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private sourceCell: Cell | null,
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private targetCell: Cell | null,
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) { }
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public targetID(): PlayerID {
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return this._targetID
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}
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activeDuringSpawnPhase(): boolean {
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return false
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}
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init(mg: MutableGame, ticks: number) {
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if (!this.active) {
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return
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}
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this.targetCell = null
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this._owner = mg.player(this._ownerID)
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this.target = this._targetID == null ? mg.terraNullius() : mg.player(this._targetID)
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this.troops = Math.min(this._owner.troops(), this.troops)
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this._owner.setTroops(this._owner.troops() - this.troops)
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this.mg = mg
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for (const exec of mg.executions()) {
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if (exec.isActive() && exec instanceof AttackExecution && exec != this) {
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const otherAttack = exec as AttackExecution
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// Target has opposing attack, cancel them out
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if (this.target.isPlayer() && otherAttack._targetID == this._ownerID && this._targetID == otherAttack._ownerID) {
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if (otherAttack.troops > this.troops) {
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otherAttack.troops -= this.troops
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// otherAttack.calculateToConquer()
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this.active = false
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return
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} else {
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this.troops -= otherAttack.troops
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otherAttack.active = false
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}
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}
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// Existing attack on same target, add troops
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if (otherAttack._owner == this._owner && otherAttack._targetID == this._targetID && this.sourceCell == otherAttack.sourceCell) {
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otherAttack.troops += this.troops
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otherAttack.refreshToConquer()
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this.active = false
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return
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}
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}
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}
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if (this.sourceCell != null) {
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this.addNeighbors(mg.tile(this.sourceCell))
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} else {
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this.refreshToConquer()
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}
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if (this.target.isPlayer()) {
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if (this._owner.alliedWith(this.target)) {
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// No updates should happen in init.
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this.breakAlliance = true
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}
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}
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}
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private refreshToConquer() {
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this.toConquer.clear()
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this.border.clear()
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for (const tile of this._owner.borderTiles()) {
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this.addNeighbors(tile)
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}
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}
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tick(ticks: number) {
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if (!this.active) {
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return
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}
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if (ticks < this.mg.config().numSpawnPhaseTurns()) {
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return
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}
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if (this.breakAlliance) {
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this.breakAlliance = false
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this._owner.breakAllianceWith(this.target as Player)
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}
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if (this.target.isPlayer() && this._owner.alliedWith(this.target)) {
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// In this case a new alliance was created AFTER the attack started.
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this._owner.addTroops(this.troops)
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this.active = false
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return
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}
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let numTilesPerTick = this.mg.config().attackTilesPerTick(this._owner, this.target, this.border.size + this.random.nextInt(0, 5))
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// console.log(`num tiles per tick: ${numTilesPerTick}`)
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// console.log(`num execs: ${this.mg.executions().length}`)
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while (numTilesPerTick > 0) {
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if (this.troops < 1) {
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this.active = false
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return
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}
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if (this.toConquer.size() == 0) {
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this.refreshToConquer()
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this.active = false
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this._owner.addTroops(this.troops)
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return
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}
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const tileToConquer = this.toConquer.dequeue().tile
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this.border.delete(tileToConquer)
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const onBorder = tileToConquer.neighbors().filter(t => t.owner() == this._owner).length > 0
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if (tileToConquer.owner() != this.target || !onBorder) {
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continue
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}
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this.addNeighbors(tileToConquer)
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const {attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed} = this.mg.config().attackLogic(this.troops, this._owner, this.target, tileToConquer)
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numTilesPerTick -= tilesPerTickUsed
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this.troops -= attackerTroopLoss
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if (this.target.isPlayer()) {
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this.target.removeTroops(defenderTroopLoss)
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}
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this._owner.conquer(tileToConquer)
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this.checkDefenderDead()
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}
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}
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private addNeighbors(tile: Tile) {
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for (const neighbor of tile.neighbors()) {
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if (neighbor.isWater() || neighbor.owner() != this.target) {
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continue
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}
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this.border.add(neighbor)
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let numOwnedByMe = neighbor.neighbors()
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.filter(t => t.isLand())
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.filter(t => t.owner() == this._owner)
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.length
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let dist = 0
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if (this.targetCell != null) {
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dist = manhattanDist(tile.cell(), this.targetCell)
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}
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// if (numOwnedByMe > 2) {
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// numOwnedByMe = 10
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// }
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// let mag = 0
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// switch (tile.terrain()) {
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// case TerrainType.Plains:
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// mag = 1
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// break
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// case TerrainType.Highland:
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// mag = 2
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// break
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// case TerrainType.Mountain:
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// mag = 3
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// break
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// }
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this.toConquer.enqueue(new TileContainer(
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neighbor,
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dist / 100 + this.random.nextInt(0, 2) - numOwnedByMe, // + mag,
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this.mg.ticks()
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))
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}
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}
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private checkDefenderDead() {
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if (this.target.isPlayer() && this.target.numTilesOwned() < 100) {
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for (let i = 0; i < 10; i++) {
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for (const tile of this.target.tiles()) {
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if (tile.borders(this._owner)) {
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this._owner.conquer(tile)
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} else {
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for (const neighbor of tile.neighbors()) {
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const no = neighbor.owner()
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if (no.isPlayer() && no != this.target) {
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this.mg.player(no.id()).conquer(tile)
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break
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}
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}
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}
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}
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}
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}
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}
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owner(): MutablePlayer {
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return this._owner
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}
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isActive(): boolean {
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return this.active
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}
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}
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class TileContainer {
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constructor(public readonly tile: Tile, public readonly priority: number, public readonly tick: number) { }
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} |