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https://github.com/openfrontio/OpenFrontIO.git
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0f60825b9f
## Description: v25 increased the number of trade ships from v24, causing lag complaints. On my chromebook pathfinding is using over 60% of cpu. So reduced the number of trade ships roughly by half, but double the gold per trade ship so it should balance out, World v25: * 2 mins: ~ 60 trade ships * 5 mins: ~ 140 trade ships World on this branch: * 2 mins: ~ 35 trade ships * 5 mins: ~ 70 trade ships Also increased the probably of trade ship spawn for players with under 2 tradeships to prevent larger players from starving out smaller players. ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
107 lines
2.8 KiB
TypeScript
107 lines
2.8 KiB
TypeScript
import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { TradeShipExecution } from "./TradeShipExecution";
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import { TrainStationExecution } from "./TrainStationExecution";
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export class PortExecution implements Execution {
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private active = true;
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private mg: Game;
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private port: Unit | null = null;
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private random: PseudoRandom;
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private checkOffset: number;
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constructor(
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private player: Player,
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private tile: TileRef,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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this.random = new PseudoRandom(mg.ticks());
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this.checkOffset = mg.ticks() % 10;
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}
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tick(ticks: number): void {
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if (this.mg === null || this.random === null || this.checkOffset === null) {
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throw new Error("Not initialized");
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}
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if (this.port === null) {
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const tile = this.tile;
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const spawn = this.player.canBuild(UnitType.Port, tile);
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if (spawn === false) {
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console.warn(
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`player ${this.player.id()} cannot build port at ${this.tile}`,
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);
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this.active = false;
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return;
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}
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this.port = this.player.buildUnit(UnitType.Port, spawn, {});
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this.createStation();
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}
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if (!this.port.isActive()) {
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this.active = false;
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return;
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}
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if (this.player.id() !== this.port.owner().id()) {
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this.player = this.port.owner();
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}
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// Only check every 10 ticks for performance.
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if ((this.mg.ticks() + this.checkOffset) % 10 !== 0) {
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return;
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}
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if (!this.shouldSpawnTradeShip()) {
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return;
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}
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const ports = this.player.tradingPorts(this.port);
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if (ports.length === 0) {
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return;
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}
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const port = this.random.randElement(ports);
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this.mg.addExecution(new TradeShipExecution(this.player, this.port, port));
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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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activeDuringSpawnPhase(): boolean {
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return false;
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}
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shouldSpawnTradeShip(): boolean {
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const numTradeShips = this.mg.unitCount(UnitType.TradeShip);
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const numPlayerPorts = this.player.unitCount(UnitType.Port);
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const numPlayerTradeShips = this.player.unitCount(UnitType.TradeShip);
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const spawnRate = this.mg
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.config()
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.tradeShipSpawnRate(numTradeShips, numPlayerPorts, numPlayerTradeShips);
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for (let i = 0; i < this.port!.level(); i++) {
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if (this.random.chance(spawnRate)) {
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return true;
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}
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}
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return false;
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}
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createStation(): void {
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if (this.port !== null) {
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const nearbyFactory = this.mg.hasUnitNearby(
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this.port.tile()!,
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this.mg.config().trainStationMaxRange(),
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UnitType.Factory,
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);
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if (nearbyFactory) {
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this.mg.addExecution(new TrainStationExecution(this.port));
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}
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}
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}
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}
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