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211 lines
7.1 KiB
TypeScript
211 lines
7.1 KiB
TypeScript
import { Config } from "../configuration/Config"
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import { Execution, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, UnitType } from "../game/Game"
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import { calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util"
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import { GameImpl } from "../game/GameImpl"
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import { consolex } from "../Consolex"
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import { GameMap, TileRef } from "../game/GameMap"
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export class PlayerExecution implements Execution {
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private readonly ticksPerClusterCalc = 20
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private player: MutablePlayer
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private config: Config
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private lastCalc = 0
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private mg: MutableGame
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private active = true
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constructor(private playerID: PlayerID) {
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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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this.mg = mg
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this.config = mg.config()
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this.player = mg.player(this.playerID)
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this.lastCalc = ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc)
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}
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tick(ticks: number) {
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this.player.decayRelations()
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this.player.units().forEach(u => {
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if (u.health() <= 0) {
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u.delete()
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return
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}
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u.modifyHealth(1)
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const tileOwner = this.mg.owner(u.tile())
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if (u.info().territoryBound) {
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if (tileOwner.isPlayer()) {
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if (tileOwner != this.player) {
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this.mg.player(tileOwner.id()).captureUnit(u)
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}
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} else {
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u.delete()
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}
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}
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})
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if (!this.player.isAlive()) {
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this.player.units().forEach(u => {
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if (u.type() != UnitType.AtomBomb && u.type() != UnitType.HydrogenBomb) {
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u.delete()
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}
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})
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this.active = false
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return
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}
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const popInc = this.config.populationIncreaseRate(this.player)
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this.player.addWorkers(popInc * (1 - this.player.targetTroopRatio()))// (1 - this.player.targetTroopRatio()))
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this.player.addTroops(popInc * this.player.targetTroopRatio())
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this.player.addGold(this.config.goldAdditionRate(this.player))
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const adjustRate = this.config.troopAdjustmentRate(this.player)
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this.player.addTroops(adjustRate)
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this.player.removeWorkers(adjustRate)
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const alliances = Array.from(this.player.alliances())
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for (const alliance of alliances) {
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if (this.mg.ticks() - alliance.createdAt() > this.mg.config().allianceDuration()) {
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alliance.expire()
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}
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}
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if (ticks - this.lastCalc > this.ticksPerClusterCalc) {
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if (this.player.lastTileChange() > this.lastCalc) {
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this.lastCalc = ticks
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const start = performance.now()
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this.removeClusters()
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const end = performance.now()
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if (end - start > 1000) {
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consolex.log(`player ${this.player.name()}, took ${end - start}ms`)
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}
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}
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}
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}
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private removeClusters() {
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const clusters = this.calculateClusters()
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clusters.sort((a, b) => b.size - a.size);
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const main = clusters.shift()
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this.player.largestClusterBoundingBox = calculateBoundingBox(this.mg, main)
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const surroundedBy = this.surroundedBySamePlayer(main)
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if (surroundedBy && !this.player.isAlliedWith(surroundedBy)) {
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this.removeCluster(main)
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}
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for (const cluster of clusters) {
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if (this.isSurrounded(cluster)) {
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this.removeCluster(cluster)
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}
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}
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}
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private surroundedBySamePlayer(cluster: Set<TileRef>): false | Player {
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const enemies = new Set<number>()
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for (const ref of cluster) {
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if (this.mg.isOceanShore(ref) || this.mg.neighbors(ref).some(n => !this.mg.hasOwner(n))) {
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return false
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}
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this.mg.neighbors(ref)
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.filter(n => this.mg.ownerID(n) != this.player.smallID())
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.forEach(p => enemies.add(this.mg.ownerID(p)))
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if (enemies.size != 1) {
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return false
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}
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}
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if (enemies.size != 1) {
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return false
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}
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return this.mg.playerBySmallID(Array.from(enemies)[0]) as Player
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}
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private isSurrounded(cluster: Set<TileRef>): boolean {
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let enemyTiles = new Set<TileRef>()
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for (const tr of cluster) {
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if (this.mg.isOceanShore(tr)) {
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return false
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}
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this.mg.neighbors(tr)
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.filter(n => this.mg.ownerID(n) != this.player.smallID())
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.forEach(n => enemyTiles.add(n))
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}
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if (enemyTiles.size == 0) {
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return false
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}
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const enemyBox = calculateBoundingBox(this.mg, enemyTiles)
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const clusterBox = calculateBoundingBox(this.mg, cluster)
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return inscribed(enemyBox, clusterBox)
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}
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private removeCluster(cluster: Set<TileRef>) {
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const result = new Set<number>(); // Use Set to automatically deduplicate ownerIDs
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for (const t of cluster) {
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for (const neighbor of this.mg.neighbors(t)) {
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if (this.mg.ownerID(neighbor) != this.player.smallID()) {
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result.add(this.mg.ownerID(neighbor));
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}
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}
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}
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const mode = getMode(result)
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if (!this.mg.playerBySmallID(mode).isPlayer()) {
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consolex.warn('mode is not found')
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return
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}
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const firstTile = cluster.values().next().value
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const filter = (_, t: TileRef): boolean => this.mg.ownerID(t) == this.mg.ownerID(firstTile)
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const tiles = this.mg.bfs(firstTile, filter)
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const modePlayer = this.mg.playerBySmallID(mode)
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if (!modePlayer.isPlayer()) {
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consolex.warn('mode player is null')
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}
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for (const tile of tiles) {
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(modePlayer as MutablePlayer).conquer(tile)
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}
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}
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private calculateClusters(): Set<TileRef>[] {
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const seen = new Set<TileRef>()
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const border = this.player.borderTiles()
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const clusters: Set<TileRef>[] = []
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for (const tile of border) {
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if (seen.has(tile)) {
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continue
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}
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const cluster = new Set<TileRef>()
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const queue: TileRef[] = [tile]
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seen.add(tile)
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while (queue.length > 0) {
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const curr = queue.shift()
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cluster.add(curr)
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const neighbors = (this.mg as GameImpl).neighborsWithDiag(curr)
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for (const neighbor of neighbors) {
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if (border.has(neighbor) && !seen.has(neighbor)) {
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queue.push(neighbor)
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seen.add(neighbor)
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}
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}
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}
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clusters.push(cluster)
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}
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return clusters
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}
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owner(): MutablePlayer {
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return this.player
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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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} |