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340 lines
10 KiB
TypeScript
340 lines
10 KiB
TypeScript
import { Difficulty, GameType, Gold, MutableTile, Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tick, Tile, Unit, UnitInfo, UnitType } from "../game/Game";
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import { GameConfig } from "../Schemas";
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import { assertNever, distSort, manhattanDist, simpleHash, within } from "../Util";
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import { Config, ServerConfig, Theme } from "./Config";
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import { pastelTheme } from "./PastelTheme";
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export abstract class DefaultServerConfig implements ServerConfig {
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turnIntervalMs(): number {
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return 100
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}
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gameCreationRate(): number {
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return 1 * 60 * 1000
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}
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lobbyLifetime(): number {
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return 2 * 60 * 1000
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}
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}
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export class DefaultConfig implements Config {
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constructor(private _serverConfig: ServerConfig, private _gameConfig: GameConfig) {
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}
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gameConfig(): GameConfig {
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return this._gameConfig
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}
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serverConfig(): ServerConfig {
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return this._serverConfig
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}
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difficultyModifier(difficulty: Difficulty): number {
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switch (difficulty) {
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case Difficulty.Easy:
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return 1
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case Difficulty.Medium:
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return 3
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case Difficulty.Hard:
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return 9
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case Difficulty.Impossible:
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return 18
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}
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}
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cityPopulationIncrease(): number {
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return 250_000
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}
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falloutDefenseModifier(): number {
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return 5
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}
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defensePostRange(): number {
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return 40
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}
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defensePostDefenseBonus(): number {
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return 5
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}
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spawnNPCs(): boolean {
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return true
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}
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tradeShipGold(src: Unit, dst: Unit): Gold {
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const dist = manhattanDist(src.tile().cell(), dst.tile().cell())
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return 10000 + 100 * Math.pow(dist, 1.1)
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}
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tradeShipSpawnRate(): number {
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return 500
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}
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unitInfo(type: UnitType): UnitInfo {
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switch (type) {
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case UnitType.TransportShip:
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return {
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cost: () => 0,
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territoryBound: false,
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}
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case UnitType.Destroyer:
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return {
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cost: (p: Player) => (p.units(UnitType.Destroyer).length + 1) * 250_000,
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territoryBound: false,
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maxHealth: 1000,
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}
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case UnitType.Battleship:
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return {
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cost: (p: Player) => (p.units(UnitType.Battleship).length + 1) * 500_000,
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territoryBound: false,
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maxHealth: 5000
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}
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case UnitType.Shell:
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return {
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cost: () => 0,
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territoryBound: false,
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damage: 250
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}
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case UnitType.Port:
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return {
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cost: (p: Player) =>
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Math.min(
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1_000_000,
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Math.pow(2, p.units(UnitType.Port).length) * 250_000
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),
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territoryBound: true
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}
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case UnitType.AtomBomb:
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return {
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cost: () => 750_000,
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territoryBound: false
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}
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case UnitType.HydrogenBomb:
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return {
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cost: () => 5_000_000,
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territoryBound: false
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}
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case UnitType.TradeShip:
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return {
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cost: () => 0,
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territoryBound: false
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}
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case UnitType.MissileSilo:
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return {
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cost: () => 1_000_000,
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territoryBound: true
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}
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case UnitType.DefensePost:
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return {
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cost: (p: Player) =>
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Math.min(
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250_000,
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(p.units(UnitType.DefensePost).length + 1) * 50_000
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),
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territoryBound: true
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}
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case UnitType.City:
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return {
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cost: (p: Player) => Math.min(
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1_000_000,
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Math.pow(2, p.units(UnitType.City).length) * 125_000,
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),
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territoryBound: true
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}
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default:
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assertNever(type)
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}
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}
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defaultDonationAmount(sender: Player): number {
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return Math.floor(sender.troops() / 3)
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}
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donateCooldown(): Tick {
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return 10 * 10
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}
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emojiMessageDuration(): Tick {
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return 5 * 10
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}
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emojiMessageCooldown(): Tick {
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return 15 * 10
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}
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targetDuration(): Tick {
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return 10 * 10
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}
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targetCooldown(): Tick {
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return 15 * 10
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}
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allianceRequestCooldown(): Tick {
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return 30 * 10
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}
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allianceDuration(): Tick {
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return 600 * 10
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}
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percentageTilesOwnedToWin(): number {
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return 95
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}
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boatMaxNumber(): number {
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return 3
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}
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boatMaxDistance(): number {
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return 500
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}
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numSpawnPhaseTurns(gameType: GameType): number {
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return gameType == GameType.Singleplayer ? 100 : 300
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}
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numBots(): number {
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return 400
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}
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theme(): Theme { return pastelTheme; }
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attackLogic(attackTroops: number, attacker: Player, defender: Player | TerraNullius, tileToConquer: MutableTile): { attackerTroopLoss: number; defenderTroopLoss: number; tilesPerTickUsed: number } {
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let mag = 0
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let speed = 0
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switch (tileToConquer.terrain().type()) {
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case TerrainType.Plains:
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mag = 80
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speed = 15
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break
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case TerrainType.Highland:
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mag = 100
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speed = 20
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break
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case TerrainType.Mountain:
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mag = 120
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speed = 25
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break
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}
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mag *= tileToConquer.defenseBonus(attacker)
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speed *= tileToConquer.defenseBonus(attacker)
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if (tileToConquer.hasFallout()) {
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mag *= this.falloutDefenseModifier()
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speed *= this.falloutDefenseModifier()
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}
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if (attacker.isPlayer() && defender.isPlayer()) {
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if (attacker.type() == PlayerType.Human && defender.type() == PlayerType.Bot) {
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mag *= .8
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}
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if (attacker.type() == PlayerType.FakeHuman && defender.type() == PlayerType.Bot) {
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mag *= .8
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}
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}
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if (defender.isPlayer()) {
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return {
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attackerTroopLoss: within(defender.troops() / (2.5 * attackTroops), .1, 10) * mag,
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defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
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tilesPerTickUsed: within(defender.troops() / (5 * attackTroops), .2, 1.5) * speed
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}
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} else {
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return {
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attackerTroopLoss: attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
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defenderTroopLoss: 0,
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tilesPerTickUsed: within(2000 * Math.max(10, speed) / attackTroops, 5, 100)
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}
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}
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}
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attackTilesPerTick(attackTroops: number, attacker: Player, defender: Player | TerraNullius, numAdjacentTilesWithEnemy: number): number {
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if (defender.isPlayer()) {
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return within((5 * attackTroops) / defender.troops() * 2, .01, .5) * numAdjacentTilesWithEnemy * 3
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} else {
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return numAdjacentTilesWithEnemy * 2
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}
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}
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boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number {
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return Math.floor(attacker.troops() / 5)
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}
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attackAmount(attacker: Player, defender: Player | TerraNullius) {
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if (attacker.type() == PlayerType.Bot) {
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return attacker.troops() / 20
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} else {
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return attacker.troops() / 5
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}
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}
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startManpower(playerInfo: PlayerInfo): number {
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if (playerInfo.playerType == PlayerType.Bot) {
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return 10000
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}
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if (playerInfo.playerType == PlayerType.FakeHuman) {
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// start troops * strength * difficulty
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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case Difficulty.Medium:
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return 1000
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case Difficulty.Hard:
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case Difficulty.Impossible:
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return 2000
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}
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}
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return 25000
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}
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maxPopulation(player: Player): number {
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let maxPop = Math.pow(player.numTilesOwned(), .6) * 1000 + 50000
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if (player.type() == PlayerType.Bot) {
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return maxPop
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}
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return maxPop * 2 + player.units(UnitType.City).length * this.cityPopulationIncrease()
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}
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populationIncreaseRate(player: Player): number {
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let max = this.maxPopulation(player)
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// const thing = Math.sqrt(player.population() + player.population() * player.workers())
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let toAdd = 10 + Math.pow(player.population(), .73) / 4
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const ratio = 1 - (player.population() / max)
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toAdd *= ratio
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if (player.type() == PlayerType.FakeHuman) {
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toAdd *= 1.0
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}
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if (player.type() == PlayerType.Bot) {
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toAdd *= .7
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}
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let difficultyMultiplier = 1
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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difficultyMultiplier = 1
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break
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case Difficulty.Medium:
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difficultyMultiplier = 1.2
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break
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case Difficulty.Hard:
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difficultyMultiplier = 1.5
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break
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case Difficulty.Impossible:
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difficultyMultiplier = 1.7
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break
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}
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if (player.type() == PlayerType.FakeHuman) {
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toAdd *= difficultyMultiplier
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}
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return Math.min(player.population() + toAdd, max) - player.population()
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}
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goldAdditionRate(player: Player): number {
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return Math.sqrt(player.workers() * player.numTilesOwned()) / 200
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}
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troopAdjustmentRate(player: Player): number {
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const maxDiff = this.maxPopulation(player) / 1000
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const target = player.population() * player.targetTroopRatio()
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const diff = target - player.troops()
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if (Math.abs(diff) < maxDiff) {
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return diff
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}
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const adjustment = maxDiff * Math.sign(diff)
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// Can ramp down troops much faster
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if (adjustment < 0) {
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return adjustment * 5
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}
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return adjustment
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}
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}
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