Files
OpenFrontIO/src/core/configuration/DefaultConfig.ts
T
2025-02-01 12:05:11 -08:00

340 lines
10 KiB
TypeScript

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