Files
OpenFrontIO/src/core/execution/BoatAttackExecution.ts
T
2024-08-12 17:05:02 -07:00

167 lines
5.1 KiB
TypeScript

import PriorityQueue from "priority-queue-typescript";
import {Boat, Cell, Execution, MutableBoat, MutableGame, MutablePlayer, Player, PlayerID, Tile} from "../Game";
import {manhattanDist} from "../Util";
import {AttackExecution} from "./AttackExecution";
export class BoatAttackExecution implements Execution {
private lastMove: number
// TODO: make this configurable
private ticksPerMove = 1
private active = true
private mg: MutableGame
private attacker: MutablePlayer
private target: MutablePlayer
// TODO make private
public path: Tile[]
private src: Tile
private dst: Tile
private currTileIndex: number = 0
private boat: MutableBoat
constructor(
private attackerID: PlayerID,
private targetID: PlayerID | null,
private cell: Cell,
private troops: number
) { }
init(mg: MutableGame, ticks: number) {
if (this.targetID == null) {
throw new Error("attacking terranullius not supported")
}
this.lastMove = ticks
this.mg = mg
this.attacker = mg.player(this.attackerID)
this.target = mg.player(this.targetID)
this.troops = Math.min(this.troops, this.attacker.troops())
this.attacker.removeTroops(this.troops)
this.src = this.closestShoreTileToTarget(this.attacker, this.cell)
this.dst = this.closestShoreTileToTarget(this.target, this.cell)
if(this.src == null || this.dst == null) {
this.active = false
return
}
this.path = this.computePath(this.src, this.dst)
if (this.path != null) {
console.log(`got path ${this.path.map(t => t.cell().toString())}`)
this.boat = this.attacker.addBoat(1000, this.src, this.target)
} else {
console.log('got null path')
this.active = false
}
}
tick(ticks: number) {
if (!this.active) {
return
}
if (ticks - this.lastMove < this.ticksPerMove) {
return
}
this.lastMove = ticks
this.currTileIndex++
if (this.currTileIndex >= this.path.length) {
if (this.dst.owner() == this.attacker) {
this.attacker.addTroops(this.troops)
this.active = false
return
}
this.attacker.conquer(this.dst)
this.mg.addExecution(new AttackExecution(this.troops, this.attacker.id(), this.targetID, null))
this.active = false
return
}
const nextTile = this.path[this.currTileIndex]
this.boat.move(nextTile)
}
owner(): MutablePlayer {
return this.attacker
}
isActive(): boolean {
return this.active
}
private closestShoreTileToTarget(player: Player, target: Cell): Tile | null {
const shoreTiles = Array.from(player.borderTiles()).filter(t => t.onShore())
if (shoreTiles.length == 0) {
return null
}
return shoreTiles.reduce((closest, current) => {
const closestDistance = manhattanDist(target, closest.cell());
const currentDistance = manhattanDist(target, current.cell());
return currentDistance < closestDistance ? current : closest;
});
}
private computePath(src: Tile, dst: Tile): Tile[] {
if (!src.onShore() || !dst.onShore()) {
return null; // Both source and destination must be on water
}
const openSet = new PriorityQueue<{tile: Tile, fScore: number}>(
11,
(a, b) => a.fScore - b.fScore
);
const cameFrom = new Map<Tile, Tile>();
const gScore = new Map<Tile, number>();
gScore.set(src, 0);
openSet.add({tile: src, fScore: this.heuristic(src, dst)});
while (!openSet.empty()) {
const current = openSet.poll()!.tile;
if (current === dst) {
return this.reconstructPath(cameFrom, current);
}
for (const neighbor of current.neighbors()) {
if (!neighbor.onShore()) continue; // Skip non-water tiles
const tentativeGScore = gScore.get(current)! + 1; // Assuming uniform cost
if (!gScore.has(neighbor) || tentativeGScore < gScore.get(neighbor)!) {
cameFrom.set(neighbor, current);
gScore.set(neighbor, tentativeGScore);
const fScore = tentativeGScore + this.heuristic(neighbor, dst);
openSet.add({tile: neighbor, fScore: fScore});
}
}
}
return null; // No path found
}
private heuristic(a: Tile, b: Tile): number {
// Manhattan distance
return Math.abs(a.cell().x - b.cell().x) + Math.abs(a.cell().y - b.cell().y);
}
private reconstructPath(cameFrom: Map<Tile, Tile>, current: Tile): Tile[] {
const path = [current];
while (cameFrom.has(current)) {
current = cameFrom.get(current)!;
path.unshift(current);
}
return path;
}
}