mirror of
https://github.com/openfrontio/OpenFrontIO.git
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1316 lines
34 KiB
TypeScript
1316 lines
34 KiB
TypeScript
import { renderNumber, renderTroops } from "../../client/Utils";
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import { PseudoRandom } from "../PseudoRandom";
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import { ClientID } from "../Schemas";
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import {
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assertNever,
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distSortUnit,
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minInt,
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simpleHash,
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toInt,
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within,
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} from "../Util";
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import { sanitizeUsername } from "../validations/username";
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import { AttackImpl } from "./AttackImpl";
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import {
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Alliance,
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AllianceRequest,
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AllPlayers,
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Attack,
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BuildableUnit,
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Cell,
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ColoredTeams,
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Embargo,
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EmojiMessage,
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GameMapType,
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GameMode,
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Gold,
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MessageType,
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MutableAlliance,
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Player,
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PlayerID,
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PlayerInfo,
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PlayerProfile,
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PlayerType,
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Relation,
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Team,
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TeamGameType,
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TerraNullius,
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Tick,
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Unit,
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UnitParams,
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UnitType,
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} from "./Game";
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import { GameImpl } from "./GameImpl";
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import { andFN, manhattanDistFN, TileRef } from "./GameMap";
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import {
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AllianceView,
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AttackUpdate,
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GameUpdateType,
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PlayerUpdate,
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} from "./GameUpdates";
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import {
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bestShoreDeploymentSource,
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canBuildTransportShip,
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} from "./TransportShipUtils";
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import { UnitImpl } from "./UnitImpl";
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interface Target {
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tick: Tick;
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target: Player;
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}
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class Donation {
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constructor(
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public readonly recipient: Player,
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public readonly tick: Tick,
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) {}
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}
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export class PlayerImpl implements Player {
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public _lastTileChange: number = 0;
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public _pseudo_random: PseudoRandom;
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private _gold: bigint;
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private _troops: bigint;
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markedTraitorTick = -1;
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private embargoes = new Map<PlayerID, Embargo>();
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public _borderTiles: Set<TileRef> = new Set();
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public _units: Unit[] = [];
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public _tiles: Set<TileRef> = new Set();
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private _name: string;
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private _displayName: string;
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public pastOutgoingAllianceRequests: AllianceRequest[] = [];
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private _expiredAlliances: Alliance[] = [];
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private targets_: Target[] = [];
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private outgoingEmojis_: EmojiMessage[] = [];
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private sentDonations: Donation[] = [];
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private relations = new Map<Player, number>();
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private lastDeleteUnitTick: Tick = -1;
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public _incomingAttacks: Attack[] = [];
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public _outgoingAttacks: Attack[] = [];
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public _outgoingLandAttacks: Attack[] = [];
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private _hasSpawned = false;
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private _isDisconnected = false;
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constructor(
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private mg: GameImpl,
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private _smallID: number,
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private readonly playerInfo: PlayerInfo,
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startTroops: number,
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private readonly _team: Team | null,
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) {
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this._name = sanitizeUsername(playerInfo.name);
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this._troops = toInt(startTroops);
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this._gold = 0n;
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this._displayName = this._name;
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this._pseudo_random = new PseudoRandom(simpleHash(this.playerInfo.id));
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}
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largestClusterBoundingBox: { min: Cell; max: Cell } | null;
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toUpdate(): PlayerUpdate {
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const outgoingAllianceRequests = this.outgoingAllianceRequests().map((ar) =>
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ar.recipient().id(),
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);
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const stats = this.mg.stats().getPlayerStats(this);
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return {
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type: GameUpdateType.Player,
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clientID: this.clientID(),
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name: this.name(),
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displayName: this.displayName(),
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id: this.id(),
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team: this.team() ?? undefined,
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smallID: this.smallID(),
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playerType: this.type(),
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isAlive: this.isAlive(),
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isDisconnected: this.isDisconnected(),
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tilesOwned: this.numTilesOwned(),
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gold: this._gold,
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troops: this.troops(),
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allies: this.alliances().map((a) => a.other(this).smallID()),
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embargoes: new Set([...this.embargoes.keys()].map((p) => p.toString())),
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isTraitor: this.isTraitor(),
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traitorRemainingTicks: this.getTraitorRemainingTicks(),
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targets: this.targets().map((p) => p.smallID()),
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outgoingEmojis: this.outgoingEmojis(),
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outgoingAttacks: this._outgoingAttacks.map((a) => {
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return {
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attackerID: a.attacker().smallID(),
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targetID: a.target().smallID(),
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troops: a.troops(),
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id: a.id(),
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retreating: a.retreating(),
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} satisfies AttackUpdate;
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}),
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incomingAttacks: this._incomingAttacks.map((a) => {
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return {
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attackerID: a.attacker().smallID(),
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targetID: a.target().smallID(),
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troops: a.troops(),
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id: a.id(),
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retreating: a.retreating(),
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} satisfies AttackUpdate;
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}),
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outgoingAllianceRequests: outgoingAllianceRequests,
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alliances: this.alliances().map(
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(a) =>
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({
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id: a.id(),
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other: a.other(this).id(),
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createdAt: a.createdAt(),
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expiresAt: a.expiresAt(),
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}) satisfies AllianceView,
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),
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hasSpawned: this.hasSpawned(),
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betrayals: stats?.betrayals,
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lastDeleteUnitTick: this.lastDeleteUnitTick,
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};
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}
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smallID(): number {
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return this._smallID;
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}
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name(): string {
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return this._name;
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}
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displayName(): string {
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return this._displayName;
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}
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clientID(): ClientID | null {
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return this.playerInfo.clientID;
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}
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id(): PlayerID {
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return this.playerInfo.id;
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}
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type(): PlayerType {
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return this.playerInfo.playerType;
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}
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clan(): string | null {
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return this.playerInfo.clan;
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}
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units(...types: UnitType[]): Unit[] {
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if (types.length === 0) {
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return this._units;
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}
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const ts = new Set(types);
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return this._units.filter((u) => ts.has(u.type()));
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}
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private numUnitsConstructed: Partial<Record<UnitType, number>> = {};
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private recordUnitConstructed(type: UnitType): void {
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if (this.numUnitsConstructed[type] !== undefined) {
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this.numUnitsConstructed[type]++;
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} else {
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this.numUnitsConstructed[type] = 1;
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}
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}
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// Count of units built by the player, including construction
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unitsConstructed(type: UnitType): number {
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const built = this.numUnitsConstructed[type] ?? 0;
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let constructing = 0;
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for (const unit of this._units) {
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if (unit.type() !== UnitType.Construction) continue;
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if (unit.constructionType() !== type) continue;
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constructing++;
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}
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const total = constructing + built;
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return total;
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}
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// Count of units owned by the player, not including construction
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unitCount(type: UnitType): number {
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let total = 0;
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for (const unit of this._units) {
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if (unit.type() === type) {
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total += unit.level();
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}
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}
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return total;
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}
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// Count of units owned by the player, including construction
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unitsOwned(type: UnitType): number {
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let total = 0;
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for (const unit of this._units) {
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if (unit.type() === type) {
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total += unit.level();
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continue;
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}
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if (unit.type() !== UnitType.Construction) continue;
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if (unit.constructionType() !== type) continue;
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total++;
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}
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return total;
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}
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sharesBorderWith(other: Player | TerraNullius): boolean {
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for (const border of this._borderTiles) {
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for (const neighbor of this.mg.map().neighbors(border)) {
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if (this.mg.map().ownerID(neighbor) === other.smallID()) {
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return true;
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}
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}
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}
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return false;
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}
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numTilesOwned(): number {
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return this._tiles.size;
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}
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tiles(): ReadonlySet<TileRef> {
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return new Set(this._tiles.values()) as Set<TileRef>;
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}
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borderTiles(): ReadonlySet<TileRef> {
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return this._borderTiles;
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}
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neighbors(): (Player | TerraNullius)[] {
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const ns: Set<Player | TerraNullius> = new Set();
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for (const border of this.borderTiles()) {
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for (const neighbor of this.mg.map().neighbors(border)) {
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if (this.mg.map().isLand(neighbor)) {
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const owner = this.mg.map().ownerID(neighbor);
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if (owner !== this.smallID()) {
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ns.add(
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this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
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);
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}
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}
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}
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}
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return Array.from(ns);
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}
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isPlayer(): this is Player {
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return true as const;
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}
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setTroops(troops: number) {
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this._troops = toInt(troops);
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}
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conquer(tile: TileRef) {
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this.mg.conquer(this, tile);
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}
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orderRetreat(id: string) {
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const attack = this._outgoingAttacks.filter((attack) => attack.id() === id);
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if (!attack || !attack[0]) {
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console.warn(`Didn't find outgoing attack with id ${id}`);
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return;
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}
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attack[0].orderRetreat();
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}
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executeRetreat(id: string): void {
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const attack = this._outgoingAttacks.filter((attack) => attack.id() === id);
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// Execution is delayed so it's not an error that the attack does not exist.
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if (!attack || !attack[0]) {
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return;
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}
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attack[0].executeRetreat();
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}
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relinquish(tile: TileRef) {
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if (this.mg.owner(tile) !== this) {
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throw new Error(`Cannot relinquish tile not owned by this player`);
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}
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this.mg.relinquish(tile);
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}
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info(): PlayerInfo {
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return this.playerInfo;
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}
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isAlive(): boolean {
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return this._tiles.size > 0;
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}
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hasSpawned(): boolean {
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return this._hasSpawned;
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}
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setHasSpawned(hasSpawned: boolean): void {
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this._hasSpawned = hasSpawned;
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}
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incomingAllianceRequests(): AllianceRequest[] {
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return this.mg.allianceRequests.filter((ar) => ar.recipient() === this);
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}
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outgoingAllianceRequests(): AllianceRequest[] {
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return this.mg.allianceRequests.filter((ar) => ar.requestor() === this);
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}
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alliances(): MutableAlliance[] {
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return this.mg.alliances_.filter(
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(a) => a.requestor() === this || a.recipient() === this,
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);
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}
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expiredAlliances(): Alliance[] {
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return [...this._expiredAlliances];
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}
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allies(): Player[] {
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return this.alliances().map((a) => a.other(this));
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}
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isAlliedWith(other: Player): boolean {
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if (other === this) {
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return false;
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}
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return this.allianceWith(other) !== null;
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}
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allianceWith(other: Player): MutableAlliance | null {
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if (other === this) {
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return null;
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}
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return (
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this.alliances().find(
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(a) => a.recipient() === other || a.requestor() === other,
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) ?? null
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);
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}
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canSendAllianceRequest(other: Player): boolean {
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if (other === this) {
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return false;
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}
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if (this.isFriendly(other) || !this.isAlive()) {
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return false;
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}
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const hasPending = this.outgoingAllianceRequests().some(
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(ar) => ar.recipient() === other,
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);
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if (hasPending) {
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return false;
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}
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const recent = this.pastOutgoingAllianceRequests
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.filter((ar) => ar.recipient() === other)
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.sort((a, b) => b.createdAt() - a.createdAt());
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if (recent.length === 0) {
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return true;
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}
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const delta = this.mg.ticks() - recent[0].createdAt();
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return delta >= this.mg.config().allianceRequestCooldown();
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}
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breakAlliance(alliance: Alliance): void {
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this.mg.breakAlliance(this, alliance);
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}
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isTraitor(): boolean {
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return this.getTraitorRemainingTicks() > 0;
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}
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getTraitorRemainingTicks(): number {
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if (this.markedTraitorTick < 0) return 0;
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const elapsed = this.mg.ticks() - this.markedTraitorTick;
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const duration = this.mg.config().traitorDuration();
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const remaining = duration - elapsed;
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return remaining > 0 ? remaining : 0;
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}
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markTraitor(): void {
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this.markedTraitorTick = this.mg.ticks();
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// Record stats
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this.mg.stats().betray(this);
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}
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createAllianceRequest(recipient: Player): AllianceRequest | null {
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if (this.isAlliedWith(recipient)) {
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throw new Error(`cannot create alliance request, already allies`);
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}
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return this.mg.createAllianceRequest(this, recipient satisfies Player);
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}
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relation(other: Player): Relation {
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if (other === this) {
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throw new Error(`cannot get relation with self: ${this}`);
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}
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const relation = this.relations.get(other) ?? 0;
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return this.relationFromValue(relation);
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}
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private relationFromValue(relationValue: number): Relation {
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if (relationValue < -50) {
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return Relation.Hostile;
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}
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if (relationValue < 0) {
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return Relation.Distrustful;
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}
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if (relationValue < 50) {
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return Relation.Neutral;
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}
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return Relation.Friendly;
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}
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allRelationsSorted(): { player: Player; relation: Relation }[] {
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return Array.from(this.relations, ([k, v]) => ({ player: k, relation: v }))
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.sort((a, b) => a.relation - b.relation)
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.map((r) => ({
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player: r.player,
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relation: this.relationFromValue(r.relation),
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}));
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}
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updateRelation(other: Player, delta: number): void {
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if (other === this) {
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throw new Error(`cannot update relation with self: ${this}`);
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}
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const relation = this.relations.get(other) ?? 0;
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const newRelation = within(relation + delta, -100, 100);
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this.relations.set(other, newRelation);
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}
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decayRelations() {
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this.relations.forEach((r: number, p: Player) => {
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const sign = -1 * Math.sign(r);
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const delta = 0.05;
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r += sign * delta;
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if (Math.abs(r) < delta * 2) {
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r = 0;
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}
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this.relations.set(p, r);
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});
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}
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canTarget(other: Player): boolean {
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if (this === other) {
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return false;
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}
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if (this.isFriendly(other)) {
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return false;
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}
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for (const t of this.targets_) {
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if (this.mg.ticks() - t.tick < this.mg.config().targetCooldown()) {
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return false;
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}
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}
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return true;
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}
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target(other: Player): void {
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this.targets_.push({ tick: this.mg.ticks(), target: other });
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this.mg.target(this, other);
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}
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targets(): Player[] {
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return this.targets_
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.filter(
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(t) => this.mg.ticks() - t.tick < this.mg.config().targetDuration(),
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)
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.map((t) => t.target);
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}
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transitiveTargets(): Player[] {
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const ts = this.alliances()
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.map((a) => a.other(this))
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.flatMap((ally) => ally.targets());
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ts.push(...this.targets());
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return [...new Set(ts)] satisfies Player[];
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}
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sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void {
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if (recipient === this) {
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throw Error(`Cannot send emoji to oneself: ${this}`);
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}
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const msg: EmojiMessage = {
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message: emoji,
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senderID: this.smallID(),
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recipientID: recipient === AllPlayers ? recipient : recipient.smallID(),
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createdAt: this.mg.ticks(),
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};
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this.outgoingEmojis_.push(msg);
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this.mg.sendEmojiUpdate(msg);
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}
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outgoingEmojis(): EmojiMessage[] {
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return this.outgoingEmojis_
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.filter(
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(e) =>
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this.mg.ticks() - e.createdAt <
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this.mg.config().emojiMessageDuration(),
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)
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.sort((a, b) => b.createdAt - a.createdAt);
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}
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canSendEmoji(recipient: Player | typeof AllPlayers): boolean {
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if (recipient === this) {
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return false;
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}
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const recipientID =
|
|
recipient === AllPlayers ? AllPlayers : recipient.smallID();
|
|
const prevMsgs = this.outgoingEmojis_.filter(
|
|
(msg) => msg.recipientID === recipientID,
|
|
);
|
|
for (const msg of prevMsgs) {
|
|
if (
|
|
this.mg.ticks() - msg.createdAt <
|
|
this.mg.config().emojiMessageCooldown()
|
|
) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
canDonateGold(recipient: Player): boolean {
|
|
if (
|
|
!this.isAlive() ||
|
|
!recipient.isAlive() ||
|
|
!this.isFriendly(recipient)
|
|
) {
|
|
return false;
|
|
}
|
|
if (
|
|
recipient.type() === PlayerType.Human &&
|
|
this.mg.config().donateGold() === false
|
|
) {
|
|
return false;
|
|
}
|
|
for (const donation of this.sentDonations) {
|
|
if (donation.recipient === recipient) {
|
|
if (
|
|
this.mg.ticks() - donation.tick <
|
|
this.mg.config().donateCooldown()
|
|
) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
canDonateTroops(recipient: Player): boolean {
|
|
if (
|
|
!this.isAlive() ||
|
|
!recipient.isAlive() ||
|
|
!this.isFriendly(recipient)
|
|
) {
|
|
return false;
|
|
}
|
|
if (
|
|
recipient.type() === PlayerType.Human &&
|
|
this.mg.config().donateTroops() === false
|
|
) {
|
|
return false;
|
|
}
|
|
for (const donation of this.sentDonations) {
|
|
if (donation.recipient === recipient) {
|
|
if (
|
|
this.mg.ticks() - donation.tick <
|
|
this.mg.config().donateCooldown()
|
|
) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
donateTroops(recipient: Player, troops: number): boolean {
|
|
if (troops <= 0) return false;
|
|
const removed = this.removeTroops(troops);
|
|
if (removed === 0) return false;
|
|
recipient.addTroops(removed);
|
|
|
|
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
|
|
this.mg.displayMessage(
|
|
`Sent ${renderTroops(troops)} troops to ${recipient.name()}`,
|
|
MessageType.SENT_TROOPS_TO_PLAYER,
|
|
this.id(),
|
|
);
|
|
this.mg.displayMessage(
|
|
`Received ${renderTroops(troops)} troops from ${this.name()}`,
|
|
MessageType.RECEIVED_TROOPS_FROM_PLAYER,
|
|
recipient.id(),
|
|
);
|
|
return true;
|
|
}
|
|
|
|
donateGold(recipient: Player, gold: Gold): boolean {
|
|
if (gold <= 0n) return false;
|
|
const removed = this.removeGold(gold);
|
|
if (removed === 0n) return false;
|
|
recipient.addGold(removed);
|
|
|
|
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
|
|
this.mg.displayMessage(
|
|
`Sent ${renderNumber(gold)} gold to ${recipient.name()}`,
|
|
MessageType.SENT_GOLD_TO_PLAYER,
|
|
this.id(),
|
|
);
|
|
this.mg.displayMessage(
|
|
`Received ${renderNumber(gold)} gold from ${this.name()}`,
|
|
MessageType.RECEIVED_GOLD_FROM_PLAYER,
|
|
recipient.id(),
|
|
gold,
|
|
);
|
|
return true;
|
|
}
|
|
|
|
canDeleteUnit(): boolean {
|
|
return (
|
|
this.mg.ticks() - this.lastDeleteUnitTick >=
|
|
this.mg.config().deleteUnitCooldown()
|
|
);
|
|
}
|
|
|
|
recordDeleteUnit(): void {
|
|
this.lastDeleteUnitTick = this.mg.ticks();
|
|
}
|
|
|
|
hasEmbargoAgainst(other: Player): boolean {
|
|
return this.embargoes.has(other.id());
|
|
}
|
|
|
|
canTrade(other: Player): boolean {
|
|
const embargo =
|
|
other.hasEmbargoAgainst(this) || this.hasEmbargoAgainst(other);
|
|
return !embargo && other.id() !== this.id();
|
|
}
|
|
|
|
getEmbargoes(): Embargo[] {
|
|
return [...this.embargoes.values()];
|
|
}
|
|
|
|
addEmbargo(other: Player, isTemporary: boolean): void {
|
|
const embargo = this.embargoes.get(other.id());
|
|
if (embargo !== undefined && !embargo.isTemporary) return;
|
|
|
|
this.mg.addUpdate({
|
|
type: GameUpdateType.EmbargoEvent,
|
|
event: "start",
|
|
playerID: this.smallID(),
|
|
embargoedID: other.smallID(),
|
|
});
|
|
|
|
this.embargoes.set(other.id(), {
|
|
createdAt: this.mg.ticks(),
|
|
isTemporary: isTemporary,
|
|
target: other,
|
|
});
|
|
}
|
|
|
|
stopEmbargo(other: Player): void {
|
|
this.embargoes.delete(other.id());
|
|
this.mg.addUpdate({
|
|
type: GameUpdateType.EmbargoEvent,
|
|
event: "stop",
|
|
playerID: this.smallID(),
|
|
embargoedID: other.smallID(),
|
|
});
|
|
}
|
|
|
|
endTemporaryEmbargo(other: Player): void {
|
|
const embargo = this.embargoes.get(other.id());
|
|
if (embargo !== undefined && !embargo.isTemporary) return;
|
|
|
|
this.stopEmbargo(other);
|
|
}
|
|
|
|
tradingPartners(): Player[] {
|
|
return this.mg
|
|
.players()
|
|
.filter((other) => other !== this && this.canTrade(other));
|
|
}
|
|
|
|
team(): Team | null {
|
|
return this._team;
|
|
}
|
|
|
|
isOnSameTeam(other: Player): boolean {
|
|
if (other === this) {
|
|
return false;
|
|
}
|
|
if (this.team() === null || other.team() === null) {
|
|
return false;
|
|
}
|
|
if (this.team() === ColoredTeams.Bot || other.team() === ColoredTeams.Bot) {
|
|
return false;
|
|
}
|
|
return this._team === other.team();
|
|
}
|
|
|
|
isFriendly(other: Player): boolean {
|
|
if (other.isDisconnected()) {
|
|
return false;
|
|
}
|
|
return this.isOnSameTeam(other) || this.isAlliedWith(other);
|
|
}
|
|
|
|
gold(): Gold {
|
|
return this._gold;
|
|
}
|
|
|
|
addGold(toAdd: Gold, tile?: TileRef): void {
|
|
this._gold += toAdd;
|
|
if (tile) {
|
|
this.mg.addUpdate({
|
|
type: GameUpdateType.BonusEvent,
|
|
player: this.id(),
|
|
tile,
|
|
gold: Number(toAdd),
|
|
troops: 0,
|
|
});
|
|
}
|
|
}
|
|
|
|
removeGold(toRemove: Gold): Gold {
|
|
if (toRemove <= 0n) {
|
|
return 0n;
|
|
}
|
|
const actualRemoved = minInt(this._gold, toRemove);
|
|
this._gold -= actualRemoved;
|
|
return actualRemoved;
|
|
}
|
|
|
|
troops(): number {
|
|
return Number(this._troops);
|
|
}
|
|
|
|
addTroops(troops: number): void {
|
|
if (troops < 0) {
|
|
this.removeTroops(-1 * troops);
|
|
return;
|
|
}
|
|
this._troops += toInt(troops);
|
|
}
|
|
removeTroops(troops: number): number {
|
|
if (troops <= 0) {
|
|
return 0;
|
|
}
|
|
const toRemove = minInt(this._troops, toInt(troops));
|
|
this._troops -= toRemove;
|
|
return Number(toRemove);
|
|
}
|
|
|
|
captureUnit(unit: Unit): void {
|
|
if (unit.owner() === this) {
|
|
throw new Error(`Cannot capture unit, ${this} already owns ${unit}`);
|
|
}
|
|
unit.setOwner(this);
|
|
}
|
|
|
|
buildUnit<T extends UnitType>(
|
|
type: T,
|
|
spawnTile: TileRef,
|
|
params: UnitParams<T>,
|
|
): Unit {
|
|
if (this.mg.config().isUnitDisabled(type)) {
|
|
throw new Error(
|
|
`Attempted to build disabled unit ${type} at tile ${spawnTile} by player ${this.name()}`,
|
|
);
|
|
}
|
|
|
|
const cost = this.mg.unitInfo(type).cost(this);
|
|
const b = new UnitImpl(
|
|
type,
|
|
this.mg,
|
|
spawnTile,
|
|
this.mg.nextUnitID(),
|
|
this,
|
|
params,
|
|
);
|
|
this._units.push(b);
|
|
this.recordUnitConstructed(type);
|
|
this.removeGold(cost);
|
|
this.removeTroops("troops" in params ? (params.troops ?? 0) : 0);
|
|
this.mg.addUpdate(b.toUpdate());
|
|
this.mg.addUnit(b);
|
|
|
|
return b;
|
|
}
|
|
|
|
public findUnitToUpgrade(type: UnitType, targetTile: TileRef): Unit | false {
|
|
const range = this.mg.config().structureMinDist();
|
|
const existing = this.mg
|
|
.nearbyUnits(targetTile, range, type)
|
|
.sort((a, b) => a.distSquared - b.distSquared);
|
|
if (existing.length === 0) {
|
|
return false;
|
|
}
|
|
const unit = existing[0].unit;
|
|
if (!this.canUpgradeUnit(unit.type())) {
|
|
return false;
|
|
}
|
|
return unit;
|
|
}
|
|
|
|
public canUpgradeUnit(unitType: UnitType): boolean {
|
|
if (!this.mg.config().unitInfo(unitType).upgradable) {
|
|
return false;
|
|
}
|
|
if (this.mg.config().isUnitDisabled(unitType)) {
|
|
return false;
|
|
}
|
|
if (this._gold < this.mg.config().unitInfo(unitType).cost(this)) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
upgradeUnit(unit: Unit) {
|
|
const cost = this.mg.unitInfo(unit.type()).cost(this);
|
|
this.removeGold(cost);
|
|
unit.increaseLevel();
|
|
this.recordUnitConstructed(unit.type());
|
|
}
|
|
|
|
public buildableUnits(tile: TileRef | null): BuildableUnit[] {
|
|
const validTiles = tile !== null ? this.validStructureSpawnTiles(tile) : [];
|
|
return Object.values(UnitType).map((u) => {
|
|
let canUpgrade: number | false = false;
|
|
if (!this.mg.inSpawnPhase()) {
|
|
const existingUnit = tile !== null && this.findUnitToUpgrade(u, tile);
|
|
if (existingUnit !== false) {
|
|
canUpgrade = existingUnit.id();
|
|
}
|
|
}
|
|
return {
|
|
type: u,
|
|
canBuild:
|
|
this.mg.inSpawnPhase() || tile === null
|
|
? false
|
|
: this.canBuild(u, tile, validTiles),
|
|
canUpgrade: canUpgrade,
|
|
cost: this.mg.config().unitInfo(u).cost(this),
|
|
} as BuildableUnit;
|
|
});
|
|
}
|
|
|
|
private isInTeamSpawnZone(tile: TileRef): boolean {
|
|
const gameMode = this.mg.config().gameConfig().gameMode;
|
|
const teamGameType = this.mg.config().gameConfig().teamGameType;
|
|
if (!(gameMode === GameMode.Team && teamGameType === TeamGameType.NukeWars)) {
|
|
return true;
|
|
}
|
|
|
|
const team = this.team();
|
|
if (!team) return false;
|
|
|
|
// Simple geometric split:
|
|
// Team 1 (first team) gets left half (x < width/2)
|
|
// Team 2 (second team) gets right half (x >= width/2)
|
|
const x = this.mg.x(tile);
|
|
const mapWidth = this.mg.width();
|
|
const midpoint = Math.floor(mapWidth / 2);
|
|
|
|
// Team 1 gets left half, Team 2 gets right half
|
|
const isTeam1 = team === this.mg.teams()[0];
|
|
return isTeam1 ? x < midpoint : x >= midpoint;
|
|
}
|
|
|
|
canBuild(
|
|
unitType: UnitType,
|
|
targetTile: TileRef,
|
|
validTiles: TileRef[] | null = null,
|
|
): TileRef | false {
|
|
if (this.mg.config().isUnitDisabled(unitType)) {
|
|
return false;
|
|
}
|
|
|
|
// Nuke Wars restrictions on Baikal map
|
|
const gc = this.mg.config().gameConfig();
|
|
if (
|
|
gc.gameMode === GameMode.Team &&
|
|
gc.teamGameType === TeamGameType.NukeWars &&
|
|
gc.gameMap === GameMapType.Baikal
|
|
) {
|
|
// Ships cannot enter enemy team spawn zones
|
|
if (
|
|
unitType === UnitType.Warship ||
|
|
unitType === UnitType.TradeShip ||
|
|
unitType === UnitType.TransportShip
|
|
) {
|
|
const targetOwner = this.mg.owner(targetTile);
|
|
if (
|
|
targetOwner.isPlayer() &&
|
|
!this.isOnSameTeam(targetOwner as Player)
|
|
) {
|
|
this.mg.displayMessage(
|
|
"Ships cannot enter enemy team territory in Nuke Wars",
|
|
MessageType.ATTACK_FAILED,
|
|
this.id(),
|
|
);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// During preparation phase, only build in own territory
|
|
if (this.mg.inPreparationPhase() && !this.isInTeamSpawnZone(targetTile)) {
|
|
this.mg.displayMessage(
|
|
"During preparation phase, you can only build in your own territory",
|
|
MessageType.ATTACK_FAILED,
|
|
this.id(),
|
|
);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
const cost = this.mg.unitInfo(unitType).cost(this);
|
|
if (!this.isAlive() || this.gold() < cost) {
|
|
return false;
|
|
}
|
|
switch (unitType) {
|
|
case UnitType.MIRV:
|
|
if (!this.mg.hasOwner(targetTile)) {
|
|
return false;
|
|
}
|
|
return this.nukeSpawn(targetTile);
|
|
case UnitType.AtomBomb:
|
|
case UnitType.HydrogenBomb:
|
|
// In Nuke Wars, AtomBomb and HydrogenBomb cannot be launched during the
|
|
// preparation phase, but are allowed afterwards. Other build restrictions
|
|
// (like team spawn zones) are handled above.
|
|
if (gc.gameMode === GameMode.Team && gc.teamGameType === TeamGameType.NukeWars && this.mg.inPreparationPhase()) {
|
|
this.mg.displayMessage(
|
|
"Nuclear weapons cannot be launched during the preparation phase",
|
|
MessageType.ATTACK_FAILED,
|
|
this.id(),
|
|
);
|
|
return false;
|
|
}
|
|
return this.nukeSpawn(targetTile);
|
|
case UnitType.MIRVWarhead:
|
|
return targetTile;
|
|
case UnitType.Port:
|
|
return this.portSpawn(targetTile, validTiles);
|
|
case UnitType.Warship:
|
|
return this.warshipSpawn(targetTile);
|
|
case UnitType.Shell:
|
|
case UnitType.SAMMissile:
|
|
return targetTile;
|
|
case UnitType.TransportShip:
|
|
return canBuildTransportShip(this.mg, this, targetTile);
|
|
case UnitType.TradeShip:
|
|
return this.tradeShipSpawn(targetTile);
|
|
case UnitType.Train:
|
|
return this.landBasedUnitSpawn(targetTile);
|
|
case UnitType.MissileSilo:
|
|
case UnitType.DefensePost:
|
|
case UnitType.SAMLauncher:
|
|
case UnitType.City:
|
|
case UnitType.Factory:
|
|
case UnitType.Construction:
|
|
return this.landBasedStructureSpawn(targetTile, validTiles);
|
|
default:
|
|
assertNever(unitType);
|
|
}
|
|
}
|
|
|
|
nukeSpawn(tile: TileRef): TileRef | false {
|
|
const owner = this.mg.owner(tile);
|
|
if (owner.isPlayer()) {
|
|
if (this.isOnSameTeam(owner)) {
|
|
return false;
|
|
}
|
|
}
|
|
// only get missilesilos that are not on cooldown
|
|
const spawns = this.units(UnitType.MissileSilo)
|
|
.filter((silo) => {
|
|
return !silo.isInCooldown();
|
|
})
|
|
.sort(distSortUnit(this.mg, tile));
|
|
if (spawns.length === 0) {
|
|
return false;
|
|
}
|
|
return spawns[0].tile();
|
|
}
|
|
|
|
portSpawn(tile: TileRef, validTiles: TileRef[] | null): TileRef | false {
|
|
const spawns = Array.from(
|
|
this.mg.bfs(
|
|
tile,
|
|
manhattanDistFN(tile, this.mg.config().radiusPortSpawn()),
|
|
),
|
|
)
|
|
.filter((t) => this.mg.owner(t) === this && this.mg.isOceanShore(t))
|
|
.sort(
|
|
(a, b) =>
|
|
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
|
|
);
|
|
const validTileSet = new Set(
|
|
validTiles ?? this.validStructureSpawnTiles(tile),
|
|
);
|
|
for (const t of spawns) {
|
|
if (validTileSet.has(t)) {
|
|
return t;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
warshipSpawn(tile: TileRef): TileRef | false {
|
|
if (!this.mg.isOcean(tile)) {
|
|
return false;
|
|
}
|
|
const spawns = this.units(UnitType.Port).sort(
|
|
(a, b) =>
|
|
this.mg.manhattanDist(a.tile(), tile) -
|
|
this.mg.manhattanDist(b.tile(), tile),
|
|
);
|
|
if (spawns.length === 0) {
|
|
return false;
|
|
}
|
|
return spawns[0].tile();
|
|
}
|
|
|
|
landBasedUnitSpawn(tile: TileRef): TileRef | false {
|
|
return this.mg.isLand(tile) ? tile : false;
|
|
}
|
|
|
|
landBasedStructureSpawn(
|
|
tile: TileRef,
|
|
validTiles: TileRef[] | null = null,
|
|
): TileRef | false {
|
|
const tiles = validTiles ?? this.validStructureSpawnTiles(tile);
|
|
if (tiles.length === 0) {
|
|
return false;
|
|
}
|
|
return tiles[0];
|
|
}
|
|
|
|
private validStructureSpawnTiles(tile: TileRef): TileRef[] {
|
|
const owner = this.mg.owner(tile);
|
|
const gc = this.mg.config().gameConfig();
|
|
// In NukeWars prep phase, allow building in team territory
|
|
if (gc.gameMode === GameMode.Team && gc.teamGameType === TeamGameType.NukeWars && this.mg.inPreparationPhase()) {
|
|
if (!owner.isPlayer() || !this.isOnSameTeam(owner as Player)) {
|
|
return [];
|
|
}
|
|
} else if (owner !== this) {
|
|
return [];
|
|
}
|
|
|
|
const searchRadius = 15;
|
|
const searchRadiusSquared = searchRadius ** 2;
|
|
const types = Object.values(UnitType).filter((unitTypeValue) => {
|
|
return this.mg.config().unitInfo(unitTypeValue).territoryBound;
|
|
});
|
|
|
|
const nearbyUnits = this.mg.nearbyUnits(tile, searchRadius * 2, types);
|
|
const nearbyTiles = this.mg.bfs(tile, (gm, t) => {
|
|
return (
|
|
this.mg.euclideanDistSquared(tile, t) < searchRadiusSquared &&
|
|
gm.ownerID(t) === this.smallID()
|
|
);
|
|
});
|
|
const validSet: Set<TileRef> = new Set(nearbyTiles);
|
|
|
|
const minDistSquared = this.mg.config().structureMinDist() ** 2;
|
|
for (const t of nearbyTiles) {
|
|
for (const { unit } of nearbyUnits) {
|
|
if (this.mg.euclideanDistSquared(unit.tile(), t) < minDistSquared) {
|
|
validSet.delete(t);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
const valid = Array.from(validSet);
|
|
valid.sort(
|
|
(a, b) =>
|
|
this.mg.euclideanDistSquared(a, tile) -
|
|
this.mg.euclideanDistSquared(b, tile),
|
|
);
|
|
return valid;
|
|
}
|
|
|
|
tradeShipSpawn(targetTile: TileRef): TileRef | false {
|
|
const spawns = this.units(UnitType.Port).filter(
|
|
(u) => u.tile() === targetTile,
|
|
);
|
|
if (spawns.length === 0) {
|
|
return false;
|
|
}
|
|
return spawns[0].tile();
|
|
}
|
|
lastTileChange(): Tick {
|
|
return this._lastTileChange;
|
|
}
|
|
|
|
isDisconnected(): boolean {
|
|
return this._isDisconnected;
|
|
}
|
|
|
|
markDisconnected(isDisconnected: boolean): void {
|
|
this._isDisconnected = isDisconnected;
|
|
}
|
|
|
|
hash(): number {
|
|
return (
|
|
simpleHash(this.id()) * (this.troops() + this.numTilesOwned()) +
|
|
this._units.reduce((acc, unit) => acc + unit.hash(), 0)
|
|
);
|
|
}
|
|
toString(): string {
|
|
return `Player:{name:${this.info().name},clientID:${
|
|
this.info().clientID
|
|
},isAlive:${this.isAlive()},troops:${
|
|
this._troops
|
|
},numTileOwned:${this.numTilesOwned()}}]`;
|
|
}
|
|
|
|
public playerProfile(): PlayerProfile {
|
|
const rel = {
|
|
relations: Object.fromEntries(
|
|
this.allRelationsSorted().map(({ player, relation }) => [
|
|
player.smallID(),
|
|
relation,
|
|
]),
|
|
),
|
|
alliances: this.alliances().map((a) => a.other(this).smallID()),
|
|
};
|
|
return rel;
|
|
}
|
|
|
|
createAttack(
|
|
target: Player | TerraNullius,
|
|
troops: number,
|
|
sourceTile: TileRef | null,
|
|
border: Set<number>,
|
|
): Attack {
|
|
const attack = new AttackImpl(
|
|
this._pseudo_random.nextID(),
|
|
target,
|
|
this,
|
|
troops,
|
|
sourceTile,
|
|
border,
|
|
this.mg,
|
|
);
|
|
this._outgoingAttacks.push(attack);
|
|
if (target.isPlayer()) {
|
|
(target as PlayerImpl)._incomingAttacks.push(attack);
|
|
}
|
|
return attack;
|
|
}
|
|
outgoingAttacks(): Attack[] {
|
|
return this._outgoingAttacks;
|
|
}
|
|
incomingAttacks(): Attack[] {
|
|
return this._incomingAttacks;
|
|
}
|
|
|
|
public canAttack(tile: TileRef): boolean {
|
|
if (
|
|
this.mg.hasOwner(tile) &&
|
|
this.mg.config().numSpawnPhaseTurns() +
|
|
this.mg.config().spawnImmunityDuration() >
|
|
this.mg.ticks()
|
|
) {
|
|
return false;
|
|
}
|
|
|
|
if (this.mg.owner(tile) === this) {
|
|
return false;
|
|
}
|
|
const other = this.mg.owner(tile);
|
|
if (other.isPlayer()) {
|
|
if (this.isFriendly(other)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!this.mg.isLand(tile)) {
|
|
return false;
|
|
}
|
|
|
|
// In Nuke Wars on Baikal, during the spawn (prep) phase disallow attacks
|
|
// that cross the midpoint (enforce 50/50 split). We determine the player's
|
|
// side deterministically by smallID parity (odd = left, even = right).
|
|
const gameCfg = this.mg.config().gameConfig();
|
|
if (
|
|
gameCfg.gameMode === GameMode.Team &&
|
|
gameCfg.teamGameType === TeamGameType.NukeWars &&
|
|
gameCfg.gameMap === GameMapType.Baikal &&
|
|
this.mg.inSpawnPhase()
|
|
) {
|
|
const mapWidth = this.mg.width();
|
|
const tx = this.mg.x(tile);
|
|
const attackerLeft = this.smallID() % 2 === 1;
|
|
const tileLeft = tx < Math.floor(mapWidth / 2);
|
|
if (attackerLeft !== tileLeft) {
|
|
return false;
|
|
}
|
|
}
|
|
if (this.mg.hasOwner(tile)) {
|
|
return this.sharesBorderWith(other);
|
|
} else {
|
|
for (const t of this.mg.bfs(
|
|
tile,
|
|
andFN(
|
|
(gm, t) => !gm.hasOwner(t) && gm.isLand(t),
|
|
manhattanDistFN(tile, 200),
|
|
),
|
|
)) {
|
|
for (const n of this.mg.neighbors(t)) {
|
|
if (this.mg.owner(n) === this) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bestTransportShipSpawn(targetTile: TileRef): TileRef | false {
|
|
return bestShoreDeploymentSource(this.mg, this, targetTile);
|
|
}
|
|
|
|
// It's a probability list, so if an element appears twice it's because it's
|
|
// twice more likely to be picked later.
|
|
tradingPorts(port: Unit): Unit[] {
|
|
const ports = this.mg
|
|
.players()
|
|
.filter((p) => p !== port.owner() && p.canTrade(port.owner()))
|
|
.flatMap((p) => p.units(UnitType.Port))
|
|
.sort((p1, p2) => {
|
|
return (
|
|
this.mg.manhattanDist(port.tile(), p1.tile()) -
|
|
this.mg.manhattanDist(port.tile(), p2.tile())
|
|
);
|
|
});
|
|
|
|
const weightedPorts: Unit[] = [];
|
|
|
|
for (const [i, otherPort] of ports.entries()) {
|
|
const expanded = new Array(otherPort.level()).fill(otherPort);
|
|
weightedPorts.push(...expanded);
|
|
if (i < this.mg.config().proximityBonusPortsNb(ports.length)) {
|
|
weightedPorts.push(...expanded);
|
|
}
|
|
if (port.owner().isFriendly(otherPort.owner())) {
|
|
weightedPorts.push(...expanded);
|
|
}
|
|
}
|
|
|
|
return weightedPorts;
|
|
}
|
|
}
|