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52 changes: 49 additions & 3 deletions src/core/execution/DonateGoldExecution.ts
Original file line number Diff line number Diff line change
@@ -1,8 +1,18 @@
import { Execution, Game, Gold, Player, PlayerID } from "../game/Game";
import {
Difficulty,
Execution,
Game,
Gold,
Player,
PlayerID,
} from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";
import { toInt } from "../Util";

export class DonateGoldExecution implements Execution {
private recipient: Player;
private random: PseudoRandom;
private mg: Game;

private active = true;
private gold: Gold;
Expand All @@ -16,8 +26,13 @@ export class DonateGoldExecution implements Execution {
}

init(mg: Game, ticks: number): void {
this.mg = mg;
this.random = new PseudoRandom(mg.ticks());

if (!mg.hasPlayer(this.recipientID)) {
console.warn(`DonateExecution recipient ${this.recipientID} not found`);
console.warn(
`DonateGoldExecution recipient ${this.recipientID} not found`,
);
this.active = false;
return;
}
Expand All @@ -32,7 +47,11 @@ export class DonateGoldExecution implements Execution {
this.sender.canDonateGold(this.recipient) &&
this.sender.donateGold(this.recipient, this.gold)
) {
this.recipient.updateRelation(this.sender, 50);
// Give relation points based on how much gold was donated
const relationUpdate = this.calculateRelationUpdate(this.gold);
if (relationUpdate > 0) {
this.recipient.updateRelation(this.sender, relationUpdate);
}
} else {
console.warn(
`cannot send gold from ${this.sender.name()} to ${this.recipient.name()}`,
Expand All @@ -41,6 +60,33 @@ export class DonateGoldExecution implements Execution {
this.active = false;
}

getGoldChunkSize(): Gold {
const { difficulty } = this.mg.config().gameConfig();
switch (difficulty) {
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@Lavodan Lavodan Dec 4, 2025

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Would it be better to put this into defaultConfig?

You could also use the unused difficultyModifier function if you want, but it's not needed.

Some goes for the troop switch

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Uh I don't know... Putting something in defaultConfig is probably most helpful if its used in multiple places?

If we want all constants in defaultConfig then a lot is missing there

case Difficulty.Easy:
return BigInt(this.random.nextInt(1, 2_500));
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@Lavodan Lavodan Dec 4, 2025

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Could we scale these values with tick number, or with number of factories/ports on the map?

The more economy buildings there are, the less valuable donations become, and in the endgame,

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@FloPinguin FloPinguin Dec 4, 2025

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Thats an interesting idea, but then players would have to do calculations if they want to "buy" a good relation with a nation.

I'm not sure if thats good or bad

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My thought was that the more it hurts you/the more it helps the nation, the more it raises the relation, so players wouldn't necessarily have to do calculations, they'd just give as much as they are comfortable with.

But this was just an idea to be clear, nothing necessary.

case Difficulty.Medium:
return BigInt(this.random.nextInt(2_500, 5_000));
case Difficulty.Hard:
return BigInt(this.random.nextInt(5_000, 12_500));
case Difficulty.Impossible:
return BigInt(this.random.nextInt(12_500, 25_000));
default:
return 2_500n;
}
}

calculateRelationUpdate(goldSent: Gold): number {
const chunkSize = this.getGoldChunkSize();
// Calculate how many complete chunks were donated
const chunks = Number(goldSent / chunkSize);
// Each chunk gives 5 relation points
const relationUpdate = chunks * 5;
// Cap at 100 relation points
if (relationUpdate > 100) return 100;
return relationUpdate;
}

isActive(): boolean {
return this.active;
}
Expand Down
54 changes: 51 additions & 3 deletions src/core/execution/DonateTroopExecution.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,10 @@
import { Execution, Game, Player, PlayerID } from "../game/Game";
import { Difficulty, Execution, Game, Player, PlayerID } from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";

export class DonateTroopsExecution implements Execution {
private recipient: Player;
private random: PseudoRandom;
private mg: Game;

private active = true;

Expand All @@ -12,8 +15,13 @@ export class DonateTroopsExecution implements Execution {
) {}

init(mg: Game, ticks: number): void {
this.mg = mg;
this.random = new PseudoRandom(mg.ticks());

if (!mg.hasPlayer(this.recipientID)) {
console.warn(`DonateExecution recipient ${this.recipientID} not found`);
console.warn(
`DonateTroopExecution recipient ${this.recipientID} not found`,
);
this.active = false;
return;
}
Expand All @@ -27,11 +35,17 @@ export class DonateTroopsExecution implements Execution {

tick(ticks: number): void {
if (this.troops === null) throw new Error("not initialized");

const minTroops = this.getMinTroopsForRelationUpdate();
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I think this variable can be inlined

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I had it inlined, but then coderabbit rightfully said that we need to calculate the troops BEFORE donating them.


if (
this.sender.canDonateTroops(this.recipient) &&
this.sender.donateTroops(this.recipient, this.troops)
) {
this.recipient.updateRelation(this.sender, 50);
// Prevent players from just buying a good relation by sending 1% troops. Instead, a minimum is needed, and it's random.
if (this.troops >= minTroops) {
this.recipient.updateRelation(this.sender, 50);
}
} else {
console.warn(
`cannot send troops from ${this.sender} to ${this.recipient}`,
Expand All @@ -40,6 +54,40 @@ export class DonateTroopsExecution implements Execution {
this.active = false;
}

getMinTroopsForRelationUpdate(): number {
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Can you use a switch case for this

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Done!

const { difficulty } = this.mg.config().gameConfig();
const recipientMaxTroops = this.mg.config().maxTroops(this.recipient);

switch (difficulty) {
// ~7.7k - ~9.1k troops (for 100k troops)
case Difficulty.Easy:
return this.random.nextInt(
recipientMaxTroops / 13,
recipientMaxTroops / 11,
);
// ~9.1k - ~11.1k troops (for 100k troops)
case Difficulty.Medium:
return this.random.nextInt(
recipientMaxTroops / 11,
recipientMaxTroops / 9,
);
// ~11.1k - ~14.3k troops (for 100k troops)
case Difficulty.Hard:
return this.random.nextInt(
recipientMaxTroops / 9,
recipientMaxTroops / 7,
);
// ~14.3k - ~20k troops (for 100k troops)
case Difficulty.Impossible:
return this.random.nextInt(
recipientMaxTroops / 7,
recipientMaxTroops / 5,
);
default:
return recipientMaxTroops / 11;
}
}

isActive(): boolean {
return this.active;
}
Expand Down
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