1068 lines
32 KiB
TypeScript
1068 lines
32 KiB
TypeScript
import WebSocket from 'ws';
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import fs from 'fs';
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import calculateLongestRoad from './longest-road';
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import { getValidRoads, getValidCorners } from '../util/validLocations';
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import { layout, staticData } from '../util/layout';
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require("../console-line")
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const version = '0.0.1';
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if (process.argv.length < 5) {
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console.error(`
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usage: npm start SERVER GAME-ID USER
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For example:
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npm start https://nuc.ketrenos.com:3000/ketr.ketran robot-wars ai-1
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`);
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process.exit(-1);
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}
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const server: string = process.argv[2] as string;
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const gameId: string = process.argv[3] as string;
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const name: string = process.argv[4] as string;
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// Optional flag: --start
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const startOnFull: boolean = process.argv.includes('--start');
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const game: any = {};
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const anyValue: any = undefined;
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process.env["NODE_TLS_REJECT_UNAUTHORIZED"] = '0';
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/* Do not use arrow function as this is rebound to have
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* this as the WebSocket */
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let wsRef: WebSocket | undefined;
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let send = function (data: any) {
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if (data.type === 'get') {
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console.log(`ws - send: get`, data.fields);
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} else {
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console.log(`ws - send: ${data.type}`);
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}
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if (wsRef && wsRef.readyState === WebSocket.OPEN) {
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wsRef.send(JSON.stringify(data));
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} else {
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console.warn('ws - send called but socket not open');
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}
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};
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const error = (e: any) => {
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console.log(`ws - error`, e);
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};
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const connect = async (): Promise<WebSocket> => {
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const loc = new URL(server as string);
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let player: string | undefined;
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try {
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const data = JSON.parse(await fs.promises.readFile(`${name}.json`, 'utf-8')) as any;
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player = data.player;
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} catch (_err) {
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// Use a minimal fetch options object to avoid RequestInit mismatches
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const res = await fetch(`${server}/api/v1/games`, ({ headers: { 'Content-Type': 'application/json' } } as any));
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if (!res) {
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throw new Error(`Unable to connect to ${server}`);
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}
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const text = await res.text();
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player = JSON.parse(text).player;
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await fs.promises.writeFile(`${name}.json`, JSON.stringify({ name, player }));
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}
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console.log(`Connecting to ${server} as ${player}`);
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const proto = loc.protocol === 'https:' ? 'wss' : 'ws';
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const new_uri = `${proto}://${loc.host}/ketr.ketran/api/v1/games/ws/${gameId}`;
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const ws = new WebSocket(new_uri, [], { headers: { Cookie: `player=${player}` } });
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return new Promise<WebSocket>((resolve) => {
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const headers = (_e?: any): void => { console.log(`ws - headers`); };
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const open = (): void => { console.log(`ws - open`); resolve(ws); };
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const close = (_e?: any): void => { console.log(`ws - close`); };
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ws.on('open', open);
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ws.on('headers', headers);
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ws.on('close', close);
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ws.on('error', error);
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ws.on('message', async (data: WebSocket.Data) => { await message(data); });
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// store reference for send()
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wsRef = ws;
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});
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};
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// createPlayer intentionally removed (unused)
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const types = [ 'wheat', 'brick', 'stone', 'sheep', 'wood' ];
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const tryBuild = (_received?: any): any => {
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let waitingFor: any = undefined;
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if (!waitingFor
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&& game.private.settlements
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&& game.private.wood
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&& game.private.brick
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&& game.private.sheep
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&& game.private.wheat) {
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const corners = getValidCorners(game, game.color);
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if (corners.length) {
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send({
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type: 'buy-settlement'
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});
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waitingFor = {
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turn: {
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actions: anyValue
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}
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};
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}
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}
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if (!waitingFor
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&& game.private.cities
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&& game.private.stone >= 3
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&& game.private.wheat >= 2) {
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const corners = getValidCorners(game, game.color, 'settlement');
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if (corners.length) {
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send({
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type: 'buy-city'
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});
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waitingFor = {
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turn: {
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actions: anyValue
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}
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};
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}
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}
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if (!waitingFor
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&& game.private.roads
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&& game.private.wood
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&& game.private.brick) {
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const roads = getValidRoads(game, game.color);
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if (roads.length) {
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send({
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type: 'buy-road'
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});
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waitingFor = {
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turn: {
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actions: anyValue
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}
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};
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}
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}
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if (!waitingFor
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&& game.private.wheat
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&& game.private.stone
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&& game.private.sheep) {
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send({
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type: 'buy-development'
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});
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waitingFor = {
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private: {
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development: anyValue
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}
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};
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}
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return waitingFor;
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};
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const tryProgress = (_received?: any): any => {
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if (!game.private || !game.private.development) {
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return undefined;
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}
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let vps = 0;
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let firstPlayableProgress: any = undefined;
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// Count VP cards and remember the first non-VP progress card we can play
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for (let i = 0; i < game.private.development.length; i++) {
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const card = game.private.development[i];
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// card.turn >= game.turns => newly drawn this turn and can't be played
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if (card.turn >= game.turns || card.played) {
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if (card.type === 'vp') vps++;
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continue;
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}
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if (card.type === 'vp') {
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vps++;
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continue;
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}
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// remember the first playable non-VP card
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if (!firstPlayableProgress) firstPlayableProgress = card;
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}
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// If we have a non-VP progress card to play, play it (existing behavior)
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if (firstPlayableProgress) {
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console.log(`${name} - Playing -`, firstPlayableProgress);
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send({ type: 'play-card', card: firstPlayableProgress });
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return { turn: { actions: anyValue } };
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}
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// If we have VP cards, consider playing them to win. Determine victory threshold.
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if (vps > 0) {
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const currentPoints = (game.players && game.players[game.color] && game.players[game.color].points) || 0;
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let victoryThreshold = 10;
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try {
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if (game.rules && game.rules['victory-points'] && ('points' in game.rules['victory-points'])) {
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victoryThreshold = Number(game.rules['victory-points'].points) || victoryThreshold;
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}
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} catch (e) {
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// ignore and use default
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}
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// If playing our VP cards would reach or exceed the threshold, play one now
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if (currentPoints + vps >= victoryThreshold) {
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// find first unplayed VP card object
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for (let i = 0; i < game.private.development.length; i++) {
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const card = game.private.development[i];
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if (card.type === 'vp' && !(card.played) && !(card.turn >= game.turns)) {
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console.log(`${name} - Playing VP to attempt win -`, card);
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send({ type: 'play-card', card });
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return { turn: { actions: anyValue } };
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}
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}
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}
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// Otherwise just announce how many VP cards we have
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send({ type: 'chat', message: `I have ${vps} VP cards!` });
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}
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return undefined;
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};
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let sleeping = false;
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let paused = false;
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const sleep = async (delay: number): Promise<void> => {
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if (sleeping) {
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return;
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}
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sleeping = true;
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return new Promise<void>((resolve: () => void) => {
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setTimeout(() => {
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sleeping = false;
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resolve();
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}, delay);
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});
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};
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const bestSettlementPlacement = (game: any): number => {
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const best = {
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index: -1,
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pips: 0
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};
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/* For each corner that is valid, find out which
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* tiles are on that corner, and for each of those
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* tiles, find the pip placement for that tile. */
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(game.turn && game.turn.limits && Array.isArray(game.turn.limits.corners) ? game.turn.limits.corners : []).forEach((cornerIndex: any) => {
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const tiles: Array<{ tile: any; index: number; }> = [];
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(layout.tiles || []).forEach((tile: any, index: number) => {
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if ((tile.corners || []).indexOf(cornerIndex) !== -1 && tiles.findIndex(t => t.index === index) === -1) {
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tiles.push({ tile, index });
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}
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});
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let cornerScore = 0;
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/* Find the tileOrder holding this tile */
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tiles.forEach((tile: { tile: any; index: number }) => {
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const index = tile.index;
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const pipIndex = game.pipOrder && game.pipOrder[index];
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const score = (staticData.pips && staticData.pips[pipIndex] && staticData.pips[pipIndex].pips) || 0;
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cornerScore += score;
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});
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if (cornerScore > best.pips) {
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best.index = cornerIndex;
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best.pips = cornerScore;
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}
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});
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console.log(`${name} - Corner ${best.index} gives ${best.pips} pips.`);
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return best.index;
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}
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const bestRoadPlacement = (game: any): number => {
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const road: any = calculateLongestRoad(game) || { index: -1, segments: 0 };
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console.log(`${name} - could make road ${road.segments + 1} long on ${road.index}`);
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let attempt = -1;
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const layoutAny: any = layout;
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if (road && typeof road.index === 'number' && road.index !== -1 && layoutAny && layoutAny.roads && layoutAny.roads[road.index] && layoutAny.roads[road.index].corners) {
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const roadCorners = layoutAny.roads[road.index].corners || [];
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roadCorners.forEach((cornerIndex: any) => {
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if (attempt !== -1) {
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return;
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}
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const cornerRoads = (layoutAny.corners && layoutAny.corners[cornerIndex] && layoutAny.corners[cornerIndex].roads) || [];
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cornerRoads.forEach((roadIndex: any) => {
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if (attempt !== -1) {
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return;
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}
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const placedRoad = game.placements.roads[roadIndex];
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if (!placedRoad || placedRoad.color) {
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return;
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}
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attempt = roadIndex;
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});
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});
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}
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if (game && game.turn && game.turn.limits && Array.isArray(game.turn.limits.roads) && game.turn.limits.roads.indexOf(attempt) !== -1) {
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console.log(`${name} - attempting to place on end of longest road`);
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return attempt;
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} else {
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console.log(`${name} - selecting a random road location`);
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const roads = (game && game.turn && game.turn.limits && game.turn.limits.roads) || [];
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if (!roads.length) return -1;
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return roads[Math.floor(Math.random() * roads.length)];
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}
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}
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const isMatch = (input: any, received: any): boolean => {
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for (let key in input) {
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/* received update didn't contain this field */
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if (!(key in received)) {
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return false;
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}
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/* Received object had a value we were waiting to have set */
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if (input[key] === anyValue && (key in received)) {
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continue;
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}
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/* waitingFor field is an object, so recurse */
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if (typeof input[key] === 'object') {
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if (!isMatch(input[key], received[key])) {
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return false
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}
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/* object matched; go to next field */
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continue;
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}
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/* No match in requested key... */
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if (input[key] !== received[key]) {
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return false;
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}
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/* Value matches */
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}
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/* All fields set or matched */
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return true;
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};
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const processLobby = (received: any): any => {
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/*
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* Lobby flow notes:
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* - `game` is the local snapshot built from previous updates (Object.assign(game, update)).
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* - `received` is the most recent partial update we got from the server which we use
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* to check for fields the server just sent in this update cycle.
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* - `waitingFor` describes which fields we want the server to include in a future
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* update. A value of `anyValue` means "I don't care what value, but the field must
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* be present in the update"; a concrete value means "the field must equal this".
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*
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* Reconnection edge-case: on reconnect the server may provide `name` only in the
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* per-player response and/or the `game` snapshot may not yet have `game.name` set
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* (it might be undefined rather than an empty string). Be tolerant of both cases.
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*/
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console.log(`${name} - processLobby start: game.name=${typeof game.name === 'undefined' ? 'undefined' : JSON.stringify(game.name)}, received.name=${typeof received === 'object' && 'name' in received ? JSON.stringify(received.name) : 'undefined'}`);
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// Prefer whatever the server just sent in `received` (if present), otherwise fall
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// back to the `game` snapshot. This avoids a strict === '' check which failed for
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// undefined on reconnect.
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const effectiveName = (received && typeof received.name !== 'undefined') ? received.name : game.name;
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if ((!effectiveName || effectiveName === '') && !(received && received.name)) {
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// If neither the current snapshot nor the latest update provide a game.name,
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// announce our player-name to the server and wait for confirmation plus
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// the players/unselected lists.
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send({ type: 'player-name', name });
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/* Wait for the game.name to be set to 'name' and for unselected */
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return { name, players: anyValue, unselected: anyValue };
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}
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// If the server included `name` in this update but our `game` snapshot is still
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// missing it, copy it across so later logic that reads `game.name` will see it.
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if (received && typeof received.name !== 'undefined' && typeof game.name === 'undefined') {
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game.name = received.name;
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}
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if (!received.unselected) {
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return {
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unselected: anyValue
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};
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}
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/* AI selected a Player. Wait for game-order.
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* Only treat the bot as already selected if its color is not the 'unassigned' sentinel.
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* Server may return an empty 'unselected' array even while the player's color
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* remains 'unassigned', so guard that case explicitly. */
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if (received.unselected.indexOf(name) === -1 && game.color !== 'unassigned') {
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send({
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type: 'chat',
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message: `Woohoo! Robot AI ${version} is alive and playing as ${game.color}!`
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});
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// We are already selected. If there are enough active participants in the
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// lobby, actively request to start the game by setting the state to
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// 'game-order'. Otherwise return a waitingFor that asks for the state so
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// we'll proceed once the server flips it.
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const participants = (game && game.participants) || [];
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const activeCount = participants.filter((p: any) => p && p.color && p.color !== 'unassigned').length;
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if (startOnFull) {
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if (activeCount >= 2) {
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console.log(`${name} - ${activeCount} active players detected; requesting start (startOnFull enabled)`);
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send({ type: 'set', field: 'state', value: 'game-order' });
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} else {
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console.log(`${name} - startOnFull enabled but only ${activeCount} active players; not starting yet`);
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}
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} else {
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console.log(`${name} - auto-start disabled (startOnFull not set); not requesting start even with ${activeCount} active players`);
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}
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// Still wait for the server to report state=game-order (either because we
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// requested it or because another player started it).
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return { state: 'game-order' };
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}
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const slots: any[] = [];
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for (let color in game.players) {
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if (game.players[color].status === 'Not active') {
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slots.push(color);
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}
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}
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if (slots.length === 0) {
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send({
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chat: `There are no slots for me to play :(. Waiting for one to open up.`
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});
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return { unselected: anyValue };
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}
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const index = Math.floor(Math.random() * slots.length);
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console.log(`${name} - requesting to play as ${slots[index]}.`);
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game.unselected = (game.unselected || []).filter((color: any) => color === slots[index]);
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send({
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type: 'set',
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field: 'color',
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value: slots[index]
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});
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// If requested, attempt to start the game immediately after claiming a slot
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// (only when startOnFull is set). This mirrors the reconnect flow and gives
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// the server a short moment to update player lists before we check counts.
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if (startOnFull) {
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setTimeout(() => {
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try {
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const participants = (game && game.participants) || [];
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const activeCount = participants.filter((p: any) => p && p.color && p.color !== 'unassigned').length;
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console.log(`${name} - (post-claim) startOnFull check: ${activeCount} active players, ${slots.length} unselected slots`);
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if (activeCount >= 2) {
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console.log(`${name} - attempting to start game (post-claim)`);
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send({ type: 'set', field: 'state', value: 'game-order' });
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} else {
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send({ type: 'get', fields: [ 'players', 'participants', 'unselected', 'state' ] });
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}
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} catch (err) {
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console.warn('post-claim start attempt failed', err);
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}
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}, 500);
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}
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return { color: slots[index], state: 'game-order' };
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};
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const processGameOrder = async (_received?: any): Promise<any> => {
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// The server uses the string 'unassigned' to indicate an open slot.
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// Previously the code used a falsy-check (!game.color), which fails
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// because 'unassigned' is truthy. Check explicitly for the sentinel.
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if (game.color === 'unassigned') {
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console.log(`game-order - player not active`);
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return { color: game.color };
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}
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console.log(`game-order - `, {
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color: game.color,
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players: game.players
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});
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if (!game.players[game.color].orderRoll || game.players[game.color].tied) {
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console.log(`Time to roll as ${game.color}`);
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send({ type: 'roll' });
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}
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return { turn: { color: game.color }};
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};
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const processInitialPlacement = async (_received?: any): Promise<any> => {
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/* Fetch the various game order elements so we can make
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* educated location selections */
|
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if (!game.pipOrder
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|| !game.tileOrder
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|| !game.borderOrder) {
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return {
|
|
pipOrder: anyValue,
|
|
tileOrder: anyValue,
|
|
borderOrder: anyValue
|
|
}
|
|
}
|
|
|
|
if (!game.turn || game.turn.color !== game.color) {
|
|
return {
|
|
turn: {
|
|
color: game.color,
|
|
}
|
|
}
|
|
};
|
|
|
|
if (!game.placements) {
|
|
return {
|
|
turn: {
|
|
color: game.color,
|
|
},
|
|
placements: anyValue
|
|
};
|
|
}
|
|
|
|
if (!game.turn.actions) {
|
|
return {
|
|
turn: {
|
|
color: game.color,
|
|
actions: anyValue
|
|
},
|
|
placements: anyValue
|
|
};
|
|
}
|
|
|
|
let index;
|
|
const type = game.turn.actions[0];
|
|
if (type === 'place-road') {
|
|
index = bestRoadPlacement(game);
|
|
} else if (type === 'place-settlement') {
|
|
index = bestSettlementPlacement(game);
|
|
}
|
|
console.log(`Selecting ${type} at ${index}`);
|
|
send({
|
|
type, index
|
|
});
|
|
/* Wait for this player's turn again */
|
|
return { turn: { color: game.color } };
|
|
}
|
|
|
|
/* Start watching for a name entry */
|
|
let waitingFor: any = { name: anyValue };
|
|
let received: any = {};
|
|
|
|
// Ignore TS6133 (declared but never used)
|
|
// @ts-ignore
|
|
const reducedGame = (game: any): Record<string, any> => {
|
|
const filters = [ 'chat', 'activities', 'placements', 'players', 'private', 'dice' ];
|
|
const value: Record<string, any> = {};
|
|
for (let key in game) {
|
|
if (filters.indexOf(key) === -1) {
|
|
value[key] = game[key];
|
|
} else {
|
|
if (Array.isArray((game as any)[key])) {
|
|
value[key] = `length(${(game as any)[key].length})`;
|
|
} else {
|
|
value[key] = `...filtered`;
|
|
}
|
|
}
|
|
}
|
|
return value;
|
|
}
|
|
|
|
const processWaitingFor = (waitingFor: any): void => {
|
|
const value: { type: string; fields: string[] } = { type: 'get', fields: [] };
|
|
console.log(`${name} - waiting for: `, waitingFor);
|
|
for (let key in waitingFor) {
|
|
value.fields.push(key);
|
|
}
|
|
send(value);
|
|
received = {};
|
|
}
|
|
|
|
|
|
const selectResources = async (_received: any): Promise<any> => {
|
|
if (!game.turn) return { turn: anyValue };
|
|
if (!game.turn.actions || game.turn.actions.indexOf('select-resources') === -1) return undefined;
|
|
return undefined;
|
|
}
|
|
|
|
const processDiscard = async (_received?: any): Promise<any> => {
|
|
if (!game.players) {
|
|
waitingFor = {
|
|
players: {}
|
|
};
|
|
waitingFor.players[game.color] = undefined;
|
|
return waitingFor;
|
|
}
|
|
|
|
let mustDiscard = game.players[game.color].mustDiscard;
|
|
|
|
if (!mustDiscard) {
|
|
return;
|
|
}
|
|
|
|
// Intelligent discard heuristic:
|
|
// - Compute counts for each resource type from our private hand.
|
|
// - Repeatedly discard from the type we have the most of (most-abundant first).
|
|
// - Tie-breaker: prefer to discard sheep first, then brick/wood, then wheat/stone
|
|
// (sheep is typically least critical; wheat/stone useful for cities/devs).
|
|
const discards: Record<string, number> = {};
|
|
const counts: Record<string, number> = {};
|
|
types.forEach(type => { counts[type] = Math.max(0, Number(game.private[type]) || 0); });
|
|
|
|
let totalCards = types.reduce((s, t) => s + (counts[t] || 0), 0);
|
|
if (totalCards === 0) {
|
|
// nothing to discard (defensive)
|
|
return;
|
|
}
|
|
|
|
const tieOrder = [ 'sheep', 'brick', 'wood', 'wheat', 'stone' ];
|
|
while (mustDiscard-- > 0 && totalCards > 0) {
|
|
// pick the resource with the highest count; tie-break using tieOrder
|
|
let bestType: string | null = null;
|
|
let bestCount = -1;
|
|
for (const t of types) {
|
|
const c = counts[t] || 0;
|
|
if (c > bestCount) {
|
|
bestCount = c;
|
|
bestType = t;
|
|
} else if (c === bestCount && c > 0 && bestType) {
|
|
// tie-breaker by tieOrder index (lower index == prefer to discard)
|
|
const curTie = tieOrder.indexOf(t);
|
|
const bestTie = tieOrder.indexOf(bestType);
|
|
if (curTie !== -1 && bestTie !== -1 && curTie < bestTie) {
|
|
bestType = t;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bestType || (counts[bestType] || 0) <= 0) {
|
|
// no selectable resource left
|
|
break;
|
|
}
|
|
|
|
discards[bestType] = (discards[bestType] || 0) + 1;
|
|
counts[bestType] = (counts[bestType] || 0) - 1;
|
|
totalCards--;
|
|
}
|
|
console.log(`discarding - `, discards);
|
|
send({
|
|
type: 'discard',
|
|
discards
|
|
});
|
|
waitingFor = {
|
|
turn: anyValue,
|
|
players: {}
|
|
}
|
|
waitingFor.players[game.color] = anyValue;
|
|
return waitingFor;
|
|
};
|
|
|
|
const processTrade = async (received?: any): Promise<any> => {
|
|
const enough: string[] = [];
|
|
let shouldTrade = true;
|
|
|
|
/* Check and see which resources we have enough of */
|
|
types.forEach(type => {
|
|
if (game.private[type] >= 4) {
|
|
enough.push(type);
|
|
}
|
|
});
|
|
shouldTrade = enough.length > 0;
|
|
|
|
let least: { type?: string | undefined; count: number } = { type: undefined, count: 0 };
|
|
|
|
if (shouldTrade) {
|
|
/* Find out which resource we have the least amount of */
|
|
types.forEach(type => {
|
|
if (game.private[type] <= least.count) {
|
|
least.type = type;
|
|
least.count = game.private[type];
|
|
}
|
|
});
|
|
if (least.count >= 4) {
|
|
shouldTrade = false;
|
|
}
|
|
}
|
|
|
|
/* If trade not active, see if it should be... */
|
|
if (shouldTrade
|
|
&& (!received.turn.actions
|
|
|| received.turn.actions.indexOf('trade') === -1)) {
|
|
/* Request trade mode, and wait for it... */
|
|
console.log(`${name} - starting trade negotiations`);
|
|
send({
|
|
type: 'trade'
|
|
});
|
|
return {
|
|
turn: { actions: anyValue }
|
|
}
|
|
}
|
|
|
|
/* If we do not have enough resources, and trade is active, cancel */
|
|
if (!shouldTrade
|
|
&& received.turn.actions
|
|
&& received.turn.actions.indexOf('trade') !== -1) {
|
|
console.log(`${name} - cancelling trade negotiations`);
|
|
send({
|
|
type: 'trade',
|
|
action: 'cancel'
|
|
});
|
|
return {
|
|
turn: anyValue
|
|
};
|
|
}
|
|
|
|
if (!shouldTrade) {
|
|
return;
|
|
}
|
|
|
|
const give = {
|
|
type: enough[Math.floor(Math.random() * enough.length)],
|
|
count: 4
|
|
}, get = {
|
|
type: least.type,
|
|
count: 1
|
|
};
|
|
const offer = {
|
|
gives: [give],
|
|
gets: [get]
|
|
};
|
|
|
|
if (received && received.turn && received.turn.offer) {
|
|
send({
|
|
type: 'trade',
|
|
action: 'accept',
|
|
offer: {
|
|
name: 'The bank',
|
|
gets: [{ type: get.type, count: 1 }],
|
|
gives: [{ type: give.type, count: give.count }]
|
|
}
|
|
});
|
|
return {
|
|
turn: {
|
|
actions: anyValue
|
|
}
|
|
};
|
|
}
|
|
|
|
/* Initiate offer... */
|
|
|
|
if (!received || !received.turn || !received.turn.offer) {
|
|
console.log(`trade - `, offer);
|
|
send({
|
|
type: 'trade',
|
|
action: 'offer',
|
|
offer
|
|
});
|
|
|
|
return {
|
|
private: { offerRejected: anyValue }
|
|
};
|
|
}
|
|
|
|
return {
|
|
turn: anyValue
|
|
};
|
|
}
|
|
|
|
const processVolcano = async (_received?: any): Promise<any> => {
|
|
if (!game.turn || !game.private) {
|
|
return {
|
|
turn: anyValue,
|
|
private: anyValue
|
|
}
|
|
};
|
|
|
|
if (game.turn.actions
|
|
&& game.turn.actions.indexOf('select-resources') !== -1) {
|
|
console.log(`${name} - TODO - select resources -`, game.turn.select);
|
|
return;
|
|
}
|
|
|
|
send({
|
|
type: 'roll'
|
|
});
|
|
|
|
return {
|
|
turn: anyValue
|
|
};
|
|
};
|
|
|
|
const processNormal = async (received?: any): Promise<any> => {
|
|
let waitingFor: any = undefined;
|
|
let index: number | undefined;
|
|
|
|
if (!game.turn || !game.private) {
|
|
return {
|
|
turn: anyValue,
|
|
private: anyValue
|
|
}
|
|
};
|
|
|
|
if (!game.pipOrder) {
|
|
return {
|
|
pipOrder: anyValue
|
|
};
|
|
}
|
|
|
|
/* Process things that happen on everyone's turn */
|
|
waitingFor = await processDiscard(received);
|
|
if (waitingFor) {
|
|
return waitingFor;
|
|
}
|
|
|
|
waitingFor = await selectResources(received);
|
|
if (waitingFor) {
|
|
return waitingFor;
|
|
}
|
|
|
|
/* From here on it is only actions that occur on the player's turn */
|
|
if (!received.turn || received.turn.color !== game.color) {
|
|
console.log(`${name} - waiting for turn... ${game.players && game.players[game.turn && game.turn.color] ? game.players[game.turn.color].name : 'unknown'} is active.`);
|
|
console.log({
|
|
wheat: game.private.wheat,
|
|
sheep: game.private.sheep,
|
|
stone: game.private.stone,
|
|
brick: game.private.brick,
|
|
wood: game.private.wood,
|
|
});
|
|
return {
|
|
turn: { color: game.color },
|
|
dice: anyValue
|
|
};
|
|
}
|
|
|
|
// If the robber is active on our turn, ensure we have player information
|
|
// only when a discard might be required.
|
|
if (game.turn && game.turn.robberInAction) {
|
|
if (!game.players) {
|
|
console.log(`${name} - robber in action and players missing; requesting players`);
|
|
return { players: anyValue };
|
|
}
|
|
|
|
const playerObj = game.players[game.color];
|
|
const playerResources = (playerObj && typeof playerObj.resources !== 'undefined') ? Number(playerObj.resources) : undefined;
|
|
const privateTotal = types.reduce((s, t) => s + (Number(game.private && game.private[t]) || 0), 0);
|
|
const totalResources = (typeof playerResources !== 'undefined') ? playerResources : privateTotal;
|
|
|
|
if (typeof game.players[game.color].mustDiscard === 'undefined') {
|
|
// No discard required (totalResources <= 7); proceed with turn actions.
|
|
console.log(`${name} - robber in action but no discard required (totalResources=${totalResources}); proceeding`);
|
|
}
|
|
}
|
|
|
|
console.log(`${name}'s turn. Processing...`);
|
|
|
|
if (!game.dice) {
|
|
console.log(`${name} - rolling...`);
|
|
send({
|
|
type: 'roll'
|
|
});
|
|
return {
|
|
turn: {
|
|
color: game.color
|
|
},
|
|
dice: anyValue
|
|
};
|
|
}
|
|
|
|
if (received.turn && received.turn.actions && received.turn.actions.indexOf('place-road') !== -1) {
|
|
index = bestRoadPlacement(game);
|
|
send({ type: 'place-road', index });
|
|
return {
|
|
turn: { color: game.color }
|
|
};
|
|
}
|
|
|
|
if (game.turn.actions && game.turn.actions.indexOf('place-city') !== -1) {
|
|
index = game.turn.limits.corners[Math.floor(Math.random() * game.turn.limits.corners.length)];
|
|
send({ type: 'place-city', index });
|
|
return {
|
|
turn: { color: game.color }
|
|
};
|
|
}
|
|
|
|
if (game.turn.actions && game.turn.actions.indexOf('place-settlement') !== -1) {
|
|
const index = bestSettlementPlacement(game);
|
|
send({
|
|
type: 'place-settlement', index
|
|
});
|
|
return {
|
|
turn: { color: game.color }
|
|
};
|
|
}
|
|
|
|
if (game.turn.actions
|
|
&& game.turn.actions.indexOf('place-robber') !== -1) {
|
|
console.log({ pips: game.turn.limits.pips });
|
|
const index = game.turn.limits.pips[Math.floor(Math.random() * game.turn.limits.pips.length)];
|
|
console.log(`placing robber - ${index}`)
|
|
send({
|
|
type: 'place-robber',
|
|
index
|
|
});
|
|
return {
|
|
turn: { color: game.color }
|
|
};
|
|
}
|
|
|
|
if (game.turn.actions && game.turn.actions.indexOf('steal-resource') !== -1) {
|
|
if (!game.turn.limits.players) {
|
|
console.warn(`No players in limits with steal-resource`);
|
|
return;
|
|
}
|
|
const { color } = game.turn.limits.players[Math.floor(Math.random() * game.turn.limits.players.length)];
|
|
console.log(`stealing resouce from ${game.players[color].name}`);
|
|
send({
|
|
type: 'steal-resource',
|
|
color
|
|
});
|
|
return;
|
|
}
|
|
|
|
if (game.turn.robberInAction) {
|
|
console.log({ turn: game.turn });
|
|
return;
|
|
}
|
|
|
|
console.log({
|
|
wheat: game.private.wheat,
|
|
sheep: game.private.sheep,
|
|
stone: game.private.stone,
|
|
brick: game.private.brick,
|
|
wood: game.private.wood,
|
|
});
|
|
|
|
waitingFor = await tryBuild(received);
|
|
if (waitingFor) {
|
|
return waitingFor;
|
|
}
|
|
|
|
waitingFor = await tryProgress(received);
|
|
if (waitingFor) {
|
|
return waitingFor;
|
|
}
|
|
|
|
waitingFor = await processTrade(received);
|
|
if (waitingFor) {
|
|
return waitingFor;
|
|
}
|
|
|
|
console.log(`${name} - passing`);
|
|
send({
|
|
type: 'pass'
|
|
});
|
|
|
|
return { turn: anyValue };
|
|
};
|
|
|
|
const message = async (data: WebSocket.Data): Promise<void> => {
|
|
let parsed: any = data;
|
|
try {
|
|
const text = typeof data === 'string' ? data : data.toString();
|
|
parsed = JSON.parse(text);
|
|
} catch (error) {
|
|
console.error(error);
|
|
console.log(data);
|
|
return;
|
|
}
|
|
|
|
const msg: any = parsed;
|
|
switch (msg.type) {
|
|
case 'warning':
|
|
if (game.turn && game.turn.color === game.color && game.state !== 'lobby') {
|
|
console.log(`WARNING: ${msg.warning}.`);
|
|
// If robber is in action or we may need to discard, do not blindly pass.
|
|
if (game.turn.robberInAction) {
|
|
console.log(`${name} - WARNING received while robber in action; ensuring players data`);
|
|
// Request players so we learn mustDiscard fields and can act accordingly.
|
|
waitingFor = { players: anyValue };
|
|
processWaitingFor(waitingFor);
|
|
} else {
|
|
console.log(`${name} - not in robber action; passing.`);
|
|
send({ type: 'pass' });
|
|
waitingFor = { turn: { color: game.color } };
|
|
processWaitingFor(waitingFor);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 'game-update':
|
|
Object.assign(game, msg.update || {});
|
|
if (msg.update && msg.update.chat) {
|
|
let newState = paused;
|
|
const rePause = new RegExp(`${name}: pause`, 'i');
|
|
const reUnpause = new RegExp(`${name}: unpause`, 'i');
|
|
for (let i = 0; i < msg.update.chat.length; i++) {
|
|
if (msg.update.chat[i].message.match(rePause)) { newState = true; continue; }
|
|
if (msg.update.chat[i].message.match(reUnpause)) { newState = false; continue; }
|
|
}
|
|
if (newState !== paused) { paused = newState; send({ type: 'chat', message: `Robot AI is now ${paused ? '' : 'un'}paused.` }); }
|
|
}
|
|
if (paused) { if (waitingFor) Object.assign(received, msg.update); return; }
|
|
if (sleeping) { if (waitingFor) Object.assign(received, msg.update); console.log(`${name} - sleeping`); return; }
|
|
|
|
if (waitingFor) {
|
|
Object.assign(received, msg.update);
|
|
if (!isMatch(waitingFor, received)) {
|
|
if (game.turn && game.turn.robberInAction) { console.log(`${name} - robber in action! Must check discards...`); } else { return; }
|
|
} else {
|
|
console.log(`${name} - received match - received: `, msg.update);
|
|
console.log(`${name} - going to sleep`);
|
|
await sleep(1000 + Math.random() * 500);
|
|
console.log(`${name} - waking up`);
|
|
waitingFor = undefined;
|
|
}
|
|
}
|
|
|
|
switch (game.state) {
|
|
case undefined:
|
|
case 'lobby':
|
|
waitingFor = await processLobby(received);
|
|
if (waitingFor) processWaitingFor(waitingFor);
|
|
return;
|
|
case 'game-order':
|
|
waitingFor = await processGameOrder(received);
|
|
if (waitingFor) processWaitingFor(waitingFor);
|
|
return;
|
|
case 'initial-placement':
|
|
waitingFor = await processInitialPlacement(received);
|
|
if (waitingFor) processWaitingFor(waitingFor);
|
|
return;
|
|
case 'volcano':
|
|
waitingFor = await processVolcano(received);
|
|
if (waitingFor) processWaitingFor(waitingFor);
|
|
return;
|
|
case 'normal':
|
|
waitingFor = await processNormal(received);
|
|
if (waitingFor) processWaitingFor(waitingFor);
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case 'ping':
|
|
if (!game.state && !received.state) { console.log(`ping received with no game. Sending update request`); send({ type: 'game-update' }); }
|
|
return;
|
|
|
|
default:
|
|
console.log(`Received: ${msg.type} while game state = ${game.state}`);
|
|
break;
|
|
}
|
|
}
|
|
|
|
const ai = async () => {
|
|
send({
|
|
type: 'get',
|
|
fields: [ 'dice', 'name', 'color', 'state', 'placements' ]
|
|
});
|
|
}
|
|
|
|
connect().then(() => {
|
|
ai()
|
|
.catch((error) => {
|
|
console.error(error);
|
|
if (wsRef) {
|
|
try { wsRef.close(); } catch (_) { }
|
|
}
|
|
});
|
|
})
|
|
.catch((error) => {
|
|
console.error(error);
|
|
});
|