140 lines
5.8 KiB
JavaScript
140 lines
5.8 KiB
JavaScript
// server/match/match/prep.js — Match methods: the PREP phase — its start (deferred item merges, onPrepStart), the AI
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// seats' sliced preps (scheduleBotPrep: economy + layout, rehearsal, Ready), Ready and the deadline, and its end
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// (onPrepEnd, PlayerState.endPrep, then COMBAT or the Final Assault / Hidden Core).
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// Installed on Match.prototype by server/match/Match.js (a method container: never instantiated; `this` is the match).
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import { PHASE } from '../../../shared/constants.js';
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import { botPrepBeginSteps, botPrepEndSteps } from '../bot.js';
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import { DELAYS } from './common.js';
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export class MatchPrep {
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enterPrep() {
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this.phase = PHASE.PREP;
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this.sp = null;
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const alive = this.alivePlayers();
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for (const ps of alive) {
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ps.ready = false;
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// Items gained as the previous prep ended waited unmerged (acquireItem deferMerge). Merge them now, before
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// this prep's onPrepStart grants and before the player acts — not in endPrep, which runs in the same prep
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// that granted them and would take an equipped copy off for the fight about to start.
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ps.checkItemMerges();
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ps.recompute();
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this.dispatch(ps, 'onPrepStart', { round: this.round });
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ps.recompute();
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}
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// solo / single-human matches: untimed (soloUntimed); co-op: the round's prepTime
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const secs = this.soloUntimed ? null : this.gd.prepTime(this.round);
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this.setDeadline(secs, () => this.prepDeadline());
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let i = 0;
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for (const ps of alive) if (ps.botControlled) this.scheduleBotPrep(ps, i++);
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this.markPublic();
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this.maybeEndPrep();
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}
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/**
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* The bot plays a prep in three stages, every one in slices of ≤ botSliceMs wall-clock ms (one scheduler callback
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* each, so other rooms' battles and every player's requests keep flowing): economy + the default layout
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* (bot.js botPrepBeginSteps — shop decisions and layout planning, 50–120 ms late in a 4-bot match), the layout
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* rehearsal (whole simulated battles, 0.2–1 s of CPU per bot late in a match), then botPrepEndSteps (the rehearsed
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* layout, temp, Ready). The step generators run the same actions in the same order as the one-shot routine (same
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* rng draws, same decisions); in virtual time (botSliceMs unbounded) each stage runs at once. The prep ending first
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* (deadline) or a newer schedule for the seat drops the job (a step never leaves a transient board behind).
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*/
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scheduleBotPrep(ps, i = 0) {
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const round = this.round;
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const token = (ps._botPrepToken = (ps._botPrepToken || 0) + 1);
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const valid = () => this.phase === PHASE.PREP && this.round === round && ps.alive && !ps.ready && ps.botControlled && ps._botPrepToken === token;
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const bounded = Number.isFinite(this.botSliceMs);
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const now = () => (typeof performance !== 'undefined' ? performance.now() : Date.now());
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/** Step a generator until done or the slice budget is used; `then(value)` once it is done (null on an error). */
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const drive = (gen, label, then) => {
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const t0 = now();
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let r = null;
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try {
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do r = gen.next(); while (!r.done && !(bounded && now() - t0 >= this.botSliceMs));
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} catch (e) {
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this.reportError(`bot ${ps.playerId}${label}`, e);
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then(null);
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return;
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}
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if (r.done) { then(r.value); return; }
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this.later(0, () => { if (valid()) drive(gen, label, then); });
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};
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const ready = () => {
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if (!ps.ready) {
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ps.resolveTemp();
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ps.setReady(true);
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}
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};
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const end = (job) => {
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let gen = null;
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try { gen = botPrepEndSteps(this, ps, job); } catch (e) { this.reportError(`bot ${ps.playerId}`, e); }
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if (!gen) { ready(); return; }
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drive(gen, '', ready);
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};
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this.later(this.scaled(DELAYS.BOT_ACTION + i * DELAYS.BOT_STAGGER), () => {
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if (!valid()) return;
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drive(botPrepBeginSteps(this, ps), '', (job) => {
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if (!job) { end(null); return; }
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const slice = () => {
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if (!valid()) return;
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let done = true;
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try { done = job.run(this.botSliceMs); } catch (e) { this.reportError(`bot ${ps.playerId} rehearsal`, e); }
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if (done) { if (bounded) this.later(0, () => { if (valid()) end(job); }); else end(job); }
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else this.later(0, slice);
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};
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// bounded slices start in a callback of their own (the economy + default layout above already used this one)
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if (bounded) this.later(0, slice);
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else slice();
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});
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});
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}
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onReadyChanged(ps) {
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this.markPublic();
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void ps;
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this.maybeEndPrep();
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}
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maybeEndPrep() {
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if (this.phase !== PHASE.PREP || this._prepEndQueued) return;
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const allReady = () => { const alive = this.alivePlayers(); return alive.length > 0 && alive.every((p) => p.ready); };
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if (!allReady()) return;
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const round = this.round;
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this._prepEndQueued = true;
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// the prep deadline stays armed until the phase really ends: a player may un-ready before this runs
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this.later(0, () => {
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this._prepEndQueued = false;
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if (this.phase === PHASE.PREP && this.round === round && allReady()) this.endPrep();
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});
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}
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prepDeadline() {
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if (this.phase !== PHASE.PREP) return;
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for (const ps of this.alivePlayers()) {
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if (ps.ready) continue;
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ps.resolveTemp();
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ps.ready = true;
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ps.dirty();
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}
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this.endPrep();
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}
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endPrep() {
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if (this.phase !== PHASE.PREP) return;
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this.setDeadline(0);
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const alive = this.alivePlayers();
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for (const ps of alive) this.dispatch(ps, 'onPrepEnd', { round: this.round });
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for (const ps of alive) ps.endPrep();
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const r = this.round;
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if (r === this.gd.bossRound) {
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this.hiddenLayerSum = alive.reduce((s, p) => s + p.activatedLayers(), 0);
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this.startFinalAssault(false);
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} else if (r === this.gd.hiddenRound) {
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this.startFinalAssault(true);
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} else {
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this.startCombat();
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}
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}
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}
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