Fix AI bot turn chain for multiple bots - prevent race conditions
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@@ -17,50 +17,63 @@ export class AIBot {
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* Execute AI turn - makes ONE move then ends turn
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*/
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async playTurn() {
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console.log(`AI Player ${this.playerId} thinking...`);
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// Get all player cells
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const playerCells = this.map.getPlayerCells(this.playerId);
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console.log(`AI Player ${this.playerId} has ${playerCells.length} cells`);
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console.log(`[AI-BOT P${this.playerId}] === Turn started ===`);
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console.log(`[AI-BOT P${this.playerId}] Thinking...`);
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if (playerCells.length === 0) {
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console.log(`AI Player ${this.playerId} has no cells, ending turn`);
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try {
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// Get all player cells
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const playerCells = this.map.getPlayerCells(this.playerId);
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console.log(`[AI-BOT P${this.playerId}] Has ${playerCells.length} cells`);
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if (playerCells.length === 0) {
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console.log(`[AI-BOT P${this.playerId}] No cells, ending turn`);
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await this.wait(this.thinkingTime);
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this.gameUI.endTurn();
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return;
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}
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// Find all possible moves
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const moves = this.findPossibleMoves(playerCells);
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console.log(`[AI-BOT P${this.playerId}] Found ${moves.length} possible moves`);
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if (moves.length === 0) {
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// No moves available, end turn
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console.log(`[AI-BOT P${this.playerId}] No valid moves, ending turn`);
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await this.wait(this.thinkingTime);
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this.gameUI.endTurn();
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return;
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}
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// Sort moves by priority (attack > expand > reinforce)
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moves.sort((a, b) => this.movePriority(b) - this.movePriority(a));
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// Execute best move
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const bestMove = moves[0];
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console.log(`[AI-BOT P${this.playerId}] Selected move: from (${bestMove.from.q},${bestMove.from.r}) to (${bestMove.to.q},${bestMove.to.r}), type=${bestMove.type}, attackStr=${bestMove.attackStrength}, defStr=${bestMove.defenseStrength}`);
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// Wait for thinking time
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await this.wait(this.thinkingTime);
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// Execute the move
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this.gameUI.selectedCell = bestMove.from;
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this.gameUI.currentTarget = bestMove.to;
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this.gameUI.executeAttack();
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console.log(`[AI-BOT P${this.playerId}] Move executed`);
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// End turn after executing move
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console.log(`[AI-BOT P${this.playerId}] Calling endTurn()`);
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this.gameUI.endTurn();
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return;
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}
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// Find all possible moves
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const moves = this.findPossibleMoves(playerCells);
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console.log(`AI Player ${this.playerId} found ${moves.length} possible moves`);
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if (moves.length === 0) {
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// No moves available, end turn
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console.log(`AI Player ${this.playerId} has no moves, ending turn`);
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console.log(`[AI-BOT P${this.playerId}] === Turn completed ===`);
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} catch (error) {
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console.error(`[AI-BOT P${this.playerId}] Error during turn:`, error);
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// Still end turn on error to prevent game from getting stuck
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this.gameUI.endTurn();
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return;
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throw error; // Re-throw so caller knows there was an error
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}
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// Sort moves by priority (attack > expand > reinforce)
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moves.sort((a, b) => this.movePriority(b) - this.movePriority(a));
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// Execute best move
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const bestMove = moves[0];
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console.log(`AI Player ${this.playerId} selected move: from (${bestMove.from.q},${bestMove.from.r}) to (${bestMove.to.q},${bestMove.to.r}), type=${bestMove.type}`);
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// Wait for thinking time
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await this.wait(this.thinkingTime);
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// Execute the move directly without using executeMove helper
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this.gameUI.selectedCell = bestMove.from;
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this.gameUI.currentTarget = bestMove.to;
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this.gameUI.executeAttack();
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console.log(`AI Player ${this.playerId} executed move`);
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// End turn after executing move
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this.gameUI.endTurn();
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}
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/**
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