Fix AI multiple moves and player colors
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@@ -14,7 +14,8 @@ export class AIBot {
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}
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/**
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* Execute AI turn - makes ONE move then ends turn
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* Execute AI turn - makes MULTIPLE moves until no valid moves remain, then ends turn
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* According to game rules, ANY cell with strength > 1 can move if it has valid targets
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*/
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async playTurn() {
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console.log(`[AI-BOT P${this.playerId}] === Turn started ===`);
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@@ -22,7 +23,7 @@ export class AIBot {
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try {
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// Get all player cells
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const playerCells = this.map.getPlayerCells(this.playerId);
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let playerCells = this.map.getPlayerCells(this.playerId);
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console.log(`[AI-BOT P${this.playerId}] Has ${playerCells.length} cells`);
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@@ -33,40 +34,79 @@ export class AIBot {
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return;
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}
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// Find all possible moves
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const moves = this.findPossibleMoves(playerCells);
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let moveCount = 0;
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let consecutiveNoMoves = 0;
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const maxConsecutiveNoMoves = 3; // Prevent infinite loops
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const maxMovesPerTurn = 50; // Maximum moves per turn to prevent infinite loops in tests
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console.log(`[AI-BOT P${this.playerId}] Found ${moves.length} possible moves`);
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// Loop: keep finding and executing moves until no more valid moves exist
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while (consecutiveNoMoves < maxConsecutiveNoMoves && moveCount < maxMovesPerTurn) {
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// Re-fetch player cells each iteration (board state changes)
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playerCells = this.map.getPlayerCells(this.playerId);
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if (moves.length === 0) {
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// No moves available, end turn
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console.log(`[AI-BOT P${this.playerId}] No valid moves, ending turn`);
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if (playerCells.length === 0) {
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console.log(`[AI-BOT P${this.playerId}] No cells remaining, ending turn`);
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break;
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}
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// Find all possible moves from current board state
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const moves = this.findPossibleMoves(playerCells);
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console.log(`[AI-BOT P${this.playerId}] Found ${moves.length} possible moves (move #${moveCount + 1})`);
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if (moves.length === 0) {
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// No moves available this iteration
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consecutiveNoMoves++;
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console.log(`[AI-BOT P${this.playerId}] No valid moves this iteration (${consecutiveNoMoves}/${maxConsecutiveNoMoves})`);
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if (consecutiveNoMoves >= maxConsecutiveNoMoves) {
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console.log(`[AI-BOT P${this.playerId}] No more valid moves after ${moveCount} moves, ending turn`);
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break;
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}
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// Small delay before re-checking
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await this.wait(200);
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continue;
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}
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// Reset counter when we find valid moves
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consecutiveNoMoves = 0;
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// Check if we've reached max moves limit
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if (moveCount >= maxMovesPerTurn) {
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console.log(`[AI-BOT P${this.playerId}] Reached max moves limit (${maxMovesPerTurn}), ending turn`);
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break;
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}
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// Sort moves by priority (attack > expand > reinforce)
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moves.sort((a, b) => this.movePriority(b) - this.movePriority(a));
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// Execute best move
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const bestMove = moves[0];
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console.log(`[AI-BOT P${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=${bestMove.defenseStrength}`);
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// Wait for thinking time between moves
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await this.wait(this.thinkingTime);
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this.gameUI.endTurn();
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return;
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// Execute the move
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this.gameUI.selectedCell = bestMove.from;
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this.gameUI.currentTarget = bestMove.to;
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this.gameUI.executeAttack();
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moveCount++;
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console.log(`[AI-BOT P${this.playerId}] Move #${moveCount} executed`);
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// Clear selection after move (if method exists)
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if (typeof this.gameUI.cancelSelection === 'function') {
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this.gameUI.cancelSelection();
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}
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}
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// Sort moves by priority (attack > expand > reinforce)
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moves.sort((a, b) => this.movePriority(b) - this.movePriority(a));
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// Execute best move
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const bestMove = moves[0];
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console.log(`[AI-BOT P${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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// End turn after all moves are executed
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console.log(`[AI-BOT P${this.playerId}] Total moves this turn: ${moveCount}`);
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console.log(`[AI-BOT P${this.playerId}] Calling endTurn()`);
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this.gameUI.endTurn();
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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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@@ -13,10 +13,10 @@ const ANIMATION_DURATION = 300;
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// Player colors
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const PLAYER_COLORS = {
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1: '#4ecca3',
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2: '#e94560',
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3: '#f9ed69',
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4: '#a8e6cf'
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1: '#4ecca3', // teal/green
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2: '#e94560', // red/pink
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3: '#f9ed69', // yellow
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4: '#00adb5' // cyan/blue
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};
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// Colors
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@@ -26,7 +26,7 @@ const COLORS = {
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player1: '#4ecca3',
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player2: '#e94560',
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player3: '#f9ed69',
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player4: '#a8e6cf',
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player4: '#00adb5',
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highlight: 'rgba(255, 255, 255, 0.3)',
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selected: 'rgba(233, 69, 96, 0.6)',
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target: 'rgba(78, 204, 163, 0.5)',
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@@ -14,6 +14,8 @@ const CELL_TYPES = {
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BLOCKED: 1, // Impassable terrain
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PLAYER1: 2, // Player 1 owned
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PLAYER2: 3, // Player 2 owned
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PLAYER3: 4, // Player 3 owned
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PLAYER4: 5, // Player 4 owned
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};
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/**
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@@ -80,12 +82,17 @@ class HexCell {
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}
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isOwned() {
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return this.type === CELL_TYPES.PLAYER1 || this.type === CELL_TYPES.PLAYER2;
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return this.type === CELL_TYPES.PLAYER1 ||
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this.type === CELL_TYPES.PLAYER2 ||
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this.type === CELL_TYPES.PLAYER3 ||
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this.type === CELL_TYPES.PLAYER4;
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}
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getOwner() {
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if (this.type === CELL_TYPES.PLAYER1) return 1;
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if (this.type === CELL_TYPES.PLAYER2) return 2;
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if (this.type === CELL_TYPES.PLAYER3) return 3;
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if (this.type === CELL_TYPES.PLAYER4) return 4;
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return 0;
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}
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}
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@@ -157,7 +164,14 @@ class HexMap {
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* Get all cells owned by a player
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*/
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getPlayerCells(playerId) {
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const targetType = playerId === 1 ? CELL_TYPES.PLAYER1 : CELL_TYPES.PLAYER2;
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const typeMap = {
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1: CELL_TYPES.PLAYER1,
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2: CELL_TYPES.PLAYER2,
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3: CELL_TYPES.PLAYER3,
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4: CELL_TYPES.PLAYER4
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};
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const targetType = typeMap[playerId];
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if (!targetType) return [];
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return Array.from(this.cells.values()).filter(
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cell => cell.type === targetType
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);
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@@ -265,6 +279,8 @@ class HexMap {
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if (cell.type === CELL_TYPES.BLOCKED) return '██';
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if (cell.type === CELL_TYPES.PLAYER1) return 'P1';
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if (cell.type === CELL_TYPES.PLAYER2) return 'P2';
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if (cell.type === CELL_TYPES.PLAYER3) return 'P3';
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if (cell.type === CELL_TYPES.PLAYER4) return 'P4';
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if (cell.dice.length > 0) return cell.getStrength().toString().padStart(2, ' ');
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return ' ';
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}
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@@ -275,7 +291,13 @@ class HexMap {
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setOwner(q, r, playerId) {
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const cell = this.getCell(q, r);
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if (cell && cell.isPassable()) {
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cell.type = playerId === 1 ? CELL_TYPES.PLAYER1 : CELL_TYPES.PLAYER2;
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const typeMap = {
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1: CELL_TYPES.PLAYER1,
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2: CELL_TYPES.PLAYER2,
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3: CELL_TYPES.PLAYER3,
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4: CELL_TYPES.PLAYER4
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};
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cell.type = typeMap[playerId] || CELL_TYPES.EMPTY;
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return true;
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}
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return false;
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@@ -14,6 +14,8 @@
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--accent-secondary: #00adb5;
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--player1-color: #4ecca3;
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--player2-color: #e94560;
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--player3-color: #f9ed69;
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--player4-color: #00adb5;
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--blocked-color: #2a2a4a;
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--empty-color: #3a5a6a;
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--highlight-color: rgba(255, 255, 255, 0.3);
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@@ -225,11 +227,11 @@ body {
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}
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.player-4 {
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border-left-color: #a8e6cf;
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border-left-color: #00adb5;
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}
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.player-4.active {
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background: linear-gradient(135deg, var(--bg-panel), rgba(168, 230, 207, 0.1));
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background: linear-gradient(135deg, var(--bg-panel), rgba(0, 173, 181, 0.1));
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}
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.player-card.ai-controlled {
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@@ -683,7 +683,8 @@ describe('AIBot', () => {
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await bot.playTurn();
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assert.strictEqual(gameUI.executedMoves.length, 1);
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// AI now makes multiple moves per turn (at least 1)
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assert.ok(gameUI.executedMoves.length >= 1, 'Expected at least 1 move to be executed');
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assert.strictEqual(gameUI.selectedCell.q, 2);
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assert.strictEqual(gameUI.selectedCell.r, 2);
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});
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