Fix AI multiple moves and player colors

This commit is contained in:
sokol
2026-02-21 21:25:22 +03:00
parent 1d04a99bd7
commit f3be577a32
5 changed files with 105 additions and 40 deletions

View File

@@ -14,7 +14,8 @@ export class AIBot {
}
/**
* Execute AI turn - makes ONE move then ends turn
* Execute AI turn - makes MULTIPLE moves until no valid moves remain, then ends turn
* According to game rules, ANY cell with strength > 1 can move if it has valid targets
*/
async playTurn() {
console.log(`[AI-BOT P${this.playerId}] === Turn started ===`);
@@ -22,7 +23,7 @@ export class AIBot {
try {
// Get all player cells
const playerCells = this.map.getPlayerCells(this.playerId);
let playerCells = this.map.getPlayerCells(this.playerId);
console.log(`[AI-BOT P${this.playerId}] Has ${playerCells.length} cells`);
@@ -33,40 +34,79 @@ export class AIBot {
return;
}
// Find all possible moves
const moves = this.findPossibleMoves(playerCells);
let moveCount = 0;
let consecutiveNoMoves = 0;
const maxConsecutiveNoMoves = 3; // Prevent infinite loops
const maxMovesPerTurn = 50; // Maximum moves per turn to prevent infinite loops in tests
console.log(`[AI-BOT P${this.playerId}] Found ${moves.length} possible moves`);
// Loop: keep finding and executing moves until no more valid moves exist
while (consecutiveNoMoves < maxConsecutiveNoMoves && moveCount < maxMovesPerTurn) {
// Re-fetch player cells each iteration (board state changes)
playerCells = this.map.getPlayerCells(this.playerId);
if (moves.length === 0) {
// No moves available, end turn
console.log(`[AI-BOT P${this.playerId}] No valid moves, ending turn`);
if (playerCells.length === 0) {
console.log(`[AI-BOT P${this.playerId}] No cells remaining, ending turn`);
break;
}
// Find all possible moves from current board state
const moves = this.findPossibleMoves(playerCells);
console.log(`[AI-BOT P${this.playerId}] Found ${moves.length} possible moves (move #${moveCount + 1})`);
if (moves.length === 0) {
// No moves available this iteration
consecutiveNoMoves++;
console.log(`[AI-BOT P${this.playerId}] No valid moves this iteration (${consecutiveNoMoves}/${maxConsecutiveNoMoves})`);
if (consecutiveNoMoves >= maxConsecutiveNoMoves) {
console.log(`[AI-BOT P${this.playerId}] No more valid moves after ${moveCount} moves, ending turn`);
break;
}
// Small delay before re-checking
await this.wait(200);
continue;
}
// Reset counter when we find valid moves
consecutiveNoMoves = 0;
// Check if we've reached max moves limit
if (moveCount >= maxMovesPerTurn) {
console.log(`[AI-BOT P${this.playerId}] Reached max moves limit (${maxMovesPerTurn}), ending turn`);
break;
}
// Sort moves by priority (attack > expand > reinforce)
moves.sort((a, b) => this.movePriority(b) - this.movePriority(a));
// Execute best move
const bestMove = moves[0];
console.log(`[AI-BOT P${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=${bestMove.defenseStrength}`);
// Wait for thinking time between moves
await this.wait(this.thinkingTime);
this.gameUI.endTurn();
return;
// Execute the move
this.gameUI.selectedCell = bestMove.from;
this.gameUI.currentTarget = bestMove.to;
this.gameUI.executeAttack();
moveCount++;
console.log(`[AI-BOT P${this.playerId}] Move #${moveCount} executed`);
// Clear selection after move (if method exists)
if (typeof this.gameUI.cancelSelection === 'function') {
this.gameUI.cancelSelection();
}
}
// Sort moves by priority (attack > expand > reinforce)
moves.sort((a, b) => this.movePriority(b) - this.movePriority(a));
// Execute best move
const bestMove = moves[0];
console.log(`[AI-BOT P${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=${bestMove.defenseStrength}`);
// Wait for thinking time
await this.wait(this.thinkingTime);
// Execute the move
this.gameUI.selectedCell = bestMove.from;
this.gameUI.currentTarget = bestMove.to;
this.gameUI.executeAttack();
console.log(`[AI-BOT P${this.playerId}] Move executed`);
// End turn after executing move
// End turn after all moves are executed
console.log(`[AI-BOT P${this.playerId}] Total moves this turn: ${moveCount}`);
console.log(`[AI-BOT P${this.playerId}] Calling endTurn()`);
this.gameUI.endTurn();
console.log(`[AI-BOT P${this.playerId}] === Turn completed ===`);
} catch (error) {
console.error(`[AI-BOT P${this.playerId}] Error during turn:`, error);