Files
hexo/public/ai-bot.js
2026-02-21 21:25:22 +03:00

194 lines
6.0 KiB
JavaScript

/**
* AI Bot for Hexo game
* Controls computer-controlled players
*/
import { CELL_TYPES } from './map.js';
export class AIBot {
constructor(playerId, map, gameUI) {
this.playerId = playerId;
this.map = map;
this.gameUI = gameUI;
this.thinkingTime = 1000; // ms delay between moves
}
/**
* 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${this.playerId}] === Turn started ===`);
console.log(`[AI-BOT P${this.playerId}] Thinking...`);
try {
// Get all player cells
let playerCells = this.map.getPlayerCells(this.playerId);
console.log(`[AI-BOT P${this.playerId}] Has ${playerCells.length} cells`);
if (playerCells.length === 0) {
console.log(`[AI-BOT P${this.playerId}] No cells, ending turn`);
await this.wait(this.thinkingTime);
this.gameUI.endTurn();
return;
}
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
// 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 (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=${bestMove.defenseStrength}`);
// Wait for thinking time between moves
await this.wait(this.thinkingTime);
// Execute the move
this.gameUI.selectedCell = bestMove.from;
this.gameUI.currentTarget = bestMove.to;
this.gameUI.executeAttack();
moveCount++;
console.log(`[AI-BOT P${this.playerId}] Move #${moveCount} executed`);
// Clear selection after move (if method exists)
if (typeof this.gameUI.cancelSelection === 'function') {
this.gameUI.cancelSelection();
}
}
// End turn after all moves are executed
console.log(`[AI-BOT P${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);
// Still end turn on error to prevent game from getting stuck
this.gameUI.endTurn();
throw error; // Re-throw so caller knows there was an error
}
}
/**
* Find all possible moves for AI
*/
findPossibleMoves(playerCells) {
const moves = [];
for (const cell of playerCells) {
if (cell.getStrength() <= 1) continue;
const neighbors = this.map.getNeighbors(cell.q, cell.r);
for (const neighbor of neighbors) {
// Skip own cells
if (neighbor.getOwner() === this.playerId) continue;
const attackStrength = cell.getStrength() - 1;
const defenseStrength = neighbor.getStrength();
moves.push({
from: cell,
to: neighbor,
attackStrength,
defenseStrength,
type: neighbor.type === CELL_TYPES.EMPTY ? 'expand' : 'attack'
});
}
}
return moves;
}
/**
* Calculate move priority (higher = better)
*/
movePriority(move) {
let priority = 0;
// Prefer attacks on weak enemies
if (move.type === 'attack') {
if (move.attackStrength > move.defenseStrength) {
priority += 100; // Likely to win
priority += move.attackStrength - move.defenseStrength;
} else {
priority -= 50; // Risky attack
}
}
// Prefer expanding to empty cells
if (move.type === 'expand') {
priority += 50;
priority += move.attackStrength; // Stronger placement = better
}
// Prefer moves that create strong positions
priority += move.attackStrength * 0.5;
return priority;
}
/**
* Execute a move
*/
executeMove(move) {
this.gameUI.selectedCell = move.from;
this.gameUI.currentTarget = move.to;
this.gameUI.executeAttack();
}
/**
* Wait for specified time
*/
wait(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
}