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MissileSilo cooldown (#309)
changed the sam cooldown to be a general cooldown function and added a missilesilo cooldown The function either adds the current tick as the starting point of the cooldown or sets the cooldown to null and updates the unit. That way getcooldown function can be used to get back the tick the cooldown was started and can be compared to the cooldown set in the config. changed the sam test / added a missilesilo test --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
This commit is contained in:
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@@ -7,6 +7,7 @@ import anchorIcon from "../../../../resources/images/buildings/port1.png";
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import missileSiloIcon from "../../../../resources/images/buildings/silo1.png";
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import SAMMissileIcon from "../../../../resources/images/buildings/silo4.png";
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import SAMMissileReloadingIcon from "../../../../resources/images/buildings/silo4-reloading.png";
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import MissileSiloReloadingIcon from "../../../../resources/images/buildings/silo1-reloading.png";
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import shieldIcon from "../../../../resources/images/buildings/fortAlt2.png";
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import cityIcon from "../../../../resources/images/buildings/cityAlt1.png";
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import { GameView, UnitView } from "../../../core/game/GameView";
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@@ -90,6 +91,12 @@ export class StructureLayer implements Layer {
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territoryRadius: 6.525,
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borderType: UnitBorderType.Square,
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});
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this.loadIcon("reloadingSilo", {
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icon: MissileSiloReloadingIcon,
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borderRadius: 8.525,
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territoryRadius: 6.525,
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borderType: UnitBorderType.Square,
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});
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}
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private loadIcon(unitType: string, config: UnitRenderConfig) {
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@@ -215,12 +222,18 @@ export class StructureLayer implements Layer {
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const config = this.unitConfigs[unitType];
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let icon: ImageData;
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if (unitType == UnitType.SAMLauncher && unit.isSamCooldown()) {
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if (unitType == UnitType.SAMLauncher && unit.isCooldown()) {
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icon = this.unitIcons.get("reloadingSam");
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} else {
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icon = this.unitIcons.get(iconType);
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}
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if (unitType == UnitType.MissileSilo && unit.isCooldown()) {
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icon = this.unitIcons.get("reloadingSilo");
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} else {
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icon = this.unitIcons.get(iconType);
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}
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if (!config || !icon) return;
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const drawFunction = this.getDrawFN(config.borderType);
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@@ -235,7 +248,13 @@ export class StructureLayer implements Layer {
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if (!unit.isActive()) return;
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let borderColor = this.theme.borderColor(unit.owner());
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if (unitType == UnitType.SAMLauncher && unit.isSamCooldown()) {
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if (unitType == UnitType.SAMLauncher && unit.isCooldown()) {
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borderColor = reloadingColor;
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} else if (unit.type() == UnitType.Construction) {
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borderColor = underConstructionColor;
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}
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if (unitType == UnitType.MissileSilo && unit.isCooldown()) {
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borderColor = reloadingColor;
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} else if (unit.type() == UnitType.Construction) {
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borderColor = underConstructionColor;
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@@ -47,7 +47,6 @@ export interface ServerConfig {
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export interface Config {
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samHittingChance(): number;
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samCooldown(): Tick;
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spawnImmunityDuration(): Tick;
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serverConfig(): ServerConfig;
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gameConfig(): GameConfig;
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@@ -106,6 +105,8 @@ export interface Config {
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tradeShipGold(dist: number): Gold;
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tradeShipSpawnRate(numberOfPorts: number): number;
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defensePostRange(): number;
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SAMCooldown(): number;
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SiloCooldown(): number;
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defensePostDefenseBonus(): number;
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falloutDefenseModifier(percentOfFallout: number): number;
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difficultyModifier(difficulty: Difficulty): number;
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@@ -93,10 +93,6 @@ export class DefaultConfig implements Config {
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return 0.8;
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}
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samCooldown(): Tick {
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return 100;
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}
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traitorDefenseDebuff(): number {
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return 0.8;
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}
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@@ -138,6 +134,12 @@ export class DefaultConfig implements Config {
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// So defense modifier is between [5, 2.5]
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return 5 - falloutRatio * 2;
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}
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SAMCooldown(): number {
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return 75;
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}
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SiloCooldown(): number {
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return 75;
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}
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defensePostRange(): number {
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return 30;
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@@ -41,12 +41,21 @@ export class MissileSiloExecution implements Execution {
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this.active = false;
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return;
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}
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this.silo = this.player.buildUnit(UnitType.MissileSilo, 0, this.tile);
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this.silo = this.player.buildUnit(UnitType.MissileSilo, 0, this.tile, {
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cooldownDuration: this.mg.config().SiloCooldown(),
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});
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if (this.player != this.silo.owner()) {
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this.player = this.silo.owner();
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}
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}
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if (
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this.silo.isCooldown() &&
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this.silo.ticksLeftInCooldown(this.mg.config().SiloCooldown()) == 0
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) {
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this.silo.setCooldown(false);
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}
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}
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isActive(): boolean {
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@@ -83,6 +83,12 @@ export class NukeExecution implements Execution {
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this.nuke.type() as NukeType,
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);
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}
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// after sending an nuke set the missilesilo on cooldown
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const silo = this.player
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.units(UnitType.MissileSilo)
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.find((silo) => silo.tile() === spawn);
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silo.setCooldown(true);
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}
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// make the nuke unactive if it was intercepted
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@@ -16,15 +16,13 @@ import { PseudoRandom } from "../PseudoRandom";
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export class SAMLauncherExecution implements Execution {
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private player: Player;
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private mg: Game;
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private post: Unit;
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private sam: Unit;
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private active: boolean = true;
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private target: Unit = null;
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private searchRangeRadius = 75;
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private lastMissileAttack = 0;
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private pseudoRandom: PseudoRandom;
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constructor(
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@@ -43,30 +41,32 @@ export class SAMLauncherExecution implements Execution {
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}
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tick(ticks: number): void {
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if (this.post == null) {
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if (this.sam == null) {
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const spawnTile = this.player.canBuild(UnitType.SAMLauncher, this.tile);
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if (spawnTile == false) {
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consolex.warn("cannot build SAM Launcher");
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this.active = false;
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return;
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}
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this.post = this.player.buildUnit(UnitType.SAMLauncher, 0, spawnTile);
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this.sam = this.player.buildUnit(UnitType.SAMLauncher, 0, spawnTile, {
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cooldownDuration: this.mg.config().SAMCooldown(),
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});
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}
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if (!this.post.isActive()) {
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if (!this.sam.isActive()) {
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this.active = false;
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return;
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}
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if (this.player != this.post.owner()) {
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this.player = this.post.owner();
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if (this.player != this.sam.owner()) {
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this.player = this.sam.owner();
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}
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if (!this.pseudoRandom) {
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this.pseudoRandom = new PseudoRandom(this.post.id());
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this.pseudoRandom = new PseudoRandom(this.sam.id());
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}
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const nukes = this.mg
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.nearbyUnits(this.post.tile(), this.searchRangeRadius, [
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.nearbyUnits(this.sam.tile(), this.searchRangeRadius, [
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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])
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@@ -96,39 +96,30 @@ export class SAMLauncherExecution implements Execution {
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return distA - distB;
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})[0]?.unit ?? null;
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const cooldown =
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this.lastMissileAttack != 0 &&
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this.mg.ticks() - this.lastMissileAttack <=
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this.mg.config().samCooldown();
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if (this.post.isSamCooldown() && !cooldown) {
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this.post.setSamCooldown(false);
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if (
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this.sam.isCooldown() &&
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this.sam.ticksLeftInCooldown(this.mg.config().SAMCooldown()) == 0
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) {
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this.sam.setCooldown(false);
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}
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if (
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this.target &&
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!this.post.isSamCooldown() &&
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!this.target.targetedBySAM()
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) {
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this.lastMissileAttack = this.mg.ticks();
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this.post.setSamCooldown(true);
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if (this.target && !this.sam.isCooldown() && !this.target.targetedBySAM()) {
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this.sam.setCooldown(true);
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const random = this.pseudoRandom.next();
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const hit = random < this.mg.config().samHittingChance();
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this.lastMissileAttack = this.mg.ticks();
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if (!hit) {
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this.mg.displayMessage(
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`Missile failed to intercept ${this.target.type()}`,
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MessageType.ERROR,
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this.post.owner().id(),
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this.sam.owner().id(),
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);
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} else {
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this.target.setTargetedBySAM(true);
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this.mg.addExecution(
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new SAMMissileExecution(
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this.post.tile(),
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this.post.owner(),
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this.post,
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this.sam.tile(),
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this.sam.owner(),
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this.sam,
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this.target,
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),
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);
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@@ -228,6 +228,7 @@ export interface UnitSpecificInfos {
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dstPort?: Unit; // Only for trade ships
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detonationDst?: TileRef; // Only for nukes
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warshipTarget?: Unit;
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cooldownDuration?: number;
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}
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export interface Unit {
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@@ -253,8 +254,9 @@ export interface Unit {
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setWarshipTarget(target: Unit): void; // warship only
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warshipTarget(): Unit;
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setSamCooldown(isCoolingDown: boolean): void; // Only for sam
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isSamCooldown(): boolean;
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setCooldown(triggerCooldown: boolean): void;
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ticksLeftInCooldown(cooldownDuration: number): Tick;
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isCooldown(): boolean;
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setDstPort(dstPort: Unit): void;
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dstPort(): Unit; // Only for trade ships
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detonationDst(): TileRef; // Only for nukes
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@@ -75,7 +75,7 @@ export interface UnitUpdate {
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warshipTargetId?: number;
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health?: number;
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constructionType?: UnitType;
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isSamCooldown?: boolean;
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ticksLeftInCooldown?: Tick;
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}
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export interface AttackUpdate {
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@@ -114,8 +114,11 @@ export class UnitView {
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}
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return this.data.warshipTargetId;
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}
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isSamCooldown(): boolean {
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return this.data.isSamCooldown;
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ticksLeftInCooldown(): Tick {
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return this.data.ticksLeftInCooldown;
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}
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isCooldown(): boolean {
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return this.data.ticksLeftInCooldown > 0;
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}
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}
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@@ -741,8 +741,12 @@ export class PlayerImpl implements Player {
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}
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nukeSpawn(tile: TileRef): TileRef | false {
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// only get missilesilos that are not on cooldown
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const spawns = this.units(UnitType.MissileSilo)
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.map((u) => u as Unit)
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.filter((silo) => {
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return !silo.isCooldown();
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})
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.sort(distSortUnit(this.mg, tile));
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if (spawns.length == 0) {
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return false;
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@@ -1,4 +1,4 @@
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import { MessageType, UnitSpecificInfos } from "./Game";
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import { MessageType, Tick, UnitSpecificInfos } from "./Game";
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import { UnitUpdate } from "./GameUpdates";
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import { GameUpdateType } from "./GameUpdates";
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import { simpleHash, toInt, within, withinInt } from "../Util";
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@@ -19,10 +19,11 @@ export class UnitImpl implements Unit {
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private _constructionType: UnitType = undefined;
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private _isSamCooldown: boolean = false;
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private _cooldownTick: Tick | null = null;
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private _dstPort: Unit | null = null; // Only for trade ships
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private _detonationDst: TileRef | null = null; // Only for nukes
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private _warshipTarget: Unit | null = null;
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private _cooldownDuration: number | null = null;
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constructor(
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private _type: UnitType,
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@@ -38,6 +39,7 @@ export class UnitImpl implements Unit {
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this._dstPort = unitsSpecificInfos.dstPort;
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this._detonationDst = unitsSpecificInfos.detonationDst;
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this._warshipTarget = unitsSpecificInfos.warshipTarget;
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this._cooldownDuration = unitsSpecificInfos.cooldownDuration;
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}
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id() {
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@@ -61,7 +63,7 @@ export class UnitImpl implements Unit {
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dstPortId: dstPort ? dstPort.id() : null,
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warshipTargetId: warshipTarget ? warshipTarget.id() : null,
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detonationDst: this.detonationDst(),
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isSamCooldown: this.isSamCooldown() ? this.isSamCooldown() : null,
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ticksLeftInCooldown: this.ticksLeftInCooldown(this._cooldownDuration),
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};
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}
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@@ -183,13 +185,26 @@ export class UnitImpl implements Unit {
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return this._dstPort;
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}
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setSamCooldown(cooldown: boolean): void {
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this._isSamCooldown = cooldown;
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this.mg.addUpdate(this.toUpdate());
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// set the cooldown to the current tick or remove it
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setCooldown(triggerCooldown: boolean): void {
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if (triggerCooldown) {
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this._cooldownTick = this.mg.ticks();
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this.mg.addUpdate(this.toUpdate());
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} else {
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this._cooldownTick = null;
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this.mg.addUpdate(this.toUpdate());
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}
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}
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isSamCooldown(): boolean {
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return this._isSamCooldown;
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ticksLeftInCooldown(cooldownDuration: number): Tick {
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return Math.max(
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0,
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cooldownDuration - (this.mg.ticks() - this._cooldownTick),
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);
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}
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isCooldown(): boolean {
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return this._cooldownTick ? true : false;
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}
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setDstPort(dstPort: Unit): void {
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@@ -0,0 +1,95 @@
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "../src/core/game/Game";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { setup } from "./util/Setup";
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import { constructionExecution } from "./util/utils";
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import { NukeExecution } from "../src/core/execution/NukeExecution";
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import { TileRef } from "../src/core/game/GameMap";
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let game: Game;
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let attacker: Player;
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function attackerBuildsNuke(
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source: TileRef,
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target: TileRef,
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initialize = true,
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) {
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, attacker.id(), target, source),
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);
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if (initialize) {
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game.executeNextTick();
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game.executeNextTick();
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}
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}
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describe("MissileSilo", () => {
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beforeEach(async () => {
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game = await setup("Plains", { infiniteGold: true, instantBuild: true });
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const attacker_info = new PlayerInfo(
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"fr",
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"attacker_id",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attacker_info, 1000);
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game.addExecution(
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new SpawnExecution(game.player(attacker_info.id).info(), game.ref(1, 1)),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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attacker = game.player("attacker_id");
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constructionExecution(game, attacker.id(), 1, 1, UnitType.MissileSilo);
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});
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test("missilesilo should launch nuke", async () => {
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attackerBuildsNuke(null, game.ref(7, 7));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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//because of initilization the nuke already moved so it should be at 204 when starting from 101
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expect(attacker.units(UnitType.AtomBomb)[0].tile()).toBe(
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game.map().ref(5, 1),
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);
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for (let i = 0; i < 3; i++) {
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game.executeNextTick();
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}
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
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});
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test("missilesilo should only launch one nuke at a time", async () => {
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attackerBuildsNuke(null, game.ref(7, 7));
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attackerBuildsNuke(null, game.ref(7, 7));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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});
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test("missilesilo should cooldown as long as configured", async () => {
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expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeFalsy();
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// send the nuke far enough away so it doesnt destroy the silo
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attackerBuildsNuke(null, game.ref(50, 50));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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for (let i = 0; i < 24; i++) {
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game.executeNextTick();
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}
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
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for (let i = 0; i < game.config().SiloCooldown() - 25; i++) {
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||||
game.executeNextTick();
|
||||
expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeTruthy();
|
||||
}
|
||||
|
||||
game.executeNextTick();
|
||||
expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeFalsy();
|
||||
});
|
||||
});
|
||||
+6
-8
@@ -91,7 +91,7 @@ describe("SAM", () => {
|
||||
|
||||
test("sam should cooldown as long as configured", async () => {
|
||||
defenderBuildsSam(1, 1);
|
||||
expect(defender.units(UnitType.SAMLauncher)[0].isSamCooldown()).toBe(false);
|
||||
expect(defender.units(UnitType.SAMLauncher)[0].isCooldown()).toBeFalsy();
|
||||
attackerBuildsNuke(game.ref(7, 7), game.ref(1, 1));
|
||||
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
|
||||
|
||||
@@ -99,15 +99,13 @@ describe("SAM", () => {
|
||||
game.executeNextTick();
|
||||
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
|
||||
|
||||
for (let i = 0; i < game.config().samCooldown() - 1; i++) {
|
||||
for (let i = 0; i < game.config().SAMCooldown() - 2; i++) {
|
||||
game.executeNextTick();
|
||||
expect(defender.units(UnitType.SAMLauncher)[0].isSamCooldown()).toBe(
|
||||
true,
|
||||
);
|
||||
expect(defender.units(UnitType.SAMLauncher)[0].isCooldown()).toBeTruthy();
|
||||
}
|
||||
|
||||
game.executeNextTick();
|
||||
expect(defender.units(UnitType.SAMLauncher)[0].isSamCooldown()).toBe(false);
|
||||
expect(defender.units(UnitType.SAMLauncher)[0].isCooldown()).toBeFalsy();
|
||||
});
|
||||
|
||||
test("two sams should not target twice same nuke", async () => {
|
||||
@@ -125,8 +123,8 @@ describe("SAM", () => {
|
||||
const sams = defender.units(UnitType.SAMLauncher);
|
||||
// Only one sam must have shot
|
||||
expect(
|
||||
(sams[0].isSamCooldown() && !sams[1].isSamCooldown()) ||
|
||||
(sams[1].isSamCooldown() && !sams[0].isSamCooldown()),
|
||||
(sams[0].isCooldown() && !sams[1].isCooldown()) ||
|
||||
(sams[1].isCooldown() && !sams[0].isCooldown()),
|
||||
).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user