mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-27 00:14:36 +00:00
Fix: Standardize MIRV travel time
Addresses player report regarding unfair and unintuitive MIRV launch delays. MIRV travel time is now fixed at 5 ticks, independent of click location. - Modified MIRVExecution.ts to dynamically calculate speed based on a fixed travel time. - Added MIRVExecution.test.ts to verify the fixed travel time.
This commit is contained in:
@@ -22,6 +22,7 @@ export class MirvExecution implements Execution {
|
||||
|
||||
private mirvRange = 1500;
|
||||
private warheadCount = 350;
|
||||
private MIRV_FIXED_TRAVEL_TIME = 5; // Ticks
|
||||
|
||||
private random: PseudoRandom;
|
||||
|
||||
@@ -43,7 +44,7 @@ export class MirvExecution implements Execution {
|
||||
this.mg = mg;
|
||||
this.pathFinder = new ParabolaPathFinder(mg);
|
||||
this.targetPlayer = this.mg.owner(this.dst);
|
||||
this.speed = this.mg.config().defaultNukeSpeed();
|
||||
|
||||
|
||||
// Record stats
|
||||
this.mg.stats().bombLaunch(this.player, this.targetPlayer, UnitType.MIRV);
|
||||
@@ -75,6 +76,9 @@ export class MirvExecution implements Execution {
|
||||
const y = Math.max(0, this.mg.y(this.dst) - 500) + 50;
|
||||
this.separateDst = this.mg.ref(x, y);
|
||||
this.pathFinder.computeControlPoints(spawn, this.separateDst);
|
||||
// Calculate speed for fixed travel time
|
||||
const distance = this.mg.euclideanDist(spawn, this.separateDst);
|
||||
this.speed = distance / this.MIRV_FIXED_TRAVEL_TIME;
|
||||
|
||||
this.mg.displayIncomingUnit(
|
||||
this.nuke.id(),
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
import { MirvExecution } from "../../../src/core/execution/MIRVExecution";
|
||||
import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
|
||||
import {
|
||||
Game,
|
||||
Player,
|
||||
PlayerInfo,
|
||||
PlayerType,
|
||||
UnitType,
|
||||
} from "../../../src/core/game/Game";
|
||||
import { TileRef } from "../../../src/core/game/GameMap";
|
||||
import { setup } from "../../util/Setup";
|
||||
import { constructionExecution, executeTicks } from "../../util/utils";
|
||||
|
||||
let game: Game;
|
||||
let player: Player;
|
||||
|
||||
describe("MirvExecution", () => {
|
||||
beforeEach(async () => {
|
||||
game = await setup("plains", { infiniteGold: true, instantBuild: true });
|
||||
const playerInfo = new PlayerInfo(
|
||||
"player_id",
|
||||
PlayerType.Human,
|
||||
null,
|
||||
"player_id",
|
||||
);
|
||||
game.addPlayer(playerInfo);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player(playerInfo.id).info(), game.ref(1, 1)),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
|
||||
player = game.player("player_id");
|
||||
|
||||
constructionExecution(game, player, 1, 1, UnitType.MissileSilo);
|
||||
});
|
||||
|
||||
test("MIRV should have a fixed travel time regardless of target distance", async () => {
|
||||
const nearTarget = game.ref(5, 5);
|
||||
const farTarget = game.ref(50, 50);
|
||||
|
||||
const mirvNear = new MirvExecution(player, nearTarget);
|
||||
game.addExecution(mirvNear);
|
||||
const mirvFar = new MirvExecution(player, farTarget);
|
||||
game.addExecution(mirvFar);
|
||||
|
||||
// Execute ticks until both MIRVs have landed
|
||||
let ticksNear = 0;
|
||||
let ticksFar = 0;
|
||||
|
||||
while (mirvNear.isActive() || mirvFar.isActive()) {
|
||||
game.executeNextTick();
|
||||
if (mirvNear.isActive()) {
|
||||
ticksNear++;
|
||||
}
|
||||
if (mirvFar.isActive()) {
|
||||
ticksFar++;
|
||||
}
|
||||
}
|
||||
|
||||
// The travel times should be approximately the same
|
||||
// Allowing for a small margin of error due to pathfinding or tick execution nuances
|
||||
const tolerance = 2; // Ticks
|
||||
expect(Math.abs(ticksNear - ticksFar)).toBeLessThanOrEqual(tolerance);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user