update meta

This commit is contained in:
Evan
2025-04-15 08:30:43 -07:00
parent 3eccbaa982
commit 518b52f439
2 changed files with 25 additions and 47 deletions
@@ -222,10 +222,7 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
Gold: ${renderNumber(player.gold())}
</div>
<div class="text-sm opacity-80" translate="no">
Ports: ${player.units(UnitType.Port).length}
</div>
<div class="text-sm opacity-80" translate="no">
Cities: ${player.units(UnitType.City).length}
Defense: ${renderNumber(player.troops() / player.numTilesOwned())}
</div>
<div class="text-sm opacity-80" translate="no">
Missile launchers: ${player.units(UnitType.MissileSilo).length}
+24 -43
View File
@@ -336,7 +336,7 @@ export class DefaultConfig implements Config {
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: Math.min(
1_000_000,
2_000_000,
Math.pow(
2,
p.unitsIncludingConstruction(UnitType.City).length,
@@ -388,7 +388,7 @@ export class DefaultConfig implements Config {
return 3;
}
numSpawnPhaseTurns(): number {
return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
return this._gameConfig.gameType == GameType.Singleplayer ? 50 : 300;
}
numBots(): number {
return this.bots();
@@ -413,15 +413,15 @@ export class DefaultConfig implements Config {
const type = gm.terrainType(tileToConquer);
switch (type) {
case TerrainType.Plains:
mag = 85;
mag = 0.85;
speed = 16.5;
break;
case TerrainType.Highland:
mag = 100;
mag = 1;
speed = 20;
break;
case TerrainType.Mountain:
mag = 120;
mag = 1.15;
speed = 25;
break;
default:
@@ -443,8 +443,8 @@ export class DefaultConfig implements Config {
if (gm.hasFallout(tileToConquer)) {
const falloutRatio = gm.numTilesWithFallout() / gm.numLandTiles();
mag *= this.falloutDefenseModifier(falloutRatio);
speed *= this.falloutDefenseModifier(falloutRatio);
//mag *= this.falloutDefenseModifier(falloutRatio);
//speed *= this.falloutDefenseModifier(falloutRatio);
}
if (attacker.isPlayer() && defender.isPlayer()) {
@@ -462,41 +462,25 @@ export class DefaultConfig implements Config {
}
}
let largeLossModifier = 1;
if (attacker.numTilesOwned() > 100_000) {
largeLossModifier = Math.sqrt(100_000 / attacker.numTilesOwned());
}
let largeSpeedMalus = 1;
if (attacker.numTilesOwned() > 75_000) {
// sqrt is only exponent 1/2 which doesn't slow enough huge players
largeSpeedMalus = (75_000 / attacker.numTilesOwned()) ** 0.6;
}
if (defender.isPlayer()) {
const ratio = within(
Math.pow(defender.troops() / attackTroops, 0.4),
0.1,
10,
);
const speedRatio = within(
defender.troops() / (5 * attackTroops),
0.1,
10,
);
const defenderRatio = defender.troops() / defender.numTilesOwned();
const traitorDefenseDebuff = defender.isTraitor()
? this.traitorDefenseDebuff()
: 1;
const factor = 1;
return {
attackerTroopLoss:
ratio *
mag *
largeLossModifier *
(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
defenderTroopLoss: defender.population() / defender.numTilesOwned(),
tilesPerTickUsed: Math.floor(speedRatio * speed * largeSpeedMalus),
mag + factor * defenderRatio * mag * traitorDefenseDebuff,
defenderTroopLoss: defenderRatio,
tilesPerTickUsed: within(
speed * (defender.troops() / (1 + 5 * attackTroops)) ** 0.5,
1000,
100000,
),
};
} else {
return {
attackerTroopLoss:
attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
attackerTroopLoss: mag * 10,
defenderTroopLoss: 0,
tilesPerTickUsed: within(
(2000 * Math.max(10, speed)) / attackTroops,
@@ -515,12 +499,10 @@ export class DefaultConfig implements Config {
): number {
if (defender.isPlayer()) {
return (
within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) *
numAdjacentTilesWithEnemy *
3
1000 * numAdjacentTilesWithEnemy //increase to increase attack speed across-the-board
);
} else {
return numAdjacentTilesWithEnemy * 2;
return 4 * numAdjacentTilesWithEnemy;
}
}
@@ -571,7 +553,7 @@ export class DefaultConfig implements Config {
const maxPop =
player.type() == PlayerType.Human && this.infiniteTroops()
? 1_000_000_000
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
: 1 * (Math.pow(player.numTilesOwned(), 0.7) * 1000 + 50000) +
player.units(UnitType.City).length * this.cityPopulationIncrease();
if (player.type() == PlayerType.Bot) {
@@ -627,8 +609,7 @@ export class DefaultConfig implements Config {
}
goldAdditionRate(player: Player): number {
const ratio = Math.pow(player.workers() / player.population(), 1.3);
return Math.floor(Math.sqrt(player.workers()) * ratio * 5);
return Math.sqrt(player.workers() * player.numTilesOwned()) / 200;
}
troopAdjustmentRate(player: Player): number {