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fix: Check alliance breakage once at launch, and is deterministic now (#2554)
## Description: Removes the check to break alliance after nuke is launched, and alliance breaking is now determined before tiles are randomly chosen for destruction. (It is now slightly stricter, I believe, as a weighted average calculation is a little tricky) ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: bibizu
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@@ -926,6 +926,13 @@ export class GameImpl implements Game {
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euclideanDistSquared(c1: TileRef, c2: TileRef): number {
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return this._map.euclideanDistSquared(c1, c2);
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}
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circleSearch(
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tile: TileRef,
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radius: number,
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filter?: (tile: TileRef, d2: number) => boolean,
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): Set<TileRef> {
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return this._map.circleSearch(tile, radius, filter);
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}
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bfs(
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tile: TileRef,
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filter: (gm: GameMap, tile: TileRef) => boolean,
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@@ -39,6 +39,11 @@ export interface GameMap {
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manhattanDist(c1: TileRef, c2: TileRef): number;
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euclideanDistSquared(c1: TileRef, c2: TileRef): number;
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circleSearch(
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tile: TileRef,
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radius: number,
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filter?: (tile: TileRef, d2: number) => boolean,
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): Set<TileRef>;
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bfs(
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tile: TileRef,
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filter: (gm: GameMap, tile: TileRef) => boolean,
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@@ -290,6 +295,29 @@ export class GameMapImpl implements GameMap {
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const y = this.y(c1) - this.y(c2);
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return x * x + y * y;
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}
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circleSearch(
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tile: TileRef,
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radius: number,
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filter?: (tile: TileRef, d2: number) => boolean,
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): Set<TileRef> {
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const center = { x: this.x(tile), y: this.y(tile) };
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const tiles: Set<TileRef> = new Set<TileRef>();
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const minX = Math.max(0, center.x - radius);
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const maxX = Math.min(this.width_ - 1, center.x + radius);
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const minY = Math.max(0, center.y - radius);
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const maxY = Math.min(this.height_ - 1, center.y + radius);
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for (let i = minX; i <= maxX; ++i) {
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for (let j = minY; j <= maxY; j++) {
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const t = this.yToRef[j] + i;
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const d2 = this.euclideanDistSquared(tile, t);
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if (d2 > radius * radius) continue;
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if (!filter || filter(t, d2)) {
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tiles.add(t);
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}
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}
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}
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return tiles;
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}
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bfs(
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tile: TileRef,
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filter: (gm: GameMap, tile: TileRef) => boolean,
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@@ -885,6 +885,13 @@ export class GameView implements GameMap {
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euclideanDistSquared(c1: TileRef, c2: TileRef): number {
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return this._map.euclideanDistSquared(c1, c2);
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}
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circleSearch(
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tile: TileRef,
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radius: number,
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filter?: (tile: TileRef, d2: number) => boolean,
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): Set<TileRef> {
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return this._map.circleSearch(tile, radius, filter);
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}
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bfs(
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tile: TileRef,
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filter: (gm: GameMap, tile: TileRef) => boolean,
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