Have MIRV damage asymptote to 5% of total population (#1570)

## Description:

Decreasing MIRV warhead blast radius nerfed them too much, so have them
destroy 95% of population.

## 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
- [x] I have read and accepted the CLA aggreement (only required once).

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
This commit is contained in:
evanpelle
2025-07-25 15:44:32 -07:00
committed by GitHub
parent 65937b7e69
commit 932d4f3be2
3 changed files with 52 additions and 8 deletions
+16 -2
View File
@@ -23,6 +23,7 @@ import { TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
import { GameConfig, GameID, TeamCountConfig } from "../Schemas";
import { NukeType } from "../StatsSchemas";
import { assertNever, simpleHash, within } from "../Util";
import { Config, GameEnv, NukeMagnitude, ServerConfig, Theme } from "./Config";
import { PastelTheme } from "./PastelTheme";
@@ -822,8 +823,21 @@ export class DefaultConfig implements Config {
}
// Humans can be population, soldiers attacking, soldiers in boat etc.
nukeDeathFactor(humans: number, tilesOwned: number): number {
return (5 * humans) / Math.max(1, tilesOwned);
nukeDeathFactor(
nukeType: NukeType,
humans: number,
tilesOwned: number,
maxPop: number,
): number {
if (nukeType !== UnitType.MIRVWarhead) {
return (5 * humans) / Math.max(1, tilesOwned);
}
const targetPop = 0.05 * maxPop;
const excessPop = Math.max(0, humans - targetPop);
const scalingFactor = 20000;
return (scalingFactor * excessPop * excessPop) / (maxPop * maxPop);
}
structureMinDist(): number {