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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
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@@ -203,6 +203,10 @@ export class NukeExecution implements Execution {
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const toDestroy = this.tilesToDestroy();
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this.maybeBreakAlliances(toDestroy);
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const maxPop = this.target().isPlayer()
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? this.mg.config().maxPopulation(this.target() as Player)
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: 1;
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for (const tile of toDestroy) {
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const owner = this.mg.owner(tile);
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if (owner.isPlayer()) {
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@@ -210,25 +214,45 @@ export class NukeExecution implements Execution {
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owner.removeTroops(
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this.mg
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.config()
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.nukeDeathFactor(owner.troops(), owner.numTilesOwned()),
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.nukeDeathFactor(
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this.nukeType,
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owner.troops(),
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owner.numTilesOwned(),
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maxPop,
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),
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);
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owner.removeWorkers(
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this.mg
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.config()
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.nukeDeathFactor(owner.workers(), owner.numTilesOwned()),
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.nukeDeathFactor(
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this.nukeType,
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owner.workers(),
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owner.numTilesOwned(),
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maxPop,
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),
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);
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owner.outgoingAttacks().forEach((attack) => {
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const deaths =
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this.mg
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?.config()
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.nukeDeathFactor(attack.troops(), owner.numTilesOwned()) ?? 0;
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.nukeDeathFactor(
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this.nukeType,
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attack.troops(),
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owner.numTilesOwned(),
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maxPop,
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) ?? 0;
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attack.setTroops(attack.troops() - deaths);
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});
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owner.units(UnitType.TransportShip).forEach((attack) => {
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const deaths =
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this.mg
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?.config()
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.nukeDeathFactor(attack.troops(), owner.numTilesOwned()) ?? 0;
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.nukeDeathFactor(
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this.nukeType,
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attack.troops(),
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owner.numTilesOwned(),
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maxPop,
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) ?? 0;
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attack.setTroops(attack.troops() - deaths);
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});
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}
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