feat: Nuke Trajectory SAM intercept prediction (#2541)

## Description:

Overhaul to nuke previews:
- Nuke previews now show when they become invulnerable (if
invulnerability setting enabled).
- Nuke previews now show if a SAM defense could intercept it, and where
the intercept occurs.
- SAMs range is now color-coded and outlined to be able to know if
missile will be intercepted by it.

<img width="1326" height="862" alt="image"
src="https://github.com/user-attachments/assets/4cc43a0b-ebac-4707-85bb-4d422f23da28"
/>

Colors/outlines aren't meant to be final, and there are constants to
play around with at the start of both files.

I also kept the naive implementation since the performance cost isn't
too high from my testing and any improvements I can think of are small
and require a bigger rewrite.

## 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
This commit is contained in:
bibizu
2025-12-06 11:21:44 -08:00
committed by GitHub
parent 6ca81211ea
commit 97e6c1cd77
3 changed files with 214 additions and 19 deletions
@@ -15,10 +15,13 @@ export class NukeTrajectoryPreviewLayer implements Layer {
// Trajectory preview state
private mousePos = { x: 0, y: 0 };
private trajectoryPoints: TileRef[] = [];
private untargetableSegmentBounds: [number, number] = [-1, -1];
private targetedIndex = -1;
private lastTrajectoryUpdate: number = 0;
private lastTargetTile: TileRef | null = null;
private currentGhostStructure: UnitType | null = null;
private cachedSpawnTile: TileRef | null = null; // Cache spawn tile to avoid expensive player.actions() calls
// Cache spawn tile to avoid expensive player.actions() calls
private cachedSpawnTile: TileRef | null = null;
constructor(
private game: GameView,
@@ -210,6 +213,72 @@ export class NukeTrajectoryPreviewLayer implements Layer {
);
this.trajectoryPoints = pathFinder.allTiles();
// NOTE: This is a lot to do in the rendering method, naive
// But trajectory is already calculated here and needed for prediction.
// From testing, does not seem to have much effect, so I keep it this way.
// Calculate points when bomb targetability switches
const targetRangeSquared =
this.game.config().defaultNukeTargetableRange() ** 2;
// Find two switch points where bomb transitions:
// [0]: leaves spawn range, enters untargetable zone
// [1]: enters target range, becomes targetable again
this.untargetableSegmentBounds = [-1, -1];
for (let i = 0; i < this.trajectoryPoints.length; i++) {
const tile = this.trajectoryPoints[i];
if (this.untargetableSegmentBounds[0] === -1) {
if (
this.game.euclideanDistSquared(tile, this.cachedSpawnTile) >
targetRangeSquared
) {
if (
this.game.euclideanDistSquared(tile, targetTile) <
targetRangeSquared
) {
// overlapping spawn & target range
break;
} else {
this.untargetableSegmentBounds[0] = i;
}
}
} else if (
this.game.euclideanDistSquared(tile, targetTile) < targetRangeSquared
) {
this.untargetableSegmentBounds[1] = i;
break;
}
}
// Find the point where SAM can intercept
this.targetedIndex = this.trajectoryPoints.length;
// Check trajectory
for (let i = 0; i < this.trajectoryPoints.length; i++) {
const tile = this.trajectoryPoints[i];
for (const sam of this.game.nearbyUnits(
tile,
this.game.config().maxSamRange(),
UnitType.SAMLauncher,
)) {
if (
sam.unit.owner().isMe() ||
this.game.myPlayer()?.isFriendly(sam.unit.owner())
) {
continue;
}
if (
sam.distSquared <=
this.game.config().samRange(sam.unit.level()) ** 2
) {
this.targetedIndex = i;
break;
}
}
if (this.targetedIndex !== this.trajectoryPoints.length) break;
// Jump over untargetable segment
if (i === this.untargetableSegmentBounds[0])
i = this.untargetableSegmentBounds[1] - 1;
}
}
/**
@@ -230,17 +299,78 @@ export class NukeTrajectoryPreviewLayer implements Layer {
return;
}
const territoryColor = player.territoryColor();
const lineColor = territoryColor.alpha(0.7).toRgbString();
// Set of line colors, targeted is after SAM intercept is detected.
const untargetedOutlineColor = "rgba(140, 140, 140, 1)";
const targetedOutlineColor = "rgba(150, 90, 90, 1)";
const symbolOutlineColor = "rgba(0, 0, 0, 1)";
const targetedLocationColor = "rgba(255, 0, 0, 1)";
const untargetableAndUntargetedLineColor = "rgba(255, 255, 255, 1)";
const targetableAndUntargetedLineColor = "rgba(255, 255, 255, 1)";
const untargetableAndTargetedLineColor = "rgba(255, 80, 80, 1)";
const targetableAndTargetedLineColor = "rgba(255, 80, 80, 1)";
// Set of line widths
const outlineExtraWidth = 1.5; // adds onto below
const lineWidth = 1.25;
const XLineWidth = 2;
const XSize = 6;
// Set of line dashes
// Outline dashes calculated automatically
const untargetableAndUntargetedLineDash = [2, 6];
const targetableAndUntargetedLineDash = [8, 4];
const untargetableAndTargetedLineDash = [2, 6];
const targetableAndTargetedLineDash = [8, 4];
const outlineDash = (dash: number[], extra: number) => {
return [dash[0] + extra, Math.max(dash[1] - extra, 0)];
};
// Tracks the change of color and dash length throughout
let currentOutlineColor = untargetedOutlineColor;
let currentLineColor = targetableAndUntargetedLineColor;
let currentLineDash = targetableAndUntargetedLineDash;
let currentLineWidth = lineWidth;
// Take in set of "current" parameters and draw both outline and line.
const outlineAndStroke = () => {
context.lineWidth = currentLineWidth + outlineExtraWidth;
context.setLineDash(outlineDash(currentLineDash, outlineExtraWidth));
context.lineDashOffset = outlineExtraWidth / 2;
context.strokeStyle = currentOutlineColor;
context.stroke();
context.lineWidth = currentLineWidth;
context.setLineDash(currentLineDash);
context.lineDashOffset = 0;
context.strokeStyle = currentLineColor;
context.stroke();
};
const drawUntargetableCircle = (x: number, y: number) => {
context.beginPath();
context.arc(x, y, 4, 0, 2 * Math.PI, false);
currentOutlineColor = untargetedOutlineColor;
currentLineColor = targetableAndUntargetedLineColor;
currentLineDash = [1, 0];
outlineAndStroke();
};
const drawTargetedX = (x: number, y: number) => {
context.beginPath();
context.moveTo(x - XSize, y - XSize);
context.lineTo(x + XSize, y + XSize);
context.moveTo(x - XSize, y + XSize);
context.lineTo(x + XSize, y - XSize);
currentOutlineColor = symbolOutlineColor;
currentLineColor = targetedLocationColor;
currentLineDash = [1, 0];
currentLineWidth = XLineWidth;
outlineAndStroke();
};
// Calculate offset to center coordinates (same as canvas drawing)
const offsetX = -this.game.width() / 2;
const offsetY = -this.game.height() / 2;
context.save();
context.strokeStyle = lineColor;
context.lineWidth = 1.5;
context.setLineDash([8, 4]);
context.beginPath();
// Draw line connecting trajectory points
@@ -254,9 +384,46 @@ export class NukeTrajectoryPreviewLayer implements Layer {
} else {
context.lineTo(x, y);
}
if (i === this.untargetableSegmentBounds[0]) {
outlineAndStroke();
drawUntargetableCircle(x, y);
context.beginPath();
if (i >= this.targetedIndex) {
currentOutlineColor = targetedOutlineColor;
currentLineColor = untargetableAndTargetedLineColor;
currentLineDash = untargetableAndTargetedLineDash;
} else {
currentOutlineColor = untargetedOutlineColor;
currentLineColor = untargetableAndUntargetedLineColor;
currentLineDash = untargetableAndUntargetedLineDash;
}
} else if (i === this.untargetableSegmentBounds[1]) {
outlineAndStroke();
drawUntargetableCircle(x, y);
context.beginPath();
if (i >= this.targetedIndex) {
currentOutlineColor = targetedOutlineColor;
currentLineColor = targetableAndTargetedLineColor;
currentLineDash = targetableAndTargetedLineDash;
} else {
currentOutlineColor = untargetedOutlineColor;
currentLineColor = targetableAndUntargetedLineColor;
currentLineDash = targetableAndUntargetedLineDash;
}
}
if (i === this.targetedIndex) {
outlineAndStroke();
drawTargetedX(x, y);
context.beginPath();
// Always in the targetable zone by definition.
currentOutlineColor = targetedOutlineColor;
currentLineColor = targetableAndTargetedLineColor;
currentLineDash = targetableAndTargetedLineDash;
currentLineWidth = lineWidth;
}
}
context.stroke();
outlineAndStroke();
context.restore();
}
}
+36 -12
View File
@@ -1,14 +1,14 @@
import type { EventBus } from "../../../core/EventBus";
import { UnitType } from "../../../core/game/Game";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import type { GameView } from "../../../core/game/GameView";
import type { GameView, PlayerView } from "../../../core/game/GameView";
import { ToggleStructureEvent } from "../../InputHandler";
import { TransformHandler } from "../TransformHandler";
import { UIState } from "../UIState";
import { Layer } from "./Layer";
/**
* Layer responsible for rendering SAM launcher defense radiuses
* Layer responsible for rendering SAM launcher defense radii
*/
export class SAMRadiusLayer implements Layer {
private readonly canvas: HTMLCanvasElement;
@@ -157,14 +157,14 @@ export class SAMRadiusLayer implements Layer {
this.samLaunchers.set(sam.id(), sam.owner().smallID()),
);
// Draw union of SAM radiuses. Collect circle data then draw union outer arcs only
// Draw union of SAM radii. Collect circle data then draw union outer arcs only
const circles = samLaunchers.map((sam) => {
const tile = sam.tile();
return {
x: this.game.x(tile),
y: this.game.y(tile),
r: this.game.config().samRange(sam.level()),
owner: sam.owner().smallID(),
owner: sam.owner(),
};
});
@@ -176,13 +176,19 @@ export class SAMRadiusLayer implements Layer {
* so overlapping circles appear as one combined shape.
*/
private drawCirclesUnion(
circles: Array<{ x: number; y: number; r: number; owner: number }>,
circles: Array<{ x: number; y: number; r: number; owner: PlayerView }>,
) {
const ctx = this.context;
if (circles.length === 0) return;
// styles
const strokeStyleOuter = "rgba(0, 0, 0, 1)";
// Line Parameters
const outlineColor = "rgba(0, 0, 0, 1)";
const lineColorSelf = "rgba(0, 255, 0, 1)";
const lineColorEnemy = "rgba(255, 0, 0, 1)";
const lineColorFriend = "rgba(255, 255, 0, 1)";
const extraOutlineWidth = 1; // adds onto below
const lineWidth = 2;
const lineDash = [12, 6];
// 1) Fill union simply by drawing all full circle paths and filling once
ctx.save();
@@ -199,10 +205,6 @@ export class SAMRadiusLayer implements Layer {
if (!this.showStroke) return;
ctx.save();
ctx.lineWidth = 2;
ctx.setLineDash([12, 6]);
ctx.lineDashOffset = this.dashOffset;
ctx.strokeStyle = strokeStyleOuter;
const TWO_PI = Math.PI * 2;
@@ -258,7 +260,8 @@ export class SAMRadiusLayer implements Layer {
// Only consider coverage from circles owned by the same player.
// This shows separate boundaries for different players' SAM coverage,
// making contested areas visually distinct.
if (a.owner !== circles[j].owner) continue;
if (a.owner.smallID() !== circles[j].owner.smallID()) continue;
const b = circles[j];
const dx = b.x - a.x;
const dy = b.y - a.y;
@@ -318,6 +321,27 @@ export class SAMRadiusLayer implements Layer {
if (e - s < 1e-3) continue;
ctx.beginPath();
ctx.arc(a.x, a.y, a.r, s, e);
// Outline
ctx.strokeStyle = outlineColor;
ctx.lineWidth = lineWidth + extraOutlineWidth;
ctx.setLineDash([
lineDash[0] + extraOutlineWidth,
Math.max(lineDash[1] - extraOutlineWidth, 0),
]);
ctx.lineDashOffset = this.dashOffset + extraOutlineWidth / 2;
ctx.stroke();
// Inline
if (a.owner.isMe()) {
ctx.strokeStyle = lineColorSelf;
} else if (this.game.myPlayer()?.isFriendly(a.owner)) {
ctx.strokeStyle = lineColorFriend;
} else {
ctx.strokeStyle = lineColorEnemy;
}
ctx.lineWidth = lineWidth;
ctx.setLineDash(lineDash);
ctx.lineDashOffset = this.dashOffset;
ctx.stroke();
}
}