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balance(doomsday): floor the drain at 5% of max instead of wiping to zero (#4587)
## Description: The Doomsday Clock drain wiped a caught side's troops (and warship health) to **zero**, an effective death sentence, so a brief dip below the bar was unrecoverable. Floor the drain at **5% of each max** (`drainFloorPercent`) for both troops and warships: a doomed side is crippled, not eliminated, and recovers if it climbs back above the bar. The rising territory bar still forces a finish (a 5%-strength side is trivial to conquer, and the leader is drain-exempt). - Config: `drainFloorPercent` (5), applied to both drains. - Execution: clamp troop + warship-health removal to what sits above the floor (integer-only, deterministic). - HUD: the Collapsing rate is shown net of the floor. - Tests: drain-to-zero / warship-scuttle cases updated to the floor + added coverage. ## 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
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@@ -84,21 +84,27 @@ export const SAM_CONSTRUCTION_TICKS = 30 * 10;
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// Doomsday Clock tunables (anti-stall). Off unless enabled in GameConfig.
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// Times in seconds. The required map share rises in waves (levels + times in
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// DoomsdayClock.ts, chosen by `speed`). A side caught below the bar gets a
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// warnSeconds cooldown ("Danger, decay in Xs"), then troops bleed to zero: the
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// warn (30s) + the linear drain (~90s from full troops, sooner with fewer troops
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// or a shrinking territory) make ~2 minutes from caught to wiped out.
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// warnSeconds cooldown ("Danger, decay in Xs"), then troops bleed DOWN TO A
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// FLOOR (drainFloorPercent of max), not to zero: the warn (30s) + the linear
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// drain (~90s from full troops, sooner with fewer troops or a shrinking
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// territory) make ~2 minutes from caught to the floor. A doomed side is crippled
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// to 5% of max, not eliminated, so a brief dip below the bar is recoverable (the
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// drain stops the moment it climbs back); the rising bar still guarantees a
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// finish by squeezing territory and leaving the doomed side easy to conquer.
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const DOOMSDAY_CLOCK_DEFAULTS = {
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enabled: false,
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speed: "normal" as DoomsdayClockSpeed,
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warnSeconds: 30, // cooldown (the flashing danger cue) before decay begins
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drainStartPercent: 2, // starts bleeding at once (already beats troop income)
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drainMaxPercent: 5,
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drainRampSeconds: 90, // ramps LINEARLY to the max over this long (~1:30 to zero)
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drainRampSeconds: 90, // ramps LINEARLY to the max over this long
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drainFloorPercent: 5, // drain stops here: crippled to 5% of max, never wiped
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// Warships bleed on their OWN gentler start + a STEEP (convex) ramp to a much
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// higher ceiling. A ship caught when its side is first doomed lasts about as
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// long as troops (the low start + no income ≈ the troop net rate), but the rate
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// curves up sharply (warshipDrainCurveExponent), so once a side has been under
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// the clock the full ramp, ships sink in ~2s (50%/s). Ships only.
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// the clock the full ramp, ships drop to the same floor in ~2s (50%/s), not
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// sunk. Ships only.
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warshipDrainStartPercent: 1,
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warshipDrainMaxPercent: 50,
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warshipDrainCurveExponent: 8, // >1 = convex: stays gentle early, then spikes
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@@ -138,6 +144,7 @@ export class Config {
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drainStartPercent: d.drainStartPercent,
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drainMaxPercent: d.drainMaxPercent,
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drainRampSeconds: d.drainRampSeconds,
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drainFloorPercent: d.drainFloorPercent,
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warshipDrainStartPercent: d.warshipDrainStartPercent,
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warshipDrainMaxPercent: d.warshipDrainMaxPercent,
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warshipDrainCurveExponent: d.warshipDrainCurveExponent,
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@@ -22,8 +22,11 @@ import {
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*
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* A side below the bar is marked (inDoomsdayClock -> blinking skull on the client)
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* and, after the warn window, every member bleeds an escalating percentage of
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* their troops until the side recovers or hits zero. Climbing back above the bar
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* clears the mark and stops the drain.
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* their troops (and warship health) until the side recovers or reaches the floor
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* (drainFloorPercent of each max). The drain cripples, it does not wipe: a doomed
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* side settles at 5% of max, not zero, so a brief dip below the bar is
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* recoverable. Climbing back above the bar clears the mark and stops the drain;
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* the rising bar still forces a finish by squeezing territory.
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*
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* Deterministic: integer-only. The threshold is one floored integer ratio (see
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* DoomsdayClock.ts) and the drain a floored percentage, no floating-point. Off
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@@ -76,9 +79,9 @@ export class DoomsdayClockExecution implements Execution {
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// The leading side (the crown holder in FFA, the top team otherwise) is
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// never doomed. Doomsday Clock culls the challengers toward the leader, so the
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// leader always keeps its army: the game can never freeze with every
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// remaining side bled to zero, and the final wave squeezes out everyone but
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// the leader -> a single winner. First side with the most tiles wins ties
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// (deterministic: sides are built in a fixed order).
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// remaining side crippled at the floor, and the final wave squeezes out
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// everyone but the leader -> a single winner. First side with the most tiles
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// wins ties (deterministic: sides are built in a fixed order).
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const sideTiles = sides.map((members) =>
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members.reduce((sum, m) => sum + m.numTilesOwned(), 0),
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);
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@@ -105,28 +108,38 @@ export class DoomsdayClockExecution implements Execution {
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const secondsUnder = Math.floor(m.doomsdayClockTicks() / 10);
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if (secondsUnder >= cfg.warnSeconds) {
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const secondsPastWarn = secondsUnder - cfg.warnSeconds;
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const chunk = doomsdayClockDrain(
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mg.config().maxTroops(m),
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secondsPastWarn,
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cfg,
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// The drain floors at drainFloorPercent of each max: a doomed side is
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// crippled to 5%, not wiped to zero, so recovery is possible if it
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// climbs back above the bar. Clamp the removal to what sits above the
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// floor (integer-only, so the lockstep sim stays deterministic).
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const maxTroops = mg.config().maxTroops(m);
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const troopFloor = Math.floor(
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(maxTroops * cfg.drainFloorPercent) / 100,
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);
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const chunk = doomsdayClockDrain(maxTroops, secondsPastWarn, cfg);
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m.removeTroops(
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Math.min(chunk, Math.max(0, m.troops() - troopFloor)),
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);
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m.removeTroops(chunk); // caps at current troops
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// The navy bleeds on the same ramp but toward warshipDrainCfg's far
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// higher ceiling (see above), so a doomed side's fleet is scuttled
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// fast at full attrition. A percentage of each warship's (veterancy-
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// adjusted) max health; passing no attacker makes each destruction
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// environmental, never a credited kill (see UnitImpl.delete). Healing
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// is suppressed for flagged owners in WarshipExecution.healWarship so
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// the decay actually lands.
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// higher ceiling (see above), so a doomed side's fleet is battered
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// fast at full attrition, down to the SAME floor (drainFloorPercent of
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// each warship's veterancy-adjusted max health) rather than sunk. No
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// attacker is passed, so any loss is environmental, never a credited
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// kill (see UnitImpl.delete). Healing is suppressed for flagged owners
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// in WarshipExecution.healWarship so the decay actually lands.
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for (const ws of m.units(UnitType.Warship)) {
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ws.modifyHealth(
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-doomsdayClockDrain(
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ws.maxHealth(),
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secondsPastWarn,
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warshipDrainCfg,
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cfg.warshipDrainCurveExponent,
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),
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const shipFloor = Math.floor(
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(ws.maxHealth() * cfg.drainFloorPercent) / 100,
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);
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const removable = Math.max(0, ws.health() - shipFloor);
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if (removable <= 0) continue;
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const dmg = doomsdayClockDrain(
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ws.maxHealth(),
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secondsPastWarn,
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warshipDrainCfg,
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cfg.warshipDrainCurveExponent,
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);
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ws.modifyHealth(-Math.min(dmg, removable));
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}
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}
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}
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