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Fix sam targetting everything (#1280)
## Description: There was a regression on how sam targets nukes. This fixes it ## 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 understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: Vivacious Box
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@@ -153,6 +153,8 @@ export interface Config {
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traitorDuration(): number;
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nukeMagnitudes(unitType: UnitType): NukeMagnitude;
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defaultNukeSpeed(): number;
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defaultNukeTargetableRange(): number;
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defaultSamRange(): number;
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nukeDeathFactor(humans: number, tilesOwned: number): number;
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structureMinDist(): number;
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isReplay(): boolean;
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@@ -790,6 +790,14 @@ export class DefaultConfig implements Config {
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return 6;
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}
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defaultNukeTargetableRange(): number {
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return 120;
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}
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defaultSamRange(): number {
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return 80;
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}
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// Humans can be population, soldiers attacking, soldiers in boat etc.
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nukeDeathFactor(humans: number, tilesOwned: number): number {
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return (5 * humans) / Math.max(1, tilesOwned);
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@@ -13,8 +13,6 @@ import { ParabolaPathFinder } from "../pathfinding/PathFinding";
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import { PseudoRandom } from "../PseudoRandom";
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import { NukeType } from "../StatsSchemas";
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const NUKE_TARGETABLE_RADIUS = 120;
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const SPRITE_RADIUS = 16;
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export class NukeExecution implements Execution {
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@@ -179,7 +177,9 @@ export class NukeExecution implements Execution {
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if (this.nuke === null || this.nuke.targetTile() === undefined) {
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return;
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}
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const targetRangeSquared = NUKE_TARGETABLE_RADIUS * NUKE_TARGETABLE_RADIUS;
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const targetRangeSquared =
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this.mg.config().defaultNukeTargetableRange() *
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this.mg.config().defaultNukeTargetableRange();
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const targetTile = this.nuke.targetTile();
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this.nuke.setTargetable(
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this.mg.euclideanDistSquared(this.nuke.tile(), targetTile!) <
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@@ -14,8 +14,6 @@ export class SAMLauncherExecution implements Execution {
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private mg: Game;
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private active: boolean = true;
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private searchRangeRadius = 80;
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private targetRangeRadius = 120; // Nuke's target should be in this range to be focusable
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// As MIRV go very fast we have to detect them very early but we only
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// shoot the one targeting very close (MIRVWarheadProtectionRadius)
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private MIRVWarheadSearchRadius = 400;
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@@ -41,7 +39,7 @@ export class SAMLauncherExecution implements Execution {
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if (this.sam === null) return null;
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const nukes = this.mg.nearbyUnits(
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this.sam.tile(),
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this.searchRangeRadius,
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this.mg.config().defaultSamRange(),
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[UnitType.AtomBomb, UnitType.HydrogenBomb],
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({ unit }) =>
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unit.owner() !== this.player &&
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@@ -684,8 +684,14 @@ export class GameImpl implements Game {
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tile: TileRef,
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searchRange: number,
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types: UnitType | UnitType[],
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predicate?: (value: { unit: Unit; distSquared: number }) => boolean,
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): Array<{ unit: Unit; distSquared: number }> {
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return this.unitGrid.nearbyUnits(tile, searchRange, types) as Array<{
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return this.unitGrid.nearbyUnits(
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tile,
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searchRange,
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types,
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predicate,
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) as Array<{
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unit: Unit;
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distSquared: number;
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}>;
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