mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-12 00:23:47 +00:00
SAM smart targeting (#1618)
## Description: Current SAM behavior is to shoot a missile as soon as a nuke is in range. Players can exploit it by overshooting behind the SAM, so the SAM missile will take way longer to reach the nuke, usually too late to prevent its explosion. This PR introduces a "smart" targeting system that allows SAM to calculate an optimal interception tile along the nuke's trajectory. They can also preshot before the nuke becomes vulnerable, as long as the interception tile will be within the vulnerable window. This change makes SAM range enforcement much more strict. Changes: - Nukes now precompute their full trajectory on creation and update their current position index every tick. - SAMs use this trajectory data and their own missile speed to calculate the ideal interception tile. - SAM missiles now aim directly at that interception point rather than chasing the nuke. Small changes on the fly: - `BezierCurve` now uses a provided increment so the curve LUT is the optimal size - Increased nuke opacity when untargetable: 0.4 → 0.5 - Slightly extended nuke vulnerability range to SAMs: 120 → 150 === Preshot an incoming nuke still in the unfocusable state. Notice how the nuke is destroyed as soon as becomes focusable: https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b Shooting right at the range limit: https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449 Shooting behind the SAM: https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2 ## 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 agreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: IngloriousTom
This commit is contained in:
@@ -5,6 +5,7 @@ import {
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MessageType,
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Player,
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TerraNullius,
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TrajectoryTile,
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Unit,
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UnitType,
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} from "../game/Game";
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@@ -20,8 +21,6 @@ export class NukeExecution implements Execution {
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private mg: Game;
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private nuke: Unit | null = null;
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private tilesToDestroyCache: Set<TileRef> | undefined;
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private random: PseudoRandom;
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private pathFinder: ParabolaPathFinder;
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constructor(
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@@ -35,7 +34,6 @@ export class NukeExecution implements Execution {
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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this.random = new PseudoRandom(ticks);
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if (this.speed === -1) {
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this.speed = this.mg.config().defaultNukeSpeed();
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}
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@@ -107,10 +105,12 @@ export class NukeExecution implements Execution {
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this.pathFinder.computeControlPoints(
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spawn,
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this.dst,
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this.speed,
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this.nukeType !== UnitType.MIRVWarhead,
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);
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this.nuke = this.player.buildUnit(this.nukeType, spawn, {
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targetTile: this.dst,
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trajectory: this.getTrajectory(this.dst),
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});
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this.maybeBreakAlliances(this.tilesToDestroy());
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if (this.mg.hasOwner(this.dst)) {
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@@ -169,6 +169,8 @@ export class NukeExecution implements Execution {
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} else {
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this.updateNukeTargetable();
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this.nuke.move(nextTile);
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// Update index so SAM can interpolate future position
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this.nuke.setTrajectoryIndex(this.pathFinder.currentIndex());
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}
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}
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@@ -176,21 +178,43 @@ export class NukeExecution implements Execution {
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return this.nuke;
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}
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private getTrajectory(target: TileRef): TrajectoryTile[] {
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const trajectoryTiles: TrajectoryTile[] = [];
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const targetRangeSquared =
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this.mg.config().defaultNukeTargetableRange() ** 2;
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const allTiles: TileRef[] = this.pathFinder.allTiles();
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for (const tile of allTiles) {
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trajectoryTiles.push({
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tile,
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targetable: this.isTargetable(target, tile, targetRangeSquared),
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});
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}
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return trajectoryTiles;
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}
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private isTargetable(
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targetTile: TileRef,
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nukeTile: TileRef,
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targetRangeSquared: number,
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): boolean {
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return (
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this.mg.euclideanDistSquared(nukeTile, targetTile) < targetRangeSquared ||
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(this.src !== undefined &&
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this.src !== null &&
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this.mg.euclideanDistSquared(this.src, nukeTile) < targetRangeSquared)
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);
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}
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private updateNukeTargetable() {
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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 =
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this.mg.config().defaultNukeTargetableRange() *
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this.mg.config().defaultNukeTargetableRange();
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this.mg.config().defaultNukeTargetableRange() ** 2;
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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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targetRangeSquared ||
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(this.src !== undefined &&
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this.src !== null &&
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this.mg.euclideanDistSquared(this.src, this.nuke.tile()) <
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targetRangeSquared),
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this.isTargetable(targetTile!, this.nuke.tile(), targetRangeSquared),
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);
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}
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@@ -10,6 +10,118 @@ import { TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { SAMMissileExecution } from "./SAMMissileExecution";
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type Target = {
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unit: Unit;
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tile: TileRef;
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};
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/**
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* Smart SAM targeting system preshoting nukes so its range is strictly enforced
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*/
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class SAMTargetingSystem {
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// Store unreachable nukes so the SAM won't compute an interception point for them every frame
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private nukesToIgnore: Set<number> = new Set();
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constructor(
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private mg: Game,
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private player: Player,
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private sam: Unit,
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) {}
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updateUnreachableNukes(nearbyUnits: { unit: Unit; distSquared: number }[]) {
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const nearbyUnitSet = new Set(nearbyUnits.map((u) => u.unit.id()));
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for (const nukeId of this.nukesToIgnore) {
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if (!nearbyUnitSet.has(nukeId)) {
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this.nukesToIgnore.delete(nukeId);
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}
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}
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}
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private storeUnreachableNukes(nukeId: number) {
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this.nukesToIgnore.add(nukeId);
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}
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private isInRange(tile: TileRef) {
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const samTile = this.sam.tile();
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const rangeSquared = this.mg.config().defaultSamRange() ** 2;
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return this.mg.euclideanDistSquared(samTile, tile) <= rangeSquared;
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}
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private tickToReach(currentTile: TileRef, tile: TileRef): number {
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const missileSpeed = this.mg.config().defaultSamMissileSpeed();
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return Math.ceil(this.mg.manhattanDist(currentTile, tile) / missileSpeed);
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}
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private computeInterceptionTile(unit: Unit): TileRef | undefined {
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const trajectory = unit.trajectory();
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const samTile = this.sam.tile();
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const currentIndex = unit.trajectoryIndex();
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const explosionTick: number = trajectory.length - currentIndex;
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for (let i = unit.trajectoryIndex(); i < trajectory.length; i++) {
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const trajectoryTile = trajectory[i];
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if (trajectoryTile.targetable && this.isInRange(trajectoryTile.tile)) {
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const nukeTickToReach = i - currentIndex;
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const samTickToReach = this.tickToReach(samTile, trajectoryTile.tile);
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const reachableOnTime = Math.abs(nukeTickToReach - samTickToReach) <= 1;
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if (reachableOnTime && samTickToReach < explosionTick) {
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return trajectoryTile.tile;
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}
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}
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}
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return undefined;
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}
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public getSingleTarget(): Target | null {
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// Look beyond the SAM range so it can preshot nukes
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const detectionRange = this.mg.config().defaultSamRange() * 1.5;
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const nukes = this.mg.nearbyUnits(
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this.sam.tile(),
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detectionRange,
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[UnitType.AtomBomb, UnitType.HydrogenBomb],
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({ unit }) => {
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return (
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unit.owner() !== this.player && !this.player.isFriendly(unit.owner())
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);
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},
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);
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// Clear unreachable nukes that went out of range
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this.updateUnreachableNukes(nukes);
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const targets: Array<Target> = [];
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for (const nuke of nukes) {
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if (this.nukesToIgnore.has(nuke.unit.id())) {
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continue;
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}
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const interceptionTile = this.computeInterceptionTile(nuke.unit);
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if (interceptionTile !== undefined) {
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targets.push({ unit: nuke.unit, tile: interceptionTile });
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} else {
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// Store unreachable nukes in order to prevent useless interception computation
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this.storeUnreachableNukes(nuke.unit.id());
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}
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}
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return (
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targets.sort((a: Target, b: Target) => {
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// Prioritize Hydrogen Bombs
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if (
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a.unit.type() === UnitType.HydrogenBomb &&
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b.unit.type() !== UnitType.HydrogenBomb
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)
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return -1;
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if (
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a.unit.type() !== UnitType.HydrogenBomb &&
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b.unit.type() === UnitType.HydrogenBomb
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)
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return 1;
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return 0;
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})[0] ?? null
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);
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}
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}
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export class SAMLauncherExecution implements Execution {
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private mg: Game;
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private active: boolean = true;
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@@ -18,6 +130,7 @@ export class SAMLauncherExecution implements Execution {
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// shoot the one targeting very close (MIRVWarheadProtectionRadius)
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private MIRVWarheadSearchRadius = 400;
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private MIRVWarheadProtectionRadius = 50;
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private targetingSystem: SAMTargetingSystem;
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private pseudoRandom: PseudoRandom | undefined;
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@@ -35,41 +148,6 @@ export class SAMLauncherExecution implements Execution {
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this.mg = mg;
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}
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private getSingleTarget(): Unit | null {
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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.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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!this.player.isFriendly(unit.owner()) &&
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unit.isTargetable(),
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);
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return (
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nukes.sort((a, b) => {
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const { unit: unitA, distSquared: distA } = a;
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const { unit: unitB, distSquared: distB } = b;
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// Prioritize Hydrogen Bombs
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if (
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unitA.type() === UnitType.HydrogenBomb &&
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unitB.type() !== UnitType.HydrogenBomb
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)
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return -1;
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if (
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unitA.type() !== UnitType.HydrogenBomb &&
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unitB.type() === UnitType.HydrogenBomb
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)
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return 1;
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// If both are the same type, sort by distance (lower `distSquared` means closer)
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return distA - distB;
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})[0]?.unit ?? null
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);
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}
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private isHit(type: UnitType, random: number): boolean {
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if (type === UnitType.AtomBomb) {
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return true;
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@@ -98,6 +176,26 @@ export class SAMLauncherExecution implements Execution {
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}
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this.sam = this.player.buildUnit(UnitType.SAMLauncher, spawnTile, {});
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}
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this.targetingSystem ??= new SAMTargetingSystem(
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this.mg,
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this.player,
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this.sam,
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);
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if (this.sam.isInCooldown()) {
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const frontTime = this.sam.missileTimerQueue()[0];
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if (frontTime === undefined) {
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return;
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}
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const cooldown =
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this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
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if (cooldown <= 0) {
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this.sam.reloadMissile();
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}
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return;
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}
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if (!this.sam.isActive()) {
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this.active = false;
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return;
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@@ -126,19 +224,18 @@ export class SAMLauncherExecution implements Execution {
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},
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);
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let target: Unit | null = null;
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let target: Target | null = null;
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if (mirvWarheadTargets.length === 0) {
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target = this.getSingleTarget();
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target = this.targetingSystem.getSingleTarget();
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}
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const isSingleTarget = target && !target.targetedBySAM();
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if (
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(isSingleTarget || mirvWarheadTargets.length > 0) &&
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!this.sam.isInCooldown()
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) {
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const isSingleTarget = target && !target.unit.targetedBySAM();
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if (isSingleTarget || mirvWarheadTargets.length > 0) {
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this.sam.launch();
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const type =
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mirvWarheadTargets.length > 0 ? UnitType.MIRVWarhead : target?.type();
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mirvWarheadTargets.length > 0
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? UnitType.MIRVWarhead
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: target?.unit.type();
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if (type === undefined) throw new Error("Unknown unit type");
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const random = this.pseudoRandom.next();
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const hit = this.isHit(type, random);
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@@ -172,31 +269,20 @@ export class SAMLauncherExecution implements Execution {
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mirvWarheadTargets.length,
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);
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} else if (target !== null) {
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target.setTargetedBySAM(true);
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target.unit.setTargetedBySAM(true);
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this.mg.addExecution(
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new SAMMissileExecution(
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this.sam.tile(),
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this.sam.owner(),
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this.sam,
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target,
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target.unit,
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target.tile,
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),
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);
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} else {
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throw new Error("target is null");
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}
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}
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const frontTime = this.sam.missileTimerQueue()[0];
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if (frontTime === undefined) {
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return;
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}
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const cooldown =
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this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
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if (cooldown <= 0) {
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this.sam.reloadMissile();
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}
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}
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isActive(): boolean {
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@@ -16,18 +16,20 @@ export class SAMMissileExecution implements Execution {
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private pathFinder: AirPathFinder;
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private SAMMissile: Unit | undefined;
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private mg: Game;
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private speed: number = 0;
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constructor(
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private spawn: TileRef,
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private _owner: Player,
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private ownerUnit: Unit,
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private target: Unit,
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private speed: number = 12,
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private targetTile: TileRef,
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) {}
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init(mg: Game, ticks: number): void {
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this.pathFinder = new AirPathFinder(mg, new PseudoRandom(mg.ticks()));
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this.mg = mg;
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this.speed = this.mg.config().defaultSamMissileSpeed();
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}
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tick(ticks: number): void {
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@@ -55,7 +57,7 @@ export class SAMMissileExecution implements Execution {
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for (let i = 0; i < this.speed; i++) {
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const result = this.pathFinder.nextTile(
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this.SAMMissile.tile(),
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this.target.tile(),
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this.targetTile,
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);
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if (result === true) {
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this.mg.displayMessage(
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Reference in New Issue
Block a user