attack meta changes (#742)

## Description: 
Full changes for the attack meta for v23. These include changes to
attack losses and speed both in general and in relation with defense
posts and fallout. Max population, population growth, and gold
generation are also adjusted. Troops and attack boats sent now count
within max pop. Deployed at attackmeta.openfront.dev

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [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:

1brucben
This commit is contained in:
1brucben
2025-05-19 18:34:42 +02:00
committed by GitHub
parent 285d1f0d8d
commit fa1ed7c653
6 changed files with 99 additions and 80 deletions
+2 -1
View File
@@ -125,7 +125,8 @@ export interface Config {
defensePostRange(): number;
SAMCooldown(): number;
SiloCooldown(): number;
defensePostDefenseBonus(): number;
defensePostLossMultiplier(): number;
defensePostSpeedMultiplier(): number;
falloutDefenseModifier(percentOfFallout: number): number;
difficultyModifier(difficulty: Difficulty): number;
warshipPatrolRange(): number;
+76 -79
View File
@@ -38,6 +38,12 @@ const JwksSchema = z.object({
.min(1),
});
const TERRAIN_EFFECTS = {
[TerrainType.Plains]: { mag: 0.85, speed: 0.8 },
[TerrainType.Highland]: { mag: 1, speed: 1 },
[TerrainType.Mountain]: { mag: 1.2, speed: 1.3 },
} as const;
export abstract class DefaultServerConfig implements ServerConfig {
private publicKey: JWK;
abstract jwtAudience(): string;
@@ -249,8 +255,8 @@ export class DefaultConfig implements Config {
falloutDefenseModifier(falloutRatio: number): number {
// falloutRatio is between 0 and 1
// So defense modifier is between [5, 2.5]
return 5 - falloutRatio * 2;
// So defense modifier is between [3, 1]
return 3 - falloutRatio * 2;
}
SAMCooldown(): number {
return 75;
@@ -260,10 +266,13 @@ export class DefaultConfig implements Config {
}
defensePostRange(): number {
return 30;
return 40;
}
defensePostDefenseBonus(): number {
return 5;
defensePostLossMultiplier(): number {
return 6;
}
defensePostSpeedMultiplier(): number {
return 3;
}
playerTeams(): number | typeof Duos {
return this._gameConfig.playerTeams ?? 0;
@@ -493,34 +502,27 @@ export class DefaultConfig implements Config {
defenderTroopLoss: number;
tilesPerTickUsed: number;
} {
let mag = 0;
let speed = 0;
const type = gm.terrainType(tileToConquer);
switch (type) {
case TerrainType.Plains:
mag = 85;
speed = 16.5;
break;
case TerrainType.Highland:
mag = 100;
speed = 20;
break;
case TerrainType.Mountain:
mag = 120;
speed = 25;
break;
default:
throw new Error(`terrain type ${type} not supported`);
const mod = TERRAIN_EFFECTS[type];
if (!mod) {
throw new Error(`terrain type ${type} not supported`);
}
if (defender.isPlayer()) {
let mag = mod.mag;
let speed = mod.speed;
const attackerType = attacker.type();
const defenderIsPlayer = defender.isPlayer();
const defenderType = defenderIsPlayer ? defender.type() : null;
if (defenderIsPlayer) {
for (const dp of gm.nearbyUnits(
tileToConquer,
gm.config().defensePostRange(),
UnitType.DefensePost,
)) {
if (dp.unit.owner() === defender) {
mag *= this.defensePostDefenseBonus();
speed *= this.defensePostDefenseBonus();
mag *= this.defensePostLossMultiplier();
speed *= this.defensePostSpeedMultiplier();
break;
}
}
@@ -532,55 +534,50 @@ export class DefaultConfig implements Config {
speed *= this.falloutDefenseModifier(falloutRatio);
}
if (attacker.isPlayer() && defender.isPlayer()) {
if (attacker.isPlayer() && defenderIsPlayer) {
if (
attacker.type() === PlayerType.Human &&
defender.type() === PlayerType.Bot
attackerType === PlayerType.Human &&
defenderType === PlayerType.Bot
) {
mag *= 0.8;
}
if (
attacker.type() === PlayerType.FakeHuman &&
defender.type() === PlayerType.Bot
attackerType === PlayerType.FakeHuman &&
defenderType === PlayerType.Bot
) {
mag *= 0.8;
}
}
let largeLossModifier = 1;
if (attacker.numTilesOwned() > 100_000) {
largeLossModifier = Math.sqrt(100_000 / attacker.numTilesOwned());
if (attackerType === PlayerType.Bot) {
speed *= 4; // slow bot attacks
}
let largeSpeedMalus = 1;
if (attacker.numTilesOwned() > 75_000) {
// sqrt is only exponent 1/2 which doesn't slow enough huge players
largeSpeedMalus = (75_000 / attacker.numTilesOwned()) ** 0.6;
}
if (defender.isPlayer()) {
if (defenderIsPlayer) {
const defenderTroops = defender.troops();
const defenderTiles = defender.numTilesOwned();
const defenderDensity = defenderTroops / defenderTiles;
const attackRatio = defenderTroops / attackTroops;
const traitorDebuff = defender.isTraitor()
? this.traitorDefenseDebuff()
: 1;
const baseTroopLoss = 16;
const baseTileCost = 23;
const attackStandardSize = 10_000;
return {
attackerTroopLoss:
within(defender.troops() / attackTroops, 0.6, 2) *
mag *
0.8 *
largeLossModifier *
(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
mag * (baseTroopLoss + defenderDensity * traitorDebuff),
defenderTroopLoss: defenderDensity,
tilesPerTickUsed:
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
baseTileCost *
within(defenderDensity, 3, 100) ** 0.2 *
(attackStandardSize / attackTroops) ** 0.1 *
speed *
largeSpeedMalus,
within(attackRatio, 0.1, 20) ** 0.4,
};
} else {
return {
attackerTroopLoss:
attacker.type() === PlayerType.Bot ? mag / 10 : mag / 5,
attackerTroopLoss: 16 * mag,
defenderTroopLoss: 0,
tilesPerTickUsed: within(
(2000 * Math.max(10, speed)) / attackTroops,
5,
100,
),
tilesPerTickUsed: 31 * speed,
};
}
}
@@ -592,13 +589,9 @@ export class DefaultConfig implements Config {
numAdjacentTilesWithEnemy: number,
): number {
if (defender.isPlayer()) {
return (
within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) *
numAdjacentTilesWithEnemy *
3
);
return 10 * numAdjacentTilesWithEnemy;
} else {
return numAdjacentTilesWithEnemy * 2;
return 12 * numAdjacentTilesWithEnemy;
}
}
@@ -628,28 +621,28 @@ export class DefaultConfig implements Config {
startManpower(playerInfo: PlayerInfo): number {
if (playerInfo.playerType === PlayerType.Bot) {
return 10_000;
return 6_000;
}
if (playerInfo.playerType === PlayerType.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return 2_500 * (playerInfo?.nation?.strength ?? 1);
return 2_500 + 1000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Medium:
return 5_000 * (playerInfo?.nation?.strength ?? 1);
return 6_000 + 2000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Hard:
return 20_000 * (playerInfo?.nation?.strength ?? 1);
return 20_000 + 4000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Impossible:
return 50_000 * (playerInfo?.nation?.strength ?? 1);
return 50_000 + 8000 * (playerInfo?.nation?.strength ?? 1);
}
}
return this.infiniteTroops() ? 1_000_000 : 25_000;
return this.infiniteTroops() ? 1_000_000 : 20_000;
}
maxPopulation(player: Player | PlayerView): number {
const maxPop =
player.type() === PlayerType.Human && this.infiniteTroops()
? 1_000_000_000
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
: 1 * (player.numTilesOwned() * 30 + 50000) +
player.units(UnitType.City).length * this.cityPopulationIncrease();
if (player.type() === PlayerType.Bot) {
@@ -662,22 +655,26 @@ export class DefaultConfig implements Config {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return maxPop * 0.5;
return maxPop * 0.4;
case Difficulty.Medium:
return maxPop * 1;
return maxPop * 0.8;
case Difficulty.Hard:
return maxPop * 1.5;
return maxPop * 1.4;
case Difficulty.Impossible:
return maxPop * 2;
return maxPop * 1.8;
}
}
populationIncreaseRate(player: Player): number {
const max = this.maxPopulation(player);
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
const ratio = 1 - player.population() / max;
//population grows proportional to current population with growth decreasing as it approaches max
// smaller countries recieve a boost to pop growth to speed up early game
const baseAdditionRate = 10;
const basePopGrowthRate = 1300 / max + 1 / 140;
const reproductionPop = 0.8 * player.troops() + 1.2 * player.workers();
let toAdd = baseAdditionRate + basePopGrowthRate * reproductionPop;
const totalPop = player.totalPopulation();
const ratio = 1 - totalPop / max;
toAdd *= ratio;
if (player.type() === PlayerType.Bot) {
@@ -701,7 +698,7 @@ export class DefaultConfig implements Config {
}
}
return Math.min(player.population() + toAdd, max) - player.population();
return Math.min(totalPop + toAdd, max) - totalPop;
}
goldAdditionRate(player: Player): number {
@@ -709,7 +706,7 @@ export class DefaultConfig implements Config {
}
troopAdjustmentRate(player: Player): number {
const maxDiff = this.maxPopulation(player) / 1000;
const maxDiff = this.maxPopulation(player) / 500;
const target = player.population() * player.targetTroopRatio();
const diff = target - player.troops();
if (Math.abs(diff) < maxDiff) {
+1
View File
@@ -422,6 +422,7 @@ export interface Player {
// Resources & Population
gold(): Gold;
population(): number;
totalPopulation(): number;
workers(): number;
troops(): number;
targetTroopRatio(): number;
+1
View File
@@ -104,6 +104,7 @@ export interface PlayerUpdate {
tilesOwned: number;
gold: number;
population: number;
totalPopulation: number;
workers: number;
troops: number;
targetTroopRatio: number;
+3
View File
@@ -219,6 +219,9 @@ export class PlayerView {
population(): number {
return this.data.population;
}
totalPopulation(): number {
return this.data.totalPopulation;
}
workers(): number {
return this.data.workers;
}
+16
View File
@@ -138,6 +138,7 @@ export class PlayerImpl implements Player {
tilesOwned: this.numTilesOwned(),
gold: Number(this._gold),
population: this.population(),
totalPopulation: this.totalPopulation(),
workers: this.workers(),
troops: this.troops(),
targetTroopRatio: this.targetTroopRatio(),
@@ -648,6 +649,21 @@ export class PlayerImpl implements Player {
population(): number {
return Number(this._troops + this._workers);
}
totalPopulation(): number {
return this.population() + this.attackingTroops();
}
private attackingTroops(): number {
const landAttackTroops = this._outgoingAttacks
.filter((a) => a.isActive())
.reduce((sum, a) => sum + a.troops(), 0);
const boatTroops = this.units(UnitType.TransportShip)
.map((u) => u.troops())
.reduce((sum, n) => sum + n, 0);
return landAttackTroops + boatTroops;
}
workers(): number {
return Math.max(1, Number(this._workers));
}