import { Execution, Game, isUnit, MessageType, Player, Unit, UnitType, } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { PseudoRandom } from "../PseudoRandom"; import { SAMMissileExecution } from "./SAMMissileExecution"; type Target = { unit: Unit; tile: TileRef; }; type InterceptionTile = { tile: TileRef; tick: number; }; /** * Smart SAM targeting system preshoting nukes so its range is strictly enforced */ class SAMTargetingSystem { // Interception tiles are computed a single time, but it may not be reachable yet. // Store the result so it can be intercepted at the proper time, rather than recomputing each ticks // Null interception tile means there are no interception tiles in range. Store it to private readonly precomputedNukes: Map = new Map(); private readonly missileSpeed: number; constructor( private readonly mg: Game, private readonly sam: Unit, ) { this.missileSpeed = this.mg.config().defaultSamMissileSpeed(); } updateUnreachableNukes(nearbyUnits: { unit: Unit; distSquared: number }[]) { const nearbyUnitSet = new Set(nearbyUnits.map((u) => u.unit.id())); for (const nukeId of this.precomputedNukes.keys()) { if (!nearbyUnitSet.has(nukeId)) { this.precomputedNukes.delete(nukeId); } } } private isInRange(tile: TileRef) { const samTile = this.sam.tile(); const rangeSquared = this.mg.config().defaultSamRange() ** 2; return this.mg.euclideanDistSquared(samTile, tile) <= rangeSquared; } private tickToReach(currentTile: TileRef, tile: TileRef): number { return Math.ceil( this.mg.manhattanDist(currentTile, tile) / this.missileSpeed, ); } private computeInterceptionTile(unit: Unit): InterceptionTile | undefined { const trajectory = unit.trajectory(); const samTile = this.sam.tile(); const currentIndex = unit.trajectoryIndex(); const explosionTick: number = trajectory.length - currentIndex; for (let i = currentIndex; i < trajectory.length; i++) { const trajectoryTile = trajectory[i]; if (trajectoryTile.targetable && this.isInRange(trajectoryTile.tile)) { const nukeTickToReach = i - currentIndex; const samTickToReach = this.tickToReach(samTile, trajectoryTile.tile); const tickBeforeShooting = nukeTickToReach - samTickToReach; if (samTickToReach < explosionTick && tickBeforeShooting >= 0) { return { tick: tickBeforeShooting, tile: trajectoryTile.tile }; } } } return undefined; } public getSingleTarget(ticks: number): Target | null { // Look beyond the SAM range so it can preshot nukes const detectionRange = this.mg.config().defaultSamRange() * 2; const nukes = this.mg.nearbyUnits( this.sam.tile(), detectionRange, [UnitType.AtomBomb, UnitType.HydrogenBomb], ({ unit }) => { return ( isUnit(unit) && unit.owner() !== this.sam.owner() && !this.sam.owner().isFriendly(unit.owner()) ); }, ); // Clear unreachable nukes that went out of range this.updateUnreachableNukes(nukes); const targets: Array = []; for (const nuke of nukes) { const nukeId = nuke.unit.id(); const cached = this.precomputedNukes.get(nukeId); if (cached !== undefined) { if (cached === null) { // Known unreachable, skip. continue; } if (cached.tick === ticks) { // Time to shoot! targets.push({ tile: cached.tile, unit: nuke.unit }); this.precomputedNukes.delete(nukeId); continue; } if (cached.tick > ticks) { // Not due yet, skip for now. continue; } // Missed the planned tick (e.g was on cooldown), recompute a new interception tile if possible this.precomputedNukes.delete(nukeId); } const interceptionTile = this.computeInterceptionTile(nuke.unit); if (interceptionTile !== undefined) { if (interceptionTile.tick <= 1) { // Shoot instantly targets.push({ unit: nuke.unit, tile: interceptionTile.tile }); } else { // Nuke will be reachable but not yet. Store the result. this.precomputedNukes.set(nukeId, { tick: interceptionTile.tick + ticks, tile: interceptionTile.tile, }); } } else { // Store unreachable nukes in order to prevent useless interception computation this.precomputedNukes.set(nukeId, null); } } return ( targets.sort((a: Target, b: Target) => { // Prioritize Hydrogen Bombs if ( a.unit.type() === UnitType.HydrogenBomb && b.unit.type() !== UnitType.HydrogenBomb ) return -1; if ( a.unit.type() !== UnitType.HydrogenBomb && b.unit.type() === UnitType.HydrogenBomb ) return 1; return 0; })[0] ?? null ); } } export class SAMLauncherExecution implements Execution { private mg: Game; private active: boolean = true; // As MIRV go very fast we have to detect them very early but we only // shoot the one targeting very close (MIRVWarheadProtectionRadius) private MIRVWarheadSearchRadius = 400; private MIRVWarheadProtectionRadius = 50; private targetingSystem: SAMTargetingSystem; private pseudoRandom: PseudoRandom | undefined; constructor( private player: Player, private tile: TileRef | null, private sam: Unit | null = null, ) { if (sam !== null) { this.tile = sam.tile(); } } init(mg: Game, ticks: number): void { this.mg = mg; } private isHit(type: UnitType, random: number): boolean { if (type === UnitType.AtomBomb) { return true; } if (type === UnitType.MIRVWarhead) { return random < this.mg.config().samWarheadHittingChance(); } return random < this.mg.config().samHittingChance(); } tick(ticks: number): void { if (this.mg === null || this.player === null) { throw new Error("Not initialized"); } if (this.sam === null) { if (this.tile === null) { throw new Error("tile is null"); } const spawnTile = this.player.canBuild(UnitType.SAMLauncher, this.tile); if (spawnTile === false) { console.warn("cannot build SAM Launcher"); this.active = false; return; } this.sam = this.player.buildUnit(UnitType.SAMLauncher, spawnTile, {}); } this.targetingSystem ??= new SAMTargetingSystem(this.mg, this.sam); if (this.sam.isInCooldown()) { const frontTime = this.sam.missileTimerQueue()[0]; if (frontTime === undefined) { return; } const cooldown = this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime); if (cooldown <= 0) { this.sam.reloadMissile(); } return; } if (!this.sam.isActive()) { this.active = false; return; } if (this.player !== this.sam.owner()) { this.player = this.sam.owner(); } this.pseudoRandom ??= new PseudoRandom(this.sam.id()); const mirvWarheadTargets = this.mg.nearbyUnits( this.sam.tile(), this.MIRVWarheadSearchRadius, UnitType.MIRVWarhead, ({ unit }) => { if (!isUnit(unit)) return false; if (unit.owner() === this.player) return false; if (this.player.isFriendly(unit.owner())) return false; const dst = unit.targetTile(); return ( this.sam !== null && dst !== undefined && this.mg.manhattanDist(dst, this.sam.tile()) < this.MIRVWarheadProtectionRadius ); }, ); let target: Target | null = null; if (mirvWarheadTargets.length === 0) { target = this.targetingSystem.getSingleTarget(ticks); if (target !== null) { console.log("Target acquired"); } } const isSingleTarget = target && !target.unit.targetedBySAM(); if (isSingleTarget || mirvWarheadTargets.length > 0) { this.sam.launch(); const type = mirvWarheadTargets.length > 0 ? UnitType.MIRVWarhead : target?.unit.type(); if (type === undefined) throw new Error("Unknown unit type"); const random = this.pseudoRandom.next(); const hit = this.isHit(type, random); if (!hit) { this.mg.displayMessage( `Missile failed to intercept ${type}`, MessageType.SAM_MISS, this.sam.owner().id(), ); } else if (mirvWarheadTargets.length > 0) { const samOwner = this.sam.owner(); // Message this.mg.displayMessage( `${mirvWarheadTargets.length} MIRV warheads intercepted`, MessageType.SAM_HIT, samOwner.id(), ); mirvWarheadTargets.forEach(({ unit: u }) => { // Delete warheads u.delete(); }); // Record stats this.mg .stats() .bombIntercept( samOwner, UnitType.MIRVWarhead, mirvWarheadTargets.length, ); } else if (target !== null) { target.unit.setTargetedBySAM(true); this.mg.addExecution( new SAMMissileExecution( this.sam.tile(), this.sam.owner(), this.sam, target.unit, target.tile, ), ); } else { throw new Error("target is null"); } } } isActive(): boolean { return this.active; } activeDuringSpawnPhase(): boolean { return false; } }