import { Execution, Game, MessageType, Player, Unit, UnitType, } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { PseudoRandom } from "../PseudoRandom"; import { SAMMissileExecution } from "./SAMMissileExecution"; 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 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 getSingleTarget(): Unit | null { if (this.sam === null) return null; const nukes = this.mg.nearbyUnits( this.sam.tile(), this.mg.config().defaultSamRange(), [UnitType.AtomBomb, UnitType.HydrogenBomb], ({ unit }) => unit.owner() !== this.player && !this.player.isFriendly(unit.owner()) && unit.isTargetable(), ); return ( nukes.sort((a, b) => { const { unit: unitA, distSquared: distA } = a; const { unit: unitB, distSquared: distB } = b; // Prioritize Hydrogen Bombs if ( unitA.type() === UnitType.HydrogenBomb && unitB.type() !== UnitType.HydrogenBomb ) return -1; if ( unitA.type() !== UnitType.HydrogenBomb && unitB.type() === UnitType.HydrogenBomb ) return 1; // If both are the same type, sort by distance (lower `distSquared` means closer) return distA - distB; })[0]?.unit ?? null ); } 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, {}); } 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 (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: Unit | null = null; if (mirvWarheadTargets.length === 0) { target = this.getSingleTarget(); } const isSingleTarget = target && !target.targetedBySAM(); if ( (isSingleTarget || mirvWarheadTargets.length > 0) && !this.sam.isInCooldown() ) { this.sam.launch(); const type = mirvWarheadTargets.length > 0 ? UnitType.MIRVWarhead : target?.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.setTargetedBySAM(true); this.mg.addExecution( new SAMMissileExecution( this.sam.tile(), this.sam.owner(), this.sam, target, ), ); } else { throw new Error("target is null"); } } 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(); } } isActive(): boolean { return this.active; } activeDuringSpawnPhase(): boolean { return false; } }