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## Description: ### SAM Overwhelming (`NationNukeBehavior.ts`) On Impossible difficulty, nations can now destroy enemy SAMs by overwhelming them with coordinated atom bomb salvos. When no good nuke target is found (all trajectories intercepted by SAMs), the nations will: - Identify the easiest enemy SAM to destroy (lowest level first) - Calculate the total interception capacity of all covering SAMs and send enough bombs to overwhelm them (+1 extra per 5 needed to account for enemy building more SAMs during flight) - Plan launches in NukeExecution's Manhattan-distance silo order, tracking which silos have interceptable trajectories (wasted bombs) - Use a sliding window over parabolic flight times to find the best cluster of bombs that can arrive within half the SAM cooldown window - Compute per-bomb wait ticks to synchronize arrivals from silos at different distances - Skip launching if a salvo is already in flight - Upgrade the best SAM-protected silo when silo capacity is insufficient; wait and save gold when only gold is lacking https://github.com/user-attachments/assets/14fa592f-2902-4604-8e37-1eba2b2f0b85 ### 2-Player Endgame Handling (`NationNukeBehavior.ts`) - On Hard/Impossible with only 2 players remaining, `findBestNukeTarget()` directly targets the other player (bypasses all priority logic) - `getPerceivedNukeCost()` returns actual cost (no MIRV saving inflation) when only 2 players are left ### SAM Build Rate (`NationStructureBehavior.ts`) - Reduced SAM perceived cost increase per owned from 1.0 to 0.5, so nations build more SAMs ### Island Attack Variety (`AiAttackBehavior.ts`) - `findNearestIslandEnemy()` now collects up to 2 reachable candidates and has a 33% chance to pick the second-nearest, adding variety to boat attack targeting ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
129 lines
4.2 KiB
TypeScript
129 lines
4.2 KiB
TypeScript
import { MissileSiloExecution } from "../src/core/execution/MissileSiloExecution";
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import { NationExecution } from "../src/core/execution/NationExecution";
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import { SAMLauncherExecution } from "../src/core/execution/SAMLauncherExecution";
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import {
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Cell,
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Difficulty,
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Nation,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "../src/core/game/Game";
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import { setup } from "./util/Setup";
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import { executeTicks } from "./util/utils";
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describe("NationNukeBehavior - maybeDestroyEnemySam", () => {
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test("nation overwhelms enemy SAM with atom bomb salvo on Impossible difficulty", async () => {
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// Impossible difficulty with 2 players forces findBestNukeTarget to
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// return the human. The SAM covers all human territory so every nuke
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// trajectory is interceptable, keeping bestValue ≤ 0 and triggering
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// maybeDestroyEnemySam.
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const game = await setup("big_plains", {
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difficulty: Difficulty.Impossible,
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infiniteGold: true,
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instantBuild: true,
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});
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const nationInfo = new PlayerInfo(
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"nation",
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PlayerType.Nation,
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null,
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"nation_id",
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);
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const humanInfo = new PlayerInfo(
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"human",
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PlayerType.Human,
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null,
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"human_id",
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);
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game.addPlayer(nationInfo);
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game.addPlayer(humanInfo);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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const nation = game.player("nation_id");
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const human = game.player("human_id");
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// Assign territory blocks (30×30 each, well separated)
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for (let x = 10; x < 40; x++) {
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for (let y = 10; y < 40; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) nation.conquer(tile);
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}
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}
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for (let x = 60; x < 90; x++) {
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for (let y = 60; y < 90; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) human.conquer(tile);
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}
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}
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// Level-1 SAM at center of human territory (samRange = 20 in TestConfig,
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// covering the entire 60-90 block and intercepting all trajectories).
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const samTile = game.ref(75, 75);
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const sam = human.buildUnit(UnitType.SAMLauncher, samTile, {});
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game.addExecution(new SAMLauncherExecution(human, null, sam));
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// 3 level-1 missile silos (1 slot each). Overwhelming a level-1 SAM
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// requires 2 bombs (1 intercepted + 1 passes through).
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for (const [x, y] of [
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[20, 20],
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[25, 25],
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[30, 30],
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] as const) {
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const silo = nation.buildUnit(UnitType.MissileSilo, game.ref(x, y), {});
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game.addExecution(new MissileSiloExecution(silo));
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}
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// infiniteGold only applies to Human players, so the nation needs gold
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nation.addGold(1_000_000_000n);
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nation.addTroops(100_000);
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human.addTroops(100_000);
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expect(nation.units(UnitType.MissileSilo)).toHaveLength(3);
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expect(human.units(UnitType.SAMLauncher)).toHaveLength(1);
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expect(nation.units(UnitType.AtomBomb)).toHaveLength(0);
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// Try multiple game IDs to account for random attack-tick alignment
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// (attackRate ∈ [30,50] on Impossible). 150 inner ticks guarantees ≥2
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// attack ticks for the worst-case seed: 1st initializes behaviors, 2nd
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// fires maybeSendNuke → maybeDestroyEnemySam.
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const testNation = new Nation(new Cell(25, 25), nation.info());
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let salvoLaunched = false;
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for (let i = 0; i < 10 && !salvoLaunched; i++) {
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// Let any executions from a prior iteration settle
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if (i > 0) executeTicks(game, 50);
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const exec = new NationExecution(`game_${i}`, testNation);
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exec.init(game);
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for (let tick = 0; tick < 150; tick++) {
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exec.tick(tick);
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// Advance the game sparingly so NukeExecution creates atom-bomb units
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// but they don't complete their flight before we detect them.
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if (tick % 10 === 0) game.executeNextTick();
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if (nation.units(UnitType.AtomBomb).length > 0) {
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salvoLaunched = true;
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break;
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}
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}
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}
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expect(salvoLaunched).toBe(true);
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// At least 2 atom bombs to overwhelm the level-1 SAM
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const atomBombs = nation.units(UnitType.AtomBomb);
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expect(atomBombs.length).toBeGreaterThanOrEqual(2);
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// All bombs should target the SAM tile
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for (const bomb of atomBombs) {
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expect(bomb.targetTile()).toBe(samTile);
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}
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});
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});
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