Files
FloPinguin 7f7cbba12f Water-Nukes 💧 (#3604)
## Description:

Adds a new `waterNukes` game config option that causes nuclear
detonations to convert land tiles into water instead of just leaving
fallout. When enabled, nuked land tiles are batched and converted to
water each tick, with full terrain metadata updates including:

- Ocean bit propagation from adjacent ocean tiles (BFS flood fill)
- Magnitude recomputation via BFS from remaining coastlines
- Shoreline bit fix-up in a 2-ring neighborhood around converted tiles
- Minimap terrain sync (majority-rule downsampling)
- Throttled water navigation graph rebuild (every 20 ticks) for ship
pathfinding
- Ship executions detect graph rebuilds and refresh their pathfinders
- TransportShips auto-retreat if their destination becomes water
- Water nuke craters use a smoothed angular noise ring with a
bounding-box scan instead of the regular per-tile random coin flip with
BFS, producing clean blob-shaped craters without scattered land pixels
that players would have to boat to individually

The `TerrainLayer` now incrementally repaints tiles that changed terrain
type, and tile update packets encode the terrain byte alongside tile
state so clients can reflect water conversions in real time.

When `waterNukes` is disabled, behavior is unchanged (fallout only).

Includes a new test suite (WaterNukes.test.ts) covering the conversion
pipeline, ocean propagation, magnitude recalculation, shoreline updates,
and minimap sync.

Also adds a new public game modifier for the special rotation.

### The only problem
A bit of lag on impact. But otherwise it works great and is fun. Maybe
needs some followup improvements if it gets merged.
I think its very cool in baikal / four islands team games. Chip away the
territory of your opponents.
Its also fun to turn The Box / Alps into a water map (its actually
possible to boat-trade then)

### Media

Video does not show the updated craters


https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9

Updated craters (no tiny islands after impact):

<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3"
/>

<img width="1472" height="920" alt="image"
src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc"
/>

<img width="1296" height="892" alt="image"
src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0"
/>

## 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
2026-04-08 20:56:02 -07:00

283 lines
8.3 KiB
TypeScript

import fs from "fs";
import path, { dirname } from "path";
import { fileURLToPath } from "url";
import {
Difficulty,
Game,
GameMapSize,
GameMapType,
GameMode,
GameType,
PlayerInfo,
} from "../../src/core/game/Game";
import { createGame, GameImpl } from "../../src/core/game/GameImpl";
import { TileRef } from "../../src/core/game/GameMap";
import {
genTerrainFromBin,
MapManifest,
} from "../../src/core/game/TerrainMapLoader";
import { UserSettings } from "../../src/core/game/UserSettings";
import { AStarWater } from "../../src/core/pathfinding/algorithms/AStar.Water";
import { AStarWaterHierarchical } from "../../src/core/pathfinding/algorithms/AStar.WaterHierarchical";
import { PathFinding } from "../../src/core/pathfinding/PathFinder";
import { PathFinderBuilder } from "../../src/core/pathfinding/PathFinderBuilder";
import { StepperConfig } from "../../src/core/pathfinding/PathFinderStepper";
import { MiniMapTransformer } from "../../src/core/pathfinding/transformers/MiniMapTransformer";
import {
PathStatus,
SteppingPathFinder,
} from "../../src/core/pathfinding/types";
import { GameConfig } from "../../src/core/Schemas";
import { TestConfig } from "../util/TestConfig";
export type BenchmarkRoute = {
name: string;
from: TileRef;
to: TileRef;
};
export type BenchmarkResult = {
route: string;
executionTime: number | null;
pathLength: number | null;
};
export type BenchmarkSummary = {
totalRoutes: number;
successfulRoutes: number;
timedRoutes: number;
totalDistance: number;
totalTime: number;
avgTime: number;
};
function tileStepperConfig(game: Game): StepperConfig<TileRef> {
return {
equals: (a, b) => a === b,
distance: (a, b) => game.manhattanDist(a, b),
preCheck: (from, to) =>
typeof from !== "number" ||
typeof to !== "number" ||
!game.isValidRef(from) ||
!game.isValidRef(to)
? { status: PathStatus.NOT_FOUND }
: null,
};
}
export function getAdapter(
game: Game,
name: string,
): SteppingPathFinder<TileRef> {
switch (name) {
case "a.baseline": {
return PathFinderBuilder.create(new AStarWater(game.miniMap()))
.wrap((pf) => new MiniMapTransformer(pf, game, game.miniMap()))
.buildWithStepper(tileStepperConfig(game));
}
case "a.generic": {
// Same as baseline - uses AStarWater on minimap
return PathFinderBuilder.create(new AStarWater(game.miniMap()))
.wrap((pf) => new MiniMapTransformer(pf, game, game.miniMap()))
.buildWithStepper(tileStepperConfig(game));
}
case "a.full": {
return PathFinderBuilder.create(
new AStarWater(game.map()),
).buildWithStepper(tileStepperConfig(game));
}
case "hpa": {
// Recreate AStarWaterHierarchical without cache, this approach was chosen
// over adding cache toggles to the existing game instance
// to avoid adding side effect from benchmark to the game
const originalGame = game as any;
const clonedGame = new GameImpl(
originalGame._humans,
originalGame._nations,
originalGame._map,
originalGame.miniGameMap,
originalGame._config,
originalGame._stats,
);
(clonedGame as any)._waterManager._miniWaterHPA =
new AStarWaterHierarchical(
clonedGame.miniMap(),
(clonedGame as any)._waterManager._miniWaterGraph!,
{ cachePaths: false },
);
return PathFinding.Water(clonedGame);
}
case "hpa.cached":
return PathFinding.Water(game);
default:
throw new Error(`Unknown pathfinding adapter: ${name}`);
}
}
export async function getScenario(
scenarioName: string,
adapterName: string = "hpa",
) {
const scenario = await import(`./benchmark/scenarios/${scenarioName}.js`);
const enableNavMesh = adapterName.startsWith("hpa");
// Time game creation (includes NavMesh initialization for default adapter)
const start = performance.now();
const currentDir = dirname(fileURLToPath(import.meta.url));
const projectRoot = path.join(currentDir, "../..");
const mapsDirectory = path.join(projectRoot, "resources/maps");
const game = await setupFromPath(mapsDirectory, scenario.MAP_NAME, {
disableNavMesh: !enableNavMesh,
});
const initTime = performance.now() - start;
const routes = scenario.ROUTES.map(([fromName, toName]: [string, string]) => {
const fromCoord: [number, number] = scenario.PORTS[fromName];
const toCoord: [number, number] = scenario.PORTS[toName];
return {
name: `${fromName}${toName}`,
from: game.ref(fromCoord[0], fromCoord[1]),
to: game.ref(toCoord[0], toCoord[1]),
};
});
return {
game,
routes,
initTime,
};
}
export function measurePathLength(
adapter: SteppingPathFinder<TileRef>,
route: BenchmarkRoute,
): number | null {
const path = adapter.findPath(route.from, route.to);
return path ? path.length : null;
}
export function measureTime<T>(fn: () => T): { result: T; time: number } {
const start = performance.now();
const result = fn();
const end = performance.now();
return { result, time: end - start };
}
export function measureExecutionTime(
adapter: SteppingPathFinder<TileRef>,
route: BenchmarkRoute,
executions: number = 1,
): number | null {
const { time } = measureTime(() => {
for (let i = 0; i < executions; i++) {
adapter.findPath(route.from, route.to);
}
});
return time / executions;
}
export function calculateStats(results: BenchmarkResult[]): BenchmarkSummary {
const successful = results.filter((r) => r.pathLength !== null);
const timed = results.filter((r) => r.executionTime !== null);
const totalDistance = successful.reduce((sum, r) => sum + r.pathLength!, 0);
const totalTime = timed.reduce((sum, r) => sum + r.executionTime!, 0);
const avgTime = timed.length > 0 ? totalTime / timed.length : 0;
return {
totalRoutes: results.length,
successfulRoutes: successful.length,
timedRoutes: timed.length,
totalDistance,
totalTime,
avgTime,
};
}
export function printRow(columns: (string | number)[], widths: number[]): void {
const formatted = columns.map((col, i) => {
const str = typeof col === "number" ? col.toString() : col;
return str.padEnd(widths[i]);
});
console.log(formatted.join(" "));
}
export function printSeparator(width: number = 80): void {
console.log("-".repeat(width));
}
export function printHeader(title: string, width: number = 80): void {
printSeparator(width);
console.log(title);
printSeparator(width);
console.log("");
}
export async function setupFromPath(
mapDirectory: string,
mapName: string,
gameConfig: Partial<GameConfig> = {},
humans: PlayerInfo[] = [],
): Promise<Game> {
// Suppress console.debug for tests
console.debug = () => {};
// Load map files from specified directory
const mapBinPath = path.join(mapDirectory, mapName, "map.bin");
const miniMapBinPath = path.join(mapDirectory, mapName, "map4x.bin");
const manifestPath = path.join(mapDirectory, mapName, "manifest.json");
// Check if files exist
if (!fs.existsSync(mapBinPath)) {
throw new Error(`Map not found: ${mapBinPath}`);
}
if (!fs.existsSync(miniMapBinPath)) {
throw new Error(`Mini map not found: ${miniMapBinPath}`);
}
if (!fs.existsSync(manifestPath)) {
throw new Error(`Manifest not found: ${manifestPath}`);
}
const mapBinBuffer = fs.readFileSync(mapBinPath);
const miniMapBinBuffer = fs.readFileSync(miniMapBinPath);
const manifest = JSON.parse(
fs.readFileSync(manifestPath, "utf8"),
) satisfies MapManifest;
const gameMap = await genTerrainFromBin(manifest.map, mapBinBuffer);
const miniGameMap = await genTerrainFromBin(manifest.map4x, miniMapBinBuffer);
// Configure the game
const config = new TestConfig(
new (await import("../util/TestServerConfig")).TestServerConfig(),
{
gameMap: GameMapType.Asia,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Singleplayer,
difficulty: Difficulty.Medium,
nations: "default",
donateGold: false,
donateTroops: false,
bots: 0,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
...gameConfig,
},
new UserSettings(),
false,
);
return createGame(humans, [], gameMap, miniGameMap, config);
}