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https://github.com/openfrontio/OpenFrontIO.git
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4e62114ea0
## Description: - `AiAttackBehavior`: Because bots delete stolen structures now, nations prioritize attacking bots with structures - `NationMIRVBehavior`: Nations no longer MIRV enemies who already got MIRVed in the last 30 seconds. Some humans complained about getting double-MIRVed by nations. And in games with very high starting gold, ALL nations MIRVed the same player (stop steamroll logic). - `NationAllianceBehavior`: Fixes a comparison logic bug (Thanks to Deshack) - `NationNukeBehavior.ts`: Little atom bomb perceived cost balance change - `MIRVExecution`: To make sure the MIRVing nations are attacking the MIRVed nations (even if they don't share a border), the relation gets updated in both directions now. - `SinglePlayerModal` & `HostLobbyModal`: Update the default difficulty to "Medium" (to synchronize the defaults with the public game default) ## 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
216 lines
5.6 KiB
TypeScript
216 lines
5.6 KiB
TypeScript
import {
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Execution,
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Game,
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MessageType,
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Player,
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TerraNullius,
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Unit,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { UniversalPathFinding } from "../pathfinding/PathFinder";
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import { ParabolaUniversalPathFinder } from "../pathfinding/PathFinder.Parabola";
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import { PathStatus } from "../pathfinding/types";
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import { PseudoRandom } from "../PseudoRandom";
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import { simpleHash } from "../Util";
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import { NukeExecution } from "./NukeExecution";
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export class MirvExecution implements Execution {
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private active = true;
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private mg: Game;
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private nuke: Unit | null = null;
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private range = 1500;
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private rangeSquared = this.range * this.range;
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private minimumSpread = 55;
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private warheadCount = 350;
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private baseX: number;
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private baseY: number;
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private random: PseudoRandom;
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private pathFinder: ParabolaUniversalPathFinder;
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private targetPlayer: Player | TerraNullius;
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private separateDst: TileRef;
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private spawnTile: TileRef;
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private speed: number = -1;
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constructor(
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private player: Player,
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private dst: TileRef,
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) {}
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init(mg: Game, ticks: number): void {
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this.random = new PseudoRandom(mg.ticks() + simpleHash(this.player.id()));
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this.mg = mg;
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this.targetPlayer = this.mg.owner(this.dst);
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this.speed = this.mg.config().defaultNukeSpeed();
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this.pathFinder = UniversalPathFinding.Parabola(mg, {
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increment: this.speed,
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});
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// Betrayal on launch
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if (this.targetPlayer.isPlayer()) {
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const alliance = this.player.allianceWith(this.targetPlayer);
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if (alliance !== null) {
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this.player.breakAlliance(alliance);
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}
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if (this.targetPlayer !== this.player) {
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this.targetPlayer.updateRelation(this.player, -100);
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this.player.updateRelation(this.targetPlayer, -100);
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}
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}
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}
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tick(ticks: number): void {
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if (this.nuke === null) {
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const spawn = this.player.canBuild(UnitType.MIRV, this.dst);
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if (spawn === false) {
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console.warn(`cannot build MIRV`);
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this.active = false;
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return;
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}
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this.spawnTile = spawn;
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this.nuke = this.player.buildUnit(UnitType.MIRV, spawn, {
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targetTile: this.dst,
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});
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this.mg.stats().bombLaunch(this.player, this.targetPlayer, UnitType.MIRV);
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const x = Math.floor(
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(this.mg.x(this.dst) + this.mg.x(this.mg.x(this.nuke.tile()))) / 2,
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);
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const y = Math.max(0, this.mg.y(this.dst) - 500) + 50;
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this.separateDst = this.mg.ref(x, y);
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this.mg.displayIncomingUnit(
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this.nuke.id(),
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// TODO TranslateText
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`⚠️⚠️⚠️ ${this.player.name()} - MIRV INBOUND ⚠️⚠️⚠️`,
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MessageType.MIRV_INBOUND,
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this.targetPlayer.id(),
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);
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}
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const result = this.pathFinder.next(
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this.spawnTile,
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this.separateDst,
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this.speed,
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);
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if (result.status === PathStatus.COMPLETE) {
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this.separate();
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this.active = false;
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// Record stats
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this.mg.stats().bombLand(this.player, this.targetPlayer, UnitType.MIRV);
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return;
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} else if (result.status === PathStatus.NEXT) {
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this.nuke.move(result.node);
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}
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}
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private separate() {
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if (this.nuke === null) {
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throw new Error("uninitialized");
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}
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this.baseX = this.mg.x(this.dst);
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this.baseY = this.mg.y(this.dst);
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const destinations = this.selectDestinations();
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for (const [i, dst] of destinations.entries()) {
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this.mg.addExecution(
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new NukeExecution(
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UnitType.MIRVWarhead,
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this.player,
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dst,
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this.nuke.tile(),
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15 + Math.floor((i / this.warheadCount) * 5),
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// this.random.nextInt(5, 9),
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this.random.nextInt(0, 15),
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),
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);
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}
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this.nuke.delete(false);
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}
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private selectDestinations(): TileRef[] {
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const targets: TileRef[] = [this.dst];
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for (let attempt = 0; attempt < 1000; attempt++) {
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const target = this.tryGenerateTarget(targets);
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if (target) targets.push(target);
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if (targets.length >= this.warheadCount) break;
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}
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return targets.sort(
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(a, b) =>
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this.mg.manhattanDist(b, this.dst) - this.mg.manhattanDist(a, this.dst),
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);
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}
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private tryGenerateTarget(taken: TileRef[]): TileRef | undefined {
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for (let attempt = 0; attempt < 100; attempt++) {
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const r1 = this.random.next();
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const r2 = (r1 * 15485863) % 1;
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const x = Math.round(r1 * this.range * 2 - this.range + this.baseX);
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const y = Math.round(r2 * this.range * 2 - this.range + this.baseY);
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if (!this.mg.isValidCoord(x, y)) {
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continue;
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}
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const tile = this.mg.ref(x, y);
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if (!this.mg.isLand(tile)) {
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continue;
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}
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if ((x - this.baseX) ** 2 + (y - this.baseY) ** 2 > this.rangeSquared) {
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continue;
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}
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if (this.mg.owner(tile) !== this.targetPlayer) {
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continue;
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}
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if (this.isOverlapping(x, y, taken)) {
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continue;
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}
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return tile;
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}
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}
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private isOverlapping(x: number, y: number, taken: TileRef[]): boolean {
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for (const existingTile of taken) {
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const existingTileX = this.mg.x(existingTile);
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const existingTileY = this.mg.y(existingTile);
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const manhattanDistance =
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Math.abs(x - existingTileX) + Math.abs(y - existingTileY);
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if (manhattanDistance < this.minimumSpread) {
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return true;
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}
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}
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return false;
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}
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owner(): Player {
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return this.player;
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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