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031a17d880
## Description: When a nuke detonates, the explosion is looping over each tiles. Among other things, it filters the owner units to find the `TransportShips` units. This operation is cpu-intensive and repeated over each tiles can make the tick noticably slower. On this screenshot the detonation function took 100ms: <img width="1617" height="488" alt="image" src="https://github.com/user-attachments/assets/07009b18-4342-4caf-9e82-9ae5147b63f8" /> <img width="1645" height="375" alt="image" src="https://github.com/user-attachments/assets/fe9ead87-550a-4166-96ab-092d0c08be82" /> I suspect it led to a few frame freeze when I MIRVed too. Suggestion: loop over the impacted players rather than the tiles. With this suggestion, the same nuke takes between 4ms to 20ms: <img width="989" height="365" alt="image" src="https://github.com/user-attachments/assets/25c0faf0-cc34-41b7-8091-b14bde6db595" /> However this changes the death formula used, as they were repeated over each tiles with ever-smaller values, and with this change the operation is done all-at-once. This will result in a different outcome. In my opinion the performance gain is seductive enough to maybe tweak the formula to make it work with this revised strategy. What do you think? ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] 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: IngloriousTom
362 lines
11 KiB
TypeScript
362 lines
11 KiB
TypeScript
import {
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Execution,
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Game,
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isStructureType,
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MessageType,
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Player,
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TerraNullius,
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TrajectoryTile,
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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 { NukeType } from "../StatsSchemas";
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import { listNukeBreakAlliance } from "./Util";
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const SPRITE_RADIUS = 16;
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export class NukeExecution 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 tilesToDestroyCache: Set<TileRef> | undefined;
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private pathFinder: ParabolaUniversalPathFinder;
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constructor(
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private nukeType: NukeType,
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private player: Player,
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private dst: TileRef,
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private src?: TileRef | null,
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private speed: number = -1,
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private waitTicks = 0,
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private rocketDirectionUp: boolean = true,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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if (this.speed === -1) {
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this.speed = this.mg.config().defaultNukeSpeed();
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}
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this.pathFinder = UniversalPathFinding.Parabola(mg, {
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increment: this.speed,
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distanceBasedHeight: this.nukeType !== UnitType.MIRVWarhead,
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directionUp: this.rocketDirectionUp,
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});
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}
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public target(): Player | TerraNullius {
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return this.mg.owner(this.dst);
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}
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private tilesToDestroy(): Set<TileRef> {
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if (this.tilesToDestroyCache !== undefined) {
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return this.tilesToDestroyCache;
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}
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if (this.nuke === null) {
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throw new Error("Not initialized");
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}
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const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
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const rand = new PseudoRandom(this.mg.ticks());
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const inner2 = magnitude.inner * magnitude.inner;
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const outer2 = magnitude.outer * magnitude.outer;
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this.tilesToDestroyCache = this.mg.bfs(this.dst, (_, n: TileRef) => {
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const d2 = this.mg?.euclideanDistSquared(this.dst, n) ?? 0;
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return d2 <= outer2 && (d2 <= inner2 || rand.chance(2));
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});
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return this.tilesToDestroyCache;
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}
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/**
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* Break alliances with players significantly affected by the nuke strike.
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* Uses weighted tile counting (inner=1, outer=0.5) OR if any allied structure would be destroyed.
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*/
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private maybeBreakAlliances() {
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if (this.nuke === null) {
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throw new Error("Not initialized");
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}
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if (this.nuke.type() === UnitType.MIRVWarhead) {
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// MIRV warheads shouldn't break alliances
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return;
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}
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const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
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const playersToBreakAllianceWith = listNukeBreakAlliance({
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game: this.mg,
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targetTile: this.dst,
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magnitude,
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allySmallIds: new Set(this.player.allies().map((a) => a.smallID())),
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threshold: this.mg.config().nukeAllianceBreakThreshold(),
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});
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// Automatically reject incoming alliance requests.
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for (const incoming of this.player.incomingAllianceRequests()) {
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if (playersToBreakAllianceWith.has(incoming.requestor().smallID())) {
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incoming.reject();
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}
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}
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for (const playerSmallId of playersToBreakAllianceWith) {
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const attackedPlayer = this.mg.playerBySmallID(playerSmallId);
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if (!attackedPlayer.isPlayer()) {
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continue;
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}
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// Resolves exploit of alliance breaking in which a pending alliance request
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// was accepted in the middle of a missile attack.
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const outgoingAllianceRequest = attackedPlayer
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.incomingAllianceRequests()
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.find((ar) => ar.requestor() === this.player);
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if (outgoingAllianceRequest) {
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outgoingAllianceRequest.reject();
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continue;
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}
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const alliance = this.player.allianceWith(attackedPlayer);
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if (alliance !== null) {
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this.player.breakAlliance(alliance);
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}
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if (attackedPlayer !== this.player) {
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attackedPlayer.updateRelation(this.player, -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(this.nukeType, this.dst);
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if (spawn === false) {
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console.warn(`cannot build Nuke`);
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this.active = false;
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return;
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}
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this.src = spawn;
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this.nuke = this.player.buildUnit(this.nukeType, spawn, {
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targetTile: this.dst,
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trajectory: this.getTrajectory(this.dst),
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});
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if (this.nuke.type() !== UnitType.MIRVWarhead) {
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this.maybeBreakAlliances();
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}
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if (this.mg.hasOwner(this.dst)) {
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const target = this.mg.owner(this.dst);
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if (!target.isPlayer()) {
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// Ignore terra nullius
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} else if (this.nukeType === UnitType.AtomBomb) {
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this.mg.displayIncomingUnit(
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this.nuke.id(),
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// TODO TranslateText
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`${this.player.name()} - atom bomb inbound`,
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MessageType.NUKE_INBOUND,
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target.id(),
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);
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} else if (this.nukeType === UnitType.HydrogenBomb) {
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this.mg.displayIncomingUnit(
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this.nuke.id(),
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// TODO TranslateText
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`${this.player.name()} - hydrogen bomb inbound`,
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MessageType.HYDROGEN_BOMB_INBOUND,
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target.id(),
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);
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}
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// Record stats
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this.mg.stats().bombLaunch(this.player, target, this.nukeType);
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}
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// after sending a nuke set the missilesilo on cooldown
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const silo = this.player
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.units(UnitType.MissileSilo)
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.find((silo) => silo.tile() === spawn);
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if (silo) {
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silo.launch();
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}
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return;
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}
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// make the nuke unactive if it was intercepted
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if (!this.nuke.isActive()) {
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console.log(`Nuke destroyed before reaching target`);
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this.active = false;
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return;
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}
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if (this.waitTicks > 0) {
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this.waitTicks--;
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return;
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}
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// Move to next tile
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const result = this.pathFinder.next(this.src!, this.dst, this.speed);
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if (result.status === PathStatus.COMPLETE) {
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this.detonate();
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return;
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} else if (result.status === PathStatus.NEXT) {
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this.updateNukeTargetable();
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this.nuke.move(result.node);
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// Update index so SAM can interpolate future position
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this.nuke.setTrajectoryIndex(this.pathFinder.currentIndex());
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}
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}
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public getNuke(): Unit | null {
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return this.nuke;
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}
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private getTrajectory(target: TileRef): TrajectoryTile[] {
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const trajectoryTiles: TrajectoryTile[] = [];
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const targetRangeSquared =
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this.mg.config().defaultNukeTargetableRange() ** 2;
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const allTiles = this.pathFinder.findPath(this.src!, target) ?? [];
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for (const tile of allTiles) {
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trajectoryTiles.push({
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tile,
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targetable: this.isTargetable(target, tile, targetRangeSquared),
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});
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}
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return trajectoryTiles;
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}
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private isTargetable(
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targetTile: TileRef,
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nukeTile: TileRef,
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targetRangeSquared: number,
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): boolean {
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return (
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this.mg.euclideanDistSquared(nukeTile, targetTile) < targetRangeSquared ||
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(this.src !== undefined &&
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this.src !== null &&
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this.mg.euclideanDistSquared(this.src, nukeTile) < targetRangeSquared)
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);
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}
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private updateNukeTargetable() {
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if (this.nuke === null || this.nuke.targetTile() === undefined) {
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return;
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}
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const targetRangeSquared =
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this.mg.config().defaultNukeTargetableRange() ** 2;
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const targetTile = this.nuke.targetTile();
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this.nuke.setTargetable(
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this.isTargetable(targetTile!, this.nuke.tile(), targetRangeSquared),
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);
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}
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private detonate() {
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if (this.nuke === null) {
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throw new Error("Not initialized");
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}
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const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
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const toDestroy = this.tilesToDestroy();
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// Retrieve all impacted players and the number of tiles
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const tilesPerPlayers = new Map<Player, number>();
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for (const tile of toDestroy) {
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const owner = this.mg.owner(tile);
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if (owner.isPlayer()) {
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owner.relinquish(tile);
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const numTiles = tilesPerPlayers.get(owner);
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tilesPerPlayers.set(owner, numTiles === undefined ? 1 : numTiles + 1);
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}
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if (this.mg.isLand(tile)) {
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this.mg.setFallout(tile, true);
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}
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}
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// Then compute the explosion effect on each player
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for (const [player, numImpactedTiles] of tilesPerPlayers) {
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const config = this.mg.config();
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const tilesBeforeNuke = player.numTilesOwned() + numImpactedTiles;
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const transportShips = player.units(UnitType.TransportShip);
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const maxTroops = config.maxTroops(player);
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// nukeDeathFactor could compute the complete fallout in a single call instead
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for (let i = 0; i < numImpactedTiles; i++) {
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// Diminishing effect as each affected tile has been nuked
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const numTilesLeft = tilesBeforeNuke - i;
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player.removeTroops(
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config.nukeDeathFactor(
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this.nukeType,
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player.troops(),
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numTilesLeft,
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maxTroops,
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),
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);
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player.outgoingAttacks().forEach((attack) => {
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const deaths = config.nukeDeathFactor(
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this.nukeType,
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attack.troops(),
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numTilesLeft,
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maxTroops,
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);
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attack.setTroops(attack.troops() - deaths);
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});
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transportShips.forEach((unit) => {
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const deaths = config.nukeDeathFactor(
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this.nukeType,
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unit.troops(),
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numTilesLeft,
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maxTroops,
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);
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unit.setTroops(unit.troops() - deaths);
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});
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}
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}
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const outer2 = magnitude.outer * magnitude.outer;
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for (const unit of this.mg.units()) {
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if (
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unit.type() !== UnitType.AtomBomb &&
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unit.type() !== UnitType.HydrogenBomb &&
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unit.type() !== UnitType.MIRVWarhead &&
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unit.type() !== UnitType.MIRV &&
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unit.type() !== UnitType.SAMMissile
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) {
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if (this.mg.euclideanDistSquared(this.dst, unit.tile()) < outer2) {
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unit.delete(true, this.player);
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}
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}
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}
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this.redrawBuildings(magnitude.outer + SPRITE_RADIUS);
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this.active = false;
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this.nuke.setReachedTarget();
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this.nuke.delete(false);
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// Record stats
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this.mg
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.stats()
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.bombLand(this.player, this.target(), this.nuke.type() as NukeType);
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}
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private redrawBuildings(range: number) {
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const rangeSquared = range * range;
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for (const unit of this.mg.units()) {
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if (isStructureType(unit.type())) {
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if (
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this.mg.euclideanDistSquared(this.dst, unit.tile()) < rangeSquared
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) {
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unit.touch();
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}
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}
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}
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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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