Files
OpenFrontIO/src/core/execution/NukeExecution.ts
T
DevelopingTom 031a17d880 Optimize nuke explosion (#3176)
## 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
2026-02-18 17:00:56 -06:00

362 lines
11 KiB
TypeScript

import {
Execution,
Game,
isStructureType,
MessageType,
Player,
TerraNullius,
TrajectoryTile,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { UniversalPathFinding } from "../pathfinding/PathFinder";
import { ParabolaUniversalPathFinder } from "../pathfinding/PathFinder.Parabola";
import { PathStatus } from "../pathfinding/types";
import { PseudoRandom } from "../PseudoRandom";
import { NukeType } from "../StatsSchemas";
import { listNukeBreakAlliance } from "./Util";
const SPRITE_RADIUS = 16;
export class NukeExecution implements Execution {
private active = true;
private mg: Game;
private nuke: Unit | null = null;
private tilesToDestroyCache: Set<TileRef> | undefined;
private pathFinder: ParabolaUniversalPathFinder;
constructor(
private nukeType: NukeType,
private player: Player,
private dst: TileRef,
private src?: TileRef | null,
private speed: number = -1,
private waitTicks = 0,
private rocketDirectionUp: boolean = true,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
if (this.speed === -1) {
this.speed = this.mg.config().defaultNukeSpeed();
}
this.pathFinder = UniversalPathFinding.Parabola(mg, {
increment: this.speed,
distanceBasedHeight: this.nukeType !== UnitType.MIRVWarhead,
directionUp: this.rocketDirectionUp,
});
}
public target(): Player | TerraNullius {
return this.mg.owner(this.dst);
}
private tilesToDestroy(): Set<TileRef> {
if (this.tilesToDestroyCache !== undefined) {
return this.tilesToDestroyCache;
}
if (this.nuke === null) {
throw new Error("Not initialized");
}
const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
const rand = new PseudoRandom(this.mg.ticks());
const inner2 = magnitude.inner * magnitude.inner;
const outer2 = magnitude.outer * magnitude.outer;
this.tilesToDestroyCache = this.mg.bfs(this.dst, (_, n: TileRef) => {
const d2 = this.mg?.euclideanDistSquared(this.dst, n) ?? 0;
return d2 <= outer2 && (d2 <= inner2 || rand.chance(2));
});
return this.tilesToDestroyCache;
}
/**
* Break alliances with players significantly affected by the nuke strike.
* Uses weighted tile counting (inner=1, outer=0.5) OR if any allied structure would be destroyed.
*/
private maybeBreakAlliances() {
if (this.nuke === null) {
throw new Error("Not initialized");
}
if (this.nuke.type() === UnitType.MIRVWarhead) {
// MIRV warheads shouldn't break alliances
return;
}
const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
const playersToBreakAllianceWith = listNukeBreakAlliance({
game: this.mg,
targetTile: this.dst,
magnitude,
allySmallIds: new Set(this.player.allies().map((a) => a.smallID())),
threshold: this.mg.config().nukeAllianceBreakThreshold(),
});
// Automatically reject incoming alliance requests.
for (const incoming of this.player.incomingAllianceRequests()) {
if (playersToBreakAllianceWith.has(incoming.requestor().smallID())) {
incoming.reject();
}
}
for (const playerSmallId of playersToBreakAllianceWith) {
const attackedPlayer = this.mg.playerBySmallID(playerSmallId);
if (!attackedPlayer.isPlayer()) {
continue;
}
// Resolves exploit of alliance breaking in which a pending alliance request
// was accepted in the middle of a missile attack.
const outgoingAllianceRequest = attackedPlayer
.incomingAllianceRequests()
.find((ar) => ar.requestor() === this.player);
if (outgoingAllianceRequest) {
outgoingAllianceRequest.reject();
continue;
}
const alliance = this.player.allianceWith(attackedPlayer);
if (alliance !== null) {
this.player.breakAlliance(alliance);
}
if (attackedPlayer !== this.player) {
attackedPlayer.updateRelation(this.player, -100);
}
}
}
tick(ticks: number): void {
if (this.nuke === null) {
const spawn = this.player.canBuild(this.nukeType, this.dst);
if (spawn === false) {
console.warn(`cannot build Nuke`);
this.active = false;
return;
}
this.src = spawn;
this.nuke = this.player.buildUnit(this.nukeType, spawn, {
targetTile: this.dst,
trajectory: this.getTrajectory(this.dst),
});
if (this.nuke.type() !== UnitType.MIRVWarhead) {
this.maybeBreakAlliances();
}
if (this.mg.hasOwner(this.dst)) {
const target = this.mg.owner(this.dst);
if (!target.isPlayer()) {
// Ignore terra nullius
} else if (this.nukeType === UnitType.AtomBomb) {
this.mg.displayIncomingUnit(
this.nuke.id(),
// TODO TranslateText
`${this.player.name()} - atom bomb inbound`,
MessageType.NUKE_INBOUND,
target.id(),
);
} else if (this.nukeType === UnitType.HydrogenBomb) {
this.mg.displayIncomingUnit(
this.nuke.id(),
// TODO TranslateText
`${this.player.name()} - hydrogen bomb inbound`,
MessageType.HYDROGEN_BOMB_INBOUND,
target.id(),
);
}
// Record stats
this.mg.stats().bombLaunch(this.player, target, this.nukeType);
}
// after sending a nuke set the missilesilo on cooldown
const silo = this.player
.units(UnitType.MissileSilo)
.find((silo) => silo.tile() === spawn);
if (silo) {
silo.launch();
}
return;
}
// make the nuke unactive if it was intercepted
if (!this.nuke.isActive()) {
console.log(`Nuke destroyed before reaching target`);
this.active = false;
return;
}
if (this.waitTicks > 0) {
this.waitTicks--;
return;
}
// Move to next tile
const result = this.pathFinder.next(this.src!, this.dst, this.speed);
if (result.status === PathStatus.COMPLETE) {
this.detonate();
return;
} else if (result.status === PathStatus.NEXT) {
this.updateNukeTargetable();
this.nuke.move(result.node);
// Update index so SAM can interpolate future position
this.nuke.setTrajectoryIndex(this.pathFinder.currentIndex());
}
}
public getNuke(): Unit | null {
return this.nuke;
}
private getTrajectory(target: TileRef): TrajectoryTile[] {
const trajectoryTiles: TrajectoryTile[] = [];
const targetRangeSquared =
this.mg.config().defaultNukeTargetableRange() ** 2;
const allTiles = this.pathFinder.findPath(this.src!, target) ?? [];
for (const tile of allTiles) {
trajectoryTiles.push({
tile,
targetable: this.isTargetable(target, tile, targetRangeSquared),
});
}
return trajectoryTiles;
}
private isTargetable(
targetTile: TileRef,
nukeTile: TileRef,
targetRangeSquared: number,
): boolean {
return (
this.mg.euclideanDistSquared(nukeTile, targetTile) < targetRangeSquared ||
(this.src !== undefined &&
this.src !== null &&
this.mg.euclideanDistSquared(this.src, nukeTile) < targetRangeSquared)
);
}
private updateNukeTargetable() {
if (this.nuke === null || this.nuke.targetTile() === undefined) {
return;
}
const targetRangeSquared =
this.mg.config().defaultNukeTargetableRange() ** 2;
const targetTile = this.nuke.targetTile();
this.nuke.setTargetable(
this.isTargetable(targetTile!, this.nuke.tile(), targetRangeSquared),
);
}
private detonate() {
if (this.nuke === null) {
throw new Error("Not initialized");
}
const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
const toDestroy = this.tilesToDestroy();
// Retrieve all impacted players and the number of tiles
const tilesPerPlayers = new Map<Player, number>();
for (const tile of toDestroy) {
const owner = this.mg.owner(tile);
if (owner.isPlayer()) {
owner.relinquish(tile);
const numTiles = tilesPerPlayers.get(owner);
tilesPerPlayers.set(owner, numTiles === undefined ? 1 : numTiles + 1);
}
if (this.mg.isLand(tile)) {
this.mg.setFallout(tile, true);
}
}
// Then compute the explosion effect on each player
for (const [player, numImpactedTiles] of tilesPerPlayers) {
const config = this.mg.config();
const tilesBeforeNuke = player.numTilesOwned() + numImpactedTiles;
const transportShips = player.units(UnitType.TransportShip);
const maxTroops = config.maxTroops(player);
// nukeDeathFactor could compute the complete fallout in a single call instead
for (let i = 0; i < numImpactedTiles; i++) {
// Diminishing effect as each affected tile has been nuked
const numTilesLeft = tilesBeforeNuke - i;
player.removeTroops(
config.nukeDeathFactor(
this.nukeType,
player.troops(),
numTilesLeft,
maxTroops,
),
);
player.outgoingAttacks().forEach((attack) => {
const deaths = config.nukeDeathFactor(
this.nukeType,
attack.troops(),
numTilesLeft,
maxTroops,
);
attack.setTroops(attack.troops() - deaths);
});
transportShips.forEach((unit) => {
const deaths = config.nukeDeathFactor(
this.nukeType,
unit.troops(),
numTilesLeft,
maxTroops,
);
unit.setTroops(unit.troops() - deaths);
});
}
}
const outer2 = magnitude.outer * magnitude.outer;
for (const unit of this.mg.units()) {
if (
unit.type() !== UnitType.AtomBomb &&
unit.type() !== UnitType.HydrogenBomb &&
unit.type() !== UnitType.MIRVWarhead &&
unit.type() !== UnitType.MIRV &&
unit.type() !== UnitType.SAMMissile
) {
if (this.mg.euclideanDistSquared(this.dst, unit.tile()) < outer2) {
unit.delete(true, this.player);
}
}
}
this.redrawBuildings(magnitude.outer + SPRITE_RADIUS);
this.active = false;
this.nuke.setReachedTarget();
this.nuke.delete(false);
// Record stats
this.mg
.stats()
.bombLand(this.player, this.target(), this.nuke.type() as NukeType);
}
private redrawBuildings(range: number) {
const rangeSquared = range * range;
for (const unit of this.mg.units()) {
if (isStructureType(unit.type())) {
if (
this.mg.euclideanDistSquared(this.dst, unit.tile()) < rangeSquared
) {
unit.touch();
}
}
}
}
owner(): Player {
return this.player;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}