Files
OpenFrontIO/src/core/configuration/DefaultConfig.ts
T
2025-04-25 19:49:28 +02:00

713 lines
18 KiB
TypeScript

import {
Difficulty,
Game,
GameMapType,
GameMode,
GameType,
Gold,
Player,
PlayerInfo,
PlayerType,
TerrainType,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
import { GameConfig, GameID } from "../Schemas";
import { assertNever, simpleHash, within } from "../Util";
import { Config, GameEnv, NukeMagnitude, ServerConfig, Theme } from "./Config";
import { pastelTheme } from "./PastelTheme";
import { pastelThemeDark } from "./PastelThemeDark";
export abstract class DefaultServerConfig implements ServerConfig {
region(): string {
if (this.env() == GameEnv.Dev) {
return "dev";
}
return process.env.REGION;
}
gitCommit(): string {
return process.env.GIT_COMMIT;
}
r2Endpoint(): string {
return `https://${process.env.CF_ACCOUNT_ID}.r2.cloudflarestorage.com`;
}
r2AccessKey(): string {
return process.env.R2_ACCESS_KEY;
}
r2SecretKey(): string {
return process.env.R2_SECRET_KEY;
}
abstract r2Bucket(): string;
adminHeader(): string {
return "x-admin-key";
}
adminToken(): string {
return process.env.ADMIN_TOKEN;
}
abstract numWorkers(): number;
abstract env(): GameEnv;
abstract discordRedirectURI(): string;
turnIntervalMs(): number {
return 100;
}
gameCreationRate(): number {
return 60 * 1000;
}
lobbyMaxPlayers(map: GameMapType): number {
// Maps with ~4 mil pixels
if (
[
GameMapType.GatewayToTheAtlantic,
GameMapType.SouthAmerica,
GameMapType.NorthAmerica,
GameMapType.Africa,
GameMapType.Europe,
].includes(map)
) {
return Math.random() < 0.2 ? 100 : 50;
}
// Maps with ~2.5 - ~3.5 mil pixels
if (
[
GameMapType.Australia,
GameMapType.Iceland,
GameMapType.Britannia,
GameMapType.Asia,
].includes(map)
) {
return Math.random() < 0.3 ? 50 : 25;
}
// Maps with ~2 mil pixels
if (
[
GameMapType.Mena,
GameMapType.Mars,
GameMapType.Oceania,
GameMapType.Japan, // Japan at this level because its 2/3 water
GameMapType.FaroeIslands,
].includes(map)
) {
return Math.random() < 0.3 ? 50 : 25;
}
// Maps smaller than ~2 mil pixels
if (
[
GameMapType.BetweenTwoSeas,
GameMapType.BlackSea,
GameMapType.Pangaea,
].includes(map)
) {
return Math.random() < 0.5 ? 30 : 15;
}
// world belongs with the ~2 mils, but these amounts never made sense so I assume the insanity is intended.
if (map == GameMapType.World) {
return Math.random() < 0.2 ? 150 : 50;
}
// default return for non specified map
return Math.random() < 0.2 ? 50 : 20;
}
workerIndex(gameID: GameID): number {
return simpleHash(gameID) % this.numWorkers();
}
workerPath(gameID: GameID): string {
return `w${this.workerIndex(gameID)}`;
}
workerPort(gameID: GameID): number {
return this.workerPortByIndex(this.workerIndex(gameID));
}
workerPortByIndex(index: number): number {
return 3001 + index;
}
}
export class DefaultConfig implements Config {
constructor(
private _serverConfig: ServerConfig,
private _gameConfig: GameConfig,
private _userSettings: UserSettings,
) {}
numPlayerTeams(): number {
return this.gameConfig().numPlayerTeams;
}
samHittingChance(): number {
return 0.8;
}
samWarheadHittingChance(): number {
return 0.5;
}
traitorDefenseDebuff(): number {
return 0.5;
}
traitorDuration(): number {
return 15 * 10; // 15 seconds
}
spawnImmunityDuration(): Tick {
return 5 * 10;
}
gameConfig(): GameConfig {
return this._gameConfig;
}
serverConfig(): ServerConfig {
return this._serverConfig;
}
userSettings(): UserSettings | null {
return this._userSettings;
}
difficultyModifier(difficulty: Difficulty): number {
switch (difficulty) {
case Difficulty.Easy:
return 1;
case Difficulty.Medium:
return 3;
case Difficulty.Hard:
return 9;
case Difficulty.Impossible:
return 18;
}
}
cityPopulationIncrease(): number {
return 500_000;
}
falloutDefenseModifier(falloutRatio: number): number {
// falloutRatio is between 0 and 1
// So defense modifier is between [5, 2.5]
return 5 - falloutRatio * 2;
}
SAMCooldown(): number {
return 75;
}
SiloCooldown(): number {
return 75;
}
defensePostRange(): number {
return 40;
}
defensePostDefenseBonus(): number {
return 5;
}
spawnNPCs(): boolean {
return !this._gameConfig.disableNPCs;
}
disableNukes(): boolean {
return this._gameConfig.disableNukes;
}
bots(): number {
return this._gameConfig.bots;
}
instantBuild(): boolean {
return this._gameConfig.instantBuild;
}
infiniteGold(): boolean {
return this._gameConfig.infiniteGold;
}
infiniteTroops(): boolean {
return this._gameConfig.infiniteTroops;
}
tradeShipGold(dist: number): Gold {
return 10000 + 150 * Math.pow(dist, 1.1);
}
tradeShipSpawnRate(numberOfPorts: number): number {
return Math.round(10 * Math.pow(numberOfPorts, 0.5));
}
unitInfo(type: UnitType): UnitInfo {
switch (type) {
case UnitType.TransportShip:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.Warship:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: Math.min(
1_000_000,
(p.unitsIncludingConstruction(UnitType.Warship).length + 1) *
250_000,
),
territoryBound: false,
maxHealth: 1000,
};
case UnitType.Shell:
return {
cost: () => 0,
territoryBound: false,
damage: 200,
};
case UnitType.SAMMissile:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.Port:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: Math.min(
1_000_000,
Math.pow(
2,
p.unitsIncludingConstruction(UnitType.Port).length,
) * 125_000,
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
};
case UnitType.AtomBomb:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold() ? 0 : 750_000,
territoryBound: false,
};
case UnitType.HydrogenBomb:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold() ? 0 : 5_000_000,
territoryBound: false,
};
case UnitType.MIRV:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: 25_000_000,
territoryBound: false,
};
case UnitType.MIRVWarhead:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.TradeShip:
return {
cost: () => 0,
territoryBound: false,
};
case UnitType.MissileSilo:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold() ? 0 : 1_000_000,
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 10 * 10,
};
case UnitType.DefensePost:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: Math.min(
250_000,
(p.unitsIncludingConstruction(UnitType.DefensePost).length +
1) *
50_000,
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 5 * 10,
};
case UnitType.SAMLauncher:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: Math.min(
3_000_000,
(p.unitsIncludingConstruction(UnitType.SAMLauncher).length +
1) *
1_500_000,
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 30 * 10,
};
case UnitType.City:
return {
cost: (p: Player) =>
p.type() == PlayerType.Human && this.infiniteGold()
? 0
: Math.min(
1_000_000,
Math.pow(
2,
p.unitsIncludingConstruction(UnitType.City).length,
) * 125_000,
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
};
case UnitType.Construction:
return {
cost: () => 0,
territoryBound: true,
};
default:
assertNever(type);
}
}
defaultDonationAmount(sender: Player): number {
return Math.floor(sender.troops() / 3);
}
donateCooldown(): Tick {
return 10 * 10;
}
emojiMessageDuration(): Tick {
return 5 * 10;
}
emojiMessageCooldown(): Tick {
return 5 * 10;
}
targetDuration(): Tick {
return 10 * 10;
}
targetCooldown(): Tick {
return 15 * 10;
}
allianceRequestCooldown(): Tick {
return 30 * 10;
}
allianceDuration(): Tick {
return 600 * 10; // 10 minutes.
}
percentageTilesOwnedToWin(): number {
if (this._gameConfig.gameMode == GameMode.Team) {
return 95;
}
return 80;
}
boatMaxNumber(): number {
return 9;
}
numSpawnPhaseTurns(): number {
return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
}
numBots(): number {
return this.bots();
}
theme(): Theme {
return this.userSettings().darkMode() ? pastelThemeDark : pastelTheme;
}
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
} {
const terrainModifiers = {
[TerrainType.Plains]: { mag: 0.85, speed: 0.75 },
[TerrainType.Highland]: { mag: 1, speed: 1 },
[TerrainType.Mountain]: { mag: 1.2, speed: 1.5 },
} as const;
const type = gm.terrainType(tileToConquer);
const mod = terrainModifiers[type];
if (!mod) {
throw new Error(`terrain type ${type} not supported`);
}
let mag = mod.mag;
let speed = mod.speed;
const attackerType = attacker.type();
const defenderIsPlayer = defender.isPlayer();
const defenderType = defenderIsPlayer ? defender.type() : null;
if (defenderIsPlayer) {
for (const dp of gm.nearbyUnits(
tileToConquer,
gm.config().defensePostRange(),
UnitType.DefensePost,
)) {
if (dp.unit.owner() == defender) {
mag *= this.defensePostDefenseBonus();
speed *= this.defensePostDefenseBonus();
break;
}
}
}
if (gm.hasFallout(tileToConquer)) {
const falloutRatio = gm.numTilesWithFallout() / gm.numLandTiles();
//mag *= this.falloutDefenseModifier(falloutRatio);
//speed *= this.falloutDefenseModifier(falloutRatio);
}
if (attacker.isPlayer() && defenderIsPlayer) {
if (attackerType == PlayerType.Human && defenderType == PlayerType.Bot) {
mag *= 0.8;
}
if (
attackerType == PlayerType.FakeHuman &&
defenderType == PlayerType.Bot
) {
mag *= 0.8;
}
}
if (attackerType == PlayerType.Bot) {
speed *= 3; // slow bot attacks
}
if (defenderIsPlayer) {
const defenderTroops = defender.troops();
const defenderTiles = defender.numTilesOwned();
const defenderdensity = defenderTroops / defenderTiles;
const adjustedRatio = within(defenderTroops / attackTroops, 0.3, 20);
return {
attackerTroopLoss:
mag * 10 +
defenderdensity *
mag *
(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
defenderTroopLoss: defenderdensity,
tilesPerTickUsed: within(
2.1 * defenderdensity ** 0.6 * adjustedRatio ** 0.8 * speed,
8,
1000,
),
};
} else {
return {
attackerTroopLoss: attackerType == PlayerType.Bot ? mag * 10 : mag * 10,
defenderTroopLoss: 0,
tilesPerTickUsed: 30 * speed,
};
}
}
attackTilesPerTick(
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number {
if (defender.isPlayer()) {
return 10 * numAdjacentTilesWithEnemy;
} else {
return 12 * numAdjacentTilesWithEnemy;
}
}
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number {
return Math.floor(attacker.troops() / 5);
}
warshipShellLifetime(): number {
return 20; // in ticks (one tick is 100ms)
}
radiusPortSpawn() {
return 20;
}
proximityBonusPortsNb(totalPorts: number) {
return within(totalPorts / 3, 4, totalPorts);
}
attackAmount(attacker: Player, defender: Player | TerraNullius) {
if (attacker.type() == PlayerType.Bot) {
return attacker.troops() / 20;
} else {
return attacker.troops() / 5;
}
}
startManpower(playerInfo: PlayerInfo): number {
if (playerInfo.playerType == PlayerType.Bot) {
return 8_000;
}
if (playerInfo.playerType == PlayerType.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return 2_500 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Medium:
return 12_000 + 2000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Hard:
return 20_000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Impossible:
return 50_000 * (playerInfo?.nation?.strength ?? 1);
}
}
return this.infiniteTroops() ? 1_000_000 : 25_000;
}
maxPopulation(player: Player | PlayerView): number {
const maxPop =
player.type() == PlayerType.Human && this.infiniteTroops()
? 1_000_000_000
: 1 * (player.numTilesOwned() * 30 + 100000) +
player.units(UnitType.City).length * this.cityPopulationIncrease();
if (player.type() == PlayerType.Bot) {
return maxPop / 3;
}
if (player.type() == PlayerType.Human) {
return maxPop;
}
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return maxPop * 0.5;
case Difficulty.Medium:
return maxPop * 1;
case Difficulty.Hard:
return maxPop * 1.5;
case Difficulty.Impossible:
return maxPop * 2;
}
}
populationIncreaseRate(player: Player): number {
const max = this.maxPopulation(player);
let toAdd =
10 +
(800 / max + 1 / 160) * (0.7 * player.troops() + 1.3 * player.workers());
const adjustedPop =
typeof player.adjustedPopulation === "function"
? player.adjustedPopulation()
: player.population();
const ratio = 1 - adjustedPop / max;
toAdd *= ratio;
if (player.type() == PlayerType.Bot) {
toAdd *= 0.7;
}
if (player.type() == PlayerType.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
toAdd *= 0.9;
break;
case Difficulty.Medium:
toAdd *= 1;
break;
case Difficulty.Hard:
toAdd *= 1.1;
break;
case Difficulty.Impossible:
toAdd *= 1.2;
break;
}
}
return Math.min(player.population() + toAdd, max) - player.population();
}
goldAdditionRate(player: Player): number {
const numCities = player.units(UnitType.City).length;
const baseCityPopulation = numCities * this.cityPopulationIncrease();
const totalWorkers = player.workers() ?? 0;
const totalPopulation = player.population() ?? 0;
const maxPopulation = this.maxPopulation(player) ?? 0;
const numTiles = player.numTilesOwned() ?? 0;
if (totalWorkers <= 0 || totalPopulation <= 0 || maxPopulation <= 0) {
return 0;
}
const populationRatio = totalPopulation / maxPopulation;
const adjustedCityPopulation = baseCityPopulation * populationRatio;
const cityWorkers =
(adjustedCityPopulation * totalWorkers) / totalPopulation;
const ruralWorkers = totalWorkers - cityWorkers;
const cityGold = cityWorkers / 2500;
const tileGold = (Math.sqrt(ruralWorkers) * Math.sqrt(numTiles)) / 750;
const totalGold = cityGold + tileGold;
return Number.isFinite(totalGold) ? totalGold : 0;
}
troopAdjustmentRate(player: Player): number {
const maxDiff = this.maxPopulation(player) / 500;
const target = player.population() * player.targetTroopRatio();
const diff = target - player.troops();
if (Math.abs(diff) < maxDiff) {
return diff;
}
const adjustment = maxDiff * Math.sign(diff);
// Can ramp down troops much faster
if (adjustment < 0) {
return adjustment * 5;
}
return adjustment;
}
nukeMagnitudes(unitType: UnitType): NukeMagnitude {
switch (unitType) {
case UnitType.MIRVWarhead:
return { inner: 25, outer: 30 };
case UnitType.AtomBomb:
return { inner: 12, outer: 30 };
case UnitType.HydrogenBomb:
return { inner: 80, outer: 100 };
}
}
defaultNukeSpeed(): number {
return 4;
}
// Humans can be population, soldiers attacking, soldiers in boat etc.
nukeDeathFactor(humans: number, tilesOwned: number): number {
return (2 * humans) / Math.max(1, tilesOwned);
}
structureMinDist(): number {
return 18;
}
shellLifetime(): number {
return 50;
}
warshipPatrolRange(): number {
return 100;
}
warshipTargettingRange(): number {
return 130;
}
warshipShellAttackRate(): number {
return 20;
}
defensePostShellAttackRate(): number {
return 120;
}
safeFromPiratesCooldownMax(): number {
return 20;
}
defensePostTargettingRange(): number {
return 75;
}
}