mirror of
https://github.com/openfrontio/OpenFrontIO.git
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2e0d8242e2
## Description: This update does the following: slight nerf to gold production by large players Speed boost for very large attacks 5% speed buff for mountains Defense post boost small trade ship spawn rate increase attack losses up 20% for all attacks small speed effect boost for defense posts 20% population growth decrease for large players nerfed worker growth boost slightly nerfed troop/worker conversion rate ## 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 - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: 1brucben
752 lines
20 KiB
TypeScript
752 lines
20 KiB
TypeScript
import { JWK } from "jose";
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import { z } from "zod";
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import {
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Difficulty,
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Duos,
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Game,
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GameMapType,
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GameMode,
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GameType,
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Gold,
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Player,
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PlayerInfo,
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PlayerType,
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TerrainType,
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TerraNullius,
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Tick,
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UnitInfo,
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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 { PlayerView } from "../game/GameView";
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import { UserSettings } from "../game/UserSettings";
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import { GameConfig, GameID } from "../Schemas";
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import { assertNever, simpleHash, within } from "../Util";
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import { Config, GameEnv, NukeMagnitude, ServerConfig, Theme } from "./Config";
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import { PastelTheme } from "./PastelTheme";
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import { PastelThemeDark } from "./PastelThemeDark";
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const JwksSchema = z.object({
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keys: z
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.object({
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alg: z.literal("EdDSA"),
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crv: z.literal("Ed25519"),
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kty: z.literal("OKP"),
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x: z.string(),
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})
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.array()
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.min(1),
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});
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const numPlayersConfig = {
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[GameMapType.GatewayToTheAtlantic]: [80, 60, 40],
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[GameMapType.SouthAmerica]: [70, 50, 40],
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[GameMapType.NorthAmerica]: [80, 60, 50],
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[GameMapType.Africa]: [100, 80, 50],
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[GameMapType.Europe]: [80, 50, 30],
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[GameMapType.Australia]: [50, 40, 30],
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[GameMapType.Iceland]: [50, 40, 30],
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[GameMapType.Britannia]: [50, 40, 30],
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[GameMapType.Asia]: [60, 50, 30],
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[GameMapType.FalklandIslands]: [80, 50, 30],
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[GameMapType.Baikal]: [60, 50, 40],
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[GameMapType.Mena]: [60, 50, 30],
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[GameMapType.Mars]: [50, 40, 30],
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[GameMapType.Oceania]: [30, 20, 10],
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[GameMapType.Japan]: [50, 40, 30],
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[GameMapType.FaroeIslands]: [50, 40, 30],
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[GameMapType.DeglaciatedAntarctica]: [50, 40, 30],
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[GameMapType.EuropeClassic]: [80, 30, 50],
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[GameMapType.BetweenTwoSeas]: [40, 50, 30],
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[GameMapType.BlackSea]: [40, 50, 30],
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[GameMapType.Pangaea]: [40, 20, 30],
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[GameMapType.World]: [150, 80, 50],
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[GameMapType.WorldMapGiant]: [150, 100, 60],
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[GameMapType.Halkidiki]: [50, 40, 30],
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} as const satisfies Record<GameMapType, [number, number, number]>;
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const TERRAIN_EFFECTS = {
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[TerrainType.Plains]: { mag: 1, speed: 0.8 }, // higher speed, lower damage
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[TerrainType.Highland]: { mag: 1.1, speed: 1 },
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[TerrainType.Mountain]: { mag: 1.2, speed: 1.2 },
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} as const;
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export abstract class DefaultServerConfig implements ServerConfig {
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private publicKey: JWK;
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abstract jwtAudience(): string;
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jwtIssuer(): string {
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const audience = this.jwtAudience();
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return audience === "localhost"
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? "http://localhost:8787"
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: `https://api.${audience}`;
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}
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async jwkPublicKey(): Promise<JWK> {
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if (this.publicKey) return this.publicKey;
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const jwksUrl = this.jwtIssuer() + "/.well-known/jwks.json";
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console.log(`Fetching JWKS from ${jwksUrl}`);
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const response = await fetch(jwksUrl);
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const jwks = JwksSchema.parse(await response.json());
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this.publicKey = jwks.keys[0];
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return this.publicKey;
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}
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otelEnabled(): boolean {
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return (
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Boolean(this.otelEndpoint()) &&
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Boolean(this.otelUsername()) &&
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Boolean(this.otelPassword())
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);
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}
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otelEndpoint(): string {
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return process.env.OTEL_ENDPOINT ?? "";
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}
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otelUsername(): string {
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return process.env.OTEL_USERNAME ?? "";
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}
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otelPassword(): string {
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return process.env.OTEL_PASSWORD ?? "";
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}
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region(): string {
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if (this.env() === GameEnv.Dev) {
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return "dev";
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}
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return process.env.REGION ?? "";
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}
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gitCommit(): string {
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return process.env.GIT_COMMIT ?? "";
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}
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r2Endpoint(): string {
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return `https://${process.env.CF_ACCOUNT_ID}.r2.cloudflarestorage.com`;
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}
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r2AccessKey(): string {
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return process.env.R2_ACCESS_KEY ?? "";
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}
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r2SecretKey(): string {
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return process.env.R2_SECRET_KEY ?? "";
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}
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r2Bucket(): string {
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return process.env.R2_BUCKET ?? "";
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}
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adminHeader(): string {
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return "x-admin-key";
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}
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adminToken(): string {
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return process.env.ADMIN_TOKEN ?? "dummy-admin-token";
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}
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abstract numWorkers(): number;
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abstract env(): GameEnv;
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turnIntervalMs(): number {
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return 100;
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}
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gameCreationRate(): number {
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return 60 * 1000;
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}
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lobbyMaxPlayers(map: GameMapType, mode: GameMode): number {
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const [l, m, s] = numPlayersConfig[map] ?? [50, 30, 20];
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const r = Math.random();
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const base = r < 0.3 ? l : r < 0.6 ? m : s;
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return Math.min(mode === GameMode.Team ? Math.ceil(base * 1.5) : base, 150);
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}
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workerIndex(gameID: GameID): number {
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return simpleHash(gameID) % this.numWorkers();
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}
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workerPath(gameID: GameID): string {
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return `w${this.workerIndex(gameID)}`;
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}
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workerPort(gameID: GameID): number {
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return this.workerPortByIndex(this.workerIndex(gameID));
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}
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workerPortByIndex(index: number): number {
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return 3001 + index;
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}
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}
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export class DefaultConfig implements Config {
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private pastelTheme: PastelTheme = new PastelTheme();
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private pastelThemeDark: PastelThemeDark = new PastelThemeDark();
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constructor(
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private _serverConfig: ServerConfig,
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private _gameConfig: GameConfig,
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private _userSettings: UserSettings | null,
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private _isReplay: boolean,
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) {}
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isReplay(): boolean {
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return this._isReplay;
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}
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samHittingChance(): number {
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return 0.8;
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}
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samWarheadHittingChance(): number {
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return 0.5;
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}
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traitorDefenseDebuff(): number {
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return 0.5;
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}
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traitorDuration(): number {
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return 30 * 10; // 30 seconds
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}
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spawnImmunityDuration(): Tick {
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return 5 * 10;
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}
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gameConfig(): GameConfig {
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return this._gameConfig;
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}
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serverConfig(): ServerConfig {
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return this._serverConfig;
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}
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userSettings(): UserSettings {
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if (this._userSettings === null) {
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throw new Error("userSettings is null");
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}
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return this._userSettings;
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}
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difficultyModifier(difficulty: Difficulty): number {
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switch (difficulty) {
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case Difficulty.Easy:
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return 1;
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case Difficulty.Medium:
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return 3;
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case Difficulty.Hard:
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return 9;
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case Difficulty.Impossible:
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return 18;
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}
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}
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cityPopulationIncrease(): number {
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return 250_000;
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}
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falloutDefenseModifier(falloutRatio: number): number {
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// falloutRatio is between 0 and 1
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// So defense modifier is between [3, 1]
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return 2 - falloutRatio;
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}
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SAMCooldown(): number {
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return 75;
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}
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SiloCooldown(): number {
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return 75;
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}
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defensePostRange(): number {
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return 40;
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}
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defensePostLossMultiplier(): number {
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return 8;
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}
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defensePostSpeedMultiplier(): number {
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return 4;
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}
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playerTeams(): number | typeof Duos {
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return this._gameConfig.playerTeams ?? 0;
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}
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spawnNPCs(): boolean {
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return !this._gameConfig.disableNPCs;
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}
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isUnitDisabled(unitType: UnitType): boolean {
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return this._gameConfig.disabledUnits?.includes(unitType) ?? false;
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}
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bots(): number {
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return this._gameConfig.bots;
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}
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instantBuild(): boolean {
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return this._gameConfig.instantBuild;
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}
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infiniteGold(): boolean {
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return this._gameConfig.infiniteGold;
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}
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infiniteTroops(): boolean {
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return this._gameConfig.infiniteTroops;
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}
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tradeShipGold(dist: number): Gold {
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return 10000 + 150 * Math.pow(dist, 1.1);
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}
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tradeShipSpawnRate(numberOfPorts: number): number {
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return Math.round(10 * Math.pow(numberOfPorts, 0.3));
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}
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unitInfo(type: UnitType): UnitInfo {
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switch (type) {
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case UnitType.TransportShip:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.Warship:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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1_000_000,
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(p.unitsIncludingConstruction(UnitType.Warship).length + 1) *
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250_000,
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),
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territoryBound: false,
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maxHealth: 1000,
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};
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case UnitType.Shell:
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return {
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cost: () => 0,
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territoryBound: false,
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damage: 250,
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};
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case UnitType.SAMMissile:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.Port:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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1_000_000,
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Math.pow(
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2,
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p.unitsIncludingConstruction(UnitType.Port).length,
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) * 125_000,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 2 * 10,
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};
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case UnitType.AtomBomb:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold() ? 0 : 750_000,
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territoryBound: false,
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};
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case UnitType.HydrogenBomb:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: 5_000_000,
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territoryBound: false,
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};
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case UnitType.MIRV:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: 25_000_000,
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territoryBound: false,
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};
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case UnitType.MIRVWarhead:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.TradeShip:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.MissileSilo:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: 1_000_000,
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 10 * 10,
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};
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case UnitType.DefensePost:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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250_000,
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(p.unitsIncludingConstruction(UnitType.DefensePost).length +
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1) *
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50_000,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 5 * 10,
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};
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case UnitType.SAMLauncher:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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3_000_000,
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(p.unitsIncludingConstruction(UnitType.SAMLauncher).length +
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1) *
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1_500_000,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 30 * 10,
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};
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case UnitType.City:
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return {
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cost: (p: Player) =>
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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1_000_000,
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Math.pow(
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2,
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p.unitsIncludingConstruction(UnitType.City).length,
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) * 125_000,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 2 * 10,
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};
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case UnitType.Construction:
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return {
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cost: () => 0,
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territoryBound: true,
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};
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default:
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assertNever(type);
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}
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}
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defaultDonationAmount(sender: Player): number {
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return Math.floor(sender.troops() / 3);
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}
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donateCooldown(): Tick {
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return 10 * 10;
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}
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emojiMessageDuration(): Tick {
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return 5 * 10;
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}
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emojiMessageCooldown(): Tick {
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return 5 * 10;
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}
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targetDuration(): Tick {
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return 10 * 10;
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}
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targetCooldown(): Tick {
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return 15 * 10;
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}
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allianceRequestCooldown(): Tick {
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return 30 * 10;
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}
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allianceDuration(): Tick {
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return 600 * 10; // 10 minutes.
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}
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temporaryEmbargoDuration(): Tick {
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return 300 * 10; // 5 minutes.
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}
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percentageTilesOwnedToWin(): number {
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if (this._gameConfig.gameMode === GameMode.Team) {
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return 95;
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}
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return 80;
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}
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boatMaxNumber(): number {
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return 3;
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}
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numSpawnPhaseTurns(): number {
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return this._gameConfig.gameType === GameType.Singleplayer ? 100 : 300;
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}
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numBots(): number {
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return this.bots();
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}
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theme(): Theme {
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return this.userSettings()?.darkMode()
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? this.pastelThemeDark
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: this.pastelTheme;
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}
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attackLogic(
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gm: Game,
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attackTroops: number,
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attacker: Player,
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defender: Player | TerraNullius,
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tileToConquer: TileRef,
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): {
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attackerTroopLoss: number;
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defenderTroopLoss: number;
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tilesPerTickUsed: number;
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} {
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const type = gm.terrainType(tileToConquer);
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const mod = TERRAIN_EFFECTS[type];
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if (!mod) {
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throw new Error(`terrain type ${type} not supported`);
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}
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let mag = mod.mag;
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let speed = mod.speed;
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const attackerType = attacker.type();
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const defenderIsPlayer = defender.isPlayer();
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const defenderType = defenderIsPlayer ? defender.type() : null;
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if (defenderIsPlayer) {
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for (const dp of gm.nearbyUnits(
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tileToConquer,
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gm.config().defensePostRange(),
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UnitType.DefensePost,
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)) {
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if (dp.unit.owner() === defender) {
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mag *= this.defensePostLossMultiplier();
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speed *= this.defensePostSpeedMultiplier();
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break;
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}
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}
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}
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if (gm.hasFallout(tileToConquer)) {
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const falloutRatio = gm.numTilesWithFallout() / gm.numLandTiles();
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mag *= this.falloutDefenseModifier(falloutRatio);
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speed *= this.falloutDefenseModifier(falloutRatio);
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}
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if (attacker.isPlayer() && defenderIsPlayer) {
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if (
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(attackerType === PlayerType.Human ||
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attackerType === PlayerType.FakeHuman) &&
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defenderType === PlayerType.Bot
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) {
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mag *= 0.6;
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speed *= 0.6;
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}
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}
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if (attackerType === PlayerType.Bot) {
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speed *= 4; // slow bot attacks
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}
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if (defenderIsPlayer) {
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const defenderTroops = defender.troops();
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const defenderTiles = defender.numTilesOwned();
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const defenderDensity = defenderTroops / defenderTiles;
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const attackRatio = defenderTroops / attackTroops;
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const traitorDebuff = defender.isTraitor()
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? this.traitorDefenseDebuff()
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: 1;
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const baseTroopLoss = 16;
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const attackLossModifier = 1.3;
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const baseTileCost = 44;
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const attackStandardSize = 10_000;
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return {
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attackerTroopLoss:
|
|
mag *
|
|
(baseTroopLoss +
|
|
attackLossModifier * defenderDensity * traitorDebuff),
|
|
defenderTroopLoss: defenderDensity,
|
|
tilesPerTickUsed:
|
|
baseTileCost *
|
|
within(defenderDensity, 3, 100) ** 0.2 *
|
|
(attackStandardSize / attackTroops) ** 0.2 *
|
|
speed *
|
|
within(attackRatio, 0.1, 20) ** 0.35,
|
|
};
|
|
} else {
|
|
return {
|
|
attackerTroopLoss: 16 * mag,
|
|
defenderTroopLoss: 0,
|
|
tilesPerTickUsed: 492 * speed * within(attackTroops, 1, 10000) ** -0.3,
|
|
};
|
|
}
|
|
}
|
|
|
|
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 6_000;
|
|
}
|
|
if (playerInfo.playerType === PlayerType.FakeHuman) {
|
|
switch (this._gameConfig.difficulty) {
|
|
case Difficulty.Easy:
|
|
return 2_500 + 1000 * (playerInfo?.nation?.strength ?? 1);
|
|
case Difficulty.Medium:
|
|
return 6_000 + 2000 * (playerInfo?.nation?.strength ?? 1);
|
|
case Difficulty.Hard:
|
|
return 20_000 + 4000 * (playerInfo?.nation?.strength ?? 1);
|
|
case Difficulty.Impossible:
|
|
return 50_000 + 8000 * (playerInfo?.nation?.strength ?? 1);
|
|
}
|
|
}
|
|
return this.infiniteTroops() ? 1_000_000 : 20_000;
|
|
}
|
|
|
|
maxPopulation(player: Player | PlayerView): number {
|
|
const maxPop =
|
|
player.type() === PlayerType.Human && this.infiniteTroops()
|
|
? 1_000_000_000
|
|
: 1 * (player.numTilesOwned() * 30 + 50000) +
|
|
player.units(UnitType.City).length * this.cityPopulationIncrease();
|
|
|
|
if (player.type() === PlayerType.Bot) {
|
|
return maxPop / 2;
|
|
}
|
|
|
|
if (player.type() === PlayerType.Human) {
|
|
return maxPop;
|
|
}
|
|
|
|
switch (this._gameConfig.difficulty) {
|
|
case Difficulty.Easy:
|
|
return maxPop * 0.4;
|
|
case Difficulty.Medium:
|
|
return maxPop * 0.8;
|
|
case Difficulty.Hard:
|
|
return maxPop * 1.4;
|
|
case Difficulty.Impossible:
|
|
return maxPop * 1.8;
|
|
}
|
|
}
|
|
|
|
populationIncreaseRate(player: Player): number {
|
|
const max = this.maxPopulation(player);
|
|
//population grows proportional to current population with growth decreasing as it approaches max
|
|
// smaller countries recieve a boost to pop growth to speed up early game
|
|
const baseAdditionRate = 10;
|
|
const basePopGrowthRate = 1200 / max + 1 / 200;
|
|
const reproductionPop = player.troops() + 1.15 * player.workers();
|
|
let toAdd = baseAdditionRate + basePopGrowthRate * reproductionPop;
|
|
const totalPop = player.totalPopulation();
|
|
const ratio = 1 - totalPop / 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(totalPop + toAdd, max) - totalPop;
|
|
}
|
|
|
|
goldAdditionRate(player: Player): number {
|
|
return 0.08 * player.workers() ** 0.65;
|
|
}
|
|
|
|
troopAdjustmentRate(player: Player): number {
|
|
const maxDiff = this.maxPopulation(player) / 600;
|
|
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 };
|
|
}
|
|
throw new Error(`Unknown nuke type: ${unitType}`);
|
|
}
|
|
|
|
defaultNukeSpeed(): number {
|
|
return 4;
|
|
}
|
|
|
|
// Humans can be population, soldiers attacking, soldiers in boat etc.
|
|
nukeDeathFactor(humans: number, tilesOwned: number): number {
|
|
return (5 * humans) / Math.max(1, tilesOwned);
|
|
}
|
|
|
|
structureMinDist(): number {
|
|
// TODO: Increase this to ~15 once upgradable structures are implemented.
|
|
return 1;
|
|
}
|
|
|
|
shellLifetime(): number {
|
|
return 50;
|
|
}
|
|
|
|
warshipPatrolRange(): number {
|
|
return 100;
|
|
}
|
|
|
|
warshipTargettingRange(): number {
|
|
return 130;
|
|
}
|
|
|
|
warshipShellAttackRate(): number {
|
|
return 20;
|
|
}
|
|
|
|
defensePostShellAttackRate(): number {
|
|
return 100;
|
|
}
|
|
|
|
safeFromPiratesCooldownMax(): number {
|
|
return 20;
|
|
}
|
|
|
|
defensePostTargettingRange(): number {
|
|
return 75;
|
|
}
|
|
}
|