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## Summary Fixes #4226 (Release Blocker, V32 regression). The WebGL nuke trajectory preview built its SAM threat set by unconditionally excluding own + allied SAMs (`BuildPreviewController.updateNukeTrajectoryPreview`). But when the strike targets allied territory, the alliance breaks at launch — `NukeExecution.maybeBreakAlliances()` — so the betrayed ally's SAMs **do** engage the nuke. The preview therefore showed a fully white trajectory with no intercept X over an allied SAM, even though the bomb would be shot down (V31 previewed this correctly). ## Fix - Compute the would-be-betrayed player set with `listNukeBreakAlliance()` — the exact function the sim uses at launch, so preview and sim can't drift. - Keep an allied SAM in the threat set iff its owner is in that set (extracted as pure `samThreatensNukePreview()`). - Other (non-betrayed) allies' SAMs remain excluded, matching sim behavior where only alliances over the blast threshold break. Both missing artifacts in the issue (red post-intercept segment and X marker) come from `tSamIntercept` staying at 1.0 because no SAM was supplied, so this one change restores both. Cost note: this adds one `circleSearch` per throttled ghost update (50ms) when the player has allies — same order as the existing `wouldNukeBreakAlliance` call for the red warning circle. ## Testing - Unit tests for the new threat-set predicate (4 cases) in `tests/client/controllers/BuildPreviewController.test.ts` - `tsc --noEmit`, ESLint, Prettier clean 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>