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https://github.com/openfrontio/OpenFrontIO.git
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677a17d05a
## Description: Introduces the Greek island, Lemnos, as a map. The island is both fun and challenging to play (because of the terrain and elevation) and this addition was inspired by Altis from the game [Arma 3](https://armedassault.fandom.com/wiki/Altis). The nation names are set based on the real landmarks, towns, and regions. <img width="2190" height="1791" alt="image" src="https://github.com/user-attachments/assets/a7a6de54-f376-43ac-87da-f20aecfebbe0" /> <img width="1994" height="1608" alt="image" src="https://github.com/user-attachments/assets/bc280780-298f-4342-8313-db6cc27ac188" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: bijx
971 lines
25 KiB
TypeScript
971 lines
25 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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HumansVsNations,
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Player,
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PlayerInfo,
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PlayerType,
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Quads,
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TerrainType,
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TerraNullius,
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Tick,
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Trios,
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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, TeamCountConfig } from "../Schemas";
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import { NukeType } from "../StatsSchemas";
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import { assertNever, sigmoid, 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 DEFENSE_DEBUFF_MIDPOINT = 150_000;
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const DEFENSE_DEBUFF_DECAY_RATE = Math.LN2 / 50000;
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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.Africa]: [100, 70, 50],
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[GameMapType.Asia]: [50, 40, 30],
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[GameMapType.Australia]: [70, 40, 30],
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[GameMapType.Achiran]: [40, 36, 30],
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[GameMapType.Baikal]: [100, 70, 50],
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[GameMapType.BaikalNukeWars]: [100, 70, 50],
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[GameMapType.BetweenTwoSeas]: [70, 50, 40],
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[GameMapType.BlackSea]: [50, 30, 30],
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[GameMapType.Britannia]: [50, 30, 20],
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[GameMapType.DeglaciatedAntarctica]: [50, 40, 30],
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[GameMapType.EastAsia]: [50, 30, 20],
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[GameMapType.Europe]: [100, 70, 50],
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[GameMapType.EuropeClassic]: [50, 30, 30],
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[GameMapType.FalklandIslands]: [50, 30, 20],
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[GameMapType.FourIslands]: [20, 15, 10],
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[GameMapType.FaroeIslands]: [20, 15, 10],
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[GameMapType.GatewayToTheAtlantic]: [100, 70, 50],
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[GameMapType.GiantWorldMap]: [100, 70, 50],
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[GameMapType.GulfOfStLawrence]: [60, 40, 30],
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[GameMapType.Halkidiki]: [100, 50, 40],
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[GameMapType.Iceland]: [50, 40, 30],
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[GameMapType.Italia]: [50, 30, 20],
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[GameMapType.Japan]: [20, 15, 10],
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[GameMapType.Lisbon]: [50, 40, 30],
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[GameMapType.Manicouagan]: [60, 40, 30],
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[GameMapType.Mars]: [70, 40, 30],
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[GameMapType.Mena]: [70, 50, 40],
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[GameMapType.Montreal]: [60, 40, 30],
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[GameMapType.NewYorkCity]: [60, 40, 30],
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[GameMapType.NorthAmerica]: [70, 40, 30],
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[GameMapType.Oceania]: [10, 10, 10],
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[GameMapType.Pangaea]: [20, 15, 10],
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[GameMapType.Pluto]: [100, 70, 50],
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[GameMapType.SouthAmerica]: [70, 50, 40],
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[GameMapType.StraitOfGibraltar]: [100, 70, 50],
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[GameMapType.Svalmel]: [40, 36, 30],
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[GameMapType.World]: [50, 30, 20],
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[GameMapType.Lemnos]: [20, 15, 10],
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} as const satisfies Record<GameMapType, [number, number, number]>;
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export abstract class DefaultServerConfig implements ServerConfig {
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turnstileSecretKey(): string {
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return process.env.TURNSTILE_SECRET_KEY ?? "";
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}
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abstract turnstileSiteKey(): string;
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allowedFlares(): string[] | undefined {
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return;
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}
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stripePublishableKey(): string {
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return process.env.STRIPE_PUBLISHABLE_KEY ?? "";
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}
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domain(): string {
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return process.env.DOMAIN ?? "";
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}
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subdomain(): string {
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return process.env.SUBDOMAIN ?? "";
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}
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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 result = JwksSchema.safeParse(await response.json());
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if (!result.success) {
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const error = z.prettifyError(result.error);
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console.error("Error parsing JWKS", error);
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throw new Error("Invalid JWKS");
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}
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this.publicKey = result.data.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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this.env() !== GameEnv.Dev &&
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Boolean(this.otelEndpoint()) &&
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Boolean(this.otelAuthHeader())
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);
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}
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otelEndpoint(): string {
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return process.env.OTEL_EXPORTER_OTLP_ENDPOINT ?? "";
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}
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otelAuthHeader(): string {
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return process.env.OTEL_AUTH_HEADER ?? "";
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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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apiKey(): string {
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return process.env.API_KEY ?? "";
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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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const token = process.env.ADMIN_TOKEN;
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if (!token) {
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throw new Error("ADMIN_TOKEN not set");
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}
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return 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(
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map: GameMapType,
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mode: GameMode,
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numPlayerTeams: TeamCountConfig | undefined,
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): 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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let p = Math.min(mode === GameMode.Team ? Math.ceil(base * 1.5) : base, l);
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if (numPlayerTeams === undefined) return p;
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switch (numPlayerTeams) {
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case Duos:
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p -= p % 2;
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break;
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case Trios:
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p -= p % 3;
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break;
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case Quads:
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p -= p % 4;
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break;
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case HumansVsNations:
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// For HumansVsNations, return the base team player count
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break;
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default:
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p -= p % numPlayerTeams;
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break;
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}
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return p;
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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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enableMatchmaking(): boolean {
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return false;
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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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stripePublishableKey(): string {
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return process.env.STRIPE_PUBLISHABLE_KEY ?? "";
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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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traitorDefenseDebuff(): number {
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return 0.5;
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}
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traitorSpeedDebuff(): number {
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return 0.8;
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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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cityTroopIncrease(): 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 [5, 2.5]
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return 5 - falloutRatio * 2;
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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 30;
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}
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defensePostDefenseBonus(): number {
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return 5;
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}
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defensePostSpeedBonus(): number {
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return 3;
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}
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playerTeams(): TeamCountConfig {
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return this._gameConfig.playerTeams ?? 0;
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}
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spawnNations(): boolean {
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return !this._gameConfig.disableNations;
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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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isRandomSpawn(): boolean {
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return this._gameConfig.randomSpawn;
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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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donateGold(): boolean {
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return this._gameConfig.donateGold;
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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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donateTroops(): boolean {
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return this._gameConfig.donateTroops;
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}
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trainSpawnRate(numPlayerFactories: number): number {
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// hyperbolic decay, midpoint at 10 factories
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// expected number of trains = numPlayerFactories / trainSpawnRate(numPlayerFactories)
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return (numPlayerFactories + 10) * 18;
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}
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trainGold(rel: "self" | "team" | "ally" | "other"): Gold {
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switch (rel) {
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case "ally":
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return 35_000n;
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case "team":
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case "other":
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return 25_000n;
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case "self":
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return 10_000n;
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}
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}
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trainStationMinRange(): number {
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return 15;
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}
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trainStationMaxRange(): number {
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return 100;
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}
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railroadMaxSize(): number {
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return 120;
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}
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tradeShipGold(dist: number, numPorts: number): Gold {
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// Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under range debuff.
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const debuff = this.tradeShipShortRangeDebuff();
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const baseGold =
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100_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 100 * dist;
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const numPortBonus = numPorts - 1;
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// Hyperbolic decay, midpoint at 5 ports, 3x bonus max.
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const bonus = 1 + 2 * (numPortBonus / (numPortBonus + 5));
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return BigInt(Math.floor(baseGold * bonus));
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}
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// Probability of trade ship spawn = 1 / tradeShipSpawnRate
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tradeShipSpawnRate(
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numTradeShips: number,
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numPlayerPorts: number,
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numPlayerTradeShips: number,
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): number {
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// Geometric mean of base spawn rate and port multiplier
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const combined = Math.sqrt(
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this.tradeShipBaseSpawn(numTradeShips, numPlayerTradeShips) *
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this.tradeShipPortMultiplier(numPlayerPorts),
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);
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return Math.floor(25 / combined);
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}
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private tradeShipBaseSpawn(
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numTradeShips: number,
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numPlayerTradeShips: number,
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): number {
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if (numPlayerTradeShips < 3) {
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// If other players have many ports, then they can starve out smaller players.
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// So this prevents smaller players from being completely starved out.
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return 1;
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}
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const decayRate = Math.LN2 / 10;
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return 1 - sigmoid(numTradeShips, decayRate, 55);
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}
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private tradeShipPortMultiplier(numPlayerPorts: number): number {
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// Hyperbolic decay function with midpoint at 10 ports
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// Expected trade ship spawn rate is proportional to numPlayerPorts * multiplier
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// Gradual decay prevents scenario where more ports => fewer ships
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const decayRate = 1 / 10;
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return 1 / (1 + decayRate * numPlayerPorts);
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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: () => 0n,
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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: this.costWrapper(
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(numUnits: number) => Math.min(1_000_000, (numUnits + 1) * 250_000),
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UnitType.Warship,
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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: () => 0n,
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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: () => 0n,
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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: this.costWrapper(
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(numUnits: number) =>
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Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
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UnitType.Port,
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UnitType.Factory,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 2 * 10,
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upgradable: true,
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canBuildTrainStation: true,
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};
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case UnitType.AtomBomb:
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return {
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cost: this.costWrapper(() => 750_000, UnitType.AtomBomb),
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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: this.costWrapper(() => 5_000_000, UnitType.HydrogenBomb),
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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: (game: Game, player: Player) => {
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if (player.type() === PlayerType.Human && this.infiniteGold()) {
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return 0n;
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}
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return 25_000_000n + game.stats().numMirvsLaunched() * 15_000_000n;
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},
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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: () => 0n,
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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: () => 0n,
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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: this.costWrapper(() => 1_000_000, UnitType.MissileSilo),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 10 * 10,
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upgradable: true,
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};
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case UnitType.DefensePost:
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return {
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cost: this.costWrapper(
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(numUnits: number) => Math.min(250_000, (numUnits + 1) * 50_000),
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UnitType.DefensePost,
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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: this.costWrapper(
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(numUnits: number) =>
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Math.min(3_000_000, (numUnits + 1) * 1_500_000),
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UnitType.SAMLauncher,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 30 * 10,
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upgradable: true,
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|
};
|
|
case UnitType.City:
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return {
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|
cost: this.costWrapper(
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(numUnits: number) =>
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Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
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UnitType.City,
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 2 * 10,
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upgradable: true,
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canBuildTrainStation: true,
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};
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case UnitType.Factory:
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return {
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cost: this.costWrapper(
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(numUnits: number) =>
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Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
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UnitType.Factory,
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|
UnitType.Port,
|
|
),
|
|
territoryBound: true,
|
|
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
|
|
canBuildTrainStation: true,
|
|
experimental: true,
|
|
upgradable: true,
|
|
};
|
|
case UnitType.Train:
|
|
return {
|
|
cost: () => 0n,
|
|
territoryBound: false,
|
|
experimental: true,
|
|
};
|
|
default:
|
|
assertNever(type);
|
|
}
|
|
}
|
|
|
|
private costWrapper(
|
|
costFn: (units: number) => number,
|
|
...types: UnitType[]
|
|
): (g: Game, p: Player) => bigint {
|
|
return (game: Game, player: Player) => {
|
|
if (player.type() === PlayerType.Human && this.infiniteGold()) {
|
|
return 0n;
|
|
}
|
|
const numUnits = types.reduce(
|
|
(acc, type) =>
|
|
acc +
|
|
Math.min(player.unitsOwned(type), player.unitsConstructed(type)),
|
|
0,
|
|
);
|
|
return BigInt(costFn(numUnits));
|
|
};
|
|
}
|
|
|
|
defaultDonationAmount(sender: Player): number {
|
|
return Math.floor(sender.troops() / 3);
|
|
}
|
|
donateCooldown(): Tick {
|
|
return 10 * 10;
|
|
}
|
|
embargoAllCooldown(): Tick {
|
|
return 10 * 10;
|
|
}
|
|
deletionMarkDuration(): Tick {
|
|
return 30 * 10;
|
|
}
|
|
|
|
deleteUnitCooldown(): Tick {
|
|
return 30 * 10;
|
|
}
|
|
emojiMessageDuration(): Tick {
|
|
return 5 * 10;
|
|
}
|
|
emojiMessageCooldown(): Tick {
|
|
return 5 * 10;
|
|
}
|
|
targetDuration(): Tick {
|
|
return 10 * 10;
|
|
}
|
|
targetCooldown(): Tick {
|
|
return 15 * 10;
|
|
}
|
|
allianceRequestDuration(): Tick {
|
|
return 20 * 10;
|
|
}
|
|
allianceRequestCooldown(): Tick {
|
|
return 30 * 10;
|
|
}
|
|
allianceDuration(): Tick {
|
|
return 300 * 10; // 5 minutes.
|
|
}
|
|
temporaryEmbargoDuration(): Tick {
|
|
return 300 * 10; // 5 minutes.
|
|
}
|
|
minDistanceBetweenPlayers(): number {
|
|
return 30;
|
|
}
|
|
|
|
percentageTilesOwnedToWin(): number {
|
|
if (this._gameConfig.gameMode === GameMode.Team) {
|
|
return 95;
|
|
}
|
|
return 80;
|
|
}
|
|
boatMaxNumber(): number {
|
|
return 3;
|
|
}
|
|
numSpawnPhaseTurns(): number {
|
|
return this._gameConfig.gameType === GameType.Singleplayer ? 100 : 300;
|
|
}
|
|
numBots(): number {
|
|
return this.bots();
|
|
}
|
|
theme(): Theme {
|
|
return this.userSettings()?.darkMode()
|
|
? this.pastelThemeDark
|
|
: this.pastelTheme;
|
|
}
|
|
|
|
attackLogic(
|
|
gm: Game,
|
|
attackTroops: number,
|
|
attacker: Player,
|
|
defender: Player | TerraNullius,
|
|
tileToConquer: TileRef,
|
|
): {
|
|
attackerTroopLoss: number;
|
|
defenderTroopLoss: number;
|
|
tilesPerTickUsed: number;
|
|
} {
|
|
let mag = 0;
|
|
let speed = 0;
|
|
const type = gm.terrainType(tileToConquer);
|
|
switch (type) {
|
|
case TerrainType.Plains:
|
|
mag = 80;
|
|
speed = 16.5;
|
|
break;
|
|
case TerrainType.Highland:
|
|
mag = 100;
|
|
speed = 20;
|
|
break;
|
|
case TerrainType.Mountain:
|
|
mag = 120;
|
|
speed = 25;
|
|
break;
|
|
default:
|
|
throw new Error(`terrain type ${type} not supported`);
|
|
}
|
|
if (defender.isPlayer()) {
|
|
for (const dp of gm.nearbyUnits(
|
|
tileToConquer,
|
|
gm.config().defensePostRange(),
|
|
UnitType.DefensePost,
|
|
)) {
|
|
if (dp.unit.owner() === defender) {
|
|
mag *= this.defensePostDefenseBonus();
|
|
speed *= this.defensePostSpeedBonus();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gm.hasFallout(tileToConquer)) {
|
|
const falloutRatio = gm.numTilesWithFallout() / gm.numLandTiles();
|
|
mag *= this.falloutDefenseModifier(falloutRatio);
|
|
speed *= this.falloutDefenseModifier(falloutRatio);
|
|
}
|
|
|
|
if (attacker.isPlayer() && defender.isPlayer()) {
|
|
if (defender.isDisconnected() && attacker.isOnSameTeam(defender)) {
|
|
// No troop loss if defender is disconnected and on same team
|
|
mag = 0;
|
|
}
|
|
if (
|
|
attacker.type() === PlayerType.Human &&
|
|
defender.type() === PlayerType.Bot
|
|
) {
|
|
mag *= 0.8;
|
|
}
|
|
if (
|
|
attacker.type() === PlayerType.Nation &&
|
|
defender.type() === PlayerType.Bot
|
|
) {
|
|
mag *= 0.8;
|
|
}
|
|
}
|
|
|
|
if (defender.isPlayer()) {
|
|
const defenseSig =
|
|
1 -
|
|
sigmoid(
|
|
defender.numTilesOwned(),
|
|
DEFENSE_DEBUFF_DECAY_RATE,
|
|
DEFENSE_DEBUFF_MIDPOINT,
|
|
);
|
|
|
|
const largeDefenderSpeedDebuff = 0.7 + 0.3 * defenseSig;
|
|
const largeDefenderAttackDebuff = 0.7 + 0.3 * defenseSig;
|
|
|
|
let largeAttackBonus = 1;
|
|
if (attacker.numTilesOwned() > 100_000) {
|
|
largeAttackBonus = Math.sqrt(100_000 / attacker.numTilesOwned()) ** 0.7;
|
|
}
|
|
let largeAttackerSpeedBonus = 1;
|
|
if (attacker.numTilesOwned() > 100_000) {
|
|
largeAttackerSpeedBonus = (100_000 / attacker.numTilesOwned()) ** 0.6;
|
|
}
|
|
|
|
return {
|
|
attackerTroopLoss:
|
|
within(defender.troops() / attackTroops, 0.6, 2) *
|
|
mag *
|
|
0.8 *
|
|
largeDefenderAttackDebuff *
|
|
largeAttackBonus *
|
|
(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
|
|
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
|
|
tilesPerTickUsed:
|
|
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
|
|
speed *
|
|
largeDefenderSpeedDebuff *
|
|
largeAttackerSpeedBonus *
|
|
(defender.isTraitor() ? this.traitorSpeedDebuff() : 1),
|
|
};
|
|
} else {
|
|
return {
|
|
attackerTroopLoss:
|
|
attacker.type() === PlayerType.Bot ? mag / 10 : mag / 5,
|
|
defenderTroopLoss: 0,
|
|
tilesPerTickUsed: within(
|
|
(2000 * Math.max(10, speed)) / attackTroops,
|
|
5,
|
|
100,
|
|
),
|
|
};
|
|
}
|
|
}
|
|
|
|
attackTilesPerTick(
|
|
attackTroops: number,
|
|
attacker: Player,
|
|
defender: Player | TerraNullius,
|
|
numAdjacentTilesWithEnemy: number,
|
|
): number {
|
|
if (defender.isPlayer()) {
|
|
return (
|
|
within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) *
|
|
numAdjacentTilesWithEnemy *
|
|
3
|
|
);
|
|
} else {
|
|
return numAdjacentTilesWithEnemy * 2;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
tradeShipShortRangeDebuff(): number {
|
|
return 300;
|
|
}
|
|
|
|
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 10_000;
|
|
}
|
|
if (playerInfo.playerType === PlayerType.Nation) {
|
|
switch (this._gameConfig.difficulty) {
|
|
case Difficulty.Easy:
|
|
return 18_750;
|
|
case Difficulty.Medium:
|
|
return 25_000; // Like humans
|
|
case Difficulty.Hard:
|
|
return 31_250;
|
|
case Difficulty.Impossible:
|
|
return 37_500;
|
|
default:
|
|
assertNever(this._gameConfig.difficulty);
|
|
}
|
|
}
|
|
return this.infiniteTroops() ? 1_000_000 : 25_000;
|
|
}
|
|
|
|
maxTroops(player: Player | PlayerView): number {
|
|
const maxTroops =
|
|
player.type() === PlayerType.Human && this.infiniteTroops()
|
|
? 1_000_000_000
|
|
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
|
|
player
|
|
.units(UnitType.City)
|
|
.map((city) => city.level())
|
|
.reduce((a, b) => a + b, 0) *
|
|
this.cityTroopIncrease();
|
|
|
|
if (player.type() === PlayerType.Bot) {
|
|
return maxTroops / 3;
|
|
}
|
|
|
|
if (player.type() === PlayerType.Human) {
|
|
return maxTroops;
|
|
}
|
|
|
|
switch (this._gameConfig.difficulty) {
|
|
case Difficulty.Easy:
|
|
return maxTroops * 0.75;
|
|
case Difficulty.Medium:
|
|
return maxTroops * 1; // Like humans
|
|
case Difficulty.Hard:
|
|
return maxTroops * 1.25;
|
|
case Difficulty.Impossible:
|
|
return maxTroops * 1.5;
|
|
default:
|
|
assertNever(this._gameConfig.difficulty);
|
|
}
|
|
}
|
|
|
|
troopIncreaseRate(player: Player): number {
|
|
const max = this.maxTroops(player);
|
|
|
|
let toAdd = 10 + Math.pow(player.troops(), 0.73) / 4;
|
|
|
|
const ratio = 1 - player.troops() / max;
|
|
toAdd *= ratio;
|
|
|
|
if (player.type() === PlayerType.Bot) {
|
|
toAdd *= 0.6;
|
|
}
|
|
|
|
if (player.type() === PlayerType.Nation) {
|
|
switch (this._gameConfig.difficulty) {
|
|
case Difficulty.Easy:
|
|
toAdd *= 0.95;
|
|
break;
|
|
case Difficulty.Medium:
|
|
toAdd *= 1; // Like humans
|
|
break;
|
|
case Difficulty.Hard:
|
|
toAdd *= 1.05;
|
|
break;
|
|
case Difficulty.Impossible:
|
|
toAdd *= 1.1;
|
|
break;
|
|
default:
|
|
assertNever(this._gameConfig.difficulty);
|
|
}
|
|
}
|
|
|
|
return Math.min(player.troops() + toAdd, max) - player.troops();
|
|
}
|
|
|
|
goldAdditionRate(player: Player): Gold {
|
|
if (player.type() === PlayerType.Bot) {
|
|
return 50n;
|
|
}
|
|
return 100n;
|
|
}
|
|
|
|
nukeMagnitudes(unitType: UnitType): NukeMagnitude {
|
|
switch (unitType) {
|
|
case UnitType.MIRVWarhead:
|
|
return { inner: 12, outer: 18 };
|
|
case UnitType.AtomBomb:
|
|
return { inner: 12, outer: 30 };
|
|
case UnitType.HydrogenBomb:
|
|
return { inner: 80, outer: 100 };
|
|
}
|
|
throw new Error(`Unknown nuke type: ${unitType}`);
|
|
}
|
|
|
|
nukeAllianceBreakThreshold(): number {
|
|
return 100;
|
|
}
|
|
|
|
defaultNukeSpeed(): number {
|
|
return 6;
|
|
}
|
|
|
|
defaultNukeTargetableRange(): number {
|
|
return 150;
|
|
}
|
|
|
|
defaultSamRange(): number {
|
|
return 70;
|
|
}
|
|
|
|
samRange(level: number): number {
|
|
// rational growth function (level 1 = 70, level 5 just above hydro range, asymptotically approaches 150)
|
|
return this.maxSamRange() - 480 / (level + 5);
|
|
}
|
|
|
|
maxSamRange(): number {
|
|
return 150;
|
|
}
|
|
|
|
defaultSamMissileSpeed(): number {
|
|
return 12;
|
|
}
|
|
|
|
// Humans can be soldiers, soldiers attacking, soldiers in boat etc.
|
|
nukeDeathFactor(
|
|
nukeType: NukeType,
|
|
humans: number,
|
|
tilesOwned: number,
|
|
maxTroops: number,
|
|
): number {
|
|
if (nukeType !== UnitType.MIRVWarhead) {
|
|
return (5 * humans) / Math.max(1, tilesOwned);
|
|
}
|
|
const targetTroops = 0.03 * maxTroops;
|
|
const excessTroops = Math.max(0, humans - targetTroops);
|
|
const scalingFactor = 500;
|
|
|
|
const steepness = 2;
|
|
const normalizedExcess = excessTroops / maxTroops;
|
|
return scalingFactor * (1 - Math.exp(-steepness * normalizedExcess));
|
|
}
|
|
|
|
structureMinDist(): number {
|
|
return 15;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
allianceExtensionPromptOffset(): number {
|
|
return 300; // 30 seconds before expiration
|
|
}
|
|
}
|