mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-05 05:56:05 +00:00
78ef7b56fd
Resolves Issue #4463 ## Description: An optional game mode that (almost) guarantees a finish instead of letting late-game stalemates drag on. Originally called sudden death, renamed to Doomsday clock Once enabled, every side (each player in FFA, each whole team in team modes) must hold a rising share of the map. A side below the bar is skulled; after a short warn its troops bleed to zero, forcing consolidation to a winner. ### How it works - **Rising zone:** a grace period, then the required share ramps up linearly to each level with 30s pauses between (a battle-royale "zone"). Levels track the ofstats FFA territory median (3/5/10/20/30%). - **Four speed presets** (slow / normal / fast / very fast) change only the pace: normal ends ~30 min, very fast ~15. - **Troop decay:** a linear ramp as a % of max capacity, ~50s from caught to zero (10s warn + ~50s ≈ 1 min total). - **UI:** a HUD panel (live share vs target, wave/decay countdowns, red/orange cues) and an on-map skull above flagged players (blinks in danger, steady while draining). ### Notes for review - Off by default; no effect on existing games. However, as discussed we can add it to the modifier pool for public games to see how popular the gamemode is vs normal play. - Sim is deterministic (integer-only, in `src/core`), covered by unit + integration tests. - One-line addition to `GameServer.updateGameConfig` so the setting survives the host → server → client round-trip. - Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2 = none/danger/draining); the skull is composited into the icon atlas at load. ### Testing `npm test`, `npm run lint`, `npx prettier --check .`, `npm run build-prod` all pass. ### UI: <img width="243" height="100" alt="Image" src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74" /> Dropdown between slow, normal, fast, very fast Before zone: <img width="302" height="175" alt="Image" src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d" /> Zone started, player not affected the pannel also blinks orange for 10s: <img width="297" height="175" alt="Image" src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899" /> Player affected, grace period (Danger): <img width="314" height="170" alt="Image" src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f" /> Skull icon blinking over player (everyone sees it) - older screenshot, the clipping has been fixed <img width="462" height="145" alt="Image" src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad" /> Player affected, grace period ended (Draining): <img width="360" height="159" alt="Image" src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2" /> Skull icon no longer blinking, everyone can see you are in a state of decay, and troops are draining: <img width="732" height="146" alt="image" src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901" /> Skull is visible like alliances icon also on player tab <img width="558" height="81" alt="Image" src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f" /> (just UI example, best way to see it is to hop on a solo game and play against AI) ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._
1016 lines
26 KiB
TypeScript
1016 lines
26 KiB
TypeScript
import { z } from "zod";
|
|
import { PlayerView } from "../../client/view";
|
|
import { AssetManifest } from "../AssetUrls";
|
|
import { DoomsdayClockSpeed } from "../game/DoomsdayClock";
|
|
import {
|
|
Difficulty,
|
|
Game,
|
|
GameMode,
|
|
GameType,
|
|
Gold,
|
|
Player,
|
|
PlayerInfo,
|
|
PlayerType,
|
|
TerrainType,
|
|
TerraNullius,
|
|
Tick,
|
|
UnitInfo,
|
|
UnitType,
|
|
} from "../game/Game";
|
|
import { TileRef } from "../game/GameMap";
|
|
import { UserSettings } from "../game/UserSettings";
|
|
import { GameConfig, TeamCountConfig } from "../Schemas";
|
|
import { NukeType } from "../StatsSchemas";
|
|
import { assertNever, sigmoid, toInt, within } from "../Util";
|
|
|
|
declare global {
|
|
interface Window {
|
|
BOOTSTRAP_CONFIG?: {
|
|
gitCommit?: string;
|
|
assetManifest?: AssetManifest;
|
|
cdnBase?: string;
|
|
gameEnv?: string;
|
|
numWorkers?: number;
|
|
turnstileSiteKey?: string;
|
|
jwtAudience?: string;
|
|
instanceId?: string;
|
|
};
|
|
}
|
|
}
|
|
|
|
export enum GameEnv {
|
|
Dev,
|
|
Preprod,
|
|
Prod,
|
|
}
|
|
|
|
export function parseGameEnv(value: string | undefined): GameEnv {
|
|
switch (value) {
|
|
case "dev":
|
|
return GameEnv.Dev;
|
|
case "staging":
|
|
return GameEnv.Preprod;
|
|
case "prod":
|
|
return GameEnv.Prod;
|
|
default:
|
|
throw new Error(`unsupported game env: ${value}`);
|
|
}
|
|
}
|
|
|
|
export interface NukeMagnitude {
|
|
inner: number;
|
|
outer: number;
|
|
}
|
|
|
|
const DEFENSE_DEBUFF_MIDPOINT = 150_000;
|
|
const DEFENSE_DEBUFF_DECAY_RATE = Math.LN2 / 50000;
|
|
const DEFAULT_SPAWN_IMMUNITY_TICKS = 5 * 10;
|
|
|
|
export const JwksSchema = z.object({
|
|
keys: z
|
|
.object({
|
|
alg: z.literal("EdDSA"),
|
|
crv: z.literal("Ed25519"),
|
|
kty: z.literal("OKP"),
|
|
x: z.string(),
|
|
})
|
|
.array()
|
|
.min(1),
|
|
});
|
|
|
|
/** SAM launcher construction duration in ticks (non-instant-build). */
|
|
export const SAM_CONSTRUCTION_TICKS = 30 * 10;
|
|
|
|
// Doomsday Clock tunables (anti-stall). Off unless enabled in GameConfig.
|
|
// Times in seconds. The required map share rises in waves (levels + times in
|
|
// DoomsdayClock.ts, chosen by `speed`). A side caught below the bar gets a
|
|
// warnSeconds cooldown ("Danger, decay in Xs"), then troops bleed to zero: the
|
|
// warn (10s) + the linear drain (~55s from full troops, sooner with fewer troops
|
|
// or a shrinking territory) make ~1 minute from caught to wiped out.
|
|
const DOOMSDAY_CLOCK_DEFAULTS = {
|
|
enabled: false,
|
|
speed: "normal" as DoomsdayClockSpeed,
|
|
warnSeconds: 10, // cooldown before decay after the bar catches you
|
|
drainStartPercent: 2, // starts bleeding at once (already beats troop income)
|
|
drainMaxPercent: 6,
|
|
drainRampSeconds: 50, // ramps LINEARLY to the max over this long
|
|
};
|
|
|
|
export class Config {
|
|
private unitInfoCache = new Map<UnitType, UnitInfo>();
|
|
constructor(
|
|
private _gameConfig: GameConfig,
|
|
private _userSettings: UserSettings | null,
|
|
private _isReplay: boolean,
|
|
) {}
|
|
|
|
isReplay(): boolean {
|
|
return this._isReplay;
|
|
}
|
|
|
|
traitorDefenseDebuff(): number {
|
|
return 0.5;
|
|
}
|
|
traitorSpeedDebuff(): number {
|
|
return 0.8;
|
|
}
|
|
traitorDuration(): number {
|
|
return 30 * 10; // 30 seconds
|
|
}
|
|
|
|
// Doomsday Clock config, resolved against defaults. One read per tick.
|
|
doomsdayClockConfig(): typeof DOOMSDAY_CLOCK_DEFAULTS {
|
|
const c = this._gameConfig.doomsdayClock;
|
|
const d = DOOMSDAY_CLOCK_DEFAULTS;
|
|
return {
|
|
enabled: c?.enabled ?? d.enabled,
|
|
speed: c?.speed ?? d.speed,
|
|
// Drain/warn tuning is internal (not wire-configurable): always defaults.
|
|
warnSeconds: d.warnSeconds,
|
|
drainStartPercent: d.drainStartPercent,
|
|
drainMaxPercent: d.drainMaxPercent,
|
|
drainRampSeconds: d.drainRampSeconds,
|
|
};
|
|
}
|
|
spawnImmunityDuration(): Tick {
|
|
return (
|
|
this._gameConfig.spawnImmunityDuration ?? DEFAULT_SPAWN_IMMUNITY_TICKS
|
|
);
|
|
}
|
|
nationSpawnImmunityDuration(): Tick {
|
|
return DEFAULT_SPAWN_IMMUNITY_TICKS;
|
|
}
|
|
hasExtendedSpawnImmunity(): boolean {
|
|
return this.spawnImmunityDuration() > DEFAULT_SPAWN_IMMUNITY_TICKS;
|
|
}
|
|
|
|
gameConfig(): GameConfig {
|
|
return this._gameConfig;
|
|
}
|
|
|
|
userSettings(): UserSettings {
|
|
if (this._userSettings === null) {
|
|
throw new Error("userSettings is null");
|
|
}
|
|
return this._userSettings;
|
|
}
|
|
|
|
cityTroopIncrease(): number {
|
|
return 250_000;
|
|
}
|
|
|
|
falloutDefenseModifier(falloutRatio: number): number {
|
|
// falloutRatio is between 0 and 1
|
|
// So defense modifier is between [5, 2.5]
|
|
return 5 - falloutRatio * 2;
|
|
}
|
|
msPerTick(): number {
|
|
return 100;
|
|
}
|
|
SAMCooldown(): number {
|
|
return 90;
|
|
}
|
|
SiloCooldown(): number {
|
|
return 90;
|
|
}
|
|
|
|
defensePostRange(): number {
|
|
return 30;
|
|
}
|
|
|
|
defensePostDefenseBonus(): number {
|
|
return 5;
|
|
}
|
|
|
|
defensePostSpeedBonus(): number {
|
|
return 3;
|
|
}
|
|
|
|
playerTeams(): TeamCountConfig {
|
|
return this._gameConfig.playerTeams ?? 0;
|
|
}
|
|
|
|
spawnNations(): boolean {
|
|
return this._gameConfig.nations !== "disabled";
|
|
}
|
|
|
|
isUnitDisabled(unitType: UnitType): boolean {
|
|
return this._gameConfig.disabledUnits?.includes(unitType) ?? false;
|
|
}
|
|
|
|
bots(): number {
|
|
return this._gameConfig.bots;
|
|
}
|
|
instantBuild(): boolean {
|
|
return this._gameConfig.instantBuild;
|
|
}
|
|
disableNavMesh(): boolean {
|
|
return this._gameConfig.disableNavMesh ?? false;
|
|
}
|
|
disableAlliances(): boolean {
|
|
return this._gameConfig.disableAlliances ?? false;
|
|
}
|
|
waterNukes(): boolean {
|
|
return this._gameConfig.waterNukes ?? false;
|
|
}
|
|
isRandomSpawn(): boolean {
|
|
return this._gameConfig.randomSpawn;
|
|
}
|
|
infiniteGold(): boolean {
|
|
return this._gameConfig.infiniteGold;
|
|
}
|
|
donateGold(): boolean {
|
|
return this._gameConfig.donateGold;
|
|
}
|
|
infiniteTroops(): boolean {
|
|
return this._gameConfig.infiniteTroops;
|
|
}
|
|
donateTroops(): boolean {
|
|
return this._gameConfig.donateTroops;
|
|
}
|
|
goldMultiplier(): number {
|
|
return this._gameConfig.goldMultiplier ?? 1;
|
|
}
|
|
startingGold(playerInfo: PlayerInfo): Gold {
|
|
if (playerInfo.playerType === PlayerType.Bot) {
|
|
return 0n;
|
|
}
|
|
return this.startingGoldFor(playerInfo);
|
|
}
|
|
|
|
trainSpawnRate(numPlayerFactories: number): number {
|
|
// hyperbolic decay, midpoint at 10 factories
|
|
// expected number of trains = numPlayerFactories / trainSpawnRate(numPlayerFactories)
|
|
return (numPlayerFactories + 10) * 15;
|
|
}
|
|
trainGold(
|
|
rel: "self" | "team" | "ally" | "other",
|
|
citiesVisited: number,
|
|
player: Player | PlayerView,
|
|
): Gold {
|
|
// No penalty for the first 10 cities.
|
|
citiesVisited = Math.max(0, citiesVisited - 9);
|
|
let baseGold: number;
|
|
switch (rel) {
|
|
case "ally":
|
|
baseGold = 35_000;
|
|
break;
|
|
case "team":
|
|
case "other":
|
|
baseGold = 25_000;
|
|
break;
|
|
case "self":
|
|
baseGold = 10_000;
|
|
break;
|
|
}
|
|
const distPenalty = citiesVisited * 5_000;
|
|
const gold = Math.max(5000, baseGold - distPenalty);
|
|
return toInt(gold * this.goldMultiplierFor(player));
|
|
}
|
|
|
|
trainStationMinRange(): number {
|
|
return 15;
|
|
}
|
|
trainStationMaxRange(): number {
|
|
return 110;
|
|
}
|
|
railroadMaxSize(): number {
|
|
return this.trainStationMaxRange() * 1.4142;
|
|
}
|
|
|
|
tradeShipGold(dist: number, player: Player | PlayerView): Gold {
|
|
// Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under range debuff.
|
|
const debuff = this.tradeShipShortRangeDebuff();
|
|
const baseGold =
|
|
75_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 50 * dist;
|
|
return BigInt(Math.floor(baseGold * this.goldMultiplierFor(player)));
|
|
}
|
|
|
|
// Probability of trade ship spawn = 1 / tradeShipSpawnRate
|
|
tradeShipSpawnRate(
|
|
tradeShipSpawnRejections: number,
|
|
numTradeShips: number,
|
|
): number {
|
|
const decayRate = Math.LN2 / 50;
|
|
|
|
// Approaches 0 as numTradeShips increase
|
|
const baseSpawnRate = 1 - sigmoid(numTradeShips, decayRate, 400);
|
|
|
|
// Pity timer: increases spawn chance after consecutive rejections
|
|
const rejectionModifier = 1 / (tradeShipSpawnRejections + 1);
|
|
|
|
return Math.floor((100 * rejectionModifier) / baseSpawnRate);
|
|
}
|
|
|
|
unitInfo(type: UnitType): UnitInfo {
|
|
const cached = this.unitInfoCache.get(type);
|
|
if (cached !== undefined) {
|
|
return cached;
|
|
}
|
|
|
|
let info: UnitInfo;
|
|
switch (type) {
|
|
case UnitType.TransportShip:
|
|
info = {
|
|
cost: () => 0n,
|
|
};
|
|
break;
|
|
case UnitType.Warship:
|
|
info = {
|
|
cost: this.costWrapper(
|
|
(numUnits: number) => Math.min(1_000_000, (numUnits + 1) * 250_000),
|
|
UnitType.Warship,
|
|
),
|
|
maxHealth: 1000,
|
|
};
|
|
break;
|
|
case UnitType.Shell:
|
|
info = {
|
|
cost: () => 0n,
|
|
damage: 250,
|
|
};
|
|
break;
|
|
case UnitType.SAMMissile:
|
|
info = {
|
|
cost: () => 0n,
|
|
};
|
|
break;
|
|
case UnitType.Port:
|
|
info = {
|
|
cost: this.costWrapper(
|
|
(numUnits: number) =>
|
|
Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
|
|
UnitType.Port,
|
|
UnitType.Factory,
|
|
),
|
|
constructionDuration: this.instantBuild() ? 0 : 5 * 10,
|
|
upgradable: true,
|
|
};
|
|
break;
|
|
case UnitType.AtomBomb:
|
|
info = {
|
|
cost: this.costWrapper(() => 750_000, UnitType.AtomBomb),
|
|
};
|
|
break;
|
|
case UnitType.HydrogenBomb:
|
|
info = {
|
|
cost: this.costWrapper(() => 5_000_000, UnitType.HydrogenBomb),
|
|
};
|
|
break;
|
|
case UnitType.MIRV:
|
|
info = {
|
|
cost: (game: Game, player: Player) => {
|
|
if (
|
|
player.type() === PlayerType.Human &&
|
|
this.hasInfiniteGoldFor(player)
|
|
) {
|
|
return 0n;
|
|
}
|
|
return 25_000_000n + game.stats().numMirvsLaunched() * 15_000_000n;
|
|
},
|
|
};
|
|
break;
|
|
case UnitType.MIRVWarhead:
|
|
info = {
|
|
cost: () => 0n,
|
|
};
|
|
break;
|
|
case UnitType.TradeShip:
|
|
info = {
|
|
cost: () => 0n,
|
|
};
|
|
break;
|
|
case UnitType.MissileSilo:
|
|
info = {
|
|
cost: this.costWrapper(() => 1_000_000, UnitType.MissileSilo),
|
|
constructionDuration: this.instantBuild() ? 0 : 10 * 10,
|
|
upgradable: true,
|
|
};
|
|
break;
|
|
case UnitType.DefensePost:
|
|
info = {
|
|
cost: this.costWrapper(
|
|
(numUnits: number) => Math.min(250_000, (numUnits + 1) * 50_000),
|
|
UnitType.DefensePost,
|
|
),
|
|
constructionDuration: this.instantBuild() ? 0 : 5 * 10,
|
|
};
|
|
break;
|
|
case UnitType.SAMLauncher:
|
|
info = {
|
|
cost: this.costWrapper(
|
|
(numUnits: number) =>
|
|
Math.min(3_000_000, (numUnits + 1) * 1_500_000),
|
|
UnitType.SAMLauncher,
|
|
),
|
|
constructionDuration: this.instantBuild()
|
|
? 0
|
|
: SAM_CONSTRUCTION_TICKS,
|
|
upgradable: true,
|
|
};
|
|
break;
|
|
case UnitType.City:
|
|
info = {
|
|
cost: this.costWrapper(
|
|
(numUnits: number) =>
|
|
Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
|
|
UnitType.City,
|
|
),
|
|
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
|
|
upgradable: true,
|
|
};
|
|
break;
|
|
case UnitType.Factory:
|
|
info = {
|
|
cost: this.costWrapper(
|
|
(numUnits: number) =>
|
|
Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
|
|
UnitType.Factory,
|
|
UnitType.Port,
|
|
),
|
|
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
|
|
upgradable: true,
|
|
};
|
|
break;
|
|
case UnitType.Train:
|
|
info = {
|
|
cost: () => 0n,
|
|
};
|
|
break;
|
|
default:
|
|
assertNever(type);
|
|
}
|
|
|
|
this.unitInfoCache.set(type, info);
|
|
return info;
|
|
}
|
|
|
|
private hasInfiniteGoldFor(player: Player | PlayerView): boolean {
|
|
if (this.infiniteGold()) return true;
|
|
const hc = this._gameConfig.hostCheats;
|
|
return (hc?.infiniteGold ?? false) && player.isLobbyCreator();
|
|
}
|
|
|
|
private hasInfiniteTroopsFor(player: Player | PlayerView): boolean {
|
|
if (this.infiniteTroops()) return true;
|
|
return (
|
|
(this._gameConfig.hostCheats?.infiniteTroops ?? false) &&
|
|
player.isLobbyCreator()
|
|
);
|
|
}
|
|
|
|
private hasInfiniteTroopsForInfo(playerInfo: PlayerInfo): boolean {
|
|
if (this.infiniteTroops()) return true;
|
|
return (
|
|
(this._gameConfig.hostCheats?.infiniteTroops ?? false) &&
|
|
playerInfo.isLobbyCreator
|
|
);
|
|
}
|
|
|
|
private goldMultiplierFor(player: Player | PlayerView): number {
|
|
const base = this.goldMultiplier();
|
|
const hc = this._gameConfig.hostCheats;
|
|
if (hc?.goldMultiplier && player.isLobbyCreator()) {
|
|
return hc.goldMultiplier;
|
|
}
|
|
return base;
|
|
}
|
|
|
|
public conquerGoldAmount(captured: Player): Gold {
|
|
if (
|
|
captured.type() === PlayerType.Bot ||
|
|
captured.type() === PlayerType.Nation
|
|
) {
|
|
return captured.gold();
|
|
} else {
|
|
return captured.gold() / 2n;
|
|
}
|
|
}
|
|
|
|
private startingGoldFor(playerInfo: PlayerInfo): Gold {
|
|
const base = BigInt(this._gameConfig.startingGold ?? 0);
|
|
const hc = this._gameConfig.hostCheats;
|
|
if (hc?.startingGold && playerInfo.isLobbyCreator) {
|
|
return base + BigInt(hc.startingGold);
|
|
}
|
|
return base;
|
|
}
|
|
|
|
private costWrapper(
|
|
costFn: (units: number) => number,
|
|
...types: UnitType[]
|
|
): (g: Game, p: Player) => bigint {
|
|
return (game: Game, player: Player) => {
|
|
if (
|
|
player.type() === PlayerType.Human &&
|
|
this.hasInfiniteGoldFor(player)
|
|
) {
|
|
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;
|
|
}
|
|
quickChatCooldown(): Tick {
|
|
return 3 * 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;
|
|
}
|
|
armyLimitWarningThreshold(): number {
|
|
return 0.8;
|
|
}
|
|
boatMaxNumber(): number {
|
|
if (this.isUnitDisabled(UnitType.TransportShip)) {
|
|
return 0;
|
|
}
|
|
return 3;
|
|
}
|
|
numSpawnPhaseTurns(): number {
|
|
if (this._gameConfig.gameType === GameType.Singleplayer) {
|
|
return 100;
|
|
}
|
|
if (this.isRandomSpawn()) {
|
|
return 150;
|
|
}
|
|
return 300;
|
|
}
|
|
numBots(): number {
|
|
return this.bots();
|
|
}
|
|
|
|
attackLogic(
|
|
gm: Game,
|
|
attackTroops: number,
|
|
attacker: Player,
|
|
defender: Player | TerraNullius,
|
|
tileToConquer: TileRef,
|
|
): {
|
|
attackerTroopLoss: number;
|
|
defenderTroopLoss: number;
|
|
tilesPerTickUsed: number;
|
|
} {
|
|
let mag;
|
|
let speed;
|
|
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;
|
|
case TerrainType.Impassable:
|
|
throw new Error(`impassable terrain cannot be attacked`);
|
|
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 ||
|
|
attacker.type() === PlayerType.Nation) &&
|
|
defender.type() === PlayerType.Bot
|
|
) {
|
|
mag *= 0.7;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
const defenderTroopLoss = defender.troops() / defender.numTilesOwned();
|
|
const traitorMod = defender.isTraitor() ? this.traitorDefenseDebuff() : 1;
|
|
const currentAttackerLoss =
|
|
within(defender.troops() / attackTroops, 0.6, 2) *
|
|
mag *
|
|
0.8 *
|
|
largeDefenderAttackDebuff *
|
|
largeAttackBonus *
|
|
traitorMod;
|
|
const altAttackerLoss =
|
|
1.3 * defenderTroopLoss * (mag / 100) * traitorMod;
|
|
const attackerTroopLoss =
|
|
0.6 * currentAttackerLoss + 0.4 * altAttackerLoss;
|
|
|
|
return {
|
|
attackerTroopLoss,
|
|
defenderTroopLoss,
|
|
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 12_500;
|
|
case Difficulty.Medium:
|
|
return 18_750;
|
|
case Difficulty.Hard:
|
|
return 25_000; // Like humans
|
|
case Difficulty.Impossible:
|
|
return 31_250;
|
|
default:
|
|
assertNever(this._gameConfig.difficulty);
|
|
}
|
|
}
|
|
return this.hasInfiniteTroopsForInfo(playerInfo) ? 1_000_000 : 25_000;
|
|
}
|
|
|
|
maxTroops(player: Player | PlayerView): number {
|
|
const maxTroops =
|
|
player.type() === PlayerType.Human && this.hasInfiniteTroopsFor(player)
|
|
? 1_000_000_000
|
|
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
|
|
player
|
|
.units(UnitType.City)
|
|
.filter((u) => !u.isUnderConstruction())
|
|
.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 * 0.5;
|
|
case Difficulty.Medium:
|
|
return maxTroops * 0.75;
|
|
case Difficulty.Hard:
|
|
return maxTroops * 1; // Like humans
|
|
case Difficulty.Impossible:
|
|
return maxTroops * 1.25;
|
|
default:
|
|
assertNever(this._gameConfig.difficulty);
|
|
}
|
|
}
|
|
|
|
troopIncreaseRate(player: Player | PlayerView): 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 *= 0.5;
|
|
}
|
|
|
|
if (player.type() === PlayerType.Nation) {
|
|
switch (this._gameConfig.difficulty) {
|
|
case Difficulty.Easy:
|
|
toAdd *= 0.9;
|
|
break;
|
|
case Difficulty.Medium:
|
|
toAdd *= 0.95;
|
|
break;
|
|
case Difficulty.Hard:
|
|
toAdd *= 1; // Like humans
|
|
break;
|
|
case Difficulty.Impossible:
|
|
toAdd *= 1.05;
|
|
break;
|
|
default:
|
|
assertNever(this._gameConfig.difficulty);
|
|
}
|
|
}
|
|
|
|
return Math.min(player.troops() + toAdd, max) - player.troops();
|
|
}
|
|
|
|
goldAdditionRate(player: Player | PlayerView): Gold {
|
|
const multiplier = this.goldMultiplierFor(player);
|
|
let baseRate: bigint;
|
|
if (player.type() === PlayerType.Bot) {
|
|
baseRate = 50n;
|
|
} else {
|
|
baseRate = 100n;
|
|
}
|
|
return BigInt(Math.floor(Number(baseRate) * multiplier));
|
|
}
|
|
|
|
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 10;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
warshipDockingRange(): number {
|
|
return 5;
|
|
}
|
|
|
|
warshipPortHealingBonusPerLevel(): number {
|
|
return 5;
|
|
}
|
|
|
|
/** Health at or below which a warship retreats to repair, as a percent of its
|
|
* (veterancy-adjusted) max health, so the threshold scales with max health. */
|
|
warshipRetreatHealthPercent(): number {
|
|
return 75;
|
|
}
|
|
|
|
warshipPassiveHealing(): number {
|
|
return 1;
|
|
}
|
|
|
|
warshipPassiveHealingRange(): number {
|
|
return 150;
|
|
}
|
|
|
|
warshipPortSwitchThreshold(): number {
|
|
return 0.75;
|
|
}
|
|
|
|
// --- Warship veterancy ---
|
|
|
|
/** Maximum veterancy level a warship can reach. */
|
|
warshipMaxVeterancy(): number {
|
|
return 3;
|
|
}
|
|
|
|
/** Max-health boost per veterancy level, as an integer percent of base max
|
|
* health. Integer-only to keep src/core deterministic (no float constants). */
|
|
warshipVeterancyHealthBonus(): number {
|
|
return 20;
|
|
}
|
|
|
|
/** Shell-damage boost per veterancy level, as an integer percent of the
|
|
* rolled damage. Integer-only to keep src/core deterministic. */
|
|
warshipVeterancyShellDamageBonus(): number {
|
|
return 20;
|
|
}
|
|
|
|
/** Transport ships a warship must destroy to gain one veterancy level. */
|
|
warshipVeterancyTransportKills(): number {
|
|
return 10;
|
|
}
|
|
|
|
/** Trade ships a warship must capture to gain one veterancy level. */
|
|
warshipVeterancyTradeCaptures(): number {
|
|
return 25;
|
|
}
|
|
|
|
defensePostShellAttackRate(): number {
|
|
return 100;
|
|
}
|
|
|
|
safeFromPiratesCooldownMax(): number {
|
|
return 20;
|
|
}
|
|
|
|
defensePostTargettingRange(): number {
|
|
return 75;
|
|
}
|
|
|
|
allianceExtensionPromptOffset(): number {
|
|
return 300; // 30 seconds before expiration
|
|
}
|
|
}
|