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## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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: FloPinguin
421 lines
13 KiB
TypeScript
421 lines
13 KiB
TypeScript
import {
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Execution,
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Game,
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MessageType,
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Player,
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Structures,
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TerraNullius,
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TrajectoryTile,
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Unit,
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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 { UniversalPathFinding } from "../pathfinding/PathFinder";
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import { ParabolaUniversalPathFinder } from "../pathfinding/PathFinder.Parabola";
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import { PathStatus } from "../pathfinding/types";
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import { PseudoRandom } from "../PseudoRandom";
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import { NukeType } from "../StatsSchemas";
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import { listNukeBreakAlliance } from "./Util";
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const SPRITE_RADIUS = 16;
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export class NukeExecution implements Execution {
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private active = true;
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private mg: Game;
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private nuke: Unit | null = null;
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private tilesToDestroyCache: Set<TileRef> | undefined;
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private pathFinder: ParabolaUniversalPathFinder;
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constructor(
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private nukeType: NukeType,
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private player: Player,
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private dst: TileRef,
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private src?: TileRef | null,
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private speed: number = -1,
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private waitTicks = 0,
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private rocketDirectionUp: boolean = true,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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if (this.speed === -1) {
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this.speed = this.mg.config().defaultNukeSpeed();
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}
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this.pathFinder = UniversalPathFinding.Parabola(mg, {
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increment: this.speed,
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distanceBasedHeight: this.nukeType !== UnitType.MIRVWarhead,
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directionUp: this.rocketDirectionUp,
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});
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}
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public target(): Player | TerraNullius {
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return this.mg.owner(this.dst);
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}
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private tilesToDestroy(): Set<TileRef> {
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if (this.tilesToDestroyCache !== undefined) {
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return this.tilesToDestroyCache;
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}
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if (this.nuke === null) {
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throw new Error("Not initialized");
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}
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const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
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const rand = new PseudoRandom(this.mg.ticks());
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const inner2 = magnitude.inner * magnitude.inner;
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const outer2 = magnitude.outer * magnitude.outer;
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if (this.mg.config().waterNukes()) {
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// Smooth irregular boundary for water nukes.
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// Generate random radii at angular samples, then smooth them so the
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// boundary undulates gently instead of creating spiky flower shapes.
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// This avoids scattered land pixels that players would have to boat
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// to individually in order to reclaim.
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const NUM_SAMPLES = 16;
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const radiiSq: number[] = new Array(NUM_SAMPLES);
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for (let i = 0; i < NUM_SAMPLES; i++) {
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radiiSq[i] = rand.nextFloat(inner2, outer2);
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}
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// Smooth the ring: 1 light pass (60% original, 20% each neighbour)
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const prev = [...radiiSq];
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for (let i = 0; i < NUM_SAMPLES; i++) {
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const l = (i - 1 + NUM_SAMPLES) % NUM_SAMPLES;
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const r = (i + 1) % NUM_SAMPLES;
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radiiSq[i] = prev[i] * 0.6 + prev[l] * 0.2 + prev[r] * 0.2;
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}
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const cx = this.mg.x(this.dst);
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const cy = this.mg.y(this.dst);
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const outer = magnitude.outer;
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const result = new Set<TileRef>();
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const x0 = Math.max(0, cx - outer);
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const y0 = Math.max(0, cy - outer);
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const x1 = Math.min(this.mg.width() - 1, cx + outer);
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const y1 = Math.min(this.mg.height() - 1, cy + outer);
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for (let py = y0; py <= y1; py++) {
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for (let px = x0; px <= x1; px++) {
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const dx = px - cx;
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const dy = py - cy;
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const d2 = dx * dx + dy * dy;
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if (d2 > outer2) continue;
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if (d2 > inner2) {
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const angle = Math.atan2(dy, dx) + Math.PI; // [0, 2π]
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const t = (angle / (2 * Math.PI)) * NUM_SAMPLES;
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const i0 = Math.floor(t) % NUM_SAMPLES;
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const i1 = (i0 + 1) % NUM_SAMPLES;
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const frac = t - Math.floor(t);
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const threshold = radiiSq[i0] * (1 - frac) + radiiSq[i1] * frac;
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if (d2 > threshold) continue;
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}
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result.add(this.mg.ref(px, py));
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}
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}
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this.tilesToDestroyCache = result;
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} else {
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this.tilesToDestroyCache = this.mg.bfs(this.dst, (_, n: TileRef) => {
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const d2 = this.mg?.euclideanDistSquared(this.dst, n) ?? 0;
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return d2 <= outer2 && (d2 <= inner2 || rand.chance(2));
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});
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}
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return this.tilesToDestroyCache;
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}
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/**
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* Break alliances with players significantly affected by the nuke strike.
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* Uses weighted tile counting (inner=1, outer=0.5) OR if any allied structure would be destroyed.
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*/
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private maybeBreakAlliances() {
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if (this.nuke === null) {
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throw new Error("Not initialized");
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}
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if (this.nuke.type() === UnitType.MIRVWarhead) {
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// MIRV warheads shouldn't break alliances
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return;
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}
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const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
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const playersToBreakAllianceWith = listNukeBreakAlliance({
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game: this.mg,
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targetTile: this.dst,
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magnitude,
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threshold: this.mg.config().nukeAllianceBreakThreshold(),
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});
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// Automatically reject incoming alliance requests.
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for (const incoming of this.player.incomingAllianceRequests()) {
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if (playersToBreakAllianceWith.has(incoming.requestor().smallID())) {
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incoming.reject();
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}
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}
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for (const playerSmallId of playersToBreakAllianceWith) {
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const attackedPlayer = this.mg.playerBySmallID(playerSmallId);
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if (!attackedPlayer.isPlayer()) {
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continue;
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}
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// Resolves exploit of alliance breaking in which a pending alliance request
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// was accepted in the middle of a missile attack.
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const outgoingAllianceRequest = attackedPlayer
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.incomingAllianceRequests()
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.find((ar) => ar.requestor() === this.player);
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if (outgoingAllianceRequest) {
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outgoingAllianceRequest.reject();
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continue;
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}
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const alliance = this.player.allianceWith(attackedPlayer);
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if (alliance !== null) {
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this.player.breakAlliance(alliance);
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}
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if (attackedPlayer !== this.player) {
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attackedPlayer.updateRelation(this.player, -100);
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}
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}
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}
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tick(ticks: number): void {
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if (this.nuke === null) {
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const spawn = this.player.canBuild(this.nukeType, this.dst);
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if (spawn === false) {
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console.warn(`cannot build Nuke`);
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this.active = false;
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return;
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}
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this.src = spawn;
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this.nuke = this.player.buildUnit(this.nukeType, spawn, {
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targetTile: this.dst,
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trajectory: this.getTrajectory(this.dst),
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});
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if (this.nuke.type() !== UnitType.MIRVWarhead) {
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this.maybeBreakAlliances();
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}
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if (this.mg.hasOwner(this.dst)) {
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const target = this.mg.owner(this.dst);
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if (!target.isPlayer()) {
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// Ignore terra nullius
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} else if (this.nukeType === UnitType.AtomBomb) {
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this.mg.displayIncomingUnit(
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this.nuke.id(),
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// TODO TranslateText
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`${this.player.displayName()} - atom bomb inbound`,
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MessageType.NUKE_INBOUND,
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target.id(),
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);
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} else if (this.nukeType === UnitType.HydrogenBomb) {
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this.mg.displayIncomingUnit(
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this.nuke.id(),
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// TODO TranslateText
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`${this.player.displayName()} - hydrogen bomb inbound`,
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MessageType.HYDROGEN_BOMB_INBOUND,
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target.id(),
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);
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}
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// Record stats
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this.mg.stats().bombLaunch(this.player, target, this.nukeType);
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}
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// after sending a nuke set the missilesilo on cooldown
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const silo = this.player
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.units(UnitType.MissileSilo)
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.find((silo) => silo.tile() === spawn);
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if (silo) {
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silo.launch();
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}
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return;
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}
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// make the nuke unactive if it was intercepted
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if (!this.nuke.isActive()) {
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console.log(`Nuke destroyed before reaching target`);
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this.active = false;
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return;
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}
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if (this.waitTicks > 0) {
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this.waitTicks--;
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return;
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}
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// Move to next tile
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const result = this.pathFinder.next(this.src!, this.dst, this.speed);
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if (result.status === PathStatus.COMPLETE) {
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this.detonate();
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return;
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} else if (result.status === PathStatus.NEXT) {
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this.updateNukeTargetable();
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this.nuke.move(result.node);
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// Update index so SAM can interpolate future position
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this.nuke.setTrajectoryIndex(this.pathFinder.currentIndex());
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}
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}
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public getNuke(): Unit | null {
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return this.nuke;
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}
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private getTrajectory(target: TileRef): TrajectoryTile[] {
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const trajectoryTiles: TrajectoryTile[] = [];
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const targetRangeSquared =
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this.mg.config().defaultNukeTargetableRange() ** 2;
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const allTiles = this.pathFinder.findPath(this.src!, target) ?? [];
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for (const tile of allTiles) {
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trajectoryTiles.push({
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tile,
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targetable: this.isTargetable(target, tile, targetRangeSquared),
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});
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}
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return trajectoryTiles;
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}
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private isTargetable(
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targetTile: TileRef,
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nukeTile: TileRef,
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targetRangeSquared: number,
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): boolean {
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return (
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this.mg.euclideanDistSquared(nukeTile, targetTile) < targetRangeSquared ||
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(this.src !== undefined &&
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this.src !== null &&
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this.mg.euclideanDistSquared(this.src, nukeTile) < targetRangeSquared)
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);
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}
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private updateNukeTargetable() {
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if (this.nuke === null || this.nuke.targetTile() === undefined) {
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return;
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}
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const targetRangeSquared =
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this.mg.config().defaultNukeTargetableRange() ** 2;
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const targetTile = this.nuke.targetTile();
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this.nuke.setTargetable(
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this.isTargetable(targetTile!, this.nuke.tile(), targetRangeSquared),
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);
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}
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private detonate() {
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if (this.nuke === null) {
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throw new Error("Not initialized");
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}
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const mg = this.mg;
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const config = mg.config();
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const magnitude = config.nukeMagnitudes(this.nuke.type());
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const toDestroy = this.tilesToDestroy();
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// Retrieve all impacted players and the number of tiles
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const tilesPerPlayers = new Map<Player, number>();
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for (const tile of toDestroy) {
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const owner = mg.owner(tile);
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if (owner.isPlayer()) {
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owner.relinquish(tile);
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tilesPerPlayers.set(owner, (tilesPerPlayers.get(owner) ?? 0) + 1);
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}
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// Queue land tiles for batched water conversion
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if (mg.isLand(tile)) {
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mg.queueWaterConversion(tile);
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}
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}
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// Then compute the explosion effect on each player
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for (const [player, numImpactedTiles] of tilesPerPlayers) {
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const tilesBeforeNuke = player.numTilesOwned() + numImpactedTiles;
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const transportShips = player.units(UnitType.TransportShip);
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const outgoingAttacks = player.outgoingAttacks();
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const maxTroops = config.maxTroops(player);
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// nukeDeathFactor could compute the complete fallout in a single call instead
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for (let i = 0; i < numImpactedTiles; i++) {
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// Diminishing effect as each affected tile has been nuked
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const numTilesLeft = tilesBeforeNuke - i;
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player.removeTroops(
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config.nukeDeathFactor(
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this.nukeType,
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player.troops(),
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numTilesLeft,
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maxTroops,
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),
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);
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for (const attack of outgoingAttacks) {
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const attackTroops = attack.troops();
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const deaths = config.nukeDeathFactor(
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this.nukeType,
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attackTroops,
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numTilesLeft,
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maxTroops,
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);
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attack.setTroops(attackTroops - deaths);
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}
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for (const unit of transportShips) {
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const unitTroops = unit.troops();
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const deaths = config.nukeDeathFactor(
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this.nukeType,
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unitTroops,
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numTilesLeft,
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maxTroops,
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);
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unit.setTroops(unitTroops - deaths);
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}
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}
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}
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const outer2 = magnitude.outer * magnitude.outer;
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const dst = this.dst;
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const destroyer = this.player;
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for (const unit of mg.units()) {
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const type = unit.type();
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if (
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type === UnitType.AtomBomb ||
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type === UnitType.HydrogenBomb ||
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type === UnitType.MIRVWarhead ||
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type === UnitType.MIRV ||
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type === UnitType.SAMMissile
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) {
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continue;
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}
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if (mg.euclideanDistSquared(dst, unit.tile()) < outer2) {
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unit.delete(true, destroyer);
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}
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}
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this.redrawBuildings(magnitude.outer + SPRITE_RADIUS);
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this.active = false;
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this.nuke.setReachedTarget();
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this.nuke.delete(false);
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// Record stats
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this.mg
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.stats()
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.bombLand(this.player, this.target(), this.nuke.type() as NukeType);
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}
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private redrawBuildings(range: number) {
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const rangeSquared = range * range;
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for (const unit of this.mg.units()) {
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if (Structures.has(unit.type())) {
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if (
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this.mg.euclideanDistSquared(this.dst, unit.tile()) < rangeSquared
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) {
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unit.touch();
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}
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}
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}
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}
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owner(): Player {
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return this.player;
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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