mirror of
https://github.com/openfrontio/OpenFrontIO.git
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230 lines
5.8 KiB
TypeScript
230 lines
5.8 KiB
TypeScript
import {
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Cell,
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Execution,
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Game,
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Player,
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PlayerID,
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Unit,
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UnitType,
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TerraNullius,
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MessageType,
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NukeType,
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} from "../game/Game";
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import { PseudoRandom } from "../PseudoRandom";
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import { consolex } from "../Consolex";
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import { TileRef } from "../game/GameMap";
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export class NukeExecution implements Execution {
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private player: Player;
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private active = true;
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private mg: Game;
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private nuke: Unit;
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private random: PseudoRandom;
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constructor(
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private type: NukeType,
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private senderID: PlayerID,
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private dst: TileRef,
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private src?: TileRef,
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private speed: number = 4,
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private waitTicks = 0,
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) {}
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init(mg: Game, ticks: number): void {
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if (!mg.hasPlayer(this.senderID)) {
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console.warn(`NukeExecution: sender ${this.senderID} not found`);
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this.active = false;
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return;
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}
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this.mg = mg;
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this.player = mg.player(this.senderID);
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this.random = new PseudoRandom(ticks);
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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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tick(ticks: number): void {
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if (this.nuke == null) {
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const spawn = this.src ?? this.player.canBuild(this.type, this.dst);
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if (spawn == false) {
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consolex.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.nuke = this.player.buildUnit(this.type, 0, spawn, {
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detonationDst: this.dst,
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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) as Player;
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if (this.type == UnitType.AtomBomb) {
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this.mg.displayMessage(
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`${this.player.name()} - atom bomb inbound`,
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MessageType.ERROR,
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target.id(),
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);
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}
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if (this.type == UnitType.HydrogenBomb) {
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this.mg.displayMessage(
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`${this.player.name()} - hydrogen bomb inbound`,
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MessageType.ERROR,
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target.id(),
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);
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}
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this.mg
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.stats()
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.increaseNukeCount(
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this.senderID,
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target.id(),
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this.nuke.type() as NukeType,
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);
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}
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// after sending an 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.setCooldown(true);
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}
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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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consolex.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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const r = (this.mg.y(this.dst) * this.mg.x(this.dst)) % 10;
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const s = this.speed + (this.mg.ticks() % r);
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for (let i = 0; i < this.speed; i++) {
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const x = this.mg.x(this.nuke.tile());
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const y = this.mg.y(this.nuke.tile());
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const dstX = this.mg.x(this.dst);
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const dstY = this.mg.y(this.dst);
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// If we've reached the destination, detonate
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if (x === dstX && y === dstY) {
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this.detonate();
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return;
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}
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// Calculate next position
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let nextX = x;
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let nextY = y;
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const ratio = Math.floor(
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1 + Math.abs(dstY - y) / (Math.abs(dstX - x) + 1),
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);
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if (this.random.chance(ratio) && x != dstX) {
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if (x < dstX) nextX++;
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else if (x > dstX) nextX--;
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} else {
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if (y < dstY) nextY++;
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else if (y > dstY) nextY--;
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}
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// Move to next tile
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const nextTile = this.mg.ref(nextX, nextY);
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if (nextTile !== undefined) {
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this.nuke.move(nextTile);
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} else {
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consolex.warn(`invalid tile position ${nextX},${nextY}`);
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this.active = false;
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return;
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}
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}
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}
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private detonate() {
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let magnitude;
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switch (this.type) {
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case UnitType.MIRVWarhead:
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magnitude = { inner: 25, outer: 30 };
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break;
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case UnitType.AtomBomb:
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magnitude = { inner: 12, outer: 30 };
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break;
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case UnitType.HydrogenBomb:
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magnitude = { inner: 80, outer: 100 };
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break;
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}
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const rand = new PseudoRandom(this.mg.ticks());
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const toDestroy = this.mg.bfs(this.dst, (_, n: TileRef) => {
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const d = this.mg.euclideanDist(this.dst, n);
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return (d <= magnitude.inner || rand.chance(2)) && d <= magnitude.outer;
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});
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const attacked = new Map<Player, number>();
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for (const tile of toDestroy) {
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const owner = this.mg.owner(tile);
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if (owner.isPlayer()) {
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const mp = this.mg.player(owner.id());
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mp.relinquish(tile);
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mp.removeTroops((5 * mp.population()) / mp.numTilesOwned());
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if (!attacked.has(mp)) {
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attacked.set(mp, 0);
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}
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const prev = attacked.get(mp);
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attacked.set(mp, prev + 1);
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}
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if (this.mg.isLand(tile)) {
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this.mg.setFallout(tile, true);
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}
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}
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for (const [other, tilesDestroyed] of attacked) {
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if (tilesDestroyed > 100 && this.nuke.type() != UnitType.MIRVWarhead) {
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// Mirv warheads shouldn't break alliances
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const alliance = this.player.allianceWith(other);
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if (alliance != null) {
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this.player.breakAlliance(alliance);
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}
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if (other != this.player) {
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other.updateRelation(this.player, -100);
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}
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}
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}
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for (const unit of this.mg.units()) {
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if (
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unit.type() != UnitType.AtomBomb &&
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unit.type() != UnitType.HydrogenBomb &&
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unit.type() != UnitType.MIRVWarhead &&
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unit.type() != UnitType.MIRV
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) {
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if (this.mg.euclideanDist(this.dst, unit.tile()) < magnitude.outer) {
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unit.delete();
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}
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}
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}
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this.active = false;
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this.nuke.delete(false);
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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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