Files
OpenFrontIO/src/core/execution/NukeExecution.ts
T
CrackeRR11 8f53785a80 BUG FIX: Gold double deduction + Rmoval of UnitType.Construction (#2378)
## Description:

- Removed the temporary UnitType.Construction and embedded construction
state into real units via isUnderConstruction().
- Centralized non-structure spawning to perform a single validation
right before unit creation/launch.
- Updated UI layers to render construction state without relying on the
removed enum.
- Adjusted and created tests to match the new flow and to cover the
no-refundscenarios.

# Tests updated 
- tests/economy/ConstructionGold.test.ts: covers structure cost
deduction and income, tolerant of passive income; ensures no refunds
during construction.
- tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch
flow; MIRV test targets a player-owned tile; ensures launch after
payment.
- tests/client/graphics/UILayer.test.ts: mocks now provide
isUnderConstruction and real type strings;

## 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:

CrackeRR1

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-26 14:45:14 -08:00

337 lines
9.4 KiB
TypeScript

import {
Execution,
Game,
isStructureType,
MessageType,
Player,
TerraNullius,
TrajectoryTile,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { ParabolaPathFinder } from "../pathfinding/PathFinding";
import { PseudoRandom } from "../PseudoRandom";
import { NukeType } from "../StatsSchemas";
const SPRITE_RADIUS = 16;
export class NukeExecution implements Execution {
private active = true;
private mg: Game;
private nuke: Unit | null = null;
private tilesToDestroyCache: Set<TileRef> | undefined;
private pathFinder: ParabolaPathFinder;
constructor(
private nukeType: NukeType,
private player: Player,
private dst: TileRef,
private src?: TileRef | null,
private speed: number = -1,
private waitTicks = 0,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
if (this.speed === -1) {
this.speed = this.mg.config().defaultNukeSpeed();
}
this.pathFinder = new ParabolaPathFinder(mg);
}
public target(): Player | TerraNullius {
return this.mg.owner(this.dst);
}
private tilesToDestroy(): Set<TileRef> {
if (this.tilesToDestroyCache !== undefined) {
return this.tilesToDestroyCache;
}
if (this.nuke === null) {
throw new Error("Not initialized");
}
const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
const rand = new PseudoRandom(this.mg.ticks());
const inner2 = magnitude.inner * magnitude.inner;
const outer2 = magnitude.outer * magnitude.outer;
this.tilesToDestroyCache = this.mg.bfs(this.dst, (_, n: TileRef) => {
const d2 = this.mg?.euclideanDistSquared(this.dst, n) ?? 0;
return d2 <= outer2 && (d2 <= inner2 || rand.chance(2));
});
return this.tilesToDestroyCache;
}
private maybeBreakAlliances(toDestroy: Set<TileRef>) {
if (this.nuke === null) {
throw new Error("Not initialized");
}
const attacked = new Map<Player, number>();
for (const tile of toDestroy) {
const owner = this.mg.owner(tile);
if (owner.isPlayer()) {
const prev = attacked.get(owner) ?? 0;
attacked.set(owner, prev + 1);
}
}
const threshold = this.mg.config().nukeAllianceBreakThreshold();
for (const [attackedPlayer, tilesDestroyed] of attacked) {
if (
tilesDestroyed > threshold &&
this.nuke.type() !== UnitType.MIRVWarhead
) {
// Resolves exploit of alliance breaking in which a pending alliance request
// was accepeted in the middle of an missle attack.
const allianceRequest = attackedPlayer
.incomingAllianceRequests()
.find((ar) => ar.requestor() === this.player);
if (allianceRequest) {
allianceRequest?.reject();
}
// Mirv warheads shouldn't break alliances
const alliance = this.player.allianceWith(attackedPlayer);
if (alliance !== null) {
this.player.breakAlliance(alliance);
}
if (attackedPlayer !== this.player) {
attackedPlayer.updateRelation(this.player, -100);
}
}
}
}
tick(ticks: number): void {
if (this.nuke === null) {
const spawn = this.player.canBuild(this.nukeType, this.dst);
if (spawn === false) {
console.warn(`cannot build Nuke`);
this.active = false;
return;
}
this.src = spawn;
this.pathFinder.computeControlPoints(
spawn,
this.dst,
this.speed,
this.nukeType !== UnitType.MIRVWarhead,
);
this.nuke = this.player.buildUnit(this.nukeType, spawn, {
targetTile: this.dst,
trajectory: this.getTrajectory(this.dst),
});
this.maybeBreakAlliances(this.tilesToDestroy());
if (this.mg.hasOwner(this.dst)) {
const target = this.mg.owner(this.dst);
if (!target.isPlayer()) {
// Ignore terra nullius
} else if (this.nukeType === UnitType.AtomBomb) {
this.mg.displayIncomingUnit(
this.nuke.id(),
// TODO TranslateText
`${this.player.name()} - atom bomb inbound`,
MessageType.NUKE_INBOUND,
target.id(),
);
} else if (this.nukeType === UnitType.HydrogenBomb) {
this.mg.displayIncomingUnit(
this.nuke.id(),
// TODO TranslateText
`${this.player.name()} - hydrogen bomb inbound`,
MessageType.HYDROGEN_BOMB_INBOUND,
target.id(),
);
}
// Record stats
this.mg.stats().bombLaunch(this.player, target, this.nukeType);
}
// after sending a nuke set the missilesilo on cooldown
const silo = this.player
.units(UnitType.MissileSilo)
.find((silo) => silo.tile() === spawn);
if (silo) {
silo.launch();
}
return;
}
// make the nuke unactive if it was intercepted
if (!this.nuke.isActive()) {
console.log(`Nuke destroyed before reaching target`);
this.active = false;
return;
}
if (this.waitTicks > 0) {
this.waitTicks--;
return;
}
// Move to next tile
const nextTile = this.pathFinder.nextTile(this.speed);
if (nextTile === true) {
this.detonate();
return;
} else {
this.updateNukeTargetable();
this.nuke.move(nextTile);
// Update index so SAM can interpolate future position
this.nuke.setTrajectoryIndex(this.pathFinder.currentIndex());
}
}
public getNuke(): Unit | null {
return this.nuke;
}
private getTrajectory(target: TileRef): TrajectoryTile[] {
const trajectoryTiles: TrajectoryTile[] = [];
const targetRangeSquared =
this.mg.config().defaultNukeTargetableRange() ** 2;
const allTiles: TileRef[] = this.pathFinder.allTiles();
for (const tile of allTiles) {
trajectoryTiles.push({
tile,
targetable: this.isTargetable(target, tile, targetRangeSquared),
});
}
return trajectoryTiles;
}
private isTargetable(
targetTile: TileRef,
nukeTile: TileRef,
targetRangeSquared: number,
): boolean {
return (
this.mg.euclideanDistSquared(nukeTile, targetTile) < targetRangeSquared ||
(this.src !== undefined &&
this.src !== null &&
this.mg.euclideanDistSquared(this.src, nukeTile) < targetRangeSquared)
);
}
private updateNukeTargetable() {
if (this.nuke === null || this.nuke.targetTile() === undefined) {
return;
}
const targetRangeSquared =
this.mg.config().defaultNukeTargetableRange() ** 2;
const targetTile = this.nuke.targetTile();
this.nuke.setTargetable(
this.isTargetable(targetTile!, this.nuke.tile(), targetRangeSquared),
);
}
private detonate() {
if (this.nuke === null) {
throw new Error("Not initialized");
}
const magnitude = this.mg.config().nukeMagnitudes(this.nuke.type());
const toDestroy = this.tilesToDestroy();
this.maybeBreakAlliances(toDestroy);
const maxTroops = this.target().isPlayer()
? this.mg.config().maxTroops(this.target() as Player)
: 1;
for (const tile of toDestroy) {
const owner = this.mg.owner(tile);
if (owner.isPlayer()) {
owner.relinquish(tile);
owner.removeTroops(
this.mg
.config()
.nukeDeathFactor(
this.nukeType,
owner.troops(),
owner.numTilesOwned(),
maxTroops,
),
);
owner.outgoingAttacks().forEach((attack) => {
const deaths =
this.mg
?.config()
.nukeDeathFactor(
this.nukeType,
attack.troops(),
owner.numTilesOwned(),
maxTroops,
) ?? 0;
attack.setTroops(attack.troops() - deaths);
});
owner.units(UnitType.TransportShip).forEach((attack) => {
const deaths =
this.mg
?.config()
.nukeDeathFactor(
this.nukeType,
attack.troops(),
owner.numTilesOwned(),
maxTroops,
) ?? 0;
attack.setTroops(attack.troops() - deaths);
});
}
if (this.mg.isLand(tile)) {
this.mg.setFallout(tile, true);
}
}
const outer2 = magnitude.outer * magnitude.outer;
for (const unit of this.mg.units()) {
if (
unit.type() !== UnitType.AtomBomb &&
unit.type() !== UnitType.HydrogenBomb &&
unit.type() !== UnitType.MIRVWarhead &&
unit.type() !== UnitType.MIRV
) {
if (this.mg.euclideanDistSquared(this.dst, unit.tile()) < outer2) {
unit.delete(true, this.player);
}
}
}
this.redrawBuildings(magnitude.outer + SPRITE_RADIUS);
this.active = false;
this.nuke.setReachedTarget();
this.nuke.delete(false);
// Record stats
this.mg
.stats()
.bombLand(this.player, this.target(), this.nuke.type() as NukeType);
}
private redrawBuildings(range: number) {
const rangeSquared = range * range;
for (const unit of this.mg.units()) {
if (isStructureType(unit.type())) {
if (
this.mg.euclideanDistSquared(this.dst, unit.tile()) < rangeSquared
) {
unit.touch();
}
}
}
}
owner(): Player {
return this.player;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}