Files
OpenFrontIO/src/core/execution/SAMLauncherExecution.ts
T

303 lines
8.3 KiB
TypeScript

import {
Execution,
Game,
isUnit,
MessageType,
Player,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PseudoRandom } from "../PseudoRandom";
import { SAMMissileExecution } from "./SAMMissileExecution";
type Target = {
unit: Unit;
tile: TileRef;
};
/**
* Smart SAM targeting system preshoting nukes so its range is strictly enforced
*/
class SAMTargetingSystem {
// Store unreachable nukes so the SAM won't compute an interception point for them every frame
private nukesToIgnore: Set<number> = new Set();
constructor(
private mg: Game,
private player: Player,
private sam: Unit,
) {}
updateUnreachableNukes(nearbyUnits: { unit: Unit; distSquared: number }[]) {
const nearbyUnitSet = new Set(nearbyUnits.map((u) => u.unit.id()));
for (const nukeId of this.nukesToIgnore) {
if (!nearbyUnitSet.has(nukeId)) {
this.nukesToIgnore.delete(nukeId);
}
}
}
private storeUnreachableNukes(nukeId: number) {
this.nukesToIgnore.add(nukeId);
}
private isInRange(tile: TileRef) {
const samTile = this.sam.tile();
const rangeSquared = this.mg.config().defaultSamRange() ** 2;
return this.mg.euclideanDistSquared(samTile, tile) <= rangeSquared;
}
private tickToReach(currentTile: TileRef, tile: TileRef): number {
const missileSpeed = this.mg.config().defaultSamMissileSpeed();
return Math.ceil(this.mg.manhattanDist(currentTile, tile) / missileSpeed);
}
private computeInterceptionTile(unit: Unit): TileRef | undefined {
const trajectory = unit.trajectory();
const samTile = this.sam.tile();
const currentIndex = unit.trajectoryIndex();
const explosionTick: number = trajectory.length - currentIndex;
for (let i = unit.trajectoryIndex(); i < trajectory.length; i++) {
const trajectoryTile = trajectory[i];
if (trajectoryTile.targetable && this.isInRange(trajectoryTile.tile)) {
const nukeTickToReach = i - currentIndex;
const samTickToReach = this.tickToReach(samTile, trajectoryTile.tile);
const reachableOnTime = Math.abs(nukeTickToReach - samTickToReach) <= 1;
if (reachableOnTime && samTickToReach < explosionTick) {
return trajectoryTile.tile;
}
}
}
return undefined;
}
public getSingleTarget(): Target | null {
// Look beyond the SAM range so it can preshot nukes
const detectionRange = this.mg.config().defaultSamRange() * 1.5;
const nukes = this.mg.nearbyUnits(
this.sam.tile(),
detectionRange,
[UnitType.AtomBomb, UnitType.HydrogenBomb],
({ unit }) => {
return (
isUnit(unit) &&
unit.owner() !== this.player &&
!this.player.isFriendly(unit.owner())
);
},
);
// Clear unreachable nukes that went out of range
this.updateUnreachableNukes(nukes);
const targets: Array<Target> = [];
for (const nuke of nukes) {
if (this.nukesToIgnore.has(nuke.unit.id())) {
continue;
}
const interceptionTile = this.computeInterceptionTile(nuke.unit);
if (interceptionTile !== undefined) {
// eslint-disable-next-line sort-keys
targets.push({ unit: nuke.unit, tile: interceptionTile });
} else {
// Store unreachable nukes in order to prevent useless interception computation
this.storeUnreachableNukes(nuke.unit.id());
}
}
return (
targets.sort((a: Target, b: Target) => {
// Prioritize Hydrogen Bombs
if (
a.unit.type() === UnitType.HydrogenBomb &&
b.unit.type() !== UnitType.HydrogenBomb
) {
return -1;
}
if (
a.unit.type() !== UnitType.HydrogenBomb &&
b.unit.type() === UnitType.HydrogenBomb
) {
return 1;
}
return 0;
})[0] ?? null
);
}
}
export class SAMLauncherExecution implements Execution {
private mg: Game;
private active: boolean = true;
// As MIRV go very fast we have to detect them very early but we only
// shoot the one targeting very close (MIRVWarheadProtectionRadius)
private MIRVWarheadSearchRadius = 400;
private MIRVWarheadProtectionRadius = 50;
private targetingSystem: SAMTargetingSystem;
private pseudoRandom: PseudoRandom | undefined;
constructor(
private player: Player,
private tile: TileRef | null,
private sam: Unit | null = null,
) {
if (sam !== null) {
this.tile = sam.tile();
}
}
init(mg: Game, ticks: number): void {
this.mg = mg;
}
private isHit(type: UnitType, random: number): boolean {
if (type === UnitType.AtomBomb) {
return true;
}
if (type === UnitType.MIRVWarhead) {
return random < this.mg.config().samWarheadHittingChance();
}
return random < this.mg.config().samHittingChance();
}
tick(ticks: number): void {
if (this.mg === null || this.player === null) {
throw new Error("Not initialized");
}
if (this.sam === null) {
if (this.tile === null) {
throw new Error("tile is null");
}
const spawnTile = this.player.canBuild(UnitType.SAMLauncher, this.tile);
if (spawnTile === false) {
console.warn("cannot build SAM Launcher");
this.active = false;
return;
}
this.sam = this.player.buildUnit(UnitType.SAMLauncher, spawnTile, {});
}
this.targetingSystem ??= new SAMTargetingSystem(
this.mg,
this.player,
this.sam,
);
if (this.sam.isInCooldown()) {
const frontTime = this.sam.missileTimerQueue()[0];
if (frontTime === undefined) {
return;
}
const cooldown =
this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
if (cooldown <= 0) {
this.sam.reloadMissile();
}
return;
}
if (!this.sam.isActive()) {
this.active = false;
return;
}
if (this.player !== this.sam.owner()) {
this.player = this.sam.owner();
}
this.pseudoRandom ??= new PseudoRandom(this.sam.id());
const mirvWarheadTargets = this.mg.nearbyUnits(
this.sam.tile(),
this.MIRVWarheadSearchRadius,
UnitType.MIRVWarhead,
({ unit }) => {
if (!isUnit(unit)) return false;
if (unit.owner() === this.player) return false;
if (this.player.isFriendly(unit.owner())) return false;
const dst = unit.targetTile();
return (
this.sam !== null &&
dst !== undefined &&
this.mg.manhattanDist(dst, this.sam.tile()) <
this.MIRVWarheadProtectionRadius
);
},
);
let target: Target | null = null;
if (mirvWarheadTargets.length === 0) {
target = this.targetingSystem.getSingleTarget();
}
const isSingleTarget = target && !target.unit.targetedBySAM();
if (isSingleTarget || mirvWarheadTargets.length > 0) {
this.sam.launch();
const type =
mirvWarheadTargets.length > 0
? UnitType.MIRVWarhead
: target?.unit.type();
if (type === undefined) throw new Error("Unknown unit type");
const random = this.pseudoRandom.next();
const hit = this.isHit(type, random);
if (!hit) {
this.mg.displayMessage(
`Missile failed to intercept ${type}`,
MessageType.SAM_MISS,
this.sam.owner().id(),
);
} else if (mirvWarheadTargets.length > 0) {
const samOwner = this.sam.owner();
// Message
this.mg.displayMessage(
`${mirvWarheadTargets.length} MIRV warheads intercepted`,
MessageType.SAM_HIT,
samOwner.id(),
);
mirvWarheadTargets.forEach(({ unit: u }) => {
// Delete warheads
u.delete();
});
// Record stats
this.mg
.stats()
.bombIntercept(
samOwner,
UnitType.MIRVWarhead,
mirvWarheadTargets.length,
);
} else if (target !== null) {
target.unit.setTargetedBySAM(true);
this.mg.addExecution(
new SAMMissileExecution(
this.sam.tile(),
this.sam.owner(),
this.sam,
target.unit,
target.tile,
),
);
} else {
throw new Error("target is null");
}
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}