Files
OpenFrontIO/src/core/configuration/DefaultConfig.ts
T
Evan 94205426e7 Move turnstile check to api (#3845)
## Description

Re-enables Turnstile verification (was temporarily disabled in v31 to
diagnose intermittent `invalid-input-response` rejections) and moves the
verification call off the game servers.

Game servers no longer hold `TURNSTILE_SECRET_KEY` or hit
`challenges.cloudflare.com` directly. Instead they POST to
`${jwtIssuer}/turnstile` on the api-worker (authenticated with the
existing `apiKey`), which holds the secret and proxies to Cloudflare.
Shrinks blast radius and removes the secret from every game host + GH
Actions workflow.

Response from the api-worker is Zod-validated; null tokens short-circuit
to `rejected` locally.

## Please complete the following:

- [x] I have added screenshots for all UI updates (n/a — server only)
- [x] I process any text displayed to the user through translateText()
(n/a — no user-visible text)
- [ ] 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

## Discord:

evanpelle
2026-05-04 12:53:02 -06:00

1015 lines
25 KiB
TypeScript

import { JWK } from "jose";
import { z } from "zod";
import {
Difficulty,
Game,
GameMode,
GameType,
Gold,
Player,
PlayerInfo,
PlayerType,
TerrainType,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
import { GameConfig, GameID, TeamCountConfig } from "../Schemas";
import { NukeType } from "../StatsSchemas";
import { assertNever, sigmoid, simpleHash, toInt, within } from "../Util";
import { Config, GameEnv, NukeMagnitude, ServerConfig, Theme } from "./Config";
import { Env } from "./Env";
import { PastelTheme } from "./PastelTheme";
import { PastelThemeDark } from "./PastelThemeDark";
const DEFENSE_DEBUFF_MIDPOINT = 150_000;
const DEFENSE_DEBUFF_DECAY_RATE = Math.LN2 / 50000;
const DEFAULT_SPAWN_IMMUNITY_TICKS = 5 * 10;
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),
});
export abstract class DefaultServerConfig implements ServerConfig {
abstract turnstileSiteKey(): string;
allowedFlares(): string[] | undefined {
return;
}
stripePublishableKey(): string {
return Env.STRIPE_PUBLISHABLE_KEY ?? "";
}
domain(): string {
return Env.DOMAIN ?? "";
}
subdomain(): string {
return Env.SUBDOMAIN ?? "";
}
private publicKey: JWK;
abstract jwtAudience(): string;
jwtIssuer(): string {
const audience = this.jwtAudience();
return audience === "localhost"
? "http://localhost:8787"
: `https://api.${audience}`;
}
async jwkPublicKey(): Promise<JWK> {
if (this.publicKey) return this.publicKey;
const jwksUrl = this.jwtIssuer() + "/.well-known/jwks.json";
console.log(`Fetching JWKS from ${jwksUrl}`);
const response = await fetch(jwksUrl);
const result = JwksSchema.safeParse(await response.json());
if (!result.success) {
const error = z.prettifyError(result.error);
console.error("Error parsing JWKS", error);
throw new Error("Invalid JWKS");
}
this.publicKey = result.data.keys[0];
return this.publicKey;
}
otelEnabled(): boolean {
return (
this.env() !== GameEnv.Dev &&
Boolean(this.otelEndpoint()) &&
Boolean(this.otelAuthHeader())
);
}
otelEndpoint(): string {
return Env.OTEL_EXPORTER_OTLP_ENDPOINT ?? "";
}
otelAuthHeader(): string {
return Env.OTEL_AUTH_HEADER ?? "";
}
gitCommit(): string {
return Env.GIT_COMMIT ?? "";
}
apiKey(): string {
return Env.API_KEY ?? "";
}
adminHeader(): string {
return "x-admin-key";
}
adminToken(): string {
const token = Env.ADMIN_TOKEN;
if (!token) {
throw new Error("ADMIN_TOKEN not set");
}
return token;
}
abstract numWorkers(): number;
abstract env(): GameEnv;
turnIntervalMs(): number {
return 100;
}
gameCreationRate(): number {
return 2 * 60 * 1000;
}
workerIndex(gameID: GameID): number {
return simpleHash(gameID) % this.numWorkers();
}
workerPath(gameID: GameID): string {
return `w${this.workerIndex(gameID)}`;
}
workerPort(gameID: GameID): number {
return this.workerPortByIndex(this.workerIndex(gameID));
}
workerPortByIndex(index: number): number {
return 3001 + index;
}
}
/** SAM launcher construction duration in ticks (non-instant-build). */
export const SAM_CONSTRUCTION_TICKS = 30 * 10;
export class DefaultConfig implements Config {
private pastelTheme: PastelTheme = new PastelTheme();
private pastelThemeDark: PastelThemeDark = new PastelThemeDark();
private unitInfoCache = new Map<UnitType, UnitInfo>();
constructor(
private _serverConfig: ServerConfig,
private _gameConfig: GameConfig,
private _userSettings: UserSettings | null,
private _isReplay: boolean,
) {}
stripePublishableKey(): string {
return Env.STRIPE_PUBLISHABLE_KEY ?? "";
}
isReplay(): boolean {
return this._isReplay;
}
traitorDefenseDebuff(): number {
return 0.5;
}
traitorSpeedDebuff(): number {
return 0.8;
}
traitorDuration(): number {
return 30 * 10; // 30 seconds
}
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;
}
serverConfig(): ServerConfig {
return this._serverConfig;
}
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;
}
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 100;
}
railroadMaxSize(): number {
return 120;
}
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, 200);
// 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;
}
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;
}
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();
}
theme(): Theme {
return this.userSettings()?.darkMode()
? this.pastelThemeDark
: this.pastelTheme;
}
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
} {
let mag = 0;
let speed = 0;
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;
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): 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): 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 8;
}
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;
}
warshipRetreatHealthThreshold(): number {
return 750;
}
warshipPassiveHealing(): number {
return 1;
}
warshipPassiveHealingRange(): number {
return 150;
}
warshipPortSwitchThreshold(): number {
return 0.75;
}
defensePostShellAttackRate(): number {
return 100;
}
safeFromPiratesCooldownMax(): number {
return 20;
}
defensePostTargettingRange(): number {
return 75;
}
allianceExtensionPromptOffset(): number {
return 300; // 30 seconds before expiration
}
}