Files
OpenFrontIO/src/core/execution/AttackExecution.ts
T
FloPinguin 7f7cbba12f Water-Nukes 💧 (#3604)
## 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
2026-04-08 20:56:02 -07:00

399 lines
11 KiB
TypeScript

import { renderTroops } from "../../client/Utils";
import {
Attack,
Difficulty,
Execution,
Game,
MessageType,
Player,
PlayerID,
PlayerType,
TerrainType,
TerraNullius,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PseudoRandom } from "../PseudoRandom";
import { assertNever } from "../Util";
import { FlatBinaryHeap } from "./utils/FlatBinaryHeap"; // adjust path if needed
const malusForRetreat = 25;
export class AttackExecution implements Execution {
private active: boolean = true;
private toConquer = new FlatBinaryHeap();
private random = new PseudoRandom(123);
private target: Player | TerraNullius;
private mg: Game;
private attack: Attack | null = null;
constructor(
private startTroops: number | null = null,
private _owner: Player,
private _targetID: PlayerID | null,
private sourceTile: TileRef | null = null,
private removeTroops: boolean = true,
) {}
public targetID(): PlayerID | null {
return this._targetID;
}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game, ticks: number) {
if (!this.active) {
return;
}
this.mg = mg;
if (this._targetID !== null && !mg.hasPlayer(this._targetID)) {
console.warn(`target ${this._targetID} not found`);
this.active = false;
return;
}
this.target =
this._targetID === this.mg.terraNullius().id()
? mg.terraNullius()
: mg.player(this._targetID);
if (this._owner === this.target) {
console.error(`Player ${this._owner} cannot attack itself`);
this.active = false;
return;
}
// ALLIANCE CHECK — block attacks on friendly (ally or same team)
if (this.target.isPlayer()) {
const targetPlayer = this.target as Player;
if (this._owner.isFriendly(targetPlayer)) {
console.warn(
`${this._owner.displayName()} cannot attack ${targetPlayer.displayName()} because they are friendly (allied or same team)`,
);
this.active = false;
return;
}
}
if (this.target && this.target.isPlayer()) {
const targetPlayer = this.target as Player;
if (
targetPlayer.type() !== PlayerType.Bot &&
this._owner.type() !== PlayerType.Bot
) {
// Don't let bots embargo since they can't trade anyway.
targetPlayer.addEmbargo(this._owner, true);
this.rejectIncomingAllianceRequests(targetPlayer);
}
}
if (this.target.isPlayer() && !this._owner.canAttackPlayer(this.target)) {
this.active = false;
return;
}
this.startTroops ??= this.mg
.config()
.attackAmount(this._owner, this.target);
if (this.removeTroops) {
this.startTroops = Math.min(this._owner.troops(), this.startTroops);
this._owner.removeTroops(this.startTroops);
}
this.attack = this._owner.createAttack(
this.target,
this.startTroops,
this.sourceTile,
new Set<TileRef>(),
);
if (this.sourceTile !== null) {
this.addNeighbors(this.sourceTile);
} else {
this.refreshToConquer();
}
// Record stats
this.mg.stats().attack(this._owner, this.target, this.startTroops);
for (const incoming of this._owner.incomingAttacks()) {
if (incoming.attacker() === this.target) {
// Target has opposing attack, cancel them out
if (incoming.troops() > this.attack.troops()) {
incoming.setTroops(incoming.troops() - this.attack.troops());
this.attack.delete();
this.active = false;
return;
} else {
this.attack.setTroops(this.attack.troops() - incoming.troops());
incoming.delete();
}
}
}
for (const outgoing of this._owner.outgoingAttacks()) {
if (
outgoing !== this.attack &&
outgoing.target() === this.attack.target() &&
// Boat attacks (sourceTile is not null) are not combined with other attacks
this.attack.sourceTile() === null
) {
this.attack.setTroops(this.attack.troops() + outgoing.troops());
outgoing.delete();
}
}
if (this.target.isPlayer()) {
const difficulty = this.mg.config().gameConfig().difficulty;
let relationChange: number;
switch (difficulty) {
case Difficulty.Easy:
relationChange = -60;
break;
case Difficulty.Medium:
relationChange = -70;
break;
case Difficulty.Hard:
relationChange = -80;
break;
case Difficulty.Impossible:
relationChange = -100;
break;
default:
assertNever(difficulty);
}
this.target.updateRelation(this._owner, relationChange);
}
}
private refreshToConquer() {
if (this.attack === null) {
throw new Error("Attack not initialized");
}
this.toConquer.clear();
this.attack.clearBorder();
for (const tile of this._owner.borderTiles()) {
this.addNeighbors(tile);
}
}
private retreat(malusPercent = 0) {
if (this.attack === null) {
throw new Error("Attack not initialized");
}
const deaths = this.attack.troops() * (malusPercent / 100);
if (deaths) {
this.mg.displayMessage(
"events_display.attack_cancelled_retreat",
MessageType.ATTACK_CANCELLED,
this._owner.id(),
undefined,
{ troops: renderTroops(deaths) },
);
}
if (this.removeTroops === false && this.sourceTile === null) {
// startTroops are always added to attack troops at init but not always removed from owner troops
// subtract startTroops from attack troops so we don't give back startTroops to owner that were never removed
// boat attacks (sourceTile !== null) are the exception: troops were removed at departure and must be returned after attack still
this.attack.setTroops(this.attack.troops() - (this.startTroops ?? 0));
}
const survivors = this.attack.troops() - deaths;
this._owner.addTroops(survivors);
this.attack.delete();
this.active = false;
// Not all retreats are canceled attacks
if (this.attack.retreated()) {
// Record stats
this.mg.stats().attackCancel(this._owner, this.target, survivors);
}
}
tick(ticks: number) {
if (this.attack === null) {
throw new Error("Attack not initialized");
}
let troopCount = this.attack.troops(); // cache troop count
const targetIsPlayer = this.target.isPlayer(); // cache target type
const targetPlayer = targetIsPlayer ? (this.target as Player) : null; // cache target player
if (this.attack.retreated()) {
if (targetIsPlayer) {
this.retreat(malusForRetreat);
} else {
this.retreat();
}
this.active = false;
return;
}
if (this.attack.retreating()) {
return;
}
if (!this.attack.isActive()) {
this.active = false;
return;
}
if (targetPlayer && this._owner.isFriendly(targetPlayer)) {
// In this case a new alliance was created AFTER the attack started.
this.retreat();
return;
}
let numTilesPerTick = this.mg
.config()
.attackTilesPerTick(
troopCount,
this._owner,
this.target,
this.attack.borderSize() + this.random.nextInt(0, 5),
);
while (numTilesPerTick > 0) {
if (troopCount < 1) {
this.attack.delete();
this.active = false;
return;
}
if (this.toConquer.size() === 0) {
this.refreshToConquer();
this.retreat();
return;
}
const [tileToConquer] = this.toConquer.dequeue();
this.attack.removeBorderTile(tileToConquer);
let onBorder = false;
for (const n of this.mg.neighbors(tileToConquer)) {
if (this.mg.owner(n) === this._owner) {
onBorder = true;
break;
}
}
if (this.mg.owner(tileToConquer) !== this.target || !onBorder) {
continue;
}
if (!this.mg.isLand(tileToConquer)) {
continue;
}
this.addNeighbors(tileToConquer);
const { attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed } = this.mg
.config()
.attackLogic(
this.mg,
troopCount,
this._owner,
this.target,
tileToConquer,
);
numTilesPerTick -= tilesPerTickUsed;
troopCount -= attackerTroopLoss;
this.attack.setTroops(troopCount);
if (targetPlayer) {
targetPlayer.removeTroops(defenderTroopLoss);
}
this._owner.conquer(tileToConquer);
this.handleDeadDefender();
}
}
private rejectIncomingAllianceRequests(target: Player) {
const request = this._owner
.incomingAllianceRequests()
.find((ar) => ar.requestor() === target);
if (request !== undefined) {
request.reject();
}
}
private addNeighbors(tile: TileRef) {
if (this.attack === null) {
throw new Error("Attack not initialized");
}
const tickNow = this.mg.ticks(); // cache tick
for (const neighbor of this.mg.neighbors(tile)) {
if (
this.mg.isWater(neighbor) ||
this.mg.owner(neighbor) !== this.target
) {
continue;
}
this.attack.addBorderTile(neighbor);
let numOwnedByMe = 0;
for (const n of this.mg.neighbors(neighbor)) {
if (this.mg.owner(n) === this._owner) {
numOwnedByMe++;
}
}
let mag = 0;
switch (this.mg.terrainType(neighbor)) {
case TerrainType.Plains:
mag = 1;
break;
case TerrainType.Highland:
mag = 1.5;
break;
case TerrainType.Mountain:
mag = 2;
break;
}
const priority =
(this.random.nextInt(0, 7) + 10) * (1 - numOwnedByMe * 0.5 + mag / 2) +
tickNow;
this.toConquer.enqueue(neighbor, priority);
}
}
private handleDeadDefender() {
if (!(this.target.isPlayer() && this.target.numTilesOwned() < 100)) return;
this.mg.conquerPlayer(this._owner, this.target);
for (let i = 0; i < 10; i++) {
for (const tile of this.target.tiles()) {
const borders = this.mg
.neighbors(tile)
.some((t) => this.mg.owner(t) === this._owner);
if (borders) {
this._owner.conquer(tile);
} else {
for (const neighbor of this.mg.neighbors(tile)) {
const no = this.mg.owner(neighbor);
if (
no.isPlayer() &&
no !== this.target &&
!no.isFriendly(this.target)
) {
this.mg.player(no.id()).conquer(tile);
break;
}
}
}
}
}
}
owner(): Player {
return this._owner;
}
isActive(): boolean {
return this.active;
}
}