Files
OpenFrontIO/src/core/execution/SAMLauncherExecution.ts
T
evanpelle 1d0732d3d9 Refactor UnitSpecific info => AllUnitParams type union (#701)
## Description:

By using a type union we get better type safety, enforcing each unit
type have the appropriate params when initializing

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan

---------

Co-authored-by: evan <openfrontio@gmail.com>
2025-05-10 11:40:47 -07:00

197 lines
5.1 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Execution,
Game,
MessageType,
Player,
PlayerID,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PseudoRandom } from "../PseudoRandom";
import { SAMMissileExecution } from "./SAMMissileExecution";
export class SAMLauncherExecution implements Execution {
private player: Player;
private mg: Game;
private active: boolean = true;
private searchRangeRadius = 80;
// 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 pseudoRandom: PseudoRandom;
constructor(
private ownerId: PlayerID,
private tile: TileRef,
private sam: Unit | null = null,
) {
if (sam != null) {
this.tile = sam.tile();
}
}
init(mg: Game, ticks: number): void {
this.mg = mg;
if (!mg.hasPlayer(this.ownerId)) {
console.warn(`SAMLauncherExecution: owner ${this.ownerId} not found`);
this.active = false;
return;
}
this.player = mg.player(this.ownerId);
}
private getSingleTarget(): Unit | null {
const nukes = this.mg
.nearbyUnits(this.sam.tile(), this.searchRangeRadius, [
UnitType.AtomBomb,
UnitType.HydrogenBomb,
])
.filter(
({ unit }) =>
unit.owner() !== this.player && !this.player.isFriendly(unit.owner()),
);
return (
nukes.sort((a, b) => {
const { unit: unitA, distSquared: distA } = a;
const { unit: unitB, distSquared: distB } = b;
// Prioritize Hydrogen Bombs
if (
unitA.type() === UnitType.HydrogenBomb &&
unitB.type() !== UnitType.HydrogenBomb
)
return -1;
if (
unitA.type() !== UnitType.HydrogenBomb &&
unitB.type() === UnitType.HydrogenBomb
)
return 1;
// If both are the same type, sort by distance (lower `distSquared` means closer)
return distA - distB;
})[0]?.unit ?? null
);
}
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.sam == null) {
const spawnTile = this.player.canBuild(UnitType.SAMLauncher, this.tile);
if (spawnTile == false) {
consolex.warn("cannot build SAM Launcher");
this.active = false;
return;
}
this.sam = this.player.buildUnit(UnitType.SAMLauncher, spawnTile, {
cooldownDuration: this.mg.config().SAMCooldown(),
});
}
if (!this.sam.isActive()) {
this.active = false;
return;
}
if (this.player != this.sam.owner()) {
this.player = this.sam.owner();
}
if (!this.pseudoRandom) {
this.pseudoRandom = new PseudoRandom(this.sam.id());
}
const mirvWarheadTargets = this.mg
.nearbyUnits(
this.sam.tile(),
this.MIRVWarheadSearchRadius,
UnitType.MIRVWarhead,
)
.map(({ unit }) => unit)
.filter(
(unit) =>
unit.owner() !== this.player && !this.player.isFriendly(unit.owner()),
)
.filter(
(unit) =>
this.mg.manhattanDist(unit.detonationDst(), this.sam.tile()) <
this.MIRVWarheadProtectionRadius,
);
let target: Unit | null = null;
if (mirvWarheadTargets.length == 0) {
target = this.getSingleTarget();
}
if (
this.sam.isCooldown() &&
this.sam.ticksLeftInCooldown(this.mg.config().SAMCooldown()) == 0
) {
this.sam.setCooldown(false);
}
const isSingleTarget = target && !target.targetedBySAM();
if (
(isSingleTarget || mirvWarheadTargets.length > 0) &&
!this.sam.isCooldown()
) {
this.sam.setCooldown(true);
const type =
mirvWarheadTargets.length > 0 ? UnitType.MIRVWarhead : target.type();
const random = this.pseudoRandom.next();
const hit = this.isHit(type, random);
if (!hit) {
this.mg.displayMessage(
`Missile failed to intercept ${type}`,
MessageType.ERROR,
this.sam.owner().id(),
);
} else {
if (mirvWarheadTargets.length > 0) {
// Message
this.mg.displayMessage(
`${mirvWarheadTargets.length} MIRV warheads intercepted`,
MessageType.SUCCESS,
this.sam.owner().id(),
);
// Delete warheads
mirvWarheadTargets.forEach((u) => u.delete());
} else {
target.setTargetedBySAM(true);
this.mg.addExecution(
new SAMMissileExecution(
this.sam.tile(),
this.sam.owner(),
this.sam,
target,
),
);
}
}
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}