Files
OpenFrontIO/src/core/configuration/DefaultConfig.ts
T
evanpelle b5c1ae1bbf Increase traitor punishment (#1456)
During playtesting the traitor punishment still wasn't harsh enough.
2025-07-17 08:01:53 -07:00

898 lines
23 KiB
TypeScript

import { JWK } from "jose";
import { z } from "zod/v4";
import {
Difficulty,
Duos,
Game,
GameMapType,
GameMode,
GameType,
Gold,
Player,
PlayerInfo,
PlayerType,
Quads,
TerrainType,
TerraNullius,
Tick,
Trios,
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 { assertNever, simpleHash, within } from "../Util";
import { Config, GameEnv, NukeMagnitude, ServerConfig, Theme } from "./Config";
import { PastelTheme } from "./PastelTheme";
import { PastelThemeDark } from "./PastelThemeDark";
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),
});
const numPlayersConfig = {
[GameMapType.GatewayToTheAtlantic]: [80, 60, 40],
[GameMapType.SouthAmerica]: [70, 50, 40],
[GameMapType.NorthAmerica]: [80, 60, 50],
[GameMapType.Africa]: [100, 80, 50],
[GameMapType.Europe]: [80, 50, 30],
[GameMapType.Australia]: [50, 40, 30],
[GameMapType.Iceland]: [50, 40, 30],
[GameMapType.Britannia]: [50, 40, 30],
[GameMapType.Asia]: [60, 50, 30],
[GameMapType.FalklandIslands]: [80, 50, 30],
[GameMapType.Baikal]: [60, 50, 40],
[GameMapType.Mena]: [60, 50, 30],
[GameMapType.Mars]: [50, 40, 30],
[GameMapType.Oceania]: [30, 20, 10],
[GameMapType.EastAsia]: [50, 40, 30],
[GameMapType.FaroeIslands]: [50, 40, 30],
[GameMapType.DeglaciatedAntarctica]: [50, 40, 30],
[GameMapType.EuropeClassic]: [80, 30, 50],
[GameMapType.BetweenTwoSeas]: [40, 50, 30],
[GameMapType.BlackSea]: [40, 50, 30],
[GameMapType.Pangaea]: [40, 20, 30],
[GameMapType.World]: [150, 80, 50],
[GameMapType.GiantWorldMap]: [150, 100, 60],
[GameMapType.Halkidiki]: [50, 40, 30],
[GameMapType.StraitOfGibraltar]: [50, 40, 30],
[GameMapType.Italia]: [50, 40, 30],
} as const satisfies Record<GameMapType, [number, number, number]>;
export abstract class DefaultServerConfig implements ServerConfig {
allowedFlares(): string[] | undefined {
return;
}
stripePublishableKey(): string {
return process.env.STRIPE_PUBLISHABLE_KEY ?? "";
}
domain(): string {
return process.env.DOMAIN ?? "";
}
subdomain(): string {
return process.env.SUBDOMAIN ?? "";
}
cloudflareAccountId(): string {
return process.env.CF_ACCOUNT_ID ?? "";
}
cloudflareApiToken(): string {
return process.env.CF_API_TOKEN ?? "";
}
cloudflareConfigPath(): string {
return process.env.CF_CONFIG_PATH ?? "";
}
cloudflareCredsPath(): string {
return process.env.CF_CREDS_PATH ?? "";
}
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 ${jwksUrl}`);
const response = await fetch(jwksUrl);
const result = JwksSchema.safeParse(await response.json());
if (!result.success) {
const error = z.prettifyError(result.error);
console.error("Error parsing JWKS", error);
throw new Error("Invalid JWKS");
}
this.publicKey = result.data.keys[0];
return this.publicKey;
}
otelEnabled(): boolean {
return (
Boolean(this.otelEndpoint()) &&
Boolean(this.otelUsername()) &&
Boolean(this.otelPassword())
);
}
otelEndpoint(): string {
return process.env.OTEL_ENDPOINT ?? "";
}
otelUsername(): string {
return process.env.OTEL_USERNAME ?? "";
}
otelPassword(): string {
return process.env.OTEL_PASSWORD ?? "";
}
gitCommit(): string {
return process.env.GIT_COMMIT ?? "";
}
r2Endpoint(): string {
return `https://${process.env.CF_ACCOUNT_ID}.r2.cloudflarestorage.com`;
}
r2AccessKey(): string {
return process.env.R2_ACCESS_KEY ?? "";
}
r2SecretKey(): string {
return process.env.R2_SECRET_KEY ?? "";
}
r2Bucket(): string {
return process.env.R2_BUCKET ?? "";
}
adminHeader(): string {
return "x-admin-key";
}
adminToken(): string {
return process.env.ADMIN_TOKEN ?? "dummy-admin-token";
}
abstract numWorkers(): number;
abstract env(): GameEnv;
turnIntervalMs(): number {
return 100;
}
gameCreationRate(): number {
return 60 * 1000;
}
lobbyMaxPlayers(
map: GameMapType,
mode: GameMode,
numPlayerTeams: TeamCountConfig | undefined,
): number {
const [l, m, s] = numPlayersConfig[map] ?? [50, 30, 20];
const r = Math.random();
const base = r < 0.3 ? l : r < 0.6 ? m : s;
let p = Math.min(mode === GameMode.Team ? Math.ceil(base * 1.5) : base, l);
if (numPlayerTeams === undefined) return p;
switch (numPlayerTeams) {
case Duos:
p -= p % 2;
break;
case Trios:
p -= p % 3;
break;
case Quads:
p -= p % 4;
break;
default:
p -= p % numPlayerTeams;
break;
}
return p;
}
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;
}
}
export class DefaultConfig implements Config {
private pastelTheme: PastelTheme = new PastelTheme();
private pastelThemeDark: PastelThemeDark = new PastelThemeDark();
constructor(
private _serverConfig: ServerConfig,
private _gameConfig: GameConfig,
private _userSettings: UserSettings | null,
private _isReplay: boolean,
) {}
stripePublishableKey(): string {
return process.env.STRIPE_PUBLISHABLE_KEY ?? "";
}
isReplay(): boolean {
return this._isReplay;
}
samHittingChance(): number {
return 0.8;
}
samWarheadHittingChance(): number {
return 0.5;
}
traitorDefenseDebuff(): number {
return 0.5;
}
traitorSpeedDebuff(): number {
return 0.6;
}
traitorDuration(): number {
return 30 * 10; // 30 seconds
}
spawnImmunityDuration(): Tick {
return 5 * 10;
}
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;
}
difficultyModifier(difficulty: Difficulty): number {
switch (difficulty) {
case Difficulty.Easy:
return 1;
case Difficulty.Medium:
return 3;
case Difficulty.Hard:
return 9;
case Difficulty.Impossible:
return 18;
}
}
cityPopulationIncrease(): 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 75;
}
SiloCooldown(): number {
return 75;
}
defensePostRange(): number {
return 30;
}
defensePostDefenseBonus(): number {
return 5;
}
defensePostSpeedBonus(): number {
return 3;
}
playerTeams(): TeamCountConfig {
return this._gameConfig.playerTeams ?? 0;
}
spawnNPCs(): boolean {
return !this._gameConfig.disableNPCs;
}
isUnitDisabled(unitType: UnitType): boolean {
return this._gameConfig.disabledUnits?.includes(unitType) ?? false;
}
bots(): number {
return this._gameConfig.bots;
}
instantBuild(): boolean {
return this._gameConfig.instantBuild;
}
infiniteGold(): boolean {
return this._gameConfig.infiniteGold;
}
infiniteTroops(): boolean {
return this._gameConfig.infiniteTroops;
}
trainSpawnRate(numberOfStations: number): number {
return Math.min(1400, Math.round(20 * Math.pow(numberOfStations, 0.5)));
}
trainGold(): Gold {
return BigInt(10_000);
}
trainStationMinRange(): number {
return 15;
}
trainStationMaxRange(): number {
return 80;
}
railroadMaxSize(): number {
return 100;
}
tradeShipGold(dist: number, numPorts: number): Gold {
const baseGold = Math.floor(50000 + 130 * dist);
const basePortBonus = 0.2;
const diminishingFactor = 0.95;
let totalMultiplier = 1;
for (let i = 0; i < numPorts; i++) {
totalMultiplier += basePortBonus * Math.pow(diminishingFactor, i);
}
return BigInt(Math.floor(baseGold * totalMultiplier));
}
// Chance to spawn a trade ship in one second,
tradeShipSpawnRate(numTradeShips: number): number {
if (numTradeShips < 20) {
return 5;
}
if (numTradeShips <= 150) {
const additional = numTradeShips - 20;
return Math.pow(additional, 0.8) + 5;
}
return 1_000_000;
}
unitInfo(type: UnitType): UnitInfo {
switch (type) {
case UnitType.TransportShip:
return {
cost: () => 0n,
territoryBound: false,
};
case UnitType.Warship:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: BigInt(
Math.min(
1_000_000,
(p.unitsOwned(UnitType.Warship) + 1) * 250_000,
),
),
territoryBound: false,
maxHealth: 1000,
};
case UnitType.Shell:
return {
cost: () => 0n,
territoryBound: false,
damage: 250,
};
case UnitType.SAMMissile:
return {
cost: () => 0n,
territoryBound: false,
};
case UnitType.Port:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: BigInt(
Math.min(
1_000_000,
Math.pow(2, p.unitsConstructed(UnitType.Port)) * 125_000,
),
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
canBuildTrainStation: true,
};
case UnitType.AtomBomb:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: 750_000n,
territoryBound: false,
};
case UnitType.HydrogenBomb:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: 5_000_000n,
territoryBound: false,
};
case UnitType.MIRV:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: 25_000_000n,
territoryBound: false,
};
case UnitType.MIRVWarhead:
return {
cost: () => 0n,
territoryBound: false,
};
case UnitType.TradeShip:
return {
cost: () => 0n,
territoryBound: false,
};
case UnitType.MissileSilo:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: 1_000_000n,
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 10 * 10,
upgradable: true,
};
case UnitType.DefensePost:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: BigInt(
Math.min(
250_000,
(p.unitsConstructed(UnitType.DefensePost) + 1) * 50_000,
),
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 5 * 10,
};
case UnitType.SAMLauncher:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: BigInt(
Math.min(
3_000_000,
(p.unitsConstructed(UnitType.SAMLauncher) + 1) * 1_500_000,
),
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 30 * 10,
upgradable: true,
};
case UnitType.City:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: BigInt(
Math.min(
1_000_000,
Math.pow(2, p.unitsConstructed(UnitType.City)) * 125_000,
),
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
canBuildTrainStation: true,
};
case UnitType.Factory:
return {
cost: (p: Player) =>
p.type() === PlayerType.Human && this.infiniteGold()
? 0n
: BigInt(
Math.min(
1_000_000,
Math.pow(2, p.unitsConstructed(UnitType.Factory)) * 125_000,
),
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
canBuildTrainStation: true,
experimental: true,
upgradable: true,
};
case UnitType.Construction:
return {
cost: () => 0n,
territoryBound: true,
};
case UnitType.Train:
return {
cost: () => 0n,
territoryBound: false,
experimental: true,
};
default:
assertNever(type);
}
}
defaultDonationAmount(sender: Player): number {
return Math.floor(sender.troops() / 3);
}
donateCooldown(): Tick {
return 10 * 10;
}
emojiMessageDuration(): Tick {
return 5 * 10;
}
emojiMessageCooldown(): Tick {
return 5 * 10;
}
targetDuration(): Tick {
return 10 * 10;
}
targetCooldown(): Tick {
return 15 * 10;
}
allianceRequestCooldown(): Tick {
return 30 * 10;
}
allianceDuration(): Tick {
return 600 * 10; // 10 minutes.
}
temporaryEmbargoDuration(): Tick {
return 300 * 10; // 5 minutes.
}
percentageTilesOwnedToWin(): number {
if (this._gameConfig.gameMode === GameMode.Team) {
return 95;
}
return 80;
}
boatMaxNumber(): number {
return 3;
}
numSpawnPhaseTurns(): number {
return this._gameConfig.gameType === GameType.Singleplayer ? 100 : 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 (
attacker.type() === PlayerType.Human &&
defender.type() === PlayerType.Bot
) {
mag *= 0.8;
}
if (
attacker.type() === PlayerType.FakeHuman &&
defender.type() === PlayerType.Bot
) {
mag *= 0.8;
}
}
let largeLossModifier = 1;
if (attacker.numTilesOwned() > 100_000) {
largeLossModifier = Math.sqrt(100_000 / attacker.numTilesOwned());
}
let largeSpeedMalus = 1;
if (attacker.numTilesOwned() > 75_000) {
// sqrt is only exponent 1/2 which doesn't slow enough huge players
largeSpeedMalus = (75_000 / attacker.numTilesOwned()) ** 0.6;
}
if (defender.isPlayer()) {
return {
attackerTroopLoss:
within(defender.troops() / attackTroops, 0.6, 2) *
mag *
0.8 *
largeLossModifier *
(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
tilesPerTickUsed:
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
speed *
largeSpeedMalus *
(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;
}
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.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return 2_500 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Medium:
return 5_000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Hard:
return 20_000 * (playerInfo?.nation?.strength ?? 1);
case Difficulty.Impossible:
return 50_000 * (playerInfo?.nation?.strength ?? 1);
}
}
return this.infiniteTroops() ? 1_000_000 : 25_000;
}
maxPopulation(player: Player | PlayerView): number {
const maxPop =
player.type() === PlayerType.Human && this.infiniteTroops()
? 1_000_000_000
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
player
.units(UnitType.City)
.map((city) => city.level())
.reduce((a, b) => a + b, 0) *
this.cityPopulationIncrease();
if (player.type() === PlayerType.Bot) {
return maxPop / 2;
}
if (player.type() === PlayerType.Human) {
return maxPop;
}
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return maxPop * 0.5;
case Difficulty.Medium:
return maxPop * 1;
case Difficulty.Hard:
return maxPop * 1.5;
case Difficulty.Impossible:
return maxPop * 2;
}
}
populationIncreaseRate(player: Player): number {
const max = this.maxPopulation(player);
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
const ratio = 1 - player.population() / max;
toAdd *= ratio;
if (player.type() === PlayerType.Bot) {
toAdd *= 0.7;
}
if (player.type() === PlayerType.FakeHuman) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
toAdd *= 0.9;
break;
case Difficulty.Medium:
toAdd *= 1;
break;
case Difficulty.Hard:
toAdd *= 1.1;
break;
case Difficulty.Impossible:
toAdd *= 1.2;
break;
}
}
return Math.min(player.population() + toAdd, max) - player.population();
}
goldAdditionRate(player: Player): Gold {
return BigInt(Math.floor(0.045 * player.workers() ** 0.7));
}
troopAdjustmentRate(player: Player): number {
const maxDiff = this.maxPopulation(player) / 1000;
const target = player.population() * player.targetTroopRatio();
const diff = target - player.troops();
if (Math.abs(diff) < maxDiff) {
return diff;
}
const adjustment = maxDiff * Math.sign(diff);
// Can ramp down troops much faster
if (adjustment < 0) {
return adjustment * 5;
}
return adjustment;
}
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}`);
}
defaultNukeSpeed(): number {
return 6;
}
defaultNukeTargetableRange(): number {
return 120;
}
defaultSamRange(): number {
return 80;
}
// Humans can be population, soldiers attacking, soldiers in boat etc.
nukeDeathFactor(humans: number, tilesOwned: number): number {
return (5 * humans) / Math.max(1, tilesOwned);
}
structureMinDist(): number {
return 15;
}
shellLifetime(): number {
return 50;
}
warshipPatrolRange(): number {
return 100;
}
warshipTargettingRange(): number {
return 130;
}
warshipShellAttackRate(): number {
return 20;
}
defensePostShellAttackRate(): number {
return 100;
}
safeFromPiratesCooldownMax(): number {
return 20;
}
defensePostTargettingRange(): number {
return 75;
}
allianceExtensionPromptOffset(): number {
return 300; // 30 seconds before expiration
}
}