mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 15:20:43 +00:00
b5c1ae1bbf
During playtesting the traitor punishment still wasn't harsh enough.
898 lines
23 KiB
TypeScript
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
|
|
}
|
|
}
|