Files
OpenFrontIO/src/core/pathfinding/PathFinder.Parabola.ts
T
DevelopingTom c92895620f Add new bouncing trajectory for april fools (#3534)
## Description:

For April Fools day, the nukes can randomly bounce (1/10 chance).

Changes:
- New BouncingParabola trajectory
- Generic "Text Event" to display a `Boing!` where the bounce happens
- The complete trajectory, with or without bounce, is used by the SAM
interceptor so there should be no defense gap.



![bounce](https://github.com/user-attachments/assets/8e7c9cbd-1605-4757-9bf2-f99987470fe2)


## 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:

IngloriousTom
2026-03-31 17:03:43 -07:00

198 lines
5.6 KiB
TypeScript

import { Game, PlayerID } from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { GameUpdateType } from "../game/GameUpdates";
import { within } from "../Util";
import { DistanceBasedBezierCurve } from "../utilities/Line";
import { PathResult, PathStatus, SteppingPathFinder } from "./types";
export interface ParabolaOptions {
increment?: number;
distanceBasedHeight?: boolean;
directionUp?: boolean;
minHeight?: number;
}
const PARABOLA_MIN_HEIGHT = 50;
export class ParabolaUniversalPathFinder
implements SteppingPathFinder<TileRef>
{
private curve: DistanceBasedBezierCurve | null = null;
private lastTo: TileRef | null = null;
constructor(
private gameMap: GameMap,
private options?: ParabolaOptions,
) {}
private createCurve(from: TileRef, to: TileRef): DistanceBasedBezierCurve {
const increment = this.options?.increment ?? 3;
const distanceBasedHeight = this.options?.distanceBasedHeight ?? true;
const minHeight = this.options?.minHeight ?? PARABOLA_MIN_HEIGHT;
const directionUp = this.options?.directionUp ?? true;
const p0 = { x: this.gameMap.x(from), y: this.gameMap.y(from) };
const p3 = { x: this.gameMap.x(to), y: this.gameMap.y(to) };
const dx = p3.x - p0.x;
const dy = p3.y - p0.y;
const distance = Math.sqrt(dx * dx + dy * dy);
const maxHeight = distanceBasedHeight
? Math.max(distance / 3, minHeight)
: 0;
const heightMult = directionUp ? -1 : 1;
const mapHeight = this.gameMap.height();
const p1 = {
x: p0.x + dx / 4,
y: within(p0.y + dy / 4 + heightMult * maxHeight, 0, mapHeight - 1),
};
const p2 = {
x: p0.x + (dx * 3) / 4,
y: within(p0.y + (dy * 3) / 4 + heightMult * maxHeight, 0, mapHeight - 1),
};
return new DistanceBasedBezierCurve(p0, p1, p2, p3, increment);
}
findPath(from: TileRef | TileRef[], to: TileRef): TileRef[] | null {
if (Array.isArray(from)) {
throw new Error(
"ParabolaUniversalPathFinder does not support multiple start points",
);
}
const curve = this.createCurve(from, to);
return curve
.getAllPoints()
.map((p) => this.gameMap.ref(Math.floor(p.x), Math.floor(p.y)));
}
next(from: TileRef, to: TileRef, speed?: number): PathResult<TileRef> {
if (this.lastTo !== to) {
this.curve = this.createCurve(from, to);
this.lastTo = to;
}
const nextPoint = this.curve!.increment(speed ?? 1);
if (!nextPoint) {
return { status: PathStatus.COMPLETE, node: to };
}
const tile = this.gameMap.ref(
Math.floor(nextPoint.x),
Math.floor(nextPoint.y),
);
return { status: PathStatus.NEXT, node: tile };
}
invalidate(): void {
this.curve = null;
this.lastTo = null;
}
currentIndex(): number {
return this.curve?.getCurrentIndex() ?? 0;
}
}
export class BouncingParabolaUniversalPathFinder
implements SteppingPathFinder<TileRef>
{
private parabola: ParabolaUniversalPathFinder;
private bouncing = false;
private fromBounce: TileRef;
private toBounce: TileRef;
private previousIndex: number = 0;
constructor(
private mg: Game,
private playerId: PlayerID,
private options?: ParabolaOptions,
) {
this.parabola = new ParabolaUniversalPathFinder(mg.map(), options);
}
next(from: number, to: number, dist?: number): PathResult<TileRef> {
if (this.bouncing) {
return this.nextBounce(dist);
}
const result = this.parabola.next(from, to, dist);
if (result.status === PathStatus.COMPLETE) {
if (this.bounce(from, to)) {
return this.nextBounce();
}
}
return result;
}
private bounce(from: number, to: number): boolean {
const bounceDest = this.computeBounceDestination(from, to);
if (!bounceDest) {
return false;
}
this.previousIndex = this.parabola.currentIndex();
this.bouncing = true;
this.fromBounce = to;
this.toBounce = bounceDest;
this.mg.addUpdate({
type: GameUpdateType.TextUIEvent,
player: this.playerId,
tile: to,
text: "Boing",
});
this.parabola = new ParabolaUniversalPathFinder(this.mg.map(), {
increment: this.options?.increment ?? 3,
distanceBasedHeight: true,
directionUp: this.options?.directionUp ?? true,
minHeight: 25,
});
return true;
}
private nextBounce(dist?: number): PathResult<TileRef> {
return this.parabola.next(this.fromBounce, this.toBounce, dist);
}
invalidate(): void {
this.parabola.invalidate();
}
findPath(from: number | number[], to: number): number[] | null {
if (Array.isArray(from)) {
throw new Error(
"ParabolaUniversalPathFinder does not support multiple start points",
);
}
const tiles = this.parabola.findPath(from, to);
const newDest = this.computeBounceDestination(from, to);
if (tiles && newDest) {
const bounceTiles = this.parabola.findPath(to, newDest);
if (bounceTiles) {
return tiles?.concat(bounceTiles);
}
}
return tiles;
}
currentIndex(): number {
return this.parabola.currentIndex() + this.previousIndex;
}
private computeBounceDestination(src: TileRef, dst: TileRef): TileRef | null {
const destX = this.mg.x(dst);
const destY = this.mg.y(dst);
const srcX = this.mg.x(src);
const srcY = this.mg.y(src);
const newX = Math.min(
Math.floor(destX + (destX - srcX) / 2),
this.mg.width() - 1,
);
const newY = Math.min(
Math.floor(destY + (destY - srcY) / 2),
this.mg.height() - 1,
);
return this.mg.isValidCoord(newX, newY) ? this.mg.ref(newX, newY) : null;
}
}