Files
OpenFrontIO/src/core/configuration/DefaultConfig.ts
T
FloPinguin d48415ac2a Game creation rate: 1 minute -> 2 minutes 🔧 (#3259)
## Description:

Can we maintain a one-minute game creation rate with three times as many
lobbies?

I don’t think so - we should allow more time for players to join.

It still shouldn’t bore players, since they can also join the special
mix lobby. That lobby includes both FFA and team games and fills more
quickly due to the higher frequency of compact-map matches (the Wonder
PR https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged for that).

## 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
2026-02-22 21:56:09 -06:00

915 lines
23 KiB
TypeScript

import { JWK } from "jose";
import { z } from "zod";
import {
Difficulty,
Game,
GameMode,
GameType,
Gold,
Player,
PlayerInfo,
PlayerType,
TerrainType,
TerraNullius,
Tick,
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 { NukeType } from "../StatsSchemas";
import { assertNever, sigmoid, simpleHash, within } from "../Util";
import { Config, GameEnv, NukeMagnitude, ServerConfig, Theme } from "./Config";
import { Env } from "./Env";
import { PastelTheme } from "./PastelTheme";
import { PastelThemeDark } from "./PastelThemeDark";
const DEFENSE_DEBUFF_MIDPOINT = 150_000;
const DEFENSE_DEBUFF_DECAY_RATE = Math.LN2 / 50000;
const DEFAULT_SPAWN_IMMUNITY_TICKS = 5 * 10;
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),
});
export abstract class DefaultServerConfig implements ServerConfig {
turnstileSecretKey(): string {
return Env.TURNSTILE_SECRET_KEY ?? "";
}
abstract turnstileSiteKey(): string;
allowedFlares(): string[] | undefined {
return;
}
stripePublishableKey(): string {
return Env.STRIPE_PUBLISHABLE_KEY ?? "";
}
domain(): string {
return Env.DOMAIN ?? "";
}
subdomain(): string {
return Env.SUBDOMAIN ?? "";
}
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 ${jwksUrl}`);
const response = await fetch(jwksUrl);
const result = JwksSchema.safeParse(await response.json());
if (!result.success) {
const error = z.prettifyError(result.error);
console.error("Error parsing JWKS", error);
throw new Error("Invalid JWKS");
}
this.publicKey = result.data.keys[0];
return this.publicKey;
}
otelEnabled(): boolean {
return (
this.env() !== GameEnv.Dev &&
Boolean(this.otelEndpoint()) &&
Boolean(this.otelAuthHeader())
);
}
otelEndpoint(): string {
return Env.OTEL_EXPORTER_OTLP_ENDPOINT ?? "";
}
otelAuthHeader(): string {
return Env.OTEL_AUTH_HEADER ?? "";
}
gitCommit(): string {
return Env.GIT_COMMIT ?? "";
}
apiKey(): string {
return Env.API_KEY ?? "";
}
adminHeader(): string {
return "x-admin-key";
}
adminToken(): string {
const token = Env.ADMIN_TOKEN;
if (!token) {
throw new Error("ADMIN_TOKEN not set");
}
return token;
}
abstract numWorkers(): number;
abstract env(): GameEnv;
turnIntervalMs(): number {
return 100;
}
gameCreationRate(): number {
return 2 * 60 * 1000;
}
workerIndex(gameID: GameID): number {
return simpleHash(gameID) % this.numWorkers();
}
workerPath(gameID: GameID): string {
return `w${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();
private unitInfoCache = new Map<UnitType, UnitInfo>();
constructor(
private _serverConfig: ServerConfig,
private _gameConfig: GameConfig,
private _userSettings: UserSettings | null,
private _isReplay: boolean,
) {}
stripePublishableKey(): string {
return Env.STRIPE_PUBLISHABLE_KEY ?? "";
}
isReplay(): boolean {
return this._isReplay;
}
traitorDefenseDebuff(): number {
return 0.5;
}
traitorSpeedDebuff(): number {
return 0.8;
}
traitorDuration(): number {
return 30 * 10; // 30 seconds
}
spawnImmunityDuration(): Tick {
return (
this._gameConfig.spawnImmunityDuration ?? DEFAULT_SPAWN_IMMUNITY_TICKS
);
}
nationSpawnImmunityDuration(): Tick {
return DEFAULT_SPAWN_IMMUNITY_TICKS;
}
hasExtendedSpawnImmunity(): boolean {
return this.spawnImmunityDuration() > DEFAULT_SPAWN_IMMUNITY_TICKS;
}
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;
}
cityTroopIncrease(): 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;
}
spawnNations(): boolean {
return !this._gameConfig.disableNations;
}
isUnitDisabled(unitType: UnitType): boolean {
return this._gameConfig.disabledUnits?.includes(unitType) ?? false;
}
bots(): number {
return this._gameConfig.bots;
}
instantBuild(): boolean {
return this._gameConfig.instantBuild;
}
disableNavMesh(): boolean {
return this._gameConfig.disableNavMesh ?? false;
}
isRandomSpawn(): boolean {
return this._gameConfig.randomSpawn;
}
infiniteGold(): boolean {
return this._gameConfig.infiniteGold;
}
donateGold(): boolean {
return this._gameConfig.donateGold;
}
infiniteTroops(): boolean {
return this._gameConfig.infiniteTroops;
}
donateTroops(): boolean {
return this._gameConfig.donateTroops;
}
goldMultiplier(): number {
return this._gameConfig.goldMultiplier ?? 1;
}
startingGold(playerInfo: PlayerInfo): Gold {
if (playerInfo.playerType === PlayerType.Bot) {
return 0n;
}
return BigInt(this._gameConfig.startingGold ?? 0);
}
trainSpawnRate(numPlayerFactories: number): number {
// hyperbolic decay, midpoint at 10 factories
// expected number of trains = numPlayerFactories / trainSpawnRate(numPlayerFactories)
return (numPlayerFactories + 10) * 18;
}
trainGold(rel: "self" | "team" | "ally" | "other"): Gold {
const multiplier = this.goldMultiplier();
let baseGold: bigint;
switch (rel) {
case "ally":
baseGold = 35_000n;
break;
case "team":
case "other":
baseGold = 25_000n;
break;
case "self":
baseGold = 10_000n;
break;
}
return BigInt(Math.floor(Number(baseGold) * multiplier));
}
trainStationMinRange(): number {
return 15;
}
trainStationMaxRange(): number {
return 100;
}
railroadMaxSize(): number {
return 120;
}
tradeShipGold(dist: number): Gold {
// Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under range debuff.
const debuff = this.tradeShipShortRangeDebuff();
const baseGold =
50_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 50 * dist;
const multiplier = this.goldMultiplier();
return BigInt(Math.floor(baseGold * multiplier));
}
// Probability of trade ship spawn = 1 / tradeShipSpawnRate
tradeShipSpawnRate(
tradeShipSpawnRejections: number,
numTradeShips: number,
): number {
const decayRate = Math.LN2 / 50;
// Approaches 0 as numTradeShips increase
const baseSpawnRate = 1 - sigmoid(numTradeShips, decayRate, 200);
// Pity timer: increases spawn chance after consecutive rejections
const rejectionModifier = 1 / (tradeShipSpawnRejections + 1);
return Math.floor((100 * rejectionModifier) / baseSpawnRate);
}
unitInfo(type: UnitType): UnitInfo {
const cached = this.unitInfoCache.get(type);
if (cached !== undefined) {
return cached;
}
let info: UnitInfo;
switch (type) {
case UnitType.TransportShip:
info = {
cost: () => 0n,
};
break;
case UnitType.Warship:
info = {
cost: this.costWrapper(
(numUnits: number) => Math.min(1_000_000, (numUnits + 1) * 250_000),
UnitType.Warship,
),
maxHealth: 1000,
};
break;
case UnitType.Shell:
info = {
cost: () => 0n,
damage: 250,
};
break;
case UnitType.SAMMissile:
info = {
cost: () => 0n,
};
break;
case UnitType.Port:
info = {
cost: this.costWrapper(
(numUnits: number) =>
Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
UnitType.Port,
UnitType.Factory,
),
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
};
break;
case UnitType.AtomBomb:
info = {
cost: this.costWrapper(() => 750_000, UnitType.AtomBomb),
};
break;
case UnitType.HydrogenBomb:
info = {
cost: this.costWrapper(() => 5_000_000, UnitType.HydrogenBomb),
};
break;
case UnitType.MIRV:
info = {
cost: (game: Game, player: Player) => {
if (player.type() === PlayerType.Human && this.infiniteGold()) {
return 0n;
}
return 25_000_000n + game.stats().numMirvsLaunched() * 15_000_000n;
},
};
break;
case UnitType.MIRVWarhead:
info = {
cost: () => 0n,
};
break;
case UnitType.TradeShip:
info = {
cost: () => 0n,
};
break;
case UnitType.MissileSilo:
info = {
cost: this.costWrapper(() => 1_000_000, UnitType.MissileSilo),
constructionDuration: this.instantBuild() ? 0 : 10 * 10,
upgradable: true,
};
break;
case UnitType.DefensePost:
info = {
cost: this.costWrapper(
(numUnits: number) => Math.min(250_000, (numUnits + 1) * 50_000),
UnitType.DefensePost,
),
constructionDuration: this.instantBuild() ? 0 : 5 * 10,
};
break;
case UnitType.SAMLauncher:
info = {
cost: this.costWrapper(
(numUnits: number) =>
Math.min(3_000_000, (numUnits + 1) * 1_500_000),
UnitType.SAMLauncher,
),
constructionDuration: this.instantBuild() ? 0 : 30 * 10,
upgradable: true,
};
break;
case UnitType.City:
info = {
cost: this.costWrapper(
(numUnits: number) =>
Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
UnitType.City,
),
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
};
break;
case UnitType.Factory:
info = {
cost: this.costWrapper(
(numUnits: number) =>
Math.min(1_000_000, Math.pow(2, numUnits) * 125_000),
UnitType.Factory,
UnitType.Port,
),
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
};
break;
case UnitType.Train:
info = {
cost: () => 0n,
};
break;
default:
assertNever(type);
}
this.unitInfoCache.set(type, info);
return info;
}
private costWrapper(
costFn: (units: number) => number,
...types: UnitType[]
): (g: Game, p: Player) => bigint {
return (game: Game, player: Player) => {
if (player.type() === PlayerType.Human && this.infiniteGold()) {
return 0n;
}
const numUnits = types.reduce(
(acc, type) =>
acc +
Math.min(player.unitsOwned(type), player.unitsConstructed(type)),
0,
);
return BigInt(costFn(numUnits));
};
}
defaultDonationAmount(sender: Player): number {
return Math.floor(sender.troops() / 3);
}
donateCooldown(): Tick {
return 10 * 10;
}
embargoAllCooldown(): Tick {
return 10 * 10;
}
deletionMarkDuration(): Tick {
return 30 * 10;
}
deleteUnitCooldown(): Tick {
return 30 * 10;
}
emojiMessageDuration(): Tick {
return 5 * 10;
}
emojiMessageCooldown(): Tick {
return 5 * 10;
}
targetDuration(): Tick {
return 10 * 10;
}
targetCooldown(): Tick {
return 15 * 10;
}
allianceRequestDuration(): Tick {
return 20 * 10;
}
allianceRequestCooldown(): Tick {
return 30 * 10;
}
allianceDuration(): Tick {
return 300 * 10; // 5 minutes.
}
temporaryEmbargoDuration(): Tick {
return 300 * 10; // 5 minutes.
}
minDistanceBetweenPlayers(): number {
return 30;
}
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 (defender.isDisconnected() && attacker.isOnSameTeam(defender)) {
// No troop loss if defender is disconnected and on same team
mag = 0;
}
if (
attacker.type() === PlayerType.Human &&
defender.type() === PlayerType.Bot
) {
mag *= 0.8;
}
if (
attacker.type() === PlayerType.Nation &&
defender.type() === PlayerType.Bot
) {
mag *= 0.8;
}
}
if (defender.isPlayer()) {
const defenseSig =
1 -
sigmoid(
defender.numTilesOwned(),
DEFENSE_DEBUFF_DECAY_RATE,
DEFENSE_DEBUFF_MIDPOINT,
);
const largeDefenderSpeedDebuff = 0.7 + 0.3 * defenseSig;
const largeDefenderAttackDebuff = 0.7 + 0.3 * defenseSig;
let largeAttackBonus = 1;
if (attacker.numTilesOwned() > 100_000) {
largeAttackBonus = Math.sqrt(100_000 / attacker.numTilesOwned()) ** 0.7;
}
let largeAttackerSpeedBonus = 1;
if (attacker.numTilesOwned() > 100_000) {
largeAttackerSpeedBonus = (100_000 / attacker.numTilesOwned()) ** 0.6;
}
const defenderTroopLoss = defender.troops() / defender.numTilesOwned();
const traitorMod = defender.isTraitor() ? this.traitorDefenseDebuff() : 1;
const currentAttackerLoss =
within(defender.troops() / attackTroops, 0.6, 2) *
mag *
0.8 *
largeDefenderAttackDebuff *
largeAttackBonus *
traitorMod;
const altAttackerLoss =
1.3 * defenderTroopLoss * (mag / 100) * traitorMod;
const attackerTroopLoss =
0.5 * currentAttackerLoss + 0.5 * altAttackerLoss;
return {
attackerTroopLoss,
defenderTroopLoss,
tilesPerTickUsed:
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
speed *
largeDefenderSpeedDebuff *
largeAttackerSpeedBonus *
(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;
}
tradeShipShortRangeDebuff(): number {
return 300;
}
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.Nation) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return 12_500;
case Difficulty.Medium:
return 18_750;
case Difficulty.Hard:
return 25_000; // Like humans
case Difficulty.Impossible:
return 31_250;
default:
assertNever(this._gameConfig.difficulty);
}
}
return this.infiniteTroops() ? 1_000_000 : 25_000;
}
maxTroops(player: Player | PlayerView): number {
const maxTroops =
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.cityTroopIncrease();
if (player.type() === PlayerType.Bot) {
return maxTroops / 3;
}
if (player.type() === PlayerType.Human) {
return maxTroops;
}
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
return maxTroops * 0.5;
case Difficulty.Medium:
return maxTroops * 0.75;
case Difficulty.Hard:
return maxTroops * 1; // Like humans
case Difficulty.Impossible:
return maxTroops * 1.25;
default:
assertNever(this._gameConfig.difficulty);
}
}
troopIncreaseRate(player: Player): number {
const max = this.maxTroops(player);
let toAdd = 10 + Math.pow(player.troops(), 0.73) / 4;
const ratio = 1 - player.troops() / max;
toAdd *= ratio;
if (player.type() === PlayerType.Bot) {
toAdd *= 0.6;
}
if (player.type() === PlayerType.Nation) {
switch (this._gameConfig.difficulty) {
case Difficulty.Easy:
toAdd *= 0.9;
break;
case Difficulty.Medium:
toAdd *= 0.95;
break;
case Difficulty.Hard:
toAdd *= 1; // Like humans
break;
case Difficulty.Impossible:
toAdd *= 1.05;
break;
default:
assertNever(this._gameConfig.difficulty);
}
}
return Math.min(player.troops() + toAdd, max) - player.troops();
}
goldAdditionRate(player: Player): Gold {
const multiplier = this.goldMultiplier();
let baseRate: bigint;
if (player.type() === PlayerType.Bot) {
baseRate = 50n;
} else {
baseRate = 100n;
}
return BigInt(Math.floor(Number(baseRate) * multiplier));
}
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}`);
}
nukeAllianceBreakThreshold(): number {
return 100;
}
defaultNukeSpeed(): number {
return 6;
}
defaultNukeTargetableRange(): number {
return 150;
}
defaultSamRange(): number {
return 70;
}
samRange(level: number): number {
// rational growth function (level 1 = 70, level 5 just above hydro range, asymptotically approaches 150)
return this.maxSamRange() - 480 / (level + 5);
}
maxSamRange(): number {
return 150;
}
defaultSamMissileSpeed(): number {
return 12;
}
// Humans can be soldiers, soldiers attacking, soldiers in boat etc.
nukeDeathFactor(
nukeType: NukeType,
humans: number,
tilesOwned: number,
maxTroops: number,
): number {
if (nukeType !== UnitType.MIRVWarhead) {
return (5 * humans) / Math.max(1, tilesOwned);
}
const targetTroops = 0.03 * maxTroops;
const excessTroops = Math.max(0, humans - targetTroops);
const scalingFactor = 500;
const steepness = 2;
const normalizedExcess = excessTroops / maxTroops;
return scalingFactor * (1 - Math.exp(-steepness * normalizedExcess));
}
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
}
}