- aircraft attack orders fly a sortie to the target, bomb once, return to a friendly airport and re-arm (two-day cooldown, charged per aircraft); rebasing is bounded by fuel rather than the 10-tile combat radius - artillery and warships open a sustained hourly bombardment on a standing target, drawn as a red dashed line and ring while either endpoint is selected - a game launched from localhost can enable a testing mode whose train and build rows offer free, instant orders; the server only honours them for a loopback admin in a testing game - an open city panel now unlocks aircraft as soon as an airport finishes
330 lines
12 KiB
JavaScript
330 lines
12 KiB
JavaScript
// Air power and the placement rules shared by coastal and gated buildings:
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// where a port may be raised, which cities may train aircraft or warships, and
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// the endurance model that keeps aircraft tied to a friendly airport.
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import { key } from "../hex.js";
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import { AIR_STRIKE, BOMBARD } from "../data/combat.js";
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export const airMethods = {
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// ----------------------------------------------------- building rules --
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buildingIndexById(id) {
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return this.protoBuildings.findIndex((building) => building.id === id);
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},
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// Whether the city has raised at least one level of the building with `id`.
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hasCityBuilding(city, id) {
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const index = this.buildingIndexById(id);
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return index >= 0 && this.getCityBuildingLevel(city, index) > 0;
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},
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// A tile is coastal when at least one of its neighbours is sea.
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isCoastalCoords(coords) {
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for (const neighbour of this._neighbours(coords)) {
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const tile = this.tiles[key(neighbour.x, neighbour.y)];
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if (tile && tile.terrainClass === "Sea") return true;
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}
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return false;
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},
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isCoastalCity(city) {
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return this.isCoastalCoords(city.coords);
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},
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// -------------------------------------------------------------- air --
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_isAirProto(proto) {
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return !!(proto && proto.air);
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},
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_isAirUnit(unit) {
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return this._isAirProto(this.unitProto(unit));
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},
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// A unit that attacks from range instead of charging into melee: every
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// aircraft and anything with a reach beyond a single tile. A melee unit has a
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// range of one and stays on the ground.
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_isStrikeUnit(unit) {
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const proto = this.unitProto(unit);
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return !!(proto && (proto.strike || proto.air || (proto.range || 1) > 1));
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},
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// The friendly airport city on `coords`, or null. An aircraft parked here
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// refuels and stops burning endurance.
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_friendlyAirportAt(coords, civ) {
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const city = this.cityAt(coords);
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if (!city || city.civ !== civ) return null;
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return this.hasCityBuilding(city, "airport") ? city : null;
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},
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// The airport an aircraft flies home to: its own base when still friendly,
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// otherwise the nearest friendly airport anywhere.
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_nearestFriendlyAirport(unit) {
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const home = this.findCity(unit.homeCityId);
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if (home && home.civ === unit.civ && this.hasCityBuilding(home, "airport")) return home;
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let best = null;
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let bestDistance = Infinity;
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for (const city of this.cities) {
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if (city.civ !== unit.civ || !this.hasCityBuilding(city, "airport")) continue;
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const distance = this.topology.tileDistance(unit.coords, city.coords);
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if (distance < bestDistance) {
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bestDistance = distance;
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best = city;
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}
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}
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return best;
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},
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_pathHours(unit, path) {
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let total = 0;
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for (let i = 1; i < path.length; i++) total += this._tileTravelHours(unit, path[i]);
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return total;
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},
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// Routes an aircraft back to a friendly airport, unless the trip would run
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// past its remaining endurance, in which case it stays put and will crash.
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_orderAirReturn(unit) {
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const airport = this._nearestFriendlyAirport(unit);
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if (!airport) return false;
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const path = this.findPath(unit, unit.coords, airport.coords);
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if (path.length < 2) return false;
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const proto = this.unitProto(unit);
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const fuel = unit.airHours === undefined ? proto.enduranceHours : unit.airHours;
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if (this._pathHours(unit, path) > fuel + 1e-9) return false;
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unit.path = path;
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unit.pathIndex = 0;
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unit.progressHours = 0;
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unit.moveSpeed = null;
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unit.waypoints = [];
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unit.autoReturn = true;
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return true;
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},
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// Runs once per in-game hour: burns one hour of endurance for every airborne
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// aircraft, lands and refuels the ones sitting on a friendly airport, crashes
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// the ones that ran dry, and sends the idle ones home. Aircraft whose fuel is
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// about to run out turn for home even mid-route, so only losing every airport
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// can strand a plane.
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_tickAirUnits() {
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const crashed = [];
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for (const unit of this.units) {
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const proto = this.unitProto(unit);
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if (!this._isAirProto(proto)) continue;
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if (this._friendlyAirportAt(unit.coords, unit.civ)) {
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// A plane that has just flown a strike mission re-arms on the ground:
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// its two-day cooldown begins once it is back on the runway.
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if (unit.airborne && unit.missionFlown) {
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unit.strikeReadyHour = this.totalHours + (AIR_STRIKE.cooldownHours || 0);
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unit.missionFlown = false;
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}
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unit.airHours = proto.enduranceHours;
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unit.airborne = false;
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unit.autoReturn = false;
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continue;
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}
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if (unit.airHours === undefined || unit.airHours === null) {
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unit.airHours = proto.enduranceHours;
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}
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unit.airborne = true;
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unit.airHours -= 1;
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if (unit.airHours <= 0) crashed.push(unit);
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}
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for (const unit of crashed) {
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this._recordMilitaryCasualties([unit]);
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this._destroyUnit(unit);
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}
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if (crashed.length > 0) this._visibilityDirty = true;
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for (const unit of this.units) {
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const proto = this.unitProto(unit);
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if (!this._isAirProto(proto) || !unit.airborne || unit.autoReturn) continue;
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if (this._hasRoute(unit)) {
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// Turn for home before the tanks run dry.
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const airport = this._nearestFriendlyAirport(unit);
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if (!airport) continue;
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const home = this.findPath(unit, unit.coords, airport.coords);
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if (home.length < 2) continue;
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const fuel = unit.airHours === undefined ? proto.enduranceHours : unit.airHours;
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if (this._pathHours(unit, home) >= fuel - 1e-9) this._orderAirReturn(unit);
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continue;
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}
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this._orderAirReturn(unit);
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}
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},
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// ----------------------------------------------------------- strike --
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_strikeTargetAt(coords, civ) {
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const enemies = this.unitsAt(coords).filter(
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(unit) => unit.civ !== civ && this._isMilitary(unit)
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);
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if (enemies.length === 0) return null;
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enemies.sort((a, b) => (a.hp - b.hp) || (a.id - b.id));
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return enemies[0];
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},
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// How far a unit can reach: an aircraft's mission radius, a ground battery's
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// weapon range.
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_strikeRange(proto) {
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if (!proto) return 1;
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return this._isAirProto(proto)
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? (proto.missionRange || proto.range || 1)
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: (proto.range || 1);
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},
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// Whether a unit may strike `goal` right now: inside its reach and, for an
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// aircraft, parked/armed with fuel in the tanks and not still rearming or
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// already flying a mission.
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_strikeReady(unit, goal) {
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const proto = this.unitProto(unit);
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if (!proto) return false;
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const distance = this.topology.tileDistance(unit.coords, goal);
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if (distance > this._strikeRange(proto)) return false;
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if (!this._isAirProto(proto)) return true;
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if (unit.strikeTarget) return false;
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if (this.totalHours < (unit.strikeReadyHour || 0)) return false;
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const fuel = unit.airHours === undefined ? proto.enduranceHours : unit.airHours;
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return fuel > 0;
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},
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// A ground or naval battery opens a sustained bombardment of `goal`: it never
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// moves and fires one small volley every in-game hour (`_tickStrikes`) until
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// the target dies, moves out of reach, or the battery is ordered elsewhere.
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// Declares war on the target if the two were at peace.
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requestBombard(unitIds, goal) {
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const units = this._unitsForOrder(unitIds).filter(
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(unit) => this._isStrikeUnit(unit) && !this._isAirUnit(unit)
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);
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if (units.length === 0) return false;
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const civ = units[0].civ;
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const target = this._strikeTargetAt(goal, civ);
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if (!target) return false;
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if (units.some((unit) => unit.civ !== civ || !this._strikeReady(unit, goal))) return false;
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this._declareWar(civ, target.civ);
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for (const unit of units) {
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this._stopUnit(unit);
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unit.strikeTarget = { x: goal.x, y: goal.y };
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}
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this._emitChanged();
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return true;
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},
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// An aircraft sortie: the plane flies to `goal` and bombs the hostile unit
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// there on arrival, then heads home. The attack is charged up front, per
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// aircraft, and the cooldown starts when the plane lands again.
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requestAirStrike(unitIds, goal) {
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const units = this._unitsForOrder(unitIds).filter((unit) => this._isAirUnit(unit));
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if (units.length === 0) return false;
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const civ = units[0].civ;
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const target = this._strikeTargetAt(goal, civ);
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if (!target) return false;
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if (units.some((unit) => unit.civ !== civ || !this._strikeReady(unit, goal))) return false;
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// Plan every flight before charging, so a rejected route costs nothing.
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const paths = [];
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for (const unit of units) {
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const path = this.findPath(unit, unit.coords, goal);
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if (path.length < 2) return false;
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const proto = this.unitProto(unit);
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const fuel = unit.airHours === undefined ? proto.enduranceHours : unit.airHours;
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if (this._pathHours(unit, path) > fuel + 1e-9) return false;
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paths.push(path);
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}
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const cost = (AIR_STRIKE.cost || 0) * units.length;
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if (cost > 0 && !this._spendBudget(civ, cost)) return false;
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this._declareWar(civ, target.civ);
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units.forEach((unit, index) => {
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unit.path = paths[index];
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unit.pathIndex = 0;
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unit.progressHours = 0;
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unit.moveSpeed = null;
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unit.waypoints = [];
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unit.autoReturn = false;
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unit.strikeTarget = { x: goal.x, y: goal.y };
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});
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this._emitChanged();
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return true;
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},
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// Resolves a plane's bomb run the moment it reaches its target tile: one
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// strike on the weakest hostile military unit there. The plane then turns for
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// home and its cooldown is armed when it lands.
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_resolveAirStrike(unit) {
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const goal = unit.strikeTarget;
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unit.strikeTarget = null;
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unit.missionFlown = true;
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if (goal) {
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const target = this._strikeTargetAt(goal, unit.civ);
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if (target) {
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const damage = Math.max(1, this._unitAttack(unit) - this._effectiveDefense(target, true));
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target.hp -= damage;
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if (target.hp <= 0) {
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target.hp = 0;
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this._recordMilitaryCasualties([target]);
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this._destroyUnit(target);
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this._visibilityDirty = true;
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}
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}
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}
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this._emitChanged();
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},
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// Runs once per in-game hour: every ground/naval battery with a standing
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// target fires a small volley, wearing the enemy down instead of destroying
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// it outright. A target that has died or slipped out of reach clears the
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// battery's orders.
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_tickStrikes() {
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const damage = new Map();
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for (const unit of this.units) {
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if (!unit.strikeTarget || this._isAirUnit(unit)) continue;
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const goal = unit.strikeTarget;
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const target = this._strikeTargetAt(goal, unit.civ);
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if (!target || !this._strikeReady(unit, goal)) {
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unit.strikeTarget = null;
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continue;
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}
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const full = this._unitAttack(unit) - this._effectiveDefense(target, true);
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const amount = Math.max(1, Math.round(full * (BOMBARD.hourlyDamageFraction || 0)));
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damage.set(target, (damage.get(target) || 0) + amount);
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}
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if (damage.size === 0) return;
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const destroyed = [];
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for (const [target, amount] of damage) {
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target.hp -= amount;
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if (target.hp <= 0) {
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target.hp = 0;
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destroyed.push(target);
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}
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}
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this._recordMilitaryCasualties(destroyed);
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for (const unit of destroyed) this._destroyUnit(unit);
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if (destroyed.length > 0) this._visibilityDirty = true;
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this._emitChanged();
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},
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// ---------------------------------------------------------- training --
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// Places a freshly trained unit: aircraft and land units appear in the city,
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// while a warship is launched onto the least crowded adjacent sea tile.
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_spawnTrainedUnit(city, proto) {
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return this._spawnUnit(this._spawnCoordsFor(city, proto), city.civ, proto, city.id);
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},
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_spawnCoordsFor(city, proto) {
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const terrains = proto.traversableTerrains || [];
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const naval = terrains.length === 1 && terrains[0] === "Sea";
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if (!naval) return city.coords;
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let best = null;
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let bestCount = Infinity;
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for (const neighbour of this._neighbours(city.coords)) {
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const tile = this.tiles[key(neighbour.x, neighbour.y)];
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if (!tile || tile.terrainClass !== "Sea") continue;
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const count = this.unitsAt(neighbour).length;
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if (count < bestCount) {
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bestCount = count;
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best = neighbour;
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}
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}
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return best || city.coords;
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},
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};
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