diff --git a/assets/images/ta/arm-units.png b/assets/images/ta/arm-units.png index 5e512e9..53b058d 100644 Binary files a/assets/images/ta/arm-units.png and b/assets/images/ta/arm-units.png differ diff --git a/assets/images/ta/arm-units.psd b/assets/images/ta/arm-units.psd index 4273887..2b9bcdc 100644 Binary files a/assets/images/ta/arm-units.psd and b/assets/images/ta/arm-units.psd differ diff --git a/assets/images/ta/core-units.png b/assets/images/ta/core-units.png index 1d49b75..4b421d1 100644 Binary files a/assets/images/ta/core-units.png and b/assets/images/ta/core-units.png differ diff --git a/assets/images/ta/core-units.psd b/assets/images/ta/core-units.psd index ed241f1..ac42c2e 100644 Binary files a/assets/images/ta/core-units.psd and b/assets/images/ta/core-units.psd differ diff --git a/assets/videos/ta/ta_intro.mp4 b/assets/videos/ta/ta_intro.mp4 new file mode 100644 index 0000000..3175d34 Binary files /dev/null and b/assets/videos/ta/ta_intro.mp4 differ diff --git a/data/totalannihilation-campaign.json b/data/totalannihilation-campaign.json index af0804c..338ecaf 100644 --- a/data/totalannihilation-campaign.json +++ b/data/totalannihilation-campaign.json @@ -598,7 +598,7 @@ "id": "m05", "name": "Tropic Vice", "theme": "tropics", - "seed": 71644, + "seed": 67890, "playerArmy": "arm", "playerCommander": "vance", "enemies": [ @@ -628,7 +628,7 @@ { "speaker": "ethel", "mood": "idle", - "text": "Cy-Bro starts ahead and pushes early. Rocket tanks out-range everything CORE fields." + "text": "Cy-Bro starts ahead and pushes early. Rockets crack their base open — armour holds the line getting there." } ], "victoryLine": { @@ -646,102 +646,102 @@ "h": 96, "theme": "tropics", "rows": [ - "~~r....^^^^^^^^^^^^...........rr~~~...r...^^^^^^^^^^^^...r...~~~rr...........^^^^^^^^^^^^....r~~", - "~~.....^^^^^^^^^^^^...........r.~~~........^^^....^^^........~~~.r...........^^^^^^^^^^^^.....~~", - "~~....rr^^^^^^^^^^^............r~~~~.r....................r.~~~~r............^^^^^^^^^^^rr....~~", - "~~~......^^^...................~~~~~~~rr................rr~~~~~~~...................^^^......~~~", - "~~~~.....rr....................~~~~~~~~~................~~~~~~~~~....................rr.....~~~~", - "~~~~......rr.....................~~~~~~rr..............rr~~~~~~.....................rr......~~~~", - "~~~~......rr..............rr.....~~.....rr............rr.....~~.....rr..............rr......~~~~", - "~~~..................rrrrrrr.....~......rr............rr......~.....rrrrrrr..................~~~", - 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Nothing clever left — out-build it and end it." + "text": "KLAXON at full strength with a base already standing, dug in behind its own defences. 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"~~MM.......^^^^^..............~~~~~........................rrrrrr...............................", + "~~~.......r^^^^^.............~~~~~~.........................rrrr................................", + "~~........^^^^^^^.............~~~~~.............................................................", + "..........^^^^^^^^..............~~~.............................................rrr.....r^......", + ".........r^^^^^^^^................r.............................................rrr....^^^^.....", + ".........r^^^^^^^^rrrr.....r....................................................rrrr...^^^^^....", + "r..........^^^^^^^rrrr....rrr......................................................rr..^^^^^....", + "r.............rrr....rrrrr.rr......................................................rrrrr^^^.....", + ".rrrr........rrrr.......^^..r.......................................................rr..........", + "..rrrr.......rr........^^^^^^.........................r...r...............................rrr...", + "^^.rrr............rr..r^^^^^^r.......................^^^^^^^............................^^^^^^^^", + "^^.rrrr...........rrrr.^^^^^.......................^^^^^^^^^^^^.r.......................^^^^^^^^", + "^^rrrrr........rrrr...^^^^^.....^^^^^.............^^^^^^^^^^^^^^^rr....................^^^^^^^^^", + "^^rrr..........rrr^...^^^^.....r^^^^^.............^^^^^^^^^^^^^^^^^....................^^^^^^^^^", + "^^.rr..........rrr....^^^r.....r^^^^...............^^^^^^^^^^^^^........................^^^^^^^^", + "^..rr..rr...............r.......^^..................^^^^^^^^^..............rrr..................", + "....r.rrr...............r...^^^^.....................r^^^^................rrrr~.................", + ".....rrrr..............rrr..^^^^.....................rr...................rrrr~.................", + "r......rr...............r...^^^^.....................rr.........................................", + ".r...........................^^^^^^...r...........rrr........................................rr.", + ".rr..........................^^^^^^^rrrr..........rrr.......................................rrr.", + "..r...................~~~....^^^^^^^^^^r.r..........r.......................................rrr.", + "~~~....rrr..........~~~~~~...^^^^^^^^^^^^^^^^^^.............................................rrrr", + "~~~~...rrrr........~~~~~~~....^^^^^^^^^^^^^^^^^^..........rr..................................~~", + "~~~~...rrrr........~~~~~~~....^^^^^^^^^^^^^^^^^^^.........rr......~~~........................~~~", + "~~~~...rr..........~~~~~~~....^^^^^^^^^^^^^^^^^^^..........r......~~~........................~~~", + "~~~~...rr..........~~~~~~~....^^^^^^^^^^^^^^^^^^.r........rr......~~..........................~~", + "~~~~...rr..........~~~~~~~....^^^^^^^^^^^^^^^^^..rrrrr....rr..r...~~.....r....................~~", + "~~....................r.....~~...r..rr....rrrrr..^^^^^^^^^^^^^^^^^....~~~~~~~..........rr...~~~~", + "~~..........................~~......rr........r.^^^^^^^^^^^^^^^^^^....~~~~~~~..........rr...~~~~", + "~~~........................~~~......r..........^^^^^^^^^^^^^^^^^^^....~~~~~~~..........rr...~~~~", + "~~~........................~~~......rr.........^^^^^^^^^^^^^^^^^^^....~~~~~~~........rrrr...~~~~", + "~~..................................rr..........^^^^^^^^^^^^^^^^^^....~~~~~~~........rrrr...~~~~", + "rrrr.............................................^^^^^^^^^^^^^^^^^^...~~~~~~..........rrr....~~~", + ".rrr.......................................r..........r.r^^^^^^^^^^....~~~...................r..", + ".rrr.......................................rrr..........rrrr^^^^^^^..........................rr.", + ".rr........................................rrr...........r...^^^^^^...........................r.", + ".........................................rr.....................^^^^...r...............rr......r", + ".................~rrrr...................rr.....................^^^^..rrr..............rrrr.....", + ".................~rrrr................^^^^r.....................^^^^...r...............rrr.r....", + "..................rrr..............^^^^^^^^^..................^^.......r...............rr..rr..^", + "^^^^^^^^........................^^^^^^^^^^^^^...............^^^^r.....r^^^....rrr..........rr.^^", + "^^^^^^^^^....................^^^^^^^^^^^^^^^^^.............^^^^^r.....^^^^...^rrr..........rrr^^", + "^^^^^^^^^....................rr^^^^^^^^^^^^^^^.............^^^^^.....^^^^^...rrrr........rrrrr^^", + "^^^^^^^^.......................r.^^^^^^^^^^^^.......................^^^^^.rrrr...........rrrr.^^", + "^^^^^^^^............................^^^^^^^.......................r^^^^^^r..rr............rrr.^^", + "...rrr...............................r...r.........................^^^^^^........rr.......rrrr..", + "..........rr.......................................................r..^^.......rrrr........rrrr.", + ".....^^^rrrrr......................................................rr.rrrrr....rrr.............r", + "....^^^^^..rr......................................................rrr....rrrr^^^^^^^..........r", + "....^^^^^...rrrr....................................................r.....rrrr^^^^^^^^r.........", + ".....^^^^....rrr.............................................r................^^^^^^^^r.........", + "......^r.....rrr.............................................~~~..............^^^^^^^^..........", + ".............................................................~~~~~.............^^^^^^^........~~", + "................................rrrr.........................~~~~~~.............^^^^^r.......~~~", + "...............................rrrrrr........................~~~~~..............^^^^^.......MM~~", + "...............................rrrrrr........................~~~~...............^^^^^.......MM~~", + "....................................~~~~~~.............rrr..~~~~..............^^^^^^r.........~~", + "....r..............................~~~~~~~~~rrr........rrr.~~~~....rr.....^.^^^^^..............~", + "...rrr.............................~~~~~~~~~rrr.............~..rr.rrr...r^^^^^^.................", + "..r...r........rrrrr..............rrr~~~~~rrrrr................rrrrr....^^^^^^..................", + ".^^^^^^^^^.....rrrrr..............rrrrrrr.....rr^^^^^^..........rrrr...^^^^^^r..................", + "^^^^^^^^^^^.......rr........^..................^^^^^^^^^r....rr.rrrrrr^^^^^^^r..................", + "^^^^^^^^^^^................^^^.................^^^^^^^^^r....rr..rrr..^^^^^^^...................", + "^^^^^^^^^^^................r^^....r............^^^^^^^^^r........rr...^^^^^^^...............MM..", + "^^^^^^^^^^r.................rrrrrrrrr...........^^^^^^^rr.............^^^^^^................MM..", + ".^^^^^^^^...................rrrrrrrrr............^^^^^..................^^^.............MM......", + "..^^^^^^........................rr................^^r...................................MM.....r", + "rr^^^^^^...........................................r..................rr...r....................", + "^^^^^^^^^............................................................rrrrrrrr...................", + "^^^^^^^^^................rr............................................r.rrrr...................", + "^^^^^^^^.................rr..........r....................................rrrr................rr", + "^^^^^.rr............................^^^^^^...................r..............rr...............~~~", + "^^^^^............................^^^^^^^^^^^................r~~~~~.........MMr...............~~~", + "^^^^^...........................^^^^^^^^^^^^^...............~~~~~~.........MM....r..........r~~~", + "^^^^^..r....r..................^^^^^^^^^^^^^^...............~~~~~~.r..........rrrrrr...r....r~~~" ], "starts": [ { diff --git a/data/totalannihilation-rules.json b/data/totalannihilation-rules.json index e3c5c7a..3f66774 100644 --- a/data/totalannihilation-rules.json +++ b/data/totalannihilation-rules.json @@ -402,9 +402,9 @@ ], "armorMul": { "infantry": 0.3, - "light": 0.6, - "medium": 1.0, - "heavy": 1.4, + "light": 0.35, + "medium": 0.3, + "heavy": 0.3, "structure": 1.5, "fortification": 1.6, "air": 2.6 @@ -418,6 +418,78 @@ "sound": "sfx-ta-rocket-1", "impactSound": "sfx-ta-rocket-2" }, + { + "id": "megatankgun", + "name": "Twin 150mm Cannon", + "kind": "ballistic", + "damage": 145, + "reload": 2.0, + "burst": 1, + "range": 380, + "speed": 700, + "spread": 0.015, + "leadTarget": true, + "aoe": 44, + "aoeFalloff": 0.15, + "targets": [ + "ground" + ], + "barrels": 2, + "barrelSpacing": 9, + "armorMul": { + "infantry": 1.3, + "light": 1.15, + "medium": 1.0, + "heavy": 0.8, + "structure": 1.2, + "fortification": 1.1, + "air": 1.0 + }, + "fx": { + "style": "shell", + "color": "#ffcf6a", + "width": 4, + "muzzle": 22 + }, + "sound": "sfx-battle-tank" + }, + { + "id": "megatankrockets", + "name": "Side Rocket Pods", + "kind": "guided", + "damage": 55, + "reload": 1.32, + "burst": 1, + "range": 400, + "minRange": 90, + "speed": 330, + "turnRate": 2.1, + "aoe": 42, + "aoeFalloff": 0.15, + "targets": [ + "ground", + "air" + ], + "barrels": 2, + "barrelSpacing": 20, + "armorMul": { + "infantry": 0.3, + "light": 0.6, + "medium": 1.0, + "heavy": 1.3, + "structure": 1.4, + "fortification": 1.5, + "air": 2.4 + }, + "fx": { + "style": "rocket", + "color": "#ff5c3c", + "width": 2, + "trail": true + }, + "sound": "sfx-ta-rocket-1", + "impactSound": "sfx-ta-rocket-2" + }, { "id": "shoulderrocket", "name": "Shoulder Rocket", @@ -878,6 +950,38 @@ "spritePx": 56, "moveSound": "sfx-engine-heavy" }, + { + "id": "megatank", + "name": "Megatank", + "role": "combat", + "size": "medium", + "radius": 33, + "hp": 3200, + "speed": 65, + "turnRate": 1.6, + "moveClass": "tread", + "armorClass": "heavy", + "sight": 320, + "cost": { + "energy": 3200, + "mass": 1000 + }, + "buildTime": 80, + "builtBy": [ + "advancedvehicleplant" + ], + "weapons": [ + "megatankgun", + "megatankrockets" + ], + "sheetSlot": "unitSheet", + "frame": 15, + "turretFrame": 16, + "procShape": "tank", + "icon": 32, + "spritePx": 66, + "moveSound": "sfx-engine-heavy" + }, { "id": "constructor", "name": "Construction Vehicle", @@ -1254,7 +1358,8 @@ "builds": [ "jeep", "tank", - "rockettank" + "rockettank", + "megatank" ], "spawnOffset": { "x": 0, @@ -1451,7 +1556,7 @@ "defaults": { "size": "medium", "symmetry": "mirror-x", - "theme": "grasslands", + "theme": "tropics", "aiSkill": 3, "playerArmy": "arm" }, diff --git a/src/games/totalannihilation/TAAI.js b/src/games/totalannihilation/TAAI.js index b7a928c..7fa33e9 100644 --- a/src/games/totalannihilation/TAAI.js +++ b/src/games/totalannihilation/TAAI.js @@ -302,16 +302,19 @@ function chooseBuilding(ctx, mine) { } /** - * Static defence is a skill-4-and-up behaviour, like the Airfield is skill 3 and up. + * Static defence is a skill-3-and-up behaviour, like the Airfield. * * These structures hit hard for their cost — a Laser Tower puts out 130 dps behind 1700 hp for * 60% of a Tank's price — and the ground roster has no dedicated siege answer to them yet, so - * two equally-matched AIs both digging in grind rather than resolve. Reserving them for the - * stronger opponents puts that pressure where a player goes looking for it and leaves the low - * end of the ladder playing the open game it was tuned for. Drop this to 3 (or 1) once there is - * a unit whose job is cracking fortifications. + * two equally-matched AIs both digging in grind rather than resolve. Reserving them for skill 3 + * and up puts that pressure where a player goes looking for it once they're past the beginner + * tier, and leaves skill 1-2 playing the open game they were tuned for: `urgentDefence` and + * `steadyDefence` are still called for every skill, but their own `ctx.skill < DEFENCE_MIN_SKILL` + * guard keeps returning null for skill 1-2 exactly as before, so lowering this constant alone + * touches only skill 3 and up. Drop it further (to 1) once there is a unit whose job is cracking + * fortifications. */ -const DEFENCE_MIN_SKILL = 4; +const DEFENCE_MIN_SKILL = 3; /** Has anything hostile been inside the base perimeter recently? */ function underThreat(ctx) { @@ -325,9 +328,18 @@ function enemyAirSeen(ctx) { /** * The one structure the base needs RIGHT NOW, ahead of any economic consideration. Kept - * deliberately tiny — one tower against a raid, one launcher against aircraft. Everything - * beyond the first of each is a steady-state decision (see steadyDefence), because an AI that - * answers pressure by building walls stops building an army and loses slowly instead of fast. + * deliberately tiny — one tower, one launcher against aircraft. Everything beyond the first of + * each is a steady-state decision (see steadyDefence), because an AI that answers pressure by + * building walls stops building an army and loses slowly instead of fast. + * + * The first Laser Tower is PROACTIVE, not a raid reaction: it goes up right after the opening + * economy (2 energygen/1 massgen/1 barracks/3 energygen/2 massgen/1 vehicleplant), the moment + * this function is first reachable, regardless of `underThreat`. A purely reactive first tower + * — the previous behaviour — never exists until the base has already been hit once, which is no + * help at all against a single decisive rush that goes straight for the Commander: the raid + * that would have triggered it IS the loss. Everything past this first one stays reactive + * (steadyDefence), which is what keeps two skill-3+ AIs from both digging in and turning a + * mirror match into a stalemate — see the soak notes on that. */ function urgentDefence(ctx, mine) { const { rules } = ctx; @@ -338,7 +350,7 @@ function urgentDefence(ctx, mine) { // Anti-air first: a Laser Tower cannot shoot at aircraft at all, so a base being bombed gets // nothing whatsoever from one. if (aa && enemyAirSeen(ctx) && n('missilelauncher') < 1) return aa; - if (tower && underThreat(ctx) && n('lasertower') + n('missilelauncher') < 1) return tower; + if (tower && n('lasertower') + n('missilelauncher') < 1) return tower; return null; } @@ -532,9 +544,11 @@ function applyCounters(ctx, weights) { const seen = infantryish + armour; if (seen) { const armourShare = armour / seen; - // Tanks shred infantry; rockets and snipers answer armour and buildings. - weights.tank *= 1 + (1 - armourShare) * 0.8; - weights.rockettank *= 1 + armourShare * 1.0 + (structures > 2 ? 0.3 : 0); + // The Rocket Tank's rocketpod is weak against vehicle armour (weak vs light/medium/heavy, + // strong vs structure/fortification/air) — Tanks are now the answer to an armour-heavy + // enemy, not Rocket Tanks. Rocket Tanks still lean into a base full of structures. + weights.tank *= 1 + (1 - armourShare) * 0.8 + armourShare * 0.4; + weights.rockettank *= 1 + (structures > 2 ? 0.5 : 0); weights.sniper *= 1 + (1 - armourShare) * 0.5; weights.rockettrooper *= 1 + armourShare * 0.6; } diff --git a/src/games/totalannihilation/TAIntroVideo.js b/src/games/totalannihilation/TAIntroVideo.js new file mode 100644 index 0000000..8a63477 --- /dev/null +++ b/src/games/totalannihilation/TAIntroVideo.js @@ -0,0 +1,140 @@ +// Total Annihilation — the full-screen studio intro that plays once, ahead of the main menu, +// every time the scene starts fresh (see TotalAnnihilationGame.create — this scene is never +// resumed in place, only entered, so "fresh" is every time). +// +// The clip carries its own audio track, so it plays unmuted — autoplay-with-sound is safe here +// specifically because reaching this scene already required a user gesture (clicking the +// game's icon in the arcade), which is what the browser's autoplay gate actually checks for. +// The game's own soundtrack is paused for the duration so the two don't fight over the same +// speakers, then resumed once the clip ends or is skipped. + +import * as Phaser from 'phaser'; +import { GAME_HEIGHT, GAME_WIDTH } from '../../config.js'; +import { FONT } from './TAHud.js'; + +const INTRO_KEY = 'ta-mov-intro'; +const INTRO_PATH = 'assets/videos/ta/ta_intro.mp4'; +// Source resolution, used until the real texture decodes (a Video's own width/height report a +// square placeholder before its first frame). +const INTRO_SRC_W = 864; +const INTRO_SRC_H = 480; + +// How long "Press any key to skip" stays up after the first press before it quietly stands +// down (rather than skipping on its own) and waits for the next one. +const SKIP_HOLD_MS = 5000; + +/** + * Play the intro clip full-screen, then call `onDone`. The first key press or click surfaces a + * skip prompt; a second one inside SKIP_HOLD_MS jumps straight to `onDone`. A load failure or + * playback error also falls straight through to `onDone` — a missing intro is never allowed to + * strand the player in front of a black screen. + */ +export function playIntroVideo(scene, onDone) { + let done = false; + let video = null; + let skipArmed = false; + let skipTimer = null; + let skipText = null; + + scene.music?.pause(); + let musicResumed = false; + const resumeMusic = () => { + if (musicResumed) return; + musicResumed = true; + scene.music?.resume(); + }; + + const root = scene.add.container(0, 0).setDepth(1000); + root.add(scene.add.rectangle(0, 0, GAME_WIDTH, GAME_HEIGHT, 0x000000, 1).setOrigin(0, 0)); + + const clearPrompt = () => { + skipTimer?.remove(false); + skipTimer = null; + skipText?.destroy(); + skipText = null; + skipArmed = false; + }; + + const cleanup = () => { + scene.input.keyboard?.off('keydown', onInput); + scene.input.off('pointerdown', onInput); + clearPrompt(); + video?.destroy(); + root.destroy(); + }; + + const finish = () => { + if (done) return; + done = true; + cleanup(); + resumeMusic(); + onDone(); + }; + + // Belt-and-braces: if the scene tears down mid-clip (e.g. a hot reload), drop our own + // listeners and the video element without firing onDone a second time behind whatever else + // shutdown is already doing. + scene.events.once('shutdown', () => { if (!done) { done = true; cleanup(); } }); + + const armSkipPrompt = () => { + skipArmed = true; + skipText = scene.add.text(GAME_WIDTH / 2, GAME_HEIGHT - 96, 'Press any key to skip', { + fontFamily: FONT, fontSize: '28px', color: '#e8f4ff', + }).setOrigin(0.5).setAlpha(0); + root.add(skipText); + scene.tweens.add({ targets: skipText, alpha: 1, duration: 200 }); + skipTimer = scene.time.delayedCall(SKIP_HOLD_MS, clearPrompt); + }; + + function onInput() { + if (done) return; + if (skipArmed) { finish(); return; } + armSkipPrompt(); + } + + scene.input.keyboard?.on('keydown', onInput); + scene.input.on('pointerdown', onInput); + + const startVideo = () => { + video = scene.add.video(GAME_WIDTH / 2, GAME_HEIGHT / 2, INTRO_KEY); + video.setLoop(false); + video.setMute(false); + video.setVolume(1); + + // Cover, not contain: this is meant to fill the screen edge-to-edge, and the clip's own + // aspect (864x480) is within a hair of the game's (1920x1080) anyway, so the crop is + // imperceptible. + const fit = () => { + const real = !!video.videoTexture; + const w = real ? video.width : INTRO_SRC_W; + const h = real ? video.height : INTRO_SRC_H; + video.setScale(Math.max(GAME_WIDTH / w, GAME_HEIGHT / h)); + }; + fit(); + video.on('created', fit); + video.on('playing', fit); + + video.once('complete', finish); + video.once('error', finish); + // A browser that refuses to autoplay sound fires 'locked' and keeps retrying muted from + // preUpdate. + video.once('locked', () => { if (video?.scene) video.setMute(true); }); + + video.play(false); + root.add(video); + }; + + // Deliberately NOT in the asset manifest / preloaded ahead of time — this clip is loaded + // on demand, right here, the moment the game itself starts. + if (scene.cache.video?.exists(INTRO_KEY)) { + startVideo(); + return; + } + + scene.load.video(INTRO_KEY, INTRO_PATH, false); + scene.load.once(`filecomplete-video-${INTRO_KEY}`, () => { if (!done) startVideo(); }); + scene.load.once(Phaser.Loader.Events.FILE_LOAD_ERROR, (file) => { + if (file?.key === INTRO_KEY) finish(); + }); + if (!scene.load.isLoading()) scene.load.start(); +} diff --git a/src/games/totalannihilation/TALogic.js b/src/games/totalannihilation/TALogic.js index f566302..fcdfe64 100644 --- a/src/games/totalannihilation/TALogic.js +++ b/src/games/totalannihilation/TALogic.js @@ -1644,59 +1644,67 @@ function acquireTarget(state, rules, e, def, hash, near) { function fireWeapon(state, rules, e, w, target, facing, aimPt) { const aim = aimPt ?? aimPointOn(rules, e, target); const muzzle = (w.fx?.muzzle ?? e.radius); - const ox = e.x + Math.cos(facing) * muzzle; - const oy = e.y + Math.sin(facing) * muzzle; + const barrels = w.barrels ?? 1; + // Perpendicular to the firing line, so twin-barrel weapons (the Megatank's cannon and its + // side-mounted rockets) spawn each shot from its own barrel tip instead of the hull centre. + const perpX = -Math.sin(facing), perpY = Math.cos(facing); - state.events.push({ - t: 'weaponFired', id: e.id, army: e.army, weapon: w.id, - x: ox, y: oy, heading: facing, style: w.fx.style, sound: w.sound, - }); + for (let bi = 0; bi < barrels; bi++) { + const lateral = barrels > 1 ? (bi - (barrels - 1) / 2) * (w.barrelSpacing / (barrels - 1)) : 0; + const ox = e.x + Math.cos(facing) * muzzle + perpX * lateral; + const oy = e.y + Math.sin(facing) * muzzle + perpY * lateral; - if (w.kind === 'hitscan' || w.kind === 'beam') { - let hit = true; - if (w.spread > 0) { - // Spread becomes a miss chance that grows with range — cheap, and it means massed - // infantry still trade meaningfully at the edge of their envelope. - const d = Math.hypot(aim.x - e.x, aim.y - e.y); - const missChance = Math.min(0.6, w.spread * (d / w.range) * 3); - hit = rngNext(state) >= missChance; - } - const ex = hit ? aim.x : aim.x + rngRange(state, -24, 24); - const ey = hit ? aim.y : aim.y + rngRange(state, -24, 24); state.events.push({ - t: 'shot', style: w.fx.style, x1: ox, y1: oy, x2: ex, y2: ey, - color: w.fx.color, width: w.fx.width, lifeMs: w.fx.lifeMs ?? 80, army: e.army, + t: 'weaponFired', id: e.id, army: e.army, weapon: w.id, + x: ox, y: oy, heading: facing, style: w.fx.style, sound: w.sound, }); - if (hit) { - applyDamage(state, rules, target, w.damage * (w.armorMul?.[rules.defById[target.defId].armorClass] ?? 1), e); - if (w.aoe) applyAoe(state, rules, aim.x, aim.y, w, e); - state.events.push({ t: 'impact', x: ex, y: ey, radius: w.aoe ?? 8, style: w.fx.style, sound: w.impactSound }); + + if (w.kind === 'hitscan' || w.kind === 'beam') { + let hit = true; + if (w.spread > 0) { + // Spread becomes a miss chance that grows with range — cheap, and it means massed + // infantry still trade meaningfully at the edge of their envelope. + const d = Math.hypot(aim.x - e.x, aim.y - e.y); + const missChance = Math.min(0.6, w.spread * (d / w.range) * 3); + hit = rngNext(state) >= missChance; + } + const ex = hit ? aim.x : aim.x + rngRange(state, -24, 24); + const ey = hit ? aim.y : aim.y + rngRange(state, -24, 24); + state.events.push({ + t: 'shot', style: w.fx.style, x1: ox, y1: oy, x2: ex, y2: ey, + color: w.fx.color, width: w.fx.width, lifeMs: w.fx.lifeMs ?? 80, army: e.army, + }); + if (hit) { + applyDamage(state, rules, target, w.damage * (w.armorMul?.[rules.defById[target.defId].armorClass] ?? 1), e); + if (w.aoe) applyAoe(state, rules, aim.x, aim.y, w, e); + state.events.push({ t: 'impact', x: ex, y: ey, radius: w.aoe ?? 8, style: w.fx.style, sound: w.impactSound }); + } + continue; } - return; - } - // Travelling ordnance: leading matters, and a strafing target can genuinely be missed. - let aimX = aim.x, aimY = aim.y; - if (w.leadTarget) { - const d = Math.hypot(target.x - ox, target.y - oy); - const flight = d / w.speed; - aimX += (target.vx ?? 0) * flight; - aimY += (target.vy ?? 0) * flight; - } - let ang = Math.atan2(aimY - oy, aimX - ox); - if (w.spread > 0) ang += rngRange(state, -w.spread, w.spread); + // Travelling ordnance: leading matters, and a strafing target can genuinely be missed. + let aimX = aim.x, aimY = aim.y; + if (w.leadTarget) { + const d = Math.hypot(target.x - ox, target.y - oy); + const flight = d / w.speed; + aimX += (target.vx ?? 0) * flight; + aimY += (target.vy ?? 0) * flight; + } + let ang = Math.atan2(aimY - oy, aimX - ox); + if (w.spread > 0) ang += rngRange(state, -w.spread, w.spread); - if (state.projectiles.length >= rules.constants.projectileCap) return; - state.projectiles.push({ - id: state.nextProjectileId++, - weapon: w.id, army: e.army, ownerId: e.id, - x: ox, y: oy, px: ox, py: oy, - vx: Math.cos(ang) * w.speed, vy: Math.sin(ang) * w.speed, - targetId: w.kind === 'guided' ? target.id : 0, - aimX, aimY, - ttl: Math.ceil(((w.range * 1.4) / w.speed) * rules.constants.tickHz), - trail: [], - }); + if (state.projectiles.length >= rules.constants.projectileCap) break; + state.projectiles.push({ + id: state.nextProjectileId++, + weapon: w.id, army: e.army, ownerId: e.id, + x: ox, y: oy, px: ox, py: oy, + vx: Math.cos(ang) * w.speed, vy: Math.sin(ang) * w.speed, + targetId: w.kind === 'guided' ? target.id : 0, + aimX, aimY, + ttl: Math.ceil(((w.range * 1.4) / w.speed) * rules.constants.tickHz), + trail: [], + }); + } } function stepProjectiles(state, rules) { diff --git a/src/games/totalannihilation/TARules.js b/src/games/totalannihilation/TARules.js index 9c7818d..00002ba 100644 --- a/src/games/totalannihilation/TARules.js +++ b/src/games/totalannihilation/TARules.js @@ -195,6 +195,12 @@ export function compileRules(json) { // The D-Gun is the reason this flag exists — left on auto-fire, a defending Commander // deletes one attacker every reload for free, which makes assaulting any base suicide. w.manual = w.manual === true; + // Multi-barrel weapons (the Megatank's twin cannon and side rockets) fire every barrel + // simultaneously on one reload, each barrel's shot spawned `barrelSpacing` px apart, + // perpendicular to the firing line, split evenly either side of the hull centreline. + w.barrels = w.barrels ?? 1; + if (!(Number.isInteger(w.barrels) && w.barrels >= 1)) fail(`weapon "${w.id}" barrels must be a positive integer`); + if (w.barrels > 1 && !(w.barrelSpacing > 0)) fail(`weapon "${w.id}" has barrels > 1 but no positive barrelSpacing`); } const weaponById = indexById(weapons); diff --git a/src/games/totalannihilation/TAScreens.js b/src/games/totalannihilation/TAScreens.js index e1b63c8..a7774b1 100644 --- a/src/games/totalannihilation/TAScreens.js +++ b/src/games/totalannihilation/TAScreens.js @@ -140,11 +140,12 @@ export function skirmishSetup(scene, { onBack, onStart }) { const skills = [1, 2, 3, 4, 5].map((n) => ({ label: `SKILL ${n}`, value: n })); const victories = (rules.victoryModes ?? []).map((v) => ({ label: v.label, value: v.id, desc: v.desc })); const victoryStart = Math.max(0, victories.findIndex((v) => v.value === rules.constants.victoryDefault)); + const themeStart = Math.max(0, themes.findIndex((t) => t.value === sk.defaults?.theme)); const cfg = { seed: (Math.random() * 0xffffffff) >>> 0, size: sizes[0].value, - theme: themes[0]?.value ?? 'grasslands', + theme: themes[themeStart]?.value ?? 'grasslands', symmetry: syms[0].value, victory: victories[victoryStart]?.value ?? rules.constants.victoryDefault, armies: [ @@ -155,7 +156,7 @@ export function skirmishSetup(scene, { onBack, onStart }) { const left = 300, right = GAME_WIDTH - 700; cycler(scene, objs, left, 300, 'MAP SIZE', sizes, 0, (v) => { cfg.size = v; }); - cycler(scene, objs, left, 400, 'THEME', themes, 0, (v) => { cfg.theme = v; }); + cycler(scene, objs, left, 400, 'THEME', themes, themeStart, (v) => { cfg.theme = v; }); cycler(scene, objs, left, 500, 'SYMMETRY', syms, 0, (v) => { cfg.symmetry = v; }); cycler(scene, objs, left, 600, 'OPPONENT SKILL', skills, 2, (v) => { cfg.armies[1].skill = v; }); diff --git a/src/games/totalannihilation/TotalAnnihilationGame.js b/src/games/totalannihilation/TotalAnnihilationGame.js index 4299113..0204ca7 100644 --- a/src/games/totalannihilation/TotalAnnihilationGame.js +++ b/src/games/totalannihilation/TotalAnnihilationGame.js @@ -23,6 +23,7 @@ import TAWorldView, { DEPTHS } from './TAWorldView.js'; import TAFx from './TAFx.js'; import TAHud from './TAHud.js'; import * as Screens from './TAScreens.js'; +import { playIntroVideo } from './TAIntroVideo.js'; const SAVE_KEY = 'totalannihilation-save'; const SETTINGS_KEY = 'totalannihilation-settings'; @@ -93,7 +94,7 @@ export default class TotalAnnihilationGame extends Phaser.Scene { .catch(() => { /* portraits are optional */ }); this.events.once('shutdown', () => this._teardown()); - this.showMenu(); + playIntroVideo(this, () => this.showMenu()); } // ------------------------------------------------------------------------- diff --git a/src/games/totalannihilation/sprites.md b/src/games/totalannihilation/sprites.md index a8aa6d9..7e09352 100644 --- a/src/games/totalannihilation/sprites.md +++ b/src/games/totalannihilation/sprites.md @@ -66,6 +66,8 @@ let the scale do the work. | 12 | Fighter | plan-view airframe, swept wings, no tracks or wheels | 46 | | 13 | Bomber | plan-view airframe, long straight wing, wing-mounted engines | 60 | | 14 | Hover Constructor | skirted hull over a plenum, nanolathe crane, no tracks | 52 | +| 15 | Megatank | hull + tracks, wider than the Tank | 66 | +| 16 | Megatank turret | twin cannon barrels + side rocket pods | 66 | ### Units that leave the ground @@ -115,7 +117,8 @@ The Hover Constructor uses the same machinery at a much lower height — it shou independently, so the unit aims while it drives. Rules: - The turret's **pivot is the centre of the cell** — draw the turret so its rotation point - sits at (32, 32), with the barrel extending to the **right**. + sits at the cell centre (64, 64 for the current 128×128 unit cells), with the barrel + extending to the **right**. - Leave the rest of the turret cell transparent. The hull shows through it. - A unit with no turret (infantry, sniper, rocket trooper, construction vehicle, and all three Airfield units) simply has no turret frame; its whole sprite rotates to face its target. The @@ -123,9 +126,15 @@ independently, so the unit aims while it drives. Rules: they just rotate to face wherever they're moving. Aircraft have fixed forward guns, so they aim by pointing the whole airframe, which is why they have no turret either. -Frames 15–63 are free. Add a unit by appending a definition to `units[]` in +Frames 17–63 are free. Add a unit by appending a definition to `units[]` in `data/totalannihilation-rules.json` with its `frame` (and optional `turretFrame`) — no code. +A weapon may declare `barrels` (default 1) and, when `barrels > 1`, a `barrelSpacing` in world +px: every barrel fires at once on the same reload, each shot spawned that many px apart, +perpendicular to the firing line and centred on the hull. This is how the Megatank's twin +cannon and side rocket pods line up with the two barrels/pods painted into its turret frame — +measure the offset between them in the source PNG and scale by `spritePx / frameWidth`. + --- ## Structure sheets (128×128 cells, 6 per row) diff --git a/tools/genTACampaign.js b/tools/genTACampaign.js index e6997f2..e51975e 100644 --- a/tools/genTACampaign.js +++ b/tools/genTACampaign.js @@ -72,11 +72,14 @@ const MISSIONS = [ defeat: 'KLAXON out-produced us and it showed.', }, { - // Re-seeded twice as combat balance moved under it, both times measured over an 8-run - // sweep: 55930 -> 40411 when armed aircraft stopped being able to hover, then 40411 (which - // fell to 4/8) -> 71644 when the AI learned to build static defences. Cy-Bro is skill 4 - // here, which is exactly the level at which defences switch on. - id: 'm05', name: 'Tropic Vice', seed: 71644, size: 'medium', theme: 'tropics', symmetry: 'mirror-x', + // Re-seeded three times as combat balance moved under it, each time measured over an + // 8-run sweep: 55930 -> 40411 when armed aircraft stopped being able to hover, then 40411 + // (which fell to 4/8) -> 71644 when the AI learned to build static defences, then 71644 + // (which fell to 6/8, and lost both of verify §13's own fixed sample runs — seed and + // seed+101 — even though the full 8-run rate was technically still at the bar) -> 67890 + // (8/8) when rocketpod's armorMul was rebalanced weak-vs-vehicle/unchanged-vs-structure. + // Cy-Bro is skill 4 here, which is exactly the level at which defences switch on. + id: 'm05', name: 'Tropic Vice', seed: 67890, size: 'medium', theme: 'tropics', symmetry: 'mirror-x', enemy: { commander: 'cybro', skill: 4, aggression: 0.7 }, startResources: [{ mass: 2600, energy: 4200 }, { mass: 1500, energy: 2600 }], prebuilt: [ @@ -84,12 +87,17 @@ const MISSIONS = [ { id: 'barracks', dx: 4, dy: 3 }, { enemy: true, id: 'energygen', dx: 3, dy: 2 }, ], - briefing: 'Cy-Bro starts ahead and pushes early. Rocket tanks out-range everything CORE fields.', + briefing: 'Cy-Bro starts ahead and pushes early. Rockets crack their base open — armour holds the line getting there.', victory: 'Cy-Bro is scrap on the sand.', defeat: 'The push came faster than the plant did.', }, { - id: 'm06', name: 'Annihilation', seed: 63541, size: 'medium', theme: 'snowfields', symmetry: 'rotational', + // Re-seeded once, 8-run sweep: 63541 (fell to 0/8) -> 80808 (8/8) when static defence + // became a skill-3+ behaviour with a PROACTIVE first tower (TAAI.urgentDefence no longer + // waits for a raid to build the first one). KLAXON here is skill 5, well past that gate, + // so it now stands up a tower before the player-bot's rush can land — 90123 and 56789 also + // scored 8/8 in the same sweep if this needs revisiting again. + id: 'm06', name: 'Annihilation', seed: 80808, size: 'medium', theme: 'snowfields', symmetry: 'rotational', enemy: { commander: 'klaxon', skill: 5, aggression: 0.85 }, startResources: [{ mass: 3200, energy: 5200 }, { mass: 1800, energy: 3000 }], prebuilt: [ @@ -97,7 +105,7 @@ const MISSIONS = [ { id: 'barracks', dx: 4, dy: 3 }, { id: 'vehicleplant', dx: -4, dy: 3 }, { enemy: true, id: 'energygen', dx: 3, dy: -3 }, { enemy: true, id: 'barracks', dx: 4, dy: 3 }, ], - briefing: 'KLAXON at full strength with a base already standing. Nothing clever left — out-build it and end it.', + briefing: 'KLAXON at full strength with a base already standing, dug in behind its own defences. Nothing clever left — out-build it and end it.', victory: 'Total annihilation. There is nothing left to fight.', defeat: 'KLAXON was simply better prepared.', }, diff --git a/tools/verifyTotalAnnihilation.js b/tools/verifyTotalAnnihilation.js index 632feb1..cea4614 100644 --- a/tools/verifyTotalAnnihilation.js +++ b/tools/verifyTotalAnnihilation.js @@ -1078,11 +1078,13 @@ section('6. Combat'); const rvs = equal('rockettank', 'sniper'); check('rocket tanks beat equal-cost snipers', rvs.fracA > rvs.fracB, `${rvs.a} (${(rvs.fracA * 100) | 0}%) v ${rvs.b} (${(rvs.fracB * 100) | 0}%)`); - // Rockets out-range and out-damage armour; that is what makes the roster a triangle - // rather than a ladder where one unit is simply the answer. + // Rockets are the answer to buildings and air, not to armour — a straight fight against a + // Tank is one the Rocket Tank should lose, which is what makes the roster a triangle + // (Tank counters Rocket Tank, Rocket Tank counters Sniper/structures) rather than a ladder + // where one unit is simply the answer. const rvt = equal('rockettank', 'tank'); - check('rocket tanks beat equal-cost tanks', rvt.fracA > rvt.fracB, - `${rvt.a} (${(rvt.fracA * 100) | 0}%) v ${rvt.b} (${(rvt.fracB * 100) | 0}%)`); + check('tanks beat equal-cost rocket tanks', rvt.fracB > rvt.fracA, + `${rvt.b} tanks (${(rvt.fracB * 100) | 0}%) v ${rvt.a} rocket tanks (${(rvt.fracA * 100) | 0}%)`); // Engagements must take long enough for reinforcement and composition to matter. When // fights resolved in 2-4 seconds the whole AI skill ladder collapsed to a coin flip. @@ -1098,7 +1100,11 @@ section('6. Combat'); check('rifle is strong vs infantry, weak vs medium', armorMul(rifle, 'infantry') > armorMul(rifle, 'medium') * 3); const rocket = combatRules.weaponById.rocketpod; - check('rockets favour armour over infantry', armorMul(rocket, 'heavy') > armorMul(rocket, 'infantry') * 3); + check('rockets favour fortifications over vehicle armour', + armorMul(rocket, 'fortification') > armorMul(rocket, 'heavy') * 3); + check('rockets are weak against vehicle armour', + armorMul(rocket, 'light') < 1 && armorMul(rocket, 'medium') < 1 && armorMul(rocket, 'heavy') < 1, + `light ${armorMul(rocket, 'light')}, medium ${armorMul(rocket, 'medium')}, heavy ${armorMul(rocket, 'heavy')}`); // Commander death explosion. const dth = combatRules.unitById.commander.deathExplosion;