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Update Rocket Launcher balancing.
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GitOrigin-RevId: 7c78c979649dab2f4bb33b78dd76a3a59c763d90
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cpojer committed Oct 28, 2024
1 parent 7b89caf commit 5e8369e
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Showing 3 changed files with 9 additions and 9 deletions.
14 changes: 7 additions & 7 deletions athena/info/Unit.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -1177,11 +1177,11 @@ const RocketLauncherWeapon = new Weapon(
'Rocket Launcher',
new Map([
[EntityType.AirSoldier, 55],
[EntityType.Amphibious, 100],
[EntityType.Artillery, 100],
[EntityType.Ground, 100],
[EntityType.LowAltitude, 80],
[EntityType.Rail, 70],
[EntityType.Amphibious, 95],
[EntityType.Artillery, 95],
[EntityType.Ground, 95],
[EntityType.LowAltitude, 75],
[EntityType.Rail, 65],
[EntityType.Soldier, 35],
]),
new WeaponAnimation('RocketLauncher', 'Attack/RocketLauncher', {
Expand Down Expand Up @@ -1833,11 +1833,11 @@ export const RocketLauncher = new UnitInfo(
'male',
`The Rocket Launcher excels in short-range combat with strong firepower against tanks and other ground units. It is limited by its slow movement and high cost, but is invaluable when defending against a barrage of tanks in your territory.`,
`Tanks? Not a problem. {name} leads the Rocket Launcher division of the defense force. He is more serious than most, but he has a funny side that he shows only to people he trusts. {name} loves snow and playing chess games.`,
20,
15,
EntityType.Soldier,
MovementTypes.Soldier,
{
cost: 275,
cost: 300,
fuel: 40,
radius: 3,
vision: 2,
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2 changes: 1 addition & 1 deletion tests/__tests__/AIBehavior.test.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -398,7 +398,7 @@ test('AI behavior will not use `Stay` on units that do not have an attack', asyn

expect(snapshotGameState(gameState)).toMatchInlineSnapshot(`
"CreateUnit (1,1 → 2,1) { unit: Rocket Launcher { id: 3, health: 100, player: 2, fuel: 40, ammo: [ [ 1, 4 ] ], moved: true, name: 'Davide', completed: true, behavior: 2 }, free: false, skipBehaviorRotation: false }
EndTurn { current: { funds: 725, player: 2 }, next: { funds: 0, player: 1 }, round: 2, rotatePlayers: null, supply: null, miss: null }"
EndTurn { current: { funds: 700, player: 2 }, next: { funds: 0, player: 1 }, round: 2, rotatePlayers: null, supply: null, miss: null }"
`);

expect(gameState!.at(-1)![1].buildings.get(vecA)?.getFirstAIBehavior()).toBe(
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2 changes: 1 addition & 1 deletion tests/__tests__/Effects.test.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -708,7 +708,7 @@ test('spawns a new unit when a player loses their last unit at the beginning of
Move (2,3 → 2,1) { fuel: 28, completed: false, path: [2,2 → 2,1] }
AttackUnit (2,1 → 1,1) { hasCounterAttack: true, playerA: 2, playerB: 1, unitA: DryUnit { health: 67, ammo: [ [ 1, 3 ] ] }, unitB: DryUnit { health: 67, ammo: [ [ 1, 6 ] ] }, chargeA: 172, chargeB: 123 }
CreateUnit (1,3 → 1,2) { unit: Rocket Launcher { id: 3, health: 100, player: 2, fuel: 40, ammo: [ [ 1, 4 ] ], moved: true, name: 'Davide', completed: true }, free: false, skipBehaviorRotation: false }
EndTurn { current: { funds: 225, player: 2 }, next: { funds: 10000, player: 1 }, round: 2, rotatePlayers: false, supply: null, miss: false }"
EndTurn { current: { funds: 200, player: 2 }, next: { funds: 10000, player: 1 }, round: 2, rotatePlayers: false, supply: null, miss: false }"
`);

expect(newEffects?.get('BeginTurnGameOver')).toBeUndefined();
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