mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-13 16:47:07 +00:00
Merge branch 'main' into patterned-territory
This commit is contained in:
@@ -188,9 +188,10 @@ export class ClientGameRunner {
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}
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private saveGame(update: WinUpdate) {
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if (this.myPlayer === null) throw new Error("Not initialized");
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const players: PlayerRecord[] = [
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{
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ip: null,
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playerID: this.myPlayer.id(),
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persistentID: getPersistentIDFromCookie(),
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username: this.lobby.playerName,
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clientID: this.lobby.clientID,
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@@ -211,7 +212,7 @@ export class ClientGameRunner {
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}
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const record = createGameRecord(
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this.lobby.gameStartInfo.gameID,
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this.lobby.gameStartInfo,
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this.lobby.gameStartInfo.config,
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players,
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// Not saving turns locally
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[],
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@@ -47,7 +47,7 @@ export function endGame(gameRecord: GameRecord) {
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}
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const stats = getStats();
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const gameStat = stats[gameRecord.id];
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const gameStat = stats[gameRecord.info.gameID];
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if (!gameStat) {
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consolex.log("LocalPersistantStats: game not found");
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@@ -176,7 +176,7 @@ export class LocalServer {
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}
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const players: PlayerRecord[] = [
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{
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ip: null,
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playerID: this.lobbyConfig.clientID, // hack?
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persistentID: getPersistentIDFromCookie(),
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username: this.lobbyConfig.playerName,
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clientID: this.lobbyConfig.clientID,
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@@ -188,7 +188,7 @@ export class LocalServer {
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}
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const record = createGameRecord(
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this.lobbyConfig.gameStartInfo.gameID,
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this.lobbyConfig.gameStartInfo,
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this.lobbyConfig.gameStartInfo.config,
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players,
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this.turns,
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this.startedAt,
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+1
-1
@@ -305,7 +305,7 @@ class Client {
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playerName: this.usernameInput?.getCurrentUsername() ?? "",
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token: localStorage.getItem("token") ?? getPersistentIDFromCookie(),
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clientID: lobby.clientID,
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gameStartInfo: lobby.gameStartInfo ?? lobby.gameRecord?.gameStartInfo,
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gameStartInfo: lobby.gameStartInfo ?? lobby.gameRecord?.info,
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gameRecord: lobby.gameRecord,
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},
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() => {
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@@ -1,4 +1,5 @@
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import nuke from "../../../resources/sprites/nukeExplosion.png";
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import SAMExplosion from "../../../resources/sprites/samExplosion.png";
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import { AnimatedSprite } from "./AnimatedSprite";
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import { FxType } from "./fx/Fx";
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@@ -22,6 +23,15 @@ const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
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originX: 30,
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originY: 30,
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},
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[FxType.SAMExplosion]: {
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url: SAMExplosion,
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frameWidth: 48,
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frameCount: 9,
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frameDuration: 70,
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looping: false,
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originX: 23,
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originY: 19,
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},
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};
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const animatedSpriteImageMap: Map<FxType, CanvasImageSource> = new Map();
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@@ -4,4 +4,5 @@ export interface Fx {
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export enum FxType {
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Nuke = "Nuke",
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SAMExplosion = "SAMExplosion",
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}
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@@ -0,0 +1,34 @@
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import { AnimatedSprite } from "../AnimatedSprite";
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import { createAnimatedSpriteForUnit } from "../AnimatedSpriteLoader";
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import { Fx, FxType } from "./Fx";
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/**
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* Explosion effect: sprite animation of an explosion
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*/
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export class SAMExplosionFx implements Fx {
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private lifeTime: number = 0;
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private explosionSprite: AnimatedSprite | null;
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constructor(
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private x: number,
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private y: number,
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private duration: number,
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) {
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this.explosionSprite = createAnimatedSpriteForUnit(FxType.SAMExplosion);
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}
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renderTick(frameTime: number, ctx: CanvasRenderingContext2D): boolean {
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if (this.explosionSprite) {
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this.lifeTime += frameTime;
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if (this.lifeTime >= this.duration) {
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return false;
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}
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if (this.explosionSprite.isActive()) {
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this.explosionSprite.update(frameTime);
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this.explosionSprite.draw(ctx, this.x, this.y);
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return true;
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}
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return false;
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}
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return false;
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}
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}
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@@ -4,6 +4,7 @@ import { GameView, UnitView } from "../../../core/game/GameView";
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import { loadAllAnimatedSpriteImages } from "../AnimatedSpriteLoader";
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import { Fx } from "../fx/Fx";
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import { NukeExplosionFx, ShockwaveFx } from "../fx/NukeFx";
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import { SAMExplosionFx } from "../fx/SAMExplosionFx";
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import { Layer } from "./Layer";
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export class FxLayer implements Layer {
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@@ -35,25 +36,43 @@ export class FxLayer implements Layer {
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switch (unit.type()) {
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case UnitType.AtomBomb:
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case UnitType.MIRVWarhead:
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this.handleNukeExplosion(unit, 70);
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this.handleNukes(unit, 70);
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break;
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case UnitType.HydrogenBomb:
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this.handleNukeExplosion(unit, 250);
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this.handleNukes(unit, 250);
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break;
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}
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}
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handleNukeExplosion(unit: UnitView, shockwaveRadius: number) {
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handleNukes(unit: UnitView, shockwaveRadius: number) {
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if (!unit.isActive()) {
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const x = this.game.x(unit.lastTile());
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const y = this.game.y(unit.lastTile());
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const nuke = new NukeExplosionFx(x, y, 1000);
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this.allFx.push(nuke as Fx);
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const shockwave = new ShockwaveFx(x, y, 1500, shockwaveRadius);
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this.allFx.push(shockwave as Fx);
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if (unit.wasInterceptedBySAM()) {
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this.handleSAMInterception(unit);
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} else {
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// Kaboom
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this.handleNukeExplosion(unit, shockwaveRadius);
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}
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}
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}
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handleNukeExplosion(unit: UnitView, shockwaveRadius: number) {
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const x = this.game.x(unit.lastTile());
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const y = this.game.y(unit.lastTile());
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const nuke = new NukeExplosionFx(x, y, 1000);
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this.allFx.push(nuke as Fx);
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const shockwave = new ShockwaveFx(x, y, 1500, shockwaveRadius);
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this.allFx.push(shockwave as Fx);
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}
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handleSAMInterception(unit: UnitView) {
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const x = this.game.x(unit.lastTile());
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const y = this.game.y(unit.lastTile());
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const interception = new SAMExplosionFx(x, y, 1000);
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this.allFx.push(interception as Fx);
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const shockwave = new ShockwaveFx(x, y, 800, 40);
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this.allFx.push(shockwave as Fx);
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}
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async init() {
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this.redraw();
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try {
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