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Surface alliance renewal & rejection events in important-events panel (#4354)
## Problem The important-events notification panel splits events into a prominent **tier-1** list and a dim, auto-expiring **tier-2** list (capped at the 4 newest entries). Two alliance notifications were landing in tier-2, making them easy to miss: - **"X wants to renew your alliance"** (`RENEW_ALLIANCE`) — the core simulation still sends this when another player requests a renewal, but it was buried in tier-2, so you couldn't reliably tell whether someone had asked to renew. - **"X rejected your alliance"** (`ALLIANCE_REJECTED`) — also tier-2, so the outcome of a sent request was inconsistent (accepted was prominent, rejected was not). ## Fix Add `MessageType.RENEW_ALLIANCE` and `MessageType.ALLIANCE_REJECTED` to `TIER_1_TYPES` in `EventsDisplay.ts`, so they show prominently alongside the already-tier-1 `ALLIANCE_ACCEPTED` event. No core/simulation changes — the messages were already being emitted; only the client presentation needed fixing. Display styling for both message types already exists in `Utils.ts`. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -51,7 +51,9 @@ const TIER_1_TYPES: ReadonlySet<MessageType> = new Set([
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MessageType.NAVAL_INVASION_INBOUND,
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MessageType.ATTACK_REQUEST,
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MessageType.ALLIANCE_ACCEPTED,
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MessageType.ALLIANCE_REJECTED,
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MessageType.ALLIANCE_BROKEN,
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MessageType.RENEW_ALLIANCE,
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MessageType.CONQUERED_PLAYER,
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MessageType.CHAT,
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MessageType.DONATION_RECEIVED,
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