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Improve Notification Panel (#3913)
Resolves #3910 ## Description: - Split the events HUD into two components: a new **`<actionable-events>`** that owns alliance prompts (request / renew) and a slimmed-down **`<events-display>`** for everything else. - Reworked `<events-display>` into two visual tiers: dim/scrolling tier 2 on top (trade results, unit losses, donations, alliance status), prominent tier 1 anchored at the bottom (inbound nukes, naval invasion, attack requests, alliance broken, conquered player, chat). Tier 2 caps at the 4 newest entries; events expire after 8s. - Added a transient **+gold pip** above the gold pill in `<control-panel>`, animated with a small fade-in. Fires for trade ships, trains, donations, and conquest. Trade-ship and train arrivals are removed from the events scroll since they're surfaced here instead. - New `MessageType.NUKE_DETONATED` and a server-side emission in `NukeExecution.detonate` — once an inbound nuke lands or gets intercepted, the inbound warning vanishes and a "detonated" entry takes its place. - `displayMessage` gained optional `unitID` and `focusPlayerID` params so events can link to a unit or a player. Unit captures and destructions now navigate to the unit's last tile when clicked; donations navigate to the other player. - ActionableEvents card width matches `<events-display>`; cards persist until the user clicks Accept/Reject/Renew/Ignore or the server-side request timeout expires. - Removed the in-events category filter UI and the gold-amount banner — `<events-display>` is now a lightweight log that hides entirely when empty. <img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM" src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c" /> <img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM" src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
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@@ -386,6 +386,27 @@ export class NukeExecution implements Execution {
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this.nuke.setReachedTarget();
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this.nuke.delete(false);
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if (
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this.nukeType === UnitType.AtomBomb ||
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this.nukeType === UnitType.HydrogenBomb
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) {
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const messageKey =
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this.nukeType === UnitType.AtomBomb
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? "events_display.atom_bomb_detonated"
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: "events_display.hydrogen_bomb_detonated";
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for (const [impactedPlayer] of tilesPerPlayers) {
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mg.displayMessage(
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messageKey,
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MessageType.NUKE_DETONATED,
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impactedPlayer.id(),
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undefined,
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{ name: this.player.displayName() },
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undefined,
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this.player.id(),
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);
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}
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}
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// Record stats
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this.mg
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.stats()
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@@ -189,28 +189,8 @@ export class TradeShipExecution implements Execution {
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.stats()
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.boatCapturedTrade(this.tradeShip!.owner(), this.origOwner, gold);
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} else {
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this.srcPort.owner().addGold(gold);
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this.srcPort.owner().addGold(gold, this.srcPort.tile());
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this._dstPort.owner().addGold(gold, this._dstPort.tile());
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this.mg.displayMessage(
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"events_display.received_gold_from_trade",
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MessageType.RECEIVED_GOLD_FROM_TRADE,
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this._dstPort.owner().id(),
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gold,
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{
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gold: renderNumber(gold),
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name: this.srcPort.owner().displayName(),
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},
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);
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this.mg.displayMessage(
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"events_display.received_gold_from_trade",
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MessageType.RECEIVED_GOLD_FROM_TRADE,
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this.srcPort.owner().id(),
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gold,
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{
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gold: renderNumber(gold),
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name: this._dstPort.owner().displayName(),
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},
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);
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// Record stats
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this.mg
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.stats()
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