mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 03:34:03 +00:00
Merge branch 'v28' into crazygames
This commit is contained in:
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@@ -33,6 +33,9 @@ export class PlayerStatsTreeView extends LitElement {
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}
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private get availableDifficulties(): Difficulty[] {
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// For Public games, don't show difficulty selector (we'll combine them)
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if (this.selectedType === GameType.Public) return [];
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const typeNode = this.statsTree?.[this.selectedType];
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const modeNode = typeNode?.[this.selectedMode];
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if (!modeNode) return [];
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@@ -49,11 +52,120 @@ export class PlayerStatsTreeView extends LitElement {
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return this;
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}
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private addBigIntArrays(a?: bigint[], b?: bigint[]): bigint[] | undefined {
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if (!a && !b) return undefined;
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if (!a) return b;
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if (!b) return a;
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const maxLen = Math.max(a.length, b.length);
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const result: bigint[] = [];
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for (let i = 0; i < maxLen; i++) {
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result[i] = (a[i] ?? 0n) + (b[i] ?? 0n);
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}
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return result;
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}
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private combineDifficultyStats(
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modeNode: Record<string, PlayerStatsLeaf>,
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): PlayerStatsLeaf | null {
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const difficulties = Object.keys(modeNode).filter(isDifficulty);
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if (difficulties.length === 0) return null;
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// Start with zeros
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let combinedWins = 0n;
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let combinedLosses = 0n;
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let combinedTotal = 0n;
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const combinedStats: PlayerStats = {};
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// Aggregate across all difficulties
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for (const diff of difficulties) {
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const leaf = modeNode[diff as Difficulty];
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if (!leaf) continue;
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combinedWins += leaf.wins;
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combinedLosses += leaf.losses;
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combinedTotal += leaf.total;
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if (leaf.stats) {
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// Combine array-based stats
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combinedStats.attacks = this.addBigIntArrays(
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combinedStats.attacks,
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leaf.stats.attacks,
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);
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combinedStats.gold = this.addBigIntArrays(
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combinedStats.gold,
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leaf.stats.gold,
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);
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// Combine scalar stats
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if (leaf.stats.betrayals !== undefined) {
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combinedStats.betrayals =
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(combinedStats.betrayals ?? 0n) + leaf.stats.betrayals;
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}
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if (leaf.stats.killedAt !== undefined) {
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combinedStats.killedAt =
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(combinedStats.killedAt ?? 0n) + leaf.stats.killedAt;
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}
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if (leaf.stats.conquests !== undefined) {
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combinedStats.conquests =
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(combinedStats.conquests ?? 0n) + leaf.stats.conquests;
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}
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// Combine boats stats (nested object)
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if (leaf.stats.boats) {
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combinedStats.boats ??= {};
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for (const [boatType, values] of Object.entries(leaf.stats.boats)) {
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combinedStats.boats[boatType] = this.addBigIntArrays(
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combinedStats.boats[boatType],
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values,
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);
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}
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}
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// Combine bombs stats (nested object)
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if (leaf.stats.bombs) {
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combinedStats.bombs ??= {};
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for (const [bombType, values] of Object.entries(leaf.stats.bombs)) {
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combinedStats.bombs[bombType] = this.addBigIntArrays(
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combinedStats.bombs[bombType],
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values,
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);
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}
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}
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// Combine units stats (nested object)
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if (leaf.stats.units) {
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combinedStats.units ??= {};
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for (const [unitType, values] of Object.entries(leaf.stats.units)) {
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combinedStats.units[unitType] = this.addBigIntArrays(
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combinedStats.units[unitType],
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values,
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);
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}
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}
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}
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}
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return {
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wins: combinedWins,
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losses: combinedLosses,
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total: combinedTotal,
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stats: combinedStats,
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};
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}
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private getSelectedLeaf(): PlayerStatsLeaf | null {
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const typeNode = this.statsTree?.[this.selectedType];
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if (!typeNode) return null;
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const modeNode = typeNode[this.selectedMode];
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if (!modeNode) return null;
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// For Public games, combine all difficulties
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if (this.selectedType === GameType.Public) {
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return this.combineDifficultyStats(modeNode);
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}
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// For Private and Singleplayer, use the selected difficulty
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const diffNode = modeNode[this.selectedDifficulty];
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if (!diffNode) return null;
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return diffNode;
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@@ -5,11 +5,6 @@ import dust from "../../../resources/sprites/dust.png";
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import miniExplosion from "../../../resources/sprites/miniExplosion.png";
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import miniFire from "../../../resources/sprites/minifire.png";
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import nuke from "../../../resources/sprites/nukeExplosion.png";
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import conquestChampagne from "../../../resources/sprites/nyeve/conquest.png";
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import nukeEve from "../../../resources/sprites/nyeve/firework.png";
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import nukeEveCyan from "../../../resources/sprites/nyeve/firework_cyan.png";
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import nukeEveRed from "../../../resources/sprites/nyeve/firework_red.png";
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import nukeEveYellow from "../../../resources/sprites/nyeve/firework_yellow.png";
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import SAMExplosion from "../../../resources/sprites/samExplosion.png";
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import sinkingShip from "../../../resources/sprites/sinkingShip.png";
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import miniSmoke from "../../../resources/sprites/smoke.png";
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@@ -140,51 +135,6 @@ const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
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originX: 10,
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originY: 16,
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},
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[FxType.ConquestChampagne]: {
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url: conquestChampagne,
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frameWidth: 28,
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frameCount: 8,
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frameDuration: 90,
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looping: false,
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originX: 14,
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originY: 23,
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},
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[FxType.FireworkAll]: {
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url: nukeEve,
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frameWidth: 60,
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frameCount: 15,
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frameDuration: 90,
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looping: false,
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originX: 30,
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originY: 30,
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},
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[FxType.FireworkRed]: {
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url: nukeEveRed,
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frameWidth: 30,
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frameCount: 9,
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frameDuration: 100,
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looping: false,
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originX: 15,
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originY: 20,
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},
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[FxType.FireworkCyan]: {
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url: nukeEveCyan,
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frameWidth: 30,
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frameCount: 13,
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frameDuration: 100,
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looping: false,
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originX: 15,
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originY: 20,
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},
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[FxType.FireworkYellow]: {
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url: nukeEveYellow,
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frameWidth: 30,
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frameCount: 15,
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frameDuration: 100,
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looping: false,
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originX: 15,
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originY: 20,
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},
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};
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export class AnimatedSpriteLoader {
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@@ -25,7 +25,7 @@ export function conquestFxFactory(
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animatedSpriteLoader,
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x,
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y,
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FxType.ConquestChampagne,
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FxType.Conquest,
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2500,
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);
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const fadeAnimation = new FadeFx(swordAnimation, 0.1, 0.6);
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@@ -16,9 +16,4 @@ export enum FxType {
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UnderConstruction = "UnderConstruction",
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Dust = "Dust",
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Conquest = "Conquest",
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FireworkAll = "FireworkAll",
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FireworkRed = "FireworkRed",
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FireworkYellow = "FireworkYellow",
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FireworkCyan = "FireworkCyan",
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ConquestChampagne = "ConquestChampagne",
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}
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@@ -55,7 +55,7 @@ function addSpriteInCircle(
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game.isLand(game.ref(spawnX, spawnY))
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) {
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const sprite = new FadeFx(
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new SpriteFx(animatedSpriteLoader, spawnX, spawnY, type),
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new SpriteFx(animatedSpriteLoader, spawnX, spawnY, type, 6000),
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0.1,
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0.8,
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);
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@@ -79,16 +79,19 @@ export function nukeFxFactory(
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): Fx[] {
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const nukeFx: Fx[] = [];
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// Explosion animation
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nukeFx.push(new SpriteFx(animatedSpriteLoader, x, y, FxType.FireworkAll));
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nukeFx.push(new SpriteFx(animatedSpriteLoader, x, y, FxType.Nuke));
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// Shockwave animation
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nukeFx.push(new ShockwaveFx(x, y, 1500, radius * 1.5));
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// Ruins and desolation sprites
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const debrisPlan: Array<{
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type: FxType;
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radiusFactor: number;
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density: number;
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}> = [
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{ type: FxType.FireworkRed, radiusFactor: 1.0, density: 1 / 28 },
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{ type: FxType.FireworkCyan, radiusFactor: 0.9, density: 1 / 70 },
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{ type: FxType.FireworkYellow, radiusFactor: 0.9, density: 1 / 70 },
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{ type: FxType.MiniFire, radiusFactor: 1.0, density: 1 / 25 },
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{ type: FxType.MiniSmoke, radiusFactor: 1.0, density: 1 / 28 },
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{ type: FxType.MiniBigSmoke, radiusFactor: 0.9, density: 1 / 70 },
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{ type: FxType.MiniSmokeAndFire, radiusFactor: 0.9, density: 1 / 70 },
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];
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for (const { type, radiusFactor, density } of debrisPlan) {
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@@ -364,7 +364,7 @@ export class DefaultConfig implements Config {
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// Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under range debuff.
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const debuff = this.tradeShipShortRangeDebuff();
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const baseGold =
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100_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 100 * dist;
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100_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 150 * dist;
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const numPortBonus = numPorts - 1;
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// Hyperbolic decay, midpoint at 5 ports, 3x bonus max.
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const bonus = 1 + 2 * (numPortBonus / (numPortBonus + 5));
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