feat(doomsday-clock): battle-royale style zone gamemode (#4469)

Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

zixer._
This commit is contained in:
Zixer1
2026-07-02 18:42:03 -07:00
committed by GitHub
parent ad760a0f3d
commit 78ef7b56fd
33 changed files with 1593 additions and 17 deletions
+245
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import { html, LitElement } from "lit";
import { customElement, property } from "lit/decorators.js";
import { assetUrl } from "../../core/AssetUrls";
import {
doomsdayClockDrain,
doomsdayClockSideRequiredTiles,
doomsdayClockWaveState,
} from "../../core/game/DoomsdayClock";
import { GameMode, PlayerType, Team } from "../../core/game/Game";
import { themeProvider } from "../theme/ThemeProvider";
import { renderTroops, translateText } from "../Utils";
import { GameView } from "../view";
const doomsdayClockIcon = assetUrl("images/DoomsdayClockSkull.svg");
/**
* The Doomsday Clock readout: a self-contained panel showing the rising bar, the
* side's share vs the threshold, the stage (Stable/Unstable/Collapsing) and the
* wave countdown. Embedded by game-right-sidebar so it stacks (centered) under
* the game timer; it hides itself when the mode is off, after a winner, or for a
* spectator/eliminated player.
*/
@customElement("doomsday-clock-panel")
export class DoomsdayClockPanel extends LitElement {
@property({ attribute: false }) game!: GameView;
@property({ attribute: false }) hasWinner = false;
// Bumped by the parent each tick so the countdown + bar advance every second.
@property({ attribute: false }) refreshKey = 0;
// Light DOM so Tailwind classes apply and it stacks in the parent's flex.
createRenderRoot() {
return this;
}
private secondsToHms(d: number): string {
const pad = (n: number) => (n < 10 ? `0${n}` : n);
const h = Math.floor(d / 3600);
const m = Math.floor((d % 3600) / 60);
const s = Math.floor((d % 3600) % 60);
return h !== 0 ? `${pad(h)}:${pad(m)}:${pad(s)}` : `${pad(m)}:${pad(s)}`;
}
// The player's "side" (matching the sim): themselves in FFA, their whole team
// otherwise. Returns the combined tiles and the headcount (the sim scales the
// threshold by headcount, so the HUD needs it too).
private sideStats(me: ReturnType<GameView["myPlayer"]>): {
tiles: number;
size: number;
} {
if (!me) return { tiles: 0, size: 1 };
const ffa = this.game.config().gameConfig().gameMode === GameMode.FFA;
const myTeam = me.team();
if (ffa || myTeam === null) return { tiles: me.numTilesOwned(), size: 1 };
const mates = this.game
.playerViews()
.filter(
(p) =>
p.team() === myTeam && p.isAlive() && p.type() !== PlayerType.Bot,
);
return {
tiles: mates.reduce((sum, p) => sum + p.numTilesOwned(), 0),
size: mates.length,
};
}
// Localized team name (e.g. "Red"), matching TeamStats; falls back to the raw
// team id for numbered teams.
private teamDisplayName(team: Team): string {
const key = `team_colors.${team.toLowerCase()}`;
const translated = translateText(key);
return translated !== key ? translated : team;
}
// The team's on-map color as a hex string, for the readout label.
private teamColor(team: Team): string {
return themeProvider.current().teamColor(team).toHex();
}
render() {
const sd = this.game?.config().doomsdayClockConfig();
const me = this.game?.myPlayer();
// Personal readout: no meaning when off, after a winner, or for a spectator
// / eliminated player (a 0-tile "me" would also pulse red-alert forever).
const visible =
!!sd?.enabled && !this.hasWinner && (me?.isAlive() ?? false);
this.style.display = visible ? "block" : "none";
if (!visible || !me || !sd) return html``;
const elapsed = Math.floor(this.game.elapsedGameSeconds());
const land = this.game.numLandTiles() - this.game.numTilesWithFallout();
const myTeam = me.team() ?? null;
const { tiles: yourTiles, size: mySize } = this.sideStats(me);
// Threshold is scaled by the side's headcount (same as the sim).
const requiredTiles = doomsdayClockSideRequiredTiles(
sd.speed,
land,
elapsed,
mySize,
);
const wave = doomsdayClockWaveState(sd.speed, elapsed);
// Wave readout percentages scale by headcount too (capped at the whole map).
const scalePct = (p: number) => Math.min(100, p * mySize);
// Match the sim: no land -> no bar, no percentages (avoid div-by-zero / >100%).
const requiredPct = land > 0 ? (requiredTiles / land) * 100 : 0;
const yourPct = land > 0 ? (yourTiles / land) * 100 : 0;
const flagged = me?.inDoomsdayClock() ?? false;
const secondsUnder = Math.floor((me?.doomsdayClockTicks() ?? 0) / 10);
const draining = flagged && secondsUnder >= sd.warnSeconds;
// Safe but within 10% (relative) of the bar: e.g. at 9% when the bar is 10%,
// or 0.9% when it's 1%. About to be caught, so it blinks red too.
const nearDanger =
!flagged && requiredTiles > 0 && yourPct <= requiredPct * 1.1;
// In danger (caught/draining) or about to be: everything red.
const redAlert = flagged || nearDanger;
// The zone's own progress, independent of your status. Shown while stable
// AND while collapsing, so you can still see the bar rising as you bleed.
const zoneDetail = wave.done
? translateText("doomsday_clock.final", {
pct: scalePct(wave.currentPercent),
})
: wave.growing
? translateText("doomsday_clock.growing", {
pct: scalePct(wave.targetPercent),
})
: translateText("doomsday_clock.next_wave", {
pct: scalePct(wave.targetPercent),
time: this.secondsToHms(wave.secondsToNextGrowth),
});
// Status word + detail line.
let status: string;
let statusClass: string;
let detail: string;
if (draining && me) {
// Drain is a % of max-troop capacity, capped at current troops; show the
// actual per-second loss (renderTroops handles the /10 display unit).
const chunk = doomsdayClockDrain(
this.game.config().maxTroops(me),
secondsUnder - sd.warnSeconds,
sd,
);
status = translateText("doomsday_clock.collapsing", {
rate: renderTroops(Math.min(me.troops(), chunk)),
});
statusClass = "text-red-400 font-bold";
detail = zoneDetail; // keep the zone readout visible while collapsing
} else if (flagged) {
// Caught below a wave: count down the cooldown before decay begins.
status = translateText("doomsday_clock.unstable");
statusClass = "text-red-400 font-bold";
detail = translateText("doomsday_clock.decay_in", {
secs: Math.max(0, sd.warnSeconds - secondsUnder),
});
} else {
status = translateText("doomsday_clock.stable");
statusClass = nearDanger ? "text-orange-300 font-bold" : "text-green-400";
detail = zoneDetail;
}
// Panel edge cue: red pulse when in/near danger, orange pulse in the 10s
// window around a wave firing.
const edge = redAlert
? "sd-pulse-red"
: wave.waveFlash
? "sd-pulse-orange"
: "";
const panel =
"w-fit flex flex-col gap-1.5 py-2 px-4 bg-gray-800/92 backdrop-blur-sm shadow-xs min-[1200px]:rounded-lg rounded-bl-lg text-white text-sm";
return html`
<style>
@keyframes sd-red {
0%,
100% {
box-shadow: 0 0 0 0 rgba(248, 113, 113, 0);
}
50% {
box-shadow: 0 0 0 3px rgba(248, 113, 113, 0.95);
}
}
@keyframes sd-orange {
0%,
100% {
box-shadow: 0 0 0 0 rgba(251, 146, 60, 0);
}
50% {
box-shadow: 0 0 0 3px rgba(251, 146, 60, 0.9);
}
}
.sd-pulse-red {
animation: sd-red 1s ease-in-out infinite;
}
.sd-pulse-orange {
animation: sd-orange 1.8s ease-in-out infinite;
}
</style>
<div class="${panel} ${edge}">
<div class="flex items-center justify-between gap-3">
<span
class="flex items-center gap-1.5 font-bold tracking-wide text-red-400"
>
<img src=${doomsdayClockIcon} alt="" width="20" height="20" />
${translateText("doomsday_clock.title")}
</span>
<span class=${statusClass}>${status}</span>
</div>
<div class="relative h-2.5 w-52 overflow-hidden rounded bg-gray-600/60">
<!-- your held share (green) vs the target threshold (red bar): the gap
between them shows how far you are from safe. -->
<div
class="absolute inset-y-0 left-0 bg-green-400"
style="width:${Math.min(100, yourPct)}%"
></div>
<div
class="absolute inset-y-0 w-0.5 bg-red-500"
style="left:${Math.min(100, requiredPct)}%"
></div>
</div>
<div class="flex items-center justify-between gap-3 text-gray-300">
<span>
${translateText("doomsday_clock.hold", {
pct: requiredPct.toFixed(1),
})}
</span>
${myTeam !== null
? html`<span style=${`color:${this.teamColor(myTeam)}`}>
${translateText("doomsday_clock.your_team", {
team: this.teamDisplayName(myTeam),
pct: yourPct.toFixed(1),
})}
</span>`
: html`<span class=${redAlert ? "text-red-300" : "text-green-300"}>
${translateText("doomsday_clock.you", {
pct: yourPct.toFixed(1),
})}
</span>`}
</div>
${detail
? html`<div class="text-xs text-gray-400">${detail}</div>`
: ""}
</div>
`;
}
}