mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-24 22:12:35 +00:00
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:
@@ -249,6 +249,16 @@ const TeamCountConfigSchema = z.union([
|
||||
]);
|
||||
export type TeamCountConfig = z.infer<typeof TeamCountConfigSchema>;
|
||||
|
||||
// Doomsday Clock (anti-stall). Below a rising share of the map a player (or, in
|
||||
// team modes, their whole team) gets skulled and their troops drain to zero. The
|
||||
// required share rises in discrete waves per the `speed` preset (see
|
||||
// DoomsdayClock.ts). Only `enabled` and `speed` are wire-configurable; the
|
||||
// drain/warn tuning lives in DOOMSDAY_CLOCK_DEFAULTS (Config.ts).
|
||||
export const DoomsdayClockConfigSchema = z.object({
|
||||
enabled: z.boolean().optional(),
|
||||
speed: z.enum(["slow", "normal", "fast", "veryfast"]).optional(),
|
||||
});
|
||||
|
||||
export const GameConfigSchema = z.object({
|
||||
gameMap: z.enum(GameMapType),
|
||||
difficulty: z.enum(Difficulty),
|
||||
@@ -258,6 +268,7 @@ export const GameConfigSchema = z.object({
|
||||
gameMode: z.enum(GameMode),
|
||||
rankedType: z.enum(RankedType).optional(), // Only set for ranked games.
|
||||
gameMapSize: z.enum(GameMapSize),
|
||||
doomsdayClock: DoomsdayClockConfigSchema.optional(),
|
||||
publicGameModifiers: z
|
||||
.object({
|
||||
isCompact: z.boolean().optional(),
|
||||
|
||||
Reference in New Issue
Block a user