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
@@ -0,0 +1,132 @@
import {
doomsdayClockDrain,
doomsdayClockSideRequiredTiles,
} from "../game/DoomsdayClock";
import {
Execution,
Game,
GameMode,
Player,
PlayerType,
Team,
} from "../game/Game";
/**
* Doomsday Clock (anti-stall). Once armed, every side must hold a rising
* share of the whole map: each player in FFA, each whole team in team modes (so
* a team is judged on its combined territory and every member shares the fate).
* The bar rises in discrete waves (battle-royale zone), stepping up to each
* wave's level (chosen by the speed preset, see DoomsdayClock.ts) and holding. As
* it rises the bottom is cut, which forces consolidation and guarantees a finish.
*
* A side below the bar is marked (inDoomsdayClock -> blinking skull on the client)
* and, after the warn window, every member bleeds an escalating percentage of
* their troops until the side recovers or hits zero. Climbing back above the bar
* clears the mark and stops the drain.
*
* Deterministic: integer-only. The threshold is one floored integer ratio (see
* DoomsdayClock.ts) and the drain a floored percentage, no floating-point. Off
* unless enabled in the GameConfig. Runs once per second (every 10 ticks), like
* WinCheckExecution.
*/
export class DoomsdayClockExecution implements Execution {
private active = true;
private mg: Game | null = null;
init(mg: Game, ticks: number): void {
this.mg = mg;
}
tick(ticks: number): void {
if (ticks % 10 !== 0) return; // once per second
if (this.mg === null) throw new Error("Not initialized");
const mg = this.mg;
const cfg = mg.config().doomsdayClockConfig();
if (!cfg.enabled) return;
const elapsed = mg.elapsedGameSeconds();
// Humans and Nations are subject to it; the small map bots are not (the
// !== Bot idiom used across the codebase). players() already returns only
// alive players.
const contenders = mg.players().filter((p) => p.type() !== PlayerType.Bot);
// The bar applies per side: each player in FFA, each whole team otherwise.
const ffa = mg.config().gameConfig().gameMode === GameMode.FFA;
const sides = this.sides(contenders, ffa);
// A winner is already inevitable (one side left): idle. Before the first
// wave the bar is 0, so nobody is flagged anyway.
if (sides.length < 2) {
for (const p of contenders) p.clearDoomsdayClock();
return;
}
const land = mg.numLandTiles() - mg.numTilesWithFallout();
// The leading side (the crown holder in FFA, the top team otherwise) is
// never doomed. Doomsday Clock culls the challengers toward the leader, so the
// leader always keeps its army: the game can never freeze with every
// remaining side bled to zero, and the final wave squeezes out everyone but
// the leader -> a single winner. First side with the most tiles wins ties
// (deterministic: sides are built in a fixed order).
const sideTiles = sides.map((members) =>
members.reduce((sum, m) => sum + m.numTilesOwned(), 0),
);
let leaderIdx = 0;
for (let i = 1; i < sideTiles.length; i++) {
if (sideTiles[i] > sideTiles[leaderIdx]) leaderIdx = i;
}
for (let i = 0; i < sides.length; i++) {
const members = sides[i];
// Threshold scales with the side's headcount: a team of N must hold N× a
// solo player's share (FFA sides are size 1, unscaled).
const required = doomsdayClockSideRequiredTiles(
cfg.speed,
land,
elapsed,
members.length,
);
// A non-leading side below the bar skulls and drains every member; the
// leader (and any side above the bar) clears them all.
if (i !== leaderIdx && sideTiles[i] < required) {
for (const m of members) {
m.enterDoomsdayClock();
const secondsUnder = Math.floor(m.doomsdayClockTicks() / 10);
if (secondsUnder >= cfg.warnSeconds) {
const chunk = doomsdayClockDrain(
mg.config().maxTroops(m),
secondsUnder - cfg.warnSeconds,
cfg,
);
m.removeTroops(chunk); // caps at current troops
}
}
} else {
for (const m of members) m.clearDoomsdayClock();
}
}
}
/** Group contenders into sides: singletons in FFA, by team otherwise. */
private sides(contenders: Player[], ffa: boolean): Player[][] {
if (ffa) return contenders.map((p) => [p]);
const byTeam = new Map<Team, Player[]>();
for (const p of contenders) {
const team = p.team();
if (team === null) continue;
const members = byTeam.get(team);
if (members) members.push(p);
else byTeam.set(team, [p]);
}
return Array.from(byTeam.values());
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}