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Fix nation spawnkilling 🔧 (#3222)
## Description: As far as I can remember, in v28 the spawn immunity applied to both humans and nations. With the configurable spawn immunity (added for v29) the spawn immunity no longer applies to nations... Because its called PVP immunity now. So right now it's possible to spawnkill nations. This is a big problem for the 5M gold modifier games... And you can "cheat" in singleplayer. This PR changes two things: - Nations always have 5 seconds spawn immunity now, no matter whats configured for the PVP immunity - Nations attack TerraNullius earlier (Otherwise the easy nations would sometimes do their first attack after the 5 seconds are over, spawnkills would still be possible) ## 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: FloPinguin --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
This commit is contained in:
@@ -58,6 +58,7 @@ export interface NukeMagnitude {
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export interface Config {
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spawnImmunityDuration(): Tick;
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nationSpawnImmunityDuration(): Tick;
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hasExtendedSpawnImmunity(): boolean;
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serverConfig(): ServerConfig;
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gameConfig(): GameConfig;
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@@ -168,6 +168,9 @@ export class DefaultConfig implements Config {
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this._gameConfig.spawnImmunityDuration ?? DEFAULT_SPAWN_IMMUNITY_TICKS
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);
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}
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nationSpawnImmunityDuration(): Tick {
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return DEFAULT_SPAWN_IMMUNITY_TICKS;
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}
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hasExtendedSpawnImmunity(): boolean {
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return this.spawnImmunityDuration() > DEFAULT_SPAWN_IMMUNITY_TICKS;
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}
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@@ -94,33 +94,14 @@ export class NationExecution implements Execution {
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this.warshipBehavior.trackShipsAndRetaliate();
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}
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if (ticks % this.attackRate !== this.attackTick) {
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// Call handleStructures twice between regular attack ticks (at 1/3 and 2/3 of the interval)
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// Otherwise it is possible that we earn more gold than we can spend
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// The alternative is placing multiple structures in handleStructures, but that causes problems
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if (
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this.behaviorsInitialized &&
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this.player !== null &&
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this.player.isAlive()
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) {
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const offset = ticks % this.attackRate;
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const oneThird =
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(this.attackTick + Math.floor(this.attackRate / 3)) % this.attackRate;
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const twoThirds =
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(this.attackTick + Math.floor((this.attackRate * 2) / 3)) %
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this.attackRate;
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if (offset === oneThird || offset === twoThirds) {
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this.structureBehavior.handleStructures();
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}
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}
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return;
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}
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if (this.player === null) {
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return;
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}
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if (this.mg.inSpawnPhase()) {
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if (ticks % this.attackRate !== this.attackTick) {
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return;
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}
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// Place nations without a spawn cell (Dynamically created for HumansVsNations) randomly by SpawnExecution
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if (this.nation.spawnCell === undefined) {
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this.mg.addExecution(
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@@ -155,6 +136,24 @@ export class NationExecution implements Execution {
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return;
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}
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if (ticks % this.attackRate !== this.attackTick) {
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// Call handleStructures twice between regular attack ticks (at 1/3 and 2/3 of the interval)
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// Otherwise it is possible that we earn more gold than we can spend
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// The alternative is placing multiple structures in handleStructures, but that causes problems
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if (this.player.isAlive()) {
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const offset = ticks % this.attackRate;
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const oneThird =
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(this.attackTick + Math.floor(this.attackRate / 3)) % this.attackRate;
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const twoThirds =
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(this.attackTick + Math.floor((this.attackRate * 2) / 3)) %
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this.attackRate;
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if (offset === oneThird || offset === twoThirds) {
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this.structureBehavior.handleStructures();
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}
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}
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return;
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}
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this.emojiBehavior.maybeSendCasualEmoji();
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this.updateRelationsFromEmbargos();
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this.allianceBehavior.handleAllianceRequests();
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@@ -759,6 +759,7 @@ export interface Game extends GameMap {
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// Immunity timer
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isSpawnImmunityActive(): boolean;
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isNationSpawnImmunityActive(): boolean;
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// Game State
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ticks(): Tick;
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@@ -727,6 +727,14 @@ export class GameImpl implements Game {
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);
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}
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public isNationSpawnImmunityActive(): boolean {
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return (
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this.config().numSpawnPhaseTurns() +
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this.config().nationSpawnImmunityDuration() >
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this.ticks()
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);
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}
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sendEmojiUpdate(msg: EmojiMessage): void {
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this.addUpdate({
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type: GameUpdateType.Emoji,
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@@ -824,6 +824,13 @@ export class GameView implements GameMap {
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this.ticks()
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);
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}
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isNationSpawnImmunityActive(): boolean {
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return (
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this._config.numSpawnPhaseTurns() +
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this._config.nationSpawnImmunityDuration() >
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this.ticks()
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);
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}
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config(): Config {
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return this._config;
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}
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@@ -1261,18 +1261,25 @@ export class PlayerImpl implements Player {
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}
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public isImmune(): boolean {
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return this.type() === PlayerType.Human && this.mg.isSpawnImmunityActive();
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if (this.type() === PlayerType.Human) {
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return this.mg.isSpawnImmunityActive();
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}
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if (this.type() === PlayerType.Nation) {
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return this.mg.isNationSpawnImmunityActive();
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}
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return false;
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}
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public canAttackPlayer(
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player: Player,
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treatAFKFriendly: boolean = false,
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): boolean {
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if (this.type() === PlayerType.Human) {
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return !player.isImmune() && !this.isFriendly(player, treatAFKFriendly);
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if (this.type() === PlayerType.Bot) {
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// Bots are not affected by immunity
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return !this.isFriendly(player, treatAFKFriendly);
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}
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// Only humans are affected by immunity, bots and nations should be able to attack freely
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return !this.isFriendly(player, treatAFKFriendly);
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// Humans and Nations respect immunity
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return !player.isImmune() && !this.isFriendly(player, treatAFKFriendly);
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}
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public canAttack(tile: TileRef): boolean {
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