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Make setting for go to player on spawn (default on) (#3874)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #3847 ## Description: Makes a setting to turn off go to player on spawn. Most players i have played with are really annoyed about this feature. I understand that some people like it, which is why i have made it default on. But i feel like we should be able to turn it off. ## Please complete the following: - [ ] 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 - [ ] I have added relevant tests to the test directory - [ ] 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: FrederikJA
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@@ -705,6 +705,8 @@
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"coordinate_grid_desc": "Toggle the alphanumeric grid overlay",
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"attacking_troops_overlay_label": "Attacking Troops Overlay",
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"attacking_troops_overlay_desc": "Show attacker vs defender troop counts on active front lines.",
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"go_to_player_label": "Go to player on start",
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"go_to_player_desc": "Toggle zooming in on the player in the beginning of a game.",
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"performance_overlay_label": "Performance Overlay",
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"performance_overlay_desc": "Toggle the performance overlay. When enabled, the performance overlay will be displayed. Press shift-D during game to toggle.",
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"easter_writing_speed_label": "Writing Speed Multiplier",
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@@ -291,6 +291,7 @@ async function createClientGame(
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worker,
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gameView,
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soundManager,
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userSettings,
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);
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} catch (err) {
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soundManager.dispose();
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@@ -322,6 +323,7 @@ export class ClientGameRunner {
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private worker: WorkerClient,
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private gameView: GameView,
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private soundManager: SoundManager,
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private userSettings: UserSettings,
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) {
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this.lastMessageTime = Date.now();
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}
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@@ -534,7 +536,8 @@ export class ClientGameRunner {
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if (
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!this.gameView.inSpawnPhase() &&
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!hasGoneToPlayer &&
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this.gameView.myPlayer()
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this.gameView.myPlayer() &&
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this.userSettings.goToPlayer()
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) {
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hasGoneToPlayer = true;
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this.eventBus.emit(new GoToPlayerEvent(this.gameView.myPlayer()!, 8));
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@@ -309,6 +309,15 @@ export class UserSettingModal extends BaseModal {
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);
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}
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private toggleGoToPlayer() {
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this.userSettings.toggleGoToPlayer();
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console.log(
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"🔍 Go to player:",
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this.userSettings.goToPlayer() ? "ON" : "OFF",
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);
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}
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private togglePerformanceOverlay() {
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this.userSettings.togglePerformanceOverlay();
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}
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@@ -842,6 +851,15 @@ export class UserSettingModal extends BaseModal {
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@change=${this.toggleTerritoryPatterns}
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></setting-toggle>
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<!-- 🔍 Go to player -->
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<setting-toggle
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label="${translateText("user_setting.go_to_player_label")}"
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description="${translateText("user_setting.go_to_player_desc")}"
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id="go-to-player-toggle"
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.checked=${this.userSettings.goToPlayer()}
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@change=${this.toggleGoToPlayer}
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></setting-toggle>
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<!-- 📱 Performance Overlay -->
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<setting-toggle
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label="${translateText("user_setting.performance_overlay_label")}"
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@@ -164,6 +164,10 @@ export class UserSettings {
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return this.getBool("settings.territoryPatterns", true);
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}
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goToPlayer() {
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return this.getBool("settings.goToPlayer", true);
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}
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attackingTroopsOverlay() {
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return this.getBool("settings.attackingTroopsOverlay", true);
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}
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@@ -225,6 +229,10 @@ export class UserSettings {
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this.setBool("settings.territoryPatterns", !this.territoryPatterns());
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}
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toggleGoToPlayer() {
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this.setBool("settings.goToPlayer", !this.goToPlayer());
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}
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toggleDarkMode() {
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this.setBool(DARK_MODE_KEY, !this.darkMode());
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}
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