AFK team mate v2: better ship handling + tests + bugfix (#2396)

## Description:

See PR https://github.com/openfrontio/OpenFrontIO/pull/2203

It was reverted. This unreverts it, with an added fix for boat troops
not getting returned to owner. And small comment updates. And a const
for boatOwner to re-use.

The added bugfix is check for this.sourceTile === null in the retreat()
function in AttackExecution. A boat attack always sets removeTroops to
false because the troops were already removed from owner troops when the
boat departed. They don't have to be removed again in AttackExecution
init, when the boat lands and the attack starts. But at the end of the
attack, in retreat() in AttackExecution, the starting/boat troops still
need to be returned to the owner. That's why even if removeTroops is
false, when sourceTile is not null (only when it's a boat attack) we add
back the troops to the owner.

## 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:

tryout33

---------

Co-authored-by: Fx Morin <28154542+FxMorin@users.noreply.github.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
This commit is contained in:
VariableVince
2025-11-18 14:57:33 -08:00
committed by GitHub
co-authored by Fx Morin Ryan
parent 9130142d15
commit 9c24d29824
11 changed files with 416 additions and 16 deletions
+1 -1
View File
@@ -692,7 +692,7 @@ export class DefaultConfig implements Config {
if (attacker.isPlayer() && defender.isPlayer()) {
if (defender.isDisconnected() && attacker.isOnSameTeam(defender)) {
// No troop loss if defender is disconnected.
// No troop loss if defender is disconnected and on same team
mag = 0;
}
if (
+7
View File
@@ -181,6 +181,13 @@ export class AttackExecution implements Execution {
this._owner.id(),
);
}
if (this.removeTroops === false && this.sourceTile === null) {
// startTroops are always added to attack troops at init but not always removed from owner troops
// subtract startTroops from attack troops so we don't give back startTroops to owner that were never removed
// boat attacks (sourceTile !== null) are the exception: troops were removed at departure and must be returned after attack still
this.attack.setTroops(this.attack.troops() - (this.startTroops ?? 0));
}
const survivors = this.attack.troops() - deaths;
this._owner.addTroops(survivors);
this.attack.delete();
+42 -5
View File
@@ -33,13 +33,17 @@ export class TransportShipExecution implements Execution {
private pathFinder: PathFinder;
private originalOwner: Player;
constructor(
private attacker: Player,
private targetID: PlayerID | null,
private ref: TileRef,
private startTroops: number,
private src: TileRef | null,
) {}
) {
this.originalOwner = this.attacker;
}
activeDuringSpawnPhase(): boolean {
return false;
@@ -173,11 +177,44 @@ export class TransportShipExecution implements Execution {
}
this.lastMove = ticks;
if (this.boat.retreating()) {
this.dst = this.src!; // src is guaranteed to be set at this point
// Team mate can conquer disconnected player and get their ships
// captureUnit has changed the owner of the unit, now update attacker
const boatOwner = this.boat.owner();
if (
this.originalOwner.isDisconnected() &&
boatOwner !== this.originalOwner &&
boatOwner.isOnSameTeam(this.originalOwner)
) {
this.attacker = boatOwner;
this.originalOwner = boatOwner; // for when this owner disconnects too
}
if (this.boat.targetTile() !== this.dst) {
this.boat.setTargetTile(this.dst);
if (this.boat.retreating()) {
// Ensure retreat source is still valid for (new) owner
if (this.mg.owner(this.src!) !== this.attacker) {
// Use bestTransportShipSpawn, not canBuild because of its max boats check etc
const newSrc = this.attacker.bestTransportShipSpawn(this.dst);
if (newSrc === false) {
this.src = null;
} else {
this.src = newSrc;
}
}
if (this.src === null) {
console.warn(
`TransportShipExecution: retreating but no src found for new attacker`,
);
this.attacker.addTroops(this.boat.troops());
this.boat.delete(false);
this.active = false;
return;
} else {
this.dst = this.src;
if (this.boat.targetTile() !== this.dst) {
this.boat.setTargetTile(this.dst);
}
}
}
+1 -5
View File
@@ -55,10 +55,6 @@ export class WarshipExecution implements Execution {
this.warship.delete();
return;
}
if (this.warship.owner().isDisconnected()) {
this.warship.delete();
return;
}
const hasPort = this.warship.owner().unitCount(UnitType.Port) > 0;
if (hasPort) {
@@ -93,7 +89,7 @@ export class WarshipExecution implements Execution {
if (
unit.owner() === this.warship.owner() ||
unit === this.warship ||
unit.owner().isFriendly(this.warship.owner()) ||
unit.owner().isFriendly(this.warship.owner(), true) ||
this.alreadySentShell.has(unit)
) {
continue;
+1 -1
View File
@@ -595,7 +595,7 @@ export interface Player {
decayRelations(): void;
isOnSameTeam(other: Player): boolean;
// Either allied or on same team.
isFriendly(other: Player): boolean;
isFriendly(other: Player, treatAFKFriendly?: boolean): boolean;
team(): Team | null;
clan(): string | null;
incomingAllianceRequests(): AllianceRequest[];
+14
View File
@@ -895,6 +895,20 @@ export class GameImpl implements Game {
return this._railNetwork;
}
conquerPlayer(conqueror: Player, conquered: Player) {
if (conquered.isDisconnected() && conqueror.isOnSameTeam(conquered)) {
const ships = conquered
.units()
.filter(
(u) =>
u.type() === UnitType.Warship ||
u.type() === UnitType.TransportShip,
);
for (const ship of ships) {
conqueror.captureUnit(ship);
}
}
const gold = conquered.gold();
this.displayMessage(
`Conquered ${conquered.displayName()} received ${renderNumber(
+2 -2
View File
@@ -789,8 +789,8 @@ export class PlayerImpl implements Player {
return this._team === other.team();
}
isFriendly(other: Player): boolean {
if (other.isDisconnected()) {
isFriendly(other: Player, treatAFKFriendly: boolean = false): boolean {
if (other.isDisconnected() && !treatAFKFriendly) {
return false;
}
return this.isOnSameTeam(other) || this.isAlliedWith(other);
+2
View File
@@ -148,6 +148,8 @@ export function bestShoreDeploymentSource(
if (t === null) return false;
const candidates = candidateShoreTiles(gm, player, t);
if (candidates.length === 0) return false;
const aStar = new MiniAStar(gm, gm.miniMap(), candidates, t, 1_000_000, 1);
const result = aStar.compute();
if (result !== PathFindResultType.Completed) {