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Merge pull request #27 from NewHappyRabbit/main
Fixed countries.json. Fixed flag container overflowing.
This commit is contained in:
+207
-206
@@ -1,230 +1,231 @@
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import { LitElement, html, css } from "lit";
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import { customElement, property, state } from "lit/decorators.js";
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import Countries from "../data/countries.json";
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import { LitElement, html, css } from 'lit';
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import { customElement, property, state } from 'lit/decorators.js';
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import Countries from '../data/countries.json';
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const flagKey: string = "flag";
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const flagKey: string = 'flag';
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@customElement("flag-input")
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@customElement('flag-input')
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export class FlagInput extends LitElement {
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@state() private flag: string = "";
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@state() private search: string = "";
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@state() private showModal: boolean = false;
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@state() private flag: string = '';
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@state() private search: string = '';
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@state() private showModal: boolean = false;
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static styles = css`
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.hidden {
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display: none;
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}
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static styles = css`
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.hidden {
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display: none;
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}
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.flag-container {
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display: flex;
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}
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.flag-container {
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display: flex;
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}
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.no-selected-flag {
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position: absolute;
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left: 8px;
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top: 8px;
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height: 50px;
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border-radius: 0.75rem;
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border: none;
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background: none;
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font-size: 1rem;
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cursor: pointer;
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}
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.no-selected-flag {
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position: absolute;
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left: 8px;
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top: 8px;
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height: 50px;
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border-radius: 0.75rem;
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border: none;
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background: none;
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font-size: 1rem;
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cursor: pointer;
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}
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.selected-flag {
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width: 48px;
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cursor: pointer;
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position: absolute;
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left: 24px;
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top: 14px;
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border: 1px solid black;
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}
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.selected-flag {
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width: 48px;
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cursor: pointer;
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position: absolute;
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left: 24px;
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top: 14px;
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border: 1px solid black;
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}
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.flag-modal {
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display: flex;
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flex-direction: column;
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gap: 0.5rem;
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position: absolute;
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top: 60px;
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left: 0;
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width: 560px;
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height: 500px;
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background-color: rgb(35 35 35 / 0.8);
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-webkit-backdrop-filter: blur(12px);
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backdrop-filter: blur(12px);
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padding: 10px;
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border-radius: 8px;
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}
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.flag-modal {
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display: flex;
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flex-direction: column;
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gap: 0.5rem;
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position: absolute;
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top: 60px;
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left: 0;
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width: 560px;
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height: 500px;
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max-height: 50vh;
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background-color: rgb(35 35 35 / 0.8);
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-webkit-backdrop-filter: blur(12px);
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backdrop-filter: blur(12px);
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padding: 10px;
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border-radius: 8px;
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}
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.flag-search {
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height: 2rem;
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border-radius: 8px;
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border: none;
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text-align: center;
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font-size: 1.3rem;
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}
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.flag-search {
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height: 2rem;
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border-radius: 8px;
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border: none;
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text-align: center;
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font-size: 1.3rem;
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}
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.flag-dropdown {
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overflow-y: auto;
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display: flex;
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flex-direction: row;
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flex-wrap: wrap;
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gap: 1rem;
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}
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.flag-dropdown {
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overflow-y: auto;
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display: flex;
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flex-direction: row;
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flex-wrap: wrap;
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gap: 1rem;
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}
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.dropdown-item {
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opacity: 0.7;
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width: calc(100% / 4 - 15px);
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text-align: center;
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color: white;
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cursor: pointer;
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border: none;
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background: none;
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}
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.dropdown-item {
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opacity: 0.7;
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width: calc(100% / 4 - 15px);
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text-align: center;
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color: white;
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cursor: pointer;
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border: none;
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background: none;
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}
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.dropdown-item:hover {
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opacity: 1;
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}
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.dropdown-item:hover {
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opacity: 1;
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}
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.country-flag {
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width: 100%;
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height: auto;
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}
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.country-flag {
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width: 100%;
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height: auto;
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}
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@media (max-width: 768px) {
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.flag-modal {
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left: 0px;
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width: calc(100% - 16px);
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height: 50vh;
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}
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@media (max-width: 768px) {
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.flag-modal {
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left: 0px;
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width: calc(100% - 16px);
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height: 50vh;
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}
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.dropdown-item {
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width: calc(100% / 3 - 15px);
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}
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}
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`;
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.dropdown-item {
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width: calc(100% / 3 - 15px);
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}
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}
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`;
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private handleSearch(e: Event) {
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this.search = String((e.target as HTMLInputElement).value);
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}
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private handleSearch(e: Event) {
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this.search = String((e.target as HTMLInputElement).value);
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}
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private setFlag(flag: string) {
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this.flag = flag;
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this.showModal = false;
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this.storeFlag(flag);
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}
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private setFlag(flag: string) {
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this.flag = flag;
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this.showModal = false;
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this.storeFlag(flag);
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}
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public getCurrentFlag(): string {
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return this.flag;
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}
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public getCurrentFlag(): string {
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return this.flag;
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}
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private getStoredFlag(): string {
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const storedFlag = localStorage.getItem(flagKey);
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if (storedFlag) {
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return storedFlag;
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}
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return "";
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}
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private getStoredFlag(): string {
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const storedFlag = localStorage.getItem(flagKey);
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if (storedFlag) {
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return storedFlag;
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}
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return '';
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}
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private storeFlag(flag: string) {
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if (flag) {
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localStorage.setItem(flagKey, flag);
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} else if (flag === "") {
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localStorage.removeItem(flagKey);
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}
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}
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private storeFlag(flag: string) {
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if (flag) {
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localStorage.setItem(flagKey, flag);
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} else if (flag === '') {
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localStorage.removeItem(flagKey);
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}
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}
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private dispatchFlagEvent() {
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this.dispatchEvent(
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new CustomEvent("flag-change", {
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detail: { flag: this.flag },
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bubbles: true,
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composed: true,
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})
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);
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}
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private dispatchFlagEvent() {
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this.dispatchEvent(
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new CustomEvent('flag-change', {
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detail: { flag: this.flag },
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bubbles: true,
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composed: true,
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})
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);
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}
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connectedCallback() {
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super.connectedCallback();
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this.flag = this.getStoredFlag();
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this.dispatchFlagEvent();
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}
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connectedCallback() {
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super.connectedCallback();
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this.flag = this.getStoredFlag();
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this.dispatchFlagEvent();
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}
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render() {
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return html`
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<div class="flag-container">
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${this.flag === ""
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? html` <button
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class="no-selected-flag"
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@click=${() => (this.showModal = true)}
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>
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Flags
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</button>`
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: html`<img
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class="selected-flag"
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src="flags/${this.flag}.svg"
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@click=${() => (this.showModal = true)}
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/>`}
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${this.showModal
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? html`
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<div
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class="flag-modal ${this.showModal
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? ""
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: "hidden"}"
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>
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<input
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class="flag-search"
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type="text"
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placeholder="Search..."
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@change=${this.handleSearch}
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@keyup=${this.handleSearch}
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/>
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<div class="flag-dropdown">
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<!-- Show each flag as button -->
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<button
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@click=${() => this.setFlag("")}
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class="dropdown-item"
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>
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<img
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class="country-flag"
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src="flags/none.svg"
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/>
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<span class="country-name">None</span>
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</button>
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${Countries.filter(
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(country) =>
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country.name
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.toLowerCase()
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.includes(
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this.search.toLowerCase()
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) ||
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country.code
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.toLowerCase()
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.includes(
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this.search.toLowerCase()
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)
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).map(
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(country) => html`
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<button
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@click=${() =>
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this.setFlag(country.code)}
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class="dropdown-item"
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>
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<img
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class="country-flag"
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src="flags/${country.code}.svg"
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/>
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<span class="country-name"
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>${country.name}</span
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>
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</button>
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`
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)}
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</div>
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</div>
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`
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: ""}
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</div>
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`;
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}
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render() {
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return html`
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<div class="flag-container">
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${this.flag === ''
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? html` <button
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class="no-selected-flag"
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@click=${() => (this.showModal = true)}
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>
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Flags
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</button>`
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: html`<img
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class="selected-flag"
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src="flags/${this.flag}.svg"
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@click=${() => (this.showModal = true)}
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/>`}
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${this.showModal
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? html`
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<div
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class="flag-modal ${this.showModal
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? ''
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: 'hidden'}"
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>
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<input
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class="flag-search"
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type="text"
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placeholder="Search..."
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@change=${this.handleSearch}
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@keyup=${this.handleSearch}
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/>
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<div class="flag-dropdown">
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<!-- Show each flag as button -->
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<button
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@click=${() => this.setFlag('')}
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class="dropdown-item"
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>
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<img
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class="country-flag"
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src="flags/xx.svg"
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/>
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<span class="country-name">None</span>
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</button>
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${Countries.filter(
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(country) =>
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country.name
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.toLowerCase()
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.includes(
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this.search.toLowerCase()
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) ||
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country.code
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.toLowerCase()
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.includes(
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this.search.toLowerCase()
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)
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).map(
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(country) => html`
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<button
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@click=${() =>
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this.setFlag(country.code)}
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class="dropdown-item"
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>
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<img
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class="country-flag"
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src="flags/${country.code}.svg"
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/>
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<span class="country-name"
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>${country.name}</span
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>
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</button>
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`
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)}
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</div>
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</div>
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`
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: ''}
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</div>
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`;
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}
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}
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+1335
-973
File diff suppressed because it is too large
Load Diff
@@ -1,435 +1,450 @@
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import {
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Difficulty,
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Game,
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GameType,
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Gold,
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Player,
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PlayerInfo,
|
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PlayerType,
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TerrainType,
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TerraNullius,
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Tick,
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UnitInfo,
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UnitType,
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} from "../game/Game";
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import { GameMap, TileRef } from "../game/GameMap";
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import { PlayerView } from "../game/GameView";
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import { GameConfig } from "../Schemas";
|
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import { assertNever, within } from "../Util";
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import { Config, ServerConfig, Theme } from "./Config";
|
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import { pastelTheme } from "./PastelTheme";
|
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Difficulty,
|
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Game,
|
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GameType,
|
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Gold,
|
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Player,
|
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PlayerInfo,
|
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PlayerType,
|
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TerrainType,
|
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TerraNullius,
|
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Tick,
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UnitInfo,
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UnitType,
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} from '../game/Game';
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import { GameMap, TileRef } from '../game/GameMap';
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import { PlayerView } from '../game/GameView';
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import { GameConfig } from '../Schemas';
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import { assertNever, within } from '../Util';
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import { Config, ServerConfig, Theme } from './Config';
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import { pastelTheme } from './PastelTheme';
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|
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export abstract class DefaultServerConfig implements ServerConfig {
|
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turnIntervalMs(): number {
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return 100;
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}
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gameCreationRate(): number {
|
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return 1 * 60 * 1000;
|
||||
}
|
||||
lobbyLifetime(): number {
|
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return 2 * 60 * 1000;
|
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}
|
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turnIntervalMs(): number {
|
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return 100;
|
||||
}
|
||||
gameCreationRate(): number {
|
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return 1 * 60 * 1000;
|
||||
}
|
||||
lobbyLifetime(): number {
|
||||
return 2 * 60 * 1000;
|
||||
}
|
||||
}
|
||||
|
||||
export class DefaultConfig implements Config {
|
||||
constructor(
|
||||
private _serverConfig: ServerConfig,
|
||||
private _gameConfig: GameConfig
|
||||
) {}
|
||||
spawnImmunityDuration(): Tick {
|
||||
return 5 * 10;
|
||||
}
|
||||
constructor(
|
||||
private _serverConfig: ServerConfig,
|
||||
private _gameConfig: GameConfig
|
||||
) {}
|
||||
spawnImmunityDuration(): Tick {
|
||||
return 5 * 10;
|
||||
}
|
||||
|
||||
gameConfig(): GameConfig {
|
||||
return this._gameConfig;
|
||||
}
|
||||
gameConfig(): GameConfig {
|
||||
return this._gameConfig;
|
||||
}
|
||||
|
||||
serverConfig(): ServerConfig {
|
||||
return this._serverConfig;
|
||||
}
|
||||
serverConfig(): ServerConfig {
|
||||
return this._serverConfig;
|
||||
}
|
||||
|
||||
difficultyModifier(difficulty: Difficulty): number {
|
||||
switch (difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return 1;
|
||||
case Difficulty.Medium:
|
||||
return 3;
|
||||
case Difficulty.Hard:
|
||||
return 9;
|
||||
case Difficulty.Impossible:
|
||||
return 18;
|
||||
}
|
||||
}
|
||||
difficultyModifier(difficulty: Difficulty): number {
|
||||
switch (difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return 1;
|
||||
case Difficulty.Medium:
|
||||
return 3;
|
||||
case Difficulty.Hard:
|
||||
return 9;
|
||||
case Difficulty.Impossible:
|
||||
return 18;
|
||||
}
|
||||
}
|
||||
|
||||
cityPopulationIncrease(): number {
|
||||
return 250_000;
|
||||
}
|
||||
cityPopulationIncrease(): number {
|
||||
return 250_000;
|
||||
}
|
||||
|
||||
falloutDefenseModifier(): number {
|
||||
return 5;
|
||||
}
|
||||
falloutDefenseModifier(): number {
|
||||
return 5;
|
||||
}
|
||||
|
||||
defensePostRange(): number {
|
||||
return 30;
|
||||
}
|
||||
defensePostDefenseBonus(): number {
|
||||
return 5;
|
||||
}
|
||||
spawnNPCs(): boolean {
|
||||
return !this._gameConfig.disableNPCs;
|
||||
}
|
||||
spawnBots(): boolean {
|
||||
return !this._gameConfig.disableBots;
|
||||
}
|
||||
creativeMode(): boolean {
|
||||
return this._gameConfig.creativeMode;
|
||||
}
|
||||
tradeShipGold(dist: number): Gold {
|
||||
return 10000 + 100 * Math.pow(dist, 1.1);
|
||||
}
|
||||
tradeShipSpawnRate(): number {
|
||||
return 500;
|
||||
}
|
||||
defensePostRange(): number {
|
||||
return 30;
|
||||
}
|
||||
defensePostDefenseBonus(): number {
|
||||
return 5;
|
||||
}
|
||||
spawnNPCs(): boolean {
|
||||
return !this._gameConfig.disableNPCs;
|
||||
}
|
||||
spawnBots(): boolean {
|
||||
return !this._gameConfig.disableBots;
|
||||
}
|
||||
creativeMode(): boolean {
|
||||
return this._gameConfig.creativeMode;
|
||||
}
|
||||
tradeShipGold(dist: number): Gold {
|
||||
return 10000 + 100 * Math.pow(dist, 1.1);
|
||||
}
|
||||
tradeShipSpawnRate(): number {
|
||||
return 500;
|
||||
}
|
||||
|
||||
unitInfo(type: UnitType): UnitInfo {
|
||||
switch (type) {
|
||||
case UnitType.TransportShip:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.Warship:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
this.creativeMode()
|
||||
? 0
|
||||
: (p.units(UnitType.Warship).length + 1) * 250_000,
|
||||
territoryBound: false,
|
||||
maxHealth: 1000,
|
||||
};
|
||||
case UnitType.Shell:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
damage: 250,
|
||||
};
|
||||
case UnitType.Port:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
1_000_000,
|
||||
Math.pow(2, p.units(UnitType.Port).length) * 250_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
|
||||
};
|
||||
case UnitType.AtomBomb:
|
||||
return {
|
||||
cost: () => (this.creativeMode() ? 0 : 750_000),
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.HydrogenBomb:
|
||||
return {
|
||||
cost: () => (this.creativeMode() ? 0 : 5_000_000),
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.MIRV:
|
||||
return {
|
||||
cost: () => (this.creativeMode() ? 0 : 10_000_000),
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.MIRVWarhead:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.TradeShip:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.MissileSilo:
|
||||
return {
|
||||
cost: () => (this.creativeMode() ? 0 : 1_000_000),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 10 * 10,
|
||||
};
|
||||
case UnitType.DefensePost:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
250_000,
|
||||
(p.units(UnitType.DefensePost).length + 1) * 50_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 5 * 10,
|
||||
};
|
||||
case UnitType.City:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
1_000_000,
|
||||
Math.pow(2, p.units(UnitType.City).length) * 125_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
|
||||
};
|
||||
case UnitType.Construction:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: true,
|
||||
};
|
||||
default:
|
||||
assertNever(type);
|
||||
}
|
||||
}
|
||||
defaultDonationAmount(sender: Player): number {
|
||||
return Math.floor(sender.troops() / 3);
|
||||
}
|
||||
donateCooldown(): Tick {
|
||||
return 10 * 10;
|
||||
}
|
||||
emojiMessageDuration(): Tick {
|
||||
return 5 * 10;
|
||||
}
|
||||
emojiMessageCooldown(): Tick {
|
||||
return 15 * 10;
|
||||
}
|
||||
targetDuration(): Tick {
|
||||
return 10 * 10;
|
||||
}
|
||||
targetCooldown(): Tick {
|
||||
return 15 * 10;
|
||||
}
|
||||
allianceRequestCooldown(): Tick {
|
||||
return 30 * 10;
|
||||
}
|
||||
allianceDuration(): Tick {
|
||||
return 600 * 10;
|
||||
}
|
||||
percentageTilesOwnedToWin(): number {
|
||||
return 80;
|
||||
}
|
||||
boatMaxNumber(): number {
|
||||
return 3;
|
||||
}
|
||||
boatMaxDistance(): number {
|
||||
return 500;
|
||||
}
|
||||
numSpawnPhaseTurns(): number {
|
||||
return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
|
||||
}
|
||||
numBots(): number {
|
||||
return 400;
|
||||
}
|
||||
theme(): Theme {
|
||||
return pastelTheme;
|
||||
}
|
||||
unitInfo(type: UnitType): UnitInfo {
|
||||
switch (type) {
|
||||
case UnitType.TransportShip:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.Warship:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: (p.units(UnitType.Warship).length + 1) * 250_000,
|
||||
territoryBound: false,
|
||||
maxHealth: 1000,
|
||||
};
|
||||
case UnitType.Shell:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
damage: 250,
|
||||
};
|
||||
case UnitType.Port:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
1_000_000,
|
||||
Math.pow(2, p.units(UnitType.Port).length) *
|
||||
250_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
|
||||
};
|
||||
case UnitType.AtomBomb:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: 750_000,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.HydrogenBomb:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: 5_000_000,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.MIRV:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: 10_000_000,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.MIRVWarhead:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.TradeShip:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: false,
|
||||
};
|
||||
case UnitType.MissileSilo:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: 1_000_000,
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 10 * 10,
|
||||
};
|
||||
case UnitType.DefensePost:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
250_000,
|
||||
(p.units(UnitType.DefensePost).length + 1) *
|
||||
50_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 5 * 10,
|
||||
};
|
||||
case UnitType.City:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
1_000_000,
|
||||
Math.pow(2, p.units(UnitType.City).length) *
|
||||
125_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
|
||||
};
|
||||
case UnitType.Construction:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: true,
|
||||
};
|
||||
default:
|
||||
assertNever(type);
|
||||
}
|
||||
}
|
||||
defaultDonationAmount(sender: Player): number {
|
||||
return Math.floor(sender.troops() / 3);
|
||||
}
|
||||
donateCooldown(): Tick {
|
||||
return 10 * 10;
|
||||
}
|
||||
emojiMessageDuration(): Tick {
|
||||
return 5 * 10;
|
||||
}
|
||||
emojiMessageCooldown(): Tick {
|
||||
return 15 * 10;
|
||||
}
|
||||
targetDuration(): Tick {
|
||||
return 10 * 10;
|
||||
}
|
||||
targetCooldown(): Tick {
|
||||
return 15 * 10;
|
||||
}
|
||||
allianceRequestCooldown(): Tick {
|
||||
return 30 * 10;
|
||||
}
|
||||
allianceDuration(): Tick {
|
||||
return 600 * 10;
|
||||
}
|
||||
percentageTilesOwnedToWin(): number {
|
||||
return 80;
|
||||
}
|
||||
boatMaxNumber(): number {
|
||||
return 3;
|
||||
}
|
||||
boatMaxDistance(): number {
|
||||
return 500;
|
||||
}
|
||||
numSpawnPhaseTurns(): number {
|
||||
return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
|
||||
}
|
||||
numBots(): number {
|
||||
return 400;
|
||||
}
|
||||
theme(): Theme {
|
||||
return pastelTheme;
|
||||
}
|
||||
|
||||
attackLogic(
|
||||
gm: Game,
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
tileToConquer: TileRef
|
||||
): {
|
||||
attackerTroopLoss: number;
|
||||
defenderTroopLoss: number;
|
||||
tilesPerTickUsed: number;
|
||||
} {
|
||||
let mag = 0;
|
||||
let speed = 0;
|
||||
const type = gm.terrainType(tileToConquer);
|
||||
switch (type) {
|
||||
case TerrainType.Plains:
|
||||
mag = 80;
|
||||
speed = 15;
|
||||
break;
|
||||
case TerrainType.Highland:
|
||||
mag = 100;
|
||||
speed = 20;
|
||||
break;
|
||||
case TerrainType.Mountain:
|
||||
mag = 120;
|
||||
speed = 25;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`terrain type ${type} not supported`);
|
||||
}
|
||||
if (defender.isPlayer()) {
|
||||
for (const dp of gm.nearbyDefensePosts(tileToConquer)) {
|
||||
if (dp.owner() == defender) {
|
||||
mag *= this.defensePostDefenseBonus();
|
||||
speed *= this.defensePostDefenseBonus();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
attackLogic(
|
||||
gm: Game,
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
tileToConquer: TileRef
|
||||
): {
|
||||
attackerTroopLoss: number;
|
||||
defenderTroopLoss: number;
|
||||
tilesPerTickUsed: number;
|
||||
} {
|
||||
let mag = 0;
|
||||
let speed = 0;
|
||||
const type = gm.terrainType(tileToConquer);
|
||||
switch (type) {
|
||||
case TerrainType.Plains:
|
||||
mag = 80;
|
||||
speed = 15;
|
||||
break;
|
||||
case TerrainType.Highland:
|
||||
mag = 100;
|
||||
speed = 20;
|
||||
break;
|
||||
case TerrainType.Mountain:
|
||||
mag = 120;
|
||||
speed = 25;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`terrain type ${type} not supported`);
|
||||
}
|
||||
if (defender.isPlayer()) {
|
||||
for (const dp of gm.nearbyDefensePosts(tileToConquer)) {
|
||||
if (dp.owner() == defender) {
|
||||
mag *= this.defensePostDefenseBonus();
|
||||
speed *= this.defensePostDefenseBonus();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gm.hasFallout(tileToConquer)) {
|
||||
mag *= this.falloutDefenseModifier();
|
||||
speed *= this.falloutDefenseModifier();
|
||||
}
|
||||
if (gm.hasFallout(tileToConquer)) {
|
||||
mag *= this.falloutDefenseModifier();
|
||||
speed *= this.falloutDefenseModifier();
|
||||
}
|
||||
|
||||
if (attacker.isPlayer() && defender.isPlayer()) {
|
||||
if (
|
||||
attacker.type() == PlayerType.Human &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
if (
|
||||
attacker.type() == PlayerType.FakeHuman &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
}
|
||||
if (attacker.isPlayer() && defender.isPlayer()) {
|
||||
if (
|
||||
attacker.type() == PlayerType.Human &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
if (
|
||||
attacker.type() == PlayerType.FakeHuman &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
let largeTerritoryBonus = 1;
|
||||
if (attacker.numTilesOwned() > 100_000) {
|
||||
// Speed up the late game
|
||||
largeTerritoryBonus = 100_000 / attacker.numTilesOwned();
|
||||
}
|
||||
if (defender.isPlayer()) {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
within(defender.troops() / (2.5 * attackTroops), 0.1, 10) *
|
||||
mag,
|
||||
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
|
||||
tilesPerTickUsed:
|
||||
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
|
||||
speed,
|
||||
};
|
||||
} else {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
|
||||
defenderTroopLoss: 0,
|
||||
tilesPerTickUsed: within(
|
||||
(2000 * Math.max(10, speed)) / attackTroops,
|
||||
5,
|
||||
100
|
||||
),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
if (defender.isPlayer()) {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
within(defender.troops() / (attackTroops * 0.5), 0.25, 4) *
|
||||
mag *
|
||||
0.5 *
|
||||
largeTerritoryBonus,
|
||||
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
|
||||
tilesPerTickUsed:
|
||||
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
|
||||
speed *
|
||||
largeTerritoryBonus,
|
||||
};
|
||||
} else {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
|
||||
defenderTroopLoss: 0,
|
||||
tilesPerTickUsed: within(
|
||||
(2000 * Math.max(10, speed)) / attackTroops,
|
||||
5,
|
||||
100
|
||||
),
|
||||
};
|
||||
}
|
||||
}
|
||||
attackTilesPerTick(
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
numAdjacentTilesWithEnemy: number
|
||||
): number {
|
||||
if (defender.isPlayer()) {
|
||||
return (
|
||||
within(
|
||||
((5 * attackTroops) / defender.troops()) * 2,
|
||||
0.01,
|
||||
0.5
|
||||
) *
|
||||
numAdjacentTilesWithEnemy *
|
||||
3
|
||||
);
|
||||
} else {
|
||||
return numAdjacentTilesWithEnemy * 2;
|
||||
}
|
||||
}
|
||||
|
||||
attackTilesPerTick(
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
numAdjacentTilesWithEnemy: number
|
||||
): number {
|
||||
if (defender.isPlayer()) {
|
||||
return (
|
||||
within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) *
|
||||
numAdjacentTilesWithEnemy *
|
||||
3
|
||||
);
|
||||
} else {
|
||||
return numAdjacentTilesWithEnemy * 2;
|
||||
}
|
||||
}
|
||||
boatAttackAmount(
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius
|
||||
): number {
|
||||
return Math.floor(attacker.troops() / 5);
|
||||
}
|
||||
|
||||
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number {
|
||||
return Math.floor(attacker.troops() / 5);
|
||||
}
|
||||
attackAmount(attacker: Player, defender: Player | TerraNullius) {
|
||||
if (attacker.type() == PlayerType.Bot) {
|
||||
return attacker.troops() / 20;
|
||||
} else {
|
||||
return attacker.troops() / 5;
|
||||
}
|
||||
}
|
||||
|
||||
attackAmount(attacker: Player, defender: Player | TerraNullius) {
|
||||
if (attacker.type() == PlayerType.Bot) {
|
||||
return attacker.troops() / 20;
|
||||
} else {
|
||||
return attacker.troops() / 5;
|
||||
}
|
||||
}
|
||||
startManpower(playerInfo: PlayerInfo): number {
|
||||
if (playerInfo.playerType == PlayerType.Bot) {
|
||||
return 10_000;
|
||||
}
|
||||
if (playerInfo.playerType == PlayerType.FakeHuman) {
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return 2_500 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Medium:
|
||||
return 5_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Hard:
|
||||
return 15_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Impossible:
|
||||
return 20_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
}
|
||||
}
|
||||
return this.creativeMode() ? 1_000_000 : 25_000;
|
||||
}
|
||||
|
||||
startManpower(playerInfo: PlayerInfo): number {
|
||||
if (playerInfo.playerType == PlayerType.Bot) {
|
||||
return 10_000;
|
||||
}
|
||||
if (playerInfo.playerType == PlayerType.FakeHuman) {
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return 2_500 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Medium:
|
||||
return 5_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Hard:
|
||||
return 15_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Impossible:
|
||||
return 20_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
}
|
||||
}
|
||||
return this.creativeMode() ? 1_000_000 : 25_000;
|
||||
}
|
||||
maxPopulation(player: Player | PlayerView): number {
|
||||
let maxPop =
|
||||
player.type() == PlayerType.Human && this.creativeMode()
|
||||
? 999_999_999_999
|
||||
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
|
||||
player.units(UnitType.City).length *
|
||||
this.cityPopulationIncrease();
|
||||
|
||||
maxPopulation(player: Player | PlayerView): number {
|
||||
let maxPop = this.creativeMode()
|
||||
? 999_999_999_999
|
||||
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
|
||||
player.units(UnitType.City).length * this.cityPopulationIncrease();
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
return maxPop / 2;
|
||||
}
|
||||
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
return maxPop / 2;
|
||||
}
|
||||
if (player.type() == PlayerType.Human) {
|
||||
return maxPop;
|
||||
}
|
||||
|
||||
if (player.type() == PlayerType.Human) {
|
||||
return maxPop;
|
||||
}
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return maxPop * 0.5;
|
||||
case Difficulty.Medium:
|
||||
return maxPop * 0.7;
|
||||
case Difficulty.Hard:
|
||||
return maxPop * 1;
|
||||
case Difficulty.Impossible:
|
||||
return maxPop * 1.5;
|
||||
}
|
||||
}
|
||||
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return maxPop * 0.5;
|
||||
case Difficulty.Medium:
|
||||
return maxPop * 0.7;
|
||||
case Difficulty.Hard:
|
||||
return maxPop * 1;
|
||||
case Difficulty.Impossible:
|
||||
return maxPop * 1.5;
|
||||
}
|
||||
}
|
||||
populationIncreaseRate(player: Player): number {
|
||||
let max = this.maxPopulation(player);
|
||||
|
||||
populationIncreaseRate(player: Player): number {
|
||||
let max = this.maxPopulation(player);
|
||||
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
|
||||
|
||||
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
|
||||
const ratio = 1 - player.population() / max;
|
||||
toAdd *= ratio;
|
||||
|
||||
const ratio = 1 - player.population() / max;
|
||||
toAdd *= ratio;
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
toAdd *= 0.7;
|
||||
}
|
||||
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
toAdd *= 0.7;
|
||||
}
|
||||
return Math.min(player.population() + toAdd, max) - player.population();
|
||||
}
|
||||
|
||||
return Math.min(player.population() + toAdd, max) - player.population();
|
||||
}
|
||||
goldAdditionRate(player: Player): number {
|
||||
return Math.sqrt(player.workers() * player.numTilesOwned()) / 200;
|
||||
}
|
||||
|
||||
goldAdditionRate(player: Player): number {
|
||||
return Math.sqrt(player.workers() * player.numTilesOwned()) / 200;
|
||||
}
|
||||
|
||||
troopAdjustmentRate(player: Player): number {
|
||||
const maxDiff = this.maxPopulation(player) / 1000;
|
||||
const target = player.population() * player.targetTroopRatio();
|
||||
const diff = target - player.troops();
|
||||
if (Math.abs(diff) < maxDiff) {
|
||||
return diff;
|
||||
}
|
||||
const adjustment = maxDiff * Math.sign(diff);
|
||||
// Can ramp down troops much faster
|
||||
if (adjustment < 0) {
|
||||
return adjustment * 5;
|
||||
}
|
||||
return adjustment;
|
||||
}
|
||||
troopAdjustmentRate(player: Player): number {
|
||||
const maxDiff = this.maxPopulation(player) / 1000;
|
||||
const target = player.population() * player.targetTroopRatio();
|
||||
const diff = target - player.troops();
|
||||
if (Math.abs(diff) < maxDiff) {
|
||||
return diff;
|
||||
}
|
||||
const adjustment = maxDiff * Math.sign(diff);
|
||||
// Can ramp down troops much faster
|
||||
if (adjustment < 0) {
|
||||
return adjustment * 5;
|
||||
}
|
||||
return adjustment;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user