mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-02 14:18:21 +00:00
moved attack config to separate config class
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@@ -1,6 +1,6 @@
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import {defaultConfig} from "../core/configuration/DefaultConfig";
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import {TerrainMap} from "../core/Game";
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import {ServerMessage, ServerMessageSchema} from "../core/Schemas";
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import {defaultSettings} from "../core/Settings";
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import {loadTerrainMap} from "../core/TerrainMapLoader";
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import {generateUniqueID} from "../core/Util";
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import {ClientGame, createClientGame} from "./ClientGame";
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@@ -84,7 +84,7 @@ class Client {
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if (this.game != null) {
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return
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}
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this.game = createClientGame(uuidv4().slice(0, 4), generateUniqueID(), lobbyID, defaultSettings, map)
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this.game = createClientGame(uuidv4().slice(0, 4), generateUniqueID(), lobbyID, defaultConfig, map)
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this.game.joinLobby()
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})
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}
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+16
-14
@@ -1,20 +1,20 @@
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import {Executor} from "../core/execution/Executor";
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import {Cell, ClientID, MutableGame, LobbyID, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent} from "../core/Game";
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import {Cell, ClientID, MutableGame, LobbyID, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent, TerrainTypes} from "../core/Game";
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import {createGame} from "../core/GameImpl";
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import {Ticker, TickEvent} from "../core/Ticker";
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import {EventBus} from "../core/EventBus";
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import {Settings} from "../core/Settings";
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import {Config} from "../core/configuration/Config";
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import {GameRenderer} from "./graphics/GameRenderer";
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import {InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent} from "./InputHandler"
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import {ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas";
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export function createClientGame(name: string, clientID: ClientID, lobbyID: LobbyID, settings: Settings, terrainMap: TerrainMap): ClientGame {
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export function createClientGame(name: string, clientID: ClientID, lobbyID: LobbyID, config: Config, terrainMap: TerrainMap): ClientGame {
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let eventBus = new EventBus()
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let gs = createGame(terrainMap, eventBus)
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let gameRenderer = new GameRenderer(gs, settings.theme(), document.createElement("canvas"))
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let ticker = new Ticker(settings.tickIntervalMs(), eventBus)
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let gameRenderer = new GameRenderer(gs, config.theme(), document.createElement("canvas"))
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let ticker = new Ticker(config.tickIntervalMs(), eventBus)
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return new ClientGame(
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name,
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@@ -25,7 +25,8 @@ export function createClientGame(name: string, clientID: ClientID, lobbyID: Lobb
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gs,
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gameRenderer,
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new InputHandler(eventBus),
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new Executor(gs)
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new Executor(gs, config.player()),
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config
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)
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}
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@@ -54,7 +55,8 @@ export class ClientGame {
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private gs: Game,
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private renderer: GameRenderer,
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private input: InputHandler,
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private executor: Executor
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private executor: Executor,
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private config: Config
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) { }
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public joinLobby() {
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@@ -158,13 +160,13 @@ export class ClientGame {
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const owner = tile.owner()
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const targetID = owner.isPlayer() ? owner.id() : null
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if (tile.owner() != this.myPlayer) {
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if (tile.owner() != this.myPlayer && tile.terrain() == TerrainTypes.Land) {
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if (this.myPlayer.sharesBorderWith(tile.owner())) {
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this.sendAttackIntent(targetID, cell)
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this.sendAttackIntent(targetID, cell, this.config.player().attackAmount(this.myPlayer, owner))
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} else {
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// TODO verify on ocean
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console.log('going to send boat')
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this.sendBoatAttackIntent(targetID, cell)
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this.sendBoatAttackIntent(targetID, cell, this.config.player().boatAttackAmount(this.myPlayer, owner))
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}
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}
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@@ -194,7 +196,7 @@ export class ClientGame {
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}
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}
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private sendAttackIntent(targetID: PlayerID, cell: Cell) {
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private sendAttackIntent(targetID: PlayerID, cell: Cell, troops: number) {
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const attack = JSON.stringify(
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ClientIntentMessageSchema.parse({
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type: "intent",
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@@ -204,7 +206,7 @@ export class ClientGame {
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type: "attack",
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attackerID: this.myPlayer.id(),
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targetID: targetID,
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troops: this.myPlayer.troops() / 5,
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troops: troops,
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targetX: cell.x,
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targetY: cell.y
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}
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@@ -219,7 +221,7 @@ export class ClientGame {
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}
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}
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private sendBoatAttackIntent(targetID: PlayerID, cell: Cell) {
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private sendBoatAttackIntent(targetID: PlayerID, cell: Cell, troops: number) {
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const attack = JSON.stringify(
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ClientIntentMessageSchema.parse({
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type: "intent",
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@@ -229,7 +231,7 @@ export class ClientGame {
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type: "boat",
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attackerID: this.myPlayer.id(),
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targetID: targetID,
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troops: 2000,
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troops: troops,
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x: cell.x,
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y: cell.y,
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}
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@@ -1,6 +1,6 @@
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import {Colord} from "colord";
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import {Cell, MutableGame, Game, PlayerEvent, Tile, TileEvent, Player, Execution, BoatEvent} from "../../core/Game";
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import {Theme} from "../../core/Settings";
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import {Theme} from "../../core/configuration/Config";
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import {DragEvent, ZoomEvent} from "../InputHandler";
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import {calculateBoundingBox, placeName} from "../NameBoxCalculator";
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import {PseudoRandom} from "../../core/PseudoRandom";
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@@ -1,7 +1,7 @@
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import PriorityQueue from "priority-queue-typescript"
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import {Cell, Game, Player} from "../../core/Game"
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import {PseudoRandom} from "../../core/PseudoRandom"
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import {Theme} from "../../core/Settings"
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import {Theme} from "../../core/configuration/Config"
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import {calculateBoundingBox} from "../NameBoxCalculator"
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class RenderInfo {
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