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Configurable immunity timer (#2763)
## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## 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: IngloriousTom --------- Co-authored-by: newyearnewphil <git@nynp.dev>
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@@ -45,6 +45,8 @@ export class HostLobbyModal extends LitElement {
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@state() private gameMode: GameMode = GameMode.FFA;
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@state() private teamCount: TeamCountConfig = 2;
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@state() private bots: number = 400;
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@state() private spawnImmunity: boolean = false;
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@state() private spawnImmunityDurationMinutes: number | undefined = undefined;
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@state() private infiniteGold: boolean = false;
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@state() private donateGold: boolean = false;
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@state() private infiniteTroops: boolean = false;
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@@ -514,7 +516,7 @@ export class HostLobbyModal extends LitElement {
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id="end-timer-value"
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min="0"
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max="120"
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.value=${String(this.maxTimerValue ?? "")}
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.value=${String(this.maxTimerValue ?? 0)}
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style="width: 60px; color: black; text-align: right; border-radius: 8px;"
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@input=${this.handleMaxTimerValueChanges}
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@keydown=${this.handleMaxTimerValueKeyDown}
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@@ -524,6 +526,47 @@ export class HostLobbyModal extends LitElement {
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${translateText("host_modal.max_timer")}
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</div>
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</label>
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<label
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for="spawn-immunity"
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class="option-card ${this.spawnImmunity ? "selected" : ""}"
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>
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<div class="checkbox-icon"></div>
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<input
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type="checkbox"
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id="spawn-immunity"
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@change=${(e: Event) => {
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const checked = (e.target as HTMLInputElement).checked;
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if (!checked) {
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this.spawnImmunityDurationMinutes = undefined;
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}
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this.spawnImmunity = checked;
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this.putGameConfig();
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}}
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.checked=${this.spawnImmunity}
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/>
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${
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this.spawnImmunity === false
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? ""
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: html`<input
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type="number"
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id="spawn-immunity-duration"
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min="0"
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max="120"
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step="1"
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.value=${String(
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this.spawnImmunityDurationMinutes ?? 0,
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)}
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style="width: 60px; color: black; text-align: right; border-radius: 8px;"
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@input=${this.handleSpawnImmunityDurationInput}
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@keydown=${this.handleSpawnImmunityDurationKeyDown}
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/>`
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}
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<div class="option-card-title">
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<span>${translateText("host_modal.player_immunity_duration")}</span>
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</div>
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</label>
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<hr style="width: 100%; border-top: 1px solid #444; margin: 16px 0;" />
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<!-- Individual disables for structures/weapons -->
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@@ -691,6 +734,23 @@ export class HostLobbyModal extends LitElement {
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this.putGameConfig();
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}
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private handleSpawnImmunityDurationKeyDown(e: KeyboardEvent) {
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if (["-", "+", "e", "E"].includes(e.key)) {
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e.preventDefault();
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}
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}
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private handleSpawnImmunityDurationInput(e: Event) {
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const input = e.target as HTMLInputElement;
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input.value = input.value.replace(/[eE+-]/g, "");
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const value = parseInt(input.value, 10);
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if (Number.isNaN(value) || value < 0 || value > 120) {
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return;
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}
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this.spawnImmunityDurationMinutes = value;
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this.putGameConfig();
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}
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private handleRandomSpawnChange(e: Event) {
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this.randomSpawn = Boolean((e.target as HTMLInputElement).checked);
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this.putGameConfig();
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@@ -757,6 +817,9 @@ export class HostLobbyModal extends LitElement {
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}
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private async putGameConfig() {
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const spawnImmunityTicks = this.spawnImmunityDurationMinutes
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? this.spawnImmunityDurationMinutes * 60 * 10
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: 0;
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this.dispatchEvent(
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new CustomEvent("update-game-config", {
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detail: {
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@@ -775,6 +838,9 @@ export class HostLobbyModal extends LitElement {
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randomSpawn: this.randomSpawn,
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gameMode: this.gameMode,
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disabledUnits: this.disabledUnits,
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spawnImmunityDuration: this.spawnImmunity
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? spawnImmunityTicks
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: undefined,
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playerTeams: this.teamCount,
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...(this.gameMode === GameMode.Team &&
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this.teamCount === HumansVsNations
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@@ -18,6 +18,7 @@ import { FxLayer } from "./layers/FxLayer";
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import { GameLeftSidebar } from "./layers/GameLeftSidebar";
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import { GameRightSidebar } from "./layers/GameRightSidebar";
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import { HeadsUpMessage } from "./layers/HeadsUpMessage";
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import { ImmunityTimer } from "./layers/ImmunityTimer";
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import { Layer } from "./layers/Layer";
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import { Leaderboard } from "./layers/Leaderboard";
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import { MainRadialMenu } from "./layers/MainRadialMenu";
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@@ -234,6 +235,14 @@ export function createRenderer(
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spawnTimer.game = game;
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spawnTimer.transformHandler = transformHandler;
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const immunityTimer = document.querySelector(
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"immunity-timer",
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) as ImmunityTimer;
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if (!(immunityTimer instanceof ImmunityTimer)) {
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console.error("immunity timer not found");
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}
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immunityTimer.game = game;
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// When updating these layers please be mindful of the order.
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// Try to group layers by the return value of shouldTransform.
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// Not grouping the layers may cause excessive calls to context.save() and context.restore().
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@@ -262,6 +271,7 @@ export function createRenderer(
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playerPanel,
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),
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spawnTimer,
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immunityTimer,
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leaderboard,
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gameLeftSidebar,
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unitDisplay,
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@@ -0,0 +1,93 @@
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import { LitElement, html } from "lit";
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import { customElement } from "lit/decorators.js";
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import { GameMode } from "../../../core/game/Game";
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import { GameView } from "../../../core/game/GameView";
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import { Layer } from "./Layer";
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@customElement("immunity-timer")
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export class ImmunityTimer extends LitElement implements Layer {
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public game: GameView;
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private isVisible = false;
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private isActive = false;
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private progressRatio = 0;
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createRenderRoot() {
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this.style.position = "fixed";
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this.style.top = "0";
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this.style.left = "0";
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this.style.width = "100%";
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this.style.height = "7px";
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this.style.zIndex = "1000";
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this.style.pointerEvents = "none";
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return this;
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}
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init() {
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this.isVisible = true;
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}
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tick() {
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if (!this.game || !this.isVisible) {
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return;
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}
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const showTeamOwnershipBar =
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this.game.config().gameConfig().gameMode === GameMode.Team &&
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!this.game.inSpawnPhase();
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this.style.top = showTeamOwnershipBar ? "7px" : "0px";
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const immunityDuration = this.game.config().spawnImmunityDuration();
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const spawnPhaseTurns = this.game.config().numSpawnPhaseTurns();
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if (immunityDuration <= 5 * 10 || this.game.inSpawnPhase()) {
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this.setInactive();
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return;
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}
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const immunityEnd = spawnPhaseTurns + immunityDuration;
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const ticks = this.game.ticks();
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if (ticks >= immunityEnd || ticks < spawnPhaseTurns) {
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this.setInactive();
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return;
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}
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const elapsedTicks = Math.max(0, ticks - spawnPhaseTurns);
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this.progressRatio = Math.min(
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1,
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Math.max(0, elapsedTicks / immunityDuration),
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);
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this.isActive = true;
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this.requestUpdate();
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}
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private setInactive() {
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if (this.isActive) {
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this.isActive = false;
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this.requestUpdate();
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}
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}
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shouldTransform(): boolean {
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return false;
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}
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render() {
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if (!this.isVisible || !this.isActive) {
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return html``;
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}
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const widthPercent = this.progressRatio * 100;
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return html`
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<div class="w-full h-full flex z-[999]">
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<div
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class="h-full transition-all duration-100 ease-in-out"
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style="width: ${widthPercent}%; background-color: rgba(255, 165, 0, 0.9);"
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></div>
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</div>
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`;
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}
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}
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