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>
This commit is contained in:
DevelopingTom
2026-01-04 05:04:48 +01:00
committed by GitHub
parent ab5b044362
commit af0b8a8d50
19 changed files with 385 additions and 33 deletions
@@ -0,0 +1,93 @@
import { LitElement, html } from "lit";
import { customElement } from "lit/decorators.js";
import { GameMode } from "../../../core/game/Game";
import { GameView } from "../../../core/game/GameView";
import { Layer } from "./Layer";
@customElement("immunity-timer")
export class ImmunityTimer extends LitElement implements Layer {
public game: GameView;
private isVisible = false;
private isActive = false;
private progressRatio = 0;
createRenderRoot() {
this.style.position = "fixed";
this.style.top = "0";
this.style.left = "0";
this.style.width = "100%";
this.style.height = "7px";
this.style.zIndex = "1000";
this.style.pointerEvents = "none";
return this;
}
init() {
this.isVisible = true;
}
tick() {
if (!this.game || !this.isVisible) {
return;
}
const showTeamOwnershipBar =
this.game.config().gameConfig().gameMode === GameMode.Team &&
!this.game.inSpawnPhase();
this.style.top = showTeamOwnershipBar ? "7px" : "0px";
const immunityDuration = this.game.config().spawnImmunityDuration();
const spawnPhaseTurns = this.game.config().numSpawnPhaseTurns();
if (immunityDuration <= 5 * 10 || this.game.inSpawnPhase()) {
this.setInactive();
return;
}
const immunityEnd = spawnPhaseTurns + immunityDuration;
const ticks = this.game.ticks();
if (ticks >= immunityEnd || ticks < spawnPhaseTurns) {
this.setInactive();
return;
}
const elapsedTicks = Math.max(0, ticks - spawnPhaseTurns);
this.progressRatio = Math.min(
1,
Math.max(0, elapsedTicks / immunityDuration),
);
this.isActive = true;
this.requestUpdate();
}
private setInactive() {
if (this.isActive) {
this.isActive = false;
this.requestUpdate();
}
}
shouldTransform(): boolean {
return false;
}
render() {
if (!this.isVisible || !this.isActive) {
return html``;
}
const widthPercent = this.progressRatio * 100;
return html`
<div class="w-full h-full flex z-[999]">
<div
class="h-full transition-all duration-100 ease-in-out"
style="width: ${widthPercent}%; background-color: rgba(255, 165, 0, 0.9);"
></div>
</div>
`;
}
}