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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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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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