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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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@@ -92,16 +92,9 @@ export class AttackExecution implements Execution {
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}
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}
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if (this.target.isPlayer()) {
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if (
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this.mg.config().numSpawnPhaseTurns() +
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this.mg.config().spawnImmunityDuration() >
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this.mg.ticks()
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) {
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console.warn("cannot attack player during immunity phase");
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this.active = false;
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return;
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}
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if (this.target.isPlayer() && !this._owner.canAttackPlayer(this.target)) {
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this.active = false;
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return;
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}
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this.startTroops ??= this.mg
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@@ -93,6 +93,10 @@ export class TransportShipExecution implements Execution {
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} else {
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this.target = mg.player(this.targetID);
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}
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if (this.target.isPlayer() && !this.attacker.canAttackPlayer(this.target)) {
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this.active = false;
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return;
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}
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this.startTroops ??= this.mg
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.config()
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@@ -89,7 +89,7 @@ export class WarshipExecution implements Execution {
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if (
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unit.owner() === this.warship.owner() ||
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unit === this.warship ||
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unit.owner().isFriendly(this.warship.owner(), true) ||
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!this.warship.owner().canAttackPlayer(unit.owner(), true) ||
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this.alreadySentShell.has(unit)
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) {
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continue;
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