Stop getting gold from conquering inactive players 🔧 (#3020)

## Description:

Maybe for v29. 

In the 5M starting gold modifier games you can conquer a inactive player
(spawned but didn't do anything) and get their 5M gold.
Huge unfair advantage.
I think that even without the starting gold modifier you should not get
the gold of inactive players because its unfair.

I identify inactive players (spawned but didn't do anything) by checking
the attack stats.
I added a translation for the displayMessage "Conquered {name}, received
{gold} gold". Why was that not translated?
I added a new message "Conquered {name} (Inactive player, received no
gold)".

## 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:

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
This commit is contained in:
FloPinguin
2026-02-04 23:12:30 +01:00
committed by GitHub
parent 41a9bb80c0
commit c2663944e5
3 changed files with 63 additions and 13 deletions
+36 -13
View File
@@ -7,6 +7,7 @@ import {
import { AStarWaterHierarchical } from "../pathfinding/algorithms/AStar.WaterHierarchical";
import { PathFinder } from "../pathfinding/types";
import { AllPlayersStats, ClientID, Winner } from "../Schemas";
import { ATTACK_INDEX_SENT } from "../StatsSchemas";
import { simpleHash } from "../Util";
import { AllianceImpl } from "./AllianceImpl";
import { AllianceRequestImpl } from "./AllianceRequestImpl";
@@ -1097,26 +1098,48 @@ export class GameImpl implements Game {
}
}
const gold = conquered.gold();
this.displayMessage(
`Conquered ${conquered.displayName()} received ${renderNumber(
// Don't transfer gold when the conquered player didn't play (never attacked anyone)
// This is especially important when starting gold is enabled
const stats = this._stats.getPlayerStats(conquered);
const attacksSent = stats?.attacks?.[ATTACK_INDEX_SENT] ?? 0n;
const skipGoldTransfer =
attacksSent === 0n && conquered.type() === PlayerType.Human;
const gold = skipGoldTransfer ? 0n : conquered.gold();
if (skipGoldTransfer) {
this.displayMessage(
"events_display.conquered_no_gold",
MessageType.CONQUERED_PLAYER,
conqueror.id(),
undefined,
{
name: conquered.displayName(),
},
);
} else {
this.displayMessage(
"events_display.received_gold_from_conquest",
MessageType.CONQUERED_PLAYER,
conqueror.id(),
gold,
)} gold`,
MessageType.CONQUERED_PLAYER,
conqueror.id(),
gold,
);
conqueror.addGold(gold);
conquered.removeGold(gold);
{
gold: renderNumber(gold),
name: conquered.displayName(),
},
);
conqueror.addGold(gold);
conquered.removeGold(gold);
// Record stats
this.stats().goldWar(conqueror, conquered, gold);
}
this.addUpdate({
type: GameUpdateType.ConquestEvent,
conquerorId: conqueror.id(),
conqueredId: conquered.id(),
gold,
});
// Record stats
this.stats().goldWar(conqueror, conquered, gold);
}
}