mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 13:40:46 +00:00
make control panel mobile friendly
This commit is contained in:
@@ -1,168 +1,197 @@
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import { LitElement, html } from 'lit';
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import { customElement, property, state } from 'lit/decorators.js';
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import { Layer } from './Layer';
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import { Game } from '../../../core/game/Game';
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import { ClientID } from '../../../core/Schemas';
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import { renderNumber, renderTroops } from '../../Utils';
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import { EventBus } from '../../../core/EventBus';
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import { UIState } from '../UIState';
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import { SendSetTargetTroopRatioEvent } from '../../Transport';
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import { GameView } from '../../../core/game/GameView';
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import { LitElement, html } from "lit";
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import { customElement, property, state } from "lit/decorators.js";
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import { Layer } from "./Layer";
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import { Game } from "../../../core/game/Game";
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import { ClientID } from "../../../core/Schemas";
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import { renderNumber, renderTroops } from "../../Utils";
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import { EventBus } from "../../../core/EventBus";
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import { UIState } from "../UIState";
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import { SendSetTargetTroopRatioEvent } from "../../Transport";
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import { GameView } from "../../../core/game/GameView";
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@customElement('control-panel')
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@customElement("control-panel")
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export class ControlPanel extends LitElement implements Layer {
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public game: GameView;
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public clientID: ClientID;
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public eventBus: EventBus;
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public uiState: UIState;
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public game: GameView;
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public clientID: ClientID;
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public eventBus: EventBus;
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public uiState: UIState;
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@state()
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private attackRatio: number = .2;
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@state()
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private attackRatio: number = 0.2;
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@state()
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private targetTroopRatio = 1;
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@state()
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private targetTroopRatio = 1;
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@state()
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private currentTroopRatio = 1;
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@state()
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private currentTroopRatio = 1;
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@state()
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private _population: number;
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@state()
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private _population: number;
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@state()
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private _maxPopulation: number;
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@state()
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private _maxPopulation: number;
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@state()
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private popRate: number;
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@state()
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private popRate: number;
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@state()
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private _troops: number;
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@state()
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private _troops: number;
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@state()
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private _workers: number;
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@state()
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private _workers: number;
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@state()
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private _isVisible = false;
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@state()
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private _isVisible = false;
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@state()
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private _manpower: number = 0;
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@state()
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private _manpower: number = 0;
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@state()
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private _gold: number;
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@state()
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private _gold: number;
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@state()
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private _goldPerSecond: number;
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@state()
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private _goldPerSecond: number;
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init() {
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this.attackRatio = .20;
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this.uiState.attackRatio = this.attackRatio;
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this.currentTroopRatio = this.targetTroopRatio;
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init() {
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this.attackRatio = 0.2;
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this.uiState.attackRatio = this.attackRatio;
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this.currentTroopRatio = this.targetTroopRatio;
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}
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tick() {
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if (!this._isVisible && !this.game.inSpawnPhase()) {
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this.setVisibile(true);
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}
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tick() {
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if (!this._isVisible && !this.game.inSpawnPhase()) {
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this.setVisibile(true);
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}
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const player = this.game.playerByClientID(this.clientID);
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if (player == null || !player.isAlive()) {
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this.setVisibile(false);
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return;
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}
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this._population = player.population();
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this._maxPopulation = this.game.config().maxPopulation(player);
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this._gold = player.gold();
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this._troops = player.troops();
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this._workers = player.workers();
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this.popRate = this.game.config().populationIncreaseRate(player) * 10;
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this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10;
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this.currentTroopRatio = player.troops() / player.population();
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const player = this.game.playerByClientID(this.clientID);
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if (player == null || !player.isAlive()) {
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this.setVisibile(false);
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return;
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}
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onAttackRatioChange(newRatio: number) {
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this.uiState.attackRatio = newRatio;
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}
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this._population = player.population();
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this._maxPopulation = this.game.config().maxPopulation(player);
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this._gold = player.gold();
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this._troops = player.troops();
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this._workers = player.workers();
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this.popRate = this.game.config().populationIncreaseRate(player) * 10;
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this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10;
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renderLayer(context: CanvasRenderingContext2D) {
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// Render any necessary canvas elements
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}
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this.currentTroopRatio = player.troops() / player.population();
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}
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shouldTransform(): boolean {
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return false;
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}
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onAttackRatioChange(newRatio: number) {
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this.uiState.attackRatio = newRatio;
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}
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setVisibile(visible: boolean) {
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this._isVisible = visible;
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this.requestUpdate();
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}
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renderLayer(context: CanvasRenderingContext2D) {
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// Render any necessary canvas elements
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}
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targetTroops(): number {
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return this._manpower * this.targetTroopRatio;
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}
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shouldTransform(): boolean {
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return false;
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}
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onTroopChange(newRatio: number) {
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this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio));
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}
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setVisibile(visible: boolean) {
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this._isVisible = visible;
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this.requestUpdate();
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}
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delta(): number {
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const d = this._population - this.targetTroops();
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return d;
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}
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targetTroops(): number {
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return this._manpower * this.targetTroopRatio;
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}
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render() {
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return html`
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<div class="${this._isVisible ? 'fixed bottom-3 left-3 z-50 bg-gray-800/70 p-4 shadow-lg rounded-lg w-72 backdrop-blur' : 'hidden'}">
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<div class="bg-black/30 text-white mb-4 p-2 rounded">
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<div class="flex justify-between mb-1">
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<span class="font-bold">Pop:</span>
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<span>${renderTroops(this._population)} / ${renderTroops(this._maxPopulation)} (+${renderTroops(this.popRate)})</span>
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</div>
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<div class="flex justify-between">
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<span class="font-bold">Gold:</span>
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<span>${renderNumber(this._gold)} (+${renderNumber(this._goldPerSecond)})</span>
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</div>
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</div>
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<div class="relative mb-4 h-12">
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<label class="block text-white mb-1">Troops: ${renderTroops(this._troops)} | Workers: ${renderTroops(this._workers)}</label>
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<div class="absolute w-full h-2 bg-white/20 rounded top-6"></div>
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<div class="absolute h-2 bg-blue-500/60 rounded top-6 transition-all duration-300" style="width: ${this.currentTroopRatio * 100}%"></div>
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<div class="absolute w-4 h-4 bg-white border-2 border-blue-500 rounded-full top-5 -ml-2 cursor-pointer hover:scale-110 transition-transform" style="left: ${this.targetTroopRatio * 100}%"></div>
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<input
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type="range"
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min="1"
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max="100"
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.value=${this.targetTroopRatio * 100}
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@input=${(e: Event) => {
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this.targetTroopRatio = parseInt((e.target as HTMLInputElement).value) / 100;
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this.onTroopChange(this.targetTroopRatio);
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onTroopChange(newRatio: number) {
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this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio));
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}
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delta(): number {
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const d = this._population - this.targetTroops();
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return d;
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}
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render() {
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return html`
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<div
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class="${this._isVisible
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? "fixed bottom-0 w-full landscape:w-1/3 landscape:lg:w-72 lg:bottom-3 left-0 lg:left-3 z-50 bg-gray-800/70 p-2 pr-3 lg:p-4 shadow-lg rounded-lg backdrop-blur"
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: "hidden"}"
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>
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<div class="hidden lg:block bg-black/30 text-white mb-4 p-2 rounded">
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<div class="flex justify-between mb-1">
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<span class="font-bold">Pop:</span>
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<span
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>${renderTroops(this._population)} /
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${renderTroops(this._maxPopulation)}
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(+${renderTroops(this.popRate)})</span
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>
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</div>
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<div class="flex justify-between">
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<span class="font-bold">Gold:</span>
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<span
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>${renderNumber(this._gold)}
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(+${renderNumber(this._goldPerSecond)})</span
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>
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</div>
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</div>
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<div class="relative mb-4 lg:mb-4 h-6 lg:h-6">
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<label class="block text-white mb-1"
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>Troops: ${renderTroops(this._troops)} | Workers:
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${renderTroops(this._workers)}</label
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>
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<div
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class="absolute h-2 bg-blue-500/60 rounded top-6 transition-all duration-300"
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style="width: ${this.currentTroopRatio * 100}%"
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></div>
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<div
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class="absolute w-4 h-4 bg-white border-2 border-blue-500 rounded-full top-5 -ml-2 cursor-pointer hover:scale-110 transition-transform"
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style="left: ${this.targetTroopRatio * 100}%"
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></div>
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<input
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type="range"
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min="1"
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max="100"
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.value=${this.targetTroopRatio * 100}
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@input=${(e: Event) => {
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this.targetTroopRatio =
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parseInt((e.target as HTMLInputElement).value) / 100;
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this.onTroopChange(this.targetTroopRatio);
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}}
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class="absolute w-full top-3 m-0 opacity-0 cursor-pointer"
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>
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</div>
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<div class="relative mb-4 h-12">
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<label class="block text-white mb-1">Attack Ratio: ${(this.attackRatio * 100).toFixed(0)}%</label>
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<div class="absolute w-full h-2 bg-white/20 rounded top-6"></div>
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<div class="absolute h-2 bg-red-500/60 rounded top-6 transition-all duration-300" style="width: ${this.attackRatio * 100}%"></div>
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<div class="absolute w-4 h-4 bg-white border-2 border-red-500 rounded-full top-5 -ml-2 cursor-pointer hover:scale-110 transition-transform" style="left: ${this.attackRatio * 100}%"></div>
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<input
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type="range"
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min="1"
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max="100"
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.value=${this.attackRatio * 100}
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@input=${(e: Event) => {
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this.attackRatio = parseInt((e.target as HTMLInputElement).value) / 100;
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this.onAttackRatioChange(this.attackRatio);
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class="absolute w-full top-3 m-0 opacity-0 cursor-pointer"
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/>
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</div>
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<div class="relative mb:0 lg:mb-4 h-10 lg:h-12">
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<label class="block text-white mb-1"
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>Attack Ratio: ${(this.attackRatio * 100).toFixed(0)}%</label
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>
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<div class="absolute w-full h-2 bg-white/20 rounded top-6"></div>
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<div
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class="absolute h-2 bg-red-500/60 rounded top-6 transition-all duration-300"
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style="width: ${this.attackRatio * 100}%"
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></div>
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<div
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class="absolute w-4 h-4 bg-white border-2 border-red-500 rounded-full top-5 -ml-2 cursor-pointer hover:scale-110 transition-transform"
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style="left: ${this.attackRatio * 100}%"
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></div>
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<input
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type="range"
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min="1"
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max="100"
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.value=${this.attackRatio * 100}
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@input=${(e: Event) => {
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this.attackRatio =
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parseInt((e.target as HTMLInputElement).value) / 100;
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this.onAttackRatioChange(this.attackRatio);
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}}
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class="absolute w-full top-3 m-0 opacity-0 cursor-pointer"
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>
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</div>
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</div>
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`;
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}
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createRenderRoot() {
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return this; // Disable shadow DOM to allow Tailwind styles
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}
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}
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class="absolute w-full top-3 m-0 opacity-0 cursor-pointer"
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/>
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</div>
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</div>
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`;
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}
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createRenderRoot() {
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return this; // Disable shadow DOM to allow Tailwind styles
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}
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}
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@@ -1,101 +1,111 @@
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import { LitElement, html } from 'lit';
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import { customElement, property, state } from 'lit/decorators.js';
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import { EventBus } from '../../../core/EventBus';
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import { PauseGameEvent } from '../../Transport';
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import { GameType } 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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import { GameUpdateType } from '../../../core/game/GameUpdates';
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import { LitElement, html } from "lit";
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import { customElement, property, state } from "lit/decorators.js";
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import { EventBus } from "../../../core/EventBus";
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import { PauseGameEvent } from "../../Transport";
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import { GameType } 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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import { GameUpdateType } from "../../../core/game/GameUpdates";
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@customElement('options-menu')
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@customElement("options-menu")
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export class OptionsMenu extends LitElement implements Layer {
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public game: GameView;
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public eventBus: EventBus;
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public game: GameView;
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public eventBus: EventBus;
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@state()
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private showPauseButton: boolean = true;
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@state()
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private showPauseButton: boolean = true;
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@state()
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private isPaused: boolean = false;
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@state()
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private isPaused: boolean = false;
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@state()
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private timer: number = 0;
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@state()
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private timer: number = 0;
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private isVisible = false;
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private isVisible = false;
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private hasWinner = false;
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private hasWinner = false;
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private onExitButtonClick() {
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window.location.reload();
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private onExitButtonClick() {
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window.location.reload();
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}
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createRenderRoot() {
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return this;
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}
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private onPauseButtonClick() {
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this.isPaused = !this.isPaused;
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this.eventBus.emit(new PauseGameEvent(this.isPaused));
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}
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init() {
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console.log("init called from OptionsMenu");
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this.showPauseButton =
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this.game.config().gameConfig().gameType == GameType.Singleplayer;
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this.isVisible = true;
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this.requestUpdate();
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}
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tick() {
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this.hasWinner =
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this.hasWinner ||
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this.game.updatesSinceLastTick()[GameUpdateType.WinUpdate].length > 0;
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if (this.game.inSpawnPhase()) {
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this.timer = 0;
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} else if (!this.hasWinner && this.game.ticks() % 10 == 0) {
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this.timer++;
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}
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this.isVisible = true;
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this.requestUpdate();
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||||
}
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||||
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||||
createRenderRoot() {
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||||
return this;
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||||
render() {
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if (!this.isVisible) {
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||||
return html``;
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||||
}
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||||
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||||
private onPauseButtonClick() {
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this.isPaused = !this.isPaused;
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this.eventBus.emit(new PauseGameEvent(this.isPaused));
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||||
}
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||||
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||||
init() {
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console.log('init called from OptionsMenu');
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this.showPauseButton = this.game.config().gameConfig().gameType == GameType.Singleplayer;
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||||
this.isVisible = true;
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this.requestUpdate();
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||||
}
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||||
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tick() {
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this.hasWinner = this.hasWinner || this.game.updatesSinceLastTick()[GameUpdateType.WinUpdate].length > 0;
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||||
if (this.game.inSpawnPhase()) {
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this.timer = 0;
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} else if (!this.hasWinner && this.game.ticks() % 10 == 0) {
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||||
this.timer++;
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||||
}
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||||
this.isVisible = true;
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||||
this.requestUpdate();
|
||||
}
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||||
|
||||
render() {
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||||
if (!this.isVisible) {
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||||
return html``;
|
||||
}
|
||||
return html`
|
||||
<div class="fixed top-0 md:top-4 right-0 md:right-4 z-50 pointer-events-auto">
|
||||
<div class="bg-opacity-60 bg-gray-900 p-1 md:p-2 rounded-lg backdrop-blur-md">
|
||||
<div class="flex items-center gap-1 md:gap-2">
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||||
<button
|
||||
class="${!this.showPauseButton ? 'hidden' : ''}
|
||||
w-6 h-6 md:w-10 md:h-10 flex items-center justify-center
|
||||
return html`
|
||||
<div
|
||||
class="fixed top-0 lg:top-4 right-0 lg:right-4 z-50 pointer-events-auto"
|
||||
>
|
||||
<div
|
||||
class="bg-opacity-60 bg-gray-900 p-1 lg:p-2 rounded-lg backdrop-blur-md"
|
||||
>
|
||||
<div class="flex items-center gap-1 lg:gap-2">
|
||||
<button
|
||||
class="${!this.showPauseButton ? "hidden" : ""}
|
||||
w-6 h-6 lg:w-10 lg:h-10 flex items-center justify-center
|
||||
bg-opacity-70 bg-gray-700 text-opacity-90 text-white
|
||||
border-none rounded cursor-pointer
|
||||
hover:bg-opacity-60 hover:bg-gray-600
|
||||
transition-colors duration-200
|
||||
text-sm md:text-xl"
|
||||
@click=${this.onPauseButtonClick}
|
||||
aria-label="${this.isPaused ? 'Resume game' : 'Pause game'}"
|
||||
>
|
||||
${this.isPaused ? '▶' : '⏸'}
|
||||
</button>
|
||||
<div class="w-14 h-6 md:w-20 md:h-10 flex items-center justify-center
|
||||
text-sm lg:text-xl"
|
||||
@click=${this.onPauseButtonClick}
|
||||
aria-label="${this.isPaused ? "Resume game" : "Pause game"}"
|
||||
>
|
||||
${this.isPaused ? "▶" : "⏸"}
|
||||
</button>
|
||||
<div
|
||||
class="w-14 h-6 lg:w-20 lg:h-10 flex items-center justify-center
|
||||
bg-opacity-50 bg-gray-700 text-opacity-90 text-white
|
||||
rounded text-sm md:text-xl">
|
||||
${this.timer}
|
||||
</div>
|
||||
<button
|
||||
class="w-6 h-6 md:w-10 md:h-10 flex items-center justify-center
|
||||
rounded text-sm lg:text-xl"
|
||||
>
|
||||
${this.timer}
|
||||
</div>
|
||||
<button
|
||||
class="w-6 h-6 lg:w-10 lg:h-10 flex items-center justify-center
|
||||
bg-opacity-70 bg-gray-700 text-opacity-90 text-white
|
||||
border-none rounded cursor-pointer
|
||||
hover:bg-opacity-60 hover:bg-gray-600
|
||||
transition-colors duration-200
|
||||
text-sm md:text-xl"
|
||||
@click=${this.onExitButtonClick}
|
||||
aria-label="Exit game"
|
||||
>×</button>
|
||||
</div>
|
||||
</div>
|
||||
text-sm lg:text-xl"
|
||||
@click=${this.onExitButtonClick}
|
||||
aria-label="Exit game"
|
||||
>
|
||||
×
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,49 +4,47 @@ import { ServerConfig } from "./Config";
|
||||
import { DefaultConfig, DefaultServerConfig } from "./DefaultConfig";
|
||||
|
||||
export class DevServerConfig extends DefaultServerConfig {
|
||||
gameCreationRate(): number {
|
||||
return 10 * 1000
|
||||
}
|
||||
lobbyLifetime(): number {
|
||||
return 10 * 1000
|
||||
}
|
||||
gameCreationRate(): number {
|
||||
return 10 * 1000;
|
||||
}
|
||||
lobbyLifetime(): number {
|
||||
return 10 * 1000;
|
||||
}
|
||||
}
|
||||
|
||||
export class DevConfig extends DefaultConfig {
|
||||
constructor(sc: ServerConfig, gc: GameConfig) {
|
||||
super(sc, gc);
|
||||
}
|
||||
|
||||
constructor(sc: ServerConfig, gc: GameConfig) {
|
||||
super(sc, gc);
|
||||
}
|
||||
numSpawnPhaseTurns(): number {
|
||||
return this.gameConfig().gameType == GameType.Singleplayer ? 20 : 100;
|
||||
// return 100
|
||||
}
|
||||
|
||||
numSpawnPhaseTurns(): number {
|
||||
return this.gameConfig().gameType == GameType.Singleplayer ? 40 : 100
|
||||
// return 100
|
||||
}
|
||||
unitInfo(type: UnitType): UnitInfo {
|
||||
const info = super.unitInfo(type);
|
||||
const oldCost = info.cost;
|
||||
info.cost = (p: Player) => oldCost(p) / 1000000000;
|
||||
return info;
|
||||
}
|
||||
|
||||
unitInfo(type: UnitType): UnitInfo {
|
||||
const info = super.unitInfo(type)
|
||||
const oldCost = info.cost
|
||||
info.cost = (p: Player) => oldCost(p) / 1000000000
|
||||
return info
|
||||
}
|
||||
// percentageTilesOwnedToWin(): number {
|
||||
// return 1
|
||||
// }
|
||||
|
||||
// percentageTilesOwnedToWin(): number {
|
||||
// return 1
|
||||
// }
|
||||
// populationIncreaseRate(player: Player): number {
|
||||
// return this.maxPopulation(player)
|
||||
// }
|
||||
|
||||
// populationIncreaseRate(player: Player): number {
|
||||
// return this.maxPopulation(player)
|
||||
// }
|
||||
|
||||
// boatMaxDistance(): number {
|
||||
// return 5000
|
||||
// }
|
||||
|
||||
// numBots(): number {
|
||||
// return 0
|
||||
// }
|
||||
// spawnNPCs(): boolean {
|
||||
// return false
|
||||
// }
|
||||
// boatMaxDistance(): number {
|
||||
// return 5000
|
||||
// }
|
||||
|
||||
// numBots(): number {
|
||||
// return 0
|
||||
// }
|
||||
// spawnNPCs(): boolean {
|
||||
// return false
|
||||
// }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user