conqueror receives 50% of gold when conquering a human player (#3818)

## Description:

The motivation is to prevent snowballing players from also gaining too
much gold by conquering other players

- Adds `conquerGoldAmount` to `Config`/`DefaultConfig`: returns 100% of
captured gold for bots/nations, 50% for human players
- Updates `GameImpl.conquerPlayer` to use this amount for the
conqueror's gold gain (the conquered player still loses their full 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:

evan
This commit is contained in:
Evan
2026-05-02 09:23:49 -06:00
committed by GitHub
parent bcdc2126c6
commit f90e73c2f7
4 changed files with 122 additions and 4 deletions
+1
View File
@@ -86,6 +86,7 @@ export interface Config {
startManpower(playerInfo: PlayerInfo): number;
troopIncreaseRate(player: Player | PlayerView): number;
goldAdditionRate(player: Player | PlayerView): Gold;
conquerGoldAmount(captured: Player): Gold;
attackTilesPerTick(
attckTroops: number,
attacker: Player,
+11
View File
@@ -512,6 +512,17 @@ export class DefaultConfig implements Config {
return base;
}
public conquerGoldAmount(captured: Player): Gold {
if (
captured.type() === PlayerType.Bot ||
captured.type() === PlayerType.Nation
) {
return captured.gold();
} else {
return captured.gold() / 2n;
}
}
private startingGoldFor(playerInfo: PlayerInfo): Gold {
const base = BigInt(this._gameConfig.startingGold ?? 0);
const hc = this._gameConfig.hostCheats;
+7 -4
View File
@@ -1204,6 +1204,9 @@ export class GameImpl implements Game {
const skipGoldTransfer =
attacksSent === 0n && conquered.type() === PlayerType.Human;
const gold = skipGoldTransfer ? 0n : conquered.gold();
const goldCaptured = skipGoldTransfer
? 0n
: this._config.conquerGoldAmount(conquered);
if (skipGoldTransfer) {
this.displayMessage(
@@ -1222,22 +1225,22 @@ export class GameImpl implements Game {
conqueror.id(),
gold,
{
gold: renderNumber(gold),
gold: renderNumber(goldCaptured),
name: conquered.displayName(),
},
);
conqueror.addGold(gold);
conqueror.addGold(goldCaptured);
conquered.removeGold(gold);
// Record stats
this.stats().goldWar(conqueror, conquered, gold);
this.stats().goldWar(conqueror, conquered, goldCaptured);
}
this.addUpdate({
type: GameUpdateType.ConquestEvent,
conquerorId: conqueror.id(),
conqueredId: conquered.id(),
gold,
gold: goldCaptured,
});
}
}
+103
View File
@@ -0,0 +1,103 @@
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { GameID } from "../src/core/Schemas";
import { setup } from "./util/Setup";
const gameID: GameID = "test_game";
function addPlayerWithGold(
game: Game,
id: string,
type: PlayerType,
gold: bigint,
): Player {
game.addPlayer(new PlayerInfo(id, type, null, id));
const player = game.player(id);
player.addGold(gold);
return player;
}
describe("DefaultConfig.conquerGoldAmount", () => {
let game: Game;
beforeEach(async () => {
game = await setup("ocean_and_land");
});
test("returns full gold for Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
expect(game.config().conquerGoldAmount(bot)).toBe(1000n);
});
test("returns full gold for Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 2000n);
expect(game.config().conquerGoldAmount(nation)).toBe(2000n);
});
test("returns half gold for Human", () => {
const human = addPlayerWithGold(game, "human", PlayerType.Human, 1000n);
expect(game.config().conquerGoldAmount(human)).toBe(500n);
});
});
describe("Conquest gold transfer", () => {
let game: Game;
let conqueror: Player;
beforeEach(async () => {
game = await setup("ocean_and_land");
const conquerorInfo = new PlayerInfo(
"conqueror",
PlayerType.Human,
null,
"conqueror",
);
game.addPlayer(conquerorInfo);
game.addExecution(
new SpawnExecution(gameID, conquerorInfo, game.ref(0, 10)),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
conqueror = game.player(conquerorInfo.id);
});
test("conqueror receives 100% of gold when conquering a Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, bot);
expect(conqueror.gold()).toBe(goldBefore + 1000n);
expect(bot.gold()).toBe(0n);
});
test("conqueror receives 100% of gold when conquering a Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 800n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, nation);
expect(conqueror.gold()).toBe(goldBefore + 800n);
expect(nation.gold()).toBe(0n);
});
test("conqueror receives 50% of gold when conquering a Human who has attacked", () => {
// clientID must be non-null for stats tracking to work
game.addPlayer(
new PlayerInfo("victim", PlayerType.Human, "victim_client", "victim"),
);
const victim = game.player("victim");
victim.addGold(1000n);
// Record an attack so the gold transfer is not skipped
game.stats().attack(victim, game.terraNullius(), 100);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore + 500n);
expect(victim.gold()).toBe(0n);
});
test("conqueror receives no gold when conquering a Human who never attacked", () => {
const victim = addPlayerWithGold(game, "afk", PlayerType.Human, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore);
expect(victim.gold()).toBe(1000n);
});
});