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