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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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