This commit addresses further issues and clarifications for the Nuke Wars game mode.
Key fixes include:
- Bot Behavior in Nuke Wars: Modified `FakeHumanExecution.ts` to ensure bots in Nuke Wars can target and launch nuclear weapons against other bots, treating Nuke Wars consistently as a 2-team game. This resolves the previous ambiguity regarding bot interactions in this game mode.
- Preparation Timer Visibility: Fixed the "NukeWarsPrepTimer not found" console error by ensuring the `NukeWarsPrepTimer` custom element is correctly imported and defined in `src/client/Main.ts` before it is queried by `GameRenderer.ts`. This should make the preparation timer visible at the top of the screen.
This commit resolves issues identified in the Nuke Wars game mode, focusing on UI clarity and spawn phase functionality.
Key fixes include:
- Preparation Phase Timer: Introduced a dedicated `NukeWarsPrepTimer` component to display the 3-minute preparation phase countdown prominently at the top of the screen, as requested. This replaces previous attempts to integrate it into `SpawnTimer.ts` or `GameRightSidebar.ts`, which were not suitable for the desired display.
- Spawn Area Indication Reverted: Reverted changes that added team-specific spawn boxes in `TerritoryLayer.ts`. The white line separator was also removed from `TerrainLayer.ts` in a previous step.
- Spawn Phase Functionality: Corrected an issue in `PlayerImpl.ts` where players were unable to place their initial spawn during the spawn phase due to an incorrect build restriction. The spawn phase for Nuke Wars now functions identically to FFA and normal team games, allowing players to place their spawns.