Files
Evan 41ef675e98 Improve Notification Panel (#3913)
Resolves #3910

## Description:

- Split the events HUD into two components: a new
**`<actionable-events>`** that owns alliance prompts (request / renew)
and a slimmed-down **`<events-display>`** for everything else.
- Reworked `<events-display>` into two visual tiers: dim/scrolling tier
2 on top (trade results, unit losses, donations, alliance status),
prominent tier 1 anchored at the bottom (inbound nukes, naval invasion,
attack requests, alliance broken, conquered player, chat). Tier 2 caps
at the 4 newest entries; events expire after 8s.
- Added a transient **+gold pip** above the gold pill in
`<control-panel>`, animated with a small fade-in. Fires for trade ships,
trains, donations, and conquest. Trade-ship and train arrivals are
removed from the events scroll since they're surfaced here instead.
- New `MessageType.NUKE_DETONATED` and a server-side emission in
`NukeExecution.detonate` — once an inbound nuke lands or gets
intercepted, the inbound warning vanishes and a "detonated" entry takes
its place.
- `displayMessage` gained optional `unitID` and `focusPlayerID` params
so events can link to a unit or a player. Unit captures and destructions
now navigate to the unit's last tile when clicked; donations navigate to
the other player.
- ActionableEvents card width matches `<events-display>`; cards persist
until the user clicks Accept/Reject/Renew/Ignore or the server-side
request timeout expires.
- Removed the in-events category filter UI and the gold-amount banner —
`<events-display>` is now a lightweight log that hides entirely when
empty.

<img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM"
src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c"
/>

<img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM"
src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3"
/>

## 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
2026-05-21 19:50:10 +01:00

248 lines
7.6 KiB
TypeScript

import { NukeExecution } from "../../../src/core/execution/NukeExecution";
import {
Game,
MessageType,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
import { TestConfig } from "../../util/TestConfig";
import { executeTicks } from "../../util/utils";
let game: Game;
let player: Player;
let otherPlayer: Player;
describe("NukeExecution", () => {
beforeEach(async () => {
game = await setup(
"big_plains",
{ infiniteGold: true, instantBuild: true },
[
new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
],
);
(game.config() as TestConfig).nukeMagnitudes = vi.fn(() => ({
inner: 10,
outer: 10,
}));
(game.config() as TestConfig).nukeAllianceBreakThreshold = vi.fn(() => 5);
player = game.player("player_id");
otherPlayer = game.player("other_id");
player.conquer(game.ref(1, 1));
});
test("nuke should destroy buildings and redraw out of range buildings", async () => {
// Build a city at (1,1)
player.buildUnit(UnitType.City, game.ref(1, 1), {});
// Build a missile silo in range
player.buildUnit(UnitType.MissileSilo, game.ref(1, 10), {});
// Build a SAM out of range
const sam = player.buildUnit(UnitType.SAMLauncher, game.ref(1, 11), {});
sam.touch = vi.fn();
// Build a Defense post out of range AND out of redraw range
const defensePost = player.buildUnit(
UnitType.DefensePost,
game.ref(1, 27),
{},
);
defensePost.touch = vi.fn();
// Add a nuke execution targeting the city
const nukeExec = new NukeExecution(
UnitType.AtomBomb,
player,
game.ref(1, 1),
game.ref(1, 2),
);
game.addExecution(nukeExec);
// Run enough ticks for the nuke to detonate
executeTicks(game, 10);
// The city and silo should be destroyed
expect(player.units(UnitType.City)).toHaveLength(0);
expect(player.units(UnitType.MissileSilo)).toHaveLength(0);
expect(player.units(UnitType.SAMLauncher)).toHaveLength(1);
expect(sam.touch).toHaveBeenCalled();
expect(defensePost.touch).not.toHaveBeenCalled();
});
test("nuke should only be targetable near src and dst", async () => {
player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
const nukeExec = new NukeExecution(
UnitType.AtomBomb,
player,
game.ref(199, 199),
game.ref(1, 1),
);
game.addExecution(nukeExec);
// targetable distance is 400
//near launch should be targetable (distance src < 400)
executeTicks(game, 2);
expect(nukeExec.getNuke()!.isTargetable()).toBeTruthy();
//mid air should not be targetable (distance src > 400, distance target > 400)
executeTicks(game, 38);
expect(nukeExec.getNuke()!.isTargetable()).toBeFalsy();
//near target should be targetable (distance target < 400)
executeTicks(game, 35);
expect(nukeExec.getNuke()!.isTargetable()).toBeTruthy();
});
test("nuke should break alliances on launch", async () => {
const req = player.createAllianceRequest(otherPlayer);
req!.accept();
player.conquer(game.ref(1, 1));
player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
for (let x = 90; x < 99; x++) {
for (let y = 90; y < 99; y++) {
otherPlayer.conquer(game.ref(x, y));
}
}
// Add a nuke targeting just outside the other player's territory.
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player, game.ref(85, 85), null),
);
game.executeNextTick(); // init
game.executeNextTick(); // exec
expect(player.isTraitor()).toBe(true);
expect(player.isAlliedWith(otherPlayer)).toBe(false);
});
test("AtomBomb detonation emits NUKE_DETONATED to each impacted player", () => {
player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
// Give otherPlayer a cluster around (50,50) so the blast intersects them.
for (let x = 48; x < 53; x++) {
for (let y = 48; y < 53; y++) {
otherPlayer.conquer(game.ref(x, y));
}
}
const displayMessageSpy = vi.spyOn(game, "displayMessage");
game.addExecution(
new NukeExecution(
UnitType.AtomBomb,
player,
game.ref(50, 50),
game.ref(1, 1),
),
);
executeTicks(game, 200);
const detonatedCalls = displayMessageSpy.mock.calls.filter(
(call) => call[1] === MessageType.NUKE_DETONATED,
);
expect(detonatedCalls.length).toBeGreaterThan(0);
const otherCall = detonatedCalls.find(
(call) => call[2] === otherPlayer.id(),
);
expect(otherCall).toBeDefined();
expect(otherCall![0]).toBe("events_display.atom_bomb_detonated");
// focusPlayerID (7th positional) is the launcher
expect(otherCall![6]).toBe(player.id());
displayMessageSpy.mockRestore();
});
test("HydrogenBomb detonation emits NUKE_DETONATED with hydrogen_bomb key", () => {
player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
for (let x = 48; x < 53; x++) {
for (let y = 48; y < 53; y++) {
otherPlayer.conquer(game.ref(x, y));
}
}
const displayMessageSpy = vi.spyOn(game, "displayMessage");
game.addExecution(
new NukeExecution(
UnitType.HydrogenBomb,
player,
game.ref(50, 50),
game.ref(1, 1),
),
);
executeTicks(game, 300);
const detonatedCalls = displayMessageSpy.mock.calls.filter(
(call) => call[1] === MessageType.NUKE_DETONATED,
);
expect(detonatedCalls.length).toBeGreaterThan(0);
expect(detonatedCalls[0][0]).toBe("events_display.hydrogen_bomb_detonated");
displayMessageSpy.mockRestore();
});
test("MIRVWarhead detonation does NOT emit NUKE_DETONATED", () => {
player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
for (let x = 48; x < 53; x++) {
for (let y = 48; y < 53; y++) {
otherPlayer.conquer(game.ref(x, y));
}
}
const displayMessageSpy = vi.spyOn(game, "displayMessage");
game.addExecution(
new NukeExecution(
UnitType.MIRVWarhead,
player,
game.ref(50, 50),
game.ref(1, 1),
),
);
executeTicks(game, 200);
const detonatedCalls = displayMessageSpy.mock.calls.filter(
(call) => call[1] === MessageType.NUKE_DETONATED,
);
expect(detonatedCalls).toHaveLength(0);
displayMessageSpy.mockRestore();
});
test("nuke should break alliance when destroying ally's building even with few tiles", async () => {
const req = player.createAllianceRequest(otherPlayer);
req!.accept();
expect(player.isAlliedWith(otherPlayer)).toBe(true);
player.conquer(game.ref(1, 1));
player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
// Give the other player just a few tiles (below the threshold of 5)
// and build a port on one of them
otherPlayer.conquer(game.ref(50, 50));
otherPlayer.conquer(game.ref(51, 50));
otherPlayer.conquer(game.ref(50, 51));
otherPlayer.buildUnit(UnitType.Port, game.ref(50, 50), {});
expect(otherPlayer.units(UnitType.Port)).toHaveLength(1);
// Nuke targeting the ally's port - this should break alliance
// even though the tile count is below threshold
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player, game.ref(50, 50), null),
);
game.executeNextTick(); // init
game.executeNextTick(); // exec
// Alliance should be broken because we're destroying ally's building
expect(player.isTraitor()).toBe(true);
expect(player.isAlliedWith(otherPlayer)).toBe(false);
});
});