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240690c574
## Description: ### `NationAllianceBehavior` - `isAlliancePartnerSimilarlyStrong()` now also checks for `numTilesOwned`, should make it a bit easier to get alliances. The troop calculation now also uses the players `outgoingAttacks` to make it feel less random. OF-Discord-Humans complained. - Rebalanced `checkAlreadyEnoughAlliances()` a bit ### `NationNukeBehavior` - Don't save up for MIRV if they are disabled - Don't try to throw atom bombs / hydros if they are disabled - Hydro-Nations are allowed to throw atom bombs if they are under heavy attack - Rebalance `isUnderHeavyAttack()` a bit - Increased perceived cost ### `NationEmojiBehavior` - Fix multiple nations congratulated the winner instead of one - Don't brag with our crown if the game is already over ### `DonateGoldExecution` & `DonateTroopExecution` - Added `canSendEmoji` checks ## 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: FloPinguin
134 lines
3.5 KiB
TypeScript
134 lines
3.5 KiB
TypeScript
import {
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Difficulty,
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Execution,
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Game,
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Gold,
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Player,
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PlayerID,
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PlayerType,
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} from "../game/Game";
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import { PseudoRandom } from "../PseudoRandom";
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import { assertNever, toInt } from "../Util";
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import { EmojiExecution } from "./EmojiExecution";
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import {
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EMOJI_DONATION_OK,
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EMOJI_DONATION_TOO_SMALL,
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EMOJI_LOVE,
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} from "./nation/NationEmojiBehavior";
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export class DonateGoldExecution implements Execution {
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private recipient: Player;
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private gold: Gold;
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private mg: Game;
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private random: PseudoRandom;
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private active = true;
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constructor(
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private sender: Player,
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private recipientID: PlayerID,
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goldNum: number | null,
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) {
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this.gold = toInt(goldNum ?? 0);
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}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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this.random = new PseudoRandom(mg.ticks());
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if (!mg.hasPlayer(this.recipientID)) {
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console.warn(
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`DonateGoldExecution recipient ${this.recipientID} not found`,
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);
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this.active = false;
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return;
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}
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this.recipient = mg.player(this.recipientID);
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this.gold ??= this.sender.gold() / 3n;
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}
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tick(ticks: number): void {
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if (this.gold === null) throw new Error("not initialized");
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if (
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this.sender.canDonateGold(this.recipient) &&
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this.sender.donateGold(this.recipient, this.gold)
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) {
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// Give relation points based on how much gold was donated
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const relationUpdate = this.calculateRelationUpdate(this.gold, ticks);
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if (relationUpdate > 0) {
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this.recipient.updateRelation(this.sender, relationUpdate);
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}
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// Only AI nations auto-respond with emojis, human players should not
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if (
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this.recipient.type() === PlayerType.Nation &&
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this.recipient.canSendEmoji(this.sender)
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) {
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// Select emoji based on donation value
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const emoji =
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relationUpdate >= 50
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? EMOJI_LOVE
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: relationUpdate > 0
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? EMOJI_DONATION_OK
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: EMOJI_DONATION_TOO_SMALL;
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this.mg.addExecution(
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new EmojiExecution(
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this.recipient,
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this.sender.id(),
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this.random.randElement(emoji),
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),
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);
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}
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} else {
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console.warn(
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`cannot send gold from ${this.sender.name()} to ${this.recipient.name()}`,
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);
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}
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this.active = false;
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}
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private getGoldChunkSize(): number {
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const { difficulty } = this.mg.config().gameConfig();
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switch (difficulty) {
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case Difficulty.Easy:
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return 2_500;
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case Difficulty.Medium:
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return 5_000;
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case Difficulty.Hard:
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return 12_500;
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case Difficulty.Impossible:
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return 25_000;
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default:
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assertNever(difficulty);
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}
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}
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private calculateRelationUpdate(goldSent: Gold, ticks: number): number {
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const chunkSize = this.getGoldChunkSize();
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// For every 5 minutes that pass, multiply the chunk size to scale with game progression
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const chunkSizeMultiplier =
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ticks / (3000 + this.mg.config().numSpawnPhaseTurns());
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const adjustedChunkSize = BigInt(
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Math.round(chunkSize + chunkSize * chunkSizeMultiplier),
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);
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// Calculate how many complete chunks were donated
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const chunks = Number(goldSent / adjustedChunkSize);
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// Each chunk gives 5 relation points
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const relationUpdate = chunks * 5;
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// Cap at 100 relation points
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if (relationUpdate > 100) return 100;
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return relationUpdate;
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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