mirror of
https://github.com/openfrontio/OpenFrontIO.git
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081735bf55
## Description: This PR does two things: 1. Allows you to send an alliance request to approve an existing request, ex: * player A sends req to player B * now player B can send an ally request to player A, which accepts the request from player A. This way even if you lose or don't see the alliance notification, you can still accept the alliance. 2. Have AllianceRequestExecution reject the request if not accepted or rejected. There is a bug where sometimes the EventDisplay does not trigger the delete() function, resulting in hung alliance requests. I couldn't figure out why the delete() function is sometimes not called, but I think it's better design to have core/ itself handle abandoned alliance requests, this was UI bugs can't break the game state. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] 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
832 lines
20 KiB
TypeScript
832 lines
20 KiB
TypeScript
import { Config } from "../configuration/Config";
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import { AllPlayersStats, ClientID } from "../Schemas";
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import { GameMap, TileRef } from "./GameMap";
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import {
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GameUpdate,
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GameUpdateType,
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PlayerUpdate,
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UnitUpdate,
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} from "./GameUpdates";
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import { RailNetwork } from "./RailNetwork";
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import { Stats } from "./Stats";
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import { UnitPredicate } from "./UnitGrid";
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export type PlayerID = string;
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export type Tick = number;
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export type Gold = bigint;
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export const AllPlayers = "AllPlayers" as const;
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// export type GameUpdates = Record<GameUpdateType, GameUpdate[]>;
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// Create a type that maps GameUpdateType to its corresponding update type
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type UpdateTypeMap<T extends GameUpdateType> = Extract<GameUpdate, { type: T }>;
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// Then use it to create the record type
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export type GameUpdates = {
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[K in GameUpdateType]: UpdateTypeMap<K>[];
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};
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export interface MapPos {
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x: number;
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y: number;
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}
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export enum Difficulty {
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Easy = "Easy",
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Medium = "Medium",
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Hard = "Hard",
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Impossible = "Impossible",
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}
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export type Team = string;
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export const Duos = "Duos" as const;
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export const Trios = "Trios" as const;
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export const Quads = "Quads" as const;
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export const ColoredTeams: Record<string, Team> = {
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Red: "Red",
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Blue: "Blue",
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Teal: "Teal",
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Purple: "Purple",
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Yellow: "Yellow",
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Orange: "Orange",
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Green: "Green",
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Bot: "Bot",
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} as const;
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export enum GameMapType {
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World = "World",
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GiantWorldMap = "Giant World Map",
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Europe = "Europe",
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EuropeClassic = "Europe Classic",
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Mena = "Mena",
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NorthAmerica = "North America",
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SouthAmerica = "South America",
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Oceania = "Oceania",
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BlackSea = "Black Sea",
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Africa = "Africa",
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Pangaea = "Pangaea",
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Asia = "Asia",
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Mars = "Mars",
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Britannia = "Britannia",
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GatewayToTheAtlantic = "Gateway to the Atlantic",
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Australia = "Australia",
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Iceland = "Iceland",
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EastAsia = "East Asia",
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BetweenTwoSeas = "Between Two Seas",
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FaroeIslands = "Faroe Islands",
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DeglaciatedAntarctica = "Deglaciated Antarctica",
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FalklandIslands = "Falkland Islands",
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Baikal = "Baikal",
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Halkidiki = "Halkidiki",
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StraitOfGibraltar = "Strait of Gibraltar",
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Italia = "Italia",
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Yenisei = "Yenisei",
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Pluto = "Pluto",
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}
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export type GameMapName = keyof typeof GameMapType;
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export const mapCategories: Record<string, GameMapType[]> = {
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continental: [
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GameMapType.World,
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GameMapType.GiantWorldMap,
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GameMapType.NorthAmerica,
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GameMapType.SouthAmerica,
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GameMapType.Europe,
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GameMapType.EuropeClassic,
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GameMapType.Asia,
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GameMapType.Africa,
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GameMapType.Oceania,
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],
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regional: [
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GameMapType.BlackSea,
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GameMapType.Britannia,
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GameMapType.GatewayToTheAtlantic,
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GameMapType.BetweenTwoSeas,
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GameMapType.Iceland,
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GameMapType.EastAsia,
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GameMapType.Mena,
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GameMapType.Australia,
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GameMapType.FaroeIslands,
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GameMapType.FalklandIslands,
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GameMapType.Baikal,
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GameMapType.Halkidiki,
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GameMapType.StraitOfGibraltar,
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GameMapType.Italia,
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GameMapType.Yenisei,
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],
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fantasy: [
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GameMapType.Pangaea,
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GameMapType.Pluto,
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GameMapType.Mars,
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GameMapType.DeglaciatedAntarctica,
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],
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};
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export enum GameType {
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Singleplayer = "Singleplayer",
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Public = "Public",
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Private = "Private",
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}
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export enum GameMode {
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FFA = "Free For All",
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Team = "Team",
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}
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export interface UnitInfo {
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cost: (player: Player) => Gold;
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// Determines if its owner changes when its tile is conquered.
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territoryBound: boolean;
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maxHealth?: number;
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damage?: number;
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constructionDuration?: number;
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upgradable?: boolean;
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canBuildTrainStation?: boolean;
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experimental?: boolean;
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}
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export enum UnitType {
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TransportShip = "Transport",
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Warship = "Warship",
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Shell = "Shell",
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SAMMissile = "SAMMissile",
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Port = "Port",
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AtomBomb = "Atom Bomb",
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HydrogenBomb = "Hydrogen Bomb",
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TradeShip = "Trade Ship",
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MissileSilo = "Missile Silo",
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DefensePost = "Defense Post",
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SAMLauncher = "SAM Launcher",
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City = "City",
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MIRV = "MIRV",
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MIRVWarhead = "MIRV Warhead",
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Construction = "Construction",
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Train = "Train",
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Factory = "Factory",
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}
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export enum TrainType {
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Engine = "Engine",
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Carriage = "Carriage",
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}
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const _structureTypes: ReadonlySet<UnitType> = new Set([
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UnitType.City,
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UnitType.Construction,
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UnitType.DefensePost,
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UnitType.SAMLauncher,
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UnitType.MissileSilo,
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UnitType.Port,
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]);
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export function isStructureType(type: UnitType): boolean {
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return _structureTypes.has(type);
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}
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export interface OwnerComp {
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owner: Player;
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}
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export type TrajectoryTile = {
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tile: TileRef;
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targetable: boolean;
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};
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export interface UnitParamsMap {
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[UnitType.TransportShip]: {
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troops?: number;
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destination?: TileRef;
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};
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[UnitType.Warship]: {
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patrolTile: TileRef;
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};
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[UnitType.Shell]: Record<string, never>;
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[UnitType.SAMMissile]: Record<string, never>;
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[UnitType.Port]: Record<string, never>;
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[UnitType.AtomBomb]: {
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targetTile?: number;
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trajectory: TrajectoryTile[];
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};
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[UnitType.HydrogenBomb]: {
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targetTile?: number;
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trajectory: TrajectoryTile[];
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};
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[UnitType.TradeShip]: {
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targetUnit: Unit;
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lastSetSafeFromPirates?: number;
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};
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[UnitType.Train]: {
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trainType: TrainType;
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targetUnit?: Unit;
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loaded?: boolean;
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};
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[UnitType.Factory]: Record<string, never>;
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[UnitType.MissileSilo]: Record<string, never>;
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[UnitType.DefensePost]: Record<string, never>;
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[UnitType.SAMLauncher]: Record<string, never>;
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[UnitType.City]: Record<string, never>;
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[UnitType.MIRV]: Record<string, never>;
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[UnitType.MIRVWarhead]: {
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targetTile?: number;
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};
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[UnitType.Construction]: Record<string, never>;
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}
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// Type helper to get params type for a specific unit type
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export type UnitParams<T extends UnitType> = UnitParamsMap[T];
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export type AllUnitParams = UnitParamsMap[keyof UnitParamsMap];
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export const nukeTypes = [
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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UnitType.MIRVWarhead,
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UnitType.MIRV,
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] as UnitType[];
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export enum Relation {
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Hostile = 0,
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Distrustful = 1,
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Neutral = 2,
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Friendly = 3,
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}
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export class Nation {
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constructor(
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public readonly spawnCell: Cell,
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public readonly strength: number,
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public readonly playerInfo: PlayerInfo,
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) {}
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}
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export class Cell {
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public index: number;
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private strRepr: string;
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constructor(
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public readonly x: number,
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public readonly y: number,
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) {
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this.strRepr = `Cell[${this.x},${this.y}]`;
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}
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pos(): MapPos {
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return {
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x: this.x,
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y: this.y,
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};
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}
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toString(): string {
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return this.strRepr;
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}
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}
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export enum TerrainType {
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Plains,
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Highland,
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Mountain,
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Lake,
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Ocean,
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}
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export enum PlayerType {
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Bot = "BOT",
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Human = "HUMAN",
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FakeHuman = "FAKEHUMAN",
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}
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export interface Execution {
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isActive(): boolean;
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activeDuringSpawnPhase(): boolean;
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init(mg: Game, ticks: number): void;
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tick(ticks: number): void;
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}
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export interface Attack {
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id(): string;
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retreating(): boolean;
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retreated(): boolean;
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orderRetreat(): void;
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executeRetreat(): void;
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target(): Player | TerraNullius;
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attacker(): Player;
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troops(): number;
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setTroops(troops: number): void;
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isActive(): boolean;
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delete(): void;
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// The tile the attack originated from, mostly used for boat attacks.
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sourceTile(): TileRef | null;
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addBorderTile(tile: TileRef): void;
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removeBorderTile(tile: TileRef): void;
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clearBorder(): void;
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borderSize(): number;
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averagePosition(): Cell | null;
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}
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export interface AllianceRequest {
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accept(): void;
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reject(): void;
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requestor(): Player;
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recipient(): Player;
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createdAt(): Tick;
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status(): "pending" | "accepted" | "rejected";
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}
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export interface Alliance {
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requestor(): Player;
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recipient(): Player;
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createdAt(): Tick;
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expiresAt(): Tick;
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other(player: Player): Player;
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}
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export interface MutableAlliance extends Alliance {
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expire(): void;
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other(player: Player): Player;
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bothAgreedToExtend(): boolean;
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addExtensionRequest(player: Player): void;
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id(): number;
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extend(): void;
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onlyOneAgreedToExtend(): boolean;
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}
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export class PlayerInfo {
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public readonly clan: string | null;
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constructor(
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public readonly name: string,
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public readonly playerType: PlayerType,
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// null if bot.
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public readonly clientID: ClientID | null,
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// TODO: make player id the small id
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public readonly id: PlayerID,
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public readonly nation?: Nation | null,
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) {
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// Compute clan from name
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if (!name.startsWith("[") || !name.includes("]")) {
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this.clan = null;
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} else {
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const clanMatch = name.match(/^\[([a-zA-Z]{2,5})\]/);
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this.clan = clanMatch ? clanMatch[1] : null;
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}
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}
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}
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export function isUnit(unit: unknown): unit is Unit {
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return (
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unit &&
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typeof unit === "object" &&
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"isUnit" in unit &&
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typeof unit.isUnit === "function" &&
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unit.isUnit()
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);
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}
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export interface Unit {
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isUnit(): this is Unit;
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// Common properties.
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id(): number;
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type(): UnitType;
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owner(): Player;
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info(): UnitInfo;
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delete(displayMessage?: boolean, destroyer?: Player): void;
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tile(): TileRef;
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lastTile(): TileRef;
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move(tile: TileRef): void;
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isActive(): boolean;
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setOwner(owner: Player): void;
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touch(): void;
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hash(): number;
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toUpdate(): UnitUpdate;
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hasTrainStation(): boolean;
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setTrainStation(trainStation: boolean): void;
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// Train
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trainType(): TrainType | undefined;
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isLoaded(): boolean | undefined;
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setLoaded(loaded: boolean): void;
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// Targeting
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setTargetTile(cell: TileRef | undefined): void;
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targetTile(): TileRef | undefined;
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setTrajectoryIndex(i: number): void;
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trajectoryIndex(): number;
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trajectory(): TrajectoryTile[];
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setTargetUnit(unit: Unit | undefined): void;
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targetUnit(): Unit | undefined;
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setTargetedBySAM(targeted: boolean): void;
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targetedBySAM(): boolean;
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setReachedTarget(): void;
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reachedTarget(): boolean;
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isTargetable(): boolean;
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setTargetable(targetable: boolean): void;
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// Health
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hasHealth(): boolean;
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retreating(): boolean;
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orderBoatRetreat(): void;
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health(): number;
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modifyHealth(delta: number, attacker?: Player): void;
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// Troops
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setTroops(troops: number): void;
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troops(): number;
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// --- UNIT SPECIFIC ---
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// SAMs & Missile Silos
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launch(): void;
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reloadMissile(): void;
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isInCooldown(): boolean;
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missileTimerQueue(): number[];
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// Trade Ships
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setSafeFromPirates(): void; // Only for trade ships
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isSafeFromPirates(): boolean; // Only for trade ships
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// Construction
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constructionType(): UnitType | null;
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setConstructionType(type: UnitType): void;
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// Upgradable Structures
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level(): number;
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increaseLevel(): void;
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// Warships
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setPatrolTile(tile: TileRef): void;
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patrolTile(): TileRef | undefined;
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}
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export interface TerraNullius {
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isPlayer(): false;
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id(): null;
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clientID(): ClientID;
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smallID(): number;
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}
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export interface Embargo {
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createdAt: Tick;
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isTemporary: boolean;
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target: Player;
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}
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export interface Player {
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// Basic Info
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smallID(): number;
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info(): PlayerInfo;
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name(): string;
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displayName(): string;
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clientID(): ClientID | null;
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id(): PlayerID;
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type(): PlayerType;
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isPlayer(): this is Player;
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toString(): string;
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// State & Properties
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isAlive(): boolean;
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isTraitor(): boolean;
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markTraitor(): void;
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largestClusterBoundingBox: { min: Cell; max: Cell } | null;
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lastTileChange(): Tick;
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isDisconnected(): boolean;
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markDisconnected(isDisconnected: boolean): void;
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hasSpawned(): boolean;
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setHasSpawned(hasSpawned: boolean): void;
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// Territory
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tiles(): ReadonlySet<TileRef>;
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borderTiles(): ReadonlySet<TileRef>;
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numTilesOwned(): number;
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conquer(tile: TileRef): void;
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relinquish(tile: TileRef): void;
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// Resources & Troops
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gold(): Gold;
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addGold(toAdd: Gold, tile?: TileRef): void;
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removeGold(toRemove: Gold): Gold;
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troops(): number;
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setTroops(troops: number): void;
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addTroops(troops: number): void;
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removeTroops(troops: number): number;
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// Units
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units(...types: UnitType[]): Unit[];
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unitCount(type: UnitType): number;
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unitsConstructed(type: UnitType): number;
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unitsOwned(type: UnitType): number;
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buildableUnits(tile: TileRef): BuildableUnit[];
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canBuild(type: UnitType, targetTile: TileRef): TileRef | false;
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buildUnit<T extends UnitType>(
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type: T,
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spawnTile: TileRef,
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params: UnitParams<T>,
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): Unit;
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// Returns the existing unit that can be upgraded,
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// or false if it cannot be upgraded.
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// New units of the same type can upgrade existing units.
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// e.g. if a place a new city here, can it upgrade an existing city?
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findUnitToUpgrade(type: UnitType, targetTile: TileRef): Unit | false;
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canUpgradeUnit(unitType: UnitType): boolean;
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upgradeUnit(unit: Unit): void;
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captureUnit(unit: Unit): void;
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// Relations & Diplomacy
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neighbors(): (Player | TerraNullius)[];
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sharesBorderWith(other: Player | TerraNullius): boolean;
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relation(other: Player): Relation;
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allRelationsSorted(): { player: Player; relation: Relation }[];
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updateRelation(other: Player, delta: number): void;
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decayRelations(): void;
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isOnSameTeam(other: Player): boolean;
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// Either allied or on same team.
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isFriendly(other: Player): boolean;
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team(): Team | null;
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clan(): string | null;
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incomingAllianceRequests(): AllianceRequest[];
|
|
outgoingAllianceRequests(): AllianceRequest[];
|
|
alliances(): MutableAlliance[];
|
|
expiredAlliances(): Alliance[];
|
|
allies(): Player[];
|
|
isAlliedWith(other: Player): boolean;
|
|
allianceWith(other: Player): MutableAlliance | null;
|
|
canSendAllianceRequest(other: Player): boolean;
|
|
breakAlliance(alliance: Alliance): void;
|
|
createAllianceRequest(recipient: Player): AllianceRequest | null;
|
|
|
|
// Targeting
|
|
canTarget(other: Player): boolean;
|
|
target(other: Player): void;
|
|
targets(): Player[];
|
|
transitiveTargets(): Player[];
|
|
|
|
// Communication
|
|
canSendEmoji(recipient: Player | typeof AllPlayers): boolean;
|
|
outgoingEmojis(): EmojiMessage[];
|
|
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void;
|
|
|
|
// Donation
|
|
canDonate(recipient: Player): boolean;
|
|
donateTroops(recipient: Player, troops: number): boolean;
|
|
donateGold(recipient: Player, gold: Gold): boolean;
|
|
|
|
// Embargo
|
|
hasEmbargoAgainst(other: Player): boolean;
|
|
tradingPartners(): Player[];
|
|
addEmbargo(other: Player, isTemporary: boolean): void;
|
|
getEmbargoes(): Embargo[];
|
|
stopEmbargo(other: Player): void;
|
|
endTemporaryEmbargo(other: Player): void;
|
|
canTrade(other: Player): boolean;
|
|
|
|
// Attacking.
|
|
canAttack(tile: TileRef): boolean;
|
|
|
|
createAttack(
|
|
target: Player | TerraNullius,
|
|
troops: number,
|
|
sourceTile: TileRef | null,
|
|
border: Set<number>,
|
|
): Attack;
|
|
outgoingAttacks(): Attack[];
|
|
incomingAttacks(): Attack[];
|
|
orderRetreat(attackID: string): void;
|
|
executeRetreat(attackID: string): void;
|
|
|
|
// Misc
|
|
toUpdate(): PlayerUpdate;
|
|
playerProfile(): PlayerProfile;
|
|
tradingPorts(port: Unit): Unit[];
|
|
// WARNING: this operation is expensive.
|
|
bestTransportShipSpawn(tile: TileRef): TileRef | false;
|
|
}
|
|
|
|
export interface Game extends GameMap {
|
|
// Map & Dimensions
|
|
isOnMap(cell: Cell): boolean;
|
|
width(): number;
|
|
height(): number;
|
|
map(): GameMap;
|
|
miniMap(): GameMap;
|
|
forEachTile(fn: (tile: TileRef) => void): void;
|
|
|
|
// Player Management
|
|
player(id: PlayerID): Player;
|
|
players(): Player[];
|
|
allPlayers(): Player[];
|
|
playerByClientID(id: ClientID): Player | null;
|
|
playerBySmallID(id: number): Player | TerraNullius;
|
|
hasPlayer(id: PlayerID): boolean;
|
|
addPlayer(playerInfo: PlayerInfo): Player;
|
|
terraNullius(): TerraNullius;
|
|
owner(ref: TileRef): Player | TerraNullius;
|
|
|
|
teams(): Team[];
|
|
|
|
// Alliances
|
|
alliances(): MutableAlliance[];
|
|
expireAlliance(alliance: Alliance): void;
|
|
|
|
// Game State
|
|
ticks(): Tick;
|
|
inSpawnPhase(): boolean;
|
|
executeNextTick(): GameUpdates;
|
|
setWinner(winner: Player | Team, allPlayersStats: AllPlayersStats): void;
|
|
config(): Config;
|
|
|
|
// Units
|
|
units(...types: UnitType[]): Unit[];
|
|
unitCount(type: UnitType): number;
|
|
unitInfo(type: UnitType): UnitInfo;
|
|
hasUnitNearby(
|
|
tile: TileRef,
|
|
searchRange: number,
|
|
type: UnitType,
|
|
playerId: PlayerID,
|
|
): boolean;
|
|
nearbyUnits(
|
|
tile: TileRef,
|
|
searchRange: number,
|
|
types: UnitType | UnitType[],
|
|
predicate?: UnitPredicate,
|
|
): Array<{ unit: Unit; distSquared: number }>;
|
|
|
|
addExecution(...exec: Execution[]): void;
|
|
displayMessage(
|
|
message: string,
|
|
type: MessageType,
|
|
playerID: PlayerID | null,
|
|
goldAmount?: bigint,
|
|
params?: Record<string, string | number>,
|
|
): void;
|
|
displayIncomingUnit(
|
|
unitID: number,
|
|
message: string,
|
|
type: MessageType,
|
|
playerID: PlayerID | null,
|
|
): void;
|
|
|
|
displayChat(
|
|
message: string,
|
|
category: string,
|
|
target: PlayerID | undefined,
|
|
playerID: PlayerID | null,
|
|
isFrom: boolean,
|
|
recipient: string,
|
|
): void;
|
|
|
|
// Nations
|
|
nations(): Nation[];
|
|
|
|
numTilesWithFallout(): number;
|
|
// Optional as it's not initialized before the end of spawn phase
|
|
stats(): Stats;
|
|
|
|
addUpdate(update: GameUpdate): void;
|
|
railNetwork(): RailNetwork;
|
|
conquerPlayer(conqueror: Player, conquered: Player): void;
|
|
}
|
|
|
|
export interface PlayerActions {
|
|
canAttack: boolean;
|
|
buildableUnits: BuildableUnit[];
|
|
canSendEmojiAllPlayers: boolean;
|
|
interaction?: PlayerInteraction;
|
|
}
|
|
|
|
export interface BuildableUnit {
|
|
canBuild: TileRef | false;
|
|
// unit id of the existing unit that can be upgraded, or false if it cannot be upgraded.
|
|
canUpgrade: number | false;
|
|
type: UnitType;
|
|
cost: Gold;
|
|
}
|
|
|
|
export interface PlayerProfile {
|
|
relations: Record<number, Relation>;
|
|
alliances: number[];
|
|
}
|
|
|
|
export interface PlayerBorderTiles {
|
|
borderTiles: ReadonlySet<TileRef>;
|
|
}
|
|
|
|
export interface PlayerInteraction {
|
|
sharedBorder: boolean;
|
|
canSendEmoji: boolean;
|
|
canSendAllianceRequest: boolean;
|
|
canBreakAlliance: boolean;
|
|
canTarget: boolean;
|
|
canDonate: boolean;
|
|
canEmbargo: boolean;
|
|
allianceExpiresAt?: Tick;
|
|
}
|
|
|
|
export interface EmojiMessage {
|
|
message: string;
|
|
senderID: number;
|
|
recipientID: number | typeof AllPlayers;
|
|
createdAt: Tick;
|
|
}
|
|
|
|
export enum MessageType {
|
|
ATTACK_FAILED,
|
|
ATTACK_CANCELLED,
|
|
ATTACK_REQUEST,
|
|
CONQUERED_PLAYER,
|
|
MIRV_INBOUND,
|
|
NUKE_INBOUND,
|
|
HYDROGEN_BOMB_INBOUND,
|
|
NAVAL_INVASION_INBOUND,
|
|
SAM_MISS,
|
|
SAM_HIT,
|
|
CAPTURED_ENEMY_UNIT,
|
|
UNIT_CAPTURED_BY_ENEMY,
|
|
UNIT_DESTROYED,
|
|
ALLIANCE_ACCEPTED,
|
|
ALLIANCE_REJECTED,
|
|
ALLIANCE_REQUEST,
|
|
ALLIANCE_BROKEN,
|
|
ALLIANCE_EXPIRED,
|
|
SENT_GOLD_TO_PLAYER,
|
|
RECEIVED_GOLD_FROM_PLAYER,
|
|
RECEIVED_GOLD_FROM_TRADE,
|
|
SENT_TROOPS_TO_PLAYER,
|
|
RECEIVED_TROOPS_FROM_PLAYER,
|
|
CHAT,
|
|
RENEW_ALLIANCE,
|
|
}
|
|
|
|
// Message categories used for filtering events in the EventsDisplay
|
|
export enum MessageCategory {
|
|
ATTACK = "ATTACK",
|
|
ALLIANCE = "ALLIANCE",
|
|
TRADE = "TRADE",
|
|
CHAT = "CHAT",
|
|
}
|
|
|
|
// Ensures that all message types are included in a category
|
|
export const MESSAGE_TYPE_CATEGORIES: Record<MessageType, MessageCategory> = {
|
|
[MessageType.ATTACK_FAILED]: MessageCategory.ATTACK,
|
|
[MessageType.ATTACK_CANCELLED]: MessageCategory.ATTACK,
|
|
[MessageType.ATTACK_REQUEST]: MessageCategory.ATTACK,
|
|
[MessageType.CONQUERED_PLAYER]: MessageCategory.ATTACK,
|
|
[MessageType.MIRV_INBOUND]: MessageCategory.ATTACK,
|
|
[MessageType.NUKE_INBOUND]: MessageCategory.ATTACK,
|
|
[MessageType.HYDROGEN_BOMB_INBOUND]: MessageCategory.ATTACK,
|
|
[MessageType.NAVAL_INVASION_INBOUND]: MessageCategory.ATTACK,
|
|
[MessageType.SAM_MISS]: MessageCategory.ATTACK,
|
|
[MessageType.SAM_HIT]: MessageCategory.ATTACK,
|
|
[MessageType.CAPTURED_ENEMY_UNIT]: MessageCategory.ATTACK,
|
|
[MessageType.UNIT_CAPTURED_BY_ENEMY]: MessageCategory.ATTACK,
|
|
[MessageType.UNIT_DESTROYED]: MessageCategory.ATTACK,
|
|
[MessageType.ALLIANCE_ACCEPTED]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_REJECTED]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_REQUEST]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_BROKEN]: MessageCategory.ALLIANCE,
|
|
[MessageType.ALLIANCE_EXPIRED]: MessageCategory.ALLIANCE,
|
|
[MessageType.RENEW_ALLIANCE]: MessageCategory.ALLIANCE,
|
|
[MessageType.SENT_GOLD_TO_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.RECEIVED_GOLD_FROM_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.RECEIVED_GOLD_FROM_TRADE]: MessageCategory.TRADE,
|
|
[MessageType.SENT_TROOPS_TO_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.RECEIVED_TROOPS_FROM_PLAYER]: MessageCategory.TRADE,
|
|
[MessageType.CHAT]: MessageCategory.CHAT,
|
|
} as const;
|
|
|
|
/**
|
|
* Get the category of a message type
|
|
*/
|
|
export function getMessageCategory(messageType: MessageType): MessageCategory {
|
|
return MESSAGE_TYPE_CATEGORIES[messageType];
|
|
}
|
|
|
|
export interface NameViewData {
|
|
x: number;
|
|
y: number;
|
|
size: number;
|
|
}
|