Files
OpenFrontIO/src/core/game/GameUpdates.ts
T
Readixyee 0891637eb2 MissileSilo cooldown (#309)
changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown

The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.

changed the sam test / added a missilesilo test

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-03-29 15:19:07 -07:00

174 lines
3.4 KiB
TypeScript

import { ClientID, PlayerStats, AllPlayersStats } from "../Schemas";
import {
AllianceRequest,
EmojiMessage,
GameUpdates,
MapPos,
MessageType,
NameViewData,
PlayerID,
PlayerType,
TeamName,
Tick,
UnitType,
} from "./Game";
import { TileRef, TileUpdate } from "./GameMap";
export interface GameUpdateViewData {
tick: number;
updates: GameUpdates;
packedTileUpdates: BigUint64Array;
playerNameViewData: Record<number, NameViewData>;
}
export interface ErrorUpdate {
errMsg: string;
stack?: string;
}
export enum GameUpdateType {
Tile,
Unit,
Player,
DisplayEvent,
AllianceRequest,
AllianceRequestReply,
BrokeAlliance,
AllianceExpired,
TargetPlayer,
Emoji,
Win,
Hash,
}
export type GameUpdate =
| TileUpdateWrapper
| UnitUpdate
| PlayerUpdate
| AllianceRequestUpdate
| AllianceRequestReplyUpdate
| BrokeAllianceUpdate
| AllianceExpiredUpdate
| DisplayMessageUpdate
| TargetPlayerUpdate
| EmojiUpdate
| WinUpdate
| HashUpdate;
export interface TileUpdateWrapper {
type: GameUpdateType.Tile;
update: TileUpdate;
}
export interface UnitUpdate {
type: GameUpdateType.Unit;
unitType: UnitType;
troops: number;
id: number;
ownerID: number;
// TODO: make these tilerefs
pos: TileRef;
lastPos: TileRef;
isActive: boolean;
dstPortId?: number; // Only for trade ships
detonationDst?: TileRef; // Only for nukes
warshipTargetId?: number;
health?: number;
constructionType?: UnitType;
ticksLeftInCooldown?: Tick;
}
export interface AttackUpdate {
attackerID: number;
targetID: number;
troops: number;
id: string;
retreating: boolean;
}
export interface PlayerUpdate {
type: GameUpdateType.Player;
nameViewData?: NameViewData;
clientID: ClientID;
flag: string;
name: string;
displayName: string;
id: PlayerID;
teamName?: TeamName;
smallID: number;
playerType: PlayerType;
isAlive: boolean;
tilesOwned: number;
gold: number;
population: number;
workers: number;
troops: number;
targetTroopRatio: number;
allies: number[];
embargoes: Set<PlayerID>;
isTraitor: boolean;
targets: number[];
outgoingEmojis: EmojiMessage[];
outgoingAttacks: AttackUpdate[];
incomingAttacks: AttackUpdate[];
outgoingAllianceRequests: PlayerID[];
stats: PlayerStats;
}
export interface AllianceRequestUpdate {
type: GameUpdateType.AllianceRequest;
requestorID: number;
recipientID: number;
createdAt: Tick;
}
export interface AllianceRequestReplyUpdate {
type: GameUpdateType.AllianceRequestReply;
request: AllianceRequestUpdate;
accepted: boolean;
}
export interface BrokeAllianceUpdate {
type: GameUpdateType.BrokeAlliance;
traitorID: number;
betrayedID: number;
}
export interface AllianceExpiredUpdate {
type: GameUpdateType.AllianceExpired;
player1ID: number;
player2ID: number;
}
export interface TargetPlayerUpdate {
type: GameUpdateType.TargetPlayer;
playerID: number;
targetID: number;
}
export interface EmojiUpdate {
type: GameUpdateType.Emoji;
emoji: EmojiMessage;
}
export interface DisplayMessageUpdate {
type: GameUpdateType.DisplayEvent;
message: string;
messageType: MessageType;
playerID: number | null;
}
export interface WinUpdate {
type: GameUpdateType.Win;
allPlayersStats: AllPlayersStats;
// Player id or team name.
winner: number | TeamName;
winnerType: "player" | "team";
}
export interface HashUpdate {
type: GameUpdateType.Hash;
tick: Tick;
hash: number;
}