Files
OpenFrontIO/src/core/execution/TradeShipExecution.ts
T
Evan 21291b9fa3 Add trade ship captured event with toggle setting (#4344)
## What

Notify a player when one of their trade ships is captured. The alert
appears in the **less-important (top) events tier** and is gated behind
a new in-game setting (on by default).

## Why

Previously there was no notification to the player who *lost* a trade
ship — only the capturer got a transient +gold pip on the ship's
arrival. This surfaces the loss to the victim, while letting players opt
out if they find it noisy.

## Changes

- **`src/core/execution/TradeShipExecution.ts`** — On capture detection,
emit a display message (`events_display.trade_ship_captured`, type
`UNIT_DESTROYED`) to the original owner. Fires once, guarded by the
existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so
it lands in the top/less-important tier.
- **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message
when the setting is off, following the existing key-based filter
pattern.
- **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()`
getter (default `true`) + `toggleTradeShipCapturedEvents()`.
- **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the
in-game settings modal.
- **`resources/lang/en.json`** — New
`events_display.trade_ship_captured` and
`user_setting.trade_ship_captured_label`/`_desc` keys.
- **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that
the notification is sent to the original owner with the right args and
only once across ticks.

## Notes

- The setting is gated client-side (in `EventsDisplay`), keeping
`src/core` free of client-local localStorage settings — consistent with
how display events are already filtered there.
- Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than
adding a new message type, to keep the change minimal. Happy to add a
dedicated type/color if preferred.

## Testing

- `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` —
7 passed
- lint clean, no type errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 15:18:00 -07:00

222 lines
6.1 KiB
TypeScript

import { renderNumber } from "../../client/Utils";
import {
Execution,
Game,
MessageType,
Player,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { WaterPathFinder } from "../pathfinding/PathFinder";
import { PathStatus } from "../pathfinding/types";
import { findClosestBy } from "../Util";
export class TradeShipExecution implements Execution {
private active = true;
private mg: Game;
private tradeShip: Unit | undefined;
private wasCaptured = false;
private pathFinder: WaterPathFinder;
private tilesTraveled = 0;
private motionPlanId = 1;
private motionPlanDst: TileRef | null = null;
private static _staggerCounter = 0;
constructor(
private origOwner: Player,
private srcPort: Unit,
private _dstPort: Unit,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
const stagger =
TradeShipExecution._staggerCounter++ % WaterPathFinder.STAGGER_SPREAD;
this.pathFinder = new WaterPathFinder(mg, stagger);
}
tick(ticks: number): void {
if (this.pathFinder.rebuilt) {
this.motionPlanDst = null; // Force motion plan re-recording
}
if (this.tradeShip === undefined) {
const spawn = this.origOwner.canBuild(
UnitType.TradeShip,
this.srcPort.tile(),
);
if (spawn === false) {
console.warn(`cannot build trade ship`);
this.active = false;
return;
}
this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, spawn, {
targetUnit: this._dstPort,
lastSetSafeFromPirates: ticks,
});
this.mg.stats().boatSendTrade(this.origOwner, this._dstPort.owner());
}
if (!this.tradeShip.isActive()) {
this.active = false;
return;
}
const tradeShipOwner = this.tradeShip.owner();
const dstPortOwner = this._dstPort.owner();
if (this.wasCaptured !== true && this.origOwner !== tradeShipOwner) {
// Store as variable in case ship is recaptured by previous owner
this.wasCaptured = true;
this.mg.displayMessage(
"events_display.trade_ship_captured",
MessageType.UNIT_DESTROYED,
this.origOwner.id(),
undefined,
{ name: tradeShipOwner.displayName() },
this.tradeShip.id(),
);
}
// If a player captures another player's port while trading we should delete
// the ship.
if (dstPortOwner.id() === this.srcPort.owner().id()) {
this.tradeShip.delete(false);
this.active = false;
return;
}
if (
!this.wasCaptured &&
(!this._dstPort.isActive() || !tradeShipOwner.canTrade(dstPortOwner))
) {
this.tradeShip.delete(false);
this.active = false;
return;
}
const curTile = this.tradeShip.tile();
if (
this.wasCaptured &&
(tradeShipOwner !== dstPortOwner || !this._dstPort.isActive())
) {
const myComponent = this.mg.getWaterComponent(curTile);
const nearestPort = findClosestBy(
tradeShipOwner.units(UnitType.Port),
(port) => this.mg.manhattanDist(port.tile(), curTile),
(port) =>
port.isActive() &&
!port.isMarkedForDeletion() &&
!port.isUnderConstruction() &&
myComponent !== null &&
this.mg.hasWaterComponent(port.tile(), myComponent),
);
if (nearestPort === null) {
this.tradeShip.delete(false);
this.active = false;
return;
} else {
this._dstPort = nearestPort;
this.tradeShip.setTargetUnit(this._dstPort);
// Plan-driven units don't emit per-tick unit updates, so force a sync for the new target.
this.tradeShip.touch();
}
}
if (curTile === this.dstPort()) {
this.complete();
return;
}
const dst = this._dstPort.tile();
const result = this.pathFinder.next(curTile, dst);
switch (result.status) {
case PathStatus.NEXT:
if (dst !== this.motionPlanDst) {
this.motionPlanId++;
const from = result.node;
const path = this.pathFinder.findPath(from, dst) ?? [from];
if (path.length === 0 || path[0] !== from) {
path.unshift(from);
}
this.mg.recordMotionPlan({
kind: "grid",
unitId: this.tradeShip.id(),
planId: this.motionPlanId,
startTick: ticks + 1,
ticksPerStep: 1,
path,
});
this.motionPlanDst = dst;
}
// Update safeFromPirates status
if (this.mg.isWater(result.node) && this.mg.isShoreline(result.node)) {
this.tradeShip.setSafeFromPirates();
}
this.tradeShip.move(result.node);
this.tilesTraveled++;
break;
case PathStatus.COMPLETE:
this.complete();
return;
case PathStatus.NOT_FOUND:
console.warn("captured trade ship cannot find route");
if (this.tradeShip.isActive()) {
this.tradeShip.delete(false);
}
this.active = false;
return;
}
}
private complete() {
this.active = false;
this.tradeShip!.delete(false);
const gold = this.mg
.config()
.tradeShipGold(this.tilesTraveled, this.tradeShip!.owner());
if (this.wasCaptured) {
this.tradeShip!.owner().addGold(gold, this._dstPort.tile());
this.mg.displayMessage(
"events_display.received_gold_from_captured_ship",
MessageType.CAPTURED_ENEMY_UNIT,
this.tradeShip!.owner().id(),
gold,
{
gold: renderNumber(gold),
name: this.origOwner.displayName(),
},
);
// Record stats
this.mg
.stats()
.boatCapturedTrade(this.tradeShip!.owner(), this.origOwner, gold);
} else {
this.srcPort.owner().addGold(gold, this.srcPort.tile());
this._dstPort.owner().addGold(gold, this._dstPort.tile());
// Record stats
this.mg
.stats()
.boatArriveTrade(this.srcPort.owner(), this._dstPort.owner(), gold);
}
return;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
dstPort(): TileRef {
return this._dstPort.tile();
}
}