Files
OpenFrontIO/src/core/execution/DonateGoldExecution.ts
T
FloPinguin 5d52f73278 The clown is gone! 🤡 Nations send much better emojis now (#2696)
## Description:

Previously, nations just spammed these two rather toxic emojis: 🤡😡

They now send fewer emojis while attacking, and the clown emoji is
reserved for special cases.

They got the ability to send emojis in much more cases:
- Human didn't donate enough for relation update
- Human did donate an ok amount
- Human did donate a lot
- Responding to emojis that they get sent from a human
- Nuke sent
- MIRV sent
- Retaliation warship sent
- Traitor tries to ally
- Threat asks for / accepts an alliance request
- Disliked human tries to ally
- Friendly human tries to ally
- They are getting attacked by very much troops
- They are getting attacked by very little troops
- Congratulating the winner
- Bragging with their crown
- Charming their allies
- Clown-Emoting traitors
- Easteregg: Sending a rat emoji to very small humans

## 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

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-26 13:07:31 -08:00

127 lines
3.3 KiB
TypeScript

import {
Difficulty,
Execution,
Game,
Gold,
Player,
PlayerID,
} from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";
import { assertNever, toInt } from "../Util";
import { EmojiExecution } from "./EmojiExecution";
import {
EMOJI_DONATION_OK,
EMOJI_DONATION_TOO_SMALL,
EMOJI_LOVE,
} from "./nation/NationEmojiBehavior";
export class DonateGoldExecution implements Execution {
private recipient: Player;
private gold: Gold;
private mg: Game;
private random: PseudoRandom;
private active = true;
constructor(
private sender: Player,
private recipientID: PlayerID,
goldNum: number | null,
) {
this.gold = toInt(goldNum ?? 0);
}
init(mg: Game, ticks: number): void {
this.mg = mg;
this.random = new PseudoRandom(mg.ticks());
if (!mg.hasPlayer(this.recipientID)) {
console.warn(
`DonateGoldExecution recipient ${this.recipientID} not found`,
);
this.active = false;
return;
}
this.recipient = mg.player(this.recipientID);
this.gold ??= this.sender.gold() / 3n;
}
tick(ticks: number): void {
if (this.gold === null) throw new Error("not initialized");
if (
this.sender.canDonateGold(this.recipient) &&
this.sender.donateGold(this.recipient, this.gold)
) {
// Give relation points based on how much gold was donated
const relationUpdate = this.calculateRelationUpdate(this.gold, ticks);
if (relationUpdate > 0) {
this.recipient.updateRelation(this.sender, relationUpdate);
}
// Select emoji based on donation value
const emoji =
relationUpdate >= 50
? EMOJI_LOVE
: relationUpdate > 0
? EMOJI_DONATION_OK
: EMOJI_DONATION_TOO_SMALL;
this.mg.addExecution(
new EmojiExecution(
this.recipient,
this.sender.id(),
this.random.randElement(emoji),
),
);
} else {
console.warn(
`cannot send gold from ${this.sender.name()} to ${this.recipient.name()}`,
);
}
this.active = false;
}
private getGoldChunkSize(): number {
const { difficulty } = this.mg.config().gameConfig();
switch (difficulty) {
case Difficulty.Easy:
return 2_500;
case Difficulty.Medium:
return 5_000;
case Difficulty.Hard:
return 12_500;
case Difficulty.Impossible:
return 25_000;
default:
assertNever(difficulty);
}
}
private calculateRelationUpdate(goldSent: Gold, ticks: number): number {
const chunkSize = this.getGoldChunkSize();
// For every 5 minutes that pass, multiply the chunk size to scale with game progression
const chunkSizeMultiplier =
ticks / (3000 + this.mg.config().numSpawnPhaseTurns());
const adjustedChunkSize = BigInt(
Math.round(chunkSize + chunkSize * chunkSizeMultiplier),
);
// Calculate how many complete chunks were donated
const chunks = Number(goldSent / adjustedChunkSize);
// Each chunk gives 5 relation points
const relationUpdate = chunks * 5;
// Cap at 100 relation points
if (relationUpdate > 100) return 100;
return relationUpdate;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}