Files
OpenFrontIO/src/core/configuration/Config.ts
T
Evan 3e65d08942 reduce train gold after each city (#3400)
## Description:

Now that cities snap to existing rails, it's possible to line up dozens
of cities in a row, producing way too much gold. This PR reduces the
gold after each stop to prevent that. Gold only starts decreasing after
the 3rd city.

## 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:

evan
2026-03-10 20:16:47 -07:00

205 lines
6.0 KiB
TypeScript

import { Colord } from "colord";
import { JWK } from "jose";
import {
Game,
Gold,
Player,
PlayerInfo,
Team,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
import { GameConfig, GameID, TeamCountConfig } from "../Schemas";
import { NukeType } from "../StatsSchemas";
export enum GameEnv {
Dev,
Preprod,
Prod,
}
export interface ServerConfig {
turnstileSiteKey(): string;
turnstileSecretKey(): string;
turnIntervalMs(): number;
gameCreationRate(): number;
numWorkers(): number;
workerIndex(gameID: GameID): number;
workerPath(gameID: GameID): string;
workerPort(gameID: GameID): number;
workerPortByIndex(workerID: number): number;
env(): GameEnv;
adminToken(): string;
adminHeader(): string;
// Only available on the server
gitCommit(): string;
apiKey(): string;
otelEndpoint(): string;
otelAuthHeader(): string;
otelEnabled(): boolean;
jwtAudience(): string;
jwtIssuer(): string;
jwkPublicKey(): Promise<JWK>;
domain(): string;
subdomain(): string;
stripePublishableKey(): string;
allowedFlares(): string[] | undefined;
}
export interface NukeMagnitude {
inner: number;
outer: number;
}
export interface Config {
spawnImmunityDuration(): Tick;
nationSpawnImmunityDuration(): Tick;
hasExtendedSpawnImmunity(): boolean;
serverConfig(): ServerConfig;
gameConfig(): GameConfig;
theme(): Theme;
percentageTilesOwnedToWin(): number;
numBots(): number;
spawnNations(): boolean;
isUnitDisabled(unitType: UnitType): boolean;
bots(): number;
infiniteGold(): boolean;
donateGold(): boolean;
infiniteTroops(): boolean;
donateTroops(): boolean;
instantBuild(): boolean;
disableNavMesh(): boolean;
disableAlliances(): boolean;
isRandomSpawn(): boolean;
numSpawnPhaseTurns(): number;
userSettings(): UserSettings;
playerTeams(): TeamCountConfig;
goldMultiplier(): number;
startingGold(playerInfo: PlayerInfo): Gold;
startManpower(playerInfo: PlayerInfo): number;
troopIncreaseRate(player: Player | PlayerView): number;
goldAdditionRate(player: Player | PlayerView): Gold;
attackTilesPerTick(
attckTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number;
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
};
attackAmount(attacker: Player, defender: Player | TerraNullius): number;
radiusPortSpawn(): number;
// When computing likelihood of trading for any given port, the X closest port
// are twice more likely to be selected. X is determined below.
proximityBonusPortsNb(totalPorts: number): number;
maxTroops(player: Player | PlayerView): number;
cityTroopIncrease(): number;
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
shellLifetime(): number;
boatMaxNumber(): number;
allianceDuration(): Tick;
allianceRequestDuration(): Tick;
allianceRequestCooldown(): Tick;
temporaryEmbargoDuration(): Tick;
targetDuration(): Tick;
targetCooldown(): Tick;
emojiMessageCooldown(): Tick;
emojiMessageDuration(): Tick;
donateCooldown(): Tick;
embargoAllCooldown(): Tick;
deletionMarkDuration(): Tick;
deleteUnitCooldown(): Tick;
defaultDonationAmount(sender: Player): number;
unitInfo(type: UnitType): UnitInfo;
tradeShipShortRangeDebuff(): number;
tradeShipGold(dist: number): Gold;
tradeShipSpawnRate(
tradeShipSpawnRejections: number,
numTradeShips: number,
): number;
trainGold(
rel: "self" | "team" | "ally" | "other",
citiesVisited: number,
): Gold;
trainSpawnRate(numPlayerFactories: number): number;
trainStationMinRange(): number;
trainStationMaxRange(): number;
railroadMaxSize(): number;
safeFromPiratesCooldownMax(): number;
defensePostRange(): number;
SAMCooldown(): number;
SiloCooldown(): number;
minDistanceBetweenPlayers(): number;
defensePostDefenseBonus(): number;
defensePostSpeedBonus(): number;
falloutDefenseModifier(percentOfFallout: number): number;
warshipPatrolRange(): number;
warshipShellAttackRate(): number;
warshipTargettingRange(): number;
defensePostShellAttackRate(): number;
defensePostTargettingRange(): number;
// 0-1
traitorDefenseDebuff(): number;
traitorDuration(): number;
nukeMagnitudes(unitType: UnitType): NukeMagnitude;
// Number of tiles destroyed to break an alliance
nukeAllianceBreakThreshold(): number;
defaultNukeSpeed(): number;
defaultNukeTargetableRange(): number;
defaultSamMissileSpeed(): number;
defaultSamRange(): number;
samRange(level: number): number;
maxSamRange(): number;
nukeDeathFactor(
nukeType: NukeType,
humans: number,
tilesOwned: number,
maxTroops: number,
): number;
structureMinDist(): number;
isReplay(): boolean;
allianceExtensionPromptOffset(): number;
}
export interface Theme {
teamColor(team: Team): Colord;
// Don't call directly, use PlayerView
territoryColor(playerInfo: PlayerView): Colord;
// Don't call directly, use PlayerView
structureColors(territoryColor: Colord): { light: Colord; dark: Colord };
// Don't call directly, use PlayerView
borderColor(territoryColor: Colord): Colord;
// Don't call directly, use PlayerView
defendedBorderColors(territoryColor: Colord): { light: Colord; dark: Colord };
focusedBorderColor(): Colord;
terrainColor(gm: GameMap, tile: TileRef): Colord;
backgroundColor(): Colord;
falloutColor(): Colord;
font(): string;
textColor(playerInfo: PlayerView): string;
// unit color for alternate view
selfColor(): Colord;
allyColor(): Colord;
neutralColor(): Colord;
enemyColor(): Colord;
spawnHighlightColor(): Colord;
spawnHighlightSelfColor(): Colord;
spawnHighlightTeamColor(): Colord;
spawnHighlightEnemyColor(): Colord;
}