Files
OpenFrontIO/src/core/execution/TradeShipExecution.ts
T
Evan 41ef675e98 Improve Notification Panel (#3913)
Resolves #3910

## Description:

- Split the events HUD into two components: a new
**`<actionable-events>`** that owns alliance prompts (request / renew)
and a slimmed-down **`<events-display>`** for everything else.
- Reworked `<events-display>` into two visual tiers: dim/scrolling tier
2 on top (trade results, unit losses, donations, alliance status),
prominent tier 1 anchored at the bottom (inbound nukes, naval invasion,
attack requests, alliance broken, conquered player, chat). Tier 2 caps
at the 4 newest entries; events expire after 8s.
- Added a transient **+gold pip** above the gold pill in
`<control-panel>`, animated with a small fade-in. Fires for trade ships,
trains, donations, and conquest. Trade-ship and train arrivals are
removed from the events scroll since they're surfaced here instead.
- New `MessageType.NUKE_DETONATED` and a server-side emission in
`NukeExecution.detonate` — once an inbound nuke lands or gets
intercepted, the inbound warning vanishes and a "detonated" entry takes
its place.
- `displayMessage` gained optional `unitID` and `focusPlayerID` params
so events can link to a unit or a player. Unit captures and destructions
now navigate to the unit's last tile when clicked; donations navigate to
the other player.
- ActionableEvents card width matches `<events-display>`; cards persist
until the user clicks Accept/Reject/Renew/Ignore or the server-side
request timeout expires.
- Removed the in-events category filter UI and the gold-amount banner —
`<events-display>` is now a lightweight log that hides entirely when
empty.

<img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM"
src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c"
/>

<img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM"
src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3"
/>

## 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
2026-05-21 19:50:10 +01:00

214 lines
5.9 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;
}
// 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();
}
}