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https://github.com/openfrontio/OpenFrontIO.git
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41ef675e98
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
214 lines
5.9 KiB
TypeScript
214 lines
5.9 KiB
TypeScript
import { renderNumber } from "../../client/Utils";
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import {
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Execution,
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Game,
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MessageType,
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Player,
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Unit,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { WaterPathFinder } from "../pathfinding/PathFinder";
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import { PathStatus } from "../pathfinding/types";
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import { findClosestBy } from "../Util";
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export class TradeShipExecution implements Execution {
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private active = true;
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private mg: Game;
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private tradeShip: Unit | undefined;
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private wasCaptured = false;
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private pathFinder: WaterPathFinder;
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private tilesTraveled = 0;
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private motionPlanId = 1;
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private motionPlanDst: TileRef | null = null;
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private static _staggerCounter = 0;
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constructor(
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private origOwner: Player,
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private srcPort: Unit,
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private _dstPort: Unit,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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const stagger =
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TradeShipExecution._staggerCounter++ % WaterPathFinder.STAGGER_SPREAD;
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this.pathFinder = new WaterPathFinder(mg, stagger);
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}
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tick(ticks: number): void {
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if (this.pathFinder.rebuilt) {
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this.motionPlanDst = null; // Force motion plan re-recording
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}
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if (this.tradeShip === undefined) {
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const spawn = this.origOwner.canBuild(
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UnitType.TradeShip,
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this.srcPort.tile(),
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);
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if (spawn === false) {
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console.warn(`cannot build trade ship`);
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this.active = false;
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return;
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}
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this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, spawn, {
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targetUnit: this._dstPort,
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lastSetSafeFromPirates: ticks,
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});
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this.mg.stats().boatSendTrade(this.origOwner, this._dstPort.owner());
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}
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if (!this.tradeShip.isActive()) {
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this.active = false;
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return;
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}
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const tradeShipOwner = this.tradeShip.owner();
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const dstPortOwner = this._dstPort.owner();
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if (this.wasCaptured !== true && this.origOwner !== tradeShipOwner) {
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// Store as variable in case ship is recaptured by previous owner
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this.wasCaptured = true;
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}
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// If a player captures another player's port while trading we should delete
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// the ship.
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if (dstPortOwner.id() === this.srcPort.owner().id()) {
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this.tradeShip.delete(false);
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this.active = false;
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return;
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}
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if (
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!this.wasCaptured &&
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(!this._dstPort.isActive() || !tradeShipOwner.canTrade(dstPortOwner))
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) {
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this.tradeShip.delete(false);
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this.active = false;
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return;
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}
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const curTile = this.tradeShip.tile();
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if (
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this.wasCaptured &&
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(tradeShipOwner !== dstPortOwner || !this._dstPort.isActive())
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) {
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const myComponent = this.mg.getWaterComponent(curTile);
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const nearestPort = findClosestBy(
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tradeShipOwner.units(UnitType.Port),
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(port) => this.mg.manhattanDist(port.tile(), curTile),
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(port) =>
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port.isActive() &&
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!port.isMarkedForDeletion() &&
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!port.isUnderConstruction() &&
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myComponent !== null &&
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this.mg.hasWaterComponent(port.tile(), myComponent),
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);
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if (nearestPort === null) {
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this.tradeShip.delete(false);
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this.active = false;
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return;
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} else {
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this._dstPort = nearestPort;
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this.tradeShip.setTargetUnit(this._dstPort);
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// Plan-driven units don't emit per-tick unit updates, so force a sync for the new target.
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this.tradeShip.touch();
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}
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}
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if (curTile === this.dstPort()) {
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this.complete();
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return;
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}
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const dst = this._dstPort.tile();
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const result = this.pathFinder.next(curTile, dst);
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switch (result.status) {
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case PathStatus.NEXT:
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if (dst !== this.motionPlanDst) {
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this.motionPlanId++;
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const from = result.node;
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const path = this.pathFinder.findPath(from, dst) ?? [from];
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if (path.length === 0 || path[0] !== from) {
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path.unshift(from);
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}
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this.mg.recordMotionPlan({
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kind: "grid",
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unitId: this.tradeShip.id(),
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planId: this.motionPlanId,
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startTick: ticks + 1,
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ticksPerStep: 1,
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path,
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});
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this.motionPlanDst = dst;
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}
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// Update safeFromPirates status
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if (this.mg.isWater(result.node) && this.mg.isShoreline(result.node)) {
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this.tradeShip.setSafeFromPirates();
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}
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this.tradeShip.move(result.node);
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this.tilesTraveled++;
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break;
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case PathStatus.COMPLETE:
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this.complete();
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return;
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case PathStatus.NOT_FOUND:
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console.warn("captured trade ship cannot find route");
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if (this.tradeShip.isActive()) {
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this.tradeShip.delete(false);
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}
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this.active = false;
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return;
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}
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}
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private complete() {
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this.active = false;
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this.tradeShip!.delete(false);
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const gold = this.mg
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.config()
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.tradeShipGold(this.tilesTraveled, this.tradeShip!.owner());
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if (this.wasCaptured) {
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this.tradeShip!.owner().addGold(gold, this._dstPort.tile());
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this.mg.displayMessage(
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"events_display.received_gold_from_captured_ship",
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MessageType.CAPTURED_ENEMY_UNIT,
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this.tradeShip!.owner().id(),
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gold,
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{
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gold: renderNumber(gold),
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name: this.origOwner.displayName(),
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},
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);
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// Record stats
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this.mg
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.stats()
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.boatCapturedTrade(this.tradeShip!.owner(), this.origOwner, gold);
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} else {
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this.srcPort.owner().addGold(gold, this.srcPort.tile());
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this._dstPort.owner().addGold(gold, this._dstPort.tile());
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// Record stats
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this.mg
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.stats()
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.boatArriveTrade(this.srcPort.owner(), this._dstPort.owner(), gold);
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}
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return;
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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dstPort(): TileRef {
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return this._dstPort.tile();
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}
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}
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