Files
OpenFrontIO/src/core/StatsSchemas.ts
T
Zixer1 6e892839e8 Ofm tournament - Log Final standings and Per-Kill eliminations (#4350)
**Add approved & assigned issue number here:**

Resolves #4349

## Description:

The infra related PR is linked to this one and would need to be pushed
first (376)

Two changes for organized/tournament matches:

1. **Final standings.** `setWinner` snapshots each player's tiles owned
at game end into `PlayerStats` (`finalTiles`). It's a deterministic
integer captured in the sim, so it's replay-safe and rides into the
existing game record. This lets standings be derived directly (winner,
then surviving players by territory, then eliminated players by when
they died) without re-simulating, which matters because a domination win
ends with many players still alive.

2. **Per-kill log**. Records, per player, which humans they eliminated
and at what tick (kills on PlayerStats). This lets standings attribute
each kill to the victim's final placement, and gives a deterministic
kill graph for integrity review. Hooked once in conquerPlayer (the
single elimination funnel), humans only. Additive optional field that
rides the existing game record, no archive or wire changes.

These are off by default with no effect on normal play.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

zixer._
2026-06-19 12:27:20 -07:00

125 lines
4.4 KiB
TypeScript

import { z } from "zod";
import { UnitType } from "./game/Game";
export const bombUnits = ["abomb", "hbomb", "mirv", "mirvw"] as const;
export const BombUnitSchema = z.enum(bombUnits);
export type BombUnit = z.infer<typeof BombUnitSchema>;
export type NukeType =
| UnitType.AtomBomb
| UnitType.HydrogenBomb
| UnitType.MIRV
| UnitType.MIRVWarhead;
export const unitTypeToBombUnit = {
[UnitType.AtomBomb]: "abomb",
[UnitType.HydrogenBomb]: "hbomb",
[UnitType.MIRV]: "mirv",
[UnitType.MIRVWarhead]: "mirvw",
} as const satisfies Record<NukeType, BombUnit>;
export const boatUnits = ["trade", "trans"] as const;
export const BoatUnitSchema = z.enum(boatUnits);
export type BoatUnit = z.infer<typeof BoatUnitSchema>;
export type BoatUnitType = UnitType.TradeShip | UnitType.TransportShip;
// export const unitTypeToBoatUnit = {
// [UnitType.TradeShip]: "trade",
// [UnitType.TransportShip]: "trans",
// } as const satisfies Record<BoatUnitType, BoatUnit>;
export const otherUnits = [
"city",
"defp",
"port",
"wshp",
"silo",
"saml",
"fact",
] as const;
export const OtherUnitSchema = z.enum(otherUnits);
export type OtherUnit = z.infer<typeof OtherUnitSchema>;
export type OtherUnitType =
| UnitType.City
| UnitType.DefensePost
| UnitType.MissileSilo
| UnitType.Port
| UnitType.SAMLauncher
| UnitType.Warship
| UnitType.Factory;
export const unitTypeToOtherUnit = {
[UnitType.City]: "city",
[UnitType.DefensePost]: "defp",
[UnitType.MissileSilo]: "silo",
[UnitType.Port]: "port",
[UnitType.SAMLauncher]: "saml",
[UnitType.Warship]: "wshp",
[UnitType.Factory]: "fact",
} as const satisfies Record<OtherUnitType, OtherUnit>;
// Attacks
export const ATTACK_INDEX_SENT = 0; // Outgoing attack troops
export const ATTACK_INDEX_RECV = 1; // Incmoing attack troops
export const ATTACK_INDEX_CANCEL = 2; // Cancelled attack troops
// Player types
export const PLAYER_INDEX_HUMAN = 0;
export const PLAYER_INDEX_NATION = 1;
export const PLAYER_INDEX_BOT = 2;
// Boats
export const BOAT_INDEX_SENT = 0; // Boats launched
export const BOAT_INDEX_ARRIVE = 1; // Boats arrived
export const BOAT_INDEX_CAPTURE = 2; // Boats captured
export const BOAT_INDEX_DESTROY = 3; // Boats destroyed
// Bombs
export const BOMB_INDEX_LAUNCH = 0; // Bombs launched
export const BOMB_INDEX_LAND = 1; // Bombs landed
export const BOMB_INDEX_INTERCEPT = 2; // Bombs intercepted
// Gold
export const GOLD_INDEX_WORK = 0; // Gold earned by workers
export const GOLD_INDEX_WAR = 1; // Gold earned by conquering players
export const GOLD_INDEX_TRADE = 2; // Gold earned by trade ships
export const GOLD_INDEX_STEAL = 3; // Gold earned by capturing trade ships
export const GOLD_INDEX_TRAIN_SELF = 4; // Gold earned by own trains
export const GOLD_INDEX_TRAIN_OTHER = 5; // Gold earned by other players trains
// Other Units
export const OTHER_INDEX_BUILT = 0; // Structures and warships built
export const OTHER_INDEX_DESTROY = 1; // Structures and warships destroyed
export const OTHER_INDEX_CAPTURE = 2; // Structures captured
export const OTHER_INDEX_LOST = 3; // Structures/warships destroyed/captured by others
export const OTHER_INDEX_UPGRADE = 4; // Structures upgraded
export const BigIntStringSchema = z.preprocess((val) => {
if (val === null) return 0n;
if (typeof val === "string" && /^-?\d+$/.test(val)) return BigInt(val);
if (typeof val === "bigint") return val;
return val;
}, z.bigint());
const AtLeastOneNumberSchema = BigIntStringSchema.array().min(1);
export type AtLeastOneNumber = z.infer<typeof AtLeastOneNumberSchema>;
export const PlayerStatsSchema = z
.object({
attacks: AtLeastOneNumberSchema.optional(),
betrayals: BigIntStringSchema.optional(),
killedAt: BigIntStringSchema.optional(),
// Tiles owned at game end, for OFM standings (set on setWinner).
finalTiles: BigIntStringSchema.optional(),
// Humans this player eliminated (victim clientID + tick), for OFM kill scoring.
kills: z
.array(z.object({ victim: z.string(), tick: BigIntStringSchema }))
.optional(),
conquests: AtLeastOneNumberSchema.optional(),
boats: z.partialRecord(BoatUnitSchema, AtLeastOneNumberSchema).optional(),
bombs: z.partialRecord(BombUnitSchema, AtLeastOneNumberSchema).optional(),
gold: AtLeastOneNumberSchema.optional(),
units: z.partialRecord(OtherUnitSchema, AtLeastOneNumberSchema).optional(),
})
.optional();
export type PlayerStats = z.infer<typeof PlayerStatsSchema>;