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OpenFrontIO/src/core/game/Stats.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

117 lines
3.4 KiB
TypeScript

import { AllPlayersStats } from "../Schemas";
import { NukeType, OtherUnitType, PlayerStats } from "../StatsSchemas";
import { Player, TerraNullius } from "./Game";
export interface Stats {
getPlayerStats(player: Player): PlayerStats | null;
stats(): AllPlayersStats;
numMirvsLaunched(): bigint;
// Player attacks target
attack(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player cancels attack on target
attackCancel(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player betrays another player
betray(player: Player): void;
// Time between lobby creation and game start (ms)
lobbyFillTime(fillTimeMs: number): void;
// Player sends a trade ship to target
boatSendTrade(player: Player, target: Player): void;
// Player's trade ship arrives at target, both players earn gold
boatArriveTrade(player: Player, target: Player, gold: number | bigint): void;
// Player's trade ship, captured from target, arrives. Player earns gold.
boatCapturedTrade(
player: Player,
target: Player,
gold: number | bigint,
): void;
// Player destroys target's trade ship
boatDestroyTrade(player: Player, target: Player): void;
// Player sends a transport ship to target with troops
boatSendTroops(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player's transport ship arrives at target with troops
boatArriveTroops(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player destroys target's transport ship with troops
boatDestroyTroops(
player: Player,
target: Player,
troops: number | bigint,
): void;
// Player launches bomb at target
bombLaunch(
player: Player,
target: Player | TerraNullius,
type: NukeType,
): void;
// Player's bomb lands at target
bombLand(player: Player, target: Player | TerraNullius, type: NukeType): void;
// Player's SAM intercepts a bomb from attacker
bombIntercept(player: Player, type: NukeType, count: number | bigint): void;
// Player earns gold from conquering tiles or trade ships from captured
goldWar(player: Player, captured: Player, gold: number | bigint): void;
// Player earns gold from workers
goldWork(player: Player, gold: number | bigint): void;
// Player builds a unit of type
unitBuild(player: Player, type: OtherUnitType): void;
// Player captures a unit of type
unitCapture(player: Player, type: OtherUnitType): void;
// Player upgrades a unit of type
unitUpgrade(player: Player, type: OtherUnitType): void;
// Player destroys a unit of type
unitDestroy(player: Player, type: OtherUnitType): void;
// Player loses a unit of type
unitLose(player: Player, type: OtherUnitType): void;
// player was killed (0 tiles)
playerKilled(player: Player, tick: number): void;
// Record tiles owned at game end (final standings).
recordFinalTiles(player: Player, tiles: number | bigint): void;
// Record that player eliminated human victim at tick (OFM kill scoring).
recordKill(player: Player, victim: Player, tick: number | bigint): void;
// Player's train arrives at any station, generating gold
trainSelfTrade(player: Player, gold: number | bigint): void;
// Another player's train arrives at own station
trainExternalTrade(player: Player, goldPlayer: number | bigint): void;
}