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## Description: Adds a new `nukeExplosion` cosmetic effect type: when a bomb detonates, every client renders the shockwave in the firing player's equipped effect for that bomb type. **Cosmetics / selection** - New `nukeExplosion` effect schema (`CosmeticSchemas.ts`) with per-bomb selection slots — a slot is the effectType for trails and the `nukeType` for explosions (`atom` / `hydro` / `mirvWarhead`), so players can equip a distinct explosion per bomb type. - Slot resolution + validation is one shared helper (`findEffectForSlot`) used by client selection, server privilege checks (`Privilege.ts`), and the renderer; a compile-time guard keeps the nukeType and effectType slot namespaces disjoint. - Effects picker gains an Atom / Hydrogen / MIRV sub-tab bar when browsing nuke explosions; selections persist per slot in UserSettings and are validated/dropped like other cosmetics. **Rendering** - `WebGLFrameBuilder` resolves each dead nuke's owner cosmetic onto the dead-unit event; `FxShockwavePass` renders an EMP-style procedural ring (jagged crackling front, rotating lightning arcs, inner energy fill) from per-instance attributes. SAM interceptions and players with no cosmetic keep the classic white ring. - Catalog attributes have literal units: - `size` — final ring width (diameter) in world tiles at fade-out, absolute — independent of the bomb's blast radius - `speed` — tiles/s the width grows; duration = size / speed, clamped to 0.1–15 s - `thickness` (required) — ring band thickness in tiles, constant while the ring expands - `colors` — palette of up to 4 colors, cycled at `transitionSpeed` steps/s (0 = static, negative = reverse; same semantics as trail transitions) - The shockwave quad is sized radius + thickness so the absolute-width band isn't clipped into a box while the ring is young. ## Please complete the following: - [ ] 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 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
61 lines
2.3 KiB
TypeScript
61 lines
2.3 KiB
TypeScript
import { EFFECTS_KEY, UserSettings } from "../src/core/game/UserSettings";
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describe("UserSettings effect selection", () => {
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beforeEach(() => {
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localStorage.clear();
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// UserSettings keeps a static in-memory cache; reset it too so each test
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// reads fresh from the (cleared) localStorage.
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(
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UserSettings as unknown as { cache: Map<string, string | null> }
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).cache.clear();
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});
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it("sets and reads a per-effectType selection", () => {
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const s = new UserSettings();
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s.setSelectedEffectName("transportShipTrail", "spectrum");
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expect(s.getSelectedEffectName("transportShipTrail")).toBe("spectrum");
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});
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it("returns null when nothing is selected", () => {
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expect(
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new UserSettings().getSelectedEffectName("transportShipTrail"),
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).toBeNull();
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});
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it("clearing the last selection removes the storage key", () => {
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const s = new UserSettings();
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s.setSelectedEffectName("transportShipTrail", "spectrum");
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s.setSelectedEffectName("transportShipTrail", undefined);
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expect(s.getSelectedEffectName("transportShipTrail")).toBeNull();
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expect(localStorage.getItem(EFFECTS_KEY)).toBeNull();
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});
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it("clearing one effectType leaves other types intact", () => {
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const s = new UserSettings();
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// Seed two types directly (only one real effectType exists today).
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localStorage.setItem(
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EFFECTS_KEY,
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JSON.stringify({ transportShipTrail: "spectrum", future: "x" }),
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);
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s.setSelectedEffectName("transportShipTrail", undefined);
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expect(s.getSelectedEffects()).toEqual({ future: "x" });
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});
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it("returns an empty map for a corrupt blob", () => {
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localStorage.setItem(EFFECTS_KEY, "not json");
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expect(new UserSettings().getSelectedEffects()).toEqual({});
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});
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it("keeps per-nukeType nuke-explosion slots independent", () => {
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const s = new UserSettings();
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s.setSelectedEffectName("atom", "atom_boom");
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s.setSelectedEffectName("hydro", "hydro_boom");
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expect(s.getSelectedEffectName("atom")).toBe("atom_boom");
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expect(s.getSelectedEffectName("hydro")).toBe("hydro_boom");
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// Clearing one bomb's slot leaves the others intact.
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s.setSelectedEffectName("atom", undefined);
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expect(s.getSelectedEffectName("atom")).toBeNull();
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expect(s.getSelectedEffectName("hydro")).toBe("hydro_boom");
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});
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});
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