Files
OpenFrontIO/src/core/configuration/Config.ts
T
FloPinguin 86e51ab790 Fix nation spawnkilling 🔧 (#3222)
## Description:

As far as I can remember, in v28 the spawn immunity applied to both
humans and nations.
With the configurable spawn immunity (added for v29) the spawn immunity
no longer applies to nations... Because its called PVP immunity now.
So right now it's possible to spawnkill nations. This is a big problem
for the 5M gold modifier games... And you can "cheat" in singleplayer.

This PR changes two things:
- Nations always have 5 seconds spawn immunity now, no matter whats
configured for the PVP immunity
- Nations attack TerraNullius earlier (Otherwise the easy nations would
sometimes do their first attack after the 5 seconds are over, spawnkills
would still be possible)

## 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:

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-17 00:19:36 +00:00

202 lines
6.0 KiB
TypeScript

import { Colord } from "colord";
import { JWK } from "jose";
import {
Game,
Gold,
Player,
PlayerInfo,
Team,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
import { GameConfig, GameID, TeamCountConfig } from "../Schemas";
import { NukeType } from "../StatsSchemas";
export enum GameEnv {
Dev,
Preprod,
Prod,
}
export interface ServerConfig {
turnstileSiteKey(): string;
turnstileSecretKey(): string;
turnIntervalMs(): number;
gameCreationRate(): number;
numWorkers(): number;
workerIndex(gameID: GameID): number;
workerPath(gameID: GameID): string;
workerPort(gameID: GameID): number;
workerPortByIndex(workerID: number): number;
env(): GameEnv;
adminToken(): string;
adminHeader(): string;
// Only available on the server
gitCommit(): string;
apiKey(): string;
otelEndpoint(): string;
otelAuthHeader(): string;
otelEnabled(): boolean;
jwtAudience(): string;
jwtIssuer(): string;
jwkPublicKey(): Promise<JWK>;
domain(): string;
subdomain(): string;
stripePublishableKey(): string;
allowedFlares(): string[] | undefined;
}
export interface NukeMagnitude {
inner: number;
outer: number;
}
export interface Config {
spawnImmunityDuration(): Tick;
nationSpawnImmunityDuration(): Tick;
hasExtendedSpawnImmunity(): boolean;
serverConfig(): ServerConfig;
gameConfig(): GameConfig;
theme(): Theme;
percentageTilesOwnedToWin(): number;
numBots(): number;
spawnNations(): boolean;
isUnitDisabled(unitType: UnitType): boolean;
bots(): number;
infiniteGold(): boolean;
donateGold(): boolean;
infiniteTroops(): boolean;
donateTroops(): boolean;
instantBuild(): boolean;
disableNavMesh(): boolean;
isRandomSpawn(): boolean;
numSpawnPhaseTurns(): number;
userSettings(): UserSettings;
playerTeams(): TeamCountConfig;
goldMultiplier(): number;
startingGold(playerInfo: PlayerInfo): Gold;
startManpower(playerInfo: PlayerInfo): number;
troopIncreaseRate(player: Player | PlayerView): number;
goldAdditionRate(player: Player | PlayerView): Gold;
attackTilesPerTick(
attckTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number;
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
};
attackAmount(attacker: Player, defender: Player | TerraNullius): number;
radiusPortSpawn(): number;
// When computing likelihood of trading for any given port, the X closest port
// are twice more likely to be selected. X is determined below.
proximityBonusPortsNb(totalPorts: number): number;
maxTroops(player: Player | PlayerView): number;
cityTroopIncrease(): number;
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
shellLifetime(): number;
boatMaxNumber(): number;
allianceDuration(): Tick;
allianceRequestDuration(): Tick;
allianceRequestCooldown(): Tick;
temporaryEmbargoDuration(): Tick;
targetDuration(): Tick;
targetCooldown(): Tick;
emojiMessageCooldown(): Tick;
emojiMessageDuration(): Tick;
donateCooldown(): Tick;
embargoAllCooldown(): Tick;
deletionMarkDuration(): Tick;
deleteUnitCooldown(): Tick;
defaultDonationAmount(sender: Player): number;
unitInfo(type: UnitType): UnitInfo;
tradeShipShortRangeDebuff(): number;
tradeShipGold(dist: number, numPorts: number): Gold;
tradeShipSpawnRate(
numTradeShips: number,
numPlayerPorts: number,
numPlayerTradeShips: number,
): number;
trainGold(rel: "self" | "team" | "ally" | "other"): Gold;
trainSpawnRate(numPlayerFactories: number): number;
trainStationMinRange(): number;
trainStationMaxRange(): number;
railroadMaxSize(): number;
safeFromPiratesCooldownMax(): number;
defensePostRange(): number;
SAMCooldown(): number;
SiloCooldown(): number;
minDistanceBetweenPlayers(): number;
defensePostDefenseBonus(): number;
defensePostSpeedBonus(): number;
falloutDefenseModifier(percentOfFallout: number): number;
warshipPatrolRange(): number;
warshipShellAttackRate(): number;
warshipTargettingRange(): number;
defensePostShellAttackRate(): number;
defensePostTargettingRange(): number;
// 0-1
traitorDefenseDebuff(): number;
traitorDuration(): number;
nukeMagnitudes(unitType: UnitType): NukeMagnitude;
// Number of tiles destroyed to break an alliance
nukeAllianceBreakThreshold(): number;
defaultNukeSpeed(): number;
defaultNukeTargetableRange(): number;
defaultSamMissileSpeed(): number;
defaultSamRange(): number;
samRange(level: number): number;
maxSamRange(): number;
nukeDeathFactor(
nukeType: NukeType,
humans: number,
tilesOwned: number,
maxTroops: number,
): number;
structureMinDist(): number;
isReplay(): boolean;
allianceExtensionPromptOffset(): number;
}
export interface Theme {
teamColor(team: Team): Colord;
// Don't call directly, use PlayerView
territoryColor(playerInfo: PlayerView): Colord;
// Don't call directly, use PlayerView
structureColors(territoryColor: Colord): { light: Colord; dark: Colord };
// Don't call directly, use PlayerView
borderColor(territoryColor: Colord): Colord;
// Don't call directly, use PlayerView
defendedBorderColors(territoryColor: Colord): { light: Colord; dark: Colord };
focusedBorderColor(): Colord;
terrainColor(gm: GameMap, tile: TileRef): Colord;
backgroundColor(): Colord;
falloutColor(): Colord;
font(): string;
textColor(playerInfo: PlayerView): string;
// unit color for alternate view
selfColor(): Colord;
allyColor(): Colord;
neutralColor(): Colord;
enemyColor(): Colord;
spawnHighlightColor(): Colord;
spawnHighlightSelfColor(): Colord;
spawnHighlightTeamColor(): Colord;
spawnHighlightEnemyColor(): Colord;
}