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https://github.com/openfrontio/OpenFrontIO.git
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f8156c550b
## Description: "You can pick your spawn in random spawn games in v29. You need to open the menu and click on the attack button. That's it." Thats the fix for this problem. Radial menu no longer allows to attack (pick a spawn) while random spawn is enabled. And SpawnExecution got a check so you cannot send malicious intents. ## 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
129 lines
3.0 KiB
TypeScript
129 lines
3.0 KiB
TypeScript
import { Execution, Game, Player, PlayerInfo, PlayerType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { GameID } from "../Schemas";
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import { simpleHash } from "../Util";
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import { BotExecution } from "./BotExecution";
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import { PlayerExecution } from "./PlayerExecution";
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import { getSpawnTiles } from "./Util";
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export class SpawnExecution implements Execution {
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private random: PseudoRandom;
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active: boolean = true;
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private mg: Game;
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private static readonly MAX_SPAWN_TRIES = 1_000;
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constructor(
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gameID: GameID,
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private playerInfo: PlayerInfo,
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public tile?: TileRef,
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) {
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this.random = new PseudoRandom(
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simpleHash(playerInfo.id) + simpleHash(gameID),
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);
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}
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init(mg: Game, ticks: number) {
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this.mg = mg;
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}
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tick(ticks: number) {
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this.active = false;
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if (!this.mg.inSpawnPhase()) {
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this.active = false;
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return;
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}
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let player: Player | null = null;
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if (this.mg.hasPlayer(this.playerInfo.id)) {
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player = this.mg.player(this.playerInfo.id);
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} else {
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player = this.mg.addPlayer(this.playerInfo);
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}
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// Security: If random spawn is enabled, prevent players from re-rolling their spawn location
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if (this.mg.config().isRandomSpawn() && player.hasSpawned()) {
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return;
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}
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this.tile ??= this.randomSpawnLand();
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if (this.tile === undefined) {
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console.warn(`SpawnExecution: cannot spawn ${this.playerInfo.name}`);
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return;
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}
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player.tiles().forEach((t) => player.relinquish(t));
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getSpawnTiles(this.mg, this.tile).forEach((t) => {
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player.conquer(t);
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});
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if (!player.hasSpawned()) {
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this.mg.addExecution(new PlayerExecution(player));
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if (player.type() === PlayerType.Bot) {
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this.mg.addExecution(new BotExecution(player));
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}
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}
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player.setSpawnTile(this.tile);
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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 true;
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}
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private randomSpawnLand(): TileRef | undefined {
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let tries = 0;
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while (tries < SpawnExecution.MAX_SPAWN_TRIES) {
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tries++;
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const tile = this.randTile();
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if (
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!this.mg.isLand(tile) ||
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this.mg.hasOwner(tile) ||
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this.mg.isBorder(tile)
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) {
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continue;
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}
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const isOtherPlayerSpawnedNearby = this.mg
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.allPlayers()
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.filter((player) => player.id() !== this.playerInfo.id)
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.some((player) => {
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const spawnTile = player.spawnTile();
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if (spawnTile === undefined) {
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return false;
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}
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return (
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this.mg.manhattanDist(spawnTile, tile) <
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this.mg.config().minDistanceBetweenPlayers()
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);
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});
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if (isOtherPlayerSpawnedNearby) {
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continue;
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}
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return tile;
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}
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return;
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}
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private randTile(): TileRef {
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const x = this.random.nextInt(0, this.mg.width());
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const y = this.random.nextInt(0, this.mg.height());
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return this.mg.ref(x, y);
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}
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}
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