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https://github.com/openfrontio/OpenFrontIO.git
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900cc89067
## Description: Many inapropriate names bypass the current filter. This PR does the following: 1. Moves name censoring to server side so inappropriate names are scrubbed before being sent to the client 2. Requests a list of profane words from the api, this allows us to quickly add new profane words in the admin panel without having to redeploy. ## 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: evan
271 lines
7.4 KiB
TypeScript
271 lines
7.4 KiB
TypeScript
import { placeName } from "../client/graphics/NameBoxCalculator";
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import { getConfig } from "./configuration/ConfigLoader";
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import { Executor } from "./execution/ExecutionManager";
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import { WinCheckExecution } from "./execution/WinCheckExecution";
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import {
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AllPlayers,
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Attack,
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Cell,
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Game,
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GameUpdates,
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NameViewData,
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Player,
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PlayerActions,
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PlayerBorderTiles,
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PlayerID,
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PlayerInfo,
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PlayerProfile,
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PlayerType,
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} from "./game/Game";
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import { createGame } from "./game/GameImpl";
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import { TileRef } from "./game/GameMap";
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import { GameMapLoader } from "./game/GameMapLoader";
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import {
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ErrorUpdate,
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GameUpdateType,
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GameUpdateViewData,
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} from "./game/GameUpdates";
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import { createNationsForGame } from "./game/NationCreation";
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import { loadTerrainMap as loadGameMap } from "./game/TerrainMapLoader";
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import { PseudoRandom } from "./PseudoRandom";
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import { ClientID, GameStartInfo, Turn } from "./Schemas";
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import { simpleHash } from "./Util";
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export async function createGameRunner(
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gameStart: GameStartInfo,
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clientID: ClientID,
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mapLoader: GameMapLoader,
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callBack: (gu: GameUpdateViewData | ErrorUpdate) => void,
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): Promise<GameRunner> {
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const config = await getConfig(gameStart.config, null);
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const gameMap = await loadGameMap(
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gameStart.config.gameMap,
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gameStart.config.gameMapSize,
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mapLoader,
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);
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const random = new PseudoRandom(simpleHash(gameStart.gameID));
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const humans = gameStart.players.map((p) => {
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return new PlayerInfo(
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p.username,
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PlayerType.Human,
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p.clientID,
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random.nextID(),
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p.isLobbyCreator ?? false,
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);
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});
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const nations = createNationsForGame(
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gameStart,
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gameMap.nations,
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humans.length,
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random,
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);
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const game: Game = createGame(
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humans,
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nations,
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gameMap.gameMap,
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gameMap.miniGameMap,
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config,
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);
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const gr = new GameRunner(
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game,
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new Executor(game, gameStart.gameID, clientID),
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callBack,
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);
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gr.init();
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return gr;
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}
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export class GameRunner {
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private turns: Turn[] = [];
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private currTurn = 0;
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private isExecuting = false;
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private playerViewData: Record<PlayerID, NameViewData> = {};
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constructor(
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public game: Game,
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private execManager: Executor,
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private callBack: (gu: GameUpdateViewData | ErrorUpdate) => void,
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) {}
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init() {
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if (this.game.config().isRandomSpawn()) {
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this.game.addExecution(...this.execManager.spawnPlayers());
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}
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if (this.game.config().bots() > 0) {
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this.game.addExecution(
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...this.execManager.spawnBots(this.game.config().numBots()),
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);
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}
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if (this.game.config().spawnNations()) {
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this.game.addExecution(...this.execManager.nationExecutions());
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}
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this.game.addExecution(new WinCheckExecution());
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}
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public addTurn(turn: Turn): void {
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this.turns.push(turn);
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}
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public executeNextTick(): boolean {
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if (this.isExecuting) {
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return false;
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}
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if (this.currTurn >= this.turns.length) {
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return false;
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}
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this.isExecuting = true;
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this.game.addExecution(
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...this.execManager.createExecs(this.turns[this.currTurn]),
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);
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this.currTurn++;
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let updates: GameUpdates;
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let tickExecutionDuration: number = 0;
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try {
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const startTime = performance.now();
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updates = this.game.executeNextTick();
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const endTime = performance.now();
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tickExecutionDuration = endTime - startTime;
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} catch (error: unknown) {
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if (error instanceof Error) {
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console.error("Game tick error:", error.message);
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this.callBack({
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errMsg: error.message,
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stack: error.stack,
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} as ErrorUpdate);
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} else {
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console.error("Game tick error:", error);
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}
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this.isExecuting = false;
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return false;
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}
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if (this.game.inSpawnPhase() && this.game.ticks() % 2 === 0) {
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this.game
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.players()
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.filter(
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(p) =>
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p.type() === PlayerType.Human || p.type() === PlayerType.Nation,
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)
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.forEach(
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(p) => (this.playerViewData[p.id()] = placeName(this.game, p)),
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);
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}
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if (this.game.ticks() < 3 || this.game.ticks() % 30 === 0) {
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this.game.players().forEach((p) => {
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this.playerViewData[p.id()] = placeName(this.game, p);
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});
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}
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// Many tiles are updated to pack it into an array
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const packedTileUpdates = updates[GameUpdateType.Tile].map((u) => u.update);
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updates[GameUpdateType.Tile] = [];
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this.callBack({
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tick: this.game.ticks(),
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packedTileUpdates: new BigUint64Array(packedTileUpdates),
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updates: updates,
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playerNameViewData: this.playerViewData,
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tickExecutionDuration: tickExecutionDuration,
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});
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this.isExecuting = false;
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return true;
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}
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public pendingTurns(): number {
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return Math.max(0, this.turns.length - this.currTurn);
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}
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public playerActions(
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playerID: PlayerID,
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x?: number,
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y?: number,
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): PlayerActions {
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const player = this.game.player(playerID);
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const tile =
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x !== undefined && y !== undefined ? this.game.ref(x, y) : null;
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const actions = {
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canAttack: tile !== null && player.canAttack(tile),
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buildableUnits: player.buildableUnits(tile),
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canSendEmojiAllPlayers: player.canSendEmoji(AllPlayers),
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canEmbargoAll: player.canEmbargoAll(),
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} as PlayerActions;
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if (tile !== null && this.game.hasOwner(tile)) {
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const other = this.game.owner(tile) as Player;
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actions.interaction = {
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sharedBorder: player.sharesBorderWith(other),
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canSendEmoji: player.canSendEmoji(other),
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canTarget: player.canTarget(other),
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canSendAllianceRequest: player.canSendAllianceRequest(other),
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canBreakAlliance: player.isAlliedWith(other),
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canDonateGold: player.canDonateGold(other),
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canDonateTroops: player.canDonateTroops(other),
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canEmbargo: !player.hasEmbargoAgainst(other),
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};
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const alliance = player.allianceWith(other as Player);
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if (alliance) {
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actions.interaction.allianceExpiresAt = alliance.expiresAt();
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}
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}
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return actions;
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}
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public playerProfile(playerID: number): PlayerProfile {
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const player = this.game.playerBySmallID(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return player.playerProfile();
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}
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public playerBorderTiles(playerID: PlayerID): PlayerBorderTiles {
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const player = this.game.player(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return {
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borderTiles: player.borderTiles(),
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} as PlayerBorderTiles;
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}
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public attackAveragePosition(
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playerID: number,
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attackID: string,
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): Cell | null {
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const player = this.game.playerBySmallID(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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const condition = (a: Attack) => a.id() === attackID;
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const attack =
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player.outgoingAttacks().find(condition) ??
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player.incomingAttacks().find(condition);
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if (attack === undefined) {
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return null;
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}
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return attack.averagePosition();
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}
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public bestTransportShipSpawn(
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playerID: PlayerID,
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targetTile: TileRef,
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): TileRef | false {
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const player = this.game.player(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return player.bestTransportShipSpawn(targetTile);
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}
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}
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