Files
OpenFrontIO/src/core/game/Game.ts
T
VariableVince 9b125c8cfe Bugfix: nation strength undefined in only place it is used (#2498)
## Description:

In commit
https://github.com/openfrontio/OpenFrontIO/commit/bbf72bd14f7f31146c687523aea8fc0aff31bbe1#diff-ee2fcbca50d87cc09d2c7d2667210defe2e3e111239820c89c40283be5385b64
it was added that startManpower in DefaultConfig used
playerInfo.nation.strength to set the starting troops for a Nation. In
ExecutionManager, param nation of PlayerInfo was set during the
instantiation of a new FakeHumanExecution.

However in commit
https://github.com/openfrontio/OpenFrontIO/commit/d6a412aa50dd86d474d80c216fd9ba36e7426ef9#diff-2d0a5d8b171d8b504f934891025e42742e142ef0964d6e17712bfdcd30bf050c
the changes made it so that **param nation of PlayerInfo was never
set**. While startManpower in DefaultConfig still checked for
playerinfo.nation.strength. Since it was always undefined, it would use
a multiplier of 1 instead of the actual nation strength.

This PR fixes it by passing the nation strength to param nationStrength
in PlayerInfo. Removing param strength from class Nation. Strength isn't
used anywhere else so this isn't a problem and it also consolidates
human player info and nation player info even more. We could have also
used the Nation.strength directly, but that would have required more
code in addPlayers and addPlayer in GameImpl, especially for Teams
games. So this PR has the simplest solution.

- I did add a config setting useNationStrengthForStartManpower with a
comment that explains its reason for being. Namely that in the months
that startManpower didn't get to use nation strength because of the bug,
FakeHumans have become much harder to fight. Re-enabling higher starting
troops from this fix would make them even harder to fight, and i think
rebalancing is needed before that.

- Or we could decide to scrap Nation strength altogether, as it is only
ever used to set starting troops anyway. This would make map making a
little easier as a bycatch.


## 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:

tryout33
2025-11-24 10:30:18 -08:00

871 lines
21 KiB
TypeScript

import { Config } from "../configuration/Config";
import { AllPlayersStats, ClientID } from "../Schemas";
import { getClanTag } from "../Util";
import { GameMap, TileRef } from "./GameMap";
import {
GameUpdate,
GameUpdateType,
PlayerUpdate,
UnitUpdate,
} from "./GameUpdates";
import { RailNetwork } from "./RailNetwork";
import { Stats } from "./Stats";
import { UnitPredicate } from "./UnitGrid";
function isEnumValue<T extends Record<string, string | number>>(
enumObj: T,
value: unknown,
): value is T[keyof T] {
return Object.values(enumObj).includes(value as T[keyof T]);
}
export type PlayerID = string;
export type Tick = number;
export type Gold = bigint;
export const AllPlayers = "AllPlayers" as const;
// export type GameUpdates = Record<GameUpdateType, GameUpdate[]>;
// Create a type that maps GameUpdateType to its corresponding update type
type UpdateTypeMap<T extends GameUpdateType> = Extract<GameUpdate, { type: T }>;
// Then use it to create the record type
export type GameUpdates = {
[K in GameUpdateType]: UpdateTypeMap<K>[];
};
export interface MapPos {
x: number;
y: number;
}
export enum Difficulty {
Easy = "Easy",
Medium = "Medium",
Hard = "Hard",
Impossible = "Impossible",
}
export const isDifficulty = (value: unknown): value is Difficulty =>
isEnumValue(Difficulty, value);
export type Team = string;
export const Duos = "Duos" as const;
export const Trios = "Trios" as const;
export const Quads = "Quads" as const;
export const HumansVsNations = "Humans Vs Nations" as const;
export const ColoredTeams: Record<string, Team> = {
Red: "Red",
Blue: "Blue",
Teal: "Teal",
Purple: "Purple",
Yellow: "Yellow",
Orange: "Orange",
Green: "Green",
Bot: "Bot",
Humans: "Humans",
Nations: "Nations",
} as const;
export enum GameMapType {
World = "World",
GiantWorldMap = "Giant World Map",
Europe = "Europe",
EuropeClassic = "Europe Classic",
Mena = "Mena",
NorthAmerica = "North America",
SouthAmerica = "South America",
Oceania = "Oceania",
BlackSea = "Black Sea",
Africa = "Africa",
Pangaea = "Pangaea",
Asia = "Asia",
Mars = "Mars",
Britannia = "Britannia",
GatewayToTheAtlantic = "Gateway to the Atlantic",
Australia = "Australia",
Iceland = "Iceland",
EastAsia = "East Asia",
BetweenTwoSeas = "Between Two Seas",
FaroeIslands = "Faroe Islands",
DeglaciatedAntarctica = "Deglaciated Antarctica",
FalklandIslands = "Falkland Islands",
Baikal = "Baikal",
Halkidiki = "Halkidiki",
StraitOfGibraltar = "Strait of Gibraltar",
Italia = "Italia",
Japan = "Japan",
Pluto = "Pluto",
Montreal = "Montreal",
Achiran = "Achiran",
BaikalNukeWars = "Baikal (Nuke Wars)",
FourIslands = "Four Islands",
}
export type GameMapName = keyof typeof GameMapType;
export const mapCategories: Record<string, GameMapType[]> = {
continental: [
GameMapType.World,
GameMapType.GiantWorldMap,
GameMapType.NorthAmerica,
GameMapType.SouthAmerica,
GameMapType.Europe,
GameMapType.EuropeClassic,
GameMapType.Asia,
GameMapType.Africa,
GameMapType.Oceania,
],
regional: [
GameMapType.BlackSea,
GameMapType.Britannia,
GameMapType.GatewayToTheAtlantic,
GameMapType.BetweenTwoSeas,
GameMapType.Iceland,
GameMapType.EastAsia,
GameMapType.Mena,
GameMapType.Australia,
GameMapType.FaroeIslands,
GameMapType.FalklandIslands,
GameMapType.Baikal,
GameMapType.Halkidiki,
GameMapType.StraitOfGibraltar,
GameMapType.Italia,
GameMapType.Japan,
GameMapType.Montreal,
],
fantasy: [
GameMapType.Pangaea,
GameMapType.Pluto,
GameMapType.Mars,
GameMapType.DeglaciatedAntarctica,
GameMapType.Achiran,
GameMapType.BaikalNukeWars,
GameMapType.FourIslands,
],
};
export enum GameType {
Singleplayer = "Singleplayer",
Public = "Public",
Private = "Private",
}
export const isGameType = (value: unknown): value is GameType =>
isEnumValue(GameType, value);
export enum GameMode {
FFA = "Free For All",
Team = "Team",
}
export const isGameMode = (value: unknown): value is GameMode =>
isEnumValue(GameMode, value);
export enum GameMapSize {
Compact = "Compact",
Normal = "Normal",
}
export interface UnitInfo {
cost: (player: Player) => Gold;
// Determines if its owner changes when its tile is conquered.
territoryBound: boolean;
maxHealth?: number;
damage?: number;
constructionDuration?: number;
upgradable?: boolean;
canBuildTrainStation?: boolean;
experimental?: boolean;
}
export enum UnitType {
TransportShip = "Transport",
Warship = "Warship",
Shell = "Shell",
SAMMissile = "SAMMissile",
Port = "Port",
AtomBomb = "Atom Bomb",
HydrogenBomb = "Hydrogen Bomb",
TradeShip = "Trade Ship",
MissileSilo = "Missile Silo",
DefensePost = "Defense Post",
SAMLauncher = "SAM Launcher",
City = "City",
MIRV = "MIRV",
MIRVWarhead = "MIRV Warhead",
Construction = "Construction",
Train = "Train",
Factory = "Factory",
}
export enum TrainType {
Engine = "Engine",
Carriage = "Carriage",
}
const _structureTypes: ReadonlySet<UnitType> = new Set([
UnitType.City,
UnitType.Construction,
UnitType.DefensePost,
UnitType.SAMLauncher,
UnitType.MissileSilo,
UnitType.Port,
UnitType.Factory,
]);
export function isStructureType(type: UnitType): boolean {
return _structureTypes.has(type);
}
export interface OwnerComp {
owner: Player;
}
export type TrajectoryTile = {
tile: TileRef;
targetable: boolean;
};
export interface UnitParamsMap {
[UnitType.TransportShip]: {
troops?: number;
destination?: TileRef;
};
[UnitType.Warship]: {
patrolTile: TileRef;
};
[UnitType.Shell]: Record<string, never>;
[UnitType.SAMMissile]: Record<string, never>;
[UnitType.Port]: Record<string, never>;
[UnitType.AtomBomb]: {
targetTile?: number;
trajectory: TrajectoryTile[];
};
[UnitType.HydrogenBomb]: {
targetTile?: number;
trajectory: TrajectoryTile[];
};
[UnitType.TradeShip]: {
targetUnit: Unit;
lastSetSafeFromPirates?: number;
};
[UnitType.Train]: {
trainType: TrainType;
targetUnit?: Unit;
loaded?: boolean;
};
[UnitType.Factory]: Record<string, never>;
[UnitType.MissileSilo]: Record<string, never>;
[UnitType.DefensePost]: Record<string, never>;
[UnitType.SAMLauncher]: Record<string, never>;
[UnitType.City]: Record<string, never>;
[UnitType.MIRV]: {
targetTile?: number;
};
[UnitType.MIRVWarhead]: {
targetTile?: number;
};
[UnitType.Construction]: Record<string, never>;
}
// Type helper to get params type for a specific unit type
export type UnitParams<T extends UnitType> = UnitParamsMap[T];
export type AllUnitParams = UnitParamsMap[keyof UnitParamsMap];
export const nukeTypes = [
UnitType.AtomBomb,
UnitType.HydrogenBomb,
UnitType.MIRVWarhead,
UnitType.MIRV,
] as UnitType[];
export enum Relation {
Hostile = 0,
Distrustful = 1,
Neutral = 2,
Friendly = 3,
}
export class Nation {
constructor(
public readonly spawnCell: Cell,
public readonly playerInfo: PlayerInfo,
) {}
}
export class Cell {
public index: number;
private strRepr: string;
constructor(
public readonly x: number,
public readonly y: number,
) {
this.strRepr = `Cell[${this.x},${this.y}]`;
}
pos(): MapPos {
return {
x: this.x,
y: this.y,
};
}
toString(): string {
return this.strRepr;
}
}
export enum TerrainType {
Plains,
Highland,
Mountain,
Lake,
Ocean,
}
export enum PlayerType {
Bot = "BOT",
Human = "HUMAN",
FakeHuman = "FAKEHUMAN",
}
export interface Execution {
isActive(): boolean;
activeDuringSpawnPhase(): boolean;
init(mg: Game, ticks: number): void;
tick(ticks: number): void;
}
export interface Attack {
id(): string;
retreating(): boolean;
retreated(): boolean;
orderRetreat(): void;
executeRetreat(): void;
target(): Player | TerraNullius;
attacker(): Player;
troops(): number;
setTroops(troops: number): void;
isActive(): boolean;
delete(): void;
// The tile the attack originated from, mostly used for boat attacks.
sourceTile(): TileRef | null;
addBorderTile(tile: TileRef): void;
removeBorderTile(tile: TileRef): void;
clearBorder(): void;
borderSize(): number;
averagePosition(): Cell | null;
}
export interface AllianceRequest {
accept(): void;
reject(): void;
requestor(): Player;
recipient(): Player;
createdAt(): Tick;
status(): "pending" | "accepted" | "rejected";
}
export interface Alliance {
requestor(): Player;
recipient(): Player;
createdAt(): Tick;
expiresAt(): Tick;
other(player: Player): Player;
}
export interface MutableAlliance extends Alliance {
expire(): void;
other(player: Player): Player;
bothAgreedToExtend(): boolean;
addExtensionRequest(player: Player): void;
id(): number;
extend(): void;
onlyOneAgreedToExtend(): boolean;
}
export class PlayerInfo {
public readonly clan: string | null;
constructor(
public readonly name: string,
public readonly playerType: PlayerType,
// null if bot.
public readonly clientID: ClientID | null,
// TODO: make player id the small id
public readonly id: PlayerID,
public readonly nationStrength?: number,
) {
this.clan = getClanTag(name);
}
}
export function isUnit(unit: unknown): unit is Unit {
return (
unit &&
typeof unit === "object" &&
"isUnit" in unit &&
typeof unit.isUnit === "function" &&
unit.isUnit()
);
}
export interface Unit {
isUnit(): this is Unit;
// Common properties.
id(): number;
type(): UnitType;
owner(): Player;
info(): UnitInfo;
isMarkedForDeletion(): boolean;
markForDeletion(): void;
isOverdueDeletion(): boolean;
delete(displayMessage?: boolean, destroyer?: Player): void;
tile(): TileRef;
lastTile(): TileRef;
move(tile: TileRef): void;
isActive(): boolean;
setOwner(owner: Player): void;
touch(): void;
hash(): number;
toUpdate(): UnitUpdate;
hasTrainStation(): boolean;
setTrainStation(trainStation: boolean): void;
wasDestroyedByEnemy(): boolean;
// Train
trainType(): TrainType | undefined;
isLoaded(): boolean | undefined;
setLoaded(loaded: boolean): void;
// Targeting
setTargetTile(cell: TileRef | undefined): void;
targetTile(): TileRef | undefined;
setTrajectoryIndex(i: number): void;
trajectoryIndex(): number;
trajectory(): TrajectoryTile[];
setTargetUnit(unit: Unit | undefined): void;
targetUnit(): Unit | undefined;
setTargetedBySAM(targeted: boolean): void;
targetedBySAM(): boolean;
setReachedTarget(): void;
reachedTarget(): boolean;
isTargetable(): boolean;
setTargetable(targetable: boolean): void;
// Health
hasHealth(): boolean;
retreating(): boolean;
orderBoatRetreat(): void;
health(): number;
modifyHealth(delta: number, attacker?: Player): void;
// Troops
setTroops(troops: number): void;
troops(): number;
// --- UNIT SPECIFIC ---
// SAMs & Missile Silos
launch(): void;
reloadMissile(): void;
isInCooldown(): boolean;
missileTimerQueue(): number[];
// Trade Ships
setSafeFromPirates(): void; // Only for trade ships
isSafeFromPirates(): boolean; // Only for trade ships
// Construction
constructionType(): UnitType | null;
setConstructionType(type: UnitType): void;
// Upgradable Structures
level(): number;
increaseLevel(): void;
decreaseLevel(destroyer?: Player): void;
// Warships
setPatrolTile(tile: TileRef): void;
patrolTile(): TileRef | undefined;
}
export interface TerraNullius {
isPlayer(): false;
id(): null;
clientID(): ClientID;
smallID(): number;
}
export interface Embargo {
createdAt: Tick;
isTemporary: boolean;
target: Player;
}
export interface Player {
// Basic Info
smallID(): number;
info(): PlayerInfo;
name(): string;
displayName(): string;
clientID(): ClientID | null;
id(): PlayerID;
type(): PlayerType;
isPlayer(): this is Player;
toString(): string;
// State & Properties
isAlive(): boolean;
isTraitor(): boolean;
markTraitor(): void;
largestClusterBoundingBox: { min: Cell; max: Cell } | null;
lastTileChange(): Tick;
isDisconnected(): boolean;
markDisconnected(isDisconnected: boolean): void;
hasSpawned(): boolean;
setHasSpawned(hasSpawned: boolean): void;
// Territory
tiles(): ReadonlySet<TileRef>;
borderTiles(): ReadonlySet<TileRef>;
numTilesOwned(): number;
conquer(tile: TileRef): void;
relinquish(tile: TileRef): void;
// Resources & Troops
gold(): Gold;
addGold(toAdd: Gold, tile?: TileRef): void;
removeGold(toRemove: Gold): Gold;
troops(): number;
setTroops(troops: number): void;
addTroops(troops: number): void;
removeTroops(troops: number): number;
// Units
units(...types: UnitType[]): Unit[];
unitCount(type: UnitType): number;
unitsConstructed(type: UnitType): number;
unitsOwned(type: UnitType): number;
buildableUnits(tile: TileRef | null): BuildableUnit[];
canBuild(type: UnitType, targetTile: TileRef): TileRef | false;
buildUnit<T extends UnitType>(
type: T,
spawnTile: TileRef,
params: UnitParams<T>,
): Unit;
// Returns the existing unit that can be upgraded,
// or false if it cannot be upgraded.
// New units of the same type can upgrade existing units.
// e.g. if a place a new city here, can it upgrade an existing city?
findUnitToUpgrade(type: UnitType, targetTile: TileRef): Unit | false;
canUpgradeUnit(unit: Unit): boolean;
upgradeUnit(unit: Unit): void;
captureUnit(unit: Unit): void;
// Relations & Diplomacy
neighbors(): (Player | TerraNullius)[];
sharesBorderWith(other: Player | TerraNullius): boolean;
relation(other: Player): Relation;
allRelationsSorted(): { player: Player; relation: Relation }[];
updateRelation(other: Player, delta: number): void;
decayRelations(): void;
isOnSameTeam(other: Player): boolean;
// Either allied or on same team.
isFriendly(other: Player, treatAFKFriendly?: boolean): boolean;
team(): Team | null;
clan(): string | null;
incomingAllianceRequests(): AllianceRequest[];
outgoingAllianceRequests(): AllianceRequest[];
alliances(): MutableAlliance[];
expiredAlliances(): Alliance[];
allies(): Player[];
isAlliedWith(other: Player): boolean;
allianceWith(other: Player): MutableAlliance | null;
canSendAllianceRequest(other: Player): boolean;
breakAlliance(alliance: Alliance): void;
createAllianceRequest(recipient: Player): AllianceRequest | null;
betrayals(): number;
// Targeting
canTarget(other: Player): boolean;
target(other: Player): void;
targets(): Player[];
transitiveTargets(): Player[];
// Communication
canSendEmoji(recipient: Player | typeof AllPlayers): boolean;
outgoingEmojis(): EmojiMessage[];
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void;
// Donation
canDonateGold(recipient: Player): boolean;
canDonateTroops(recipient: Player): boolean;
donateTroops(recipient: Player, troops: number): boolean;
donateGold(recipient: Player, gold: Gold): boolean;
canDeleteUnit(): boolean;
recordDeleteUnit(): void;
canEmbargoAll(): boolean;
recordEmbargoAll(): void;
// Embargo
hasEmbargoAgainst(other: Player): boolean;
tradingPartners(): Player[];
addEmbargo(other: Player, isTemporary: boolean): void;
getEmbargoes(): Embargo[];
stopEmbargo(other: Player): void;
endTemporaryEmbargo(other: Player): void;
canTrade(other: Player): boolean;
// Attacking.
canAttack(tile: TileRef): boolean;
createAttack(
target: Player | TerraNullius,
troops: number,
sourceTile: TileRef | null,
border: Set<number>,
): Attack;
outgoingAttacks(): Attack[];
incomingAttacks(): Attack[];
orderRetreat(attackID: string): void;
executeRetreat(attackID: string): void;
// Misc
toUpdate(): PlayerUpdate;
playerProfile(): PlayerProfile;
// WARNING: this operation is expensive.
bestTransportShipSpawn(tile: TileRef): TileRef | false;
}
export interface Game extends GameMap {
// Map & Dimensions
isOnMap(cell: Cell): boolean;
width(): number;
height(): number;
map(): GameMap;
miniMap(): GameMap;
forEachTile(fn: (tile: TileRef) => void): void;
// Player Management
player(id: PlayerID): Player;
players(): Player[];
allPlayers(): Player[];
playerByClientID(id: ClientID): Player | null;
playerBySmallID(id: number): Player | TerraNullius;
hasPlayer(id: PlayerID): boolean;
addPlayer(playerInfo: PlayerInfo): Player;
terraNullius(): TerraNullius;
owner(ref: TileRef): Player | TerraNullius;
teams(): Team[];
// Alliances
alliances(): MutableAlliance[];
expireAlliance(alliance: Alliance): void;
// Game State
ticks(): Tick;
inSpawnPhase(): boolean;
executeNextTick(): GameUpdates;
setWinner(winner: Player | Team, allPlayersStats: AllPlayersStats): void;
config(): Config;
// Units
units(...types: UnitType[]): Unit[];
unitCount(type: UnitType): number;
unitInfo(type: UnitType): UnitInfo;
hasUnitNearby(
tile: TileRef,
searchRange: number,
type: UnitType,
playerId?: PlayerID,
): boolean;
nearbyUnits(
tile: TileRef,
searchRange: number,
types: UnitType | UnitType[],
predicate?: UnitPredicate,
): Array<{ unit: Unit; distSquared: number }>;
addExecution(...exec: Execution[]): void;
displayMessage(
message: string,
type: MessageType,
playerID: PlayerID | null,
goldAmount?: bigint,
params?: Record<string, string | number>,
): void;
displayIncomingUnit(
unitID: number,
message: string,
type: MessageType,
playerID: PlayerID | null,
): void;
displayChat(
message: string,
category: string,
target: PlayerID | undefined,
playerID: PlayerID | null,
isFrom: boolean,
recipient: string,
): void;
// Nations
nations(): Nation[];
numTilesWithFallout(): number;
// Optional as it's not initialized before the end of spawn phase
stats(): Stats;
addUpdate(update: GameUpdate): void;
railNetwork(): RailNetwork;
conquerPlayer(conqueror: Player, conquered: Player): void;
}
export interface PlayerActions {
canAttack: boolean;
buildableUnits: BuildableUnit[];
canSendEmojiAllPlayers: boolean;
canEmbargoAll?: boolean;
interaction?: PlayerInteraction;
}
export interface BuildableUnit {
canBuild: TileRef | false;
// unit id of the existing unit that can be upgraded, or false if it cannot be upgraded.
canUpgrade: number | false;
type: UnitType;
cost: Gold;
}
export interface PlayerProfile {
relations: Record<number, Relation>;
alliances: number[];
}
export interface PlayerBorderTiles {
borderTiles: ReadonlySet<TileRef>;
}
export interface PlayerInteraction {
sharedBorder: boolean;
canSendEmoji: boolean;
canSendAllianceRequest: boolean;
canBreakAlliance: boolean;
canTarget: boolean;
canDonateGold: boolean;
canDonateTroops: boolean;
canEmbargo: boolean;
allianceExpiresAt?: Tick;
}
export interface EmojiMessage {
message: string;
senderID: number;
recipientID: number | typeof AllPlayers;
createdAt: Tick;
}
export enum MessageType {
ATTACK_FAILED,
ATTACK_CANCELLED,
ATTACK_REQUEST,
CONQUERED_PLAYER,
MIRV_INBOUND,
NUKE_INBOUND,
HYDROGEN_BOMB_INBOUND,
NAVAL_INVASION_INBOUND,
SAM_MISS,
SAM_HIT,
CAPTURED_ENEMY_UNIT,
UNIT_CAPTURED_BY_ENEMY,
UNIT_DESTROYED,
ALLIANCE_ACCEPTED,
ALLIANCE_REJECTED,
ALLIANCE_REQUEST,
ALLIANCE_BROKEN,
ALLIANCE_EXPIRED,
SENT_GOLD_TO_PLAYER,
RECEIVED_GOLD_FROM_PLAYER,
RECEIVED_GOLD_FROM_TRADE,
SENT_TROOPS_TO_PLAYER,
RECEIVED_TROOPS_FROM_PLAYER,
CHAT,
RENEW_ALLIANCE,
}
// Message categories used for filtering events in the EventsDisplay
export enum MessageCategory {
ATTACK = "ATTACK",
NUKE = "NUKE",
ALLIANCE = "ALLIANCE",
TRADE = "TRADE",
CHAT = "CHAT",
}
// Ensures that all message types are included in a category
export const MESSAGE_TYPE_CATEGORIES: Record<MessageType, MessageCategory> = {
[MessageType.ATTACK_FAILED]: MessageCategory.ATTACK,
[MessageType.ATTACK_CANCELLED]: MessageCategory.ATTACK,
[MessageType.ATTACK_REQUEST]: MessageCategory.ATTACK,
[MessageType.CONQUERED_PLAYER]: MessageCategory.ATTACK,
[MessageType.MIRV_INBOUND]: MessageCategory.NUKE,
[MessageType.NUKE_INBOUND]: MessageCategory.NUKE,
[MessageType.HYDROGEN_BOMB_INBOUND]: MessageCategory.NUKE,
[MessageType.NAVAL_INVASION_INBOUND]: MessageCategory.ATTACK,
[MessageType.SAM_MISS]: MessageCategory.ATTACK,
[MessageType.SAM_HIT]: MessageCategory.ATTACK,
[MessageType.CAPTURED_ENEMY_UNIT]: MessageCategory.ATTACK,
[MessageType.UNIT_CAPTURED_BY_ENEMY]: MessageCategory.ATTACK,
[MessageType.UNIT_DESTROYED]: MessageCategory.ATTACK,
[MessageType.ALLIANCE_ACCEPTED]: MessageCategory.ALLIANCE,
[MessageType.ALLIANCE_REJECTED]: MessageCategory.ALLIANCE,
[MessageType.ALLIANCE_REQUEST]: MessageCategory.ALLIANCE,
[MessageType.ALLIANCE_BROKEN]: MessageCategory.ALLIANCE,
[MessageType.ALLIANCE_EXPIRED]: MessageCategory.ALLIANCE,
[MessageType.RENEW_ALLIANCE]: MessageCategory.ALLIANCE,
[MessageType.SENT_GOLD_TO_PLAYER]: MessageCategory.TRADE,
[MessageType.RECEIVED_GOLD_FROM_PLAYER]: MessageCategory.TRADE,
[MessageType.RECEIVED_GOLD_FROM_TRADE]: MessageCategory.TRADE,
[MessageType.SENT_TROOPS_TO_PLAYER]: MessageCategory.TRADE,
[MessageType.RECEIVED_TROOPS_FROM_PLAYER]: MessageCategory.TRADE,
[MessageType.CHAT]: MessageCategory.CHAT,
} as const;
/**
* Get the category of a message type
*/
export function getMessageCategory(messageType: MessageType): MessageCategory {
return MESSAGE_TYPE_CATEGORIES[messageType];
}
export interface NameViewData {
x: number;
y: number;
size: number;
}