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afd42d9b24
## Description: Big update to the EventsDisplay - Style update for EventsDisplay, look & feel similar to other windows - Component now hidden during spawn phase - Adds new functionality for filtering events by category. Allows the player to remove specific event types - Displays latest gold amount, decays after 5 seconds <img width="1147" alt="Screenshot 2025-06-07 at 20 18 55" src="https://github.com/user-attachments/assets/11c39818-55ad-4ba1-a998-360057e2856c" /> <img width="422" alt="Screenshot 2025-06-07 at 19 01 55" src="https://github.com/user-attachments/assets/09c0b998-6046-49fb-9fba-33b4f57f337b" /> <img width="444" alt="Screenshot 2025-06-07 at 20 20 25" src="https://github.com/user-attachments/assets/022deadc-3a49-442a-85f5-f1cd128a5805" />  ## 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 - [X] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: maxion_ Fixes #1025 Fixes #1034
169 lines
4.5 KiB
TypeScript
169 lines
4.5 KiB
TypeScript
import { renderNumber } from "../../client/Utils";
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import {
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Execution,
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Game,
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MessageType,
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Player,
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Unit,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { PathFindResultType } from "../pathfinding/AStar";
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import { PathFinder } from "../pathfinding/PathFinding";
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import { distSortUnit } from "../Util";
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export class TradeShipExecution implements Execution {
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private active = true;
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private mg: Game;
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private tradeShip: Unit | undefined;
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private wasCaptured = false;
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private pathFinder: PathFinder;
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private tilesTraveled = 0;
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constructor(
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private origOwner: Player,
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private srcPort: Unit,
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private _dstPort: Unit,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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this.pathFinder = PathFinder.Mini(mg, 2500);
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}
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tick(ticks: number): void {
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if (this.tradeShip === undefined) {
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const spawn = this.origOwner.canBuild(
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UnitType.TradeShip,
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this.srcPort.tile(),
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);
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if (spawn === false) {
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console.warn(`cannot build trade ship`);
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this.active = false;
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return;
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}
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this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, spawn, {
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targetUnit: this._dstPort,
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lastSetSafeFromPirates: ticks,
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});
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}
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if (!this.tradeShip.isActive()) {
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this.active = false;
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return;
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}
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if (this.origOwner !== this.tradeShip.owner()) {
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// Store as variable in case ship is recaptured by previous owner
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this.wasCaptured = true;
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}
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// If a player captures another player's port while trading we should delete
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// the ship.
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if (this._dstPort.owner().id() === this.srcPort.owner().id()) {
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this.tradeShip.delete(false);
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this.active = false;
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return;
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}
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if (
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!this.wasCaptured &&
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(!this._dstPort.isActive() ||
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!this.tradeShip.owner().canTrade(this._dstPort.owner()))
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) {
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this.tradeShip.delete(false);
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this.active = false;
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return;
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}
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if (this.wasCaptured) {
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const ports = this.tradeShip
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.owner()
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.units(UnitType.Port)
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.sort(distSortUnit(this.mg, this.tradeShip));
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if (ports.length === 0) {
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this.tradeShip.delete(false);
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this.active = false;
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return;
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} else {
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this._dstPort = ports[0];
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this.tradeShip.setTargetUnit(this._dstPort);
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}
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}
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const result = this.pathFinder.nextTile(
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this.tradeShip.tile(),
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this._dstPort.tile(),
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);
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switch (result.type) {
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case PathFindResultType.Completed:
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this.complete();
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break;
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case PathFindResultType.Pending:
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// Fire unit event to rerender.
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this.tradeShip.move(this.tradeShip.tile());
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break;
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case PathFindResultType.NextTile:
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// Update safeFromPirates status
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if (this.mg.isWater(result.tile) && this.mg.isShoreline(result.tile)) {
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this.tradeShip.setSafeFromPirates();
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}
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this.tradeShip.move(result.tile);
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this.tilesTraveled++;
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break;
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case PathFindResultType.PathNotFound:
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console.warn("captured trade ship cannot find route");
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if (this.tradeShip.isActive()) {
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this.tradeShip.delete(false);
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}
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this.active = false;
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break;
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}
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}
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private complete() {
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this.active = false;
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this.tradeShip!.delete(false);
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const gold = this.mg.config().tradeShipGold(this.tilesTraveled);
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if (this.wasCaptured) {
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this.tradeShip!.owner().addGold(gold);
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this.mg.displayMessage(
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`Received ${renderNumber(gold)} gold from ship captured from ${this.origOwner.displayName()}`,
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MessageType.CAPTURED_ENEMY_UNIT,
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this.tradeShip!.owner().id(),
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gold,
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);
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} else {
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this.srcPort.owner().addGold(gold);
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this._dstPort.owner().addGold(gold);
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this.mg.displayMessage(
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`Received ${renderNumber(gold)} gold from trade with ${this.srcPort.owner().displayName()}`,
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MessageType.RECEIVED_GOLD_FROM_TRADE,
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this._dstPort.owner().id(),
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gold,
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);
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this.mg.displayMessage(
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`Received ${renderNumber(gold)} gold from trade with ${this._dstPort.owner().displayName()}`,
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MessageType.RECEIVED_GOLD_FROM_TRADE,
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this.srcPort.owner().id(),
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gold,
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);
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}
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return;
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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 false;
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}
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dstPort(): TileRef {
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return this._dstPort.tile();
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}
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}
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