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f362e47413
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## 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: deshack_82603
135 lines
3.6 KiB
TypeScript
135 lines
3.6 KiB
TypeScript
import {
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AllianceRequest,
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Execution,
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Game,
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MessageType,
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Player,
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PlayerID,
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UnitType,
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} from "../../game/Game";
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export class AllianceRequestExecution implements Execution {
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private req: AllianceRequest | null = null;
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private active = true;
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private mg: Game;
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constructor(
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private requestor: Player,
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private recipientID: PlayerID,
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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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if (!mg.hasPlayer(this.recipientID)) {
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console.warn(
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`AllianceRequestExecution recipient ${this.recipientID} not found`,
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);
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return;
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}
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const recipient = mg.player(this.recipientID);
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if (!this.requestor.canSendAllianceRequest(recipient)) {
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console.warn("cannot send alliance request");
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this.active = false;
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} else {
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const incoming = recipient
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.outgoingAllianceRequests()
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.find((r) => r.recipient() === this.requestor);
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if (incoming) {
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// If the recipient already has pending alliance request,
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// then accept it instead of creating a new one.
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this.active = false;
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incoming.accept();
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// Update player relations
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this.requestor.updateRelation(recipient, 100);
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recipient.updateRelation(this.requestor, 100);
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// Automatically remove embargoes only if they were automatically created
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if (this.requestor.hasEmbargoAgainst(recipient))
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this.requestor.endTemporaryEmbargo(recipient);
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if (recipient.hasEmbargoAgainst(this.requestor))
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recipient.endTemporaryEmbargo(this.requestor);
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// Cancel incoming nukes between players
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this.cancelNukesBetweenAlliedPlayers(recipient);
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} else {
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this.req = this.requestor.createAllianceRequest(recipient);
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}
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}
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}
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tick(ticks: number): void {
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if (
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this.req?.status() === "accepted" ||
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this.req?.status() === "rejected"
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) {
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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.mg.ticks() - (this.req?.createdAt() ?? 0) >
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this.mg.config().allianceRequestDuration()
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) {
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this.req?.reject();
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this.active = false;
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}
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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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cancelNukesBetweenAlliedPlayers(recipient: Player): void {
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const neutralized = new Map<Player, number>();
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const players = [this.requestor, recipient];
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for (const launcher of players) {
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for (const unit of launcher.units(
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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)) {
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if (!unit.isActive() || unit.reachedTarget()) continue;
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const targetTile = unit.targetTile();
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if (!targetTile) continue;
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const targetOwner = this.mg.owner(targetTile);
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if (!targetOwner.isPlayer()) continue;
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const other = launcher === this.requestor ? recipient : this.requestor;
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if (targetOwner !== other) continue;
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unit.delete(false);
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neutralized.set(launcher, (neutralized.get(launcher) ?? 0) + 1);
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}
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}
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for (const [launcher, count] of neutralized) {
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const other = launcher === this.requestor ? recipient : this.requestor;
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this.mg.displayMessage(
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"events_display.alliance_nukes_destroyed_outgoing",
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MessageType.ALLIANCE_ACCEPTED,
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launcher.id(),
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undefined,
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{ name: other.displayName(), count },
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);
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this.mg.displayMessage(
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"events_display.alliance_nukes_destroyed_incoming",
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MessageType.ALLIANCE_ACCEPTED,
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other.id(),
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undefined,
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{ name: launcher.displayName(), count },
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);
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}
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}
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}
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