Files
OpenFrontIO/src/core/configuration/Config.ts
T
Scott Anderson bb5b064555 Equalize team sizes (#992)
## Description:

Ensure that team sizes are equal.

Closes #841

## 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

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-06-03 16:41:55 +02:00

169 lines
4.8 KiB
TypeScript

import { Colord } from "colord";
import { JWK } from "jose";
import { GameConfig, GameID } from "../Schemas";
import {
Difficulty,
Duos,
Game,
GameMapType,
GameMode,
Gold,
Player,
PlayerInfo,
Team,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
export enum GameEnv {
Dev,
Preprod,
Prod,
}
export interface ServerConfig {
turnIntervalMs(): number;
gameCreationRate(): number;
lobbyMaxPlayers(
map: GameMapType,
mode: GameMode,
numPlayerTeams: number | undefined,
): number;
numWorkers(): number;
workerIndex(gameID: GameID): number;
workerPath(gameID: GameID): string;
workerPort(gameID: GameID): number;
workerPortByIndex(workerID: number): number;
env(): GameEnv;
region(): string;
adminToken(): string;
adminHeader(): string;
// Only available on the server
gitCommit(): string;
r2Bucket(): string;
r2Endpoint(): string;
r2AccessKey(): string;
r2SecretKey(): string;
otelEndpoint(): string;
otelUsername(): string;
otelPassword(): string;
otelEnabled(): boolean;
jwtAudience(): string;
jwtIssuer(): string;
jwkPublicKey(): Promise<JWK>;
}
export interface NukeMagnitude {
inner: number;
outer: number;
}
export interface Config {
samHittingChance(): number;
samWarheadHittingChance(): number;
spawnImmunityDuration(): Tick;
serverConfig(): ServerConfig;
gameConfig(): GameConfig;
theme(): Theme;
percentageTilesOwnedToWin(): number;
numBots(): number;
spawnNPCs(): boolean;
isUnitDisabled(unitType: UnitType): boolean;
bots(): number;
infiniteGold(): boolean;
infiniteTroops(): boolean;
instantBuild(): boolean;
numSpawnPhaseTurns(): number;
userSettings(): UserSettings;
playerTeams(): number | typeof Duos;
startManpower(playerInfo: PlayerInfo): number;
populationIncreaseRate(player: Player | PlayerView): number;
goldAdditionRate(player: Player | PlayerView): number;
troopAdjustmentRate(player: Player): number;
attackTilesPerTick(
attckTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number;
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
};
attackAmount(attacker: Player, defender: Player | TerraNullius): number;
radiusPortSpawn(): number;
// When computing likelihood of trading for any given port, the X closest port
// are twice more likely to be selected. X is determined below.
proximityBonusPortsNb(totalPorts: number): number;
maxPopulation(player: Player | PlayerView): number;
cityPopulationIncrease(): number;
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
shellLifetime(): number;
boatMaxNumber(): number;
allianceDuration(): Tick;
allianceRequestCooldown(): Tick;
temporaryEmbargoDuration(): Tick;
targetDuration(): Tick;
targetCooldown(): Tick;
emojiMessageCooldown(): Tick;
emojiMessageDuration(): Tick;
donateCooldown(): Tick;
defaultDonationAmount(sender: Player): number;
unitInfo(type: UnitType): UnitInfo;
tradeShipGold(dist: number): Gold;
tradeShipSpawnRate(numberOfPorts: number): number;
safeFromPiratesCooldownMax(): number;
defensePostRange(): number;
SAMCooldown(): number;
SiloCooldown(): number;
defensePostLossMultiplier(): number;
defensePostSpeedMultiplier(): number;
falloutDefenseModifier(percentOfFallout: number): number;
difficultyModifier(difficulty: Difficulty): number;
warshipPatrolRange(): number;
warshipShellAttackRate(): number;
warshipTargettingRange(): number;
defensePostShellAttackRate(): number;
defensePostTargettingRange(): number;
// 0-1
traitorDefenseDebuff(): number;
traitorDuration(): number;
nukeMagnitudes(unitType: UnitType): NukeMagnitude;
defaultNukeSpeed(): number;
nukeDeathFactor(humans: number, tilesOwned: number): number;
structureMinDist(): number;
isReplay(): boolean;
}
export interface Theme {
teamColor(team: Team): Colord;
territoryColor(playerInfo: PlayerView): Colord;
specialBuildingColor(playerInfo: PlayerView): Colord;
borderColor(playerInfo: PlayerView): Colord;
defendedBorderColors(playerInfo: PlayerView): { light: Colord; dark: Colord };
focusedBorderColor(): Colord;
terrainColor(gm: GameMap, tile: TileRef): Colord;
backgroundColor(): Colord;
falloutColor(): Colord;
font(): string;
textColor(playerInfo: PlayerView): string;
// unit color for alternate view
selfColor(): Colord;
allyColor(): Colord;
enemyColor(): Colord;
spawnHighlightColor(): Colord;
}