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b2ba37e0ab
Resolves #2484 ## Description: - When an alliance is created between two players, any incoming nukes between them are destroyed mid-air. This prevents the traitor debuff from being applied on impact, even if the nukes were launched before the alliance was formed. - If a player has launched nukes at multiple nations, only the nukes targeting the newly allied nation are destroyed. This is what the players will see after the alliance is created (in case they have launched nukes at each other): <img width="423" height="125" alt="Screenshot 2026-01-04 092907" src="https://github.com/user-attachments/assets/6544fb7a-7623-4fc3-b799-89ef8fe897d6" /> ## 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: assessin.
118 lines
2.8 KiB
TypeScript
118 lines
2.8 KiB
TypeScript
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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PlayerID,
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UnitType,
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} from "../../game/Game";
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export class AllianceRequestReplyExecution implements Execution {
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private active = true;
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private requestor: Player | null = null;
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constructor(
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private requestorID: PlayerID,
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private recipient: Player,
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private accept: boolean,
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) {}
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private cancelNukesBetweenAlliedPlayers(
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mg: Game,
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p1: Player,
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p2: Player,
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): void {
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const neutralized = new Map<Player, number>();
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const players = [p1, p2];
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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 = mg.owner(targetTile);
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if (!targetOwner.isPlayer()) continue;
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const other = launcher === p1 ? p2 : p1;
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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 === p1 ? p2 : p1;
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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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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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init(mg: Game, ticks: number): void {
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if (!mg.hasPlayer(this.requestorID)) {
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console.warn(
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`AllianceRequestReplyExecution requester ${this.requestorID} not found`,
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);
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this.active = false;
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return;
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}
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this.requestor = mg.player(this.requestorID);
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if (this.requestor.isFriendly(this.recipient)) {
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console.warn("already allied");
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} else {
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const request = this.requestor
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.outgoingAllianceRequests()
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.find((ar) => ar.recipient() === this.recipient);
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if (request === undefined) {
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console.warn("no alliance request found");
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} else {
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if (this.accept) {
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request.accept();
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this.requestor.updateRelation(this.recipient, 100);
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this.recipient.updateRelation(this.requestor, 100);
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this.cancelNukesBetweenAlliedPlayers(
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mg,
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this.requestor,
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this.recipient,
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);
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} else {
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request.reject();
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}
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}
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}
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this.active = false;
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}
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tick(ticks: number): void {}
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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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}
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