Files
OpenFrontIO/src/core/game/Stats.ts
T
Zixer1andGitHub f6e1b8fbae feat(livestats): per-player killedBy + deathPosition + winner for live standings (#4593)
## Description:

Enriches the admin-bot live-stats snapshot
(`/api/adminbot/game/:id/stats`) with the per-player fields a semi-live
standings board needs, so it can score kills + placement live instead of
waiting for the post-game record.

Per player in `liveStats.players[]`:
- **`killedBy`** — the eliminator's clientID (null while alive /
non-client killer). Invert → live kill points.
- **`deathPosition`** — finishing place at elimination = non-bot players
still standing + 1 (frozen at "last of the then-standing"). Null while
alive → live placement.

The **full roster** is reported (dead players are retained in the client
view), plus top-level **`winner`** (the decided winner's clientID, else
null).

Deterministic / consensus-safe: `killedBy` (stamped at `recordKill`) and
`deathPosition` (stamped in `PlayerExecution`) are pure sim values, so
in-sync clients agree on the majority vote; `winner` is added
server-side in `GameServer.liveStats()` from the winner vote (like the
existing publicID/username/connected enrichment).

## 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
2026-07-15 17:20:30 -07:00

122 lines
3.7 KiB
TypeScript

import { AllPlayersStats, ClientID } from "../Schemas";
import { NukeType, OtherUnitType, PlayerStats } from "../StatsSchemas";
import { Player, TerraNullius } from "./Game";
export interface Stats {
getPlayerStats(player: Player): PlayerStats | null;
stats(): AllPlayersStats;
numMirvsLaunched(): bigint;
// Player attacks target
attack(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player cancels attack on target
attackCancel(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player betrays another player
betray(player: Player): void;
// Time between lobby creation and game start (ms)
lobbyFillTime(fillTimeMs: number): void;
// Player sends a trade ship to target
boatSendTrade(player: Player, target: Player): void;
// Player's trade ship arrives at target, both players earn gold
boatArriveTrade(player: Player, target: Player, gold: number | bigint): void;
// Player's trade ship, captured from target, arrives. Player earns gold.
boatCapturedTrade(
player: Player,
target: Player,
gold: number | bigint,
): void;
// Player destroys target's trade ship
boatDestroyTrade(player: Player, target: Player): void;
// Player sends a transport ship to target with troops
boatSendTroops(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player's transport ship arrives at target with troops
boatArriveTroops(
player: Player,
target: Player | TerraNullius,
troops: number | bigint,
): void;
// Player destroys target's transport ship with troops
boatDestroyTroops(
player: Player,
target: Player,
troops: number | bigint,
): void;
// Player launches bomb at target
bombLaunch(
player: Player,
target: Player | TerraNullius,
type: NukeType,
): void;
// Player's bomb lands at target
bombLand(player: Player, target: Player | TerraNullius, type: NukeType): void;
// Player's SAM intercepts a bomb from attacker
bombIntercept(player: Player, type: NukeType, count: number | bigint): void;
// Player earns gold from conquering tiles or trade ships from captured
goldWar(player: Player, captured: Player, gold: number | bigint): void;
// Player earns gold from workers
goldWork(player: Player, gold: number | bigint): void;
// Player builds a unit of type
unitBuild(player: Player, type: OtherUnitType): void;
// Player captures a unit of type
unitCapture(player: Player, type: OtherUnitType): void;
// Player upgrades a unit of type
unitUpgrade(player: Player, type: OtherUnitType): void;
// Player destroys a unit of type
unitDestroy(player: Player, type: OtherUnitType): void;
// Player loses a unit of type
unitLose(player: Player, type: OtherUnitType): void;
// player was killed (0 tiles)
playerKilled(player: Player, tick: number): void;
// OFM live standings: who eliminated the player (null = non-client killer) and
// their finishing place. Both first-write-wins.
recordKilledBy(victim: Player, killerClientID: ClientID | null): void;
recordDeathPosition(victim: Player, position: number): void;
// Record tiles owned at game end (final standings).
recordFinalTiles(player: Player, tiles: number | bigint): void;
// Record that player eliminated human victim at tick (OFM kill scoring).
recordKill(player: Player, victim: Player, tick: number | bigint): void;
// Player's train arrives at any station, generating gold
trainSelfTrade(player: Player, gold: number | bigint): void;
// Another player's train arrives at own station
trainExternalTrade(player: Player, goldPlayer: number | bigint): void;
}