diff --git a/locales/en/apgames.json b/locales/en/apgames.json index 246b07f5..c153c4a4 100644 --- a/locales/en/apgames.json +++ b/locales/en/apgames.json @@ -139,7 +139,7 @@ "omny": "Generalized connection game where players try to split star cells into different regions so that no single region contains a majority of star cells.", "onager": "In Onager each player tries to reach the opponent's back rank. Onager is named after a Roman siege engine that is a type of catapult, as the way the pieces move resembles how projectiles are hurled forward with this device.", "onyx": "A connection game on a modified snub-square board with a capture rule.", - "oonpia": "A hexagonal go-like where pieces come in two types. Only pieces of opposite type are connected, and a 4-arc of pieces of the same type (regardless of colour) is forbidden. Either use the legend to select a piece, or click the same location multiple times to cycle through all possible pieces.", + "oonpia": "A hexagonal go-like where pieces come in two types. Only pieces of opposite type are connected, and a 4-arc of pieces of the same type (regardless of colour) is forbidden.", "orb": "Generatorb is 2-player game played on a standard chess board. Players start in opposite corners and attempt to reach their opponent's generator core or occupy the majority of cells on the front line. During play, you can stack up to three checkers in a space. Stacks of different heights behave differently, leading to engaging strategic options.", "ordo": "Ordo is a \"get to your opponent's home row\" game in which you must always keep your pieces connected. Pieces can move singly and also as a group in certain situations. You can also win by breaking up your opponent's group in such a way that they can't reconnect it.", "oust": "Oust is the classic \"exnihilation\" game where the game starts with an empty board and the goal is to eliminate all of your opponent's pieces. On your turn, you may make multiple capturing placements if available, but you must end it with a non-capturing placement. You must pass if you are not able to make any placements.", @@ -261,6 +261,7 @@ "magnate": "The terminology of some Magnate actions has been altered for clarity and brevity. Completely developing a new property is called the \"Buy\" action; purchasing a deed for a new property is called \"Deed\", developing deeds (that is, adding tokens to a deeded property, whether it results in the deed becoming fully developed or not) is called \"Add\". (Selling a card and trading suit tokens 3 for 1 are unchanged.)\n\nIn order to speed up the process of rolling for resources, there are two additional actions:\n* \"Prefer\" is for setting your preference of which suit token to take when a deed pays out on your opponent's roll. If you do not set an explicit preference, the code will choose the rarer token for you based on your non-crown suits and current supply of tokens. The currently preferred token is circled in the UI, but your personal preference is never visible to the other player.\n* \"Choose\" is a mandatory first action for collecting suit tokens when a deed pays out on your own roll. (In all cases where you need to choose a suit token that is not already among your tokens, you still click on the appropriate token pile.)\n\nBecause you can perform several actions during a ply in any order, there is also an \"Undo\" action to back out your most recent action, whether or not it was complete.\n\nNote that only the final resource die result is displayed, but the distribution of expected outcomes is still that of rolling 2d10 and taking the higher value. Taxation happens when the lower of 2d10 comes up 1; a suit die is rolled (or two, in the double taxation variant), and the suit(s) will be displayed underneath the resource result. The roll is logged at the end of a player's turn, and is attributed to the next player (who would have rolled in the physical game). Except for a \"Choose\", no user action is required; resources are added and/or removed automatically by the server in between turns.\n\nWhen a player is ahead in a district, the Pawn or Excuse for that district is outlined in that player's color. The first tiebreaker score (total property value) is displayed in parentheses after the district score. The second tiebreaker is total number of tokens remaining.", "mchess": "If there have been seven consecutive turns without a capture, someone can \"call the clock\" by adding an asterisk (*) to the end of their move. This can only be done by selecting the move from the drop-down list. After another seven turns with no capture, the game will end and be scored.", "murus": "The default ruleset is \"Advanced Murus Gallicus\" (with catapults). By default, your first move is to redistribute one of your starting towers as walls on your second row. Additionally, the standard pie rule is also available. There are three variants you can mix and match:\n\n* \"Basic\" reverts the game to the \"no catapult\" state.\n* \"Static\" disables the initial tower redistribution.\n* \"Escape\" eliminates the breakthrough win condition.", + "oonpia": "Either use the legend to select a piece, or click the same location multiple times to cycle through all possible pieces. Blocked cells are highlighted: a translucent dot means only a dotted stone can be placed there (i.e. blocked for plain pieces), a translucent piece means only a plain piece can be placed there (i.e. blocked for dotted pieces). If both highlights are present the the cell is blocked for all pieces.", "oware": "This implementation follows the common tournament rule that grand slam moves are allowed, but no pieces are captured. Depicting state changes in sowing games is challenging. The initial chosen pit is marked, as is any capture. Small numbers appear to show the change in the number of stones in each pit. If you believe you have encountered a bug, please let us know in Discord.", "pacru": "This implementation adheres to the 2011 rule change that requires at least one opponent to have at least nine tiles on the board before meetings will trigger.", "pigs": "Unlike the old Super Duper Games implementation, this one implements the core rule set. Each player enters all five moves, and they are resolved at once.\n\nMovement is resolved before damage is applied.", @@ -3147,17 +3148,9 @@ } }, "oonpia": { - "palette_no_blocked_no": { - "description": "Black/white/blue colours, don't highlight blocked cells", - "name": "palette_no_blocked_no" - }, - "palette_yes_blocked_yes": { - "description": "Palette colours, highlight blocked cells.", - "name": "palette_yes_blocked_yes" - }, - "palette_yes_blocked_no": { - "description": "Palette colours, don't highlight blocked cells.", - "name": "palette_yes_blocked_no" + "blocked_no": { + "description": "Don't highlight blocked cells", + "name": "blocked_no" } }, "oust": { diff --git a/src/games/oonpia.ts b/src/games/oonpia.ts index f8291bb2..ef072722 100644 --- a/src/games/oonpia.ts +++ b/src/games/oonpia.ts @@ -1,6 +1,6 @@ import { GameBase, IAPGameState, IClickResult, ICustomButton, IIndividualState, IRenderOpts, IValidationResult } from "./_base"; import { APGamesInformation } from "../schemas/gameinfo"; -import { APRenderRep, AreaKey, BoardBasic } from "@abstractplay/renderer/src/schemas/schema"; +import { APRenderRep, AreaKey, BoardBasic, Colourfuncs } from "@abstractplay/renderer/src/schemas/schema"; import { APMoveResult } from "../schemas/moveresults"; import { randomInt, reviver, UserFacingError } from "../common"; import i18next from "i18next"; @@ -39,8 +39,8 @@ export class OonpiaGame extends GameBase { name: "Oonpia", uid: "oonpia", playercounts: [2], - version: "20260222", - dateAdded: "2026-02-22", + version: "20260305", + dateAdded: "2026-03-05", // i18next.t("apgames:descriptions.oonpia") description: "apgames:descriptions.oonpia", // i18next.t("apgames:notes.oonpia") @@ -72,11 +72,31 @@ export class OonpiaGame extends GameBase { { uid: "size-11", group: "board" }, { uid: "size-12", group: "board" } ], - displays: [ // default: palette_no_blocked_yes - {uid: "palette_no_blocked_no"}, - {uid: "palette_yes_blocked_yes"}, - {uid: "palette_yes_blocked_no"}, - ] + displays: [ // default: blocked_yes + {uid: "blocked_no"} + ], + customizations: [ + { + num: 1, + default: "#eeeeee", + explanation: "Player 1 colour" + }, + { + num: 2, + default: "#252525", + explanation: "Player 2 colour" + }, + { + num: 3, + default: "#0165fc", + explanation: "Colour of the neutral stones" + }, + { + name: "board", + default: "#e0bb6c", + explanation: "Board colour" + } + ], }; public numplayers = 2; @@ -91,7 +111,6 @@ export class OonpiaGame extends GameBase { public results: Array = []; public prison: [number, number] = [0, 0]; private boardSize = 0; - private usePalette = false; constructor(state?: IOonpiaState | string, variants?: string[]) { super(); @@ -890,13 +909,29 @@ export class OonpiaGame extends GameBase { } - public getPlayerColour(p: playerid): number|string { - // previous versions, just return the player id - if (this.usePalette) { - return p; - } else { - return {1: "#eeeeee", 2: "#252525", 3: "#0165fc"}[p] // colours from besogo viewer + public getPlayerColour(p: playerid): number|Colourfuncs { + if (p === 1) { + return { + func: "custom", + default: "#eeeeee", + palette: 1 + } } + if (p === 2) { + return { + func: "custom", + default: "#252525", + palette: 2 + } + } + if (p === 3) { + return { + func: "custom", + default: "#0165fc", + palette: 3 + } + } + return p; } public render(opts?: IRenderOpts): APRenderRep { @@ -905,19 +940,8 @@ export class OonpiaGame extends GameBase { altDisplay = opts.altDisplay; } let highlightBlocked = true; - if (altDisplay !== undefined) { - if (altDisplay === "palette_no_blocked_no") { - this.usePalette = false; - highlightBlocked = false; - } - if (altDisplay === "palette_yes_blocked_yes") { - this.usePalette = true; - highlightBlocked = true; - } - if (altDisplay === "palette_yes_blocked_no") { - this.usePalette = true; - highlightBlocked = false; - } + if (altDisplay !== undefined && altDisplay === "blocked_no") { + highlightBlocked = false; } const p1 = this.getPlayerColour(1); @@ -958,10 +982,6 @@ export class OonpiaGame extends GameBase { pstr.push(pieces); } - const s = this.boardSize - 1; - const boardcol = this.usePalette ? 4 : "#e0bb6c"; - const boardEdgeW = 55; - const hasPrison = this.prison.reduce((prev, curr) => prev + curr, 0) > 0; const prisonPiece: Glyph[] = []; if (hasPrison) { @@ -995,82 +1015,14 @@ export class OonpiaGame extends GameBase { minWidth: this.boardSize, maxWidth: this.boardSize * 2 - 1, strokeWeight: 0.5, - markers: [ - { - type: "shading", - belowGrid: true, - points: [ - { row: 0, col: 0 }, - { row: 0, col: s }, - { row: s, col: s*2 }, - { row: s*2, col: s }, - { row: s*2, col: 0 }, - { row: s, col: 0 }, - ], - colour: boardcol, - opacity: 1, - }, - { - type: "line", - belowGrid: true, - points: [ - { row: 0, col: 0 }, - { row: 0, col: s} - ], - colour: boardcol, - width: boardEdgeW, - }, - { - type: "line", - belowGrid: true, - points: [ - { row: 0, col: s }, - { row: s, col: s*2 }, - ], - colour: boardcol, - width: boardEdgeW, - }, - { - type: "line", - belowGrid: true, - points: [ - { row: s, col: s*2 }, - { row: s*2, col: s }, - ], - colour: boardcol, - width: boardEdgeW, - }, - { - type: "line", - belowGrid: true, - points: [ - { row: s*2, col: s }, - { row: s*2, col: 0 }, - ], - colour: boardcol, - width: boardEdgeW, - }, - { - type: "line", - belowGrid: true, - points: [ - { row: s*2, col: 0 }, - { row: s, col: 0 }, - ], - colour: boardcol, - width: boardEdgeW, - }, - { - type: "line", - belowGrid: true, - points: [ - { row: s, col: 0 }, - { row: 0, col: 0 }, - ], - colour: boardcol, - width: boardEdgeW, + backFill: { + type: "board", + colour: { + func: "custom", + default: "#e0bb6c", + palette: "_context_board" } - ] + } }, legend: { A: {name: "piece-borderless", colour: p1, scale: 1.1}, @@ -1157,30 +1109,27 @@ export class OonpiaGame extends GameBase { } if (highlightBlocked) { + (rep.board as BoardBasic).markers = []; const {1: blockedPlain, 2: blockedDotted} = this.blockedCells(); for (const cell of blockedPlain) { const [x, y] = this.graph.algebraic2coords(cell); - if ("markers" in (rep.board! as BoardBasic)) { // make the compiler happy - ((rep.board! as BoardBasic).markers!).push({ - type: "dots", - points: [{row: y, col: x}], - colour: "#000", - opacity: 0.2, - size: 0.3 - }) - } + ((rep.board! as BoardBasic).markers!).push({ + type: "dots", + points: [{row: y, col: x}], + colour: "#000", + opacity: 0.2, + size: 0.3 + }) } for (const cell of blockedDotted) { const [x, y] = this.graph.algebraic2coords(cell); - if ("markers" in (rep.board! as BoardBasic)) { // make the compiler happy - ((rep.board! as BoardBasic).markers!).push({ - type: "dots", - points: [{row: y, col: x}], - colour: "#000", - opacity: 0.2, - size: 0.9 - }) - } + ((rep.board! as BoardBasic).markers!).push({ + type: "dots", + points: [{row: y, col: x}], + colour: "#000", + opacity: 0.2, + size: 0.9 + }) } }