Fixed network latency bug

This commit is contained in:
2019-05-30 21:43:32 +10:00
parent daf7c9b157
commit f334e342b2
4 changed files with 39 additions and 21 deletions
-15
View File
@@ -226,18 +226,3 @@ module.exports = {
runCombatTick: runCombatTick,
isAttacking: isAttacking
}
/*
> You can attack another player using your soldiers (it doesn't work without soldiers).
> Doing so takes time, up to 10 seconds for every soldier you have.
> Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
> While attacking, you are undefended.
> While undefended, your recruits act as combatants, otherwise your soldiers do.
> The chance of success is determined by the ratio of each side's combatant strength.
> Recruits have a strength equal to 0.25 times that of a soldier.
> On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
> The attacking force will lose a percentage, rounded down, of their units - 5% on a success, 10% on a failure (edit: excluding the first 10 units).
> If the server resets (which happens alot) combat still progresses as expected.
* All combat is logged and presented to the player.
*/