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Hide default gold multiplier and win threshold in lobby settings, show 0s PvP immunity - #6421
The lobby settings summary is used by the custom-lobby info tooltip on lobby cards, the join modal and the in-game settings menu. It showed two settings that were at their default values and hid one setting that had been changed:
Gold multiplier x1 was shown. 1 is the engine default, so it changes nothing. The host-cheat gold multiplier replaces the lobby's for the host, so it's now hidden only when it equals the lobby's multiplier.
Win threshold 80% was shown. 80% is the default, and turning on the host modal's win threshold toggle fills in 80 straight away, so any host who just switched it on showed "80%".
PvP immunity 0 was hidden because the check read 0 as "not set". A value of 0 removes the default 5s of immunity, so it now shows as "0s".
Both screenshots are of the same lobby: Medium nations, 2M starting gold, gold x1, win threshold 80%, PvP immunity 0.
Before
After
Please complete the following:
I have added screenshots for all UI updates
I process any text displayed to the user through translateText() and I've added it to the en.json file
I have added relevant tests to the test directory
Please put your Discord username so you can be contacted if a bug or regression is found:
No actionable comments were generated in the recent review.
Walkthrough
The lobby settings summary omits selected settings when their values match defaults. It includes numeric spawn-immunity values, including zero, unless they round to the five-second default. Tests cover these summary cases.
Changes
Lobby Settings Summary
Layer / File(s)
Summary
Default value filtering src/client/utilities/LobbySettingsSummary.ts, tests/client/GameInfoView.test.ts
notableLobbySettings omits the default win threshold of 800 and gold multiplier of 1. It includes numeric spawn-immunity values unless they round to the five-second default. hostCheatsList lists a gold-multiplier cheat only when it is truthy and differs from the configured multiplier, treating a nullish configured multiplier as 1. Tests check that default settings do not render a modifiers container and that zero-second spawn immunity renders as 0s.
The lobby settings summary now hides the default gold multiplier and 80% win threshold and shows 0s PvP immunity. A host gold multiplier that differs from the lobby's multiplier is still displayed. No actionable merge-blocking risk remains.
Pre-merge checks: 4
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Title check
The title names the main change: hiding the default gold multiplier and win threshold in lobby settings, and showing 0s PvP immunity. The raw summary and objectives describe the same changes in LobbyS…
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Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check
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Description check
The description states the change: the lobby settings summary now hides the default x1 gold multiplier and the default 80% win threshold, and shows PvP immunity of 0s instead of hiding it. It names th…
Full details: Title check
Explanation
The title names the main change: hiding the default gold multiplier and win threshold in lobby settings, and showing 0s PvP immunity. The raw summary and objectives describe the same changes in LobbySettingsSummary.ts and its tests.
Full details: Description check
Explanation
The description states the change: the lobby settings summary now hides the default x1 gold multiplier and the default 80% win threshold, and shows PvP immunity of 0s instead of hiding it. It names the affected UI surfaces (lobby card tooltip, join modal, in-game settings menu), gives the reasoning for each change, and includes before/after screenshots and a test checklist. This is directly related to the changeset in LobbySettingsSummary.ts and GameInfoView tests.
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Defaults step aside from view Zero seconds still come through Gold stays quiet at one Threshold eight hundred is done Tests keep each case in view
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tests/client/GameInfoView.test.ts
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The host-cheat multiplier is not applied on top of the lobby multiplier: for the lobby creator, the engine uses it instead of the lobby multiplier (packages/engine/src/configuration/EngineConfig.ts:417-424):
That makes x1 a no-op only when the lobby multiplier is also 1.
Scenario: a host sets the lobby gold multiplier to 0.5 in HostLobbyModal and also turns on a host-cheat gold multiplier of 1. Nothing in the UI or the schema prevents this: both inputs accept 0.1 to 1000. Every other player earns gold at x0.5 and the host earns at x1, which is double. Before this PR, the join modal and the in-game settings menu listed "Gold multiplier: x1" under host cheats. Now that line is hidden. If it was the only cheat, hostCheatsBox returns null and SettingsModal sets hasHostCheats = false, so the whole host-cheats section disappears. The reverse case is also wrong: with a lobby multiplier of x2 and a cheat of x1, the host earns half the gold and players aren't told.
This also contradicts the server. hostCheatsEnabled (src/server/ConfigPatch.ts:120) counts goldMultiplier: 1 as an active cheat, and tests/server/ConfigPatch.test.ts:189 asserts that it "grants something".
Suggested fix: compare against the lobby's effective multiplier. hostCheatsList already receives the full GameConfig, so no signature change is needed:
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Actionable comments posted: 1
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Inline comments:
Review comments at @src/client/utilities/LobbySettingsSummary.ts:
- Line 311: Update the host gold multiplier filter in the lobby settings summary
to hide the host value only when it equals the global multiplier, so an x1 host
value differing from a non-1 global value remains visible. If filtering leaves
the host-cheats entry empty, omit that entry.
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src/client/utilities/LobbySettingsSummary.ts
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I checked for bugs and CLAUDE.md compliance. The one-line change to hostCheatsList (src/client/utilities/LobbySettingsSummary.ts:311) now compares the host-cheat gold multiplier with c.goldMultiplier ?? 1. That matches the engine's goldMultiplierFor in packages/engine/src/configuration/EngineConfig.ts, which gives the lobby creator the host-cheat multiplier in place of the lobby's (it doesn't multiply the two). So the cheat is hidden only when it has no effect.
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Checked all three against the engine: x1 is goldMultiplier ?? 1, 800 is PERCENT_TILES_OWNED_TO_WIN * 10, and a 0 immunity really does go through ?? and drop the 5s, so this reads right and the host-cheat comparison now matches goldMultiplierFor. Would you add the three cases (x1 hidden, 80% hidden, 0 shown as 0s) next to the existing notable-settings tests in tests/client/GameInfoView.test.ts so the next person doesn't reintroduce the truthy check?
I checked for bugs and CLAUDE.md compliance. This range adds two tests to tests/client/GameInfoView.test.ts, and both test what their names say:
"hides the default gold multiplier and win threshold": it sets bots and nations to their defaults, so goldMultiplier = 1 and winThresholdTenths = 800 are the only settings that could add a tag. Without the PR's fix, the old truthy checks would show "x1" and "80%", and the test would fail. It also waits for [data-game-summary] to render, so a view that hasn't loaded yet can't pass it.
"shows a PvP immunity of 0 as 0s": the expected text private_lobby.pvp_immunity: 0common.duration_second_short matches renderDuration(0) when translateText returns the raw key, which the other tests in this file already rely on. Without the fix, an immunity of 0 is skipped and the assertion fails.
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Description:
The lobby settings summary is used by the custom-lobby info tooltip on lobby cards, the join modal and the in-game settings menu. It showed two settings that were at their default values and hid one setting that had been changed:
Both screenshots are of the same lobby: Medium nations, 2M starting gold, gold x1, win threshold 80%, PvP immunity 0.
Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
FloPinguin