unit upgrade minor improvements (#1337)

## Description:

forgot to push these changes to the branch before merging
513fcb0944

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
This commit is contained in:
evanpelle
2025-07-03 19:18:53 -07:00
committed by GitHub
parent 18889db3f0
commit 08f51f7a8b
2 changed files with 4 additions and 7 deletions
+3 -6
View File
@@ -133,6 +133,9 @@ export class BuildMenu extends LitElement implements Layer {
init() {
this.eventBus.on(ShowBuildMenuEvent, (e) => {
if (!this.game.myPlayer()?.isAlive()) {
return;
}
const clickedCell = this.transformHandler.screenToWorldCoordinates(
e.x,
e.y,
@@ -144,9 +147,6 @@ export class BuildMenu extends LitElement implements Layer {
return;
}
const tile = this.game.ref(clickedCell.x, clickedCell.y);
if (!this.game.myPlayer()?.isAlive()) {
return;
}
this.showMenu(tile);
});
this.eventBus.on(CloseViewEvent, () => this.hideMenu());
@@ -383,9 +383,6 @@ export class BuildMenu extends LitElement implements Layer {
}
public sendBuildOrUpgrade(buildableUnit: BuildableUnit, tile: TileRef): void {
if (buildableUnit === null) {
return;
}
if (buildableUnit.canUpgrade !== false) {
this.eventBus.emit(
new SendUpgradeStructureIntentEvent(
+1 -1
View File
@@ -797,7 +797,7 @@ export class PlayerImpl implements Player {
// Returns the existing unit that can be upgraded,
// or false if it cannot be upgraded.
// New units of the same type can upgrade existing units.
// e.g. if a place a new city here, will it upgrade an existing city?
// e.g. if a place a new city here, can it upgrade an existing city?
private canUpgradeExistingUnit(
type: UnitType,
targetTile: TileRef,