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Refactor UnitSpecific info => AllUnitParams type union (#701)
## Description: By using a type union we get better type safety, enforcing each unit type have the appropriate params when initializing ## Please complete the following: - [x] I have added screenshots for all UI updates - [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 --------- Co-authored-by: evan <openfrontio@gmail.com>
This commit is contained in:
@@ -38,7 +38,7 @@ export class CityExecution implements Execution {
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this.active = false;
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return;
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}
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this.city = this.player.buildUnit(UnitType.City, 0, spawnTile);
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this.city = this.player.buildUnit(UnitType.City, spawnTile, {});
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}
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if (!this.city.isActive()) {
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this.active = false;
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@@ -60,8 +60,8 @@ export class ConstructionExecution implements Execution {
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}
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this.construction = this.player.buildUnit(
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UnitType.Construction,
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0,
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spawnTile,
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{},
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);
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this.cost = this.mg.unitInfo(this.constructionType).cost(this.player);
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this.player.removeGold(this.cost);
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@@ -65,7 +65,7 @@ export class DefensePostExecution implements Execution {
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this.active = false;
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return;
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}
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this.post = this.player.buildUnit(UnitType.DefensePost, 0, spawnTile);
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this.post = this.player.buildUnit(UnitType.DefensePost, spawnTile, {});
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}
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if (!this.post.isActive()) {
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this.active = false;
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@@ -70,7 +70,7 @@ export class MirvExecution implements Execution {
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this.active = false;
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return;
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}
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this.nuke = this.player.buildUnit(UnitType.MIRV, 0, spawn);
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this.nuke = this.player.buildUnit(UnitType.MIRV, spawn, {});
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const x = Math.floor(
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(this.mg.x(this.dst) + this.mg.x(this.mg.x(this.nuke.tile()))) / 2,
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);
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@@ -41,7 +41,7 @@ export class MissileSiloExecution implements Execution {
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this.active = false;
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return;
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}
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this.silo = this.player.buildUnit(UnitType.MissileSilo, 0, spawn, {
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this.silo = this.player.buildUnit(UnitType.MissileSilo, spawn, {
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cooldownDuration: this.mg.config().SiloCooldown(),
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});
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@@ -95,7 +95,7 @@ export class NukeExecution implements Execution {
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this.active = false;
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return;
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}
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this.nuke = this.player.buildUnit(this.type, 0, spawn, {
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this.nuke = this.player.buildUnit(this.type, spawn, {
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detonationDst: this.dst,
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});
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if (this.mg.hasOwner(this.dst)) {
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@@ -45,7 +45,7 @@ export class PortExecution implements Execution {
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this.active = false;
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return;
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}
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this.port = player.buildUnit(UnitType.Port, 0, spawn);
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this.port = player.buildUnit(UnitType.Port, spawn, {});
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}
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if (!this.port.isActive()) {
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@@ -99,7 +99,7 @@ export class SAMLauncherExecution implements Execution {
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this.active = false;
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return;
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}
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this.sam = this.player.buildUnit(UnitType.SAMLauncher, 0, spawnTile, {
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this.sam = this.player.buildUnit(UnitType.SAMLauncher, spawnTile, {
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cooldownDuration: this.mg.config().SAMCooldown(),
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});
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}
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@@ -33,8 +33,8 @@ export class SAMMissileExecution implements Execution {
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if (this.SAMMissile == null) {
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this.SAMMissile = this._owner.buildUnit(
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UnitType.SAMMissile,
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0,
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this.spawn,
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{},
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);
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}
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if (!this.SAMMissile.isActive()) {
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@@ -24,7 +24,7 @@ export class ShellExecution implements Execution {
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tick(ticks: number): void {
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if (this.shell == null) {
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this.shell = this._owner.buildUnit(UnitType.Shell, 0, this.spawn);
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this.shell = this._owner.buildUnit(UnitType.Shell, this.spawn, {});
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}
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if (!this.shell.isActive()) {
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this.active = false;
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@@ -45,7 +45,7 @@ export class TradeShipExecution implements Execution {
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this.active = false;
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return;
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}
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this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, 0, spawn, {
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this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, spawn, {
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dstPort: this._dstPort,
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lastSetSafeFromPirates: ticks,
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});
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@@ -139,11 +139,9 @@ export class TransportShipExecution implements Execution {
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}
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}
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this.boat = this.attacker.buildUnit(
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UnitType.TransportShip,
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this.troops,
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this.src,
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);
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this.boat = this.attacker.buildUnit(UnitType.TransportShip, this.src, {
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troops: this.troops,
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});
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}
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tick(ticks: number) {
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@@ -119,7 +119,7 @@ export class WarshipExecution implements Execution {
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this.active = false;
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return;
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}
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this.warship = this._owner.buildUnit(UnitType.Warship, 0, spawn);
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this.warship = this._owner.buildUnit(UnitType.Warship, spawn, {});
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return;
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}
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if (!this.warship.isActive()) {
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