Enable the @stylistic/ts/quotes eslint rule (#1850)

## Description:

Enable the `@stylistic/ts/quotes` eslint rule.

Fixes #1788

## 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
This commit is contained in:
Scott Anderson
2025-08-17 21:00:16 -04:00
committed by GitHub
parent 0a40bcebf0
commit 1da46cfef2
24 changed files with 44 additions and 44 deletions
+3 -3
View File
@@ -50,13 +50,13 @@ export class DeleteUnitExecution implements Execution {
}
if (mg.inSpawnPhase()) {
console.warn(`SECURITY: cannot delete units during spawn phase`);
console.warn("SECURITY: cannot delete units during spawn phase");
this.active = false;
return;
}
if (!this.player.canDeleteUnit()) {
console.warn(`SECURITY: delete unit cooldown not expired`);
console.warn("SECURITY: delete unit cooldown not expired");
this.active = false;
return;
}
@@ -65,7 +65,7 @@ export class DeleteUnitExecution implements Execution {
this.player.recordDeleteUnit();
this.mg.displayMessage(
`events_display.unit_voluntarily_deleted`,
"events_display.unit_voluntarily_deleted",
MessageType.UNIT_DESTROYED,
this.player.id(),
);
+1 -1
View File
@@ -64,7 +64,7 @@ export class MirvExecution implements Execution {
if (this.nuke === null) {
const spawn = this.player.canBuild(UnitType.MIRV, this.dst);
if (spawn === false) {
console.warn(`cannot build MIRV`);
console.warn("cannot build MIRV");
this.active = false;
return;
}
+2 -2
View File
@@ -97,7 +97,7 @@ export class NukeExecution implements Execution {
if (this.nuke === null) {
const spawn = this.src ?? this.player.canBuild(this.nukeType, this.dst);
if (spawn === false) {
console.warn(`cannot build Nuke`);
console.warn("cannot build Nuke");
this.active = false;
return;
}
@@ -151,7 +151,7 @@ export class NukeExecution implements Execution {
// make the nuke unactive if it was intercepted
if (!this.nuke.isActive()) {
console.log(`Nuke destroyed before reaching target`);
console.log("Nuke destroyed before reaching target");
this.active = false;
return;
}
+1 -1
View File
@@ -38,7 +38,7 @@ export class TradeShipExecution implements Execution {
this.srcPort.tile(),
);
if (spawn === false) {
console.warn(`cannot build trade ship`);
console.warn("cannot build trade ship");
this.active = false;
return;
}
+1 -1
View File
@@ -58,7 +58,7 @@ export class TrainExecution implements Execution {
const spawn = this.player.canBuild(UnitType.Train, this.stations[0].tile());
if (spawn === false) {
console.warn(`cannot build train`);
console.warn("cannot build train");
this.active = false;
return;
}
+2 -2
View File
@@ -108,7 +108,7 @@ export class TransportShipExecution implements Execution {
this.dst,
);
if (closestTileSrc === false) {
console.warn(`can't build transport ship`);
console.warn("can't build transport ship");
this.active = false;
return;
}
@@ -214,7 +214,7 @@ export class TransportShipExecution implements Execution {
break;
case PathFindResultType.PathNotFound:
// TODO: add to poisoned port list
console.warn(`path not found to dst`);
console.warn("path not found to dst");
this.attacker.addTroops(this.boat.troops());
this.boat.delete(false);
this.active = false;
@@ -15,7 +15,7 @@ export class UpgradeStructureExecution implements Execution {
.find((unit) => unit.id() === this.unitId);
if (this.structure === undefined) {
console.warn(`structure is undefined`);
console.warn("structure is undefined");
return;
}
+2 -2
View File
@@ -194,7 +194,7 @@ export class WarshipExecution implements Execution {
this.warship.touch();
break;
case PathFindResultType.PathNotFound:
console.log(`path not found to target`);
console.log("path not found to target");
break;
}
}
@@ -224,7 +224,7 @@ export class WarshipExecution implements Execution {
this.warship.touch();
return;
case PathFindResultType.PathNotFound:
console.warn(`path not found to target tile`);
console.warn("path not found to target tile");
this.warship.setTargetTile(undefined);
break;
}