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Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description: Fixes #952 Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked through every error, introducing ?? and ??= operators or disabling errors with inline comments where appropriate, to the best of my ability. ## 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: g_santos_m
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@@ -97,11 +97,9 @@ export class AttackExecution implements Execution {
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}
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}
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if (this.startTroops === null) {
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this.startTroops = this.mg
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.config()
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.attackAmount(this._owner, this.target);
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}
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this.startTroops ??= this.mg
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.config()
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.attackAmount(this._owner, this.target);
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if (this.removeTroops) {
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this.startTroops = Math.min(this._owner.troops(), this.startTroops);
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this._owner.removeTroops(this.startTroops);
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@@ -19,9 +19,7 @@ export class DonateGoldExecution implements Execution {
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}
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this.recipient = mg.player(this.recipientID);
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if (this.gold === null) {
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this.gold = this.sender.gold() / 3n;
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}
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this.gold ??= this.sender.gold() / 3n;
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}
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tick(ticks: number): void {
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@@ -19,9 +19,7 @@ export class DonateTroopsExecution implements Execution {
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}
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this.recipient = mg.player(this.recipientID);
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if (this.troops === null) {
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this.troops = mg.config().defaultDonationAmount(this.sender);
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}
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this.troops ??= mg.config().defaultDonationAmount(this.sender);
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const maxDonation =
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mg.config().maxPopulation(this.recipient) - this.recipient.population();
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this.troops = Math.min(this.troops, maxDonation);
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@@ -109,9 +109,7 @@ export class SAMLauncherExecution implements Execution {
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this.player = this.sam.owner();
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}
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if (this.pseudoRandom === undefined) {
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this.pseudoRandom = new PseudoRandom(this.sam.id());
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}
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this.pseudoRandom ??= new PseudoRandom(this.sam.id());
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const mirvWarheadTargets = this.mg.nearbyUnits(
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this.sam.tile(),
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@@ -31,13 +31,11 @@ export class SAMMissileExecution implements Execution {
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}
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tick(ticks: number): void {
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if (this.SAMMissile === undefined) {
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this.SAMMissile = this._owner.buildUnit(
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UnitType.SAMMissile,
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this.spawn,
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{},
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);
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}
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this.SAMMissile ??= this._owner.buildUnit(
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UnitType.SAMMissile,
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this.spawn,
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{},
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);
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if (!this.SAMMissile.isActive()) {
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this.active = false;
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return;
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@@ -23,9 +23,7 @@ export class ShellExecution implements Execution {
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}
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tick(ticks: number): void {
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if (this.shell === undefined) {
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this.shell = this._owner.buildUnit(UnitType.Shell, this.spawn, {});
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}
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this.shell ??= this._owner.buildUnit(UnitType.Shell, this.spawn, {});
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if (!this.shell.isActive()) {
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this.active = false;
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return;
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@@ -89,11 +89,9 @@ export class TransportShipExecution implements Execution {
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this.target = mg.player(this.targetID);
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}
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if (this.troops === null) {
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this.troops = this.mg
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.config()
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.boatAttackAmount(this.attacker, this.target);
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}
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this.troops ??= this.mg
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.config()
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.boatAttackAmount(this.attacker, this.target);
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this.troops = Math.min(this.troops, this.attacker.troops());
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