mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 06:10:42 +00:00
Fix obvious typos (#2585)
## Summary - fix obvious spelling typos flagged by codespell across docs, tests, comments - no functional changes ## Testing - pre-commit hooks (eslint/prettier) ran during commit
This commit is contained in:
@@ -176,7 +176,7 @@ GET https://openfront.io/public/clan/:clanTag
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**Query Parameters:**
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- `start` (optional): ISO 8601 timestamp
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- `end` (optonal): ISO 8601 timestamp
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- `end` (optional): ISO 8601 timestamp
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**Example**
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@@ -198,7 +198,7 @@ GET https://api.openfront.io/public/clan/:clanTag/sessions
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**Query Parameters:**
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- `start` (optional): ISO 8601 timestamp
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- `end` (optonal): ISO 8601 timestamp
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- `end` (optional): ISO 8601 timestamp
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**Example**
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@@ -161,12 +161,12 @@
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- Revert tradeship path caching by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/927
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- Meta Adjustments from [UN] clan test by @1brucben in https://github.com/openfrontio/OpenFrontIO/pull/932
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- fix alternate view regression by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/937
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- fix warship targetting range by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/938
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- fix warship targeting range by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/938
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- Add instructional overlay message during spawn phase by @spicydll in https://github.com/openfrontio/OpenFrontIO/pull/934
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- Add test coverage script by @aqw42 in https://github.com/openfrontio/OpenFrontIO/pull/929
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- Added two checkboxes to the default pull request template by @aqw42 in https://github.com/openfrontio/OpenFrontIO/pull/930
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- Fix slow singleplayer timer by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/943
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- improved perfomance of PseudoRandom by @falcolnic in https://github.com/openfrontio/OpenFrontIO/pull/933
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- improved performance of PseudoRandom by @falcolnic in https://github.com/openfrontio/OpenFrontIO/pull/933
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- Change deploy concurrency group by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/944
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- Set singleplayer gitCommit in the client by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/945
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- Simplify bots retaliation logic by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/946
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@@ -202,7 +202,7 @@
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- Use bigint for gold by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/1000
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- Fix : Donation when max pop already reached by @aqw42 in https://github.com/openfrontio/OpenFrontIO/pull/904
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- Validate incoming API data with zod by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/891
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- this is a fix for the "possibly null" error. dosent seem to cause runtime issues but does cause the compiler to throw an error by @Jerryslang in https://github.com/openfrontio/OpenFrontIO/pull/1005
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- this is a fix for the "possibly null" error. doesn't seem to cause runtime issues but does cause the compiler to throw an error by @Jerryslang in https://github.com/openfrontio/OpenFrontIO/pull/1005
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- Fixnukeboatbug by @rldtech in https://github.com/openfrontio/OpenFrontIO/pull/1011
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- added ratio controls by @falcolnic in https://github.com/openfrontio/OpenFrontIO/pull/963
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- Add a status check for the milestone field by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/1029
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@@ -333,7 +333,7 @@
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- improve astar perf by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/1268
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- Log public id by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/1278
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- clarify license by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/1277
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- Fix sam targetting everything by @jrouillard in https://github.com/openfrontio/OpenFrontIO/pull/1280
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- Fix sam targeting everything by @jrouillard in https://github.com/openfrontio/OpenFrontIO/pull/1280
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- Add Creative Commons License to resources/non-commercial by @evanpelle in https://github.com/openfrontio/OpenFrontIO/pull/1284
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- Sword pattern by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/1283
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- Display OFM25 ad in WinModal by @scottanderson in https://github.com/openfrontio/OpenFrontIO/pull/1281
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@@ -129,7 +129,7 @@ export class FxLayer implements Layer {
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if (gold > 0) {
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const shortened = renderNumber(gold, 0);
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this.addTextFx(`+ ${shortened}`, x, y);
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y += 10; // increase y so the next popup starts bellow
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y += 10; // increase y so the next popup starts below
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}
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if (troops > 0) {
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@@ -376,7 +376,7 @@ export class UnitLayer implements Layer {
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);
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}
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// interception missle from SAM
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// interception missile from SAM
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private handleMissileEvent(unit: UnitView) {
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this.drawSprite(unit);
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}
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@@ -82,7 +82,7 @@ export class NukeExecution implements Execution {
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this.nuke.type() !== UnitType.MIRVWarhead
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) {
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// Resolves exploit of alliance breaking in which a pending alliance request
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// was accepeted in the middle of an missle attack.
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// was accepted in the middle of a missile attack.
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const allianceRequest = attackedPlayer
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.incomingAllianceRequests()
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.find((ar) => ar.requestor() === this.player);
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@@ -274,7 +274,7 @@ export const COMMUNITY_FULL_ELF_NAMES = [
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"Lumiin the YT Elf",
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"youngfentanyl OFM Elf",
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"Remorse the Wiki Elf",
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"Lonely Millenial Twitch Elf",
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"Lonely Millennial Twitch Elf",
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"Kaizeron OFM Elf",
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"Zilka OFM Elf",
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"JIZK Caster Elf",
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@@ -398,7 +398,7 @@ export class PlayerImpl implements Player {
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if (this.isDisconnected() || other.isDisconnected()) {
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// Disconnected players are marked as not-friendly even if they are allies,
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// so we need to return early if either player is disconnected.
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// Otherise we could end up sending an alliance request to someone
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// Otherwise we could end up sending an alliance request to someone
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// we are already allied with.
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return false;
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}
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@@ -75,7 +75,7 @@ export class UserSettings {
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focusLocked() {
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return false;
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// TODO: renable when performance issues are fixed.
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// TODO: re-enable when performance issues are fixed.
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this.get("settings.focusLocked", true);
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}
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@@ -104,7 +104,7 @@ function fixExtremes(upscaled: Cell[], cellDst: Cell, cellSrc?: Cell): Cell[] {
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if (cellSrc !== undefined) {
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const srcIndex = findCell(upscaled, cellSrc);
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if (srcIndex === -1) {
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// didnt find the start tile in the path
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// didn't find the start tile in the path
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upscaled.unshift(cellSrc);
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} else if (srcIndex !== 0) {
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// found start tile but not at the start
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@@ -115,7 +115,7 @@ function fixExtremes(upscaled: Cell[], cellDst: Cell, cellSrc?: Cell): Cell[] {
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const dstIndex = findCell(upscaled, cellDst);
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if (dstIndex === -1) {
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// didnt find the dst tile in the path
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// didn't find the dst tile in the path
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upscaled.push(cellDst);
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} else if (dstIndex !== upscaled.length - 1) {
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// found dst tile but not at the end
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@@ -54,7 +54,7 @@ export function isProfaneUsername(username: string): boolean {
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*
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* Removing bad clan tags won't hurt existing clans nor cause desyncs:
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* - full name including clan tag was overwritten in the past, if any part of name was bad
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* - only each seperate local player name with a profane clan tag will remain, no clan team assignment
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* - only each separate local player name with a profane clan tag will remain, no clan team assignment
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*
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* Examples:
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* - "GoodName" -> "GoodName"
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@@ -87,7 +87,7 @@ describe("AllianceRequestExecution", () => {
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expect(player1.outgoingAllianceRequests().length).toBe(1);
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expect(player2.incomingAllianceRequests().length).toBe(1);
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// Player 1 Builds a silo & launches a missle at player 2.
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// Player 1 Builds a silo & launches a missile at player 2.
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constructionExecution(game, player1, 0, 0, UnitType.MissileSilo);
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player1, game.ref(0, 1), null),
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@@ -74,7 +74,7 @@ describe("MissileSilo", () => {
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test("missilesilo should cooldown as long as configured", async () => {
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expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
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// send the nuke far enough away so it doesnt destroy the silo
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// send the nuke far enough away so it doesn't destroy the silo
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attackerBuildsNuke(null, game.ref(50, 50));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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@@ -70,12 +70,12 @@ describe("UILayer", () => {
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ui.drawHealthBar(unit);
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expect(ui["allHealthBars"].has(1)).toBe(true);
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// a full hp unit doesnt have a health bar
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// a full hp unit doesn't have a health bar
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unit.health = () => 10;
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ui.drawHealthBar(unit);
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expect(ui["allHealthBars"].has(1)).toBe(false);
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// a dead unit doesnt have a health bar
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// a dead unit doesn't have a health bar
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unit.health = () => 5;
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ui.drawHealthBar(unit);
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expect(ui["allHealthBars"].has(1)).toBe(true);
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@@ -98,7 +98,7 @@ describe("UILayer", () => {
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ui.drawHealthBar(unit);
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expect(ui["allHealthBars"].has(1)).toBe(true);
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// an inactive unit doesnt have a health bar
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// an inactive unit doesn't have a health bar
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unit.isActive = () => false;
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ui.drawHealthBar(unit);
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expect(ui["allHealthBars"].has(1)).toBe(false);
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