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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-02 05:18:06 +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
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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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