Improve unit updates & reloading (#1394)

## Description:

Previously upgrading a unit would have it reload immediately, eg
upgrading missile silo 1=>2 gives it 2 missiles immediately. With this
change it must reload the missile. Same with SAMs. This prevents users
from spamming upgrades as missiles are coming in.

Fix the progress reloading bar. Previously it only showed the SAM/silo
as reloading when it was completely out of missiles. Now it shows
roughly how many missiles are available (eg level 5 fires 3 missiles,
now progress bar is at 40%). It also shows progress of missiles
reloading. If no missiles are available, progress bar is empty

There was a bug where if a silo of SAM was in cooldown it would be
updated each tick, causing the sprite/icon to be rerendered each tick.

## 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:

evan
This commit is contained in:
evanpelle
2025-07-10 10:06:05 -07:00
committed by GitHub
parent 0feb5d29c5
commit 488ffc5c9e
8 changed files with 89 additions and 62 deletions
+36 -40
View File
@@ -1,7 +1,7 @@
import { Colord } from "colord";
import { EventBus } from "../../../core/EventBus";
import { Theme } from "../../../core/configuration/Config";
import { Tick, UnitType } from "../../../core/game/Game";
import { UnitType } from "../../../core/game/Game";
import { GameUpdateType } from "../../../core/game/GameUpdates";
import { GameView, UnitView } from "../../../core/game/GameView";
import { UserSettings } from "../../../core/game/UserSettings";
@@ -32,7 +32,7 @@ export class UILayer implements Layer {
private selectionAnimTime = 0;
private allProgressBars: Map<
number,
{ unit: UnitView; startTick: Tick; endTick: Tick; progressBar: ProgressBar }
{ unit: UnitView; progressBar: ProgressBar }
> = new Map();
private allHealthBars: Map<number, ProgressBar> = new Map();
// Keep track of currently selected unit
@@ -105,21 +105,12 @@ export class UILayer implements Layer {
onUnitEvent(unit: UnitView) {
switch (unit.type()) {
case UnitType.Construction: {
const playerId = this.game.myPlayer()?.id();
if (
unit.isActive() &&
playerId !== undefined &&
unit.owner().id() === playerId
) {
const constructionType = unit.constructionType();
if (constructionType === undefined) {
// Skip units without construction type
return;
}
const endTick =
this.game.unitInfo(constructionType).constructionDuration || 0;
this.drawLoadingBar(unit, endTick);
const constructionType = unit.constructionType();
if (constructionType === undefined) {
// Skip units without construction type
return;
}
this.createLoadingBar(unit);
break;
}
case UnitType.Warship: {
@@ -127,24 +118,10 @@ export class UILayer implements Layer {
break;
}
case UnitType.MissileSilo:
if (
unit.isActive() &&
unit.isInCooldown() &&
!this.allProgressBars.has(unit.id())
) {
const endTick = this.game.config().SiloCooldown();
this.drawLoadingBar(unit, endTick);
}
this.createLoadingBar(unit);
break;
case UnitType.SAMLauncher:
if (
unit.isActive() &&
unit.isInCooldown() &&
!this.allProgressBars.has(unit.id())
) {
const endTick = this.game.config().SAMCooldown();
this.drawLoadingBar(unit, endTick);
}
this.createLoadingBar(unit);
break;
default:
return;
@@ -318,20 +295,41 @@ export class UILayer implements Layer {
}
private updateProgressBars() {
const currentTick = this.game.ticks();
this.allProgressBars.forEach((progressBarInfo, unitId) => {
const progress =
(currentTick - progressBarInfo.startTick) / progressBarInfo.endTick;
if (progress >= 1 || !progressBarInfo.unit.isActive()) {
const progress = this.getProgress(progressBarInfo.unit);
if (progress >= 1) {
this.allProgressBars.get(unitId)?.progressBar.clear();
this.allProgressBars.delete(unitId);
return;
} else {
progressBarInfo.progressBar.setProgress(progress);
}
progressBarInfo.progressBar.setProgress(progress);
});
}
public drawLoadingBar(unit: UnitView, endTick: Tick) {
private getProgress(unit: UnitView): number {
if (!unit.isActive()) {
return 1;
}
switch (unit.type()) {
case UnitType.Construction:
const constructionType = unit.constructionType();
if (constructionType === undefined) {
return 1;
}
return (
(this.game.ticks() - unit.createdAt()) /
(this.game.unitInfo(constructionType).constructionDuration || 1)
);
case UnitType.MissileSilo:
case UnitType.SAMLauncher:
return unit.missileReadinesss();
default:
return 1;
}
}
public createLoadingBar(unit: UnitView) {
if (!this.context) {
return;
}
@@ -347,8 +345,6 @@ export class UILayer implements Layer {
);
this.allProgressBars.set(unit.id(), {
unit,
startTick: this.game.ticks(),
endTick,
progressBar,
});
}
+2 -4
View File
@@ -34,16 +34,14 @@ export class MissileSiloExecution implements Execution {
}
}
const frontTime = this.silo.ticksLeftInCooldown();
// frontTime is the time the earliest missile fired.
const frontTime = this.silo.missileTimerQueue()[0];
if (frontTime === undefined) {
return;
}
const cooldown =
this.mg.config().SiloCooldown() - (this.mg.ticks() - frontTime);
if (typeof cooldown === "number" && cooldown >= 0) {
this.silo.touch();
}
if (cooldown <= 0) {
this.silo.reloadMissile();
+1 -4
View File
@@ -190,16 +190,13 @@ export class SAMLauncherExecution implements Execution {
}
}
const frontTime = this.sam.ticksLeftInCooldown();
const frontTime = this.sam.missileTimerQueue()[0];
if (frontTime === undefined) {
return;
}
const cooldown =
this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
if (typeof cooldown === "number" && cooldown >= 0) {
this.sam.touch();
}
if (cooldown <= 0) {
this.sam.reloadMissile();
+1 -1
View File
@@ -438,7 +438,7 @@ export interface Unit {
launch(): void;
reloadMissile(): void;
isInCooldown(): boolean;
ticksLeftInCooldown(): Tick | undefined;
missileTimerQueue(): number[];
// Trade Ships
setSafeFromPirates(): void; // Only for trade ships
-1
View File
@@ -116,7 +116,6 @@ export interface UnitUpdate {
health?: number;
constructionType?: UnitType;
missileTimerQueue: number[];
readyMissileCount: number;
level: number;
hasTrainStation: boolean;
trainType?: TrainType; // Only for trains
+39 -5
View File
@@ -47,12 +47,18 @@ interface PlayerCosmetics {
export class UnitView {
public _wasUpdated = true;
public lastPos: TileRef[] = [];
private _createdAt: Tick;
constructor(
private gameView: GameView,
private data: UnitUpdate,
) {
this.lastPos.push(data.pos);
this._createdAt = this.gameView.ticks();
}
createdAt(): Tick {
return this._createdAt;
}
wasUpdated(): boolean {
@@ -123,12 +129,40 @@ export class UnitView {
targetTile(): TileRef | undefined {
return this.data.targetTile;
}
ticksLeftInCooldown(): Tick | undefined {
return this.data.missileTimerQueue?.[0];
}
isInCooldown(): boolean {
return this.data.readyMissileCount === 0;
// How "ready" this unit is from 0 to 1.
missileReadinesss(): number {
const maxMissiles = this.data.level;
const missilesReloading = this.data.missileTimerQueue.length;
if (missilesReloading === 0) {
return 1;
}
const missilesReady = maxMissiles - missilesReloading;
if (missilesReady === 0 && maxMissiles > 1) {
// Unless we have just one missile (level 1),
// show 0% readiness so user knows no missiles are ready.
return 0;
}
let readiness = missilesReady / maxMissiles;
const cooldownDuration =
this.data.unitType === UnitType.SAMLauncher
? this.gameView.config().SAMCooldown()
: this.gameView.config().SiloCooldown();
for (const cooldown of this.data.missileTimerQueue) {
const cooldownProgress = this.gameView.ticks() - cooldown;
const cooldownRatio = cooldownProgress / cooldownDuration;
const adjusted = cooldownRatio / maxMissiles;
readiness += adjusted;
}
return readiness;
}
level(): number {
return this.data.level;
}
+7 -6
View File
@@ -27,8 +27,8 @@ export class UnitImpl implements Unit {
private _constructionType: UnitType | undefined;
private _lastOwner: PlayerImpl | null = null;
private _troops: number;
// Number of missiles in cooldown, if empty all missiles are ready.
private _missileTimerQueue: number[] = [];
private _readyMissileCount: number = 1;
private _hasTrainStation: boolean = false;
private _patrolTile: TileRef | undefined;
private _level: number = 1;
@@ -128,7 +128,6 @@ export class UnitImpl implements Unit {
targetUnitId: this._targetUnit?.id() ?? undefined,
targetTile: this.targetTile() ?? undefined,
missileTimerQueue: this._missileTimerQueue,
readyMissileCount: this._readyMissileCount,
level: this.level(),
hasTrainStation: this._hasTrainStation,
trainType: this._trainType,
@@ -297,7 +296,6 @@ export class UnitImpl implements Unit {
launch(): void {
this._missileTimerQueue.push(this.mg.ticks());
this._readyMissileCount--;
this.mg.addUpdate(this.toUpdate());
}
@@ -306,12 +304,15 @@ export class UnitImpl implements Unit {
}
isInCooldown(): boolean {
return this._readyMissileCount === 0;
return this._missileTimerQueue.length === this._level;
}
missileTimerQueue(): number[] {
return this._missileTimerQueue;
}
reloadMissile(): void {
this._missileTimerQueue.shift();
this._readyMissileCount++;
this.mg.addUpdate(this.toUpdate());
}
@@ -374,7 +375,7 @@ export class UnitImpl implements Unit {
increaseLevel(): void {
this._level++;
if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
this._readyMissileCount++;
this._missileTimerQueue.push(this.mg.ticks());
}
this.mg.addUpdate(this.toUpdate());
}
+3 -1
View File
@@ -65,6 +65,7 @@ describe("UILayer", () => {
tile: () => ({}),
owner: () => ({}),
isActive: () => true,
createdAt: () => 1,
} as unknown as UnitView;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
@@ -111,7 +112,7 @@ describe("UILayer", () => {
tile: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.drawLoadingBar(unit, 5);
ui.createLoadingBar(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
});
@@ -145,6 +146,7 @@ describe("UILayer", () => {
owner: () => ({ id: () => 1 }),
tile: () => ({}),
isActive: () => true,
createdAt: () => 1,
} as unknown as UnitView;
ui.onUnitEvent(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);