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Add button for remove building (#1609)
## Description: Added a red delete button with trash can icon to the right-click radial menu that allows players to voluntarily delete their own units. ## 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 have read and accepted the CLA agreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: Kipstz <img width="286" height="209" alt="image" src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85" /> --------- Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
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@@ -0,0 +1,81 @@
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import { Execution, Game, MessageType, Player } from "../game/Game";
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export class DeleteUnitExecution implements Execution {
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private active: boolean = true;
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private mg: Game;
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constructor(
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private player: Player,
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private unitId: number,
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) {}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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init(mg: Game, ticks: number) {
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if (!this.active) {
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return;
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}
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this.mg = mg;
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const unit = this.player.units().find((u) => u.id() === this.unitId);
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if (!unit) {
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console.warn(
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`SECURITY: unit ${this.unitId} not found or not owned by player ${this.player.displayName()}`,
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);
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this.active = false;
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return;
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}
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if (!unit.isActive()) {
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console.warn(`SECURITY: unit ${this.unitId} is not active`);
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this.active = false;
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return;
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}
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const tileOwner = mg.owner(unit.tile());
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if (!tileOwner.isPlayer() || tileOwner.id() !== this.player.id()) {
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console.warn(
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`SECURITY: unit ${this.unitId} is not on player's territory`,
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);
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this.active = false;
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return;
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}
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if (!mg.isLand(unit.tile())) {
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console.warn(`SECURITY: unit ${this.unitId} is not on land`);
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this.active = false;
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return;
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}
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if (mg.inSpawnPhase()) {
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console.warn(`SECURITY: cannot delete units during spawn phase`);
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this.active = false;
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return;
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}
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if (!this.player.canDeleteUnit()) {
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console.warn(`SECURITY: delete unit cooldown not expired`);
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this.active = false;
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return;
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}
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unit.delete(false);
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this.player.recordDeleteUnit();
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this.mg.displayMessage(
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`events_display.unit_voluntarily_deleted`,
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MessageType.UNIT_DESTROYED,
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this.player.id(),
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);
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this.active = false;
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}
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tick(ticks: number) {}
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isActive(): boolean {
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return this.active;
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}
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}
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@@ -10,6 +10,7 @@ import { AttackExecution } from "./AttackExecution";
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import { BoatRetreatExecution } from "./BoatRetreatExecution";
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import { BotSpawner } from "./BotSpawner";
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import { ConstructionExecution } from "./ConstructionExecution";
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import { DeleteUnitExecution } from "./DeleteUnitExecution";
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import { DonateGoldExecution } from "./DonateGoldExecution";
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import { DonateTroopsExecution } from "./DonateTroopExecution";
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import { EmbargoExecution } from "./EmbargoExecution";
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@@ -107,6 +108,8 @@ export class Executor {
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case "upgrade_structure":
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return new UpgradeStructureExecution(player, intent.unitId);
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case "delete_unit":
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return new DeleteUnitExecution(player, intent.unitId);
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case "quick_chat":
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return new QuickChatExecution(
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player,
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