Redraw stacked buildings sprites (#1170)

## Description:

When buildings are stacked on each other, the buildings under are not
redrawn when the stacked building is destroyed.
A simple outer range + sprite radius check triggers a touch which
redraws the buildings.
Sprite radius is set to 16 (dont forget to change it if it ever changes)

### Before:

![image](https://github.com/user-attachments/assets/08acd6e2-a45f-4cc1-b263-89be1d994a12)

### After:

![nukeredraw](https://github.com/user-attachments/assets/c972cb26-03bd-4f74-a960-63f6145fb85d)

## 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:

Vivacious Box
This commit is contained in:
Vivacious Box
2025-06-14 07:48:15 +02:00
committed by GitHub
parent 3e9b81cd3f
commit 52ecaea06c
3 changed files with 103 additions and 0 deletions
+18
View File
@@ -1,6 +1,7 @@
import {
Execution,
Game,
isStructureType,
MessageType,
Player,
TerraNullius,
@@ -12,6 +13,8 @@ import { ParabolaPathFinder } from "../pathfinding/PathFinding";
import { PseudoRandom } from "../PseudoRandom";
import { NukeType } from "../StatsSchemas";
const SPRITE_RADIUS = 16;
export class NukeExecution implements Execution {
private active = true;
private mg: Game;
@@ -221,6 +224,8 @@ export class NukeExecution implements Execution {
}
}
}
this.redrawBuildings(magnitude.outer + SPRITE_RADIUS);
this.active = false;
this.nuke.setReachedTarget();
this.nuke.delete(false);
@@ -231,6 +236,19 @@ export class NukeExecution implements Execution {
.bombLand(this.player, this.target(), this.nuke.type() as NukeType);
}
private redrawBuildings(range: number) {
const rangeSquared = range * range;
for (const unit of this.mg.units()) {
if (isStructureType(unit.type())) {
if (
this.mg.euclideanDistSquared(this.dst, unit.tile()) < rangeSquared
) {
unit.touch();
}
}
}
}
owner(): Player {
return this.player;
}
+13
View File
@@ -151,6 +151,19 @@ export enum UnitType {
Construction = "Construction",
}
const _structureTypes: ReadonlySet<UnitType> = new Set([
UnitType.City,
UnitType.Construction,
UnitType.DefensePost,
UnitType.SAMLauncher,
UnitType.MissileSilo,
UnitType.Port,
]);
export function isStructureType(type: UnitType): boolean {
return _structureTypes.has(type);
}
export interface OwnerComp {
owner: Player;
}
@@ -0,0 +1,72 @@
import { NukeExecution } from "../../../src/core/execution/NukeExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
import { TestConfig } from "../../util/TestConfig";
import { executeTicks } from "../../util/utils";
let game: Game;
let player: Player;
describe("NukeExecution", () => {
beforeEach(async () => {
game = await setup("BigPlains", { infiniteGold: true, instantBuild: true });
(game.config() as TestConfig).nukeMagnitudes = jest.fn(() => ({
inner: 10,
outer: 10,
}));
const player_info = new PlayerInfo(
"us",
"player_id",
PlayerType.Human,
null,
"player_id",
);
game.addPlayer(player_info);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player = game.player("player_id");
});
test("nuke should destroy buildings and redraw out of range buildings", async () => {
// Build a city at (1,1)
player.buildUnit(UnitType.City, game.ref(1, 1), {});
// Build a missile silo in range
player.buildUnit(UnitType.MissileSilo, game.ref(1, 10), {});
// Build a SAM out of range
const sam = player.buildUnit(UnitType.SAMLauncher, game.ref(1, 11), {});
sam.touch = jest.fn();
// Build a Defense post out of range AND out of redraw range
const defensePost = player.buildUnit(
UnitType.DefensePost,
game.ref(1, 27),
{},
);
defensePost.touch = jest.fn();
// Add a nuke execution targeting the city
const nukeExec = new NukeExecution(
UnitType.AtomBomb,
player,
game.ref(1, 1),
game.ref(1, 2),
);
game.addExecution(nukeExec);
// Run enough ticks for the nuke to detonate
executeTicks(game, 10);
// The city and silo should be destroyed
expect(player.units(UnitType.City)).toHaveLength(0);
expect(player.units(UnitType.MissileSilo)).toHaveLength(0);
expect(player.units(UnitType.SAMLauncher)).toHaveLength(1);
expect(sam.touch).toHaveBeenCalled();
expect(defensePost.touch).not.toHaveBeenCalled();
});
});