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[Cleanup] Pass Player into execution constructor instead of PlayerID (#1022)
## Description: Answering issue: #1017 [Cleanup] Pass Player into the execution constructor instead of PlayerID I have tested the changes running and playing a full game. I do not know other way to test the changes, please inform me ❤️ ## 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: Lele --------- Co-authored-by: lva <lva@rovsing.dk>
This commit is contained in:
committed by
evanpelle
co-authored by
lva
parent
080cf8f3f8
commit
55206ca41f
+9
-9
@@ -61,12 +61,12 @@ describe("SAM", () => {
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defender = game.player("defender_id");
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far_defender = game.player("far_defender_id");
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constructionExecution(game, attacker.id(), 7, 7, UnitType.MissileSilo);
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constructionExecution(game, attacker, 7, 7, UnitType.MissileSilo);
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});
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test("one sam should take down one nuke", async () => {
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const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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game.addExecution(new SAMLauncherExecution(defender.id(), null, sam));
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game.addExecution(new SAMLauncherExecution(defender, null, sam));
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attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 1), {
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targetTile: game.ref(2, 1),
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});
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@@ -78,7 +78,7 @@ describe("SAM", () => {
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test("sam should only get one nuke at a time", async () => {
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const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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game.addExecution(new SAMLauncherExecution(defender.id(), null, sam));
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game.addExecution(new SAMLauncherExecution(defender, null, sam));
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attacker.buildUnit(UnitType.AtomBomb, game.ref(2, 1), {
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targetTile: game.ref(2, 1),
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});
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@@ -94,7 +94,7 @@ describe("SAM", () => {
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test("sam should cooldown as long as configured", async () => {
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const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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game.addExecution(new SAMLauncherExecution(defender.id(), null, sam));
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game.addExecution(new SAMLauncherExecution(defender, null, sam));
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expect(sam.isInCooldown()).toBeFalsy();
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const nuke = attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 2), {
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targetTile: game.ref(1, 2),
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@@ -117,9 +117,9 @@ describe("SAM", () => {
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const sam1 = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {
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cooldownDuration: 10,
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});
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game.addExecution(new SAMLauncherExecution(defender.id(), null, sam1));
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game.addExecution(new SAMLauncherExecution(defender, null, sam1));
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const sam2 = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 2), {});
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game.addExecution(new SAMLauncherExecution(defender.id(), null, sam2));
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game.addExecution(new SAMLauncherExecution(defender, null, sam2));
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const nuke = attacker.buildUnit(UnitType.AtomBomb, game.ref(2, 2), {
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targetTile: game.ref(2, 2),
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});
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@@ -134,7 +134,7 @@ describe("SAM", () => {
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const targetDistance = 199;
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// Close SAM: should not intercept anything
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const sam1 = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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game.addExecution(new SAMLauncherExecution(defender.id(), null, sam1));
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game.addExecution(new SAMLauncherExecution(defender, null, sam1));
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// Far SAM: Should intercept the nuke. Use the far_defender so the SAM can be built
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const sam2 = far_defender.buildUnit(
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@@ -142,11 +142,11 @@ describe("SAM", () => {
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game.ref(targetDistance, 1),
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{},
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);
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game.addExecution(new SAMLauncherExecution(far_defender.id(), null, sam2));
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game.addExecution(new SAMLauncherExecution(far_defender, null, sam2));
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const nukeExecution = new NukeExecution(
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UnitType.AtomBomb,
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attacker.id(),
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attacker,
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game.ref(targetDistance, 1),
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null,
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);
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