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Use bigint for gold (#1000)
## Description: - Switch gold to bigint. - Remove unused or untrusted values from event payloads. ## 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 --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
This commit is contained in:
co-authored by
Scott Anderson
coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
parent
df0d99e212
commit
73a6853fd7
@@ -12,7 +12,7 @@ import samlauncherIcon from "../../../../resources/images/SamLauncherIconWhite.s
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import shieldIcon from "../../../../resources/images/ShieldIconWhite.svg";
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import { translateText } from "../../../client/Utils";
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import { EventBus } from "../../../core/EventBus";
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import { Cell, PlayerActions, UnitType } from "../../../core/game/Game";
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import { Cell, Gold, PlayerActions, UnitType } from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { GameView } from "../../../core/game/GameView";
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import { BuildUnitIntentEvent } from "../../Transport";
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@@ -314,13 +314,13 @@ export class BuildMenu extends LitElement implements Layer {
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return unit[0].canBuild !== false;
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}
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private cost(item: BuildItemDisplay): number {
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private cost(item: BuildItemDisplay): Gold {
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for (const bu of this.playerActions?.buildableUnits ?? []) {
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if (bu.type === item.unitType) {
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return bu.cost;
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}
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}
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return 0;
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return 0n;
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}
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private count(item: BuildItemDisplay): string {
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@@ -236,7 +236,6 @@ export class ChatModal extends LitElement {
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this.eventBus.emit(
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new SendQuickChatEvent(
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this.sender,
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this.recipient,
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this.selectedQuickChatKey,
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variables,
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@@ -2,6 +2,7 @@ import { LitElement, html } from "lit";
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import { customElement, state } from "lit/decorators.js";
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import { translateText } from "../../../client/Utils";
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import { EventBus } from "../../../core/EventBus";
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import { Gold } from "../../../core/game/Game";
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import { GameView } from "../../../core/game/GameView";
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import { AttackRatioEvent } from "../../InputHandler";
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import { SendSetTargetTroopRatioEvent } from "../../Transport";
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@@ -46,10 +47,10 @@ export class ControlPanel extends LitElement implements Layer {
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private _manpower: number = 0;
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@state()
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private _gold: number;
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private _gold: Gold;
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@state()
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private _goldPerSecond: number;
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private _goldPerSecond: Gold;
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private _lastPopulationIncreaseRate: number;
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@@ -124,7 +125,7 @@ export class ControlPanel extends LitElement implements Layer {
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this._troops = player.troops();
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this._workers = player.workers();
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this.popRate = this.game.config().populationIncreaseRate(player) * 10;
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this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10;
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this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10n;
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this.currentTroopRatio = player.troops() / player.population();
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this.requestUpdate();
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@@ -380,7 +380,7 @@ export class EventsDisplay extends LitElement implements Layer {
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emitCancelAttackIntent(id: string) {
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const myPlayer = this.game.myPlayer();
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if (!myPlayer) return;
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this.eventBus.emit(new CancelAttackIntentEvent(myPlayer.id(), id));
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this.eventBus.emit(new CancelAttackIntentEvent(id));
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}
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emitBoatCancelIntent(id: number) {
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@@ -90,7 +90,6 @@ export class PlayerPanel extends LitElement implements Layer {
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e.stopPropagation();
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this.eventBus.emit(
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new SendDonateTroopsIntentEvent(
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myPlayer,
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other,
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myPlayer.troops() * this.uiState.attackRatio,
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),
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@@ -104,7 +103,7 @@ export class PlayerPanel extends LitElement implements Layer {
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other: PlayerView,
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) {
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e.stopPropagation();
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this.eventBus.emit(new SendDonateGoldIntentEvent(myPlayer, other, null));
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this.eventBus.emit(new SendDonateGoldIntentEvent(other, null));
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this.hide();
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}
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@@ -114,7 +113,7 @@ export class PlayerPanel extends LitElement implements Layer {
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other: PlayerView,
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) {
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e.stopPropagation();
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this.eventBus.emit(new SendEmbargoIntentEvent(myPlayer, other, "start"));
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this.eventBus.emit(new SendEmbargoIntentEvent(other, "start"));
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this.hide();
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}
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@@ -124,7 +123,7 @@ export class PlayerPanel extends LitElement implements Layer {
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other: PlayerView,
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) {
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e.stopPropagation();
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this.eventBus.emit(new SendEmbargoIntentEvent(myPlayer, other, "stop"));
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this.eventBus.emit(new SendEmbargoIntentEvent(other, "stop"));
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this.hide();
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}
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@@ -58,7 +58,7 @@ export class TeamStats extends LitElement implements Layer {
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this.teams = Object.entries(grouped)
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.map(([teamStr, teamPlayers]) => {
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let totalGold = 0;
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let totalGold = 0n;
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let totalTroops = 0;
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let totalScoreSort = 0;
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@@ -50,7 +50,7 @@ export class TopBar extends LitElement implements Layer {
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const popRate = this.game.config().populationIncreaseRate(myPlayer) * 10;
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const maxPop = this.game.config().maxPopulation(myPlayer);
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const goldPerSecond = this.game.config().goldAdditionRate(myPlayer) * 10;
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const goldPerSecond = this.game.config().goldAdditionRate(myPlayer) * 10n;
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return html`
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<div
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