Simple Upgradable Structures (Cities, Ports, SAMs and Silos) (#1012)

## Description:

https://github.com/openfrontio/OpenFrontIO/issues/776

I've implemented upgradable structures for cities and ports.

As of right now this is just meant as a QOL change for structure
stacking that currently happens and no gameplay changes are intended.

Structure upgrades cost the same as making a new structure of that type
and function the same as making a new structure of that type.

I'm putting up a draft PR for this now since adding support for SAMs and
Silos will take more time to handle the cooldowns and I want to make
sure I'm on the right track for getting this merged.

I also still need to add bot behavior for this and re-enable min
distance for structures.

I didn't see translations for the UnitInfoModal so I've left that out
for now.

I've tested locally in a single player game so far but will document and
test more thoroughly before merging.


![image](https://github.com/user-attachments/assets/321a17cf-26a5-4152-aae1-6b6a691638bb)


![image](https://github.com/user-attachments/assets/8cfdabe6-f0a1-435a-a5a3-05b442427c2f)


## 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:

# Poutine

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
This commit is contained in:
Ethienne Graveline
2025-06-10 23:04:17 -04:00
committed by GitHub
parent 9c3b828fc8
commit 9b2c6cc1f6
22 changed files with 334 additions and 46 deletions
+5 -2
View File
@@ -400,7 +400,8 @@
"sams": "SAMs",
"warships": "Warships",
"health": "Health",
"attitude": "Attitude"
"attitude": "Attitude",
"levels": "Levels"
},
"events_display": {
"retreating": "retreating",
@@ -411,7 +412,9 @@
"unit_type_unknown": "Unknown",
"close": "Close",
"cooldown": "Cooldown",
"type": "Type"
"type": "Type",
"upgrade": "Upgrade",
"level": "Level"
},
"relation": {
"hostile": "Hostile",
+19
View File
@@ -44,6 +44,13 @@ export class SendBreakAllianceIntentEvent implements GameEvent {
) {}
}
export class SendUpgradeStructureIntentEvent implements GameEvent {
constructor(
public readonly unitId: number,
public readonly unitType: UnitType,
) {}
}
export class SendAllianceReplyIntentEvent implements GameEvent {
constructor(
// The original alliance requestor
@@ -187,6 +194,9 @@ export class Transport {
this.onSendSpawnIntentEvent(e),
);
this.eventBus.on(SendAttackIntentEvent, (e) => this.onSendAttackIntent(e));
this.eventBus.on(SendUpgradeStructureIntentEvent, (e) =>
this.onSendUpgradeStructureIntent(e),
);
this.eventBus.on(SendBoatAttackIntentEvent, (e) =>
this.onSendBoatAttackIntent(e),
);
@@ -427,6 +437,15 @@ export class Transport {
});
}
private onSendUpgradeStructureIntent(event: SendUpgradeStructureIntentEvent) {
this.sendIntent({
type: "upgrade_structure",
unit: event.unitType,
clientID: this.lobbyConfig.clientID,
unitId: event.unitId,
});
}
private onSendTargetPlayerIntent(event: SendTargetPlayerIntentEvent) {
this.sendIntent({
type: "targetPlayer",
@@ -240,18 +240,58 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
<div class="text-sm opacity-80" translate="no">
${translateText("player_info_overlay.ports")}:
${player.units(UnitType.Port).length}
${player
.units(UnitType.Port)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0) > 1
? html`(${translateText("player_info_overlay.levels")}:
${player
.units(UnitType.Port)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0)})`
: ""}
</div>
<div class="text-sm opacity-80" translate="no">
${translateText("player_info_overlay.cities")}:
${player.units(UnitType.City).length}
${player
.units(UnitType.City)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0) > 1
? html`(${translateText("player_info_overlay.levels")}:
${player
.units(UnitType.City)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0)})`
: ""}
</div>
<div class="text-sm opacity-80" translate="no">
${translateText("player_info_overlay.missile_launchers")}:
${player.units(UnitType.MissileSilo).length}
${player
.units(UnitType.MissileSilo)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0) > 1
? html`(${translateText("player_info_overlay.levels")}:
${player
.units(UnitType.MissileSilo)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0)})`
: ""}
</div>
<div class="text-sm opacity-80" translate="no">
${translateText("player_info_overlay.sams")}:
${player.units(UnitType.SAMLauncher).length}
${player
.units(UnitType.SAMLauncher)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0) > 1
? html`(${translateText("player_info_overlay.levels")}:
${player
.units(UnitType.SAMLauncher)
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0)})`
: ""}
</div>
<div class="text-sm opacity-80" translate="no">
${translateText("player_info_overlay.warships")}:
+5 -4
View File
@@ -242,13 +242,13 @@ export class StructureLayer implements Layer {
const config = this.unitConfigs[unitType];
let icon: ImageData | undefined;
if (unitType === UnitType.SAMLauncher && unit.isCooldown()) {
if (unitType === UnitType.SAMLauncher && unit.isInCooldown()) {
icon = this.unitIcons.get("reloadingSam");
} else {
icon = this.unitIcons.get(iconType);
}
if (unitType === UnitType.MissileSilo && unit.isCooldown()) {
if (unitType === UnitType.MissileSilo && unit.isInCooldown()) {
icon = this.unitIcons.get("reloadingSilo");
} else {
icon = this.unitIcons.get(iconType);
@@ -268,13 +268,13 @@ export class StructureLayer implements Layer {
if (!unit.isActive()) return;
let borderColor = this.theme.borderColor(unit.owner());
if (unitType === UnitType.SAMLauncher && unit.isCooldown()) {
if (unitType === UnitType.SAMLauncher && unit.isInCooldown()) {
borderColor = reloadingColor;
} else if (unit.type() === UnitType.Construction) {
borderColor = underConstructionColor;
}
if (unitType === UnitType.MissileSilo && unit.isCooldown()) {
if (unitType === UnitType.MissileSilo && unit.isInCooldown()) {
borderColor = reloadingColor;
} else if (unit.type() === UnitType.Construction) {
borderColor = underConstructionColor;
@@ -391,6 +391,7 @@ export class StructureLayer implements Layer {
const screenPos = this.transformHandler.worldToScreenCoordinates(cell);
const unitTile = clickedUnit.tile();
this.unitInfoModal?.onOpenStructureModal({
eventBus: this.eventBus,
unit: clickedUnit,
x: screenPos.x,
y: screenPos.y,
+1 -1
View File
@@ -128,7 +128,7 @@ export class UILayer implements Layer {
}
case UnitType.SAMLauncher:
case UnitType.MissileSilo:
if (unit.isActive() && unit.isCooldown()) {
if (unit.isActive() && unit.isInCooldown()) {
const endTick = unit.ticksLeftInCooldown() || 0;
this.drawLoadingBar(unit, endTick);
}
+73 -2
View File
@@ -1,8 +1,10 @@
import { LitElement, css, html } from "lit";
import { customElement, property } from "lit/decorators.js";
import { translateText } from "../../../client/Utils";
import { EventBus } from "../../../core/EventBus";
import { UnitType } from "../../../core/game/Game";
import { GameView, UnitView } from "../../../core/game/GameView";
import { SendUpgradeStructureIntentEvent } from "../../Transport";
import { Layer } from "./Layer";
import { StructureLayer } from "./StructureLayer";
@@ -15,6 +17,7 @@ export class UnitInfoModal extends LitElement implements Layer {
public game: GameView;
public structureLayer: StructureLayer | null = null;
private eventBus: EventBus;
constructor() {
super();
@@ -29,12 +32,14 @@ export class UnitInfoModal extends LitElement implements Layer {
}
public onOpenStructureModal = ({
eventBus,
unit,
x,
y,
tileX,
tileY,
}: {
eventBus: EventBus;
unit: UnitView;
x: number;
y: number;
@@ -44,6 +49,7 @@ export class UnitInfoModal extends LitElement implements Layer {
if (!this.game) return;
this.x = x;
this.y = y;
this.eventBus = eventBus;
const targetRef = this.game.ref(tileX, tileY);
const allUnitTypes = Object.values(UnitType);
@@ -119,12 +125,44 @@ export class UnitInfoModal extends LitElement implements Layer {
.close-button:hover {
background: #a00;
}
.upgrade-button {
background: #3a0;
color: #fff;
border: none;
border-radius: 4px;
font-size: 14px;
font-weight: bold;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
line-height: 1;
padding: 6px 12px;
}
.upgrade-button:hover {
background: #0a0;
}
`;
render() {
if (!this.unit) return null;
const cooldown = this.unit.ticksLeftInCooldown() ?? 0;
const ticksLeftInCooldown = this.unit.ticksLeftInCooldown();
let configTimer;
switch (this.unit.type()) {
case UnitType.MissileSilo:
configTimer = this.game.config().SiloCooldown();
break;
case UnitType.SAMLauncher:
configTimer = this.game.config().SAMCooldown();
break;
}
let cooldown = 0;
if (ticksLeftInCooldown !== undefined && configTimer !== undefined) {
cooldown = configTimer - (this.game.ticks() - ticksLeftInCooldown);
}
const secondsLeft = Math.ceil(cooldown / 10);
return html`
@@ -140,6 +178,16 @@ export class UnitInfoModal extends LitElement implements Layer {
<strong>${translateText("unit_info_modal.type")}:</strong>
${translateText(+"unit_type." + this.unit.type?.().toLowerCase()) ??
translateText("unit_info_modal.unit_type_unknown")}
<strong
style="display: ${this.game.unitInfo(this.unit.type()).upgradable
? "inline"
: "none"};"
>${translateText("unit_info_modal.level")}:</strong
>
${this.game.unitInfo(this.unit.type()).upgradable &&
this.unit.level?.()
? this.unit.level?.()
: ""}
</div>
${secondsLeft > 0
? html`<div style="margin-bottom: 4px;">
@@ -147,7 +195,30 @@ export class UnitInfoModal extends LitElement implements Layer {
${secondsLeft}s
</div>`
: ""}
<div style="margin-top: 14px; display: flex; justify-content: center;">
<div
style="margin-top: 14px; display: flex; justify-content: space-between;"
>
<button
@click=${() => {
if (this.unit) {
this.eventBus.emit(
new SendUpgradeStructureIntentEvent(
this.unit.id(),
this.unit.type(),
),
);
}
}}
class="upgrade-button"
title="${translateText("unit_info_modal.upgrade")}"
style="width: 100px; height: 32px; display: ${this.game.unitInfo(
this.unit.type(),
).upgradable
? "block"
: "none"};"
>
${translateText("unit_info_modal.upgrade")}
</button>
<button
@click=${() => {
this.onCloseStructureModal();
+13 -1
View File
@@ -34,7 +34,8 @@ export type Intent =
| EmbargoIntent
| QuickChatIntent
| MoveWarshipIntent
| MarkDisconnectedIntent;
| MarkDisconnectedIntent
| UpgradeStructureIntent;
export type AttackIntent = z.infer<typeof AttackIntentSchema>;
export type CancelAttackIntent = z.infer<typeof CancelAttackIntentSchema>;
@@ -55,6 +56,9 @@ export type TargetTroopRatioIntent = z.infer<
typeof TargetTroopRatioIntentSchema
>;
export type BuildUnitIntent = z.infer<typeof BuildUnitIntentSchema>;
export type UpgradeStructureIntent = z.infer<
typeof UpgradeStructureIntentSchema
>;
export type MoveWarshipIntent = z.infer<typeof MoveWarshipIntentSchema>;
export type QuickChatIntent = z.infer<typeof QuickChatIntentSchema>;
export type MarkDisconnectedIntent = z.infer<
@@ -178,6 +182,7 @@ const BaseIntentSchema = z.object({
"emoji",
"troop_ratio",
"build_unit",
"upgrade_structure",
"embargo",
"move_warship",
]),
@@ -266,6 +271,12 @@ export const BuildUnitIntentSchema = BaseIntentSchema.extend({
y: z.number(),
});
export const UpgradeStructureIntentSchema = BaseIntentSchema.extend({
type: z.literal("upgrade_structure"),
unit: z.nativeEnum(UnitType),
unitId: z.number(),
});
export const CancelAttackIntentSchema = BaseIntentSchema.extend({
type: z.literal("cancel_attack"),
attackID: z.string(),
@@ -316,6 +327,7 @@ const IntentSchema = z.union([
DonateTroopIntentSchema,
TargetTroopRatioIntentSchema,
BuildUnitIntentSchema,
UpgradeStructureIntentSchema,
EmbargoIntentSchema,
MoveWarshipIntentSchema,
QuickChatIntentSchema,
+1
View File
@@ -83,6 +83,7 @@ export const OTHER_INDEX_BUILT = 0; // Structures and warships built
export const OTHER_INDEX_DESTROY = 1; // Structures and warships destroyed
export const OTHER_INDEX_CAPTURE = 2; // Structures captured
export const OTHER_INDEX_LOST = 3; // Structures/warships destroyed/captured by others
export const OTHER_INDEX_UPGRADE = 4; // Structures upgraded
const BigIntStringSchema = z.preprocess((val) => {
if (typeof val === "string" && /^\d+$/.test(val)) return BigInt(val);
+11 -3
View File
@@ -347,6 +347,7 @@ export class DefaultConfig implements Config {
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
};
case UnitType.AtomBomb:
return {
@@ -390,6 +391,7 @@ export class DefaultConfig implements Config {
: 1_000_000n,
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 10 * 10,
upgradable: true,
};
case UnitType.DefensePost:
return {
@@ -406,6 +408,7 @@ export class DefaultConfig implements Config {
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 5 * 10,
upgradable: true,
};
case UnitType.SAMLauncher:
return {
@@ -422,6 +425,7 @@ export class DefaultConfig implements Config {
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 30 * 10,
upgradable: true,
};
case UnitType.City:
return {
@@ -439,6 +443,7 @@ export class DefaultConfig implements Config {
),
territoryBound: true,
constructionDuration: this.instantBuild() ? 0 : 2 * 10,
upgradable: true,
};
case UnitType.Construction:
return {
@@ -666,7 +671,11 @@ export class DefaultConfig implements Config {
player.type() === PlayerType.Human && this.infiniteTroops()
? 1_000_000_000
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
player.units(UnitType.City).length * this.cityPopulationIncrease();
player
.units(UnitType.City)
.map((city) => city.level())
.reduce((a, b) => a + b, 0) *
this.cityPopulationIncrease();
if (player.type() === PlayerType.Bot) {
return maxPop / 2;
@@ -761,8 +770,7 @@ export class DefaultConfig implements Config {
}
structureMinDist(): number {
// TODO: Increase this to ~15 once upgradable structures are implemented.
return 1;
return 15;
}
shellLifetime(): number {
+3
View File
@@ -24,6 +24,7 @@ import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
import { SpawnExecution } from "./SpawnExecution";
import { TargetPlayerExecution } from "./TargetPlayerExecution";
import { TransportShipExecution } from "./TransportShipExecution";
import { UpgradeStructureExecution } from "./UpgradeStructureExecution";
export class Executor {
// private random = new PseudoRandom(999)
@@ -114,6 +115,8 @@ export class Executor {
this.mg.ref(intent.x, intent.y),
intent.unit,
);
case "upgrade_structure":
return new UpgradeStructureExecution(player, intent.unitId);
case "quick_chat":
return new QuickChatExecution(
player,
+11 -1
View File
@@ -34,10 +34,20 @@ export class MissileSiloExecution implements Execution {
}
}
const cooldown = this.silo.ticksLeftInCooldown();
const frontTime = this.silo.ticksLeftInCooldown();
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();
}
}
isActive(): boolean {
+15 -5
View File
@@ -155,11 +155,6 @@ export class SAMLauncherExecution implements Execution {
target = this.getSingleTarget();
}
const cooldown = this.sam.ticksLeftInCooldown();
if (typeof cooldown === "number" && cooldown >= 0) {
this.sam.touch();
}
const isSingleTarget = target && !target.targetedBySAM();
if (
(isSingleTarget || mirvWarheadTargets.length > 0) &&
@@ -204,6 +199,21 @@ export class SAMLauncherExecution implements Execution {
}
}
}
const frontTime = this.sam.ticksLeftInCooldown();
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();
}
}
isActive(): boolean {
@@ -0,0 +1,44 @@
import { Execution, Game, Player, Unit } from "../game/Game";
export class UpgradeStructureExecution implements Execution {
private structure: Unit | undefined;
private cost: bigint;
constructor(
private player: Player,
private unitId: number,
) {}
init(mg: Game, ticks: number): void {
this.structure = this.player
.units()
.find((unit) => unit.id() === this.unitId);
if (this.structure === undefined) {
console.warn(`structure is undefined`);
return;
}
if (!this.structure.info().upgradable) {
console.warn(`unit type ${this.structure} cannot be upgraded`);
return;
}
this.cost = this.structure.info().cost(this.player);
if (this.player.gold() < this.cost) {
return;
}
this.player.upgradeUnit(this.structure);
return;
}
tick(ticks: number): void {
return;
}
isActive(): boolean {
return false;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}
+8 -1
View File
@@ -130,6 +130,7 @@ export interface UnitInfo {
maxHealth?: number;
damage?: number;
constructionDuration?: number;
upgradable?: boolean;
}
export enum UnitType {
@@ -385,8 +386,9 @@ export interface Unit {
// SAMs & Missile Silos
launch(): void;
ticksLeftInCooldown(): Tick | undefined;
reloadMissile(): void;
isInCooldown(): boolean;
ticksLeftInCooldown(): Tick | undefined;
// Trade Ships
setSafeFromPirates(): void; // Only for trade ships
@@ -396,6 +398,10 @@ export interface Unit {
constructionType(): UnitType | null;
setConstructionType(type: UnitType): void;
// Upgradable Structures
level(): number;
increaseLevel(): void;
// Warships
setPatrolTile(tile: TileRef): void;
patrolTile(): TileRef | undefined;
@@ -471,6 +477,7 @@ export interface Player {
spawnTile: TileRef,
params: UnitParams<T>,
): Unit;
upgradeUnit(unit: Unit): void;
captureUnit(unit: Unit): void;
+3 -1
View File
@@ -80,7 +80,9 @@ export interface UnitUpdate {
targetTile?: TileRef; // Only for nukes
health?: number;
constructionType?: UnitType;
ticksLeftInCooldown?: Tick;
missileTimerQueue: number[];
readyMissileCount: number;
level: number;
}
export interface AttackUpdate {
+6 -4
View File
@@ -112,11 +112,13 @@ export class UnitView {
return this.data.targetTile;
}
ticksLeftInCooldown(): Tick | undefined {
return this.data.ticksLeftInCooldown;
return this.data.missileTimerQueue?.[0];
}
isCooldown(): boolean {
if (this.data.ticksLeftInCooldown === undefined) return false;
return this.data.ticksLeftInCooldown > 0;
isInCooldown(): boolean {
return this.data.readyMissileCount === 0;
}
level(): number {
return this.data.level;
}
}
+6
View File
@@ -754,6 +754,12 @@ export class PlayerImpl implements Player {
return b;
}
upgradeUnit(unit: Unit) {
const cost = this.mg.unitInfo(unit.type()).cost(this);
this.removeGold(cost);
unit.increaseLevel();
}
public buildableUnits(tile: TileRef): BuildableUnit[] {
const validTiles = this.validStructureSpawnTiles(tile);
return Object.values(UnitType).map((u) => {
+3
View File
@@ -85,6 +85,9 @@ export interface Stats {
// Player captures a unit of type
unitCapture(player: Player, type: OtherUnitType): void;
// Player upgrades a unit of type
unitUpgrade(player: Player, type: OtherUnitType): void;
// Player destroys a unit of type
unitDestroy(player: Player, type: OtherUnitType): void;
+5
View File
@@ -20,6 +20,7 @@ import {
OTHER_INDEX_CAPTURE,
OTHER_INDEX_DESTROY,
OTHER_INDEX_LOST,
OTHER_INDEX_UPGRADE,
OtherUnitType,
PlayerStats,
unitTypeToBombUnit,
@@ -234,6 +235,10 @@ export class StatsImpl implements Stats {
this._addOtherUnit(player, type, OTHER_INDEX_CAPTURE, 1);
}
unitUpgrade(player: Player, type: OtherUnitType): void {
this._addOtherUnit(player, type, OTHER_INDEX_UPGRADE, 1);
}
unitDestroy(player: Player, type: OtherUnitType): void {
this._addOtherUnit(player, type, OTHER_INDEX_DESTROY, 1);
}
+28 -19
View File
@@ -26,8 +26,10 @@ export class UnitImpl implements Unit {
private _constructionType: UnitType | undefined;
private _lastOwner: PlayerImpl | null = null;
private _troops: number;
private _cooldownStartTick: Tick | null = null;
private _missileTimerQueue: number[] = [];
private _readyMissileCount: number = 1;
private _patrolTile: TileRef | undefined;
private _level: number = 1;
constructor(
private _type: UnitType,
private mg: GameImpl,
@@ -104,7 +106,9 @@ export class UnitImpl implements Unit {
constructionType: this._constructionType,
targetUnitId: this._targetUnit?.id() ?? undefined,
targetTile: this.targetTile() ?? undefined,
ticksLeftInCooldown: this.ticksLeftInCooldown() ?? undefined,
missileTimerQueue: this._missileTimerQueue,
readyMissileCount: this._readyMissileCount,
level: this.level(),
};
}
@@ -267,30 +271,23 @@ export class UnitImpl implements Unit {
}
launch(): void {
this._cooldownStartTick = this.mg.ticks();
this._missileTimerQueue.push(this.mg.ticks());
this._readyMissileCount--;
this.mg.addUpdate(this.toUpdate());
}
ticksLeftInCooldown(): Tick | undefined {
let cooldownDuration = 0;
if (this.type() === UnitType.SAMLauncher) {
cooldownDuration = this.mg.config().SAMCooldown();
} else if (this.type() === UnitType.MissileSilo) {
cooldownDuration = this.mg.config().SiloCooldown();
} else {
return undefined;
}
if (!this._cooldownStartTick) {
return undefined;
}
return cooldownDuration - (this.mg.ticks() - this._cooldownStartTick);
return this._missileTimerQueue[0];
}
isInCooldown(): boolean {
const ticksLeft = this.ticksLeftInCooldown();
return ticksLeft !== undefined && ticksLeft > 0;
return this._readyMissileCount === 0;
}
reloadMissile(): void {
this._missileTimerQueue.shift();
this._readyMissileCount++;
this.mg.addUpdate(this.toUpdate());
}
setTargetTile(targetTile: TileRef | undefined) {
@@ -335,4 +332,16 @@ export class UnitImpl implements Unit {
this.mg.config().safeFromPiratesCooldownMax()
);
}
level(): number {
return this._level;
}
increaseLevel(): void {
this._level++;
if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
this._readyMissileCount++;
}
this.mg.addUpdate(this.toUpdate());
}
}
+17 -2
View File
@@ -1,5 +1,6 @@
import { NukeExecution } from "../src/core/execution/NukeExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { UpgradeStructureExecution } from "../src/core/execution/UpgradeStructureExecution";
import {
Game,
Player,
@@ -9,7 +10,7 @@ import {
} from "../src/core/game/Game";
import { TileRef } from "../src/core/game/GameMap";
import { setup } from "./util/Setup";
import { constructionExecution } from "./util/utils";
import { constructionExecution, executeTicks } from "./util/utils";
let game: Game;
let attacker: Player;
@@ -85,7 +86,21 @@ describe("MissileSilo", () => {
).toBeTruthy();
}
game.executeNextTick();
executeTicks(game, 2);
expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
});
test("missilesilo should have increased level after upgrade", async () => {
expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(1);
const upgradeStructureExecution = new UpgradeStructureExecution(
attacker,
attacker.units(UnitType.MissileSilo)[0].id(),
);
game.addExecution(upgradeStructureExecution);
executeTicks(game, 2);
expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(2);
});
});
+17
View File
@@ -1,6 +1,7 @@
import { NukeExecution } from "../src/core/execution/NukeExecution";
import { SAMLauncherExecution } from "../src/core/execution/SAMLauncherExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { UpgradeStructureExecution } from "../src/core/execution/UpgradeStructureExecution";
import {
Game,
Player,
@@ -94,6 +95,7 @@ describe("SAM", () => {
test("sam should cooldown as long as configured", async () => {
const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
game.addExecution(new SAMLauncherExecution(defender, null, sam));
expect(sam.isInCooldown()).toBeFalsy();
const nuke = attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 2), {
@@ -103,6 +105,7 @@ describe("SAM", () => {
executeTicks(game, 3);
expect(nuke.isActive()).toBeFalsy();
for (let i = 0; i < game.config().SAMCooldown() - 3; i++) {
game.executeNextTick();
expect(sam.isInCooldown()).toBeTruthy();
@@ -161,4 +164,18 @@ describe("SAM", () => {
expect(sam1.isInCooldown()).toBeFalsy();
expect(sam2.isInCooldown()).toBeTruthy();
});
test("SAM should have increased level after upgrade", async () => {
defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(1);
const upgradeStructureExecution = new UpgradeStructureExecution(
defender,
defender.units(UnitType.SAMLauncher)[0].id(),
);
game.addExecution(upgradeStructureExecution);
executeTicks(game, 2);
expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(2);
});
});