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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.   ## 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>
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commit
9b2c6cc1f6
@@ -400,7 +400,8 @@
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"sams": "SAMs",
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"warships": "Warships",
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"health": "Health",
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"attitude": "Attitude"
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"attitude": "Attitude",
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"levels": "Levels"
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},
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"events_display": {
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"retreating": "retreating",
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@@ -411,7 +412,9 @@
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"unit_type_unknown": "Unknown",
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"close": "Close",
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"cooldown": "Cooldown",
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"type": "Type"
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"type": "Type",
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"upgrade": "Upgrade",
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"level": "Level"
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},
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"relation": {
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"hostile": "Hostile",
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@@ -44,6 +44,13 @@ export class SendBreakAllianceIntentEvent implements GameEvent {
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) {}
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}
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export class SendUpgradeStructureIntentEvent implements GameEvent {
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constructor(
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public readonly unitId: number,
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public readonly unitType: UnitType,
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) {}
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}
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export class SendAllianceReplyIntentEvent implements GameEvent {
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constructor(
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// The original alliance requestor
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@@ -187,6 +194,9 @@ export class Transport {
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this.onSendSpawnIntentEvent(e),
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);
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this.eventBus.on(SendAttackIntentEvent, (e) => this.onSendAttackIntent(e));
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this.eventBus.on(SendUpgradeStructureIntentEvent, (e) =>
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this.onSendUpgradeStructureIntent(e),
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);
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this.eventBus.on(SendBoatAttackIntentEvent, (e) =>
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this.onSendBoatAttackIntent(e),
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);
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@@ -427,6 +437,15 @@ export class Transport {
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});
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}
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private onSendUpgradeStructureIntent(event: SendUpgradeStructureIntentEvent) {
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this.sendIntent({
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type: "upgrade_structure",
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unit: event.unitType,
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clientID: this.lobbyConfig.clientID,
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unitId: event.unitId,
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});
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}
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private onSendTargetPlayerIntent(event: SendTargetPlayerIntentEvent) {
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this.sendIntent({
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type: "targetPlayer",
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@@ -240,18 +240,58 @@ export class PlayerInfoOverlay extends LitElement implements Layer {
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<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.ports")}:
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${player.units(UnitType.Port).length}
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${player
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.units(UnitType.Port)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0) > 1
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? html`(${translateText("player_info_overlay.levels")}:
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${player
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.units(UnitType.Port)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0)})`
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: ""}
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</div>
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<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.cities")}:
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${player.units(UnitType.City).length}
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${player
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.units(UnitType.City)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0) > 1
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? html`(${translateText("player_info_overlay.levels")}:
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${player
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.units(UnitType.City)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0)})`
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: ""}
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</div>
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<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.missile_launchers")}:
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${player.units(UnitType.MissileSilo).length}
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${player
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.units(UnitType.MissileSilo)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0) > 1
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? html`(${translateText("player_info_overlay.levels")}:
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${player
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.units(UnitType.MissileSilo)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0)})`
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: ""}
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</div>
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<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.sams")}:
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${player.units(UnitType.SAMLauncher).length}
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${player
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.units(UnitType.SAMLauncher)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0) > 1
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? html`(${translateText("player_info_overlay.levels")}:
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${player
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.units(UnitType.SAMLauncher)
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.map((unit) => unit.level())
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.reduce((a, b) => a + b, 0)})`
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: ""}
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</div>
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<div class="text-sm opacity-80" translate="no">
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${translateText("player_info_overlay.warships")}:
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@@ -242,13 +242,13 @@ export class StructureLayer implements Layer {
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const config = this.unitConfigs[unitType];
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let icon: ImageData | undefined;
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if (unitType === UnitType.SAMLauncher && unit.isCooldown()) {
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if (unitType === UnitType.SAMLauncher && unit.isInCooldown()) {
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icon = this.unitIcons.get("reloadingSam");
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} else {
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icon = this.unitIcons.get(iconType);
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}
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if (unitType === UnitType.MissileSilo && unit.isCooldown()) {
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if (unitType === UnitType.MissileSilo && unit.isInCooldown()) {
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icon = this.unitIcons.get("reloadingSilo");
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} else {
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icon = this.unitIcons.get(iconType);
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@@ -268,13 +268,13 @@ export class StructureLayer implements Layer {
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if (!unit.isActive()) return;
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let borderColor = this.theme.borderColor(unit.owner());
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if (unitType === UnitType.SAMLauncher && unit.isCooldown()) {
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if (unitType === UnitType.SAMLauncher && unit.isInCooldown()) {
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borderColor = reloadingColor;
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} else if (unit.type() === UnitType.Construction) {
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borderColor = underConstructionColor;
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}
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if (unitType === UnitType.MissileSilo && unit.isCooldown()) {
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if (unitType === UnitType.MissileSilo && unit.isInCooldown()) {
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borderColor = reloadingColor;
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} else if (unit.type() === UnitType.Construction) {
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borderColor = underConstructionColor;
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@@ -391,6 +391,7 @@ export class StructureLayer implements Layer {
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const screenPos = this.transformHandler.worldToScreenCoordinates(cell);
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const unitTile = clickedUnit.tile();
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this.unitInfoModal?.onOpenStructureModal({
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eventBus: this.eventBus,
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unit: clickedUnit,
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x: screenPos.x,
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y: screenPos.y,
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@@ -128,7 +128,7 @@ export class UILayer implements Layer {
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}
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case UnitType.SAMLauncher:
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case UnitType.MissileSilo:
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if (unit.isActive() && unit.isCooldown()) {
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if (unit.isActive() && unit.isInCooldown()) {
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const endTick = unit.ticksLeftInCooldown() || 0;
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this.drawLoadingBar(unit, endTick);
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}
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@@ -1,8 +1,10 @@
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import { LitElement, css, html } from "lit";
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import { customElement, property } 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 { UnitType } from "../../../core/game/Game";
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import { GameView, UnitView } from "../../../core/game/GameView";
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import { SendUpgradeStructureIntentEvent } from "../../Transport";
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import { Layer } from "./Layer";
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import { StructureLayer } from "./StructureLayer";
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@@ -15,6 +17,7 @@ export class UnitInfoModal extends LitElement implements Layer {
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public game: GameView;
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public structureLayer: StructureLayer | null = null;
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private eventBus: EventBus;
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constructor() {
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super();
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@@ -29,12 +32,14 @@ export class UnitInfoModal extends LitElement implements Layer {
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}
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public onOpenStructureModal = ({
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eventBus,
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unit,
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x,
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y,
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tileX,
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tileY,
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}: {
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eventBus: EventBus;
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unit: UnitView;
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x: number;
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y: number;
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@@ -44,6 +49,7 @@ export class UnitInfoModal extends LitElement implements Layer {
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if (!this.game) return;
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this.x = x;
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this.y = y;
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this.eventBus = eventBus;
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const targetRef = this.game.ref(tileX, tileY);
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const allUnitTypes = Object.values(UnitType);
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@@ -119,12 +125,44 @@ export class UnitInfoModal extends LitElement implements Layer {
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.close-button:hover {
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background: #a00;
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}
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.upgrade-button {
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background: #3a0;
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color: #fff;
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border: none;
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border-radius: 4px;
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font-size: 14px;
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font-weight: bold;
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cursor: pointer;
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display: flex;
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align-items: center;
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justify-content: center;
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line-height: 1;
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padding: 6px 12px;
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}
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.upgrade-button:hover {
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background: #0a0;
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}
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`;
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render() {
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if (!this.unit) return null;
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const cooldown = this.unit.ticksLeftInCooldown() ?? 0;
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const ticksLeftInCooldown = this.unit.ticksLeftInCooldown();
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let configTimer;
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switch (this.unit.type()) {
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case UnitType.MissileSilo:
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configTimer = this.game.config().SiloCooldown();
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break;
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case UnitType.SAMLauncher:
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configTimer = this.game.config().SAMCooldown();
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break;
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}
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let cooldown = 0;
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if (ticksLeftInCooldown !== undefined && configTimer !== undefined) {
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cooldown = configTimer - (this.game.ticks() - ticksLeftInCooldown);
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}
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const secondsLeft = Math.ceil(cooldown / 10);
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return html`
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@@ -140,6 +178,16 @@ export class UnitInfoModal extends LitElement implements Layer {
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<strong>${translateText("unit_info_modal.type")}:</strong>
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${translateText(+"unit_type." + this.unit.type?.().toLowerCase()) ??
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translateText("unit_info_modal.unit_type_unknown")}
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<strong
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style="display: ${this.game.unitInfo(this.unit.type()).upgradable
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? "inline"
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: "none"};"
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>${translateText("unit_info_modal.level")}:</strong
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>
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${this.game.unitInfo(this.unit.type()).upgradable &&
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this.unit.level?.()
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? this.unit.level?.()
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: ""}
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</div>
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${secondsLeft > 0
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? html`<div style="margin-bottom: 4px;">
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@@ -147,7 +195,30 @@ export class UnitInfoModal extends LitElement implements Layer {
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${secondsLeft}s
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</div>`
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: ""}
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<div style="margin-top: 14px; display: flex; justify-content: center;">
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<div
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style="margin-top: 14px; display: flex; justify-content: space-between;"
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>
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<button
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@click=${() => {
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if (this.unit) {
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this.eventBus.emit(
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new SendUpgradeStructureIntentEvent(
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this.unit.id(),
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this.unit.type(),
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),
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);
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}
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}}
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class="upgrade-button"
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title="${translateText("unit_info_modal.upgrade")}"
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style="width: 100px; height: 32px; display: ${this.game.unitInfo(
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this.unit.type(),
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).upgradable
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? "block"
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: "none"};"
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>
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${translateText("unit_info_modal.upgrade")}
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</button>
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<button
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@click=${() => {
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this.onCloseStructureModal();
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+13
-1
@@ -34,7 +34,8 @@ export type Intent =
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| EmbargoIntent
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| QuickChatIntent
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| MoveWarshipIntent
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| MarkDisconnectedIntent;
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| MarkDisconnectedIntent
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| UpgradeStructureIntent;
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export type AttackIntent = z.infer<typeof AttackIntentSchema>;
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export type CancelAttackIntent = z.infer<typeof CancelAttackIntentSchema>;
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@@ -55,6 +56,9 @@ export type TargetTroopRatioIntent = z.infer<
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typeof TargetTroopRatioIntentSchema
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>;
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export type BuildUnitIntent = z.infer<typeof BuildUnitIntentSchema>;
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export type UpgradeStructureIntent = z.infer<
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typeof UpgradeStructureIntentSchema
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>;
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export type MoveWarshipIntent = z.infer<typeof MoveWarshipIntentSchema>;
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export type QuickChatIntent = z.infer<typeof QuickChatIntentSchema>;
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export type MarkDisconnectedIntent = z.infer<
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@@ -178,6 +182,7 @@ const BaseIntentSchema = z.object({
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"emoji",
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"troop_ratio",
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"build_unit",
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"upgrade_structure",
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"embargo",
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"move_warship",
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]),
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@@ -266,6 +271,12 @@ export const BuildUnitIntentSchema = BaseIntentSchema.extend({
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y: z.number(),
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});
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export const UpgradeStructureIntentSchema = BaseIntentSchema.extend({
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type: z.literal("upgrade_structure"),
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unit: z.nativeEnum(UnitType),
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unitId: z.number(),
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});
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export const CancelAttackIntentSchema = BaseIntentSchema.extend({
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type: z.literal("cancel_attack"),
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attackID: z.string(),
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@@ -316,6 +327,7 @@ const IntentSchema = z.union([
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DonateTroopIntentSchema,
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TargetTroopRatioIntentSchema,
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BuildUnitIntentSchema,
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UpgradeStructureIntentSchema,
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EmbargoIntentSchema,
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MoveWarshipIntentSchema,
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QuickChatIntentSchema,
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@@ -83,6 +83,7 @@ export const OTHER_INDEX_BUILT = 0; // Structures and warships built
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export const OTHER_INDEX_DESTROY = 1; // Structures and warships destroyed
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export const OTHER_INDEX_CAPTURE = 2; // Structures captured
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export const OTHER_INDEX_LOST = 3; // Structures/warships destroyed/captured by others
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export const OTHER_INDEX_UPGRADE = 4; // Structures upgraded
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const BigIntStringSchema = z.preprocess((val) => {
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if (typeof val === "string" && /^\d+$/.test(val)) return BigInt(val);
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@@ -347,6 +347,7 @@ export class DefaultConfig implements Config {
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 2 * 10,
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upgradable: true,
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};
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case UnitType.AtomBomb:
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return {
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@@ -390,6 +391,7 @@ export class DefaultConfig implements Config {
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: 1_000_000n,
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 10 * 10,
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upgradable: true,
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};
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case UnitType.DefensePost:
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return {
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@@ -406,6 +408,7 @@ export class DefaultConfig implements Config {
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 5 * 10,
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upgradable: true,
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};
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case UnitType.SAMLauncher:
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return {
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@@ -422,6 +425,7 @@ export class DefaultConfig implements Config {
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 30 * 10,
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upgradable: true,
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};
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case UnitType.City:
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return {
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@@ -439,6 +443,7 @@ export class DefaultConfig implements Config {
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),
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 2 * 10,
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upgradable: true,
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};
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case UnitType.Construction:
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return {
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@@ -666,7 +671,11 @@ export class DefaultConfig implements Config {
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player.type() === PlayerType.Human && this.infiniteTroops()
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? 1_000_000_000
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: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
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player.units(UnitType.City).length * this.cityPopulationIncrease();
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player
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.units(UnitType.City)
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.map((city) => city.level())
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.reduce((a, b) => a + b, 0) *
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this.cityPopulationIncrease();
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if (player.type() === PlayerType.Bot) {
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return maxPop / 2;
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@@ -761,8 +770,7 @@ export class DefaultConfig implements Config {
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}
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structureMinDist(): number {
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// TODO: Increase this to ~15 once upgradable structures are implemented.
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return 1;
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return 15;
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}
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shellLifetime(): number {
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@@ -24,6 +24,7 @@ import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
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import { SpawnExecution } from "./SpawnExecution";
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import { TargetPlayerExecution } from "./TargetPlayerExecution";
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import { TransportShipExecution } from "./TransportShipExecution";
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import { UpgradeStructureExecution } from "./UpgradeStructureExecution";
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export class Executor {
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// private random = new PseudoRandom(999)
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@@ -114,6 +115,8 @@ export class Executor {
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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,
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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) => {
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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
@@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -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);
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user