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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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@@ -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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