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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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co-authored by
Scott Anderson
parent
9c3b828fc8
commit
9b2c6cc1f6
@@ -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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