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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>
This commit is contained in:
co-authored by
Scott Anderson
parent
9c3b828fc8
commit
9b2c6cc1f6
@@ -130,6 +130,7 @@ export interface UnitInfo {
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maxHealth?: number;
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damage?: number;
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constructionDuration?: number;
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upgradable?: boolean;
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}
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export enum UnitType {
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@@ -385,8 +386,9 @@ export interface Unit {
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// SAMs & Missile Silos
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launch(): void;
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ticksLeftInCooldown(): Tick | undefined;
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reloadMissile(): void;
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isInCooldown(): boolean;
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ticksLeftInCooldown(): Tick | undefined;
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// Trade Ships
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setSafeFromPirates(): void; // Only for trade ships
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@@ -396,6 +398,10 @@ export interface Unit {
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constructionType(): UnitType | null;
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setConstructionType(type: UnitType): void;
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// Upgradable Structures
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level(): number;
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increaseLevel(): void;
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// Warships
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setPatrolTile(tile: TileRef): void;
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patrolTile(): TileRef | undefined;
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@@ -471,6 +477,7 @@ export interface Player {
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spawnTile: TileRef,
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params: UnitParams<T>,
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): Unit;
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upgradeUnit(unit: Unit): void;
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captureUnit(unit: Unit): void;
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@@ -80,7 +80,9 @@ export interface UnitUpdate {
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targetTile?: TileRef; // Only for nukes
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health?: number;
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constructionType?: UnitType;
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ticksLeftInCooldown?: Tick;
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missileTimerQueue: number[];
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readyMissileCount: number;
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level: number;
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}
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export interface AttackUpdate {
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@@ -112,11 +112,13 @@ export class UnitView {
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return this.data.targetTile;
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}
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ticksLeftInCooldown(): Tick | undefined {
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return this.data.ticksLeftInCooldown;
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return this.data.missileTimerQueue?.[0];
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}
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isCooldown(): boolean {
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if (this.data.ticksLeftInCooldown === undefined) return false;
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return this.data.ticksLeftInCooldown > 0;
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isInCooldown(): boolean {
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return this.data.readyMissileCount === 0;
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}
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level(): number {
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return this.data.level;
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}
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}
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@@ -754,6 +754,12 @@ export class PlayerImpl implements Player {
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return b;
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}
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upgradeUnit(unit: Unit) {
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const cost = this.mg.unitInfo(unit.type()).cost(this);
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this.removeGold(cost);
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unit.increaseLevel();
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}
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public buildableUnits(tile: TileRef): BuildableUnit[] {
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const validTiles = this.validStructureSpawnTiles(tile);
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return Object.values(UnitType).map((u) => {
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@@ -85,6 +85,9 @@ export interface Stats {
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// Player captures a unit of type
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unitCapture(player: Player, type: OtherUnitType): void;
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// Player upgrades a unit of type
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unitUpgrade(player: Player, type: OtherUnitType): void;
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// Player destroys a unit of type
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unitDestroy(player: Player, type: OtherUnitType): void;
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@@ -20,6 +20,7 @@ import {
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OTHER_INDEX_CAPTURE,
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OTHER_INDEX_DESTROY,
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OTHER_INDEX_LOST,
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OTHER_INDEX_UPGRADE,
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OtherUnitType,
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PlayerStats,
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unitTypeToBombUnit,
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@@ -234,6 +235,10 @@ export class StatsImpl implements Stats {
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this._addOtherUnit(player, type, OTHER_INDEX_CAPTURE, 1);
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}
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unitUpgrade(player: Player, type: OtherUnitType): void {
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this._addOtherUnit(player, type, OTHER_INDEX_UPGRADE, 1);
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}
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unitDestroy(player: Player, type: OtherUnitType): void {
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this._addOtherUnit(player, type, OTHER_INDEX_DESTROY, 1);
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}
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+28
-19
@@ -26,8 +26,10 @@ export class UnitImpl implements Unit {
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private _constructionType: UnitType | undefined;
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private _lastOwner: PlayerImpl | null = null;
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private _troops: number;
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private _cooldownStartTick: Tick | null = null;
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private _missileTimerQueue: number[] = [];
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private _readyMissileCount: number = 1;
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private _patrolTile: TileRef | undefined;
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private _level: number = 1;
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constructor(
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private _type: UnitType,
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private mg: GameImpl,
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@@ -104,7 +106,9 @@ export class UnitImpl implements Unit {
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constructionType: this._constructionType,
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targetUnitId: this._targetUnit?.id() ?? undefined,
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targetTile: this.targetTile() ?? undefined,
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ticksLeftInCooldown: this.ticksLeftInCooldown() ?? undefined,
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missileTimerQueue: this._missileTimerQueue,
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readyMissileCount: this._readyMissileCount,
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level: this.level(),
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};
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}
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@@ -267,30 +271,23 @@ export class UnitImpl implements Unit {
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}
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launch(): void {
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this._cooldownStartTick = this.mg.ticks();
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this._missileTimerQueue.push(this.mg.ticks());
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this._readyMissileCount--;
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this.mg.addUpdate(this.toUpdate());
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}
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ticksLeftInCooldown(): Tick | undefined {
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let cooldownDuration = 0;
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if (this.type() === UnitType.SAMLauncher) {
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cooldownDuration = this.mg.config().SAMCooldown();
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} else if (this.type() === UnitType.MissileSilo) {
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cooldownDuration = this.mg.config().SiloCooldown();
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} else {
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return undefined;
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}
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if (!this._cooldownStartTick) {
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return undefined;
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}
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return cooldownDuration - (this.mg.ticks() - this._cooldownStartTick);
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return this._missileTimerQueue[0];
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}
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isInCooldown(): boolean {
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const ticksLeft = this.ticksLeftInCooldown();
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return ticksLeft !== undefined && ticksLeft > 0;
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return this._readyMissileCount === 0;
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}
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reloadMissile(): void {
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this._missileTimerQueue.shift();
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this._readyMissileCount++;
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this.mg.addUpdate(this.toUpdate());
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}
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setTargetTile(targetTile: TileRef | undefined) {
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@@ -335,4 +332,16 @@ export class UnitImpl implements Unit {
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this.mg.config().safeFromPiratesCooldownMax()
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);
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}
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level(): number {
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return this._level;
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}
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increaseLevel(): void {
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this._level++;
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if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
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this._readyMissileCount++;
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}
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this.mg.addUpdate(this.toUpdate());
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}
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}
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