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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
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@@ -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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