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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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Scott Anderson
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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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