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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
@@ -1,5 +1,6 @@
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import { NukeExecution } from "../src/core/execution/NukeExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { UpgradeStructureExecution } from "../src/core/execution/UpgradeStructureExecution";
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import {
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Game,
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Player,
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@@ -9,7 +10,7 @@ import {
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} from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { setup } from "./util/Setup";
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import { constructionExecution } from "./util/utils";
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import { constructionExecution, executeTicks } from "./util/utils";
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let game: Game;
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let attacker: Player;
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@@ -85,7 +86,21 @@ describe("MissileSilo", () => {
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).toBeTruthy();
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}
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game.executeNextTick();
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executeTicks(game, 2);
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expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
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});
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test("missilesilo should have increased level after upgrade", async () => {
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expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(1);
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const upgradeStructureExecution = new UpgradeStructureExecution(
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attacker,
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attacker.units(UnitType.MissileSilo)[0].id(),
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);
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game.addExecution(upgradeStructureExecution);
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executeTicks(game, 2);
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expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(2);
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});
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});
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@@ -1,6 +1,7 @@
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import { NukeExecution } from "../src/core/execution/NukeExecution";
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import { SAMLauncherExecution } from "../src/core/execution/SAMLauncherExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { UpgradeStructureExecution } from "../src/core/execution/UpgradeStructureExecution";
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import {
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Game,
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Player,
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@@ -94,6 +95,7 @@ describe("SAM", () => {
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test("sam should cooldown as long as configured", async () => {
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const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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game.addExecution(new SAMLauncherExecution(defender, null, sam));
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expect(sam.isInCooldown()).toBeFalsy();
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const nuke = attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 2), {
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@@ -103,6 +105,7 @@ describe("SAM", () => {
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executeTicks(game, 3);
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expect(nuke.isActive()).toBeFalsy();
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for (let i = 0; i < game.config().SAMCooldown() - 3; i++) {
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game.executeNextTick();
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expect(sam.isInCooldown()).toBeTruthy();
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@@ -161,4 +164,18 @@ describe("SAM", () => {
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expect(sam1.isInCooldown()).toBeFalsy();
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expect(sam2.isInCooldown()).toBeTruthy();
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});
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test("SAM should have increased level after upgrade", async () => {
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defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(1);
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const upgradeStructureExecution = new UpgradeStructureExecution(
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defender,
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defender.units(UnitType.SAMLauncher)[0].id(),
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);
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game.addExecution(upgradeStructureExecution);
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executeTicks(game, 2);
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expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(2);
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});
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});
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