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bugfix: SAM was only reloading when not in cooldown (#3817)
## Description: reloadMissile() was inside the isInCooldown() block. For level-2+ SAMs, isInCooldown() returns queue.length === level, so after firing one of two missiles (queue.length = 1 < level = 2) the SAM is not in cooldown — meaning expired timers were never cleaned up. Stale queue entries caused subsequent shots to be treated as still-cooling even after the cooldown elapsed. SAM execution now mirrors the missile silo execution ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
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@@ -247,20 +247,6 @@ export class SAMLauncherExecution implements Execution {
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return;
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}
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if (this.sam.isInCooldown()) {
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const frontTime = this.sam.missileTimerQueue()[0];
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if (frontTime === undefined) {
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return;
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}
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const cooldown =
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this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
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if (cooldown <= 0) {
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this.sam.reloadMissile();
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}
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return;
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}
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if (!this.sam.isActive()) {
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this.active = false;
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return;
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@@ -270,6 +256,19 @@ export class SAMLauncherExecution implements Execution {
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this.player = this.sam.owner();
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}
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const frontTime = this.sam.missileTimerQueue()[0];
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if (frontTime !== undefined) {
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const cooldown =
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this.mg.config().SAMCooldown() - (this.mg.ticks() - frontTime);
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if (cooldown <= 0) {
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this.sam.reloadMissile();
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}
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}
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if (this.sam.isInCooldown()) {
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return;
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}
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this.pseudoRandom ??= new PseudoRandom(this.sam.id());
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const mirvWarheadTargets = this.mg.nearbyUnits(
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@@ -254,4 +254,22 @@ describe("SAM", () => {
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expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(2);
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});
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test("SAM should reload expired missile timers even when not in cooldown", async () => {
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// Upgrading to level 2 pushes a timer for the new slot. queue.length(1) < level(2)
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// so isInCooldown() is false, but the expired timer still needs to be cleaned up.
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const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
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sam.increaseLevel();
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expect(sam.level()).toBe(2);
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game.addExecution(new SAMLauncherExecution(defender, null, sam));
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expect(sam.missileTimerQueue()).toHaveLength(1);
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expect(sam.isInCooldown()).toBeFalsy();
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// Wait for the timer to expire — reload must fire even though isInCooldown() is false
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executeTicks(game, game.config().SAMCooldown() + 1);
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expect(sam.missileTimerQueue()).toHaveLength(0);
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});
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});
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