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refactor: rename Bot to Tribe in internal execution code (#3372)
## Description Follows up on #3290 which renamed the user-facing "Bots" to "Tribes". This renames the internal implementation to match: - `BotExecution` → `TribeExecution` - `BotSpawner` → `TribeSpawner` - `BotNames` → `TribeNames` (`BOT_NAME_*` → `TRIBE_NAME_*`) All callers updated accordingly. `PlayerType.Bot` and `ColoredTeams.Bot` are intentionally left unchanged as they are serialised wire-format values. Closes #3335 ## Please complete the following: - [x] My changes do not break existing functionality - [x] I have tested my changes ## Please put your Discord username so you can be contacted if a bug or regression is found: Just reply here --------- Co-authored-by: PGray <PGrayCS@users.noreply.github.com>
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@@ -8,7 +8,6 @@ import { AllianceRequestExecution } from "./alliance/AllianceRequestExecution";
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import { BreakAllianceExecution } from "./alliance/BreakAllianceExecution";
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import { AttackExecution } from "./AttackExecution";
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import { BoatRetreatExecution } from "./BoatRetreatExecution";
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import { BotSpawner } from "./BotSpawner";
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import { ConstructionExecution } from "./ConstructionExecution";
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import { DeleteUnitExecution } from "./DeleteUnitExecution";
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import { DonateGoldExecution } from "./DonateGoldExecution";
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@@ -26,6 +25,7 @@ import { RetreatExecution } from "./RetreatExecution";
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import { SpawnExecution } from "./SpawnExecution";
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import { TargetPlayerExecution } from "./TargetPlayerExecution";
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import { TransportShipExecution } from "./TransportShipExecution";
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import { TribeSpawner } from "./TribeSpawner";
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import { UpgradeStructureExecution } from "./UpgradeStructureExecution";
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import { PlayerSpawner } from "./utils/PlayerSpawner";
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@@ -38,7 +38,7 @@ export class Executor {
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private gameID: GameID,
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private clientID: ClientID | undefined,
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) {
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// Add one to avoid id collisions with bots.
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// Add one to avoid id collisions with tribes.
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this.random = new PseudoRandom(simpleHash(gameID) + 1);
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}
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@@ -126,8 +126,8 @@ export class Executor {
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}
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}
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spawnBots(numBots: number): SpawnExecution[] {
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return new BotSpawner(this.mg, this.gameID).spawnBots(numBots);
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spawnTribes(numTribes: number): SpawnExecution[] {
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return new TribeSpawner(this.mg, this.gameID).spawnTribes(numTribes);
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}
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spawnPlayers(): SpawnExecution[] {
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