Add deletion duration and indicators (#2216)

## Description:

Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes


![deletecd](https://github.com/user-attachments/assets/613bf742-ef90-42b5-a258-b928daae6aaa)

## 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:

Mr.Box

---------

Co-authored-by: Evan <evanpelle@gmail.com>
This commit is contained in:
Vivacious Box
2025-10-21 10:07:14 -07:00
committed by GitHub
co-authored by Evan
parent 19597a37d9
commit dddf54be0b
16 changed files with 225 additions and 51 deletions
+29 -9
View File
@@ -10,6 +10,7 @@ import {
} from "../src/core/game/Game";
import { TileRef } from "../src/core/game/GameMap";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
describe("DeleteUnitExecution Security Tests", () => {
let game: Game;
@@ -79,6 +80,7 @@ describe("DeleteUnitExecution Security Tests", () => {
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(enemyUnit.isMarkedForDeletion()).toBe(false);
});
it("should prevent deleting units on enemy territory", () => {
@@ -90,6 +92,7 @@ describe("DeleteUnitExecution Security Tests", () => {
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
}
});
@@ -100,15 +103,7 @@ describe("DeleteUnitExecution Security Tests", () => {
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
});
it("should allow deleting the last city (suicide)", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(unit.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
});
it("should allow deleting units when all conditions are met", () => {
@@ -117,7 +112,32 @@ describe("DeleteUnitExecution Security Tests", () => {
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(unit.isMarkedForDeletion()).toBe(true);
});
it("should delete after deletion delay", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
expect(unit.isOverdueDeletion()).toBe(false);
executeTicks(game, game.config().deletionMarkDuration() + 1);
expect(unit.isActive()).toBe(false);
});
it("should reset deletion if captured", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
unit.setOwner(enemyPlayer);
expect(unit.isMarkedForDeletion()).toBe(false);
expect(unit.isActive()).toBe(true);
});
});
});