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Cleanup/refactor: Remove some redundant checks (#3235)
## Description: PR 3/x in effort to break up PR https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already merged https://github.com/openfrontio/OpenFrontIO/pull/3233 and https://github.com/openfrontio/OpenFrontIO/pull/3234. Please see if these can be merged for v30. - **ClientGameRunner**: removed two redundant myPlayer===null checks since that was already done right above, instead use !. - **BuildMenu**: just like in UnitDisplay, assign public PlayerActions default value of null. So that in canCreateOrBuild, where we already do a === null check on it btw, we can safely skip the assignment to const buildableUnits and just directly loop over this.playerActions.buildableUnits. - **RadialMenuElements**: don't call canBuildOrUpgrade 3x in CreateMenuElements for the .map on flattenedBuildTable, instead do it once and re-use outcome. ## 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: tryout33
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@@ -127,7 +127,7 @@ export class BuildMenu extends LitElement implements Layer {
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public eventBus: EventBus;
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public uiState: UIState;
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private clickedTile: TileRef;
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public playerActions: PlayerActions | null;
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public playerActions: PlayerActions | null = null;
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private filteredBuildTable: BuildItemDisplay[][] = buildTable;
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public transformHandler: TransformHandler;
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@@ -361,8 +361,9 @@ export class BuildMenu extends LitElement implements Layer {
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if (this.game?.myPlayer() === null || this.playerActions === null) {
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return false;
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}
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const buildableUnits = this.playerActions?.buildableUnits ?? [];
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const unit = buildableUnits.filter((u) => u.type === item.unitType);
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const unit = this.playerActions.buildableUnits.filter(
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(u) => u.type === item.unitType,
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);
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if (unit.length === 0) {
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return false;
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}
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