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Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## 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: deshack_82603
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@@ -2,8 +2,10 @@ import {
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AllianceRequest,
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Execution,
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Game,
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MessageType,
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Player,
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PlayerID,
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UnitType,
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} from "../../game/Game";
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export class AllianceRequestExecution implements Execution {
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@@ -39,6 +41,19 @@ export class AllianceRequestExecution implements Execution {
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// then accept it instead of creating a new one.
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this.active = false;
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incoming.accept();
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// Update player relations
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this.requestor.updateRelation(recipient, 100);
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recipient.updateRelation(this.requestor, 100);
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// Automatically remove embargoes only if they were automatically created
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if (this.requestor.hasEmbargoAgainst(recipient))
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this.requestor.endTemporaryEmbargo(recipient);
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if (recipient.hasEmbargoAgainst(this.requestor))
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recipient.endTemporaryEmbargo(this.requestor);
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// Cancel incoming nukes between players
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this.cancelNukesBetweenAlliedPlayers(recipient);
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} else {
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this.req = this.requestor.createAllianceRequest(recipient);
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}
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@@ -69,4 +84,51 @@ export class AllianceRequestExecution implements Execution {
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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cancelNukesBetweenAlliedPlayers(recipient: Player): void {
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const neutralized = new Map<Player, number>();
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const players = [this.requestor, recipient];
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for (const launcher of players) {
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for (const unit of launcher.units(
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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)) {
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if (!unit.isActive() || unit.reachedTarget()) continue;
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const targetTile = unit.targetTile();
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if (!targetTile) continue;
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const targetOwner = this.mg.owner(targetTile);
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if (!targetOwner.isPlayer()) continue;
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const other = launcher === this.requestor ? recipient : this.requestor;
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if (targetOwner !== other) continue;
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unit.delete(false);
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neutralized.set(launcher, (neutralized.get(launcher) ?? 0) + 1);
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}
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}
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for (const [launcher, count] of neutralized) {
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const other = launcher === this.requestor ? recipient : this.requestor;
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this.mg.displayMessage(
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"events_display.alliance_nukes_destroyed_outgoing",
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MessageType.ALLIANCE_ACCEPTED,
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launcher.id(),
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undefined,
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{ name: other.displayName(), count },
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);
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this.mg.displayMessage(
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"events_display.alliance_nukes_destroyed_incoming",
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MessageType.ALLIANCE_ACCEPTED,
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other.id(),
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undefined,
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{ name: launcher.displayName(), count },
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);
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}
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}
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}
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