Bug report:
https://discord.com/channels/1284581928254701718/1355194642592694412
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
Bot team has over 80% of the map:

How it was before (the bug):

changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown
The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.
changed the sam test / added a missilesilo test
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
TITLE IS WRONG I meant 2s not 1s
Problem: two warship fight each other, if one back off he won't be hit
by the ennemy at all. he'll kill other warship, then all shells
dissapear so 0% damage are received. It's OP and unfair.
Solution: make warship's shells last 2s after its death so even if one
warship backs off he'll eventually receive some damages. 2s is enough to
get between 250-750 HP loss
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
## Please complete the following:
just a compilation bug fix. npm run dev is how i test
## Please put your Discord username so you can be contacted if a bug or
regression is found:
respectful pinguin
## Responsibility Acknowledgment
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through basic manual testing:
- Significantly slows down the entire development process
- Blocks releases and new features for all contributors
- Harms the project's reliability and reputation
- Places additional debugging burden on maintainers who already have
limited time
- Diverts valuable resources away from new development and improvements
- Makes me seen as a loser
- Makes me more likely to go to hell
when an building is taken over by another player the execution for it
doesnt change its owner this makes it so when a sam is captured it tries
to intercept your own nukes and doesnt intercept the ones by the
previous player
this change makes executions of buildings automaticly switch their owner
added a unitgrid instead of a defensepostgrid for all units to be able
to see if a tile is inside the range of a unit by a custom distance
this is used for the sam launcher to draw a circle around the area it
protects
removed all parts that use the defensepostgrid and made it use the
unitgrid instead
More costly (start at 1.5M), increase cost cap (4.5M), biggest timeout
(5s->10s), much lower chance to stop hydrogen (70%->10%), triple
construction time (10s->30s) otherwise it's trivial to build a SAM right
before a nuke hits
If the port of destination and of source have same owner it means a
player captures port of another player, we cease all trade that happens
inside same country.
Also added a check in the canTrade code to be more reliable and correct
even outside of the specific case of capturing a port.
Hard to know when warship captures your trade so if they target one of
your trade or war ship they are highlighted in red.
Known limitation: doesn't work well if the WarShip is already in red
(player's color)