Files
Bartosz Woźniak 936928fed9 Enhance InputHandler to allow using NumPad (#3317)
## Description:

Adds **Enter** and **Numpad Enter** as confirmation for placing a ghost
structure after selecting a building with hotkeys (1–0 or numpad).
Players can cancel with Esc but previously had to click to confirm; they
can now confirm with Enter or Numpad Enter at the current cursor
position. This supports keyboard-only or mouse + numpad workflows (e.g.
one hand on numpad for select + confirm, one on mouse for aiming).

## 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:

.wozniakpl
2026-03-07 15:27:25 -08:00

39 lines
1.9 KiB
TypeScript

import { describe, expect, test } from "vitest";
import { shouldPreserveGhostAfterBuild } from "../../../../src/client/graphics/layers/StructureIconsLayer";
import { UnitType } from "../../../../src/core/game/Game";
/**
* Tests for StructureIconsLayer edge cases mentioned in comments:
* - Locked nuke / AtomBomb / HydrogenBomb: when confirming placement (Enter or key),
* the ghost is preserved so the user can place multiple nukes or keep the nuke
* selected. Other structure types clear the ghost after placement.
*/
describe("StructureIconsLayer ghost preservation (locked nuke / Enter confirm)", () => {
describe("shouldPreserveGhostAfterBuild", () => {
test("returns true for AtomBomb so ghost is not cleared after placement", () => {
expect(shouldPreserveGhostAfterBuild(UnitType.AtomBomb)).toBe(true);
});
test("returns true for HydrogenBomb so ghost is not cleared after placement", () => {
expect(shouldPreserveGhostAfterBuild(UnitType.HydrogenBomb)).toBe(true);
});
test("returns false for City so ghost is cleared after placement", () => {
expect(shouldPreserveGhostAfterBuild(UnitType.City)).toBe(false);
});
test("returns false for Factory so ghost is cleared after placement", () => {
expect(shouldPreserveGhostAfterBuild(UnitType.Factory)).toBe(false);
});
test("returns false for other buildable types (Port, DefensePost, MissileSilo, SAMLauncher, Warship, MIRV)", () => {
expect(shouldPreserveGhostAfterBuild(UnitType.Port)).toBe(false);
expect(shouldPreserveGhostAfterBuild(UnitType.DefensePost)).toBe(false);
expect(shouldPreserveGhostAfterBuild(UnitType.MissileSilo)).toBe(false);
expect(shouldPreserveGhostAfterBuild(UnitType.SAMLauncher)).toBe(false);
expect(shouldPreserveGhostAfterBuild(UnitType.Warship)).toBe(false);
expect(shouldPreserveGhostAfterBuild(UnitType.MIRV)).toBe(false);
});
});
});