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https://github.com/openfrontio/OpenFrontIO.git
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8f53785a80
## Description: - Removed the temporary UnitType.Construction and embedded construction state into real units via isUnderConstruction(). - Centralized non-structure spawning to perform a single validation right before unit creation/launch. - Updated UI layers to render construction state without relying on the removed enum. - Adjusted and created tests to match the new flow and to cover the no-refundscenarios. # Tests updated - tests/economy/ConstructionGold.test.ts: covers structure cost deduction and income, tolerant of passive income; ensures no refunds during construction. - tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch flow; MIRV test targets a player-owned tile; ensures launch after payment. - tests/client/graphics/UILayer.test.ts: mocks now provide isUnderConstruction and real type strings; ## 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: CrackeRR1 --------- Co-authored-by: Evan <evanpelle@gmail.com>
168 lines
4.8 KiB
TypeScript
168 lines
4.8 KiB
TypeScript
import { Execution, Game, Player, Tick, Unit, UnitType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { CityExecution } from "./CityExecution";
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import { DefensePostExecution } from "./DefensePostExecution";
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import { FactoryExecution } from "./FactoryExecution";
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import { MirvExecution } from "./MIRVExecution";
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import { MissileSiloExecution } from "./MissileSiloExecution";
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import { NukeExecution } from "./NukeExecution";
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import { PortExecution } from "./PortExecution";
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import { SAMLauncherExecution } from "./SAMLauncherExecution";
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import { WarshipExecution } from "./WarshipExecution";
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export class ConstructionExecution implements Execution {
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private structure: Unit | null = null;
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private active: boolean = true;
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private mg: Game;
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private ticksUntilComplete: Tick;
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constructor(
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private player: Player,
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private constructionType: UnitType,
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private tile: TileRef,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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if (this.mg.config().isUnitDisabled(this.constructionType)) {
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console.warn(
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`cannot build construction ${this.constructionType} because it is disabled`,
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);
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this.active = false;
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return;
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}
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if (!this.mg.isValidRef(this.tile)) {
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console.warn(`cannot build construction invalid tile ${this.tile}`);
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this.active = false;
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return;
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}
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}
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tick(ticks: number): void {
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if (this.structure === null) {
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const info = this.mg.unitInfo(this.constructionType);
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// For non-structure units (nukes/warship), charge once and delegate to specialized executions.
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const isStructure = this.isStructure(this.constructionType);
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if (!isStructure) {
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// Defer validation and gold deduction to the specific execution
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this.completeConstruction();
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this.active = false;
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return;
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}
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// Structures: build real unit and mark under construction
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const spawnTile = this.player.canBuild(this.constructionType, this.tile);
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if (spawnTile === false) {
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console.warn(`cannot build ${this.constructionType}`);
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this.active = false;
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return;
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}
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this.structure = this.player.buildUnit(
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this.constructionType,
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spawnTile,
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{},
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);
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const duration = info.constructionDuration ?? 0;
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if (duration > 0) {
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this.structure.setUnderConstruction(true);
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this.ticksUntilComplete = duration;
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return;
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}
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// No construction time
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this.completeConstruction();
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this.active = false;
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return;
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}
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if (!this.structure.isActive()) {
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this.active = false;
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return;
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}
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if (this.player !== this.structure.owner()) {
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this.player = this.structure.owner();
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}
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if (this.ticksUntilComplete === 0) {
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this.player = this.structure.owner();
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this.completeConstruction();
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this.active = false;
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return;
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}
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this.ticksUntilComplete--;
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}
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private completeConstruction() {
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if (this.structure) {
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this.structure.setUnderConstruction(false);
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}
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const player = this.player;
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switch (this.constructionType) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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this.mg.addExecution(
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new NukeExecution(this.constructionType, player, this.tile),
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);
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break;
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case UnitType.MIRV:
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this.mg.addExecution(new MirvExecution(player, this.tile));
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break;
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case UnitType.Warship:
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this.mg.addExecution(
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new WarshipExecution({ owner: player, patrolTile: this.tile }),
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);
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break;
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case UnitType.Port:
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this.mg.addExecution(new PortExecution(this.structure!));
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break;
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case UnitType.MissileSilo:
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this.mg.addExecution(new MissileSiloExecution(this.structure!));
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break;
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case UnitType.DefensePost:
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this.mg.addExecution(new DefensePostExecution(this.structure!));
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break;
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case UnitType.SAMLauncher:
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this.mg.addExecution(
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new SAMLauncherExecution(player, null, this.structure!),
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);
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break;
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case UnitType.City:
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this.mg.addExecution(new CityExecution(this.structure!));
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break;
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case UnitType.Factory:
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this.mg.addExecution(new FactoryExecution(this.structure!));
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break;
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default:
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console.warn(
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`unit type ${this.constructionType} cannot be constructed`,
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);
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break;
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}
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}
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private isStructure(type: UnitType): boolean {
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switch (type) {
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case UnitType.Port:
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case UnitType.MissileSilo:
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case UnitType.DefensePost:
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case UnitType.SAMLauncher:
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case UnitType.City:
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case UnitType.Factory:
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return true;
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default:
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return false;
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}
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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