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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>
109 lines
2.9 KiB
TypeScript
109 lines
2.9 KiB
TypeScript
import { Execution, Game, Unit } from "../game/Game";
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import { ShellExecution } from "./ShellExecution";
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export class DefensePostExecution implements Execution {
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private mg: Game;
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private active: boolean = true;
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private target: Unit | null = null;
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private lastShellAttack = 0;
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private alreadySentShell = new Set<Unit>();
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constructor(private post: Unit) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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}
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private shoot() {
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if (this.target === null) return;
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const shellAttackRate = this.mg.config().defensePostShellAttackRate();
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if (this.mg.ticks() - this.lastShellAttack > shellAttackRate) {
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this.lastShellAttack = this.mg.ticks();
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this.mg.addExecution(
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new ShellExecution(
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this.post.tile(),
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this.post.owner(),
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this.post,
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this.target,
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),
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);
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if (!this.target.hasHealth()) {
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// Don't send multiple shells to target that can be oneshotted
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this.alreadySentShell.add(this.target);
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this.target = null;
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return;
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}
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}
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}
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tick(ticks: number): void {
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if (!this.post.isActive()) {
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this.active = false;
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return;
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}
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// Do nothing while the structure is under construction
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if (this.post.isUnderConstruction()) {
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return;
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}
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if (this.target !== null && !this.target.isActive()) {
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this.target = null;
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}
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// TODO: Reconsider how/if defense posts target ships.
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// const ships = this.mg
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// .nearbyUnits(
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// this.post.tile(),
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// this.mg.config().defensePostTargettingRange(),
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// [UnitType.TransportShip, UnitType.Warship],
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// )
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// .filter(
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// ({ unit }) =>
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// this.post !== null &&
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// unit.owner() !== this.post.owner() &&
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// !unit.owner().isFriendly(this.post.owner()) &&
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// !this.alreadySentShell.has(unit),
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// );
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//
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// this.target =
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// ships.sort((a, b) => {
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// const { unit: unitA, distSquared: distA } = a;
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// const { unit: unitB, distSquared: distB } = b;
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//
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// // Prioritize TransportShip
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// if (
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// unitA.type() === UnitType.TransportShip &&
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// unitB.type() !== UnitType.TransportShip
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// )
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// return -1;
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// if (
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// unitA.type() !== UnitType.TransportShip &&
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// unitB.type() === UnitType.TransportShip
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// )
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// return 1;
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//
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// // If both are the same type, sort by distance (lower `distSquared` means closer)
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// return distA - distB;
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// })[0]?.unit ?? null;
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//
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// if (this.target === null || !this.target.isActive()) {
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// this.target = null;
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// return;
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// } else {
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// this.shoot();
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// return;
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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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