Files
OpenFrontIO/src/core/execution/DeleteUnitExecution.ts
T
Vivacious Box dddf54be0b Add deletion duration and indicators (#2216)
## Description:

Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes


![deletecd](https://github.com/user-attachments/assets/613bf742-ef90-42b5-a258-b928daae6aaa)

## 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:

Mr.Box

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-21 10:07:14 -07:00

94 lines
2.1 KiB
TypeScript

import { Execution, Game, MessageType, Player, Unit } from "../game/Game";
export class DeleteUnitExecution implements Execution {
private active: boolean = true;
private mg: Game;
private unit: Unit | null = null;
constructor(
private player: Player,
private unitId: number,
) {}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game, ticks: number) {
if (!this.active) {
return;
}
this.mg = mg;
const unit = this.player.units().find((u) => u.id() === this.unitId);
if (!unit) {
console.warn(
`SECURITY: unit ${this.unitId} not found or not owned by player ${this.player.displayName()}`,
);
this.active = false;
return;
}
if (!unit.isActive()) {
console.warn(`SECURITY: unit ${this.unitId} is not active`);
this.active = false;
return;
}
this.unit = unit;
const tileOwner = mg.owner(unit.tile());
if (!tileOwner.isPlayer() || tileOwner.id() !== this.player.id()) {
console.warn(
`SECURITY: unit ${this.unitId} is not on player's territory`,
);
this.active = false;
return;
}
if (!mg.isLand(unit.tile())) {
console.warn(`SECURITY: unit ${this.unitId} is not on land`);
this.active = false;
return;
}
if (mg.inSpawnPhase()) {
console.warn(`SECURITY: cannot delete units during spawn phase`);
this.active = false;
return;
}
if (!this.player.canDeleteUnit()) {
console.warn(`SECURITY: delete unit cooldown not expired`);
this.active = false;
return;
}
this.player.recordDeleteUnit();
unit.markForDeletion();
}
tick(ticks: number) {
if (!this.active || !this.unit) {
return;
}
if (!this.unit.isActive()) {
this.active = false;
return;
}
if (this.unit.isOverdueDeletion()) {
this.unit.delete(false);
this.mg.displayMessage(
`events_display.unit_voluntarily_deleted`,
MessageType.UNIT_DESTROYED,
this.player.id(),
);
this.active = false;
}
}
isActive(): boolean {
return this.active;
}
}