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## Description: https://github.com/openfrontio/OpenFrontIO/issues/776 I've implemented upgradable structures for cities and ports. As of right now this is just meant as a QOL change for structure stacking that currently happens and no gameplay changes are intended. Structure upgrades cost the same as making a new structure of that type and function the same as making a new structure of that type. I'm putting up a draft PR for this now since adding support for SAMs and Silos will take more time to handle the cooldowns and I want to make sure I'm on the right track for getting this merged. I also still need to add bot behavior for this and re-enable min distance for structures. I didn't see translations for the UnitInfoModal so I've left that out for now. I've tested locally in a single player game so far but will document and test more thoroughly before merging.   ## 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 - [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: # Poutine --------- Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
61 lines
1.4 KiB
TypeScript
61 lines
1.4 KiB
TypeScript
import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
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import { TileRef } from "../game/GameMap";
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export class MissileSiloExecution implements Execution {
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private active = true;
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private mg: Game;
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private silo: Unit | null = null;
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constructor(
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private player: Player,
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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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}
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tick(ticks: number): void {
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if (this.silo === null) {
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const spawn = this.player.canBuild(UnitType.MissileSilo, this.tile);
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if (spawn === false) {
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console.warn(
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`player ${this.player} cannot build missile silo at ${this.tile}`,
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);
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this.active = false;
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return;
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}
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this.silo = this.player.buildUnit(UnitType.MissileSilo, spawn, {
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cooldownDuration: this.mg.config().SiloCooldown(),
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});
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if (this.player !== this.silo.owner()) {
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this.player = this.silo.owner();
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}
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}
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const frontTime = this.silo.ticksLeftInCooldown();
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if (frontTime === undefined) {
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return;
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}
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const cooldown =
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this.mg.config().SiloCooldown() - (this.mg.ticks() - frontTime);
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if (typeof cooldown === "number" && cooldown >= 0) {
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this.silo.touch();
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}
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if (cooldown <= 0) {
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this.silo.reloadMissile();
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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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