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BUG FIX: Gold double deduction + Rmoval of UnitType.Construction #2378
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d0e2314
BUG FIX: Gold double deduction + Rmoval of UnitType.Construction
CrackeRR11 d688969
Fix pull request pipeline checks
CrackeRR11 de41e07
Test fix - No MissleSilo to fire Nuke in test
CrackeRR11 275665c
Test fix - nonConqured tile won't allow fire Nuke - isAlive=false (no…
CrackeRR11 c009d17
prettier + hydrogen test ticks fix
CrackeRR11 5cfb50c
typesafety fix + prettifier
CrackeRR11 e5af42a
tests refactor
CrackeRR11 41c9590
prettier fix
CrackeRR11 85f2790
Merge branch 'main' into gold-fluctuations
CrackeRR11 6296e72
Merge with main fix + defence Post
CrackeRR11 80dada3
Port traintracks fix
CrackeRR11 9da6ac3
refactor coderabbit
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -103,16 +103,15 @@ export class UILayer implements Layer { | |
| } | ||
|
|
||
| onUnitEvent(unit: UnitView) { | ||
| const underConst = | ||
| ( | ||
| unit as unknown as { isUnderConstruction?: () => boolean } | ||
| ).isUnderConstruction?.() ?? false; | ||
| if (underConst) { | ||
| this.createLoadingBar(unit); | ||
| return; | ||
| } | ||
| switch (unit.type()) { | ||
| case UnitType.Construction: { | ||
| const constructionType = unit.constructionType(); | ||
| if (constructionType === undefined) { | ||
| // Skip units without construction type | ||
| return; | ||
| } | ||
| this.createLoadingBar(unit); | ||
| break; | ||
| } | ||
| case UnitType.Warship: { | ||
| this.drawHealthBar(unit); | ||
| break; | ||
|
|
@@ -318,22 +317,23 @@ export class UILayer implements Layer { | |
| if (!unit.isActive()) { | ||
| return 1; | ||
| } | ||
| switch (unit.type()) { | ||
| case UnitType.Construction: { | ||
| const constructionType = unit.constructionType(); | ||
| if (constructionType === undefined) { | ||
| return 1; | ||
| } | ||
| const constDuration = | ||
| this.game.unitInfo(constructionType).constructionDuration; | ||
| if (constDuration === undefined) { | ||
| throw new Error("unit does not have constructionTime"); | ||
| } | ||
| return ( | ||
| (this.game.ticks() - unit.createdAt()) / | ||
| (constDuration === 0 ? 1 : constDuration) | ||
| ); | ||
| const underConst = | ||
| ( | ||
| unit as unknown as { isUnderConstruction?: () => boolean } | ||
|
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||
| ).isUnderConstruction?.() ?? false; | ||
| if (underConst) { | ||
| const constDuration = this.game.unitInfo( | ||
| unit.type(), | ||
| ).constructionDuration; | ||
| if (constDuration === undefined) { | ||
| throw new Error("unit does not have constructionTime"); | ||
| } | ||
| return ( | ||
| (this.game.ticks() - unit.createdAt()) / | ||
| (constDuration === 0 ? 1 : constDuration) | ||
| ); | ||
| } | ||
| switch (unit.type()) { | ||
| case UnitType.MissileSilo: | ||
| case UnitType.SAMLauncher: | ||
| return !unit.markedForDeletion() | ||
|
|
||
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why do we need to do this? why not just unit.isUnderConstruction?