Spaces:
Sleeping
Sleeping
Opposition
Browse files
backend/game/state.py
CHANGED
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@@ -166,8 +166,14 @@ class GameState(BaseModel):
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p1.recalculate_supply()
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state.players[player_id] = p1
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-
# Dummy opponent with
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dummy = PlayerState(player_id=TUTORIAL_DUMMY_ID, player_name="Training Ground")
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state.players[TUTORIAL_DUMMY_ID] = dummy
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return state
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p1.recalculate_supply()
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state.players[player_id] = p1
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+
# Dummy opponent with two marines blocking the path to the objective
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dummy = PlayerState(player_id=TUTORIAL_DUMMY_ID, player_name="Training Ground")
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for ex, ey in [(40.0, 50.0), (43.0, 54.0)]:
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raw_x = max(0.5, min(_MAP_W - 0.5, ex))
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raw_y = max(0.5, min(_MAP_H - 0.5, ey))
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mx, my = snap_to_walkable(raw_x, raw_y)
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enemy_marine = Unit.create(UnitType.MARINE, TUTORIAL_DUMMY_ID, mx, my)
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dummy.units[enemy_marine.id] = enemy_marine
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state.players[TUTORIAL_DUMMY_ID] = dummy
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return state
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frontend/src/lib/components/Map.svelte
CHANGED
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@@ -804,8 +804,9 @@
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{@const angle = rs?.angle ?? 0}
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{@const isSelected = u.id === $selectedUnit?.id}
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{@const isLargeUnit = u.unit_type === 'goliath' || u.unit_type === 'tank' || u.unit_type === 'wraith'}
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{@const
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{@const
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<g transform="translate({rx},{ry})">
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<!-- Selection ring -->
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{@const angle = rs?.angle ?? 0}
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{@const isSelected = u.id === $selectedUnit?.id}
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{@const isLargeUnit = u.unit_type === 'goliath' || u.unit_type === 'tank' || u.unit_type === 'wraith'}
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{@const isTank = u.unit_type === 'tank'}
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{@const spriteHalf = isTank ? 1.52 : isLargeUnit ? 0.76 : 0.38}
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{@const spriteSize = isTank ? 3.04 : isLargeUnit ? 1.52 : 0.76}
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<g transform="translate({rx},{ry})">
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<!-- Selection ring -->
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