Click and hold nukes - #5378
Click and hold nukes#5378Pesinario wants to merge 15 commits into
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…D_ACTION_DELAY_MS Added test
Walkthrough
ChangesGhost structure click-hold
Priority: ⬇️ Low Estimated code review effort: 3 (Moderate) | ~25 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant MousePointer
participant InputHandler
participant GhostStructure
participant EventBus
MousePointer->>InputHandler: pointer down
InputHandler->>GhostStructure: validate bomb ghost
InputHandler->>EventBus: emit initial confirmation
InputHandler->>EventBus: emit repeated confirmations
MousePointer->>InputHandler: pointer release or movement
InputHandler->>EventBus: suppress duplicate tap when required
Suggested reviewers: Merge Risk: 🟡 Moderate · up to Releasing a completed mouse hold can launch an unintended extra bomb. This should be corrected before merge. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches 💡 1🛠️ Fix failing CI checks 💡
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Actionable comments posted: 3
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Inline comments:
In `@src/client/InputHandler.ts`:
- Around line 853-854: Update the mouse-release handling in InputHandler so it
consumes and clears suppressNextTap when a held valid ghost has already emitted
ConfirmGhostStructureEvent, preventing MouseUpEvent from launching another
action. Keep the existing touch behavior intact and ensure the flag cannot
remain set to suppress a later touch tap.
In `@tests/InputHandler.test.ts`:
- Around line 1002-1024: Replace the mocked GameView/InputHandler setup in the
affected tests with the shared setup() helper from Setup.ts, supplying map data
as needed. Exercise pointer interactions through the initialized game instance
and registered event path, including mouse release and confirmation handling,
rather than invoking private handlers or relying on mock objects.
- Line 1268: Update the timer advancement in the test around
clickHoldEnsureIntent to advance beyond HOLD_SECOND_ACTION_DELAY_MS, or flush
all pending timers, before asserting the delayed action was cleared.
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ℹ️ Review info
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📒 Files selected for processing (2)
src/client/InputHandler.tstests/InputHandler.test.ts
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Add approved & assigned issue number here:
Resolves #5315
Description:
Current implementation:
ConfirmGhostStructureEventInstead of the prototype's mouse event approach.event.pointerType === "mouse") for the time being.Potential additions/changes considered (Feedback desired):
Worth mentioning: This different PR (which also stems from the prototype, see Issue#5265) deals with a different approach to empowering the player.
Resulting behavior is that the interval would fire as many nukes as
uiState.upgradeMultiplierhas active. This might be relevant because in practice, the combination of both is often overkill. This will get addressed when/if either PR gets merged.Note: PR is set to draft initially so that discussion about these changes can happen before committing to a final approach.
Add a setting (defaults to true) under "Gameplay" to disable the behavior:
Add additional settings to control the HOLD_POINTER_WAIT_MS and HOLD_SECOND_ACTION_DELAY_MS variables:
Different approaches to input method (In comparison to current one):
Expanding behavior to structures that are not nukes
AutoUpgradeEventpipeline:Please complete the following:
describestatement withinInputHandler.test.tsTesting:
Ran the full test suite, no tests failing.
Manually tested the feature extensively.
Please put your Discord username so you can be contacted if a bug or regression is found:
Pesinario