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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-05 01:46:04 +00:00
have buildings take time to construct
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@@ -0,0 +1,122 @@
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import { consolex } from "../Consolex";
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import {
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Cell,
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Execution,
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Game,
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Player,
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Unit,
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PlayerID,
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UnitType,
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Tick,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { CityExecution } from "./CityExecution";
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import { DefensePostExecution } from "./DefensePostExecution";
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import { MirvExecution } from "./MIRVExecution";
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import { MissileSiloExecution } from "./MissileSiloExecution";
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import { NukeExecution } from "./NukeExecution";
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import { PortExecution } from "./PortExecution";
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import { WarshipExecution } from "./WarshipExecution";
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export class ConstructionExecution implements Execution {
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private player: Player;
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private construction: Unit;
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private active: boolean = true;
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private mg: Game;
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private ticksUntilComplete: Tick;
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constructor(
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private ownerId: PlayerID,
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private tile: TileRef,
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private constructionType: UnitType
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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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this.player = mg.player(this.ownerId);
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}
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tick(ticks: number): void {
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if (this.construction == null) {
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const info = this.mg.unitInfo(this.constructionType);
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if (info.constructionDuration == null) {
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this.completeConstruction();
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this.active = false;
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return;
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}
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const spawnTile = this.player.canBuild(this.constructionType, this.tile);
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if (spawnTile == false) {
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consolex.warn(`cannot build ${UnitType.Construction}`);
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this.active = false;
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return;
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}
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this.construction = this.player.buildUnit(
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UnitType.Construction,
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0,
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spawnTile
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);
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this.construction.setConstructionType(this.constructionType);
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this.ticksUntilComplete = info.constructionDuration;
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return;
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}
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if (!this.construction.isActive()) {
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this.active = false;
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return;
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}
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if (this.ticksUntilComplete == 0) {
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this.player = this.construction.owner();
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this.construction.delete(false);
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this.completeConstruction();
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this.active = false;
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return;
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}
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this.ticksUntilComplete--;
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}
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private completeConstruction() {
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const player = this.player;
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switch (this.constructionType) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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this.mg.addExecution(
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new NukeExecution(this.constructionType, player.id(), this.tile)
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);
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break;
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case UnitType.MIRV:
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this.mg.addExecution(new MirvExecution(player.id(), this.tile));
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break;
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case UnitType.Warship:
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this.mg.addExecution(new WarshipExecution(player.id(), this.tile));
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break;
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case UnitType.Port:
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this.mg.addExecution(new PortExecution(player.id(), this.tile));
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break;
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case UnitType.MissileSilo:
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this.mg.addExecution(new MissileSiloExecution(player.id(), this.tile));
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break;
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case UnitType.DefensePost:
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this.mg.addExecution(new DefensePostExecution(player.id(), this.tile));
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break;
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case UnitType.City:
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this.mg.addExecution(new CityExecution(player.id(), this.tile));
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break;
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default:
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throw Error(`unit type ${this.constructionType} not supported`);
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}
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}
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owner(): Player {
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return null;
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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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@@ -38,6 +38,7 @@ import { DefensePostExecution } from "./DefensePostExecution";
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import { CityExecution } from "./CityExecution";
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import { TileRef } from "../game/GameMap";
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import { MirvExecution } from "./MIRVExecution";
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import { ConstructionExecution } from "./ConstructionExecution";
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export class Executor {
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// private random = new PseudoRandom(999)
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@@ -106,47 +107,11 @@ export class Executor {
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case "troop_ratio":
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return new SetTargetTroopRatioExecution(intent.player, intent.ratio);
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case "build_unit":
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switch (intent.unit) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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return new NukeExecution(
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intent.unit,
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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case UnitType.MIRV:
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return new MirvExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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case UnitType.Warship:
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return new WarshipExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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case UnitType.Port:
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return new PortExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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case UnitType.MissileSilo:
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return new MissileSiloExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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case UnitType.DefensePost:
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return new DefensePostExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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case UnitType.City:
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return new CityExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y)
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);
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default:
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throw Error(`unit type ${intent.unit} not supported`);
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}
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return new ConstructionExecution(
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intent.player,
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this.mg.ref(intent.x, intent.y),
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intent.unit
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);
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default:
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throw new Error(`intent type ${intent} not found`);
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}
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@@ -29,6 +29,7 @@ import { AllianceRequestReplyExecution } from "./alliance/AllianceRequestReplyEx
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import { closestTwoTiles } from "./Util";
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import { calculateBoundingBox, simpleHash } from "../Util";
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import { andFN, manhattanDistFN, TileRef } from "../game/GameMap";
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import { ConstructionExecution } from "./ConstructionExecution";
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export class FakeHumanExecution implements Execution {
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private firstMove = true;
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@@ -304,14 +305,16 @@ export class FakeHumanExecution implements Execution {
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);
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if (oceanTiles.length > 0) {
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const buildTile = this.random.randElement(oceanTiles);
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this.mg.addExecution(new PortExecution(this.player.id(), buildTile));
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this.mg.addExecution(
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new ConstructionExecution(this.player.id(), buildTile, UnitType.Port)
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);
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}
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return;
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}
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this.maybeSpawnStructure(
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UnitType.City,
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2,
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(t) => new CityExecution(this.player.id(), t)
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(t) => new ConstructionExecution(this.player.id(), t, UnitType.City)
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);
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if (this.maybeSpawnWarship()) {
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return;
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@@ -319,7 +322,8 @@ export class FakeHumanExecution implements Execution {
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this.maybeSpawnStructure(
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UnitType.MissileSilo,
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1,
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(t) => new MissileSiloExecution(this.player.id(), t)
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(t) =>
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new ConstructionExecution(this.player.id(), t, UnitType.MissileSilo)
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);
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}
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@@ -369,7 +373,13 @@ export class FakeHumanExecution implements Execution {
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consolex.warn("cannot spawn destroyer");
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return false;
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}
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this.mg.addExecution(new WarshipExecution(this.player.id(), targetTile));
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this.mg.addExecution(
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new ConstructionExecution(
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this.player.id(),
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targetTile,
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UnitType.Warship
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)
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);
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return true;
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}
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return false;
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