mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 04:03:49 +00:00
feat: move warship (#196)
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@@ -135,6 +135,13 @@ export class SendHashEvent implements GameEvent {
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) {}
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}
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export class MoveWarshipIntentEvent implements GameEvent {
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constructor(
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public readonly unitId: number,
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public readonly tile: number,
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) {}
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}
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export class Transport {
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private socket: WebSocket;
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@@ -194,6 +201,9 @@ export class Transport {
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this.eventBus.on(CancelAttackIntentEvent, (e) =>
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this.onCancelAttackIntentEvent(e),
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);
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this.eventBus.on(MoveWarshipIntentEvent, (e) => {
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this.onMoveWarshipEvent(e);
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});
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}
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private startPing() {
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@@ -522,6 +532,16 @@ export class Transport {
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});
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}
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private onMoveWarshipEvent(event: MoveWarshipIntentEvent) {
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this.sendIntent({
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type: "move_warship",
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clientID: this.lobbyConfig.clientID,
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playerID: this.lobbyConfig.playerID,
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unitId: event.unitId,
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tile: event.tile,
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});
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}
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private sendIntent(intent: Intent) {
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if (this.isLocal || this.socket.readyState === WebSocket.OPEN) {
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const msg = ClientIntentMessageSchema.parse({
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@@ -17,6 +17,7 @@ import {
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} from "../../../core/game/GameMap";
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import { GameUpdateType } from "../../../core/game/GameUpdates";
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import { TransformHandler } from "../TransformHandler";
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import { MoveWarshipIntentEvent } from "../../Transport";
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enum Relationship {
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Self,
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@@ -44,7 +45,7 @@ export class UnitLayer implements Layer {
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private selectedUnit: UnitView | null = null;
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// Configuration for unit selection
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private readonly WARSHIP_SELECTION_RADIUS = 3; // Radius in game cells for warship selection hit zone
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private readonly WARSHIP_SELECTION_RADIUS = 10; // Radius in game cells for warship selection hit zone
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constructor(
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private game: GameView,
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@@ -121,19 +122,19 @@ export class UnitLayer implements Layer {
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// Find warships near this cell, sorted by distance
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const nearbyWarships = this.findWarshipsNearCell(cell);
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if (nearbyWarships.length > 0) {
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if (this.selectedUnit) {
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const clickRef = this.game.ref(cell.x, cell.y);
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if (this.game.isOcean(clickRef)) {
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this.eventBus.emit(
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new MoveWarshipIntentEvent(this.selectedUnit.id(), clickRef),
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);
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}
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// Deselect
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this.eventBus.emit(new UnitSelectionEvent(this.selectedUnit, false));
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} else if (nearbyWarships.length > 0) {
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// Toggle selection of the closest warship
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const clickedUnit = nearbyWarships[0];
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if (this.selectedUnit === clickedUnit) {
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// Deselect if already selected
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, false));
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} else {
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// Select the new unit
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, true));
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}
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} else if (this.selectedUnit) {
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// If clicked elsewhere and there's a selection, deselect it
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this.eventBus.emit(new UnitSelectionEvent(this.selectedUnit, false));
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this.eventBus.emit(new UnitSelectionEvent(clickedUnit, true));
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}
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}
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+11
-1
@@ -24,7 +24,8 @@ export type Intent =
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| DonateIntent
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| TargetTroopRatioIntent
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| BuildUnitIntent
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| EmbargoIntent;
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| EmbargoIntent
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| MoveWarshipIntent;
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export type AttackIntent = z.infer<typeof AttackIntentSchema>;
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export type CancelAttackIntent = z.infer<typeof CancelAttackIntentSchema>;
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@@ -43,6 +44,7 @@ export type TargetTroopRatioIntent = z.infer<
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typeof TargetTroopRatioIntentSchema
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>;
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export type BuildUnitIntent = z.infer<typeof BuildUnitIntentSchema>;
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export type MoveWarshipIntent = z.infer<typeof MoveWarshipIntentSchema>;
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export type Turn = z.infer<typeof TurnSchema>;
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export type GameConfig = z.infer<typeof GameConfigSchema>;
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@@ -164,6 +166,7 @@ const BaseIntentSchema = z.object({
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"troop_ratio",
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"build_unit",
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"embargo",
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"move_warship",
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]),
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clientID: ID,
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playerID: ID,
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@@ -261,6 +264,12 @@ export const CancelAttackIntentSchema = BaseIntentSchema.extend({
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attackID: z.string(),
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});
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export const MoveWarshipIntentSchema = BaseIntentSchema.extend({
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type: z.literal("move_warship"),
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unitId: z.number(),
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tile: z.number(),
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});
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const IntentSchema = z.union([
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AttackIntentSchema,
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CancelAttackIntentSchema,
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@@ -275,6 +284,7 @@ const IntentSchema = z.union([
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TargetTroopRatioIntentSchema,
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BuildUnitIntentSchema,
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EmbargoIntentSchema,
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MoveWarshipIntentSchema,
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]);
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export const TurnSchema = z.object({
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@@ -36,6 +36,7 @@ import { fixProfaneUsername, isProfaneUsername } from "../validations/username";
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import { NoOpExecution } from "./NoOpExecution";
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import { EmbargoExecution } from "./EmbargoExecution";
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import { RetreatExecution } from "./RetreatExecution";
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import { MoveWarshipExecution } from "./MoveWarshipExecution";
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export class Executor {
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// private random = new PseudoRandom(999)
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@@ -83,6 +84,8 @@ export class Executor {
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}
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case "cancel_attack":
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return new RetreatExecution(intent.playerID, intent.attackID);
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case "move_warship":
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return new MoveWarshipExecution(intent.unitId, intent.tile);
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case "spawn":
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return new SpawnExecution(
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new PlayerInfo(
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@@ -0,0 +1,40 @@
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import { Execution, Game, Player, PlayerID } from "../game/Game";
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const cancelDelay = 2;
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export class MoveWarshipExecution implements Execution {
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private active = true;
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private mg: Game;
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constructor(
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public readonly unitId: number,
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public readonly position: number,
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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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const warship = this.mg.units().find((u) => u.id() == this.unitId);
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if (!warship) {
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console.log("MoveWarshipExecution: warship is already dead");
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return;
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}
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warship.setMoveTarget(this.position);
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this.active = false;
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}
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owner(): Player {
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const warship = this.mg.units().find((u) => u.id() == this.unitId);
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return warship ? warship.owner() : 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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@@ -55,6 +55,70 @@ export class WarshipExecution implements Execution {
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this.random = new PseudoRandom(mg.ticks());
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}
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// Only for warships with "moveTarget" set
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goToMoveTarget(target: TileRef): boolean {
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// Patrol unless we are hunting down a tradeship
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const result = this.pathfinder.nextTile(this.warship.tile(), target);
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switch (result.type) {
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case PathFindResultType.Completed:
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this.warship.setMoveTarget(null);
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return;
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case PathFindResultType.NextTile:
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this.warship.move(result.tile);
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break;
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case PathFindResultType.Pending:
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break;
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case PathFindResultType.PathNotFound:
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consolex.log(`path not found to target`);
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break;
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}
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}
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private shoot() {
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if (this.mg.ticks() - this.lastShellAttack > this.shellAttackRate) {
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this.lastShellAttack = this.mg.ticks();
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this.mg.addExecution(
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new ShellExecution(
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this.warship.tile(),
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this.warship.owner(),
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this.warship,
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this.target,
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),
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);
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if (!this.target.hasHealth()) {
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// Don't send multiple shells to target that can be oneshotted
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this.alreadySentShell.add(this.target);
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this.target = null;
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return;
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}
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}
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}
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private patrol() {
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this.warship.setWarshipTarget(this.target);
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if (this.target == null || this.target.type() != UnitType.TradeShip) {
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// Patrol unless we are hunting down a tradeship
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const result = this.pathfinder.nextTile(
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this.warship.tile(),
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this.patrolTile,
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);
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switch (result.type) {
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case PathFindResultType.Completed:
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this.patrolTile = this.randomTile();
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break;
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case PathFindResultType.NextTile:
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this.warship.move(result.tile);
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break;
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case PathFindResultType.Pending:
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return;
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case PathFindResultType.PathNotFound:
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consolex.log(`path not found to patrol tile`);
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this.patrolTile = this.randomTile();
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break;
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}
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}
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}
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tick(ticks: number): void {
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if (this.warship == null) {
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const spawn = this._owner.canBuild(UnitType.Warship, this.patrolTile);
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@@ -110,28 +174,17 @@ export class WarshipExecution implements Execution {
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return distSortUnit(this.mg, this.warship)(a, b);
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})[0] ?? null;
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this.warship.setWarshipTarget(this.target);
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if (this.target == null || this.target.type() != UnitType.TradeShip) {
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// Patrol unless we are hunting down a tradeship
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const result = this.pathfinder.nextTile(
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this.warship.tile(),
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this.patrolTile,
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);
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switch (result.type) {
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case PathFindResultType.Completed:
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this.patrolTile = this.randomTile();
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break;
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case PathFindResultType.NextTile:
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this.warship.move(result.tile);
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break;
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case PathFindResultType.Pending:
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return;
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case PathFindResultType.PathNotFound:
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consolex.log(`path not found to patrol tile`);
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this.patrolTile = this.randomTile();
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break;
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if (this.warship.moveTarget()) {
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this.goToMoveTarget(this.warship.moveTarget());
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// If we have a "move target" then we cannot target trade ships as it
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// requires moving.
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if (this.target && this.target.type() == UnitType.TradeShip) {
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this.target = null;
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}
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} else if (!this.target || this.target.type() != UnitType.TradeShip) {
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this.patrol();
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}
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if (
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this.target == null ||
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!this.target.isActive() ||
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@@ -141,25 +194,16 @@ export class WarshipExecution implements Execution {
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this.target = null;
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return;
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}
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this.warship.setWarshipTarget(this.target);
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// If we have a move target we do not want to go after trading ships
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if (!this.target) {
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return;
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}
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if (this.target.type() != UnitType.TradeShip) {
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if (this.mg.ticks() - this.lastShellAttack > this.shellAttackRate) {
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this.lastShellAttack = this.mg.ticks();
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this.mg.addExecution(
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new ShellExecution(
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this.warship.tile(),
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this.warship.owner(),
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this.warship,
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this.target,
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),
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);
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if (!this.target.hasHealth()) {
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// Don't send multiple shells to target that can be oneshotted
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this.alreadySentShell.add(this.target);
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this.target = null;
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return;
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}
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}
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// Only hunt down tradeships
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this.shoot();
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return;
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}
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@@ -238,6 +238,9 @@ export interface Unit {
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dstPort(): Unit; // Only for trade ships
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detonationDst(): TileRef; // Only for nukes
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setMoveTarget(cell: TileRef): void;
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moveTarget(): TileRef | null;
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// Mutations
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setTroops(troops: number): void;
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delete(displayerMessage?: boolean): void;
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@@ -1,4 +1,4 @@
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import { MessageType, nukeTypes, UnitSpecificInfos } from "./Game";
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import { MessageType, UnitSpecificInfos } from "./Game";
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import { UnitUpdate } from "./GameUpdates";
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import { GameUpdateType } from "./GameUpdates";
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import { simpleHash, toInt, within, withinInt } from "../Util";
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@@ -14,6 +14,7 @@ export class UnitImpl implements Unit {
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private _lastTile: TileRef = null;
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// Currently only warship use it
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private _target: Unit = null;
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private _moveTarget: TileRef = null;
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private _constructionType: UnitType = undefined;
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@@ -184,4 +185,12 @@ export class UnitImpl implements Unit {
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setDstPort(dstPort: Unit): void {
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this._dstPort = dstPort;
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}
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setMoveTarget(moveTarget: TileRef) {
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this._moveTarget = moveTarget;
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}
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moveTarget(): TileRef | null {
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return this._moveTarget;
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}
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}
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