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Sam anti nuke missile launcher (#176)
now with better name --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
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@@ -0,0 +1,104 @@
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import {
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Execution,
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Game,
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MessageType,
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Player,
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Unit,
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UnitType,
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} from "../game/Game";
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import { PathFinder } from "../pathfinding/PathFinding";
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import { PathFindResultType } from "../pathfinding/AStar";
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import { consolex } from "../Consolex";
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import { TileRef } from "../game/GameMap";
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export class SAMMissileExecution implements Execution {
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private active = true;
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private pathFinder: PathFinder;
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private SAMMissile: Unit;
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constructor(
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private spawn: TileRef,
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private _owner: Player,
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private ownerUnit: Unit,
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private target: Unit,
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private mg: Game,
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private pseudoRandom: number,
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private speed: number = 6,
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private hittingChance: number = 0.75,
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) {}
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init(mg: Game, ticks: number): void {
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this.pathFinder = PathFinder.Mini(mg, 2000, true, 10);
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}
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tick(ticks: number): void {
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if (this.SAMMissile == null) {
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this.SAMMissile = this._owner.buildUnit(
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UnitType.SAMMissile,
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0,
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this.spawn,
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);
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}
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if (!this.SAMMissile.isActive()) {
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this.active = false;
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return;
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}
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if (
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!this.target.isActive() ||
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!this.ownerUnit.isActive() ||
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this.target.owner() == this.SAMMissile.owner()
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) {
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this.SAMMissile.delete(false);
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this.active = false;
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return;
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}
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for (let i = 0; i < this.speed; i++) {
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const result = this.pathFinder.nextTile(
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this.SAMMissile.tile(),
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this.target.tile(),
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3,
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);
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switch (result.type) {
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case PathFindResultType.Completed:
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this.active = false;
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if (this.pseudoRandom < this.hittingChance) {
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this.target.delete();
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this.mg.displayMessage(
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`Missile succesfully intercepted ${this.target.type()}`,
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MessageType.SUCCESS,
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this._owner.id(),
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);
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} else {
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this.mg.displayMessage(
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`Missile failed to intercept ${this.target.type()}`,
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MessageType.ERROR,
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this._owner.id(),
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);
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}
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this.SAMMissile.delete(false);
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return;
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case PathFindResultType.NextTile:
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this.SAMMissile.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(`Missile ${this.SAMMissile} could not find target`);
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this.active = false;
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this.SAMMissile.delete(false);
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return;
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}
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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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