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add missile silo
This commit is contained in:
@@ -182,10 +182,13 @@
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* create trade routes DONE 11/15/2024
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* add trade ship DONE 11/15/2024
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* trade ship gives gold when completes route DONE 11/15/2024
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* add missile silo
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* add missile silo DONE 11/15/2024
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* nuke spawns from missile silo
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* destroyer can capture trade ships
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* add battleship
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* add defense post
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* add radiation from nuke
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* REFACTOR: make TransportShip follow build unit flow
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* NPC has relations
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* use twitter emojis
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* private game shows how many players joined
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@@ -0,0 +1,86 @@
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@@ -6,28 +6,49 @@ import { Layer } from "./Layer";
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import { EventBus } from "../../../core/EventBus";
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import anchorIcon from '../../../../resources/images/AnchorIcon.png';
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import missileSiloIcon from '../../../../resources/images/MissileSiloUnit.png';
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interface UnitRenderConfig {
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icon: string;
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borderRadius: number;
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territoryRadius: number;
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}
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export class StructureLayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private imageData: ImageData;
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private anchorImage: HTMLImageElement;
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private anchorImageLoaded: boolean = false;
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private unitImages: Map<string, HTMLImageElement> = new Map();
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private theme: Theme = null;
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// Configuration for supported unit types only
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private readonly unitConfigs: Partial<Record<UnitType, UnitRenderConfig>> = {
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[UnitType.Port]: {
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icon: anchorIcon,
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borderRadius: 8,
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territoryRadius: 6
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},
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[UnitType.MissileSilo]: {
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icon: missileSiloIcon,
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borderRadius: 8,
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territoryRadius: 6
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}
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};
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constructor(private game: Game, private eventBus: EventBus) {
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this.theme = game.config().theme();
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this.loadAnchorImage();
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this.loadUnitImages();
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}
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private loadAnchorImage() {
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this.anchorImage = new Image();
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this.anchorImage.onload = () => {
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this.anchorImageLoaded = true;
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};
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this.anchorImage.src = anchorIcon;
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private loadUnitImages() {
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Object.entries(this.unitConfigs).forEach(([unitType, config]) => {
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const image = new Image();
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image.src = config.icon;
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image.onload = () => {
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this.unitImages.set(unitType, image);
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};
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});
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}
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shouldTransform(): boolean {
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@@ -69,53 +90,74 @@ export class StructureLayer implements Layer {
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);
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}
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private handlePortEvent(event: UnitEvent) {
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if (!this.anchorImageLoaded) return;
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private isUnitTypeSupported(unitType: UnitType): boolean {
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return unitType in this.unitConfigs;
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}
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bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
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private handleUnitRendering(event: UnitEvent) {
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const unitType = event.unit.type();
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if (!this.isUnitTypeSupported(unitType)) return;
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const config = this.unitConfigs[unitType];
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const unitImage = this.unitImages.get(unitType);
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if (!config || !unitImage) return;
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// Clear previous rendering
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bfs(event.unit.tile(), euclDist(event.unit.tile(), config.borderRadius))
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.forEach(t => this.clearCell(t.cell()));
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if (!event.unit.isActive()) {
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return
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return;
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}
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// Create a temporary canvas to process the anchor icon
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// Create temporary canvas for icon processing
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const tempCanvas = document.createElement('canvas');
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const tempContext = tempCanvas.getContext('2d');
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tempCanvas.width = this.anchorImage.width;
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tempCanvas.height = this.anchorImage.height;
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tempCanvas.width = unitImage.width;
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tempCanvas.height = unitImage.height;
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// Draw the anchor icon to the temporary canvas
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tempContext.drawImage(this.anchorImage, 0, 0);
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// Draw the unit icon
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tempContext.drawImage(unitImage, 0, 0);
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const iconData = tempContext.getImageData(0, 0, tempCanvas.width, tempCanvas.height);
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// Calculate position to center the icon on the port
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const cell = event.unit.tile().cell();
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const startX = cell.x - Math.floor(tempCanvas.width / 2);
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const startY = cell.y - Math.floor(tempCanvas.height / 2);
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bfs(event.unit.tile(), euclDist(event.unit.tile(), 8))
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// Draw border and territory
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bfs(event.unit.tile(), euclDist(event.unit.tile(), config.borderRadius))
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.forEach(t => this.paintCell(t.cell(), this.theme.borderColor(event.unit.owner().info()), 255));
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bfs(event.unit.tile(), euclDist(event.unit.tile(), 6))
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bfs(event.unit.tile(), euclDist(event.unit.tile(), config.territoryRadius))
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.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
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// Process each pixel of the icon
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for (let y = 0; y < tempCanvas.height; y++) {
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for (let x = 0; x < tempCanvas.width; x++) {
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const iconIndex = (y * tempCanvas.width + x) * 4;
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// Draw the icon
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this.renderIcon(iconData, startX, startY, tempCanvas.width, tempCanvas.height, event.unit);
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}
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private renderIcon(
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iconData: ImageData,
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startX: number,
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startY: number,
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width: number,
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height: number,
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unit: Unit
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) {
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const iconIndex = (y * width + x) * 4;
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const alpha = iconData.data[iconIndex + 3];
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if (alpha > 0) { // Only process non-transparent pixels
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if (alpha > 0) {
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const targetX = startX + x;
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const targetY = startY + y;
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// Check if the target pixel is within the game bounds
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if (targetX >= 0 && targetX < this.game.width() &&
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targetY >= 0 && targetY < this.game.height()) {
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// Color the pixel using the unit owner's colors
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this.paintCell(
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new Cell(targetX, targetY),
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this.theme.borderColor(event.unit.owner().info()),
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this.theme.borderColor(unit.owner().info()),
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alpha
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);
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}
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@@ -125,11 +167,7 @@ export class StructureLayer implements Layer {
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}
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onUnitEvent(event: UnitEvent) {
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switch (event.unit.type()) {
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case UnitType.Port:
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this.handlePortEvent(event);
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break;
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}
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this.handleUnitRendering(event);
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}
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paintCell(cell: Cell, color: Colord, alpha: number) {
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@@ -144,6 +182,6 @@ export class StructureLayer implements Layer {
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clearCell(cell: Cell) {
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const index = (cell.y * this.game.width()) + cell.x;
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const offset = index * 4;
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this.imageData.data[offset + 3] = 0; // Set alpha to 0 (fully transparent)
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this.imageData.data[offset + 3] = 0;
|
||||
}
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||||
}
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@@ -5,6 +5,7 @@ import { Cell, Game, BuildItem, BuildItems, Player, UnitType } from '../../../..
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import { BuildUnitIntentEvent, SendNukeIntentEvent } from '../../../Transport';
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import nukeIcon from '../../../../../resources/images/NukeIconWhite.svg';
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import destroyerIcon from '../../../../../resources/images/DestroyerIconWhite.svg';
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import missileSiloIcon from '../../../../../resources/images/MissileSiloIconWhite.svg';
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import goldCoinIcon from '../../../../../resources/images/GoldCoinIcon.svg';
|
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import portIcon from '../../../../../resources/images/PortIcon.svg';
|
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import { renderNumber } from '../../Utils';
|
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@@ -20,7 +21,8 @@ const buildTable: BuildItemDisplay[][] = [
|
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[
|
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{ item: BuildItems.Nuke, icon: nukeIcon },
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{ item: BuildItems.Destroyer, icon: destroyerIcon },
|
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{ item: BuildItems.Port, icon: portIcon }
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{ item: BuildItems.Port, icon: portIcon },
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{ item: BuildItems.MissileSilo, icon: missileSiloIcon }
|
||||
]
|
||||
];
|
||||
|
||||
@@ -29,7 +31,6 @@ export class BuildMenu extends LitElement {
|
||||
public game: Game;
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||||
public eventBus: EventBus;
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public buildValidator: BuildValidator;
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|
||||
private myPlayer: Player;
|
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private clickedCell: Cell;
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||||
|
||||
@@ -165,6 +166,8 @@ export class BuildMenu extends LitElement {
|
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case BuildItems.Port:
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.Port, this.clickedCell))
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break
|
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case BuildItems.MissileSilo:
|
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.MissileSilo, this.clickedCell))
|
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}
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this.hideMenu()
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};
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@@ -18,6 +18,7 @@ import { NukeExecution } from "./NukeExecution";
|
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import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
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import { DestroyerExecution } from "./DestroyerExecution";
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import { PortExecution } from "./PortExecution";
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import { MissileSiloExecution } from "./MissileSiloExecution";
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|
||||
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@@ -88,6 +89,8 @@ export class Executor {
|
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return new DestroyerExecution(intent.player, new Cell(intent.x, intent.y))
|
||||
case UnitType.Port:
|
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return new PortExecution(intent.player, new Cell(intent.x, intent.y))
|
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case UnitType.MissileSilo:
|
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return new MissileSiloExecution(intent.player, new Cell(intent.x, intent.y))
|
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default:
|
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throw Error(`unit type ${intent.unit} not supported`)
|
||||
}
|
||||
|
||||
@@ -0,0 +1,60 @@
|
||||
import { BuildValidator } from "../game/BuildValidator";
|
||||
import { AllPlayers, BuildItem, BuildItems, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
|
||||
import { AStar, PathFinder } from "../PathFinding";
|
||||
import { PseudoRandom } from "../PseudoRandom";
|
||||
import { bfs, dist, manhattanDist } from "../Util";
|
||||
import { TradeShipExecution } from "./TradeShipExecution";
|
||||
|
||||
export class MissileSiloExecution implements Execution {
|
||||
|
||||
private active = true
|
||||
private mg: MutableGame
|
||||
private player: MutablePlayer
|
||||
private silo: MutableUnit
|
||||
|
||||
constructor(
|
||||
private _owner: PlayerID,
|
||||
private cell: Cell
|
||||
) { }
|
||||
|
||||
|
||||
init(mg: MutableGame, ticks: number): void {
|
||||
this.mg = mg
|
||||
this.player = mg.player(this._owner)
|
||||
}
|
||||
|
||||
tick(ticks: number): void {
|
||||
if (this.silo == null) {
|
||||
const tile = this.mg.tile(this.cell)
|
||||
if (!new BuildValidator(this.mg).canBuild(this.player, tile, BuildItems.MissileSilo)) {
|
||||
console.warn(`player ${this.player} cannot build port at ${this.cell}`)
|
||||
this.active = false
|
||||
return
|
||||
}
|
||||
this.silo = this.player.addUnit(UnitType.MissileSilo, 0, tile)
|
||||
}
|
||||
|
||||
if (!this.silo.tile().hasOwner()) {
|
||||
this.silo.delete()
|
||||
this.active = false
|
||||
return
|
||||
}
|
||||
if (this.silo.tile().owner() != this.silo.owner()) {
|
||||
this.silo.setOwner(this.silo.tile().owner() as Player)
|
||||
this.player = this.silo.owner()
|
||||
}
|
||||
}
|
||||
|
||||
owner(): MutablePlayer {
|
||||
return null
|
||||
}
|
||||
|
||||
isActive(): boolean {
|
||||
return this.active
|
||||
}
|
||||
|
||||
activeDuringSpawnPhase(): boolean {
|
||||
return false
|
||||
}
|
||||
|
||||
}
|
||||
@@ -55,6 +55,7 @@ export class PortExecution implements Execution {
|
||||
}
|
||||
if (this.port.tile().owner() != this.port.owner()) {
|
||||
this.port.setOwner(this.port.tile().owner() as Player)
|
||||
this.player = this.port.owner()
|
||||
}
|
||||
|
||||
const allPorts = this.mg.units(UnitType.Port)
|
||||
|
||||
@@ -15,6 +15,8 @@ export class BuildValidator {
|
||||
return this.canBuildPort(player, tile)
|
||||
case BuildItems.Destroyer:
|
||||
return this.canBuildDestroyer(player, tile)
|
||||
case BuildItems.MissileSilo:
|
||||
return tile.owner() == player
|
||||
default:
|
||||
throw Error(`item ${item.type} not supported`)
|
||||
}
|
||||
|
||||
@@ -28,6 +28,7 @@ export enum UnitType {
|
||||
Port = "Port",
|
||||
Nuke = "Nuke",
|
||||
TradeShip = "Trade Ship",
|
||||
MissileSilo = "Missile Silo",
|
||||
}
|
||||
|
||||
export class BuildItem {
|
||||
@@ -41,7 +42,8 @@ export const BuildItems = {
|
||||
// Nuke: new BuildItem(UnitType.Nuke, 1_000_000),
|
||||
Nuke: new BuildItem(UnitType.Nuke, 10),
|
||||
Destroyer: new BuildItem(UnitType.Destroyer, 10),
|
||||
Port: new BuildItem(UnitType.Port, 0)
|
||||
Port: new BuildItem(UnitType.Port, 0),
|
||||
MissileSilo: new BuildItem(UnitType.MissileSilo, 10),
|
||||
} as const;
|
||||
|
||||
export class Nation {
|
||||
|
||||
Reference in New Issue
Block a user