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https://github.com/openfrontio/OpenFrontIO.git
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add missile silo
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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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@@ -88,6 +89,8 @@ export class Executor {
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return new DestroyerExecution(intent.player, new Cell(intent.x, intent.y))
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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`)
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}
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@@ -0,0 +1,60 @@
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import { BuildValidator } from "../game/BuildValidator";
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import { AllPlayers, BuildItem, BuildItems, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
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import { AStar, PathFinder } from "../PathFinding";
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import { PseudoRandom } from "../PseudoRandom";
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import { bfs, dist, manhattanDist } from "../Util";
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import { TradeShipExecution } from "./TradeShipExecution";
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export class MissileSiloExecution implements Execution {
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private active = true
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private mg: MutableGame
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private player: MutablePlayer
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private silo: MutableUnit
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constructor(
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private _owner: PlayerID,
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private cell: Cell
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) { }
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init(mg: MutableGame, ticks: number): void {
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this.mg = mg
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this.player = mg.player(this._owner)
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}
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tick(ticks: number): void {
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if (this.silo == null) {
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const tile = this.mg.tile(this.cell)
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if (!new BuildValidator(this.mg).canBuild(this.player, tile, BuildItems.MissileSilo)) {
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console.warn(`player ${this.player} cannot build port at ${this.cell}`)
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this.active = false
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return
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}
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this.silo = this.player.addUnit(UnitType.MissileSilo, 0, tile)
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}
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if (!this.silo.tile().hasOwner()) {
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this.silo.delete()
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this.active = false
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return
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}
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if (this.silo.tile().owner() != this.silo.owner()) {
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this.silo.setOwner(this.silo.tile().owner() as Player)
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this.player = this.silo.owner()
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}
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}
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owner(): MutablePlayer {
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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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@@ -55,6 +55,7 @@ export class PortExecution implements Execution {
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}
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if (this.port.tile().owner() != this.port.owner()) {
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this.port.setOwner(this.port.tile().owner() as Player)
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this.player = this.port.owner()
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}
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const allPorts = this.mg.units(UnitType.Port)
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