import { renderTroops } from "../../client/Utils"; import { Execution, Game, MessageType, Player, TerraNullius, Unit, UnitType, } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { MotionPlanRecord } from "../game/MotionPlans"; import { targetTransportTile } from "../game/TransportShipUtils"; import { PathFinding } from "../pathfinding/PathFinder"; import { PathStatus, SteppingPathFinder } from "../pathfinding/types"; import { AttackExecution } from "./AttackExecution"; const malusForRetreat = 25; export class TransportShipExecution implements Execution { private active = true; // TODO: make this configurable private ticksPerMove = 1; private lastMove: number; private mg: Game; private target: Player | TerraNullius; private pathFinder: SteppingPathFinder; private dst: TileRef | null; private src: TileRef | null; private retreatDst: TileRef | false | null = null; private boat: Unit; private motionPlanId = 1; private motionPlanDst: TileRef | null = null; private originalOwner: Player; constructor( private attacker: Player, private ref: TileRef, private troops: number, ) { this.originalOwner = this.attacker; } activeDuringSpawnPhase(): boolean { return false; } init(mg: Game, ticks: number) { if (!mg.isValidRef(this.ref)) { console.warn(`TransportShipExecution: ref ${this.ref} not valid`); this.active = false; return; } this.lastMove = ticks; this.mg = mg; this.target = mg.owner(this.ref); this.pathFinder = PathFinding.Water(mg); if ( this.attacker.unitCount(UnitType.TransportShip) >= mg.config().boatMaxNumber() ) { mg.displayMessage( "events_display.no_boats_available", MessageType.ATTACK_FAILED, this.attacker.id(), undefined, { max: mg.config().boatMaxNumber() }, ); this.active = false; return; } if (this.target.isPlayer() && !this.attacker.canAttackPlayer(this.target)) { this.active = false; return; } this.troops ??= this.mg .config() .boatAttackAmount(this.attacker, this.target); this.troops = Math.min(this.troops, this.attacker.troops()); this.dst = targetTransportTile(this.mg, this.ref); if (this.dst === null) { console.warn( `${this.attacker} cannot send ship to ${this.target}, cannot find target tile`, ); this.active = false; return; } const src = this.attacker.canBuild(UnitType.TransportShip, this.dst); if (src === false) { console.warn( `${this.attacker} cannot send ship to ${this.target}, cannot find start tile`, ); this.active = false; return; } this.src = src; this.boat = this.attacker.buildUnit(UnitType.TransportShip, this.src, { troops: this.troops, targetTile: this.dst, }); const fullPath = this.pathFinder.findPath(this.src, this.dst) ?? [this.src]; if (fullPath.length === 0 || fullPath[0] !== this.src) { fullPath.unshift(this.src); } const motionPlan: MotionPlanRecord = { kind: "grid", unitId: this.boat.id(), planId: this.motionPlanId, startTick: ticks + this.ticksPerMove, ticksPerStep: this.ticksPerMove, path: fullPath, }; this.mg.recordMotionPlan(motionPlan); this.motionPlanDst = this.dst; // Notify the target player about the incoming naval invasion if (this.target.id() !== mg.terraNullius().id()) { mg.displayIncomingUnit( this.boat.id(), // TODO TranslateText `Naval invasion incoming from ${this.attacker.displayName()} (${renderTroops(this.boat.troops())})`, MessageType.NAVAL_INVASION_INBOUND, this.target.id(), ); } // Record stats this.mg .stats() .boatSendTroops(this.attacker, this.target, this.boat.troops()); } tick(ticks: number) { if (this.dst === null) { this.active = false; return; } if (!this.active) { return; } if (!this.boat.isActive()) { this.active = false; return; } if (ticks - this.lastMove < this.ticksPerMove) { return; } this.lastMove = ticks; // Team mate can conquer disconnected player and get their ships // captureUnit has changed the owner of the unit, now update attacker const boatOwner = this.boat.owner(); if ( this.originalOwner.isDisconnected() && boatOwner !== this.originalOwner && boatOwner.isOnSameTeam(this.originalOwner) ) { this.attacker = boatOwner; this.originalOwner = boatOwner; // for when this owner disconnects too } if (this.boat.retreating()) { // Resolve retreat destination once, based on current boat location when retreat begins. this.retreatDst ??= this.attacker.bestTransportShipSpawn( this.boat.tile(), ); if (this.retreatDst === false) { console.warn( `TransportShipExecution: retreating but no retreat destination found`, ); this.attacker.addTroops(this.boat.troops()); this.boat.delete(false); this.active = false; return; } else { this.dst = this.retreatDst; if (this.boat.targetTile() !== this.dst) { this.boat.setTargetTile(this.dst); } } } const result = this.pathFinder.next(this.boat.tile(), this.dst); switch (result.status) { case PathStatus.COMPLETE: if (this.mg.owner(this.dst) === this.attacker) { const deaths = this.boat.troops() * (malusForRetreat / 100); const survivors = this.boat.troops() - deaths; this.attacker.addTroops(survivors); this.boat.delete(false); this.active = false; // Record stats this.mg .stats() .boatArriveTroops(this.attacker, this.target, survivors); if (deaths) { this.mg.displayMessage( "events_display.attack_cancelled_retreat", MessageType.ATTACK_CANCELLED, this.attacker.id(), undefined, { troops: renderTroops(deaths) }, ); } return; } this.attacker.conquer(this.dst); if (this.target.isPlayer() && this.attacker.isFriendly(this.target)) { this.attacker.addTroops(this.boat.troops()); } else { this.mg.addExecution( new AttackExecution( this.boat.troops(), this.attacker, this.target.id(), this.dst, false, ), ); } this.boat.delete(false); this.active = false; // Record stats this.mg .stats() .boatArriveTroops(this.attacker, this.target, this.boat.troops()); return; case PathStatus.NEXT: this.boat.move(result.node); break; case PathStatus.NOT_FOUND: { // TODO: add to poisoned port list const map = this.mg.map(); const boatTile = this.boat.tile(); console.warn( `TransportShip path not found: boat@(${map.x(boatTile)},${map.y(boatTile)}) -> dst@(${map.x(this.dst)},${map.y(this.dst)}), attacker=${this.attacker.id()}, target=${this.target.id()}`, ); this.attacker.addTroops(this.boat.troops()); this.boat.delete(false); this.active = false; return; } } if (this.dst !== null && this.dst !== this.motionPlanDst) { this.motionPlanId++; const fullPath = this.pathFinder.findPath(this.boat.tile(), this.dst) ?? [ this.boat.tile(), ]; if (fullPath.length === 0 || fullPath[0] !== this.boat.tile()) { fullPath.unshift(this.boat.tile()); } this.mg.recordMotionPlan({ kind: "grid", unitId: this.boat.id(), planId: this.motionPlanId, startTick: ticks + this.ticksPerMove, ticksPerStep: this.ticksPerMove, path: fullPath, }); this.motionPlanDst = this.dst; } } owner(): Player { return this.attacker; } isActive(): boolean { return this.active; } }