import { AllPlayers, Cell, Execution, Game, Player, Unit, PlayerID, TerrainType, UnitType, } from "../game/Game"; import { PathFinder } from "../pathfinding/PathFinding"; import { PseudoRandom } from "../PseudoRandom"; import { TradeShipExecution } from "./TradeShipExecution"; import { consolex } from "../Consolex"; import { manhattanDistFN, TileRef } from "../game/GameMap"; export class PortExecution implements Execution { private active = true; private mg: Game; private port: Unit; private random: PseudoRandom; constructor( private _owner: PlayerID, private tile: TileRef, ) {} init(mg: Game, ticks: number): void { if (!mg.hasPlayer(this._owner)) { console.warn(`PortExecution: player ${this._owner} not found`); this.active = false; return; } this.mg = mg; this.random = new PseudoRandom(mg.ticks()); } tick(ticks: number): void { if (this.port == null) { // TODO: use canBuild const tile = this.tile; const player = this.mg.player(this._owner); if (!player.canBuild(UnitType.Port, tile)) { consolex.warn(`player ${player} cannot build port at ${this.tile}`); this.active = false; return; } const spawns = Array.from(this.mg.bfs(tile, manhattanDistFN(tile, 20))) .filter((t) => this.mg.isOceanShore(t) && this.mg.owner(t) == player) .sort( (a, b) => this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile), ); if (spawns.length == 0) { consolex.warn(`cannot find spawn for port`); this.active = false; return; } this.port = player.buildUnit(UnitType.Port, 0, spawns[0]); } if (!this.port.isActive()) { this.active = false; return; } if (!this.random.chance(this.mg.config().tradeShipSpawnRate())) { return; } const ports = this.mg .players() .filter((p) => p != this.port.owner() && p.canTrade(this.port.owner())) .flatMap((p) => p.units(UnitType.Port)); if (ports.length == 0) { return; } const port = this.random.randElement(ports); const pf = PathFinder.Mini(this.mg, 2500, false); this.mg.addExecution( new TradeShipExecution(this.player().id(), this.port, port, pf), ); } owner(): Player { return null; } isActive(): boolean { return this.active; } activeDuringSpawnPhase(): boolean { return false; } player(): Player { return this.port.owner(); } }