import { Execution, Game, Player, Unit, UnitType } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { PseudoRandom } from "../PseudoRandom"; import { TradeShipExecution } from "./TradeShipExecution"; export class PortExecution implements Execution { private active = true; private mg: Game | null = null; private port: Unit | null = null; private random: PseudoRandom | null = null; private checkOffset: number | null = null; constructor( private player: Player, private tile: TileRef, ) {} init(mg: Game, ticks: number): void { this.mg = mg; this.random = new PseudoRandom(mg.ticks()); this.checkOffset = mg.ticks() % 10; } tick(ticks: number): void { if (this.mg === null || this.random === null || this.checkOffset === null) { throw new Error("Not initialized"); } if (this.port === null) { const tile = this.tile; const spawn = this.player.canBuild(UnitType.Port, tile); if (spawn === false) { console.warn( `player ${this.player.id()} cannot build port at ${this.tile}`, ); this.active = false; return; } this.port = this.player.buildUnit(UnitType.Port, spawn, {}); } if (!this.port.isActive()) { this.active = false; return; } if (this.player.id() !== this.port.owner().id()) { this.player = this.port.owner(); } // Only check every 10 ticks for performance. if ((this.mg.ticks() + this.checkOffset) % 10 !== 0) { return; } const totalNbOfPorts = this.mg.units(UnitType.Port).length; if ( !this.random.chance(this.mg.config().tradeShipSpawnRate(totalNbOfPorts)) ) { return; } const ports = this.player.tradingPorts(this.port); if (ports.length === 0) { return; } const port = this.random.randElement(ports); this.mg.addExecution(new TradeShipExecution(this.player, this.port, port)); } isActive(): boolean { return this.active; } activeDuringSpawnPhase(): boolean { return false; } }