import { Execution, Game, Player, Unit, UnitType } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { TrainStationExecution } from "./TrainStationExecution"; export class FactoryExecution implements Execution { private factory: Unit | null = null; private active: boolean = true; private game: Game; constructor( private player: Player, private tile: TileRef, ) {} init(mg: Game, ticks: number): void { this.game = mg; } tick(ticks: number): void { if (!this.factory) { const spawnTile = this.player.canBuild(UnitType.Factory, this.tile); if (spawnTile === false) { console.warn("cannot build factory"); this.active = false; return; } this.factory = this.player.buildUnit(UnitType.Factory, spawnTile, {}); this.createStation(); } if (!this.factory.isActive()) { this.active = false; return; } if (this.player !== this.factory.owner()) { this.player = this.factory.owner(); } } isActive(): boolean { return this.active; } activeDuringSpawnPhase(): boolean { return false; } createStation(): void { if (this.factory !== null) { const structures = this.game.nearbyUnits( this.factory.tile()!, this.game.config().trainStationMaxRange(), [UnitType.City, UnitType.Port, UnitType.Factory], ); this.game.addExecution(new TrainStationExecution(this.factory, true)); for (const { unit } of structures) { if (!unit.hasTrainStation()) { this.game.addExecution(new TrainStationExecution(unit)); } } } } }