import { consolex } from "../Consolex"; import { Execution, Game, MessageType, Player, PlayerID, TerraNullius, Unit, UnitType, } from "../game/Game"; import { TileRef } from "../game/GameMap"; import { targetTransportTile } from "../game/TransportShipUtils"; import { PathFindResultType } from "../pathfinding/AStar"; import { PathFinder } from "../pathfinding/PathFinding"; import { AttackExecution } from "./AttackExecution"; export class TransportShipExecution implements Execution { private lastMove: number; // TODO: make this configurable private ticksPerMove = 1; private active = true; private mg: Game; private attacker: Player; private target: Player | TerraNullius; // TODO make private public path: TileRef[]; private dst: TileRef | null; private boat: Unit; private pathFinder: PathFinder; constructor( private attackerID: PlayerID, private targetID: PlayerID | null, private ref: TileRef, private troops: number, private src: TileRef | null, ) {} activeDuringSpawnPhase(): boolean { return false; } init(mg: Game, ticks: number) { if (!mg.hasPlayer(this.attackerID)) { console.warn( `TransportShipExecution: attacker ${this.attackerID} not found`, ); this.active = false; return; } if (this.targetID !== null && !mg.hasPlayer(this.targetID)) { console.warn(`TransportShipExecution: target ${this.targetID} not found`); this.active = false; return; } this.lastMove = ticks; this.mg = mg; this.pathFinder = PathFinder.Mini(mg, 10_000, 10); this.attacker = mg.player(this.attackerID); if ( this.attacker.units(UnitType.TransportShip).length >= mg.config().boatMaxNumber() ) { mg.displayMessage( `No boats available, max ${mg.config().boatMaxNumber()}`, MessageType.WARN, this.attackerID, ); this.active = false; this.attacker.addTroops(this.troops); return; } if ( this.targetID === null || this.targetID === this.mg.terraNullius().id() ) { this.target = mg.terraNullius(); } else { this.target = mg.player(this.targetID); } if (this.troops === null) { this.troops = this.mg .config() .boatAttackAmount(this.attacker, this.target); } this.troops = Math.min(this.troops, this.attacker.troops()); this.dst = targetTransportTile(this.mg, this.ref); if (this.dst === null) { consolex.warn( `${this.attacker} cannot send ship to ${this.target}, cannot find attack tile`, ); this.active = false; return; } const closestTileSrc = this.attacker.canBuild( UnitType.TransportShip, this.dst, ); if (closestTileSrc === false) { consolex.warn(`can't build transport ship`); this.active = false; return; } if (this.src === null) { // Only update the src if it's not already set // because we assume that the src is set to the best spawn tile this.src = closestTileSrc; } else { if ( this.mg.owner(this.src) !== this.attacker || !this.mg.isShore(this.src) ) { console.warn( `src is not a shore tile or not owned by: ${this.attacker.name()}`, ); this.src = closestTileSrc; } } this.boat = this.attacker.buildUnit(UnitType.TransportShip, this.src, { troops: this.troops, }); // Notify the target player about the incoming naval invasion if (this.targetID && this.targetID !== mg.terraNullius().id()) { mg.displayIncomingUnit( this.boat.id(), `Naval invasion incoming from ${this.attacker.displayName()}`, MessageType.WARN, this.targetID, ); } // Record stats this.mg.stats().boatSendTroops(this.attacker, this.target, this.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; if (this.boat.retreating()) { this.dst = this.src!; // src is guaranteed to be set at this point } const result = this.pathFinder.nextTile(this.boat.tile(), this.dst); switch (result.type) { case PathFindResultType.Completed: if (this.mg.owner(this.dst) === this.attacker) { this.attacker.addTroops(this.boat.troops()); this.boat.delete(false); this.active = false; // Record stats this.mg .stats() .boatArriveTroops(this.attacker, this.target, this.troops); return; } this.attacker.conquer(this.dst); if (this.target.isPlayer() && this.attacker.isFriendly(this.target)) { this.attacker.addTroops(this.troops); } else { this.mg.addExecution( new AttackExecution( this.troops, this.attacker.id(), this.targetID, this.dst, false, ), ); } this.boat.delete(false); this.active = false; // Record stats this.mg .stats() .boatArriveTroops(this.attacker, this.target, this.troops); return; case PathFindResultType.NextTile: this.boat.move(result.tile); break; case PathFindResultType.Pending: break; case PathFindResultType.PathNotFound: // TODO: add to poisoned port list consolex.warn(`path not found to dst`); this.attacker.addTroops(this.troops); this.boat.delete(false); this.active = false; return; } } owner(): Player { return this.attacker; } isActive(): boolean { return this.active; } }