import { consolex } from "../Consolex"; import { Execution, Game, Player, Unit, PlayerID, UnitType, } from "../game/Game"; import { TileRef } from "../game/GameMap"; export class CityExecution implements Execution { private player: Player; private mg: Game; private city: Unit; private active: boolean = true; constructor( private ownerId: PlayerID, private tile: TileRef, ) {} init(mg: Game, ticks: number): void { this.mg = mg; if (!mg.hasPlayer(this.ownerId)) { console.warn(`CityExecution: player ${this.ownerId} not found`); this.active = false; return; } this.player = mg.player(this.ownerId); } tick(ticks: number): void { if (this.city == null) { const spawnTile = this.player.canBuild(UnitType.City, this.tile); if (spawnTile == false) { consolex.warn("cannot build city"); this.active = false; return; } this.city = this.player.buildUnit(UnitType.City, 0, spawnTile); } if (!this.city.isActive()) { this.active = false; return; } if (this.player != this.city.owner()) { this.player = this.city.owner(); } } isActive(): boolean { return this.active; } activeDuringSpawnPhase(): boolean { return false; } }