import { nextTick } from "process"; import { Cell, Execution, MutableGame, MutablePlayer, PlayerID, Tile, MutableUnit, UnitType } from "../game/Game"; import { PathFinder, PathFindResultType } from "../PathFinding"; import { PseudoRandom } from "../PseudoRandom"; import { bfs, dist, distSortUnit, euclideanDist, manhattanDist } from "../Util"; export class NukeExecution implements Execution { private player: MutablePlayer private active = true private mg: MutableGame private nuke: MutableUnit private dst: Tile private pathFinder: PathFinder = new PathFinder(10_000, () => true) constructor( private senderID: PlayerID, private cell: Cell, private magnitude: number | null ) { } init(mg: MutableGame, ticks: number): void { this.mg = mg this.player = mg.player(this.senderID) if (this.magnitude == null) { this.magnitude = 50 } this.dst = this.mg.tile(this.cell) } tick(ticks: number): void { if (this.nuke == null) { const spawn = this.player.canBuild(UnitType.Nuke, this.dst) if (spawn == false) { console.warn(`cannot build Nuke`) this.active = false return } this.nuke = this.player.buildUnit(UnitType.Nuke, 0, spawn) } for (let i = 0; i < 4; i++) { const result = this.pathFinder.nextTile(this.nuke.tile(), this.dst) switch (result.type) { case PathFindResultType.Completed: this.nuke.move(result.tile) this.detonate() return case PathFindResultType.NextTile: this.nuke.move(result.tile) break case PathFindResultType.Pending: break case PathFindResultType.PathNotFound: console.warn(`nuke cannot find path from ${this.nuke.tile()} to ${this.dst}`) this.active = false return } } } private detonate() { const rand = new PseudoRandom(this.mg.ticks()) const tile = this.mg.tile(this.cell) const toDestroy = bfs(tile, (n: Tile) => { const d = euclideanDist(tile.cell(), n.cell()) return (d <= this.magnitude || rand.chance(2)) && d <= this.magnitude + 40 }) const ratio = Object.fromEntries( this.mg.players().map(p => [p.id(), p.troops() / p.numTilesOwned()]) ) for (const tile of toDestroy) { const owner = tile.owner() if (owner.isPlayer()) { const mp = this.mg.player(owner.id()) mp.relinquish(tile) mp.removeTroops(ratio[mp.id()]) } } for (const unit of this.mg.units()) { if (euclideanDist(this.cell, unit.tile().cell()) < this.magnitude + 50) { unit.delete() } } // this.mg.units() // .filter(b => euclideanDist(this.cell, b.tile().cell()) < this.magnitude + 50) // .forEach(b => b.delete()) this.active = false this.nuke.delete() } owner(): MutablePlayer { return null } isActive(): boolean { return this.active } activeDuringSpawnPhase(): boolean { return false } }