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