import { consolex } from "../Consolex"; import { Cell, DefenseBonus, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, Tile, UnitType } from "../game/Game"; import { bfs, dist } from "../Util"; export class DefensePostExecution implements Execution { private player: MutablePlayer private mg: MutableGame private post: MutableUnit private tile: Tile private active: boolean = true private defenseBonuses: DefenseBonus[] = [] constructor(private ownerId: PlayerID, private cell: Cell) { } init(mg: MutableGame, ticks: number): void { this.mg = mg this.tile = mg.tile(this.cell) this.player = mg.player(this.ownerId) } tick(ticks: number): void { if (this.post == null) { const spawnTile = this.player.canBuild(UnitType.DefensePost, this.tile) if (spawnTile == false) { consolex.warn('cannot build Defense Post') this.active = false return } this.post = this.player.buildUnit(UnitType.DefensePost, 0, spawnTile) bfs(spawnTile, dist(spawnTile, this.mg.config().defensePostRange())).forEach(t => { if (t.isLand()) { this.defenseBonuses.push(this.mg.addTileDefenseBonus(t, this.post, this.mg.config().defensePostDefenseBonus())) } }) } if (!this.post.isActive()) { this.defenseBonuses.forEach(df => this.mg.removeTileDefenseBonus(df)) this.active = false return } } owner(): MutablePlayer { return null } isActive(): boolean { return this.active } activeDuringSpawnPhase(): boolean { return false } }