import { Execution, MutableGame, MutablePlayer, MutableUnit, Unit, UnitType } from "../game/Game"; import { PathFinder } from "../pathfinding/PathFinding"; import { PathFindResultType } from "../pathfinding/AStar"; import { consolex } from "../Consolex"; import { TileRef } from "../game/GameMap"; export class ShellExecution implements Execution { private active = true private pathFinder: PathFinder private shell: MutableUnit constructor(private spawn: TileRef, private _owner: MutablePlayer, private ownerUnit: Unit, private target: MutableUnit) { } init(mg: MutableGame, ticks: number): void { this.pathFinder = PathFinder.Mini(mg, 2000, true, 10) } tick(ticks: number): void { if (this.shell == null) { this.shell = this._owner.buildUnit(UnitType.Shell, 0, this.spawn) } if (!this.shell.isActive()) { this.active = false return } if (!this.target.isActive() || !this.ownerUnit.isActive() || this.target.owner() == this.shell.owner()) { this.shell.delete(false) this.active = false return } for (let i = 0; i < 3; i++) { const result = this.pathFinder.nextTile(this.shell.tile(), this.target.tile(), 3) switch (result.type) { case PathFindResultType.Completed: this.active = false this.target.modifyHealth(-this.shell.info().damage) this.shell.delete(false) return case PathFindResultType.NextTile: this.shell.move(result.tile) break case PathFindResultType.Pending: return case PathFindResultType.PathNotFound: consolex.log(`Shell ${this.shell} could not find target`) this.active = false this.shell.delete(false) return } } } owner(): MutablePlayer { return null } isActive(): boolean { return this.active } activeDuringSpawnPhase(): boolean { return false } }