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https://github.com/openfrontio/OpenFrontIO.git
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0200df3ce1
## Description: This PR is intended to increase singleplayer fun. This is a follow-up to my previous PR #2161, which made the "Hiding-Strategy on small islands" harder. But its still possible. You can easily warship-infest the map and get rich from the trade, even though you are playing on impossible difficulty. Also you can easily hinder the nations to, for example, get from the left to the right side of the world map. So you are always in full control of the game. This PR makes nations send a warship if their troop transport boat got destroyed. The warship will travel to the location where the boat got destroyed. Because the nations send more boats now (previous PR), this actual has an impact and there is more action on the map now :) The chance of retaliation is based on the game difficulty. ### COMPARISON [Youtube Video](https://www.youtube.com/watch?v=F4_iP54LGNU) of me playing the infestation-strat without this PR. [Youtube Video](https://www.youtube.com/watch?v=VHesXJwPtcA) of me playing the infestation-strat with this PR (Its sill possible but not that easy, I gave up lol). ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
463 lines
12 KiB
TypeScript
463 lines
12 KiB
TypeScript
import { simpleHash, toInt, withinInt } from "../Util";
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import {
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AllUnitParams,
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MessageType,
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Player,
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Tick,
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TrainType,
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TrajectoryTile,
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Unit,
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UnitInfo,
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UnitType,
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} from "./Game";
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import { GameImpl } from "./GameImpl";
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import { TileRef } from "./GameMap";
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import { GameUpdateType, UnitUpdate } from "./GameUpdates";
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import { PlayerImpl } from "./PlayerImpl";
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export class UnitImpl implements Unit {
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private _active = true;
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private _targetTile: TileRef | undefined;
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private _targetUnit: Unit | undefined;
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private _health: bigint;
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private _lastTile: TileRef;
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private _retreating: boolean = false;
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private _targetedBySAM = false;
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private _reachedTarget = false;
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private _wasDestroyedByEnemy: boolean = false;
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private _lastSetSafeFromPirates: number; // Only for trade ships
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private _constructionType: UnitType | undefined;
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private _lastOwner: PlayerImpl | null = null;
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private _troops: number;
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// Number of missiles in cooldown, if empty all missiles are ready.
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private _missileTimerQueue: number[] = [];
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private _hasTrainStation: boolean = false;
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private _patrolTile: TileRef | undefined;
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private _level: number = 1;
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private _targetable: boolean = true;
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private _loaded: boolean | undefined;
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private _trainType: TrainType | undefined;
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// Nuke only
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private _trajectoryIndex: number = 0;
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private _trajectory: TrajectoryTile[];
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private _deletionAt: number | null = null;
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constructor(
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private _type: UnitType,
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private mg: GameImpl,
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private _tile: TileRef,
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private _id: number,
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public _owner: PlayerImpl,
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params: AllUnitParams = {},
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) {
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this._lastTile = _tile;
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this._health = toInt(this.mg.unitInfo(_type).maxHealth ?? 1);
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this._targetTile =
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"targetTile" in params ? (params.targetTile ?? undefined) : undefined;
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this._trajectory = "trajectory" in params ? (params.trajectory ?? []) : [];
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this._troops = "troops" in params ? (params.troops ?? 0) : 0;
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this._lastSetSafeFromPirates =
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"lastSetSafeFromPirates" in params
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? (params.lastSetSafeFromPirates ?? 0)
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: 0;
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this._patrolTile =
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"patrolTile" in params ? (params.patrolTile ?? undefined) : undefined;
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this._targetUnit =
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"targetUnit" in params ? (params.targetUnit ?? undefined) : undefined;
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this._loaded =
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"loaded" in params ? (params.loaded ?? undefined) : undefined;
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this._trainType = "trainType" in params ? params.trainType : undefined;
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switch (this._type) {
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case UnitType.Warship:
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case UnitType.Port:
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case UnitType.MissileSilo:
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case UnitType.DefensePost:
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case UnitType.SAMLauncher:
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case UnitType.City:
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this.mg.stats().unitBuild(_owner, this._type);
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}
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}
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setTargetable(targetable: boolean): void {
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if (this._targetable !== targetable) {
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this._targetable = targetable;
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this.mg.addUpdate(this.toUpdate());
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}
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}
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isTargetable(): boolean {
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return this._targetable;
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}
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setPatrolTile(tile: TileRef): void {
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this._patrolTile = tile;
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}
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patrolTile(): TileRef | undefined {
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return this._patrolTile;
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}
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isUnit(): this is Unit {
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return true;
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}
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touch(): void {
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this.mg.addUpdate(this.toUpdate());
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}
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setTileTarget(tile: TileRef | undefined): void {
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this._targetTile = tile;
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}
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tileTarget(): TileRef | undefined {
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return this._targetTile;
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}
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id() {
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return this._id;
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}
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toUpdate(): UnitUpdate {
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return {
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type: GameUpdateType.Unit,
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unitType: this._type,
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id: this._id,
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troops: this._troops,
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ownerID: this._owner.smallID(),
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lastOwnerID: this._lastOwner?.smallID(),
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isActive: this._active,
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reachedTarget: this._reachedTarget,
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retreating: this._retreating,
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pos: this._tile,
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markedForDeletion: this._deletionAt ?? false,
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targetable: this._targetable,
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lastPos: this._lastTile,
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health: this.hasHealth() ? Number(this._health) : undefined,
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constructionType: this._constructionType,
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targetUnitId: this._targetUnit?.id() ?? undefined,
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targetTile: this.targetTile() ?? undefined,
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missileTimerQueue: this._missileTimerQueue,
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level: this.level(),
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hasTrainStation: this._hasTrainStation,
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trainType: this._trainType,
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loaded: this._loaded,
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};
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}
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type(): UnitType {
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return this._type;
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}
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lastTile(): TileRef {
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return this._lastTile;
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}
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move(tile: TileRef): void {
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if (tile === null) {
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throw new Error("tile cannot be null");
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}
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this._lastTile = this._tile;
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this._tile = tile;
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this.mg.updateUnitTile(this);
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this.mg.addUpdate(this.toUpdate());
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}
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setTroops(troops: number): void {
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this._troops = troops;
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}
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troops(): number {
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return this._troops;
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}
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health(): number {
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return Number(this._health);
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}
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hasHealth(): boolean {
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return this.info().maxHealth !== undefined;
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}
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tile(): TileRef {
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return this._tile;
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}
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owner(): PlayerImpl {
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return this._owner;
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}
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info(): UnitInfo {
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return this.mg.unitInfo(this._type);
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}
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setOwner(newOwner: PlayerImpl): void {
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this.clearPendingDeletion();
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switch (this._type) {
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case UnitType.Warship:
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case UnitType.Port:
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case UnitType.MissileSilo:
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case UnitType.DefensePost:
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case UnitType.SAMLauncher:
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case UnitType.City:
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this.mg.stats().unitCapture(newOwner, this._type);
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this.mg.stats().unitLose(this._owner, this._type);
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break;
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}
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this._lastOwner = this._owner;
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this._lastOwner._units = this._lastOwner._units.filter((u) => u !== this);
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this._owner = newOwner;
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this._owner._units.push(this);
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this.mg.addUpdate(this.toUpdate());
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this.mg.displayMessage(
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`Your ${this.type()} was captured by ${newOwner.displayName()}`,
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MessageType.UNIT_CAPTURED_BY_ENEMY,
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this._lastOwner.id(),
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);
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this.mg.displayMessage(
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`Captured ${this.type()} from ${this._lastOwner.displayName()}`,
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MessageType.CAPTURED_ENEMY_UNIT,
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newOwner.id(),
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);
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}
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modifyHealth(delta: number, attacker?: Player): void {
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this._health = withinInt(
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this._health + toInt(delta),
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0n,
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toInt(this.info().maxHealth ?? 1),
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);
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if (this._health === 0n) {
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this.delete(true, attacker);
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}
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}
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clearPendingDeletion(): void {
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this._deletionAt = null;
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}
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isMarkedForDeletion(): boolean {
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return this._deletionAt !== null;
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}
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markForDeletion(): void {
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if (!this.isActive()) {
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return;
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}
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this._deletionAt =
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this.mg.ticks() + this.mg.config().deletionMarkDuration();
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this.mg.addUpdate(this.toUpdate());
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}
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isOverdueDeletion(): boolean {
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if (!this.isActive()) {
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return false;
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}
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return this._deletionAt !== null && this.mg.ticks() - this._deletionAt > 0;
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}
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delete(displayMessage?: boolean, destroyer?: Player): void {
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if (!this.isActive()) {
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throw new Error(`cannot delete ${this} not active`);
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}
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// Record whether this unit was destroyed by an enemy (vs. arrived / retreated)
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this._wasDestroyedByEnemy = destroyer !== undefined;
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this._owner._units = this._owner._units.filter((b) => b !== this);
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this._active = false;
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this.mg.addUpdate(this.toUpdate());
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this.mg.removeUnit(this);
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if (displayMessage !== false && this._type !== UnitType.MIRVWarhead) {
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this.mg.displayMessage(
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`Your ${this._type} was destroyed`,
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MessageType.UNIT_DESTROYED,
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this.owner().id(),
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);
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}
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if (destroyer !== undefined) {
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switch (this._type) {
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case UnitType.TransportShip:
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this.mg
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.stats()
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.boatDestroyTroops(destroyer, this._owner, this._troops);
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break;
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case UnitType.TradeShip:
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this.mg.stats().boatDestroyTrade(destroyer, this._owner);
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break;
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case UnitType.City:
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case UnitType.DefensePost:
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case UnitType.MissileSilo:
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case UnitType.Port:
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case UnitType.SAMLauncher:
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case UnitType.Warship:
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case UnitType.Factory:
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this.mg.stats().unitDestroy(destroyer, this._type);
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this.mg.stats().unitLose(this.owner(), this._type);
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break;
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}
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}
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}
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isActive(): boolean {
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return this._active;
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}
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wasDestroyedByEnemy(): boolean {
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return this._wasDestroyedByEnemy;
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}
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retreating(): boolean {
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return this._retreating;
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}
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orderBoatRetreat() {
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if (this.type() !== UnitType.TransportShip) {
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throw new Error(`Cannot retreat ${this.type()}`);
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}
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this._retreating = true;
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}
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constructionType(): UnitType | null {
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if (this.type() !== UnitType.Construction) {
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throw new Error(`Cannot get construction type on ${this.type()}`);
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}
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return this._constructionType ?? null;
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}
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setConstructionType(type: UnitType): void {
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if (this.type() !== UnitType.Construction) {
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throw new Error(`Cannot set construction type on ${this.type()}`);
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}
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this._constructionType = type;
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this.mg.addUpdate(this.toUpdate());
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}
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hash(): number {
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return this.tile() + simpleHash(this.type()) * this._id;
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}
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toString(): string {
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return `Unit:${this._type},owner:${this.owner().name()}`;
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}
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launch(): void {
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this._missileTimerQueue.push(this.mg.ticks());
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this.mg.addUpdate(this.toUpdate());
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}
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ticksLeftInCooldown(): Tick | undefined {
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return this._missileTimerQueue[0];
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}
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isInCooldown(): boolean {
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return this._missileTimerQueue.length === this._level;
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}
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missileTimerQueue(): number[] {
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return this._missileTimerQueue;
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}
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reloadMissile(): void {
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this._missileTimerQueue.shift();
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this.mg.addUpdate(this.toUpdate());
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}
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setTargetTile(targetTile: TileRef | undefined) {
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this._targetTile = targetTile;
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}
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targetTile(): TileRef | undefined {
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return this._targetTile;
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}
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setTrajectoryIndex(i: number): void {
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const max = this._trajectory.length - 1;
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this._trajectoryIndex = i < 0 ? 0 : i > max ? max : i;
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}
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trajectoryIndex(): number {
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return this._trajectoryIndex;
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}
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trajectory(): TrajectoryTile[] {
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return this._trajectory;
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}
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setTargetUnit(target: Unit | undefined): void {
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this._targetUnit = target;
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}
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targetUnit(): Unit | undefined {
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return this._targetUnit;
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}
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setTargetedBySAM(targeted: boolean): void {
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this._targetedBySAM = targeted;
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}
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targetedBySAM(): boolean {
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return this._targetedBySAM;
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}
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setReachedTarget(): void {
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this._reachedTarget = true;
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}
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reachedTarget(): boolean {
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return this._reachedTarget;
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}
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setSafeFromPirates(): void {
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this._lastSetSafeFromPirates = this.mg.ticks();
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}
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isSafeFromPirates(): boolean {
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return (
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this.mg.ticks() - this._lastSetSafeFromPirates <
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this.mg.config().safeFromPiratesCooldownMax()
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);
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}
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level(): number {
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return this._level;
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}
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setTrainStation(trainStation: boolean): void {
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this._hasTrainStation = trainStation;
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this.mg.addUpdate(this.toUpdate());
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}
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hasTrainStation(): boolean {
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return this._hasTrainStation;
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}
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increaseLevel(): void {
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this._level++;
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if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
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this._missileTimerQueue.push(this.mg.ticks());
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}
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this.mg.addUpdate(this.toUpdate());
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}
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decreaseLevel(destroyer?: Player): void {
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this._level--;
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if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
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this._missileTimerQueue.pop();
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}
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if (this._level <= 0) {
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this.delete(true, destroyer);
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return;
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}
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this.mg.addUpdate(this.toUpdate());
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}
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trainType(): TrainType | undefined {
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return this._trainType;
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}
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isLoaded(): boolean | undefined {
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return this._loaded;
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}
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setLoaded(loaded: boolean): void {
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if (this._loaded !== loaded) {
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this._loaded = loaded;
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this.mg.addUpdate(this.toUpdate());
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}
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}
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}
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