Files
OpenFrontIO/src/core/execution/ConstructionExecution.ts
T
falc 07916d46bf Changed consolex to console logging (#1036)
## Description:
Changed from consolex to console
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

@qqkedsi
2025-06-05 16:14:27 +02:00

143 lines
4.1 KiB
TypeScript

import {
Execution,
Game,
Gold,
Player,
PlayerID,
Tick,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { CityExecution } from "./CityExecution";
import { DefensePostExecution } from "./DefensePostExecution";
import { HospitalExecution } from "./HospitalExecution";
import { MirvExecution } from "./MIRVExecution";
import { MissileSiloExecution } from "./MissileSiloExecution";
import { NukeExecution } from "./NukeExecution";
import { PortExecution } from "./PortExecution";
import { SAMLauncherExecution } from "./SAMLauncherExecution";
import { WarshipExecution } from "./WarshipExecution";
export class ConstructionExecution implements Execution {
private player: Player;
private construction: Unit | null = null;
private active: boolean = true;
private mg: Game;
private ticksUntilComplete: Tick;
private cost: Gold;
constructor(
private ownerId: PlayerID,
private tile: TileRef,
private constructionType: UnitType,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
if (!mg.hasPlayer(this.ownerId)) {
console.warn(`ConstructionExecution: owner ${this.ownerId} not found`);
this.active = false;
return;
}
this.player = mg.player(this.ownerId);
}
tick(ticks: number): void {
if (this.construction === null) {
const info = this.mg.unitInfo(this.constructionType);
if (info.constructionDuration === undefined) {
this.completeConstruction();
this.active = false;
return;
}
const spawnTile = this.player.canBuild(this.constructionType, this.tile);
if (spawnTile === false) {
console.warn(`cannot build ${this.constructionType}`);
this.active = false;
return;
}
this.construction = this.player.buildUnit(
UnitType.Construction,
spawnTile,
{},
);
this.cost = this.mg.unitInfo(this.constructionType).cost(this.player);
this.player.removeGold(this.cost);
this.construction.setConstructionType(this.constructionType);
this.ticksUntilComplete = info.constructionDuration;
return;
}
if (!this.construction.isActive()) {
this.active = false;
return;
}
if (this.player !== this.construction.owner()) {
this.player = this.construction.owner();
}
if (this.ticksUntilComplete === 0) {
this.player = this.construction.owner();
this.construction.delete(false);
// refund the cost so player has the gold to build the unit
this.player.addGold(this.cost);
this.completeConstruction();
this.active = false;
return;
}
this.ticksUntilComplete--;
}
private completeConstruction() {
const player = this.player;
switch (this.constructionType) {
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
this.mg.addExecution(
new NukeExecution(this.constructionType, player.id(), this.tile),
);
break;
case UnitType.MIRV:
this.mg.addExecution(new MirvExecution(player.id(), this.tile));
break;
case UnitType.Warship:
this.mg.addExecution(
new WarshipExecution({ owner: player, patrolTile: this.tile }),
);
break;
case UnitType.Port:
this.mg.addExecution(new PortExecution(player.id(), this.tile));
break;
case UnitType.MissileSilo:
this.mg.addExecution(new MissileSiloExecution(player.id(), this.tile));
break;
case UnitType.DefensePost:
this.mg.addExecution(new DefensePostExecution(player.id(), this.tile));
break;
case UnitType.SAMLauncher:
this.mg.addExecution(new SAMLauncherExecution(player.id(), this.tile));
break;
case UnitType.City:
this.mg.addExecution(new CityExecution(player.id(), this.tile));
break;
case UnitType.Hospital:
this.mg.addExecution(new HospitalExecution(player.id(), this.tile));
break;
default:
throw Error(`unit type ${this.constructionType} not supported`);
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}