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118 lines
4.3 KiB
TypeScript
118 lines
4.3 KiB
TypeScript
import { MessageType } from "../../client/graphics/layers/EventsDisplay";
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import { renderNumber } from "../../client/graphics/Utils";
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import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
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import { AStar, PathFinder, PathFindResultType } from "../PathFinding";
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import { PseudoRandom } from "../PseudoRandom";
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import { bfs, dist, distSortUnit, manhattanDist } from "../Util";
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export class TradeShipExecution implements Execution {
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private active = true
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private mg: MutableGame
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private origOwner: MutablePlayer
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private tradeShip: MutableUnit
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private index = 0
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private pathFinder: PathFinder = new PathFinder(5_000, t => t.isOcean(), 10)
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private wasCaptured = false
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constructor(
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private _owner: PlayerID,
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private srcPort: MutableUnit,
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private dstPort: MutableUnit,
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// don't modify
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private path: Tile[]
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) { }
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init(mg: MutableGame, ticks: number): void {
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this.mg = mg
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this.origOwner = mg.player(this._owner)
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}
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tick(ticks: number): void {
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if (this.tradeShip == null) {
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const spawn = this.origOwner.canBuild(UnitType.TradeShip, this.srcPort.tile())
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if (spawn == false) {
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console.warn(`cannot build trade ship`)
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this.active = false
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return
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}
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this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, 0, spawn)
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}
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if (!this.tradeShip.isActive()) {
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this.active = false
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return
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}
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if (!this.dstPort.isActive() || !this.tradeShip.owner().isAlliedWith(this.dstPort.owner())) {
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this.tradeShip.delete()
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this.active = false
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return
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}
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if (this.origOwner != this.tradeShip.owner()) {
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// Store as vairable in case ship is recaptured by previous owner
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this.wasCaptured = true
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}
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if (this.wasCaptured) {
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const ports = this.tradeShip.owner().units(UnitType.Port).sort(distSortUnit(this.tradeShip))
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if (ports.length == 0) {
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this.tradeShip.delete()
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this.active = false
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return
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}
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const dstPort = ports[0]
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const result = this.pathFinder.nextTile(this.tradeShip.tile(), dstPort.tile())
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switch (result.type) {
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case PathFindResultType.Completed:
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const gold = this.mg.config().tradeShipGold(this.srcPort, dstPort)
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this.tradeShip.owner().addGold(gold)
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this.mg.displayMessage(
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`Your trade ship captured from ${this.origOwner.displayName()}, giving you ${renderNumber(gold)} gold`,
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MessageType.SUCCESS,
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this.tradeShip.owner().id()
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)
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this.tradeShip.delete()
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break
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case PathFindResultType.Pending:
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break
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case PathFindResultType.NextTile:
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this.tradeShip.move(result.tile)
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break
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case PathFindResultType.PathNotFound:
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console.warn('captured trade ship cannot find route')
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this.active = false
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break
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}
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return
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}
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if (this.index >= this.path.length) {
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this.active = false
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const gold = this.mg.config().tradeShipGold(this.srcPort, this.dstPort)
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this.srcPort.owner().addGold(gold)
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this.dstPort.owner().addGold(gold)
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this.mg.displayMessage(`Trade ship from ${this.tradeShip.owner().displayName()} has reached your port, giving you ${renderNumber(gold)} gold`, MessageType.SUCCESS, this.dstPort.owner().id())
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this.mg.displayMessage(`Your trade ship reached ${this.dstPort.owner().displayName()}, giving you ${renderNumber(gold)} gold`, MessageType.SUCCESS, this._owner)
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this.tradeShip.delete()
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return
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}
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this.tradeShip.move(this.path[this.index])
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this.index++
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}
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owner(): MutablePlayer {
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return null
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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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activeDuringSpawnPhase(): boolean {
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return false
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}
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} |