Files
OpenFrontIO/src/core/execution/PortExecution.ts
T

97 lines
2.3 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Execution,
Game,
Player,
PlayerID,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { PathFinder } from "../pathfinding/PathFinding";
import { PseudoRandom } from "../PseudoRandom";
import { TradeShipExecution } from "./TradeShipExecution";
export class PortExecution implements Execution {
private active = true;
private mg: Game;
private port: Unit;
private random: PseudoRandom;
private checkOffset: number;
constructor(
private _owner: PlayerID,
private tile: TileRef,
) {}
init(mg: Game, ticks: number): void {
if (!mg.hasPlayer(this._owner)) {
console.warn(`PortExecution: player ${this._owner} not found`);
this.active = false;
return;
}
this.mg = mg;
this.random = new PseudoRandom(mg.ticks());
this.checkOffset = mg.ticks() % 10;
}
tick(ticks: number): void {
if (this.port == null) {
const tile = this.tile;
const player = this.mg.player(this._owner);
const spawn = player.canBuild(UnitType.Port, tile);
if (spawn === false) {
consolex.warn(`player ${player} cannot build port at ${this.tile}`);
this.active = false;
return;
}
this.port = player.buildUnit(UnitType.Port, 0, spawn);
}
if (!this.port.isActive()) {
this.active = false;
return;
}
if (this._owner != this.port.owner().id()) {
this._owner = this.port.owner().id();
}
// Only check every 10 ticks for performance.
if ((this.mg.ticks() + this.checkOffset) % 10 != 0) {
return;
}
const totalNbOfPorts = this.mg.units(UnitType.Port).length;
if (
!this.random.chance(this.mg.config().tradeShipSpawnRate(totalNbOfPorts))
) {
return;
}
const ports = this.player().tradingPorts(this.port);
if (ports.length == 0) {
return;
}
const port = this.random.randElement(ports);
const pf = PathFinder.Mini(this.mg, 2500, false);
this.mg.addExecution(
new TradeShipExecution(this.player().id(), this.port, port, pf),
);
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
player(): Player {
return this.port.owner();
}
}