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1d0732d3d9
## Description: By using a type union we get better type safety, enforcing each unit type have the appropriate params when initializing ## Please complete the following: - [x] I have added screenshots for all UI updates - [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: evan --------- Co-authored-by: evan <openfrontio@gmail.com>
69 lines
1.5 KiB
TypeScript
69 lines
1.5 KiB
TypeScript
import { consolex } from "../Consolex";
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import {
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Execution,
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Game,
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Player,
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PlayerID,
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Unit,
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UnitType,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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export class MissileSiloExecution implements Execution {
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private active = true;
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private mg: Game;
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private player: Player;
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private silo: Unit;
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constructor(
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private _owner: PlayerID,
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private tile: TileRef,
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) {}
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init(mg: Game, ticks: number): void {
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if (!mg.hasPlayer(this._owner)) {
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console.warn(`MissileSiloExecution: owner ${this._owner} not found`);
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this.active = false;
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return;
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}
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this.mg = mg;
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this.player = mg.player(this._owner);
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}
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tick(ticks: number): void {
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if (this.silo == null) {
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const spawn = this.player.canBuild(UnitType.MissileSilo, this.tile);
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if (spawn === false) {
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consolex.warn(
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`player ${this.player} cannot build missile silo at ${this.tile}`,
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);
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this.active = false;
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return;
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}
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this.silo = this.player.buildUnit(UnitType.MissileSilo, spawn, {
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cooldownDuration: this.mg.config().SiloCooldown(),
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});
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if (this.player != this.silo.owner()) {
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this.player = this.silo.owner();
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}
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}
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if (
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this.silo.isCooldown() &&
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this.silo.ticksLeftInCooldown(this.mg.config().SiloCooldown()) == 0
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) {
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this.silo.setCooldown(false);
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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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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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