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## Description: Answering issue: #1017 [Cleanup] Pass Player into the execution constructor instead of PlayerID I have tested the changes running and playing a full game. I do not know other way to test the changes, please inform me ❤️ ## 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: Lele --------- Co-authored-by: lva <lva@rovsing.dk>
42 lines
824 B
TypeScript
42 lines
824 B
TypeScript
import { Execution, Game, Player, UnitType } from "../game/Game";
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export class BoatRetreatExecution implements Execution {
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private active = true;
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constructor(
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private player: Player,
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private unitID: number,
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) {}
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init(mg: Game, ticks: number): void {}
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tick(ticks: number): void {
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const unit = this.player
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.units()
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.find(
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(unit) =>
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unit.id() === this.unitID && unit.type() === UnitType.TransportShip,
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);
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if (!unit) {
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console.warn(`Didn't find outgoing boat with id ${this.unitID}`);
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this.active = false;
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return;
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}
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unit.orderBoatRetreat();
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this.active = false;
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}
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owner(): Player {
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return this.player;
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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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