Files
OpenFrontIO/src/core/execution/TransportShipExecution.ts
T
Scott Anderson 70745faac4 Enable strictNullChecks, eqeqeq (#436)
## Description:

Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.

Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.

Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.

Fixes #466 

## 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

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
2025-05-15 16:39:40 -07:00

216 lines
5.3 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Execution,
Game,
MessageType,
Player,
PlayerID,
TerraNullius,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { targetTransportTile } from "../game/TransportShipUtils";
import { PathFindResultType } from "../pathfinding/AStar";
import { PathFinder } from "../pathfinding/PathFinding";
import { AttackExecution } from "./AttackExecution";
export class TransportShipExecution implements Execution {
private lastMove: number;
// TODO: make this configurable
private ticksPerMove = 1;
private active = true;
private mg: Game;
private attacker: Player;
private target: Player | TerraNullius;
// TODO make private
public path: TileRef[];
private dst: TileRef | null;
private boat: Unit;
private pathFinder: PathFinder;
constructor(
private attackerID: PlayerID,
private targetID: PlayerID | null,
private ref: TileRef,
private troops: number,
private src: TileRef | null,
) {}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game, ticks: number) {
if (!mg.hasPlayer(this.attackerID)) {
console.warn(
`TransportShipExecution: attacker ${this.attackerID} not found`,
);
this.active = false;
return;
}
if (this.targetID !== null && !mg.hasPlayer(this.targetID)) {
console.warn(`TransportShipExecution: target ${this.targetID} not found`);
this.active = false;
return;
}
this.lastMove = ticks;
this.mg = mg;
this.pathFinder = PathFinder.Mini(mg, 10_000, 10);
this.attacker = mg.player(this.attackerID);
if (
this.attacker.units(UnitType.TransportShip).length >=
mg.config().boatMaxNumber()
) {
mg.displayMessage(
`No boats available, max ${mg.config().boatMaxNumber()}`,
MessageType.WARN,
this.attackerID,
);
this.active = false;
this.attacker.addTroops(this.troops);
return;
}
if (
this.targetID === null ||
this.targetID === this.mg.terraNullius().id()
) {
this.target = mg.terraNullius();
} else {
this.target = mg.player(this.targetID);
}
if (this.troops === null) {
this.troops = this.mg
.config()
.boatAttackAmount(this.attacker, this.target);
}
this.troops = Math.min(this.troops, this.attacker.troops());
this.dst = targetTransportTile(this.mg, this.ref);
if (this.dst === null) {
consolex.warn(
`${this.attacker} cannot send ship to ${this.target}, cannot find attack tile`,
);
this.active = false;
return;
}
const closestTileSrc = this.attacker.canBuild(
UnitType.TransportShip,
this.dst,
);
if (closestTileSrc === false) {
consolex.warn(`can't build transport ship`);
this.active = false;
return;
}
if (this.src === null) {
// Only update the src if it's not already set
// because we assume that the src is set to the best spawn tile
this.src = closestTileSrc;
} else {
if (
this.mg.owner(this.src) !== this.attacker ||
!this.mg.isShore(this.src)
) {
console.warn(
`src is not a shore tile or not owned by: ${this.attacker.name()}`,
);
this.src = closestTileSrc;
}
}
this.boat = this.attacker.buildUnit(UnitType.TransportShip, this.src, {
troops: this.troops,
});
// Notify the target player about the incoming naval invasion
if (this.targetID && this.targetID !== mg.terraNullius().id()) {
mg.displayIncomingUnit(
this.boat.id(),
`Naval invasion incoming from ${this.attacker.displayName()}`,
MessageType.WARN,
this.targetID,
);
}
}
tick(ticks: number) {
if (this.dst === null) {
this.active = false;
return;
}
if (!this.active) {
return;
}
if (!this.boat.isActive()) {
this.active = false;
return;
}
if (ticks - this.lastMove < this.ticksPerMove) {
return;
}
this.lastMove = ticks;
const result = this.pathFinder.nextTile(this.boat.tile(), this.dst);
switch (result.type) {
case PathFindResultType.Completed:
if (this.mg.owner(this.dst) === this.attacker) {
this.attacker.addTroops(this.troops);
this.boat.delete(false);
this.active = false;
return;
}
if (this.target.isPlayer() && this.attacker.isFriendly(this.target)) {
this.target.addTroops(this.troops);
} else {
this.attacker.conquer(this.dst);
this.mg.addExecution(
new AttackExecution(
this.troops,
this.attacker.id(),
this.targetID,
this.dst,
false,
),
);
}
this.boat.delete(false);
this.active = false;
return;
case PathFindResultType.NextTile:
this.boat.move(result.tile);
break;
case PathFindResultType.Pending:
break;
case PathFindResultType.PathNotFound:
// TODO: add to poisoned port list
consolex.warn(`path not found tot dst`);
this.boat.delete(false);
this.active = false;
return;
}
}
owner(): Player {
return this.attacker;
}
isActive(): boolean {
return this.active;
}
}