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137 lines
3.4 KiB
TypeScript
137 lines
3.4 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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MessageType,
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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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import { PseudoRandom } from "../PseudoRandom";
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import { SAMMissileExecution } from "./SAMMissileExecution";
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export class SAMLauncherExecution implements Execution {
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private player: Player;
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private mg: Game;
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private sam: Unit;
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private active: boolean = true;
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private target: Unit | null = null;
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private searchRangeRadius = 75;
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private pseudoRandom: PseudoRandom;
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constructor(
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private ownerId: 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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this.mg = mg;
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if (!mg.hasPlayer(this.ownerId)) {
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console.warn(`SAMLauncherExecution: owner ${this.ownerId} not found`);
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this.active = false;
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return;
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}
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this.player = mg.player(this.ownerId);
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}
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tick(ticks: number): void {
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if (this.sam == null) {
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const spawnTile = this.player.canBuild(UnitType.SAMLauncher, this.tile);
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if (spawnTile == false) {
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consolex.warn("cannot build SAM Launcher");
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this.active = false;
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return;
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}
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this.sam = this.player.buildUnit(UnitType.SAMLauncher, 0, spawnTile, {
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cooldownDuration: this.mg.config().SAMCooldown(),
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});
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}
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if (!this.sam.isActive()) {
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this.active = false;
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return;
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}
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if (this.player != this.sam.owner()) {
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this.player = this.sam.owner();
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}
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if (!this.pseudoRandom) {
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this.pseudoRandom = new PseudoRandom(this.sam.id());
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}
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const nukes = this.mg
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.nearbyUnits(this.sam.tile(), this.searchRangeRadius, [
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UnitType.AtomBomb,
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UnitType.HydrogenBomb,
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])
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.filter(
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({ unit }) =>
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unit.owner() !== this.player && !this.player.isFriendly(unit.owner()),
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);
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this.target =
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nukes.sort((a, b) => {
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const { unit: unitA, distSquared: distA } = a;
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const { unit: unitB, distSquared: distB } = b;
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// Prioritize Hydrogen Bombs
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if (
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unitA.type() === UnitType.HydrogenBomb &&
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unitB.type() !== UnitType.HydrogenBomb
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)
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return -1;
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if (
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unitA.type() !== UnitType.HydrogenBomb &&
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unitB.type() === UnitType.HydrogenBomb
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)
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return 1;
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// If both are the same type, sort by distance (lower `distSquared` means closer)
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return distA - distB;
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})[0]?.unit ?? null;
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if (
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this.sam.isCooldown() &&
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this.sam.ticksLeftInCooldown(this.mg.config().SAMCooldown()) == 0
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) {
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this.sam.setCooldown(false);
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}
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if (this.target && !this.sam.isCooldown() && !this.target.targetedBySAM()) {
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this.sam.setCooldown(true);
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const random = this.pseudoRandom.next();
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const hit = random < this.mg.config().samHittingChance();
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if (!hit) {
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this.mg.displayMessage(
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`Missile failed to intercept ${this.target.type()}`,
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MessageType.ERROR,
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this.sam.owner().id(),
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);
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} else {
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this.target.setTargetedBySAM(true);
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this.mg.addExecution(
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new SAMMissileExecution(
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this.sam.tile(),
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this.sam.owner(),
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this.sam,
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this.target,
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),
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);
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}
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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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