Files
OpenFrontIO/src/core/execution/ConstructionExecution.ts
T
2025-02-18 16:26:49 -08:00

134 lines
3.7 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Cell,
Execution,
Game,
Player,
Unit,
PlayerID,
UnitType,
Tick,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { CityExecution } from "./CityExecution";
import { DefensePostExecution } from "./DefensePostExecution";
import { MirvExecution } from "./MIRVExecution";
import { MissileSiloExecution } from "./MissileSiloExecution";
import { NukeExecution } from "./NukeExecution";
import { PortExecution } from "./PortExecution";
import { WarshipExecution } from "./WarshipExecution";
export class ConstructionExecution implements Execution {
private player: Player;
private construction: Unit;
private active: boolean = true;
private mg: Game;
private ticksUntilComplete: Tick;
private cost: number;
constructor(
private ownerId: PlayerID,
private tile: TileRef,
private constructionType: UnitType,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
if (!mg.hasPlayer(this.ownerId)) {
console.warn(`ConstructionExecution: owner ${this.ownerId} not found`);
this.active = false;
return;
}
this.player = mg.player(this.ownerId);
}
tick(ticks: number): void {
if (this.construction == null) {
const info = this.mg.unitInfo(this.constructionType);
if (info.constructionDuration == null) {
this.completeConstruction();
this.active = false;
return;
}
const spawnTile = this.player.canBuild(this.constructionType, this.tile);
if (spawnTile == false) {
consolex.warn(`cannot build ${UnitType.Construction}`);
this.active = false;
return;
}
this.construction = this.player.buildUnit(
UnitType.Construction,
0,
spawnTile,
);
this.cost = this.mg.unitInfo(this.constructionType).cost(this.player);
this.player.removeGold(this.cost);
this.construction.setConstructionType(this.constructionType);
this.ticksUntilComplete = info.constructionDuration;
return;
}
if (!this.construction.isActive()) {
this.active = false;
return;
}
if (this.ticksUntilComplete == 0) {
this.player = this.construction.owner();
this.construction.delete(false);
// refund the cost so player has the gold to build the unit
this.player.addGold(this.cost);
this.completeConstruction();
this.active = false;
return;
}
this.ticksUntilComplete--;
}
private completeConstruction() {
const player = this.player;
switch (this.constructionType) {
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
this.mg.addExecution(
new NukeExecution(this.constructionType, player.id(), this.tile),
);
break;
case UnitType.MIRV:
this.mg.addExecution(new MirvExecution(player.id(), this.tile));
break;
case UnitType.Warship:
this.mg.addExecution(new WarshipExecution(player.id(), this.tile));
break;
case UnitType.Port:
this.mg.addExecution(new PortExecution(player.id(), this.tile));
break;
case UnitType.MissileSilo:
this.mg.addExecution(new MissileSiloExecution(player.id(), this.tile));
break;
case UnitType.DefensePost:
this.mg.addExecution(new DefensePostExecution(player.id(), this.tile));
break;
case UnitType.City:
this.mg.addExecution(new CityExecution(player.id(), this.tile));
break;
default:
throw Error(`unit type ${this.constructionType} not supported`);
}
}
owner(): Player {
return null;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}