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OpenFrontIO/src/core/execution/DestroyerExecution.ts
T

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5.6 KiB
TypeScript

import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, TerrainType, Tile, UnitType } from "../game/Game";
import { PathFinder } from "../pathfinding/PathFinding";
import { PathFindResultType } from "../pathfinding/AStar";
import { SerialAStar } from "../pathfinding/SerialAStar";
import { PseudoRandom } from "../PseudoRandom";
import { distSort, distSortUnit, manhattanDist } from "../Util";
import { consolex } from "../Consolex";
export class DestroyerExecution implements Execution {
private random: PseudoRandom
private _owner: MutablePlayer
private active = true
private destroyer: MutableUnit = null
private mg: MutableGame = null
private target: MutableUnit = null
private pathfinder: PathFinder
private patrolTile: Tile;
private patrolCenterTile: Tile
// TODO: put in config
private searchRange = 100
constructor(
private playerID: PlayerID,
private cell: Cell,
) { }
init(mg: MutableGame, ticks: number): void {
this.pathfinder = PathFinder.Mini(mg, 5000, t => t.terrainType() == TerrainType.Ocean)
this._owner = mg.player(this.playerID)
this.mg = mg
this.patrolCenterTile = mg.tile(this.cell)
this.patrolTile = this.patrolCenterTile
this.random = new PseudoRandom(mg.ticks())
}
tick(ticks: number): void {
if (this.destroyer == null) {
const spawn = this._owner.canBuild(UnitType.Destroyer, this.patrolTile)
if (spawn == false) {
this.active = false
return
}
this.destroyer = this._owner.buildUnit(UnitType.Destroyer, 0, spawn)
return
}
if (!this.destroyer.isActive()) {
this.active = false
return
}
if (this.target != null && !this.target.isActive()) {
this.target = null
}
if (this.target == null) {
const ships = this.mg.units(UnitType.TransportShip, UnitType.Destroyer, UnitType.TradeShip, UnitType.Battleship)
.filter(u => manhattanDist(u.tile().cell(), this.destroyer.tile().cell()) < 100)
.filter(u => u.type() != UnitType.Destroyer || u.health() < this.destroyer.health()) // only attack Destroyers weaker than it.
.filter(u => u.owner() != this.destroyer.owner())
.filter(u => u != this.destroyer)
.filter(u => !u.owner().isAlliedWith(this.destroyer.owner()))
if (ships.length == 0) {
const result = this.pathfinder.nextTile(this.destroyer.tile(), this.patrolTile)
switch (result.type) {
case PathFindResultType.Completed:
this.patrolTile = this.randomTile()
break
case PathFindResultType.NextTile:
this.destroyer.move(result.tile)
break
case PathFindResultType.Pending:
return
case PathFindResultType.PathNotFound:
consolex.log(`path not found to patrol tile`)
this.patrolTile = this.randomTile()
break
}
return
}
this.target = ships.sort(distSortUnit(this.destroyer))[0]
}
if (!this.target.isActive() || this.target.owner() == this._owner) {
// Incase another destroyer captured or destroyed target
this.target = null
return
}
for (let i = 0; i < 2; i++) {
const result = this.pathfinder.nextTile(this.destroyer.tile(), this.target.tile(), 5)
switch (result.type) {
case PathFindResultType.Completed:
switch (this.target.type()) {
case UnitType.TransportShip:
case UnitType.Battleship:
this.target.delete()
break
case UnitType.TradeShip:
this.owner().captureUnit(this.target)
break
case UnitType.Destroyer:
const health = this.target.health()
this.target.modifyHealth(-this.destroyer.health())
this.destroyer.modifyHealth(-health)
break
}
this.target = null
return
case PathFindResultType.NextTile:
this.destroyer.move(result.tile)
break
case PathFindResultType.Pending:
break
case PathFindResultType.PathNotFound:
consolex.log(`path not found to target`)
break
}
}
}
owner(): MutablePlayer {
return this._owner
}
isActive(): boolean {
return this.active
}
activeDuringSpawnPhase(): boolean {
return false
}
randomTile(): Tile {
while (true) {
const x = this.patrolCenterTile.cell().x + this.random.nextInt(-this.searchRange / 2, this.searchRange / 2)
const y = this.patrolCenterTile.cell().y + this.random.nextInt(-this.searchRange / 2, this.searchRange / 2)
const cell = new Cell(x, y)
if (!this.mg.isOnMap(cell)) {
continue
}
const tile = this.mg.tile(cell)
if (!tile.isOcean()) {
continue
}
return tile
}
}
}