Files
OpenFrontIO/src/core/execution/EmojiExecution.ts
T
Léo Joly 55206ca41f [Cleanup] Pass Player into execution constructor instead of PlayerID (#1022)
## 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>
2025-06-10 16:10:48 -07:00

66 lines
1.6 KiB
TypeScript

import {
AllPlayers,
Execution,
Game,
Player,
PlayerID,
PlayerType,
} from "../game/Game";
import { flattenedEmojiTable } from "../Util";
export class EmojiExecution implements Execution {
private recipient: Player | typeof AllPlayers;
private active = true;
constructor(
private requestor: Player,
private recipientID: PlayerID | typeof AllPlayers,
private emoji: number,
) {}
init(mg: Game, ticks: number): void {
if (this.recipientID !== AllPlayers && !mg.hasPlayer(this.recipientID)) {
console.warn(`EmojiExecution: recipient ${this.recipientID} not found`);
this.active = false;
return;
}
this.recipient =
this.recipientID === AllPlayers
? AllPlayers
: mg.player(this.recipientID);
}
tick(ticks: number): void {
const emojiString = flattenedEmojiTable[this.emoji];
if (emojiString === undefined) {
console.warn(
`cannot send emoji ${this.emoji} from ${this.requestor} to ${this.recipient}`,
);
} else if (this.requestor.canSendEmoji(this.recipient)) {
this.requestor.sendEmoji(this.recipient, emojiString);
if (
emojiString === "🖕" &&
this.recipient !== AllPlayers &&
this.recipient.type() === PlayerType.FakeHuman
) {
this.recipient.updateRelation(this.requestor, -100);
}
} else {
console.warn(
`cannot send emoji from ${this.requestor} to ${this.recipient}`,
);
}
this.active = false;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}