Files
OpenFrontIO/src/core/execution/ShellExecution.ts
T
DevelopingTom e8834e15e6 Add naval combat animations (#858)
## Description:


https://github.com/user-attachments/assets/b46f949a-eb50-4656-8492-216cf820ac46

Add a couple animations for naval combat:

- shell hit
- ship explosion
- ship sinking

Added a simple `Timeline` class to spread FX animations over time.
Added a `ColoredAnimatedSprite` similar to the existing `ColoredSprite`.
Refactored the latter to avoid code duplication.

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-05-26 19:59:11 -04:00

76 lines
2.0 KiB
TypeScript

import { Execution, Game, Player, Unit, UnitType } from "../game/Game";
import { TileRef } from "../game/GameMap";
import { AirPathFinder } from "../pathfinding/PathFinding";
import { PseudoRandom } from "../PseudoRandom";
export class ShellExecution implements Execution {
private active = true;
private pathFinder: AirPathFinder;
private shell: Unit | undefined;
private mg: Game;
private destroyAtTick: number = -1;
constructor(
private spawn: TileRef,
private _owner: Player,
private ownerUnit: Unit,
private target: Unit,
) {}
init(mg: Game, ticks: number): void {
this.pathFinder = new AirPathFinder(mg, new PseudoRandom(mg.ticks()));
this.mg = mg;
}
tick(ticks: number): void {
if (this.shell === undefined) {
this.shell = this._owner.buildUnit(UnitType.Shell, this.spawn, {});
}
if (!this.shell.isActive()) {
this.active = false;
return;
}
if (
!this.target.isActive() ||
this.target.owner() === this.shell.owner() ||
(this.destroyAtTick !== -1 && this.mg.ticks() >= this.destroyAtTick)
) {
this.shell.delete(false);
this.active = false;
return;
}
if (this.destroyAtTick === -1 && !this.ownerUnit.isActive()) {
this.destroyAtTick = this.mg.ticks() + this.mg.config().shellLifetime();
}
for (let i = 0; i < 3; i++) {
const result = this.pathFinder.nextTile(
this.shell.tile(),
this.target.tile(),
);
if (result === true) {
this.active = false;
this.target.modifyHealth(-this.effectOnTarget(), this._owner);
this.shell.setReachedTarget();
this.shell.delete(false);
return;
} else {
this.shell.move(result);
}
}
}
private effectOnTarget(): number {
const { damage } = this.mg.config().unitInfo(UnitType.Shell);
return damage ?? 0;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}