Files
OpenFrontIO/src/core/execution/TransportShipExecution.ts
T
Doo 5d71ae2fa8 Fixnukeboatbug (#1011)
## Description:
Fixes : https://github.com/openfrontio/OpenFrontIO/issues/958
Use the actual troop count on the boat unit when it lands, not the
original this.troops value.
Tested locally with all nukes type and it works fine.



## 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:

.doo

---------

Co-authored-by: rldtech <r.le-disez+oplab@groupeonepoint.com>
Co-authored-by: tnhnblgl <51187395+tnhnblgl@users.noreply.github.com>
2025-06-13 08:09:38 -07:00

234 lines
5.9 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Execution,
Game,
MessageType,
Player,
PlayerID,
TerraNullius,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { targetTransportTile } from "../game/TransportShipUtils";
import { PathFindResultType } from "../pathfinding/AStar";
import { PathFinder } from "../pathfinding/PathFinding";
import { AttackExecution } from "./AttackExecution";
export class TransportShipExecution implements Execution {
private lastMove: number;
// TODO: make this configurable
private ticksPerMove = 1;
private active = true;
private mg: Game;
private attacker: Player;
private target: Player | TerraNullius;
// TODO make private
public path: TileRef[];
private dst: TileRef | null;
private boat: Unit;
private pathFinder: PathFinder;
constructor(
private attackerID: PlayerID,
private targetID: PlayerID | null,
private ref: TileRef,
private troops: number,
private src: TileRef | null,
) {}
activeDuringSpawnPhase(): boolean {
return false;
}
init(mg: Game, ticks: number) {
if (!mg.hasPlayer(this.attackerID)) {
console.warn(
`TransportShipExecution: attacker ${this.attackerID} not found`,
);
this.active = false;
return;
}
if (this.targetID !== null && !mg.hasPlayer(this.targetID)) {
console.warn(`TransportShipExecution: target ${this.targetID} not found`);
this.active = false;
return;
}
this.lastMove = ticks;
this.mg = mg;
this.pathFinder = PathFinder.Mini(mg, 10_000, 10);
this.attacker = mg.player(this.attackerID);
if (
this.attacker.units(UnitType.TransportShip).length >=
mg.config().boatMaxNumber()
) {
mg.displayMessage(
`No boats available, max ${mg.config().boatMaxNumber()}`,
MessageType.WARN,
this.attackerID,
);
this.active = false;
this.attacker.addTroops(this.troops);
return;
}
if (
this.targetID === null ||
this.targetID === this.mg.terraNullius().id()
) {
this.target = mg.terraNullius();
} else {
this.target = mg.player(this.targetID);
}
if (this.troops === null) {
this.troops = this.mg
.config()
.boatAttackAmount(this.attacker, this.target);
}
this.troops = Math.min(this.troops, this.attacker.troops());
this.dst = targetTransportTile(this.mg, this.ref);
if (this.dst === null) {
consolex.warn(
`${this.attacker} cannot send ship to ${this.target}, cannot find attack tile`,
);
this.active = false;
return;
}
const closestTileSrc = this.attacker.canBuild(
UnitType.TransportShip,
this.dst,
);
if (closestTileSrc === false) {
consolex.warn(`can't build transport ship`);
this.active = false;
return;
}
if (this.src === null) {
// Only update the src if it's not already set
// because we assume that the src is set to the best spawn tile
this.src = closestTileSrc;
} else {
if (
this.mg.owner(this.src) !== this.attacker ||
!this.mg.isShore(this.src)
) {
console.warn(
`src is not a shore tile or not owned by: ${this.attacker.name()}`,
);
this.src = closestTileSrc;
}
}
this.boat = this.attacker.buildUnit(UnitType.TransportShip, this.src, {
troops: this.troops,
});
// Notify the target player about the incoming naval invasion
if (this.targetID && this.targetID !== mg.terraNullius().id()) {
mg.displayIncomingUnit(
this.boat.id(),
`Naval invasion incoming from ${this.attacker.displayName()}`,
MessageType.WARN,
this.targetID,
);
}
// Record stats
this.mg.stats().boatSendTroops(this.attacker, this.target, this.troops);
}
tick(ticks: number) {
if (this.dst === null) {
this.active = false;
return;
}
if (!this.active) {
return;
}
if (!this.boat.isActive()) {
this.active = false;
return;
}
if (ticks - this.lastMove < this.ticksPerMove) {
return;
}
this.lastMove = ticks;
if (this.boat.retreating()) {
this.dst = this.src!; // src is guaranteed to be set at this point
}
const result = this.pathFinder.nextTile(this.boat.tile(), this.dst);
switch (result.type) {
case PathFindResultType.Completed:
if (this.mg.owner(this.dst) === this.attacker) {
this.attacker.addTroops(this.boat.troops());
this.boat.delete(false);
this.active = false;
// Record stats
this.mg
.stats()
.boatArriveTroops(this.attacker, this.target, this.troops);
return;
}
this.attacker.conquer(this.dst);
if (this.target.isPlayer() && this.attacker.isFriendly(this.target)) {
this.attacker.addTroops(this.troops);
} else {
this.mg.addExecution(
new AttackExecution(
this.troops,
this.attacker.id(),
this.targetID,
this.dst,
false,
),
);
}
this.boat.delete(false);
this.active = false;
// Record stats
this.mg
.stats()
.boatArriveTroops(this.attacker, this.target, this.troops);
return;
case PathFindResultType.NextTile:
this.boat.move(result.tile);
break;
case PathFindResultType.Pending:
break;
case PathFindResultType.PathNotFound:
// TODO: add to poisoned port list
consolex.warn(`path not found to dst`);
this.attacker.addTroops(this.troops);
this.boat.delete(false);
this.active = false;
return;
}
}
owner(): Player {
return this.attacker;
}
isActive(): boolean {
return this.active;
}
}