Files
OpenFrontIO/src/core/execution/DefensePostExecution.ts
T
evanpelle 1d0732d3d9 Refactor UnitSpecific info => AllUnitParams type union (#701)
## Description:

By using a type union we get better type safety, enforcing each unit
type have the appropriate params when initializing

## 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:
evan

---------

Co-authored-by: evan <openfrontio@gmail.com>
2025-05-10 11:40:47 -07:00

137 lines
3.4 KiB
TypeScript

import { consolex } from "../Consolex";
import {
Execution,
Game,
Player,
PlayerID,
Unit,
UnitType,
} from "../game/Game";
import { TileRef } from "../game/GameMap";
import { ShellExecution } from "./ShellExecution";
export class DefensePostExecution implements Execution {
private player: Player;
private mg: Game;
private post: Unit;
private active: boolean = true;
private target: Unit = null;
private lastShellAttack = 0;
private alreadySentShell = new Set<Unit>();
constructor(
private ownerId: PlayerID,
private tile: TileRef,
) {}
init(mg: Game, ticks: number): void {
this.mg = mg;
if (!mg.hasPlayer(this.ownerId)) {
console.warn(`DefensePostExectuion: owner ${this.ownerId} not found`);
this.active = false;
return;
}
this.player = mg.player(this.ownerId);
}
private shoot() {
const shellAttackRate = this.mg.config().defensePostShellAttackRate();
if (this.mg.ticks() - this.lastShellAttack > shellAttackRate) {
this.lastShellAttack = this.mg.ticks();
this.mg.addExecution(
new ShellExecution(
this.post.tile(),
this.post.owner(),
this.post,
this.target,
),
);
if (!this.target.hasHealth()) {
// Don't send multiple shells to target that can be oneshotted
this.alreadySentShell.add(this.target);
this.target = null;
return;
}
}
}
tick(ticks: number): void {
if (this.post == null) {
const spawnTile = this.player.canBuild(UnitType.DefensePost, this.tile);
if (spawnTile == false) {
consolex.warn("cannot build Defense Post");
this.active = false;
return;
}
this.post = this.player.buildUnit(UnitType.DefensePost, spawnTile, {});
}
if (!this.post.isActive()) {
this.active = false;
return;
}
if (this.player != this.post.owner()) {
this.player = this.post.owner();
}
if (this.target != null && !this.target.isActive()) {
this.target = null;
}
// TODO: Reconsider how/if defense posts target ships.
return;
const ships = this.mg
.nearbyUnits(
this.post.tile(),
this.mg.config().defensePostTargettingRange(),
[UnitType.TransportShip, UnitType.Warship],
)
.filter(
({ unit }) =>
unit.owner() !== this.post.owner() &&
!unit.owner().isFriendly(this.post.owner()) &&
!this.alreadySentShell.has(unit),
);
this.target =
ships.sort((a, b) => {
const { unit: unitA, distSquared: distA } = a;
const { unit: unitB, distSquared: distB } = b;
// Prioritize TransportShip
if (
unitA.type() === UnitType.TransportShip &&
unitB.type() !== UnitType.TransportShip
)
return -1;
if (
unitA.type() !== UnitType.TransportShip &&
unitB.type() === UnitType.TransportShip
)
return 1;
// If both are the same type, sort by distance (lower `distSquared` means closer)
return distA - distB;
})[0]?.unit ?? null;
if (this.target == null || !this.target.isActive()) {
this.target = null;
return;
} else {
this.shoot();
return;
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}