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https://github.com/openfrontio/OpenFrontIO.git
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84951fed9f
now with better name --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
138 lines
3.9 KiB
TypeScript
138 lines
3.9 KiB
TypeScript
import { consolex } from "../Consolex";
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import {
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Cell,
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Execution,
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Game,
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Player,
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Unit,
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PlayerID,
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UnitType,
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Tick,
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} from "../game/Game";
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import { TileRef } from "../game/GameMap";
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import { CityExecution } from "./CityExecution";
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import { DefensePostExecution } from "./DefensePostExecution";
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import { SAMLauncherExecution } from "./SAMLauncherExecution";
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import { MirvExecution } from "./MIRVExecution";
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import { MissileSiloExecution } from "./MissileSiloExecution";
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import { NukeExecution } from "./NukeExecution";
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import { PortExecution } from "./PortExecution";
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import { WarshipExecution } from "./WarshipExecution";
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export class ConstructionExecution implements Execution {
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private player: Player;
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private construction: Unit;
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private active: boolean = true;
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private mg: Game;
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private ticksUntilComplete: Tick;
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private cost: number;
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constructor(
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private ownerId: PlayerID,
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private tile: TileRef,
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private constructionType: UnitType,
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) {}
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init(mg: Game, ticks: number): void {
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this.mg = mg;
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if (!mg.hasPlayer(this.ownerId)) {
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console.warn(`ConstructionExecution: owner ${this.ownerId} not found`);
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this.active = false;
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return;
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}
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this.player = mg.player(this.ownerId);
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}
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tick(ticks: number): void {
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if (this.construction == null) {
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const info = this.mg.unitInfo(this.constructionType);
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if (info.constructionDuration == null) {
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this.completeConstruction();
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this.active = false;
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return;
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}
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const spawnTile = this.player.canBuild(this.constructionType, this.tile);
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if (spawnTile == false) {
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consolex.warn(`cannot build ${UnitType.Construction}`);
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this.active = false;
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return;
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}
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this.construction = this.player.buildUnit(
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UnitType.Construction,
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0,
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spawnTile,
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);
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this.cost = this.mg.unitInfo(this.constructionType).cost(this.player);
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this.player.removeGold(this.cost);
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this.construction.setConstructionType(this.constructionType);
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this.ticksUntilComplete = info.constructionDuration;
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return;
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}
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if (!this.construction.isActive()) {
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this.active = false;
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return;
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}
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if (this.ticksUntilComplete == 0) {
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this.player = this.construction.owner();
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this.construction.delete(false);
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// refund the cost so player has the gold to build the unit
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this.player.addGold(this.cost);
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this.completeConstruction();
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this.active = false;
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return;
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}
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this.ticksUntilComplete--;
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}
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private completeConstruction() {
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const player = this.player;
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switch (this.constructionType) {
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case UnitType.AtomBomb:
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case UnitType.HydrogenBomb:
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this.mg.addExecution(
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new NukeExecution(this.constructionType, player.id(), this.tile),
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);
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break;
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case UnitType.MIRV:
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this.mg.addExecution(new MirvExecution(player.id(), this.tile));
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break;
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case UnitType.Warship:
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this.mg.addExecution(new WarshipExecution(player.id(), this.tile));
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break;
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case UnitType.Port:
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this.mg.addExecution(new PortExecution(player.id(), this.tile));
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break;
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case UnitType.MissileSilo:
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this.mg.addExecution(new MissileSiloExecution(player.id(), this.tile));
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break;
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case UnitType.DefensePost:
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this.mg.addExecution(new DefensePostExecution(player.id(), this.tile));
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break;
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case UnitType.SAMLauncher:
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this.mg.addExecution(new SAMLauncherExecution(player.id(), this.tile));
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break;
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case UnitType.City:
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this.mg.addExecution(new CityExecution(player.id(), this.tile));
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break;
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default:
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throw Error(`unit type ${this.constructionType} not supported`);
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}
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}
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owner(): Player {
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return null;
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}
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isActive(): boolean {
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return this.active;
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}
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activeDuringSpawnPhase(): boolean {
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return false;
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}
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}
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