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61 lines
1.7 KiB
TypeScript
61 lines
1.7 KiB
TypeScript
import {Config, PlayerConfig} from "../configuration/Config"
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import {Cell, Execution, MutableGame, MutablePlayer, PlayerInfo} from "../Game"
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import {BotExecution} from "./BotExecution"
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import {PlayerExecution} from "./PlayerExecution"
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import {getSpawnCells} from "./Util"
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export class SpawnExecution implements Execution {
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active: boolean = true
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private mg: MutableGame
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constructor(
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private playerInfo: PlayerInfo,
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private cell: Cell
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) { }
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init(mg: MutableGame, ticks: number) {
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this.mg = mg
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}
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tick(ticks: number) {
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if (!this.isActive()) {
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return
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}
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if (ticks >= this.mg.config().numSpawnPhaseTurns()) {
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this.active = false
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return
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}
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const existing = this.mg.players().find(p => p.info().clientID != null && p.info().clientID == this.playerInfo.clientID)
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if (existing) {
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existing.tiles().forEach(t => existing.relinquish(t))
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getSpawnCells(this.mg, this.cell).forEach(c => {
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existing.conquer(this.mg.tile(c))
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})
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return
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}
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const player = this.mg.addPlayer(this.playerInfo, this.mg.config().player().startTroops(this.playerInfo))
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getSpawnCells(this.mg, this.cell).forEach(c => {
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player.conquer(this.mg.tile(c))
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})
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this.mg.addExecution(new PlayerExecution(player.id()))
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if (player.info().isBot) {
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this.mg.addExecution(new BotExecution(player))
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}
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this.active = false
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}
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owner(): MutablePlayer {
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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 true
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}
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} |