Files
OpenFrontIO/src/core/execution/NukeExecution.ts
T
2024-11-17 10:33:13 -08:00

101 lines
3.0 KiB
TypeScript

import { Cell, Execution, MutableGame, MutablePlayer, PlayerID, Tile, MutableUnit, UnitType } from "../game/Game";
import { PathFinder } from "../PathFinding";
import { PseudoRandom } from "../PseudoRandom";
import { bfs, dist, distSortUnit, euclideanDist, manhattanDist } from "../Util";
export class NukeExecution implements Execution {
private player: MutablePlayer
private active = true
private mg: MutableGame
private nuke: MutableUnit
private dst: Tile
private pathFinder: PathFinder = null
constructor(
private senderID: PlayerID,
private cell: Cell,
private magnitude: number | null
) { }
init(mg: MutableGame, ticks: number): void {
this.mg = mg
this.player = mg.player(this.senderID)
if (this.magnitude == null) {
this.magnitude = 50
}
this.dst = this.mg.tile(this.cell)
}
tick(ticks: number): void {
if (this.nuke == null) {
if (this.player.canBuild(UnitType.Nuke, this.dst)) {
const spawn = this.player.units(UnitType.MissileSilo)
.sort((a, b) => manhattanDist(a.tile().cell(), this.cell) - manhattanDist(b.tile().cell(), this.cell))[0]
this.nuke = this.player.buildUnit(UnitType.Nuke, 0, spawn.tile())
this.pathFinder = new PathFinder(10_000, t => true)
} else {
console.warn(`cannot build Nuke`)
this.active = false
return
}
}
if (this.nuke.tile() == this.dst) {
this.detonate()
return
}
for (let i = 0; i < 4; i++) {
const nextTile = this.pathFinder.nextTile(this.nuke.tile(), this.dst)
if (nextTile == null) {
return
}
this.nuke.move(nextTile)
}
}
private detonate() {
const rand = new PseudoRandom(this.mg.ticks())
const tile = this.mg.tile(this.cell)
const toDestroy = bfs(tile, (n: Tile) => {
const d = euclideanDist(tile.cell(), n.cell())
return (d <= this.magnitude || rand.chance(2)) && d <= this.magnitude + 40
})
const ratio = Object.fromEntries(
this.mg.players().map(p => [p.id(), p.troops() / p.numTilesOwned()])
)
for (const tile of toDestroy) {
const owner = tile.owner()
if (owner.isPlayer()) {
const mp = this.mg.player(owner.id())
mp.relinquish(tile)
mp.removeTroops(ratio[mp.id()])
}
}
this.mg.units()
.filter(b => euclideanDist(this.cell, b.tile().cell()) < this.magnitude + 50)
.forEach(b => b.delete())
this.active = false
this.nuke.delete()
}
owner(): MutablePlayer {
return null
}
isActive(): boolean {
return this.active
}
activeDuringSpawnPhase(): boolean {
return false
}
}