Files
OpenFrontIO/src/core/execution/SpawnExecution.ts
T
Léo Joly 55206ca41f [Cleanup] Pass Player into execution constructor instead of PlayerID (#1022)
## Description:
Answering issue:  #1017 
[Cleanup] Pass Player into the execution constructor instead of PlayerID

I have tested the changes running and playing a full game. I do not know
other way to test the changes, please inform me ❤️

## 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:

Lele

---------

Co-authored-by: lva <lva@rovsing.dk>
2025-06-10 16:10:48 -07:00

57 lines
1.3 KiB
TypeScript

import { Execution, Game, Player, PlayerInfo, PlayerType } from "../game/Game";
import { TileRef } from "../game/GameMap";
import { BotExecution } from "./BotExecution";
import { PlayerExecution } from "./PlayerExecution";
import { getSpawnTiles } from "./Util";
export class SpawnExecution implements Execution {
active: boolean = true;
private mg: Game;
constructor(
private playerInfo: PlayerInfo,
public readonly tile: TileRef,
) {}
init(mg: Game, ticks: number) {
this.mg = mg;
}
tick(ticks: number) {
this.active = false;
if (!this.mg.inSpawnPhase()) {
this.active = false;
return;
}
let player: Player | null = null;
if (this.mg.hasPlayer(this.playerInfo.id)) {
player = this.mg.player(this.playerInfo.id);
} else {
player = this.mg.addPlayer(this.playerInfo);
}
player.tiles().forEach((t) => player.relinquish(t));
getSpawnTiles(this.mg, this.tile).forEach((t) => {
player.conquer(t);
});
if (!player.hasSpawned()) {
this.mg.addExecution(new PlayerExecution(player));
if (player.type() === PlayerType.Bot) {
this.mg.addExecution(new BotExecution(player));
}
}
player.setHasSpawned(true);
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return true;
}
}