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57 lines
1.7 KiB
TypeScript
57 lines
1.7 KiB
TypeScript
import { consolex } from "../Consolex";
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import { Cell, DefenseBonus, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, Tile, UnitType } from "../game/Game";
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import { bfs, dist } from "../Util";
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export class DefensePostExecution implements Execution {
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private player: MutablePlayer
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private mg: MutableGame
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private post: MutableUnit
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private tile: Tile
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private active: boolean = true
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private defenseBonuses: DefenseBonus[] = []
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constructor(private ownerId: PlayerID, private cell: Cell) { }
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init(mg: MutableGame, ticks: number): void {
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this.mg = mg
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this.tile = mg.tile(this.cell)
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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.post == null) {
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const spawnTile = this.player.canBuild(UnitType.DefensePost, this.tile)
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if (spawnTile == false) {
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consolex.warn('cannot build Defense Post')
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this.active = false
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return
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}
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this.post = this.player.buildUnit(UnitType.DefensePost, 0, spawnTile)
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bfs(spawnTile, dist(spawnTile, this.mg.config().defensePostRange())).forEach(t => {
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if (t.isLand()) {
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this.defenseBonuses.push(this.mg.addTileDefenseBonus(t, this.post, this.mg.config().defensePostDefenseBonus()))
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}
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})
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}
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if (!this.post.isActive()) {
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this.defenseBonuses.forEach(df => this.mg.removeTileDefenseBonus(df))
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this.active = false
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return
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}
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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 false
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}
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} |