Files
OpenFrontIO/src/core/execution/SAMMissileExecution.ts
T
2025-03-18 20:37:49 -07:00

108 lines
2.8 KiB
TypeScript

import {
Execution,
Game,
MessageType,
Player,
Unit,
UnitType,
} from "../game/Game";
import { PathFinder } from "../pathfinding/PathFinding";
import { PathFindResultType } from "../pathfinding/AStar";
import { consolex } from "../Consolex";
import { TileRef } from "../game/GameMap";
export class SAMMissileExecution implements Execution {
private active = true;
private pathFinder: PathFinder;
private SAMMissile: Unit;
constructor(
private spawn: TileRef,
private _owner: Player,
private ownerUnit: Unit,
private target: Unit,
private mg: Game,
private pseudoRandom: number,
private speed: number = 12,
private hittingChance: number = 0.75,
) {}
init(mg: Game, ticks: number): void {
this.pathFinder = PathFinder.Mini(mg, 2000, true, 10);
}
tick(ticks: number): void {
if (this.SAMMissile == null) {
this.SAMMissile = this._owner.buildUnit(
UnitType.SAMMissile,
0,
this.spawn,
);
}
if (!this.SAMMissile.isActive()) {
this.active = false;
return;
}
// Mirv warheads are too fast, and mirv shouldn't be stopped ever
const nukesWhitelist = [UnitType.AtomBomb, UnitType.HydrogenBomb];
if (
!this.target.isActive() ||
!this.ownerUnit.isActive() ||
this.target.owner() == this.SAMMissile.owner() ||
!nukesWhitelist.includes(this.target.type())
) {
this.SAMMissile.delete(false);
this.active = false;
return;
}
for (let i = 0; i < this.speed; i++) {
const result = this.pathFinder.nextTile(
this.SAMMissile.tile(),
this.target.tile(),
3,
);
switch (result.type) {
case PathFindResultType.Completed:
this.active = false;
if (this.pseudoRandom < this.hittingChance) {
this.target.delete();
this.mg.displayMessage(
`Missile succesfully intercepted ${this.target.type()}`,
MessageType.SUCCESS,
this._owner.id(),
);
} else {
this.mg.displayMessage(
`Missile failed to target ${this.target.type()}`,
MessageType.ERROR,
this._owner.id(),
);
}
this.SAMMissile.delete(false);
return;
case PathFindResultType.NextTile:
this.SAMMissile.move(result.tile);
break;
case PathFindResultType.Pending:
return;
case PathFindResultType.PathNotFound:
consolex.log(`Missile ${this.SAMMissile} could not find target`);
this.active = false;
this.SAMMissile.delete(false);
return;
}
}
}
owner(): Player {
return null;
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return false;
}
}