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BuildAction.cpp
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85 lines (67 loc) Β· 2.21 KB
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#include "BuildAction.h"
BuildAction::BuildAction(json msg) : Action(ActionType::BUILD)
{
decodeJSON(msg);
}
void BuildAction::decodeJSON(json msg)
{
if (!msg.contains("unit_id") || !msg.contains("x") || !msg.contains("y"))
{
is_valid_ = false;
return;
}
builder_id_ = msg["unit_id"];
position_ = Position(msg["x"], msg["y"]);
if (!position_.isValid(Config::game().gridSize))
is_valid_ = false;
}
json BuildAction::encodeJSON()
{
json js;
js["type"] = "build";
js["unit_id"] = builder_id_;
js["x"] = position_.x;
js["y"] = position_.y;
return js;
}
std::string BuildAction::execute(Core *core)
{
(void)core;
if (!is_valid_)
return "invalid input";
Object *builderObj = Board::instance().getObjectById(builder_id_);
if (builderObj == nullptr || builderObj->getType() != ObjectType::Unit)
return "invalid or non-existing unit";
Unit *builder = dynamic_cast<Unit *>(builderObj);
if (builder->getTeamId() != core->getTeamId())
return "unit does not belong to your team";
if (builder->getActionCooldown() > 0)
return "unit is on cooldown";
BuildType buildType = Config::game().units[builder->getUnitType()].buildType;
if (buildType == BuildType::NONE)
return "unit unable to build";
if (Board::instance().getObjectAtPos(position_) != nullptr)
return "position occupied";
if (position_.distance(Board::instance().getObjectPositionById(builder->getId())) > 1)
return "invalid position. must be up, down, left or right of the unit";
if (buildType == BuildType::WALL)
{
if (builder->getBalance() < Config::game().wallBuildCost)
return "insufficient funds";
builder->resetActionCooldown();
builder->setBalance(builder->getBalance() - Config::game().wallBuildCost);
Board::instance().addObject<Wall>(Wall(), position_);
Stats::instance().inc(stat_keys::walls_spawned);
}
else if (buildType == BuildType::BOMB)
{
if (builder->getBalance() < Config::game().bombThrowCost)
return "insufficient funds";
builder->resetActionCooldown();
builder->setBalance(builder->getBalance() - Config::game().bombThrowCost);
Board::instance().addObject<Bomb>(Bomb(), position_);
Stats::instance().inc(stat_keys::bombs_spawned);
}
Stats::instance().inc(stat_keys::actions_executed);
return "";
}