src/battleship/game/commands/EnemyAttackCommand.ts
import { AttackEvent } from "./../events/AttackEvent";
import { Tile } from "./../models/Tile";
import { GameManager } from "./../managers/GameManager";
import { BattleFieldUtils } from "./../utils/BattleFieldUtils";
import { LevelModel } from "./../models/LevelModel";
import { GameService } from "./../../services/GameService";
import { FlowService } from "./../../services/FlowService";
import { injectable, inject, ICommand } from "@robotlegsjs/core";
@injectable()
export class EnemyAttackCommand implements ICommand {
@inject(LevelModel) public levelModel: LevelModel;
@inject(GameService) public gameService: GameService;
@inject(FlowService) public flowService: FlowService;
@inject(GameManager) public gameManager: GameManager;
public execute(): void {
setTimeout(this.enemyAttackWithDelay.bind(this), 400, this);
}
private enemyAttackWithDelay(): void {
let tile: Tile = this.getRandomTile();
let result = this.gameManager.attack(this.levelModel.hero, tile.col, tile.row);
this.gameService.updateBattleField();
if (result === "gameOver") {
this.flowService.showGameOverPopup();
} else if (result === AttackEvent.FAIL) {
this.gameService.heroPhase();
} else {
this.gameService.enemyAttackCommand();
}
}
private getRandomTile(): Tile {
let tiles: Tile[] = BattleFieldUtils.getValidTileList(this.levelModel.hero);
let rnd = Math.floor(Math.random() * tiles.length);
return tiles[rnd];
}
}