import { ActionController, registerAction } from './ActionController'; import { AbortTaskError, ActionError, taskError, TryLaterError } from '../Errors'; import { grabResourceDeposits } from '../Page/SlotBlock'; import { UpgradeBuildingTask } from '../Task/UpgradeBuildingTask'; import { ResourceDeposit } from '../Game'; import { aroundMinutes, getNumber } from '../utils'; import { Args } from '../Queue/Args'; import { Task } from '../Queue/TaskProvider'; @registerAction export class UpgradeResourceToLevel extends ActionController { async run(args: Args, task: Task): Promise { const deposits = grabResourceDeposits(); if (deposits.length === 0) { throw new ActionError('No deposits'); } const villageId = args.villageId || taskError('No village id'); const requiredLevel = getNumber(args.level); const notUpgraded = deposits.filter(dep => !dep.underConstruction && requiredLevel > dep.level); if (notUpgraded.length === 0) { this.scheduler.removeTask(task.id); return; } notUpgraded.sort((x, y) => x.level - y.level); // Next two buildings: no delay between start building and scheduling next const firstNotUpgraded = notUpgraded.shift(); const secondNotUpgraded = notUpgraded.shift(); if (firstNotUpgraded && this.isTaskNotInQueue(villageId, firstNotUpgraded)) { this.scheduler.scheduleTask(UpgradeBuildingTask.name, { villageId, buildId: firstNotUpgraded.buildId }); } if (secondNotUpgraded && this.isTaskNotInQueue(villageId, secondNotUpgraded)) { this.scheduler.scheduleTask(UpgradeBuildingTask.name, { villageId, buildId: secondNotUpgraded.buildId }); } throw new TryLaterError(aroundMinutes(10), 'Sleep for next round'); } private isTaskNotInQueue(villageId: number, dep: ResourceDeposit): boolean { const tasks = this.scheduler.getTaskItems(); return ( undefined === tasks.find( task => task.name === UpgradeBuildingTask.name && task.args.villageId === villageId && task.args.buildId === dep.buildId ) ); } }