 the worst winter weather in Canada on his Coast to Coast to Coast Road Trip.
Me? I’ll be doing a lot of walking trips by exploring the top day hikes in all 50 states in the U.S. I can’t say I’ll encounter the same harsh conditions as these accomplished explorers, but I’m looking forward to discovering more magical corners of this great planet right here in the U.S.
Stay tuned.
In Adventure,
Ward Luthi
Walking The World
Connect With Us!<reponame>syuhei176/rts-util
import { EventEmitter } from 'events'
import SVG from'svg.js'
import { Unit } from './Unit'
import { IMap } from './interfaces/IMap'
import { Player } from './Player'
import { Point2d, Rectangle2D } from '@webrts/math2d'
import { NatureUnit } from './NatureUnit'
import { BaseBuildingUnit } from './Building'
import { MobileUnit } from './MobileUnit'
import { UnitGraphic } from './UnitGraphic'
import { ClickHandler } from './types'

export interface UnitDef {
  id: string
}

/**
 * @name UnitManager
 */
export class UnitManager extends EventEmitter {
  private metaUnits: Map<string, UnitDef> = new Map<string, UnitDef>()
  private units: Map<string, Unit> = new Map<string, Unit>()
  public group: SVG.G
  private selected: Unit[]
  private cursors: SVG.Circle[]
  private map: IMap | null = null
  clickHandler: null | ClickHandler = null

  constructor(readonly doc: SVG.Doc) {
    super()
    this.group = doc.group()
    this.selected = []
    this.cursors = []
  }

  setMap(map: IMap) {
    this.map = map
  }

  setClickHandler(clickHandler: ClickHandler) {
    this.clickHandler = clickHandler
  }

  load(units: UnitDef[]) {
    units.map(unit => {
      this.metaUnits[unit.id] = unit
    })
  }

  main() {
    for (const unit of this.units.values()) {
      unit.main()
    }
  }

  create(id: string, metaUnitId: string, player: Player) {
    if (!this.map) {
      throw new Error('map must not be null')
    }
    const metaUnit = this.metaUnits[metaUnitId]
    const ug = new UnitGraphic(this.doc, this.group, {
      path: metaUnit.graphic.path,
      width: metaUnit.graphic.width,
      height: metaUnit.graphic.height
    })
    let person: Unit
    if (metaUnit.unitinfo.type == 'nature') {
      person = new NatureUnit(id, ug, metaUnit.unitinfo, this.map, this, player)
    } else if (metaUnit.unitinfo.type == 'building') {
      person = new BaseBuildingUnit(
        id,
        ug,
        metaUnit.unitinfo,
        this.map,
        this,
        player
      )
    } else {
      person = new MobileUnit(id, ug, metaUnit.unitinfo, this.map, this, player)
    }
    this.units.set(person.id, person)
    return person
  }

  remove(id: string) {
    this.units.get(id)?.remove()
    this.units.delete(id)
  }

  getUnits() {
    return Array.from(this.units.values())
  }

  getUnit(id: string) {
    return this.units.get(id)
  }

  getUnitsWithin(pos: Point2d): Unit[] {
    return this.getUnits().filter(unit => {
      return unit.bound.contains(pos.x, pos.y)
    })
  }

  getTrainableUnits() {
    return this.getUnits().filter(unit => {
      return unit.info.type == 'trainable'
    })
  }

  getCollUnits() {
    return this.getUnits()
  }

  getNearNature(baseUnit: Unit): NatureUnit[] {
    const natures = this.getUnits().filter(unit => {
      return unit.info.type == 'nature'
    }) as NatureUnit[]
    let minimalDistance = 1000 * 1000
    let result: NatureUnit[] = []
    natures.forEach(n => {
      const d = Point2d.distanceSq(baseUnit.pos, n.pos)
      if (minimalDistance > d) {
        result = [n]
        minimalDistance = d
      }
    })
    return result
  }

  getNearBuilding(playerId: string) {
    return this.getUnits().filter(unit => {
      return unit.player.id === playerId && unit.info.type === 'building'
    }) as BaseBuildingUnit[]
  }

  getNearTrainableUnits(selfUnit: Unit, player: Player) {
    const units: Unit[] = this.getUnits()
    return units
     .filter(unit => {
        return unit.info.type == 'trainable' && unit.player.type!= player.type
      })
     .filter(unit => {
        const dis = Point2d.distance(selfUnit.pos, unit.pos)
        return dis < 18 * 18
      })
  }

  hit(targetUnit: Unit) {
    const targetBound = targetUnit.collBound()
    if (targetBound.x < 0 || targetBound.y < 0) {
      return true
    }
    return (
      this.getUnits()
       .filter(unit => {
          return unit.id!= targetUnit.id
        })
       .map(unit => {
          return unit.collBound()
        })
       .filter(function(bound) {
          return (
            bound.x < targetBound.x + targetBound.width &&
            targetBound.x < bound.x + bound.width &&
            bound.y < targetBound.y + targetBound.height &&
            targetBound.y < bound.y + bound.height
          )
        }).length > 0
    )
  }

  select(target: Unit[]) {
    this.selected = target
    this.cursors.forEach(c => {
      c.remove()
    })
    if (this.selected) {
      this.cursors = this.selected.map(u => {
        const circle = this.doc.circle(50).move(40, 40)
        circle.attr({
          fill: 'none',
          stroke: '#1010f0',
          strokeWidth: 3
        })
        u.graphic.addSVGElement(circle)
        return circle
      })
    }
  }
}
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