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spacetac/src/core/actions/FireWeaponAction.ts

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/// <reference path="BaseAction.ts"/>
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module TS.SpaceTac {
/**
* Action to fire a weapon on another ship, or in space
*/
export class FireWeaponAction extends BaseAction {
// Power consumption
power: number;
// Maximal range of the weapon
range: number
// Blast radius
blast: number;
// Effects applied on hit
effects: BaseEffect[];
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// Equipment cannot be null
equipment: Equipment;
constructor(equipment: Equipment, power = 1, range = 0, blast = 0, effects: BaseEffect[] = [], name = "Fire") {
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super("fire-" + equipment.code, name, true, equipment);
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this.power = power;
this.range = range;
this.effects = effects;
this.blast = blast;
}
getActionPointsUsage(ship: Ship, target: Target | null): number {
return this.power;
}
getRangeRadius(ship: Ship): number {
return this.range;
}
getBlastRadius(ship: Ship): number {
return this.blast;
}
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checkLocationTarget(ship: Ship, target: Target): Target | null {
if (target && this.blast > 0) {
target = target.constraintInRange(ship.arena_x, ship.arena_y, this.range);
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return target;
} else {
return null;
}
}
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checkShipTarget(ship: Ship, target: Target): Target | null {
if (target.ship && ship.getPlayer() === target.ship.getPlayer()) {
// No friendly fire
return null;
} else {
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// Check if target is in range
if (this.blast > 0) {
return this.checkLocationTarget(ship, new Target(target.x, target.y));
} else if (target.isInRange(ship.arena_x, ship.arena_y, this.range)) {
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return target;
} else {
return null;
}
}
}
/**
* Collect the effects applied by this action
*/
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getEffects(ship: Ship, target: Target): [Ship, BaseEffect][] {
let result: [Ship, BaseEffect][] = [];
let blast = this.getBlastRadius(ship);
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let battle = ship.getBattle();
let ships = (blast && battle) ? battle.collectShipsInCircle(target, blast, true) : ((target.ship && target.ship.alive) ? [target.ship] : []);
ships.forEach(ship => {
this.effects.forEach(effect => result.push([ship, effect]));
});
return result;
}
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protected customApply(ship: Ship, target: Target) {
// Face the target
ship.rotate(Target.newFromShip(ship).getAngleTo(target));
// Fire event
ship.addBattleEvent(new FireEvent(ship, this.equipment, target));
// Apply effects
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let effects = this.getEffects(ship, target);
effects.forEach(([ship, effect]) => effect.applyOnShip(ship));
}
getEffectsDescription(): string[] {
return this.effects.map(effect => {
let suffix = this.blast ? `in ${this.blast}km radius` : "on target";
if (effect instanceof StickyEffect) {
suffix = `for ${effect.duration} turn${effect.duration > 1 ? "s" : ""} ${suffix}`;
}
return effect.getDescription() + " " + suffix;
});
}
}
}