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spacetac/src/core/models/ModelCommodore.ts

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/// <reference path="ShipModel.ts" />
module TK.SpaceTac {
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export class ModelCommodore extends ShipModel {
constructor() {
super("commodore", "Commodore");
}
getDescription(): string {
return "A devil whirlwind, very dangerous to surround.";
}
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getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) {
let engine = new MoveAction("Engine", {
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distance_per_power: 3,
});
let laser = new TriggerAction("Wingspan Laser", {
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effects: [new DamageEffect(3, DamageEffectMode.SHIELD_THEN_HULL)],
power: 4,
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range: 5, angle: 140,
}, "prokhorovlaser");
laser.configureCooldown(3, 1);
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let interceptors = new VigilanceAction("Interceptors Field", { radius: 4, power: 3, filter: ActionTargettingFilter.ENEMIES }, {
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intruder_count: 1,
intruder_effects: [new DamageEffect(4, DamageEffectMode.SHIELD_THEN_HULL)]
}, "interceptors");
let power_steal = new TriggerAction("Power Thief", {
effects: [new ValueTransferEffect("power", -1)],
power: 1,
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blast: 5
}, "powerdepleter");
power_steal.configureCooldown(1, 1);
return [
{
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code: "Commodore Base",
effects: [
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new AttributeEffect("initiative", 2),
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new AttributeEffect("hull_capacity", 2),
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new AttributeEffect("shield_capacity", 3),
new AttributeEffect("power_capacity", 5),
]
},
{
code: "Main Engine",
actions: [engine]
},
{
code: "Wingspan Laser",
actions: [laser]
},
{
code: "Power Thief",
actions: [power_steal]
},
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{
code: "Interceptors Field",
actions: [interceptors]
},
];
} else {
return this.getStandardUpgrades(level);
}
}
}
}