2018-03-06 14:39:48 +00:00
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/// <reference path="ShipModel.ts" />
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2018-02-08 15:16:03 +00:00
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module TK.SpaceTac {
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export class ModelTomahawk extends ShipModel {
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constructor() {
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super("tomahawk", "Tomahawk");
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}
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getDescription(): string {
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return "A ship compensating its somewhat weak equipments with high power and usability.";
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}
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getLevelUpgrades(level: number): ShipUpgrade[] {
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if (level == 1) {
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let engine = new MoveAction("Engine", {
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distance_per_power: 160,
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});
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let gatling1 = new TriggerAction("Primary Gatling", {
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effects: [new DamageEffect(22)],
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power: 2, range: 400
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}, "gatlinggun");
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gatling1.configureCooldown(1, 1);
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let gatling2 = new TriggerAction("Secondary Gatling", {
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effects: [new DamageEffect(28)],
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power: 1, range: 200
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}, "gatlinggun");
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gatling2.configureCooldown(1, 1);
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let missile = new TriggerAction("Diffuse Missiles", {
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effects: [new DamageEffect(19)],
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power: 2,
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range: 200, blast: 100,
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}, "submunitionmissile");
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missile.configureCooldown(1, 1);
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let laser = new TriggerAction("Low-power Laser", {
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effects: [new DamageEffect(26)],
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power: 2,
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range: 200, angle: 30
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}, "prokhorovlaser");
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laser.configureCooldown(1, 1);
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let cooler = new TriggerAction("Circuits Cooler", {
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effects: [new CooldownEffect(1, 1)],
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power: 1,
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}, "kelvingenerator");
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return [
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{
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code: "Tomahawk Base",
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effects: [
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new AttributeEffect("precision", 8),
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new AttributeEffect("maneuvrability", 3),
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new AttributeEffect("hull_capacity", 60),
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new AttributeEffect("shield_capacity", 40),
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new AttributeEffect("power_capacity", 11),
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]
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},
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{
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code: "Main Engine",
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actions: [engine]
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},
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{
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code: "Primary Gatling",
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actions: [gatling1]
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},
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{
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code: "Secondary Gatling",
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actions: [gatling2]
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},
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{
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code: "SubMunition Missile",
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actions: [missile]
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},
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{
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code: "Laser",
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actions: [laser]
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},
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{
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code: "Cooler",
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actions: [cooler]
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},
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];
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} else {
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return this.getStandardUpgrades(level);
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}
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}
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}
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}
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