2017-03-23 18:58:09 +00:00
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module TS.SpaceTac {
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/**
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* A shop is a place to buy/sell equipments
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*/
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export class Shop {
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// Equipment in stock
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stock: Equipment[] = [];
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/**
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* Generate a random stock
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2017-04-20 21:20:50 +00:00
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*
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* *level* is the preferential level, but equipment around it may be generated
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2017-03-23 18:58:09 +00:00
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*/
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2017-04-20 21:20:50 +00:00
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generateStock(items: number, level: number, random = RandomGenerator.global) {
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let generator = new LootGenerator(random);
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this.stock = nna(range(items).map(() => {
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let equlevel = random.weighted(range(level + 3).map(i => i + 1).map(i => (i > level) ? 1 : i)) + 1;
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let quality = random.weighted([1, 7, 2]);
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return generator.generate(equlevel, quality);
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}));
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2017-03-23 18:58:09 +00:00
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this.sortStock();
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}
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/**
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* Sort the stock by equipment level, then by value
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*/
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sortStock() {
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2017-04-20 21:20:50 +00:00
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this.stock.sort((a, b) => (a.level == b.level) ? cmp(a.getPrice(), b.getPrice()) : cmp(a.level, b.level));
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2017-03-23 18:58:09 +00:00
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}
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/**
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* Get the buy/sell price for an equipment
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*/
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getPrice(equipment: Equipment): number {
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2017-04-20 21:20:50 +00:00
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return equipment.getPrice();
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2017-03-23 18:58:09 +00:00
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}
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/**
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* A fleet buys an item
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*
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* This does not put the item anywhere on the fleet, only remove the item from stock, and make the payment
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*/
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sellToFleet(equipment: Equipment, fleet: Fleet) {
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let price = this.getPrice(equipment);
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if (price <= fleet.credits) {
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if (remove(this.stock, equipment)) {
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fleet.credits -= price;
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return true;
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} else {
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return false;
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}
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} else {
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return false;
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}
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}
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/**
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* A fleet sells an item
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*
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* This does not check if the item is anywhere on the fleet, only add the item to the shop stock, and make the payment
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*/
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buyFromFleet(equipment: Equipment, fleet: Fleet) {
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let price = this.getPrice(equipment);
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if (add(this.stock, equipment)) {
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fleet.credits += price;
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return true;
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} else {
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return false;
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}
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}
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}
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}
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