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spacetac/src/scripts/game/Battle.ts

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module SpaceTac.Game {
// A turn-based battle between fleets
export class Battle {
// List of fleets engaged in battle
fleets: Fleet[];
// List of ships, sorted by their initiative throw
play_order: Ship[];
// Create a battle between two fleets
constructor(fleet1: Fleet, fleet2: Fleet) {
this.fleets = [fleet1, fleet2];
this.play_order = [];
}
// Create play order, performing an initiative throw
throwInitiative(gen: RandomGenerator = new RandomGenerator()): void {
var play_order: Ship[] = [];
// Throw each ship's initiative
this.fleets.forEach(function (fleet) {
fleet.ships.forEach(function (ship) {
ship.throwInitiative(gen);
play_order.push(ship);
});
});
// Sort by throw result
play_order.sort(function (ship1: Ship, ship2: Ship) {
return (ship2.initative_throw - ship1.initative_throw);
});
this.play_order = play_order;
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}
// Defines the initial ship positions for one fleet
// x and y are the center of the fleet placement
// facing_angle is the forward angle in radians
private placeFleetShips(fleet: Fleet, x: number, y: number, facing_angle: number): void {
var side_angle = facing_angle + Math.PI * 0.5;
var spacing = 50;
var total_length = spacing * (fleet.ships.length - 1);
var dx = Math.cos(side_angle);
var dy = Math.sin(side_angle);
x -= dx * total_length * 0.5;
y -= dy * total_length * 0.5;
for (var i = 0; i < fleet.ships.length; i++) {
fleet.ships[i].setArenaPosition(x + i * dx * spacing, y + i * dy * spacing);
fleet.ships[i].setArenaFacingAngle(facing_angle);
}
}
// Defines the initial ship positions of all engaged fleets
placeShips(): void {
this.placeFleetShips(this.fleets[0], 100, 100, 0);
this.placeFleetShips(this.fleets[1], 300, 100, Math.PI);
}
// Start the battle
// This will call all necessary initialization steps (initiative, placement...)
start(): void {
this.placeShips();
this.throwInitiative();
}
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// Create a quick random battle, for testing purposes
static newQuickRandom(): Battle {
var player1 = Player.newQuickRandom("John");
var player2 = Player.newQuickRandom("Carl");
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var result = new Battle(player1.fleet, player2.fleet);
result.start();
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return result;
}
}
}