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spacetac/src/core/models/ModelFlea.ts

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/// <reference path="ShipModel.ts" />
module TK.SpaceTac {
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export class ModelFlea extends ShipModel {
constructor() {
super("flea", "Flea");
}
getDescription(): string {
return "An agile but weak ship, specialized in disruptive technologies.";
}
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getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) {
let engine = new MoveAction("Main Engine", {
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distance_per_power: 420,
});
let depleter = new TriggerAction("Power Depleter", {
effects: [new StickyEffect(new AttributeLimitEffect("power_capacity", 3))],
power: 2,
range: 450,
}, "powerdepleter");
depleter.configureCooldown(1, 1);
let shield_basher = new TriggerAction("Shield Basher", {
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effects: [new DamageEffect(2, DamageEffectMode.SHIELD_ONLY, false)],
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power: 3,
range: 300,
}, "shieldbash");
shield_basher.configureCooldown(2, 1);
let engine_hijack = new TriggerAction("Engine Hijacking", {
effects: [new StickyEffect(new PinnedEffect(), 2)],
power: 2,
range: 400,
}, "pin");
engine_hijack.configureCooldown(1, 2);
return [
{
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code: "Flea Base",
effects: [
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new AttributeEffect("initiative", 2),
new AttributeEffect("evasion", 1),
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new AttributeEffect("hull_capacity", 1),
new AttributeEffect("shield_capacity", 2),
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new AttributeEffect("power_capacity", 6),
]
},
{
code: engine.name,
actions: [engine]
},
{
code: depleter.name,
actions: [depleter]
},
{
code: shield_basher.name,
actions: [shield_basher]
},
{
code: engine_hijack.name,
actions: [engine_hijack]
},
];
} else {
return this.getStandardUpgrades(level);
}
}
}
}