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spacetac/src/core/actions/MoveAction.ts

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module TS.SpaceTac {
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// Action to move to a given location
export class MoveAction extends BaseAction {
// Distance allowed for each power point
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distance_per_power: number
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// Safety distance from other ships and arena borders
safety_distance: number
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// Equipment cannot be null (engine)
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equipment: Equipment
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constructor(equipment: Equipment, distance_per_power = 0, safety_distance = 120) {
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super("move", "Move", true, equipment);
this.distance_per_power = distance_per_power;
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this.safety_distance = safety_distance;
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}
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checkCannotBeApplied(ship: Ship, remaining_ap: number | null = null): string | null {
let base = super.checkCannotBeApplied(ship, Infinity);
if (base) {
return base;
}
// Check AP usage
if (remaining_ap === null) {
remaining_ap = ship.values.power.get();
}
if (remaining_ap > 0.0001) {
return null;
} else {
return "not enough power";
}
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}
getActionPointsUsage(ship: Ship, target: Target): number {
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if (target === null) {
return 0;
}
var distance = Target.newFromShip(ship).getDistanceTo(target);
return Math.ceil(distance / this.distance_per_power);
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}
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getRangeRadius(ship: Ship): number {
return ship.values.power.get() * this.distance_per_power;
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}
/**
* Get the distance that may be traveled with 1 action point
*/
getDistanceByActionPoint(ship: Ship): number {
return this.distance_per_power;
}
/**
* Apply exclusion areas (neer arena borders, or other ships)
*/
applyExclusion(ship: Ship, target: Target, margin = 0.1): Target {
let battle = ship.getBattle();
if (battle) {
// Keep out of arena borders
let border = this.safety_distance * 0.5;
target = target.keepInsideRectangle(border, border,
battle.width - border, battle.height - border,
ship.arena_x, ship.arena_y);
// Apply collision prevention
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let ships = imaterialize(ifilter(battle.iships(true), s => s !== ship));
ships = ships.sort((a, b) => cmp(a.getDistanceTo(ship), b.getDistanceTo(ship), true));
ships.forEach(s => {
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let new_target = target.moveOutOfCircle(s.arena_x, s.arena_y, this.safety_distance, ship.arena_x, ship.arena_y);
if (target != new_target && s.getDistanceTo(ship) < this.safety_distance) {
// Already inside the nearest ship's exclusion area
target = Target.newFromLocation(ship.arena_x, ship.arena_y);
} else {
target = new_target;
}
});
}
return target;
}
/**
* Apply reachable range, with remaining power
*/
applyReachableRange(ship: Ship, target: Target, margin = 0.1): Target {
let max_distance = this.getRangeRadius(ship);
max_distance = Math.max(0, max_distance - margin);
return target.constraintInRange(ship.arena_x, ship.arena_y, max_distance);
}
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checkLocationTarget(ship: Ship, target: Target): Target | null {
target = this.applyReachableRange(ship, target);
target = this.applyExclusion(ship, target);
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return target.getDistanceTo(ship.location) > 0 ? target : null;
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}
protected customApply(ship: Ship, target: Target) {
ship.moveTo(target.x, target.y);
}
getEffectsDescription(): string {
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return `Move: ${this.distance_per_power}km per power point (safety: ${this.safety_distance}km)`;
}
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}
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}