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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2018-03-06 14:39:48 +00:00
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export class ModelFalcon extends ShipModel {
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2018-02-08 15:16:03 +00:00
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constructor() {
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super("falcon", "Falcon");
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}
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getDescription(): string {
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return "A ship with an efficient targetting system, allowing to hit multiple foes.";
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}
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2018-03-06 14:39:48 +00:00
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getLevelUpgrades(level: number): ShipUpgrade[] {
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2018-02-08 15:16:03 +00:00
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if (level == 1) {
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let engine = new MoveAction("Engine", {
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distance_per_power: 130,
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});
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let missile = new TriggerAction("SubMunition Missile", {
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2018-03-28 22:48:21 +00:00
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effects: [new DamageEffect(3)],
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power: 3,
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2018-02-08 15:16:03 +00:00
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range: 250, blast: 150,
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}, "submunitionmissile");
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missile.configureCooldown(2, 2);
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2018-03-29 22:57:53 +00:00
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// TODO targetting enemies only
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2018-03-28 22:48:21 +00:00
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let gatling = new TriggerAction("Multi-head Gatling", {
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effects: [new DamageEffect(2)],
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power: 2,
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range: 350, blast: 150,
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2018-02-08 15:16:03 +00:00
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}, "gatlinggun");
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gatling.configureCooldown(3, 2);
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return [
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{
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2018-03-06 14:39:48 +00:00
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code: "Falcon Base",
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2018-02-08 15:16:03 +00:00
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effects: [
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new AttributeEffect("hull_capacity", 3),
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2018-03-21 23:52:13 +00:00
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new AttributeEffect("shield_capacity", 2),
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new AttributeEffect("power_capacity", 4),
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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: "Submunition Missile",
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actions: [missile]
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},
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{
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code: "Gatling Gun",
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actions: [gatling]
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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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