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 ModelTrapper extends ShipModel {
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2018-02-08 15:16:03 +00:00
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constructor() {
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super("trapper", "Trapper");
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}
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getDescription(): string {
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return "A mostly defensive ship, used to protect allies from enemy fire.";
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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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if (level == 1) {
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let engine = new MoveAction("Engine", {
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distance_per_power: 220,
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});
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engine.configureCooldown(1, 1);
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let protector = new ToggleAction("Damage Protector", {
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power: 4,
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radius: 300,
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effects: [new AttributeEffect("evasion", 1)],
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filter: ActionTargettingFilter.ALLIES
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});
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let depleter = new TriggerAction("Power Depleter", {
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effects: [new StickyEffect(new AttributeLimitEffect("power_capacity", 3))],
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power: 2,
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range: 200,
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}, "powerdepleter");
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depleter.configureCooldown(1, 1);
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let missile = new TriggerAction("Defense Missiles", {
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effects: [new DamageEffect(3, DamageEffectMode.SHIELD_THEN_HULL)],
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power: 3,
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range: 200, blast: 180,
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}, "submunitionmissile");
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return [
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{
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code: "Trapper Base",
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effects: [
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new AttributeEffect("evasion", 1),
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new AttributeEffect("hull_capacity", 1),
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new AttributeEffect("shield_capacity", 2),
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new AttributeEffect("power_capacity", 6),
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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: "Damage Protector",
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actions: [protector]
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},
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{
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code: "Power Depleter",
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actions: [depleter]
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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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} 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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