2015-03-03 00:00:00 +00:00
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/// <reference path="Serializable.ts"/>
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2017-01-26 23:52:45 +00:00
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module TS.SpaceTac.Game {
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2014-12-29 00:00:00 +00:00
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// A turn-based battle between fleets
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2015-03-03 00:00:00 +00:00
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export class Battle extends Serializable {
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2015-02-09 00:00:00 +00:00
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// Flag indicating if the battle is ended
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ended: boolean;
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2015-02-13 00:00:00 +00:00
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// Battle outcome, if *ended* is true
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outcome: BattleOutcome;
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2014-12-31 00:00:00 +00:00
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// Log of all battle events
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log: BattleLog;
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2014-12-29 00:00:00 +00:00
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// List of fleets engaged in battle
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fleets: Fleet[];
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// List of ships, sorted by their initiative throw
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play_order: Ship[];
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// Current ship whose turn it is to play
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playing_ship_index: number;
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playing_ship: Ship;
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2015-01-22 00:00:00 +00:00
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// Boolean indicating if its the first turn
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first_turn: boolean;
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2017-01-09 00:37:15 +00:00
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// Size of the battle area
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width = 1000
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height = 500
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2014-12-29 00:00:00 +00:00
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// Create a battle between two fleets
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constructor(fleet1: Fleet = null, fleet2: Fleet = null) {
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super();
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this.log = new BattleLog();
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this.fleets = [fleet1 || new Fleet(), fleet2 || new Fleet()];
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this.play_order = [];
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this.playing_ship_index = null;
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this.playing_ship = null;
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this.first_turn = true;
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this.ended = false;
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this.fleets.forEach((fleet: Fleet) => {
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fleet.setBattle(this);
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});
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}
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2015-01-07 00:00:00 +00:00
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// Create a quick random battle, for testing purposes
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static newQuickRandom(with_ai: boolean = false): Battle {
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var player1 = Player.newQuickRandom("John");
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var player2 = Player.newQuickRandom("Carl");
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var result = new Battle(player1.fleet, player2.fleet);
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if (with_ai) {
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player2.ai = new AI.BullyAI(player2.fleet);
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}
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result.start();
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return result;
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}
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2015-02-16 00:00:00 +00:00
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// Check if a player is able to play
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// This can be used by the UI to determine if player interaction is allowed
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canPlay(player: Player): boolean {
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if (this.ended) {
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return false;
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} else if (this.playing_ship.getPlayer() === player) {
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return this.playing_ship.isAbleToPlay();
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} else {
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return false;
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}
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}
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2014-12-30 00:00:00 +00:00
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// Create play order, performing an initiative throw
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throwInitiative(gen: RandomGenerator = new RandomGenerator()): void {
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var play_order: Ship[] = [];
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// Throw each ship's initiative
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this.fleets.forEach(function (fleet: Fleet) {
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fleet.ships.forEach(function (ship: Ship) {
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ship.throwInitiative(gen);
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play_order.push(ship);
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});
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});
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// Sort by throw result
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play_order.sort(function (ship1: Ship, ship2: Ship) {
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return (ship2.initiative.current - ship1.initiative.current);
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});
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this.play_order = play_order;
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}
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// Defines the initial ship positions of all engaged fleets
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placeShips(): void {
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this.first_turn = true;
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this.placeFleetShips(this.fleets[0], this.width * 0.05, this.height * 0.5, 0);
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this.placeFleetShips(this.fleets[1], this.width * 0.95, this.height * 0.5, Math.PI);
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}
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// Count the number of fleets still alive
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countAliveFleets(): number {
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var result = 0;
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this.fleets.forEach((fleet: Fleet) => {
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if (fleet.isAlive()) {
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result += 1;
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}
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});
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return result;
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}
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2015-03-11 00:00:00 +00:00
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// Collect all ships within a given radius of a target
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collectShipsInCircle(center: Target, radius: number): Ship[] {
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var result: Ship[] = [];
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this.play_order.forEach((ship: Ship) => {
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if (Target.newFromShip(ship).getDistanceTo(center) <= radius) {
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result.push(ship);
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}
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});
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return result;
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}
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2015-02-13 00:00:00 +00:00
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// Ends a battle and sets the outcome
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endBattle(winner: Fleet, log: boolean = true) {
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this.ended = true;
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this.outcome = new BattleOutcome(winner);
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if (winner) {
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this.outcome.createLoot(this);
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}
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if (log && this.log) {
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this.log.add(new EndBattleEvent(this.outcome));
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}
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}
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2015-02-09 00:00:00 +00:00
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// Checks end battle conditions, returns true if the battle ended
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checkEndBattle(log: boolean = true) {
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if (this.ended) {
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return true;
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}
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var alive_fleets = this.countAliveFleets();
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if (alive_fleets === 0) {
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// It's a draw
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this.endBattle(null, log);
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} else if (alive_fleets === 1) {
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// We have a winner
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var winner: Fleet = null;
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this.fleets.forEach((fleet: Fleet) => {
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if (fleet.isAlive()) {
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winner = fleet;
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}
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});
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this.endBattle(winner, log);
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}
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return this.ended;
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}
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2014-12-31 00:00:00 +00:00
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// End the current ship turn, passing control to the next one in play order
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// If at the end of the play order, next turn will start automatically
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// Member 'play_order' must be defined before calling this function
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advanceToNextShip(log: boolean = true): void {
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var previous_ship = this.playing_ship;
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if (this.checkEndBattle(log)) {
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return;
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}
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2017-01-20 00:02:18 +00:00
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if (this.playing_ship && this.playing_ship.playing) {
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this.playing_ship.endTurn();
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}
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2015-01-07 00:00:00 +00:00
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if (this.play_order.length === 0) {
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this.playing_ship_index = null;
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this.playing_ship = null;
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} else {
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var i = 0;
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do {
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if (this.playing_ship_index == null) {
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this.playing_ship_index = 0;
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} else {
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this.playing_ship_index += 1;
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}
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if (this.playing_ship_index >= this.play_order.length) {
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this.playing_ship_index = 0;
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this.first_turn = false;
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}
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this.playing_ship = this.play_order[this.playing_ship_index];
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i++;
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} while (!this.playing_ship.alive && i < 1000);
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if (i >= 1000) {
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throw new Error("Infinite loop in advanceToNextShip");
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}
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}
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2015-01-22 00:00:00 +00:00
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if (this.playing_ship) {
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2017-01-12 00:36:34 +00:00
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this.playing_ship.startTurn();
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if (!this.playing_ship.isAbleToPlay()) {
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// If the ship is not able to play, wait a little, then advance to the next one
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setTimeout(() => {
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this.playing_ship.endTurn();
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2015-02-16 00:00:00 +00:00
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this.advanceToNextShip(log);
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}, 2000);
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} else if (this.playing_ship.getPlayer().ai) {
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// If the ship is managed by an AI, let it get to work
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this.playing_ship.getPlayer().ai.playShip(this.playing_ship);
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2015-02-16 00:00:00 +00:00
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}
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2015-01-22 00:00:00 +00:00
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}
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2014-12-31 00:00:00 +00:00
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if (log) {
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this.log.add(new ShipChangeEvent(previous_ship, this.playing_ship));
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}
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}
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2014-12-30 00:00:00 +00:00
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// Start the battle
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// This will call all necessary initialization steps (initiative, placement...)
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// This will not add any event to the battle log
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start(): void {
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this.ended = false;
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this.placeShips();
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this.throwInitiative();
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this.play_order.forEach((ship: Ship) => {
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ship.startBattle();
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});
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this.advanceToNextShip();
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}
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// Force an injection of events in the battle log to simulate the initial state
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// For instance, this may be called after 'start', to use the log subscription system
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// to initialize a battle UI
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// Attributes 'play_order' and 'playing_ship' should be defined before calling this
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injectInitialEvents(): void {
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var log = this.log;
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// Simulate initial ship placement
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this.play_order.forEach((ship: Ship) => {
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log.add(new MoveEvent(ship, ship.arena_x, ship.arena_y));
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});
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2014-12-31 00:00:00 +00:00
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// Simulate game turn
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if (this.playing_ship) {
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log.add(new ShipChangeEvent(this.playing_ship, this.playing_ship));
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}
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}
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2015-01-07 00:00:00 +00:00
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// Defines the initial ship positions for one fleet
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// x and y are the center of the fleet placement
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// facing_angle is the forward angle in radians
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private placeFleetShips(fleet: Fleet, x: number, y: number, facing_angle: number): void {
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var side_angle = facing_angle + Math.PI * 0.5;
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var spacing = this.height * 0.2;
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var total_length = spacing * (fleet.ships.length - 1);
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var dx = Math.cos(side_angle);
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var dy = Math.sin(side_angle);
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x -= dx * total_length * 0.5;
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y -= dy * total_length * 0.5;
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for (var i = 0; i < fleet.ships.length; i++) {
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fleet.ships[i].setArenaPosition(x + i * dx * spacing, y + i * dy * spacing);
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fleet.ships[i].setArenaFacingAngle(facing_angle);
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}
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2014-12-29 00:00:00 +00:00
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}
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}
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2015-01-07 00:00:00 +00:00
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}
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