battle: Fixed timing issues in log processing
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1
TODO
1
TODO
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@ -26,7 +26,6 @@
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* Fix capacity limit effect not refreshing associated value (for example, on "limit power capacity to 3", potential "power" value change is not broadcast)
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* Actions: show power usage/recovery in power bar, on action hover
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* Actions: fix targetting not resetting when using keyboard shortcuts
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* Suspend AI operation when the game is paused (window not focused)
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* Add actions with cost dependent of distance (like current move actions)
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* Find incentives to move from starting position
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* Outcome: disable the loot button if there is no loot
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@ -127,6 +127,7 @@ module TS.SpaceTac.UI.Specs {
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// used points
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ship.setValue("power", 6);
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testgame.battleview.log_processor.jumpToEnd();
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check(6, 0, 2);
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// using points
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@ -135,6 +136,7 @@ module TS.SpaceTac.UI.Specs {
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// decrease
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ship.setAttribute("power_capacity", 3);
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testgame.battleview.log_processor.jumpToEnd();
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check(3);
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});
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});
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@ -30,12 +30,15 @@ module TS.SpaceTac.UI.Specs {
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expect(sprite.sticky_effects.children.length).toBe(0);
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ship.addStickyEffect(new StickyEffect(new BaseEffect("test")));
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testgame.battleview.log_processor.jumpToEnd();
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expect(sprite.sticky_effects.children.length).toBe(1);
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ship.addStickyEffect(new StickyEffect(new BaseEffect("test")));
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testgame.battleview.log_processor.jumpToEnd();
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expect(sprite.sticky_effects.children.length).toBe(2);
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ship.cleanStickyEffects();
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testgame.battleview.log_processor.jumpToEnd();
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expect(sprite.sticky_effects.children.length).toBe(0);
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});
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});
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@ -7,6 +7,7 @@ module TS.SpaceTac.UI.Specs {
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it("forwards events in targetting mode", function () {
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let battleview = testgame.battleview;
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expect(battleview.targetting).toBeNull();
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battleview.setInteractionEnabled(true);
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battleview.cursorInSpace(5, 5);
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@ -231,9 +231,11 @@ module TS.SpaceTac.UI {
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enabled = false;
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}
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this.action_bar.setInteractive(enabled);
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this.exitTargettingMode();
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this.interacting = enabled;
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if (enabled != this.interacting) {
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this.action_bar.setInteractive(enabled);
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this.exitTargettingMode();
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this.interacting = enabled;
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}
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}
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// Enter targetting mode
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@ -17,20 +17,14 @@ module TS.SpaceTac.UI {
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// Link to the battle log
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private log: BattleLog
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// Subscription identifier
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private subscription: any = null
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// Delay before processing next events
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private delayed = false
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// Processing queue, when delay is active
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private queue: BaseBattleEvent[] = []
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// Forward events to other subscribers
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private forwarding: LogSubscriber[] = []
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private forwarding: ((event: BaseBattleEvent) => number)[] = []
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// Current position in the battle log
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private cursor = -1;
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private cursor = -1
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// Indicator that the log is being played continuously
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private playing = false
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constructor(view: BattleView) {
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this.view = view;
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@ -55,9 +49,29 @@ module TS.SpaceTac.UI {
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* Start log processing
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*/
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start() {
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this.subscription = this.log.subscribe(event => this.processBattleEvent(event));
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this.cursor = this.log.events.length - 1;
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this.battle.getBootstrapEvents().forEach(event => this.processBattleEvent(event));
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this.playing = true;
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if (!this.view.gameui.headless) {
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this.playContinuous();
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}
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}
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/**
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* Play the log continuously
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*/
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playContinuous() {
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let delay = 0;
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if (this.playing && !this.view.game.paused) {
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delay = this.stepForward();
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if (delay == 0) {
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delay = this.transferControl();
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}
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}
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this.view.timer.schedule(Math.max(delay, 50), () => this.playContinuous());
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}
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/**
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@ -66,17 +80,28 @@ module TS.SpaceTac.UI {
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stepBackward() {
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if (!this.atStart()) {
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this.cursor -= 1;
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this.playing = false;
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this.processBattleEvent(this.log.events[this.cursor + 1].getReverse());
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}
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}
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/**
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* Make a step forward in time
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*
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* Returns the duration of the step processing
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*/
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stepForward() {
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stepForward(): number {
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if (!this.atEnd()) {
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this.cursor += 1;
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this.processBattleEvent(this.log.events[this.cursor]);
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let result = this.processBattleEvent(this.log.events[this.cursor]);
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if (this.atEnd()) {
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this.playing = true;
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}
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return result;
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} else {
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return 0;
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}
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}
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@ -136,12 +161,7 @@ module TS.SpaceTac.UI {
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* The callback may return the duration it needs to display the change.
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*/
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register(callback: (event: BaseBattleEvent) => number) {
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this.forwarding.push(event => {
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let duration = callback(event);
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if (duration) {
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this.delayNextEvents(duration);
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}
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});
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this.forwarding.push(callback);
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}
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/**
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@ -157,159 +177,135 @@ module TS.SpaceTac.UI {
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});
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}
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/**
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* Introduce a delay in event processing
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*/
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delayNextEvents(duration: number) {
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if (duration > 0 && !this.view.gameui.headless) {
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this.delayed = true;
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this.view.timer.schedule(duration, () => this.processQueued());
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}
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}
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/**
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* Process the events queued due to a delay
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*/
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processQueued() {
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let events = acopy(this.queue);
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this.queue = [];
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this.delayed = false;
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events.forEach(event => this.processBattleEvent(event));
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}
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/**
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* Process a single event
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*/
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processBattleEvent(event: BaseBattleEvent) {
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if (this.delayed) {
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this.queue.push(event);
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return;
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}
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processBattleEvent(event: BaseBattleEvent): number {
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console.log("Battle event", event);
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this.forwarding.forEach(subscriber => subscriber(event));
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let durations = this.forwarding.map(subscriber => subscriber(event));
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if (event instanceof ShipChangeEvent) {
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this.processShipChangeEvent(event);
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durations.push(this.processShipChangeEvent(event));
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} else if (event instanceof DeathEvent) {
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this.processDeathEvent(event);
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durations.push(this.processDeathEvent(event));
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} else if (event instanceof FireEvent) {
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this.processFireEvent(event);
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durations.push(this.processFireEvent(event));
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} else if (event instanceof DamageEvent) {
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this.processDamageEvent(event);
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durations.push(this.processDamageEvent(event));
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} else if (event instanceof EndBattleEvent) {
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this.processEndBattleEvent(event);
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durations.push(this.processEndBattleEvent(event));
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} else if (event instanceof DroneDeployedEvent) {
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this.processDroneDeployedEvent(event);
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durations.push(this.processDroneDeployedEvent(event));
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} else if (event instanceof DroneDestroyedEvent) {
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this.processDroneDestroyedEvent(event);
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durations.push(this.processDroneDestroyedEvent(event));
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} else if (event instanceof DroneAppliedEvent) {
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this.processDroneAppliedEvent(event);
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durations.push(this.processDroneAppliedEvent(event));
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}
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// FIXME temporary fix for cursor not being forwarded
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let cursor = this.log.events.indexOf(event);
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if (cursor >= 0) {
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this.cursor = cursor;
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}
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return max([0].concat(durations));
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}
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// Transfer control to the needed player
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/**
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* Transfer control to the needed player (or not)
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*/
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private transferControl(): number {
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let player = this.getPlayerNeeded();
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if (player) {
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if (this.battle.playing_ship && !this.battle.playing_ship.alive) {
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this.view.setInteractionEnabled(false);
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this.battle.advanceToNextShip();
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this.delayNextEvents(200);
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return 200;
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} else if (player === this.view.player) {
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this.view.setInteractionEnabled(true);
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return 0;
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} else {
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this.view.playAI();
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return 0;
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}
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} else {
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this.view.setInteractionEnabled(false);
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return 0;
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}
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}
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// Destroy the log processor
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destroy() {
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if (this.subscription) {
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this.log.unsubscribe(this.subscription);
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this.subscription = null;
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this.queue = [];
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}
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// TODO interrupt current processing or delay
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}
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// Playing ship changed
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private processShipChangeEvent(event: ShipChangeEvent): void {
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private processShipChangeEvent(event: ShipChangeEvent): number {
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this.view.arena.setShipPlaying(event.new_ship);
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this.view.ship_list.setPlaying(event.new_ship);
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if (event.ship !== event.new_ship) {
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this.view.gameui.audio.playOnce("battle-ship-change");
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}
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return 0;
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}
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// Damage to ship
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private processDamageEvent(event: DamageEvent): void {
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private processDamageEvent(event: DamageEvent): number {
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var item = this.view.ship_list.findItem(event.ship);
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if (item) {
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item.setDamageHit();
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}
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return 0;
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}
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// A ship died
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private processDeathEvent(event: DeathEvent): void {
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private processDeathEvent(event: DeathEvent): number {
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if (this.view.ship_hovered === event.ship) {
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this.view.setShipHovered(null);
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}
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this.view.arena.markAsDead(event.ship);
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this.view.ship_list.markAsDead(event.ship);
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if (!event.initial) {
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this.delayNextEvents(1000);
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}
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return event.initial ? 0 : 1000;
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}
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// Weapon used
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private processFireEvent(event: FireEvent): void {
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private processFireEvent(event: FireEvent): number {
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var source = Target.newFromShip(event.ship);
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var destination = event.target;
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var effect = new WeaponEffect(this.view.arena, source, destination, event.weapon);
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let duration = effect.start();
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this.delayNextEvents(duration);
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return duration;
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}
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// Battle ended (victory or defeat)
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private processEndBattleEvent(event: EndBattleEvent): void {
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private processEndBattleEvent(event: EndBattleEvent): number {
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this.view.endBattle();
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this.destroy();
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return 0;
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}
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// New drone deployed
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private processDroneDeployedEvent(event: DroneDeployedEvent): void {
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private processDroneDeployedEvent(event: DroneDeployedEvent): number {
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let duration = this.view.arena.addDrone(event.drone, !event.initial);
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if (duration) {
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this.view.gameui.audio.playOnce("battle-drone-deploy");
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}
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this.delayNextEvents(duration);
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return duration;
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}
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// Drone destroyed
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private processDroneDestroyedEvent(event: DroneDestroyedEvent): void {
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private processDroneDestroyedEvent(event: DroneDestroyedEvent): number {
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this.view.arena.removeDrone(event.drone);
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if (!event.initial) {
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this.view.gameui.audio.playOnce("battle-drone-destroy");
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this.delayNextEvents(1000);
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return 1000;
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} else {
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return 0;
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}
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}
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// Drone applied
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private processDroneAppliedEvent(event: DroneAppliedEvent): void {
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private processDroneAppliedEvent(event: DroneAppliedEvent): number {
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let drone = this.view.arena.findDrone(event.drone);
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if (drone) {
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let duration = drone.setApplied();
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@ -318,7 +314,9 @@ module TS.SpaceTac.UI {
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this.view.gameui.audio.playOnce("battle-drone-activate");
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}
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this.delayNextEvents(duration);
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return duration;
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} else {
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return 0;
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}
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}
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}
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