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Started MoveFireSimulator

This commit is contained in:
Michaël Lemaire 2017-02-05 19:01:00 +01:00
parent bd963a07f9
commit 44b870f970
5 changed files with 202 additions and 3 deletions

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@ -0,0 +1,93 @@
module TS.SpaceTac.Game.Specs {
describe("MoveFireSimulator", function () {
function simpleWeaponCase(distance = 10, ship_ap = 5, weapon_ap = 3, engine_distance = 5): [Ship, MoveFireSimulator, BaseAction] {
let ship = new Ship();
TestTools.setShipAP(ship, ship_ap);
TestTools.addEngine(ship, engine_distance);
let action = new FireWeaponAction(new Equipment(), true);
action.equipment.distance = distance;
action.equipment.ap_usage = weapon_ap;
let simulator = new MoveFireSimulator(ship);
return [ship, simulator, action];
}
it("finds the best engine to make a move", function () {
let ship = new Ship();
let simulator = new MoveFireSimulator(ship);
expect(simulator.findBestEngine()).toBe(null);
let engine1 = TestTools.addEngine(ship, 100);
expect(simulator.findBestEngine()).toBe(engine1);
let engine2 = TestTools.addEngine(ship, 120);
let engine3 = TestTools.addEngine(ship, 150);
let engine4 = TestTools.addEngine(ship, 70);
expect(simulator.findBestEngine()).toBe(engine3);
expect(simulator.findBestEngine().distance).toBe(150);
});
it("fires directly when in range", function () {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(false, 'need_move');
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(true, 'can_fire');
expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3 }
]);
});
it("can't fire when in range, but not enough AP", function () {
let [ship, simulator, action] = simpleWeaponCase(10, 2, 3);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(false, 'need_move');
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(false, 'can_fire');
expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3 }
]);
});
it("moves straight to get within range", function () {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(action, new Target(ship.arena_x + 15, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(true, 'need_move');
expect(result.can_end_move).toBe(true, 'can_end_move');
expect(result.move_location).toEqual(new Target(ship.arena_x + 5, ship.arena_y, null));
expect(result.total_move_ap).toBe(1);
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(true, 'can_fire');
expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 1 },
{ action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 15, ship.arena_y, null), ap: 3 }
]);
});
it("moves to get in range, even if not enough AP to fire", function () {
let [ship, simulator, action] = simpleWeaponCase(8, 3, 2, 5);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 18, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(true, 'need_move');
expect(result.can_end_move).toBe(true, 'can_end_move');
expect(result.move_location).toEqual(new Target(ship.arena_x + 10, ship.arena_y, null));
expect(result.total_move_ap).toBe(2);
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(false, 'can_fire');
expect(result.total_fire_ap).toBe(2, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 10, ship.arena_y, null), ap: 2 },
{ action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 18, ship.arena_y, null), ap: 2 }
]);
});
});
}

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@ -0,0 +1,101 @@
module TS.SpaceTac.Game {
/**
* A single action in the sequence result from the simulator
*/
type MoveFirePart = {
action: BaseAction
target: Target
ap: number
}
/**
* A simulation result
*/
class MoveFireResult {
// Simulation success, false only if no route can be found
success = false
// Ideal successive parts to make the full move+fire
parts: MoveFirePart[] = []
need_move = false
can_move = false
can_end_move = false
total_move_ap = 0
move_location = new Target(0, 0, null)
need_fire = false
can_fire = false
total_fire_ap = 0
fire_location = new Target(0, 0, null)
};
/**
* Utility to simulate a move+fire action.
*
* This is also a helper to bring a ship in range to fire a weapon.
*/
export class MoveFireSimulator {
ship: Ship;
constructor(ship: Ship) {
this.ship = ship;
}
/**
* Find the best available engine for moving
*/
findBestEngine(): Equipment | null {
let engines = this.ship.listEquipment(SlotType.Engine);
if (engines.length == 0) {
return null;
} else {
engines.sort((a, b) => cmp(b.distance, a.distance));
return engines[0];
}
}
/**
* Simulate a given action on a given valid target.
*/
simulateAction(action: BaseAction, target: Target): MoveFireResult {
let dx = target.x - this.ship.arena_x;
let dy = target.y - this.ship.arena_y;
let distance = Math.sqrt(dx * dx + dy * dy);
let result = new MoveFireResult();
let ap = this.ship.ap_current.current;
if (distance > action.getRangeRadius(this.ship)) {
result.need_move = true;
let move_distance = distance - action.getRangeRadius(this.ship);
let move_target = new Target(this.ship.arena_x + dx * move_distance / distance, this.ship.arena_y + dy * move_distance / distance, null);
let engine = this.findBestEngine();
if (engine) {
result.total_move_ap = engine.action.getActionPointsUsage(this.ship.getBattle(), this.ship, move_target);
result.can_move = ap > 0;
result.can_end_move = result.total_move_ap <= ap;
result.move_location = move_target;
result.parts.push({ action: engine.action, target: move_target, ap: result.total_move_ap });
ap -= result.total_move_ap;
distance -= move_distance;
}
}
if (distance <= action.getRangeRadius(this.ship)) {
result.success = true;
if (!(action instanceof MoveAction)) {
result.need_fire = true;
result.total_fire_ap = action.getActionPointsUsage(this.ship.getBattle(), this.ship, target);
result.can_fire = result.total_fire_ap <= ap;
result.fire_location = target;
result.parts.push({ action: action, target: target, ap: result.total_fire_ap });
}
} else {
result.success = false;
}
return result;
}
}
}

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@ -21,10 +21,10 @@ module TS.SpaceTac.Game {
}
// Get or add an equipment of a given slot type
static getOrGenEquipment(ship: Ship, slot: SlotType, template: LootTemplate): Equipment {
static getOrGenEquipment(ship: Ship, slot: SlotType, template: LootTemplate, force_generate = false): Equipment {
var equipped = ship.listEquipment(slot);
var equipment: Equipment;
if (equipped.length === 0) {
if (force_generate || equipped.length === 0) {
equipment = template.generateFixed(0);
ship.addSlot(slot).attach(equipment);
} else {
@ -36,7 +36,7 @@ module TS.SpaceTac.Game {
// Add an engine, allowing a ship to move *distance*, for each action points
static addEngine(ship: Ship, distance: number): Equipment {
var equipment = this.getOrGenEquipment(ship, SlotType.Engine, new Equipments.ConventionalEngine());
var equipment = this.getOrGenEquipment(ship, SlotType.Engine, new Equipments.ConventionalEngine(), true);
equipment.ap_usage = 1;
equipment.distance = distance;
return equipment;

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@ -53,6 +53,10 @@ module TS.SpaceTac.View {
this.ship_hovered = null;
this.log_processor = null;
this.background = null;
if (typeof window != "undefined") {
(<any>window).battle = this.battle;
}
}
// Create view graphics

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@ -128,6 +128,7 @@ module TS.SpaceTac.View {
while (this.ap_indicators.length < count) {
let indicator = new Phaser.Image(this.battleview.game, 0, 0, "battle-arena-ap-indicator");
indicator.anchor.set(0.5, 0.5);
indicator.scale.set(0.5, 0.5);
this.battleview.arena.addChild(indicator);
this.ap_indicators.push(indicator);
}