Revert arena scaling
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7232373d5b
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1
TODO
1
TODO
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@ -15,7 +15,6 @@
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* Add auto-move to attack
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* Merge identical sticky effects
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* Handle effects overflowing ship tooltip when too numerous
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* Proper arena scaling (not graphical, only space coordinates)
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* Add a fleet evaluator to make balanced fleets
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* Mobile: think UI layout so that fingers do not block the view (right and left handed)
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* Mobile: display tooltips larger and on the side of screen where the finger is not
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@ -35,7 +35,7 @@ module TS.SpaceTac {
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var ship4 = new Ship(fleet2, "F2S1");
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var ship5 = new Ship(fleet2, "F2S2");
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var battle = new Battle(fleet1, fleet2);
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var battle = new Battle(fleet1, fleet2, 1000, 500);
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battle.placeShips();
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expect(ship1.arena_x).toBeCloseTo(50, 0.0001);
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@ -24,20 +24,22 @@ module TS.SpaceTac {
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drones: Drone[] = [];
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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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width: number
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height: number
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// Timer to use for scheduled things
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timer = Timer.global;
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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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constructor(fleet1: Fleet = null, fleet2: Fleet = null, width = 1780, height = 948) {
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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.ended = false;
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this.width = width;
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this.height = height;
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this.fleets.forEach((fleet: Fleet) => {
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fleet.setBattle(this);
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@ -7,7 +7,7 @@ module TS.SpaceTac.Equipments {
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super(SlotType.Engine, "Conventional Engine");
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this.min_level = new IntegerRange(1, 1);
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this.distance = new Range(100, 100);
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this.distance = new Range(200, 200);
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this.ap_usage = new IntegerRange(1);
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this.increaseAttribute("initiative", 1);
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@ -5,7 +5,7 @@ module TS.SpaceTac.Equipments {
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constructor() {
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super("Gatling Gun", 50, 100);
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this.setRange(400, 400, false);
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this.setRange(600, 600, false);
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this.ap_usage = new IntegerRange(3, 4);
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this.min_level = new IntegerRange(1, 3);
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@ -5,7 +5,7 @@ module TS.SpaceTac.Equipments {
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constructor() {
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super("Power Depleter");
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this.setRange(300, 400, false);
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this.setRange(500, 700, false);
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this.ap_usage = new IntegerRange(4, 5);
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this.min_level = new IntegerRange(1, 3);
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@ -11,8 +11,8 @@ module TS.SpaceTac.Equipments {
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this.min_level = new IntegerRange(1, 4);
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this.setLifetime(1, 2);
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this.setDeployDistance(150, 200);
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this.setEffectRadius(60, 180);
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this.setDeployDistance(300, 400);
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this.setEffectRadius(100, 200);
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this.setPowerConsumption(4, 5);
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this.addEffect(new ValueEffect("hull"), 30, 60);
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@ -5,8 +5,8 @@ module TS.SpaceTac.Equipments {
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constructor() {
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super("SubMunition Missile", 30, 50);
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this.setRange(300, 400, true);
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this.setBlast(100, 150);
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this.setRange(500, 700, true);
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this.setBlast(150, 200);
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this.ap_usage = new IntegerRange(4, 5);
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this.min_level = new IntegerRange(1, 3);
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@ -65,8 +65,6 @@ module TS.SpaceTac.UI {
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this.range_hint = new RangeHint(this);
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this.addChild(this.range_hint);
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this.scale.set(1.78, 1.78);
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this.init();
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}
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