module TK.SpaceTac { /** * A leveled value is an iterator yielding the desired value for each level (first item is for level 1, and so on) */ type LeveledValue = Iterator; type LeveledModifiers = {[P in keyof T]?: LeveledValue } /** * Modifiers of generated equipment */ type QualityModifier = (equipment: Equipment, quality: EquipmentQuality, random: RandomGenerator) => boolean; type CommonModifier = (equipment: Equipment, level: number) => void; /** * Resolve a leveled value */ function resolveForLevel(value: LeveledValue, level: number): number { let lvalue = iat(value, level - 1) || 0; return Math.floor(lvalue); } /** * Balanced generic leveled value */ export function leveled(base: number, increment = base * 0.4, exponent = 0.2): LeveledValue { return istep(base, istep(increment, irepeat(increment * exponent))); } /** * Template used to generate a BaseEffect for a given ship level */ export class EffectTemplate { // Basic instance of the effect effect: T; // Effect value modifiers modifiers: [keyof T, LeveledValue][]; constructor(effect: T, modifiers: LeveledModifiers) { this.effect = effect; this.modifiers = []; iteritems(modifiers, (key, value) => { if (effect.hasOwnProperty(key) && value) { this.addModifier(key, value); } }); } // Add a value modifier for the effect addModifier(name: keyof T, value: LeveledValue) { this.modifiers.push([name, value]); } // Generate an effect with a given level generate(level: number): T { let result = copy(this.effect); this.modifiers.forEach(modifier => { let [name, value] = modifier; result[name] = resolveForLevel(value, level); }); return result; } } /** * Template used to generate a BaseEffect for a given ship level */ export class StickyEffectTemplate extends EffectTemplate { duration: LeveledValue; constructor(effect: T, modifiers: { [attr: string]: LeveledValue }, duration: LeveledValue) { super(effect, modifiers); this.duration = duration; } generate(level: number): StickyEffect { let result = copy(this.effect); this.modifiers.forEach(modifier => { let [name, value] = modifier; (result)[name] = resolveForLevel(value, level); }); return new StickyEffect(result, resolveForLevel(this.duration, level)); } } /** * Template used to generate a loot equipment */ export class LootTemplate { // Type of slot this equipment will fit in slot: SlotType // Base name that will be given to generated equipment name: string // Generic description of the equipment description: string // Base price price: LeveledValue // Modifiers applied to obtain the "common" equipment, based on level protected base_modifiers: CommonModifier[] // Modifiers applied to "common" equipment to obtain a specific quality protected quality_modifiers: QualityModifier[] constructor(slot: SlotType, name: string, description = "", base_price = 100) { this.slot = slot; this.name = name; this.description = description; this.price = leveled(base_price, base_price * 2.5, 1); this.base_modifiers = []; this.quality_modifiers = [LootQualityModifiers.applyStandard]; } /** * Generate a new equipment of a given level and quality */ generate(level: number, quality = EquipmentQuality.COMMON, random = RandomGenerator.global): Equipment { let result = new Equipment(this.slot, (this.name || "").toLowerCase().replace(/ /g, "")); result.level = level; result.name = this.name; result.description = this.description; result.price = resolveForLevel(this.price, level); this.base_modifiers.forEach(modifier => modifier(result, level)); if (quality == EquipmentQuality.COMMON) { result.quality = quality; } else { let quality_applied = this.quality_modifiers.map(modifier => modifier(result, quality, random)); result.quality = any(quality_applied, x => x) ? quality : EquipmentQuality.COMMON; } return result; } /** * Generate the highest equipment level, for a given set of skills */ generateHighest(skills: ShipSkills, quality = EquipmentQuality.COMMON, random = RandomGenerator.global): Equipment | null { let level = 1; let equipment: Equipment | null = null; let attributes = new ShipAttributes(); keys(skills).forEach(skill => attributes[skill].addModifier(skills[skill].get())); do { let nequipment = this.generate(level, quality, random); if (nequipment.canBeEquipped(attributes)) { equipment = nequipment; } else { break; } level += 1; } while (level < 100); return equipment; } /** * Set skill requirements that will be added to each level of equipment. */ setSkillsRequirements(skills: { [skill: string]: LeveledValue }): void { this.base_modifiers.push((equipment, level) => { iteritems(skills, (skill, value) => { let resolved = resolveForLevel(value, level); if (resolved > 0) { equipment.requirements[skill] = (equipment.requirements[skill] || 0) + resolved; } }); }); } /** * Set the overheat/cooldown */ setCooldown(overheat: LeveledValue, cooldown: LeveledValue): void { this.base_modifiers.push((equipment, level) => { equipment.cooldown.configure(resolveForLevel(overheat, level), resolveForLevel(cooldown, level)); }); } /** * Add a permanent attribute effect, when the item is equipped. */ addAttributeEffect(attribute: keyof ShipAttributes, value: LeveledValue): void { this.base_modifiers.push((equipment, level) => { let resolved = resolveForLevel(value, level); if (resolved != 0) { equipment.effects.push(new AttributeEffect(attribute, resolved)); } }); } /** * Add a move action. */ addMoveAction(distance_per_power: LeveledValue, safety_distance: LeveledValue = irepeat(120), maneuvrability_factor: LeveledValue = irepeat(80)): void { this.base_modifiers.push((equipment, level) => { equipment.action = new MoveAction(equipment, resolveForLevel(distance_per_power, level), resolveForLevel(safety_distance, level), resolveForLevel(maneuvrability_factor, level)); }); } /** * Add a trigger action. */ addTriggerAction(power: LeveledValue, effects: EffectTemplate[], range: LeveledValue = irepeat(0), blast: LeveledValue = irepeat(0), angle: LeveledValue = irepeat(0), aim: LeveledValue = irepeat(0), evasion: LeveledValue = irepeat(0), luck: LeveledValue = irepeat(0)): void { this.base_modifiers.push((equipment, level) => { let reffects = effects.map(effect => effect.generate(level)); equipment.action = new TriggerAction(equipment, reffects, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(blast, level), resolveForLevel(angle, level), resolveForLevel(aim, level), resolveForLevel(evasion, level), resolveForLevel(luck, level)); }); } /** * Add a deploy drone action. */ addDroneAction(power: LeveledValue, range: LeveledValue, radius: LeveledValue, effects: EffectTemplate[]): void { this.base_modifiers.push((equipment, level) => { let reffects = effects.map(effect => effect.generate(level)); equipment.action = new DeployDroneAction(equipment, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(radius, level), reffects); }); } /** * Add a toggle action. */ addToggleAction(power: LeveledValue, radius: LeveledValue, effects: EffectTemplate[]): void { this.base_modifiers.push((equipment, level) => { let reffects = effects.map(effect => effect.generate(level)); equipment.action = new ToggleAction(equipment, resolveForLevel(power, level), resolveForLevel(radius, level), reffects); }); } /** * Check if the template has any damage effect (to know if is an offensive weapon) */ hasDamageEffect(): boolean { let example = this.generate(1); let action = example.action; if (action instanceof TriggerAction || action instanceof DeployDroneAction) { return any(action.effects, effect => effect instanceof DamageEffect || (effect instanceof StickyEffect && effect.base instanceof DamageEffect)); } else { return false; } } } }