module TS.SpaceTac { /** * A leveled value is either a number multiplied by the level, or a custom iterator */ type LeveledValue = number | Iterator; /** * Resolve a leveled value */ function resolveForLevel(value: LeveledValue, level: number): number { if (typeof value === "number") { value *= level; } else { value = iat(value, level - 1) || 0; } return Math.floor(value); } /** * 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: { [attr: string]: LeveledValue }) { this.effect = effect; this.modifiers = []; iteritems(modifiers, (key, value) => { if (effect.hasOwnProperty(key)) { 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), true); } } /** * 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 // Modifiers applied to obtain the "common" equipment, based on level protected base_modifiers: ((equipment: Equipment, level: number) => void)[]; constructor(slot: SlotType, name: string, description = "") { this.slot = slot; this.name = name; this.description = description; this.base_modifiers = []; } /** * 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.quality = quality; result.name = this.name; result.description = this.description; this.base_modifiers.forEach(modifier => modifier(result, level)); return result; } /** * 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; } }); }); } /** * 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): void { this.base_modifiers.push((equipment, level) => { equipment.action = new MoveAction(equipment, resolveForLevel(distance_per_power, level)); }); } /** * Add a fire weapon action. */ addFireAction(power: LeveledValue, range: LeveledValue, blast: LeveledValue, effects: EffectTemplate[]): void { this.base_modifiers.push((equipment, level) => { let reffects = effects.map(effect => effect.generate(level)); equipment.action = new FireWeaponAction(equipment, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(blast, level), reffects); }); } /** * Add a deploy drone action. */ addDroneAction(power: LeveledValue, range: LeveledValue, lifetime: 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(lifetime, level), resolveForLevel(radius, level), reffects); }); } } }