/// module SpaceTac.Game { "use strict"; // A star system export class Star extends Serializable { // Available names for star systems static NAMES_POOL = [ "Alpha Prime", "Bright Skies", "Costan Sector", "Duncan's Legacy", "Ethiopea", "Fringe Space", "Gesurd Deep", "Helios", "Justice Enclave", "Kovak Second", "Lumen Circle", "Manoa Society", "Neptune's Record", "Ominous Murmur", "Pirate's Landing", "Quasuc Effect", "Roaring Thunder", "Safe Passage", "Time Holes", "Unknown Territory", "Vulcan Terror", "Wings Aurora", "Xenos Trading", "Yu's Pride", "Zoki's Hammer", "Astral Tempest", "Burned Star", "Crystal Bride", "Death Star", "Ether Bending", "Forgotten Realm", "Galactic Ring", "Hegemonia", "Jorgon Trails", "Kemini System", "Light Rain", "Moons Astride", "Nubia's Sisters", "Opium Hide", "Paradise Quest", "Quarter Horizon", "Rising Dust", "Silence of Forge", "Titan Feet", "Unicorn Fly", "Violated Sanctuary", "World's Repose", "Xanthia's Travel", "Yggdrasil", "Zone of Ending", ]; // Parent universe universe: Universe; // Name of the system (unique in the universe) name: string; // Location in the universe x: number; y: number; // Radius of the star system radius: number; // List of points of interest locations: StarLocation[]; // Base level for encounters in this system level: number; constructor(universe: Universe = null, x: number = 0, y: number = 0) { super(); this.universe = universe || new Universe(); this.x = x; this.y = y; this.radius = 0.1; this.locations = []; this.level = 1; } // Get the distance to another star getDistanceTo(star: Star): number { var dx = this.x - star.x; var dy = this.y - star.y; return Math.sqrt(dx * dx + dy * dy); } // Generate the contents of this star system generate(random: RandomGenerator = new RandomGenerator()): void { var location_count = random.throwInt(2, 10); this.locations = this.generateLocations(location_count, random); } // Generate points of interest (*count* doesn't include the star and warp locations) generateLocations(count: number, random: RandomGenerator = new RandomGenerator()): StarLocation[] { var result: StarLocation[] = []; // Add the star result.push(new StarLocation(this, StarLocationType.STAR, 0, 0)); // Add warp locations around the star var links = this.getLinks(); links.forEach((link: StarLink) => { var warp = this.generateOneLocation(StarLocationType.WARP, result, this.radius * 0.3, random); // If there is an unbound warp location on destination sector, bind with it var peer_star = link.getPeer(this); var peer_location = peer_star.findUnboundWarp(); if (peer_location) { peer_location.setJumpDestination(warp); warp.setJumpDestination(peer_location); } result.push(warp); }); // Add random locations while (count--) { result.push(this.generateOneLocation(StarLocationType.PLANET, result, this.radius, random)); } return result; } // Get the number of links to other stars getLinks(): StarLink[] { var result: StarLink[] = []; this.universe.starlinks.forEach((link: StarLink) => { if (link.first === this || link.second === this) { result.push(link); } }); return result; } // Find an unbound warp location to bind, null if none found findUnboundWarp(): StarLocation { var result: StarLocation = null; this.locations.forEach((location: StarLocation) => { if (location.type === StarLocationType.WARP && !location.jump_dest) { result = location; } }); return result; } // Check if a location is far enough from all other ones private checkMinDistance(loc: StarLocation, others: StarLocation[]): boolean { return others.every((iloc: StarLocation): boolean => { return iloc.getDistanceTo(loc) > this.radius * 0.1; }); } // Generate a single location private generateOneLocation(type: StarLocationType, others: StarLocation[], radius: number, random: RandomGenerator): StarLocation { do { var x = (random.throw(2) - 1) * radius; var y = (random.throw(2) - 1) * radius; var result = new StarLocation(this, type, x, y); } while (!this.checkMinDistance(result, others)); return result; } } }