module TS.SpaceTac.UI { // Processor of battle log events // This will process incoming battle events, and update the battleview accordingly export class LogProcessor { // Link to the battle view private view: BattleView; // Link to the battle private battle: Battle; // Link to the battle log private log: BattleLog; // Subscription identifier private subscription: any = null; // Delay before processing next events private delayed = false; // Processing queue, when delay is active private queue: BaseLogEvent[] = []; // Forward events to other subscribers private forwarding: LogSubscriber[] = []; constructor(view: BattleView) { this.view = view; this.battle = view.battle; this.log = view.battle.log; } /** * Start log processing */ start() { this.subscription = this.log.subscribe(event => this.processBattleEvent(event)); this.battle.injectInitialEvents(); } /** * Register a sub-subscriber. * * The difference with registering directly to the BattleLog is that events may be delayed * for animations. */ register(callback: LogSubscriber) { this.forwarding.push(callback); } /** * Introduce a delay in event processing */ delayNextEvents(duration: number) { if (duration > 0 && !this.view.gameui.headless) { this.delayed = true; this.view.timer.schedule(duration, () => this.processQueued()); } } /** * Process the events queued due to a delay */ processQueued() { let events = acopy(this.queue); this.queue = []; this.delayed = false; events.forEach(event => this.processBattleEvent(event)); } /** * Process a single event */ processBattleEvent(event: BaseLogEvent) { if (!this.subscription) { return; } if (this.delayed) { this.queue.push(event); return; } console.log("Battle event", event); this.forwarding.forEach(subscriber => subscriber(event)); if (event instanceof ShipChangeEvent) { this.processShipChangeEvent(event); } else if (event instanceof MoveEvent) { this.processMoveEvent(event); } else if (event instanceof ValueChangeEvent) { this.processValueChangedEvent(event); } else if (event instanceof DeathEvent) { this.processDeathEvent(event); } else if (event instanceof FireEvent) { this.processFireEvent(event); } else if (event instanceof DamageEvent) { this.processDamageEvent(event); } else if (event instanceof EndBattleEvent) { this.processEndBattleEvent(event); } else if (event instanceof DroneDeployedEvent) { this.processDroneDeployedEvent(event); } else if (event instanceof DroneDestroyedEvent) { this.processDroneDestroyedEvent(event); } else if (event instanceof DroneAppliedEvent) { this.processDroneAppliedEvent(event); } else if (event instanceof EffectAddedEvent || event instanceof EffectRemovedEvent || event instanceof EffectDurationChangedEvent) { this.processEffectEvent(event); } } // Destroy the log processor destroy() { if (this.subscription) { this.log.unsubscribe(this.subscription); this.subscription = null; this.queue = []; } } // Playing ship changed private processShipChangeEvent(event: ShipChangeEvent): void { this.view.arena.setShipPlaying(event.new_ship); this.view.ship_list.setPlaying(event.new_ship); if (this.battle.canPlay(this.view.player)) { // Player turn this.view.setInteractionEnabled(true); } else { this.view.setInteractionEnabled(false); if (event.new_ship.isAbleToPlay()) { // AI turn this.battle.playAI(); } else { // Ship unable to play, skip turn this.view.timer.schedule(event.new_ship.alive ? 2000 : 500, () => { this.battle.advanceToNextShip(); }); } } } // Damage to ship private processDamageEvent(event: DamageEvent): void { var item = this.view.ship_list.findItem(event.ship); if (item) { item.setDamageHit(); } } // Ship moved private processMoveEvent(event: MoveEvent): void { var sprite = this.view.arena.findShipSprite(event.ship); if (sprite) { let duration = sprite.moveTo(event.target.x, event.target.y, event.facing_angle, !event.initial); this.delayNextEvents(duration); } } // Ship value changed private processValueChangedEvent(event: ValueChangeEvent): void { var sprite = this.view.arena.findShipSprite(event.ship); if (sprite) { sprite.displayValueChanged(event); } // TODO Update tooltip } // A ship died private processDeathEvent(event: DeathEvent): void { if (this.view.ship_hovered === event.ship) { this.view.setShipHovered(null); } this.view.arena.markAsDead(event.ship); this.view.ship_list.markAsDead(event.ship); if (!event.initial) { this.delayNextEvents(1000); } } // Weapon used private processFireEvent(event: FireEvent): void { var source = Target.newFromShip(event.ship); var destination = event.target; var effect = new WeaponEffect(this.view.arena, source, destination, event.weapon); let duration = effect.start(); this.delayNextEvents(duration); } // Battle ended (victory or defeat) private processEndBattleEvent(event: EndBattleEvent): void { this.view.endBattle(); this.destroy(); } // Sticky effect on ship added, changed or removed private processEffectEvent(event: EffectAddedEvent | EffectRemovedEvent | EffectDurationChangedEvent): void { // TODO } // New drone deployed private processDroneDeployedEvent(event: DroneDeployedEvent): void { let duration = this.view.arena.addDrone(event.drone, !event.initial); this.delayNextEvents(duration); } // Drone destroyed private processDroneDestroyedEvent(event: DroneDestroyedEvent): void { this.view.arena.removeDrone(event.drone); } // Drone applied private processDroneAppliedEvent(event: DroneAppliedEvent): void { let drone = this.view.arena.findDrone(event.drone); if (drone) { let duration = drone.setApplied(); this.delayNextEvents(duration); } } } }