module TS.SpaceTac { /** * A game session, binding a universe and a player * * This represents the current state of game */ export class GameSession { // "Hopefully" unique session id id: string // Game universe universe: Universe // Current connected player player: Player // Starting location start_location: StarLocation // Indicator that the session is the primary one primary = true // Indicator of spectator mode spectator = false constructor() { this.id = RandomGenerator.global.id(20); this.universe = new Universe(); this.player = new Player(this.universe); this.start_location = new StarLocation(); } /** * Get an indicative description of the session (to help identify game saves) */ getDescription(): string { let level = this.player.fleet.getLevel(); let ships = this.player.fleet.ships.length; return `Level ${level} - ${ships} ships`; } // Load a game state from a string static loadFromString(serialized: string): GameSession { var serializer = new Serializer(TS.SpaceTac); return serializer.unserialize(serialized); } // Serializes the game state to a string saveToString(): string { var serializer = new Serializer(TS.SpaceTac); return serializer.serialize(this); } /** * Generate a real single player game (campaign) * * If *fleet* is false, the player fleet will be empty, and needs to be set with *setCampaignFleet*. */ startNewGame(fleet = true, story = false): void { this.universe = new Universe(); this.universe.generate(); this.start_location = this.universe.getStartLocation(); this.start_location.clearEncounter(); this.start_location.addShop(); this.player = new Player(this.universe); if (fleet) { this.setCampaignFleet(null, story); } } /** * Set the initial campaign fleet, null for a default fleet * * If *story* is true, the main story arc will be started. */ setCampaignFleet(fleet: Fleet | null = null, story = true) { if (fleet) { this.player.fleet = fleet; } else { let fleet_generator = new FleetGenerator(); this.player.fleet = fleet_generator.generate(1, this.player, 2); } this.player.fleet.setLocation(this.start_location); this.player.fleet.credits = 500; if (story) { this.player.missions.startMainStory(this.universe, this.player.fleet); } } // Start a new "quick battle" game startQuickBattle(with_ai: boolean = false): void { var battle = Battle.newQuickRandom(); this.player = battle.fleets[0].player; this.player.setBattle(battle); } // Get currently played battle, null when none is in progress getBattle(): Battle | null { return this.player.getBattle(); } /** * Set the end of current battle */ setBattleEnded() { let battle = this.getBattle(); if (battle && battle.ended) { // Generate experience battle.outcome.grantExperience(battle.fleets); if (battle.outcome.winner == this.player.fleet) { // In case of victory, generate loot battle.outcome.createLoot(battle); // In case of victorious encounter, clear the encouter let location = this.player.fleet.location; if (location) { location.clearEncounter(); } } } } /** * Returns true if the session has a universe to explore */ hasUniverse(): boolean { return this.universe.stars.length > 0; } /** * Returns true if initial fleet creation has been done. */ isFleetCreated(): boolean { return this.player.fleet.ships.length > 0; } } }