/// module TS.SpaceTac { function randomLocation(random: RandomGenerator, stars: Star[], excludes: StarLocation[] = []) { let star = stars.length == 1 ? stars[0] : random.choice(stars); return RandomGenerator.global.choice(star.locations.filter(loc => !contains(excludes, loc))); } /** * Main story arc */ export class MainStory extends Mission { constructor(universe: Universe, fleet: Fleet) { super(universe, fleet, true); let random = RandomGenerator.global; let start_location = nn(fleet.location); // Arrival let dialog = this.addPart(new MissionPartDialog(this, [], "Travel to Terranax galaxy")); dialog.addPiece(null, "Wow ! From what my sensors tell me, there is not much activity around here."); dialog.addPiece(null, "I remember the last time I came in this galaxy, you needed to be aware of collisions at all time, so crowded it was."); dialog.addPiece(null, "Well...I did not pick a signal from our contact yet. We should be looking for her in this system."); // Get in touch with our contact let contact_location = randomLocation(random, [start_location.star], [start_location]); let contact_character = new Ship(null, "Osten-37", ShipModel.getRandomModel(1, random)); contact_character.fleet.setLocation(contact_location, true); this.addPart(new MissionPartGoTo(this, contact_location, `Find your contact in ${contact_location.star.name}`)); dialog = this.addPart(new MissionPartDialog(this, [contact_character], "Speak with your contact")); dialog.addPiece(contact_character, "Finally, you came!"); dialog.addPiece(contact_character, "Sorry for not broadcasting my position. As you may have encountered, this star system is not safe anymore."); dialog.addPiece(null, "Nothing we could not handle, we just hope the other teams have not run across more trouble."); dialog.addPiece(contact_character, "I do not even know if the other contacts made it to their rendezvous point. Jumping between systems has become quite a hassle around here."); dialog.addPiece(null, "And we still do not know why those rogue fleets are trying to lockdown the whole galaxy? Did you have some interaction with them?"); dialog.addPiece(contact_character, "Well, they tend to shoot you on sight if you go near a location they defend. Do not know if that qualifies as interaction though..."); dialog.addPiece(null, "So where do we go from here? In your last message, you told us of a resistance group growing."); dialog.addPiece(contact_character, "Yes, some merchants and miners have rallied behind a retired TSF general, but I lost contact with them weeks ago."); dialog.addPiece(contact_character, "We may go to their last known location, but first I want you to see something in a nearby system."); dialog.addPiece(null, "Ok, let's go..."); // Go take a look at the graveyard let nearby_systems = nna(start_location.star.getLinks().map(link => link.getPeer(contact_location.star))); let graveyard_location = randomLocation(random, [minBy(nearby_systems, system => system.level)]); this.addPart(new MissionPartEscort(this, graveyard_location, contact_character, `Go with ${contact_character.name} in ${graveyard_location.star.name} system`)); } } }