module TS.SpaceTac.UI { export type CharacterEquipmentDrop = { message: string callback: (equipment: Equipment) => any } /** * Character sheet, displaying ship characteristics */ export class CharacterSheet extends Phaser.Image { // Parent view view: BaseView; // X positions xshown: number; xhidden: number; // Currently displayed fleet fleet: Fleet; // Currently displayed ship ship: Ship; // Ship name ship_name: Phaser.Text; // Ship level ship_level: Phaser.Text; // Ship skill upgrade ship_upgrade_points: Phaser.Text; ship_upgrades: Phaser.Group; // Ship slots ship_slots: Phaser.Group; // Ship cargo ship_cargo: Phaser.Group; // Loot items loot_slots: Phaser.Group; loot_items: Equipment[] = []; // Fleet's portraits portraits: Phaser.Group; // Layer for draggable equipments equipments: Phaser.Group; // Credits credits: Phaser.Text; // Attributes and skills attributes: { [key: string]: Phaser.Text } = {}; constructor(view: BaseView, xhidden = -2000, xshown = 0) { super(view.game, 0, 0, "character-sheet"); this.view = view; this.x = xhidden; this.xshown = xshown; this.xhidden = xhidden; this.inputEnabled = true; let close_button = new Phaser.Button(this.game, view.getWidth(), 0, "character-close", () => this.hide()); close_button.anchor.set(1, 0); this.addChild(close_button); view.tooltip.bindStaticText(close_button, "Close the character sheet"); this.ship_name = new Phaser.Text(this.game, 758, 48, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" }); this.ship_name.anchor.set(0.5, 0.5); this.addChild(this.ship_name); this.ship_level = new Phaser.Text(this.game, 552, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" }); this.ship_level.anchor.set(0.5, 0.5); this.addChild(this.ship_level); this.ship_upgrade_points = new Phaser.Text(this.game, 1066, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" }); this.ship_upgrade_points.anchor.set(0.5, 0.5); this.addChild(this.ship_upgrade_points); this.ship_upgrades = new Phaser.Group(this.game); this.addChild(this.ship_upgrades); this.ship_slots = new Phaser.Group(this.game); this.ship_slots.position.set(372, 120); this.addChild(this.ship_slots); this.ship_cargo = new Phaser.Group(this.game); this.ship_cargo.position.set(1240, 86); this.addChild(this.ship_cargo); this.loot_slots = new Phaser.Group(this.game); this.loot_slots.position.set(1270, 670); this.loot_slots.visible = false; this.addChild(this.loot_slots); this.portraits = new Phaser.Group(this.game); this.portraits.position.set(152, 0); this.addChild(this.portraits); this.credits = new Phaser.Text(this.game, 136, 38, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" }); this.credits.anchor.set(0.5, 0.5); this.addChild(this.credits); this.equipments = new Phaser.Group(this.game); this.addChild(this.equipments); let x1 = 664; let x2 = 1066; let y = 662; this.addAttribute("initiative", x1, y); this.addAttribute("hull_capacity", x1, y + 64); this.addAttribute("shield_capacity", x1, y + 128); this.addAttribute("power_capacity", x1, y + 192); this.addAttribute("power_initial", x1, y + 256); this.addAttribute("power_recovery", x1, y + 320); this.addAttribute("skill_material", x2, y); this.addAttribute("skill_electronics", x2, y + 64); this.addAttribute("skill_energy", x2, y + 128); this.addAttribute("skill_human", x2, y + 192); this.addAttribute("skill_gravity", x2, y + 256); this.addAttribute("skill_time", x2, y + 320); } /** * Add an attribute display */ private addAttribute(attribute: keyof ShipAttributes, x: number, y: number) { let text = new Phaser.Text(this.game, x, y, "", { align: "center", font: "18pt Arial", fill: "#FFFFFF" }); text.anchor.set(0.5, 0.5); this.addChild(text); this.attributes[SHIP_ATTRIBUTES[attribute].name] = text; if (SHIP_SKILLS[attribute]) { let button = new Phaser.Button(this.game, x + 54, y - 4, "character-skill-upgrade", () => { this.ship.upgradeSkill(attribute); this.refresh(); }); button.anchor.set(0.5, 0.5); this.ship_upgrades.add(button); this.view.tooltip.bindStaticText(button, `Spend one point to upgrade ${SHIP_ATTRIBUTES[attribute].name}`); } } /** * Update the fleet sidebar */ updateFleet(fleet: Fleet) { if (fleet != this.fleet) { this.portraits.removeAll(true); this.fleet = fleet; } fleet.ships.forEach((ship, idx) => { let portrait = this.portraits.children.length > idx ? this.portraits.getChildAt(idx) : null; let key = ship == this.ship ? "character-ship-selected" : "character-ship"; if (portrait instanceof Phaser.Button) { portrait.loadTexture(key); } else { let new_portrait = new Phaser.Button(this.game, 0, idx * 320, key, () => this.show(ship)); new_portrait.anchor.set(0.5, 0.5); this.portraits.addChild(new_portrait); let portrait_pic = new Phaser.Image(this.game, 0, 0, `ship-${ship.model}-portrait`); portrait_pic.anchor.set(0.5, 0.5); new_portrait.addChild(portrait_pic); this.view.tooltip.bindDynamicText(new_portrait, () => ship.name); } }); this.credits.setText(fleet.credits.toString()); this.portraits.scale.set(980 * this.portraits.scale.x / this.portraits.height, 980 * this.portraits.scale.y / this.portraits.height); this.portraits.y = 80 + 160 * this.portraits.scale.x; } /** * Show the sheet for a given ship */ show(ship: Ship, animate = true) { this.ship = ship; this.equipments.removeAll(true); let upgrade_points = ship.getAvailableUpgradePoints(); this.ship_name.setText(ship.name); this.ship_level.setText(ship.level.get().toString()); this.ship_upgrade_points.setText(upgrade_points.toString()); this.ship_upgrades.visible = upgrade_points > 0; iteritems(ship.attributes, (key, value: ShipAttribute) => { let text = this.attributes[value.name]; if (text) { text.setText(value.get().toString()); } }); let slotsinfo = CharacterSheet.getSlotPositions(ship.slots.length, 800, 454, 200, 200); this.ship_slots.removeAll(true); ship.slots.forEach((slot, idx) => { let slot_display = new CharacterSlot(this, slotsinfo.positions[idx].x, slotsinfo.positions[idx].y, slot.type); slot_display.scale.set(slotsinfo.scaling, slotsinfo.scaling); this.ship_slots.addChild(slot_display); if (slot.attached) { let equipment = new CharacterEquipment(this, slot.attached); this.equipments.addChild(equipment); slot_display.snapEquipment(equipment); } }); slotsinfo = CharacterSheet.getSlotPositions(ship.cargo_space, 638, 496, 200, 200); this.ship_cargo.removeAll(true); range(ship.cargo_space).forEach(idx => { let cargo_slot = new CharacterCargo(this, slotsinfo.positions[idx].x, slotsinfo.positions[idx].y); cargo_slot.scale.set(slotsinfo.scaling, slotsinfo.scaling); this.ship_cargo.addChild(cargo_slot); if (idx < this.ship.cargo.length) { let equipment = new CharacterEquipment(this, this.ship.cargo[idx]); this.equipments.addChild(equipment); cargo_slot.snapEquipment(equipment); } }); this.updateLoot(); this.updateFleet(ship.fleet); if (animate) { this.game.tweens.create(this).to({ x: this.xshown }, 800, Phaser.Easing.Circular.InOut, true); } else { this.x = this.xshown; } } /** * Hide the sheet */ hide(animate = true) { this.loot_slots.visible = false; this.portraits.children.forEach((portrait: Phaser.Button) => portrait.loadTexture("character-ship")); if (animate) { this.game.tweens.create(this).to({ x: this.xhidden }, 800, Phaser.Easing.Circular.InOut, true); } else { this.x = this.xhidden; } } /** * Set the list of lootable equipment * * The list of equipments may be altered if items are taken from it */ setLoot(loot: Equipment[]) { this.loot_items = loot; this.updateLoot(); this.loot_slots.visible = true; } /** * Update the loot slots */ private updateLoot() { this.loot_slots.removeAll(true); let info = CharacterSheet.getSlotPositions(12, 588, 354, 196, 196); range(12).forEach(idx => { let loot_slot = new LootSlot(this, info.positions[idx].x, info.positions[idx].y); loot_slot.scale.set(info.scaling, info.scaling); this.loot_slots.addChild(loot_slot); if (idx < this.loot_items.length) { let equipment = new CharacterEquipment(this, this.loot_items[idx]); this.equipments.addChild(equipment); loot_slot.snapEquipment(equipment); } }); } /** * Check if an equipment can be dropped somewhere */ canDropEquipment(equipment: Equipment, x: number, y: number): CharacterEquipmentDrop | null { let candidates: Iterator = ichain( iarray(this.ship_slots.children), iarray(this.ship_cargo.children), this.loot_slots.visible ? iarray(this.loot_slots.children) : IEMPTY ); return ifirstmap(candidates, candidate => candidate.canDropEquipment(equipment, x, y)); } /** * Refresh the sheet display */ refresh() { this.show(this.ship); } /** * Get the positions and scaling for slots, to fit in a rectangle group. */ static getSlotPositions(count: number, areawidth: number, areaheight: number, slotwidth: number, slotheight: number): { positions: { x: number, y: number }[], scaling: number } { // Find grid size let rows = 2; let columns = 3; while (count > rows * columns) { rows += 1; columns += 1; } // Find scaling let scaling = 1; while (slotwidth * scaling * columns > areawidth || slotheight * scaling * rows > areaheight) { scaling *= 0.99; } // Position let positions = range(count).map(i => { let row = Math.floor(i / columns); let column = i % columns; return { x: column * (areawidth - slotwidth * scaling) / (columns - 1), y: row * (areaheight - slotheight * scaling) / (rows - 1) }; }); return { positions: positions, scaling: scaling }; } } }