module TK.SpaceTac.UI { /** * Ship sprite in the arena, with corresponding HUD */ export class ArenaShip extends UIContainer { // Link to the view arena: Arena battleview: BattleView // Link to displayed ship ship: Ship // Boolean to indicate if it is an enemy ship enemy: boolean // Ship sprite sprite: UIImage // Stasis effect stasis: UIImage // HSP display hsp: UIContainer power_text: UIText life_hull: UIContainer life_shield: UIContainer life_evasion: UIContainer toggle_hsp: Toggle // Play order play_order: UIText toggle_play_order: Toggle // Frames to indicate the owner, if the ship is hovered, and if it is hovered frame_owner: UIImage frame_hover: UIImage // Effects display active_effects_display: UIContainer effects_radius: UIGraphics effects_messages: UIContainer effects_messages_toggle: Toggle // Create a ship sprite usable in the Arena constructor(parent: Arena, ship: Ship) { super(parent.view); this.arena = parent; this.battleview = parent.view; let builder = new UIBuilder(this.battleview).in(this); this.ship = ship; this.enemy = !this.battleview.player.is(this.ship.fleet.player); // Add effects radius this.effects_radius = builder.graphics("effect-radius"); // Add frame indicating which side this ship is on this.frame_owner = builder.image(this.enemy ? "battle-hud-ship-enemy" : "battle-hud-ship-own", 0, 0, true); this.setPlaying(false); this.frame_hover = builder.image("battle-hud-ship-hover", 0, 0, true); this.frame_hover.visible = false; // Add ship sprite this.sprite = builder.image(`ship-${ship.model.code}-sprite`, 0, 0, true); this.sprite.rotation = ship.arena_angle; // Add stasis effect this.stasis = builder.image("battle-hud-ship-stasis", 0, 0, true); this.stasis.alpha = 0.9; this.stasis.visible = !ship.alive; // HSP display this.hsp = builder.container("hsp", 0, 34); builder.in(this.hsp).image("battle-hud-hsp-background", 0, 0, true); this.power_text = builder.in(this.hsp).text(`${ship.getValue("power")}`, -42, 0, { size: 13, color: "#ffdd4b", bold: true, shadow: true, center: true }); this.life_hull = builder.in(this.hsp).container("hull"); this.life_shield = builder.in(this.hsp).container("shield"); this.life_evasion = builder.in(this.hsp).container("evasion"); this.toggle_hsp = this.battleview.animations.newVisibilityToggle(this.hsp, 200, false); // Play order display let play_order = builder.image("battle-hud-ship-play-order", -44, 0, true) this.play_order = builder.in(play_order).text("", -2, 3, { size: 12, bold: true, color: "#d1d1d1", shadow: true, center: true }); this.toggle_play_order = this.battleview.animations.newVisibilityToggle(play_order, 200, false); // Effects display this.active_effects_display = builder.container("active-effects", 0, -44); this.effects_messages = builder.container("effects-messages"); this.effects_messages_toggle = this.battleview.animations.newVisibilityToggle(this.effects_messages, 500, false); this.updatePlayOrder(); this.updateHull(this.ship.getValue("hull")); this.updateShield(this.ship.getValue("shield")); this.updateEvasion(this.ship.getAttribute("evasion")); this.updateActiveEffects(); this.updateEffectsRadius(); // Set location if (this.battleview.battle.cycle == 1 && this.battleview.battle.play_index == 0 && ship.alive && this.battleview.player.is(ship.fleet.player)) { this.setPosition(ship.arena_x - 500 * Math.cos(ship.arena_angle), ship.arena_y - 500 * Math.sin(ship.arena_angle)); this.moveToArenaLocation(ship.arena_x, ship.arena_y, ship.arena_angle); } else { this.moveToArenaLocation(ship.arena_x, ship.arena_y, ship.arena_angle, false); } // Log processing this.battleview.log_processor.register(diff => this.processBattleDiff(diff)); this.battleview.log_processor.registerForShip(ship, diff => this.processShipDiff(diff)); } jasmineToString(): string { return `ArenaShip ${this.ship.jasmineToString()}`; } /** * Process a battle diff */ private processBattleDiff(diff: BaseBattleDiff) { if (diff instanceof ShipChangeDiff) { this.updatePlayOrder(); } return {}; } /** * Process a ship diff */ private processShipDiff(diff: BaseBattleShipDiff): LogProcessorDelegate { if (diff instanceof ShipEffectAddedDiff || diff instanceof ShipEffectRemovedDiff) { return { background: async () => this.updateActiveEffects() } } else if (diff instanceof ShipValueDiff) { return { background: async (animate, timer) => { if (animate) { this.toggle_hsp.manipulate("value")(true); } if (diff.code == "hull") { if (animate) { this.updateHull(this.ship.getValue("hull") - diff.diff, diff.diff); await timer.sleep(1000); this.updateHull(this.ship.getValue("hull")); await timer.sleep(500); } else { this.updateHull(this.ship.getValue("hull")); } } else if (diff.code == "shield") { if (animate) { this.updateShield(this.ship.getValue("shield") - diff.diff, diff.diff); await timer.sleep(1000); this.updateShield(this.ship.getValue("shield")); await timer.sleep(500); } else { this.updateShield(this.ship.getValue("shield")); } } else if (diff.code == "power") { this.power_text.setText(`${this.ship.getValue("power")}`); if (animate) { await this.battleview.animations.blink(this.power_text); } } if (animate) { await timer.sleep(500); this.toggle_hsp.manipulate("value")(false); } } } } else if (diff instanceof ShipAttributeDiff) { return { background: async (animate, timer) => { if (animate) { this.displayAttributeChanged(diff); if (diff.code == "evasion") { // TODO diff this.updateEvasion(this.ship.getAttribute("evasion")); this.toggle_hsp.manipulate("attribute")(2000); } await timer.sleep(2000); } } } } else if (diff instanceof ShipDamageDiff) { return { background: async (animate, timer) => { if (animate) { await this.displayEffect(`${diff.theoretical} damage`, false); await timer.sleep(1000); } } } } else if (diff instanceof ShipActionToggleDiff) { return { foreground: async (animate, timer) => { let action = this.ship.actions.getById(diff.action); if (action) { if (animate) { if (diff.activated) { await this.displayEffect(`${action.name} ON`, true); } else { await this.displayEffect(`${action.name} OFF`, false); } } this.updateEffectsRadius(); await timer.sleep(500); } } } } else if (diff instanceof ShipActionUsedDiff) { let action = this.ship.actions.getById(diff.action); if (action) { if (action instanceof EndTurnAction) { return { foreground: async (animate, timer) => { if (animate) { await this.displayEffect("End turn", true); await timer.sleep(500); } } } } else if (!(action instanceof ToggleAction)) { let action_name = action.name; return { foreground: async (animate, timer) => { if (animate) { await this.displayEffect(action_name, true); await timer.sleep(300); } } } } else { return {}; } } else { return {}; } } else if (diff instanceof ShipMoveDiff) { let func = async (animate: boolean, timer: Timer) => { this.moveToArenaLocation(diff.start.x, diff.start.y, diff.start.angle, false); let duration = this.moveToArenaLocation(diff.end.x, diff.end.y, diff.end.angle, animate, !!diff.engine); if (duration && animate) { await timer.sleep(duration); } }; if (diff.engine) { return { foreground: func }; } else { return { background: func }; } } else if (diff instanceof VigilanceAppliedDiff) { let action = this.ship.actions.getById(diff.action); return { foreground: async (animate, timer) => { if (animate && action) { await this.displayEffect(`${action.name} (vigilance)`, true); await timer.sleep(300); } } } } else { return {}; } } /** * Set the hovered state on this ship * * This will show the information HUD accordingly */ setHovered(hovered: boolean, tactical: boolean) { let client = tactical ? "tactical" : "hover"; if (hovered && this.ship.alive) { this.toggle_hsp.manipulate(client)(true); if (tactical) { this.toggle_play_order.manipulate(client)(true); } } else { this.toggle_hsp.manipulate(client)(false); this.toggle_play_order.manipulate(client)(false); } this.battleview.animations.setVisible(this.frame_hover, hovered && this.ship.alive && !tactical, 200); } /** * Set the playing state on this ship * * This will alter the HUD frame to show this state */ async setPlaying(playing: boolean, animate = true): Promise { this.frame_owner.alpha = playing ? 1 : 0.35; this.frame_owner.visible = this.ship.alive; if (playing && animate) { this.battleview.audio.playOnce("battle-ship-change"); await this.battleview.animations.blink(this.frame_owner); } } /** * Activate the dead effect (stasis) */ setDead(dead = true) { if (dead) { //this.displayEffect("stasis", false); this.stasis.visible = true; this.stasis.alpha = 0; this.battleview.animations.blink(this.stasis, 0.9, 0.7); } else { this.stasis.visible = false; } this.setPlaying(false); } /** * Move the sprite to a location * * Return the duration of animation */ moveToArenaLocation(x: number, y: number, facing_angle: number, animate = true, engine = true): number { if (animate) { let animation = bound(this.arena.view.animations, engine ? "moveInSpace" : "moveTo"); let duration = animation(this, x, y, facing_angle, this.sprite); return duration; } else { this.x = x; this.y = y; this.sprite.rotation = facing_angle; return 0; } } /** * Briefly show an effect on this ship */ async displayEffect(message: string, beneficial: boolean) { if (!this.effects_messages.visible) { this.effects_messages.removeAll(true); } let builder = new UIBuilder(this.arena.view, this.effects_messages); let text = builder.text(message, 0, 20 * this.effects_messages.length, { color: beneficial ? "#afe9c6" : "#e9afaf" }); let arena = this.battleview.arena.getBoundaries(); this.effects_messages.setPosition( (this.ship.arena_x < 100) ? -35 : ((this.ship.arena_x > arena.width - 100) ? (35 - this.effects_messages.width) : (-this.effects_messages.width * 0.5)), (this.ship.arena_y < arena.height * 0.9) ? 60 : (-60 - this.effects_messages.height) ); this.effects_messages_toggle.manipulate("added")(1400); await this.battleview.timer.sleep(1500); } /** * Display interesting changes in ship attributes */ displayAttributeChanged(event: ShipAttributeDiff) { // TODO show final diff, not just cumulative one let diff = (event.added.cumulative || 0) - (event.removed.cumulative || 0); if (diff) { let name = SHIP_VALUES_NAMES[event.code]; this.displayEffect(`${name} ${diff < 0 ? "-" : "+"}${Math.abs(diff)}`, diff >= 0); } } /** * Update the play order indicator */ updatePlayOrder(): void { let play_order = this.battleview.battle.getPlayOrder(this.ship); if (play_order == 0) { this.play_order.setText("-"); } else { this.play_order.setText(play_order.toString()); } } /** * Reposition the HSP indicators */ repositionLifeIndicators(): void { this.life_hull.x = -25; this.life_shield.x = this.life_hull.x + (this.life_hull.length * 9); this.life_evasion.x = this.life_shield.x + (this.life_shield.length * 9); } /** * Update the hull indicator */ updateHull(current: number, diff = 0): void { let builder = new UIBuilder(this.battleview, this.life_hull); builder.clear(); range(current).forEach(i => { builder.image("battle-hud-hsp-hull", i * 9, 0, true); }); this.repositionLifeIndicators(); } /** * Update the shield indicator */ updateShield(current: number, diff = 0): void { let builder = new UIBuilder(this.battleview, this.life_shield); builder.clear(); range(current).forEach(i => { builder.image("battle-hud-hsp-shield", i * 9, 0, true); }); this.repositionLifeIndicators(); } /** * Update the evasion indicator */ updateEvasion(current: number, diff = 0): void { let builder = new UIBuilder(this.battleview, this.life_evasion); builder.clear(); range(current).forEach(i => { builder.image("battle-hud-hsp-evasion", i * 9, 0, true); }); this.repositionLifeIndicators(); } /** * Update the list of effects active on the ship */ updateActiveEffects() { this.active_effects_display.removeAll(); let effects = this.ship.active_effects.list().filter(effect => !effect.isInternal()); let count = effects.length; if (count) { let positions = UITools.evenlySpace(70, 17, count); effects.forEach((effect, index) => { let name = effect.isBeneficial() ? "battle-hud-ship-effect-good" : "battle-hud-ship-effect-bad"; let dot = this.battleview.newImage(name, positions[index] - 35, 0); this.active_effects_display.add(dot); }); } } /** * Update the activated effects radius */ updateEffectsRadius(): void { this.effects_radius.clear(); this.ship.actions.listToggled().forEach(action => { let color = (action instanceof VigilanceAction) ? 0xf4bf42 : 0xe9f2f9; this.effects_radius.lineStyle(2, color, 0.5); this.effects_radius.fillStyle(color, 0.1); this.effects_radius.fillCircle(0, 0, action.radius); }); } } }