module TS.SpaceTac { /** * Targetting mode for an action. * * This is a hint as to what type of target is required for this action. */ export enum ActionTargettingMode { // Apply immediately on the ship owning the action, without confirmation SELF, // Apply on the ship owning the action, with a confirmation SELF_CONFIRM, // Apply on one selected ship SHIP, // Apply on a space area SPACE } /** * Base class for a battle action. * * An action should be the only way to modify a battle state. */ export class BaseAction { // Identifier code for the type of action code: string // Human-readable name name: string // Equipment that triggers this action equipment: Equipment | null // Create the action constructor(code: string, name: string, equipment: Equipment | null = null) { this.code = code; this.name = name; this.equipment = equipment; } /** * Get the relevent cooldown for this action */ get cooldown(): Cooldown { return this.equipment ? this.equipment.cooldown : new Cooldown(); } /** * Get the targetting mode */ getTargettingMode(ship: Ship): ActionTargettingMode { if (this.getBlastRadius(ship)) { return ActionTargettingMode.SPACE; } else if (this.getRangeRadius(ship)) { return ActionTargettingMode.SHIP; } else { return ActionTargettingMode.SELF_CONFIRM; } } /** * Get a default target for this action */ getDefaultTarget(ship: Ship): Target { return Target.newFromShip(ship); } /** * Get the number of turns this action is unavailable, because of overheating */ getCooldownDuration(estimated = false): number { let cooldown = this.cooldown; return estimated ? this.cooldown.cooling : this.cooldown.heat; } /** * Get the number of remaining uses before overheat, infinity if there is no overheat */ getUsesBeforeOverheat(): number { return this.cooldown.getRemainingUses(); } /** * Check basic conditions to know if the ship can use this action at all * * Method to extend to set conditions * * Returns an informative message indicating why the action cannot be used, null otherwise */ checkCannotBeApplied(ship: Ship, remaining_ap: number | null = null): string | null { let battle = ship.getBattle(); if (battle && battle.playing_ship !== ship) { // Ship is not playing return "ship not playing"; } // Check AP usage if (remaining_ap === null) { remaining_ap = ship.values.power.get(); } var ap_usage = this.getActionPointsUsage(ship, null); if (remaining_ap < ap_usage) { return "not enough power"; } // Check cooldown if (!this.cooldown.canUse()) { return "overheated"; } return null; } // Get the number of action points the action applied to a target would use getActionPointsUsage(ship: Ship, target: Target | null): number { return 0; } // Get the range of this action getRangeRadius(ship: Ship): number { return 0; } // Get the effect area radius of this action getBlastRadius(ship: Ship): number { return 0; } /** * Check if a target is suitable for this action * * Will call checkLocationTarget or checkShipTarget by default */ checkTarget(ship: Ship, target: Target): Target | null { if (this.checkCannotBeApplied(ship)) { return null; } else { if (target.ship) { return this.checkShipTarget(ship, target); } else { return this.checkLocationTarget(ship, target); } } } // Method to reimplement to check if a space target is suitable // Must return null if the target can't be applied, an altered target, or the original target protected checkLocationTarget(ship: Ship, target: Target): Target | null { return null; } // Method to reimplement to check if a ship target is suitable // Must return null if the target can't be applied, an altered target, or the original target protected checkShipTarget(ship: Ship, target: Target): Target | null { return null; } /** * Apply an action, returning true if it was successful */ apply(ship: Ship, target = this.getDefaultTarget(ship)): boolean { let reject = this.checkCannotBeApplied(ship); if (reject == null) { let checked_target = this.checkTarget(ship, target); if (!checked_target) { console.warn("Action rejected - invalid target", ship, this, target); return false; } let cost = this.getActionPointsUsage(ship, checked_target); if (!ship.useActionPoints(cost)) { console.warn("Action rejected - not enough power", ship, this, checked_target); return false; } if (this.equipment) { this.equipment.addWear(1); ship.listEquipment(SlotType.Power).forEach(equipment => equipment.addWear(1)); } this.cooldown.use(); let battle = ship.getBattle(); if (battle) { battle.log.add(new ActionAppliedEvent(ship, this, checked_target, cost)); } this.customApply(ship, checked_target); return true; } else { console.warn(`Action rejected - ${reject}`, ship, this, target); return false; } } /** * Method to reimplement to apply the action */ protected customApply(ship: Ship, target: Target): void { } /** * Get textual description of effects */ getEffectsDescription(): string { return ""; } } }