module SpaceTac.View { "use strict"; // Processor of battle log events // This will process incoming battle events, and update the battleview accordingly export class LogProcessor { // Link to the battle view private view: BattleView; // Link to the battle private battle: Game.Battle; // Link to the battle log private log: Game.BattleLog; // Subscription identifier private subscription: any; // Create a log processor, linked to a battleview constructor(view: BattleView) { this.view = view; this.battle = view.battle; this.log = view.battle.log; this.subscription = this.log.subscribe((event: Game.BaseLogEvent) => { this.processBattleEvent(event); }); this.battle.injectInitialEvents(); } // Process a BaseLogEvent processBattleEvent(event: Game.BaseLogEvent) { console.log("Battle event", event); switch (event.code) { case "ship_change": this.processShipChangeEvent(event); break; case "damage": this.processDamageEvent(event); break; case "move": this.processMoveEvent(event); break; case "attr": this.processAttributeChangedEvent(event); break; case "death": this.processDeathEvent(event); break; case "fire": this.processFireEvent(event); break; case "endbattle": this.view.setInteractionEnabled(false); break; } } // Destroy the log processor destroy() { if (this.subscription) { this.log.unsubscribe(this.subscription); this.subscription = null; } } // Playing ship changed private processShipChangeEvent(event: Game.ShipChangeEvent): void { this.view.arena.setShipPlaying(event.target.ship); this.view.ship_list.setPlaying(event.target.ship); this.view.card_playing.setShip(event.target.ship); this.view.action_bar.setShip(event.target.ship); this.view.setInteractionEnabled(this.battle.canPlay(this.view.player)); } // Damage to ship private processDamageEvent(event: Game.DamageEvent): void { var sprite = this.view.arena.findShipSprite(event.ship); if (sprite) { sprite.displayDamage(event.hull, event.shield); } } // Ship moved private processMoveEvent(event: Game.MoveEvent): void { var sprite = this.view.arena.findShipSprite(event.ship); if (sprite) { sprite.moveTo(event.target.x, event.target.y, event.facing_angle, true); } } // Ship attribute changed private processAttributeChangedEvent(event: Game.AttributeChangeEvent): void { var item = this.view.ship_list.findItem(event.ship); if (item) { item.attributeChanged(event.attribute); } if (event.ship === this.view.card_playing.ship) { this.view.card_playing.attributeChanged(event.attribute); } if (event.ship === this.view.card_hovered.ship) { this.view.card_hovered.attributeChanged(event.attribute); } } // A ship died private processDeathEvent(event: Game.DeathEvent): void { if (this.view.ship_hovered === event.ship) { this.view.setShipHovered(null); } this.view.arena.removeShip(event.ship); this.view.ship_list.removeShip(event.ship); } // Weapon used private processFireEvent(event: Game.FireEvent): void { var source = Game.Target.newFromShip(event.ship); var destination = event.target; // Face the target var attacker = this.view.arena.findShipSprite(event.ship); var angle = source.getAngleTo(destination); attacker.moveTo(source.x, source.y, angle, true); var effect = new WeaponEffect(this.view.arena, source, destination, event.weapon.code); effect.start(); } } }