module TK.SpaceTac.UI { /** * Targetting system on the arena * * This system handles choosing a target for currently selected action, and displays a visual aid. */ export class Targetting { // Container group container: Phaser.Group // Current action ship: Ship | null = null action: BaseAction | null = null target: Target | null = null mode: ActionTargettingMode simulation = new MoveFireResult() // Move and fire lines drawn_info: Phaser.Graphics move_ghost: Phaser.Image fire_arrow: Phaser.Image // Impact area impact_area: Phaser.Graphics impact_indicators: Phaser.Group // Collaborators to update actionbar: ActionBar range_hint: RangeHint tactical_mode: ToggleClient // Access to the parent view view: BaseView constructor(view: BaseView, actionbar: ActionBar, tactical_mode: Toggle, range_hint: RangeHint) { this.view = view; this.actionbar = actionbar; this.tactical_mode = tactical_mode.manipulate("targetting"); this.range_hint = range_hint; this.container = view.add.group(); // Visual effects this.drawn_info = new Phaser.Graphics(view.game, 0, 0); this.drawn_info.visible = false; this.move_ghost = new Phaser.Image(view.game, 0, 0, "common-transparent"); this.move_ghost.anchor.set(0.5, 0.5); this.move_ghost.alpha = 0.8; this.move_ghost.visible = false; this.fire_arrow = this.view.newImage("battle-hud-simulator-ok"); this.fire_arrow.anchor.set(1, 0.5); this.fire_arrow.visible = false; this.impact_indicators = new Phaser.Group(view.game); this.impact_indicators.visible = false; this.impact_area = new Phaser.Graphics(view.game); this.impact_area.visible = false; this.container.add(this.impact_area); this.container.add(this.drawn_info); this.container.add(this.move_ghost); this.container.add(this.fire_arrow); this.container.add(this.impact_indicators); } /** * Move to a given view layer */ moveToLayer(layer: Phaser.Group): void { layer.add(this.container); } /** * Indicator that the targetting is currently active */ get active(): boolean { return bool(this.ship && this.action); } /** * Draw a vector, with line and gradation */ drawVector(color: number, x1: number, y1: number, x2: number, y2: number, gradation = 0) { let line = this.drawn_info; line.lineStyle(6, color); line.moveTo(x1, y1); line.lineTo(x2, y2); line.visible = true; if (gradation) { let dx = x2 - x1; let dy = y2 - y1; let dist = Math.sqrt(dx * dx + dy * dy); let angle = Math.atan2(dy, dx); dx = Math.cos(angle); dy = Math.sin(angle); line.lineStyle(3, color); for (let d = gradation; d <= dist; d += gradation) { line.moveTo(x1 + dx * d + dy * 10, y1 + dy * d - dx * 10); line.lineTo(x1 + dx * d - dy * 10, y1 + dy * d + dx * 10); } } } /** * Draw a part of the simulation */ drawPart(part: MoveFirePart, enabled = true, previous: MoveFirePart | null = null): void { if (!this.ship) { return; } let move = part.action instanceof MoveAction; let color = (enabled && part.possible) ? (move ? 0xe09c47 : 0xdc6441) : 0x8e8e8e; let src = previous ? previous.target : this.ship.location; let gradation = (part.action instanceof MoveAction) ? part.action.getDistanceByActionPoint(this.ship) : 0; this.drawVector(color, src.x, src.y, part.target.x, part.target.y, gradation); } /** * Update impact indicators (highlighting impacted ships, with success factor) */ updateImpactIndicators(impacts: Phaser.Group, ship: Ship, action: BaseAction, target: Target, source: IArenaLocation = ship.location): void { let ships = action.getImpactedShips(ship, target, source); if (ships.length) { // TODO differential impacts.removeAll(true); ships.forEach(iship => { let builder = new UIBuilder(this.view, impacts); let indicator = builder.image("battle-hud-ship-impacted", iship.arena_x, iship.arena_y, true); if (action instanceof TriggerAction) { let success = action.getSuccessFactor(ship, iship); builder.in(indicator, builder => { builder.image("battle-hud-ship-success-back", -29, -50); builder.valuebar("battle-hud-ship-success-fill", -28, -49).setValue(success, 1); }); } }); impacts.visible = true; } else { impacts.visible = false; } } /** * Update impact graphics (area display) */ updateImpactArea(area: Phaser.Graphics, action: BaseAction): void { area.clear(); let color = 0; let radius = 0; let angle = 0; if (action instanceof TriggerAction) { color = 0x90481e; if (action.angle) { angle = (action.angle * 0.5) * Math.PI / 180; radius = action.range; } else { radius = action.blast; } } else if (action instanceof DeployDroneAction) { color = 0xe9f2f9; radius = action.drone_radius; } else if (action instanceof ToggleAction) { color = 0xd3e448; radius = action.radius; } if (radius) { area.lineStyle(2, color, 0.6); area.beginFill(color, 0.2); if (angle) { area.arc(0, 0, radius, angle, -angle, true); } else { area.drawCircle(0, 0, radius * 2); } area.endFill(); } } /** * Update visual effects to show the simulation of current action/target */ update(): void { this.simulate(); if (this.ship && this.action && this.target) { let simulation = this.simulation; this.drawn_info.clear(); this.fire_arrow.visible = false; this.move_ghost.visible = false; let from = (simulation.need_fire && this.mode != ActionTargettingMode.SURROUNDINGS) ? simulation.move_location : this.ship.location; let angle = Math.atan2(this.target.y - from.y, this.target.x - from.x); if (simulation.success) { let previous: MoveFirePart | null = null; simulation.parts.forEach(part => { this.drawPart(part, simulation.complete, previous); previous = part; }); if (simulation.need_move) { this.move_ghost.visible = true; this.move_ghost.position.set(simulation.move_location.x, simulation.move_location.y); this.move_ghost.rotation = angle; } else { this.move_ghost.visible = false; } if (simulation.need_fire) { if (this.action instanceof TriggerAction && this.action.angle) { this.impact_area.position.set(simulation.move_location.x, simulation.move_location.y); this.impact_area.rotation = arenaAngle(simulation.move_location, simulation.fire_location); } else { this.impact_area.position.set(this.target.x, this.target.y); } this.impact_area.alpha = simulation.can_fire ? 1 : 0.5; this.impact_area.visible = true; this.updateImpactIndicators(this.impact_indicators, this.ship, this.action, this.target, this.simulation.move_location); this.fire_arrow.position.set(this.target.x, this.target.y); this.fire_arrow.rotation = angle; this.view.changeImage(this.fire_arrow, simulation.complete ? "battle-hud-simulator-ok" : "battle-hud-simulator-power"); this.fire_arrow.visible = true; } else { this.impact_area.visible = false; this.impact_indicators.visible = false; this.fire_arrow.visible = false; } } else { this.drawVector(0x888888, this.ship.arena_x, this.ship.arena_y, this.target.x, this.target.y); this.fire_arrow.position.set(this.target.x, this.target.y); this.fire_arrow.rotation = angle; this.view.changeImage(this.fire_arrow, "battle-hud-simulator-failed"); this.fire_arrow.visible = true; this.impact_area.visible = false; } this.container.visible = true; } else { this.container.visible = false; } // Toggle tactical mode this.tactical_mode(bool(this.action)); // Toggle range hint if (this.ship && this.action) { if (this.simulation.need_move) { let move_action: MoveAction | null = null; if (this.simulation.success) { let last_move = first(acopy(this.simulation.parts).reverse(), part => part.action instanceof MoveAction); if (last_move) { move_action = last_move.action; } } else { let engine = new MoveFireSimulator(this.ship).findBestEngine(); if (engine && engine.action) { move_action = engine.action; } } if (move_action) { let power = this.ship.getValue("power"); if (this.action !== move_action) { power = Math.max(power - this.action.getActionPointsUsage(this.ship, this.target), 0); } let radius = move_action.getRangeRadiusForPower(this.ship, power); this.range_hint.update(this.ship, move_action, radius); } else { this.range_hint.clear(); } } else { this.range_hint.update(this.ship, this.action); } } else { this.range_hint.clear(); } } /** * Simulate current action */ simulate(): void { if (this.ship && this.action && this.target) { let simulator = new MoveFireSimulator(this.ship); this.simulation = simulator.simulateAction(this.action, this.target, 1); } else { this.simulation = new MoveFireResult(); } } /** * Set the current targetting action, or null to stop targetting */ setAction(action: BaseAction | null, mode?: ActionTargettingMode): void { if (action && action.equipment && action.equipment.attached_to && action.equipment.attached_to.ship) { this.ship = action.equipment.attached_to.ship; this.action = action; this.mode = (typeof mode == "undefined") ? action.getTargettingMode(this.ship) : mode; this.view.changeImage(this.move_ghost, `ship-${this.ship.model.code}-sprite`); this.move_ghost.scale.set(0.4); this.updateImpactArea(this.impact_area, this.action); this.setTarget(action.getDefaultTarget(this.ship)); } else { this.ship = null; this.action = null; this.setTarget(null); } } /** * Set the target according to a hovered arena location * * This will apply the current targetting mode, to assist the player */ setTargetFromLocation(location: ArenaLocation | null): void { if (location && this.ship) { let battle = this.ship.getBattle(); if (this.mode == ActionTargettingMode.SHIP && battle) { let targets = imaterialize(battle.iships(true)); let nearest = minBy(targets, ship => arenaDistance(ship.location, location)); this.setTarget(Target.newFromShip(nearest ? nearest : this.ship)); } else if (this.mode == ActionTargettingMode.SPACE) { this.setTarget(Target.newFromLocation(location.x, location.y)); } else if (this.mode == ActionTargettingMode.SURROUNDINGS) { if (arenaDistance(this.ship.location, location) < 50) { this.setTarget(Target.newFromShip(this.ship)); } else { this.setTarget(new Target(location.x, location.y, this.ship)); } } else { this.setTarget(Target.newFromShip(this.ship)); } } else { this.setTarget(null); } } /** * Set the target for current action */ setTarget(target: Target | null): void { this.target = target; this.update(); if (this.action) { this.actionbar.updateFromSimulation(this.action, this.simulation); } } /** * Validate the current target. * * This will make the needed approach and apply the action. */ validate(applier: (action: BaseAction, target?: Target) => boolean): void { if (this.active) { this.simulate(); if (this.ship && this.simulation.complete) { let ship = this.ship; this.simulation.parts.forEach(part => { if (part.possible) { applier(part.action, part.target); } }); this.actionbar.actionEnded(); } } } } }