249 lines
9.5 KiB
TypeScript
249 lines
9.5 KiB
TypeScript
module TK.SpaceTac {
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/**
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* A leveled value is an iterator yielding the desired value for each level (first item is for level 1, and so on)
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*/
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type LeveledValue = Iterator<number>;
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/**
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* Modifiers of generated equipment
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*/
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type QualityModifier = (equipment: Equipment, quality: EquipmentQuality, random: RandomGenerator) => boolean;
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type CommonModifier = (equipment: Equipment, level: number) => void;
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/**
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* Resolve a leveled value
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*/
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function resolveForLevel(value: LeveledValue, level: number): number {
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let lvalue = iat(value, level - 1) || 0;
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return Math.floor(lvalue);
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}
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/**
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* Balanced generic leveled value
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*/
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export function leveled(base: number, increment = base * 0.4, exponent = 0.2): LeveledValue {
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return istep(base, istep(increment, irepeat(increment * exponent)));
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}
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/**
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* Template used to generate a BaseEffect for a given ship level
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*/
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export class EffectTemplate<T extends BaseEffect> {
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// Basic instance of the effect
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effect: T;
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// Effect value modifiers
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modifiers: [keyof T, LeveledValue][];
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constructor(effect: T, modifiers: { [attr: string]: LeveledValue }) {
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this.effect = effect;
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this.modifiers = [];
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iteritems(modifiers, (key, value) => {
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if (effect.hasOwnProperty(key)) {
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this.addModifier(<keyof T>key, value);
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}
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});
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}
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// Add a value modifier for the effect
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addModifier(name: keyof T, value: LeveledValue) {
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this.modifiers.push([name, value]);
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}
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// Generate an effect with a given level
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generate(level: number): T {
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let result = copy(this.effect);
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this.modifiers.forEach(modifier => {
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let [name, value] = modifier;
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(<any>result)[name] = resolveForLevel(value, level);
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});
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return result;
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}
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}
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/**
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* Template used to generate a BaseEffect for a given ship level
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*/
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export class StickyEffectTemplate<T extends BaseEffect> extends EffectTemplate<BaseEffect> {
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duration: LeveledValue;
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constructor(effect: T, modifiers: { [attr: string]: LeveledValue }, duration: LeveledValue) {
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super(effect, modifiers);
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this.duration = duration;
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}
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generate(level: number): StickyEffect {
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let result = copy(this.effect);
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this.modifiers.forEach(modifier => {
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let [name, value] = modifier;
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(<any>result)[name] = resolveForLevel(value, level);
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});
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return new StickyEffect(result, resolveForLevel(this.duration, level), true);
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}
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}
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/**
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* Template used to generate a loot equipment
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*/
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export class LootTemplate {
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// Type of slot this equipment will fit in
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slot: SlotType
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// Base name that will be given to generated equipment
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name: string
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// Generic description of the equipment
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description: string
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// Base price
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price: LeveledValue
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// Modifiers applied to obtain the "common" equipment, based on level
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protected base_modifiers: CommonModifier[]
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// Modifiers applied to "common" equipment to obtain a specific quality
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protected quality_modifiers: QualityModifier[]
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constructor(slot: SlotType, name: string, description = "", base_price = 100) {
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this.slot = slot;
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this.name = name;
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this.description = description;
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this.price = leveled(base_price, base_price * 2.5, 1);
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this.base_modifiers = [];
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this.quality_modifiers = [LootQualityModifiers.applyStandard];
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}
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/**
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* Generate a new equipment of a given level and quality
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*/
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generate(level: number, quality = EquipmentQuality.COMMON, random = RandomGenerator.global): Equipment {
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let result = new Equipment(this.slot, (this.name || "").toLowerCase().replace(/ /g, ""));
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result.level = level;
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result.name = this.name;
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result.description = this.description;
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result.price = resolveForLevel(this.price, level);
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this.base_modifiers.forEach(modifier => modifier(result, level));
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if (quality == EquipmentQuality.COMMON) {
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result.quality = quality;
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} else {
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let quality_applied = this.quality_modifiers.map(modifier => modifier(result, quality, random));
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result.quality = any(quality_applied, x => x) ? quality : EquipmentQuality.COMMON;
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}
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return result;
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}
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/**
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* Generate the highest equipment level, for a given set of skills
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*/
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generateHighest(skills: ShipSkills, quality = EquipmentQuality.COMMON, random = RandomGenerator.global): Equipment | null {
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let level = 1;
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let equipment: Equipment | null = null;
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let attributes = new ShipAttributes();
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keys(skills).forEach(skill => attributes[skill].set(skills[skill].get()));
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do {
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let nequipment = this.generate(level, quality, random);
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if (nequipment.canBeEquipped(attributes)) {
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equipment = nequipment;
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} else {
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break;
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}
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level += 1;
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} while (level < 100);
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return equipment;
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}
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/**
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* Set skill requirements that will be added to each level of equipment.
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*/
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setSkillsRequirements(skills: { [skill: string]: LeveledValue }): void {
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this.base_modifiers.push((equipment, level) => {
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iteritems(skills, (skill, value) => {
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let resolved = resolveForLevel(value, level);
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if (resolved > 0) {
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equipment.requirements[skill] = (equipment.requirements[skill] || 0) + resolved;
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}
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});
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});
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}
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/**
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* Set the overheat/cooldown
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*/
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setCooldown(overheat: LeveledValue, cooldown: LeveledValue): void {
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this.base_modifiers.push((equipment, level) => {
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equipment.cooldown.configure(resolveForLevel(overheat, level), resolveForLevel(cooldown, level));
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});
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}
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/**
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* Add a permanent attribute effect, when the item is equipped.
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*/
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addAttributeEffect(attribute: keyof ShipAttributes, value: LeveledValue): void {
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this.base_modifiers.push((equipment, level) => {
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let resolved = resolveForLevel(value, level);
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if (resolved != 0) {
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equipment.effects.push(new AttributeEffect(attribute, resolved));
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}
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});
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}
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/**
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* Add a move action.
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*/
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addMoveAction(distance_per_power: LeveledValue, safety_distance: LeveledValue = irepeat(120), maneuvrability_factor: LeveledValue = irepeat(80)): void {
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this.base_modifiers.push((equipment, level) => {
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equipment.action = new MoveAction(equipment, resolveForLevel(distance_per_power, level), resolveForLevel(safety_distance, level), resolveForLevel(maneuvrability_factor, level));
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});
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}
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/**
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* Add a fire weapon action.
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*/
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addFireAction(power: LeveledValue, range: LeveledValue, blast: LeveledValue, effects: EffectTemplate<BaseEffect>[]): void {
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this.base_modifiers.push((equipment, level) => {
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let reffects = effects.map(effect => effect.generate(level));
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equipment.action = new FireWeaponAction(equipment, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(blast, level), reffects);
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});
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}
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/**
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* Add a deploy drone action.
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*/
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addDroneAction(power: LeveledValue, range: LeveledValue, lifetime: LeveledValue, radius: LeveledValue, effects: EffectTemplate<BaseEffect>[]): void {
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this.base_modifiers.push((equipment, level) => {
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let reffects = effects.map(effect => effect.generate(level));
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equipment.action = new DeployDroneAction(equipment, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(lifetime, level), resolveForLevel(radius, level), reffects);
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});
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}
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/**
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* Add a toggle action.
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*/
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addToggleAction(power: LeveledValue, radius: LeveledValue, effects: EffectTemplate<BaseEffect>[]): void {
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this.base_modifiers.push((equipment, level) => {
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let reffects = effects.map(effect => effect.generate(level));
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equipment.action = new ToggleAction(equipment, resolveForLevel(power, level), resolveForLevel(radius, level), reffects);
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});
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}
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/**
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* Check if the template has any damage effect (to know if is an offensive weapon)
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*/
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hasDamageEffect(): boolean {
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let example = this.generate(1);
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let action = example.action;
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if (action instanceof FireWeaponAction || action instanceof DeployDroneAction) {
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return any(action.effects, effect => effect instanceof DamageEffect || (effect instanceof StickyEffect && effect.base instanceof DamageEffect));
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} else {
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return false;
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}
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}
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}
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}
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