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spacetac/src/view/battle/LogProcessor.ts

154 lines
5.3 KiB
TypeScript

module SpaceTac.View {
// 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(<Game.ShipChangeEvent>event);
break;
case "damage":
this.processDamageEvent(<Game.DamageEvent>event);
break;
case "move":
this.processMoveEvent(<Game.MoveEvent>event);
break;
case "attr":
this.processAttributeChangedEvent(<Game.AttributeChangeEvent>event);
break;
case "death":
this.processDeathEvent(<Game.DeathEvent>event);
break;
case "fire":
this.processFireEvent(<Game.FireEvent>event);
break;
case "endbattle":
this.processEndBattleEvent(<Game.EndBattleEvent>event);
break;
case "effectadd":
case "effectduration":
case "effectdel":
this.processEffectEvent(event);
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.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);
}
var item = this.view.ship_list.findItem(event.ship);
if (item) {
item.setDamageHit();
}
}
// 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);
}
}
// A ship died
private processDeathEvent(event: Game.DeathEvent): void {
if (this.view.ship_hovered === event.ship) {
this.view.setShipHovered(null);
}
this.view.arena.markAsDead(event.ship);
this.view.ship_list.markAsDead(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();
}
// Battle ended (victory or defeat)
private processEndBattleEvent(event: Game.EndBattleEvent): void {
this.view.setInteractionEnabled(false);
if (event.outcome.winner.player === this.view.player) {
// Victory !
// TODO Loot screen
this.view.player.exitBattle();
this.view.game.state.start("router");
} else {
// TODO Game over ?
}
}
// Sticky effect on ship added, changed or removed
private processEffectEvent(event: Game.BaseLogEvent): void {
var item = this.view.ship_list.findItem(event.ship);
if (item) {
item.updateEffects();
}
}
}
}