181 lines
5.5 KiB
TypeScript
181 lines
5.5 KiB
TypeScript
module TK.SpaceTac {
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/**
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* Quality of loot.
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*/
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export enum EquipmentQuality {
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WEAK,
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COMMON,
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FINE,
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PREMIUM,
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LEGENDARY
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}
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// Piece of equipment to attach in slots
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export class Equipment extends RObject {
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// Type of slot this equipment can fit in
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slot_type: SlotType | null
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// Actual slot this equipment is attached to
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attached_to: Slot | null = null
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// Identifiable equipment code (may be used by UI to customize visual effects)
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code: string
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// Equipment name
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name: string
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// Equipment generic description
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description = ""
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// Indicative equipment level
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level = 1
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// Indicative equipment quality
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quality = EquipmentQuality.COMMON
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// Base price
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price = 0
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// Minimum skills to be able to equip this
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requirements: { [key: string]: number } = {}
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// Permanent effects on the ship that equips this
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effects: BaseEffect[] = []
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// Action available when equipped
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action: BaseAction | null = null
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// Equipment wear due to usage in battles (will lower the sell price)
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wear = 0
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// Cooldown needed by the equipment
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cooldown = new Cooldown()
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// Basic constructor
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constructor(slot: SlotType | null = null, code = "equipment") {
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super();
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this.slot_type = slot;
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this.code = code;
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this.name = code;
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}
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jasmineToString() {
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return this.attached_to ? `${this.attached_to.ship.getFullName()} - ${this.name}` : this.name;
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}
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/**
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* Get the fully qualified name (e.g. "Level 4 Strong Ray of Death")
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*/
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getFullName(): string {
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let name = this.name;
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if (this.quality != EquipmentQuality.COMMON) {
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name = capitalize(EquipmentQuality[this.quality].toLowerCase()) + " " + name;
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}
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return `${name} Mk${this.level}`;
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}
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/**
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* Get the full textual description for this equipment (without the full name).
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*/
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getFullDescription(): string {
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let requirements: string[] = [];
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iteritems(this.requirements, (skill, value) => {
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if (isShipAttribute(skill) && value > 0) {
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requirements.push(`• ${SHIP_VALUES_NAMES[skill]} ${value}`);
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}
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});
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let description = this.getEffectsDescription();
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if (this.description) {
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description += "\n\n" + this.description;
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}
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if (requirements.length > 0) {
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description = "Requires:\n" + requirements.join("\n") + "\n\n" + description;
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}
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if (this.cooldown.overheat > 0) {
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description = `${this.cooldown}\n\n${description}`;
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}
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if (this.wear > 0) {
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description = (this.wear >= 100 ? "Worn" : "Second hand") + "\n\n" + description;
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}
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return description;
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}
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/**
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* Get the minimum level at which the requirements in skill may be fulfilled.
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*
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* This is informative and is not directly enforced. It will only be enforced by skills requirements.
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*/
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getMinimumLevel(): number {
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let points = sum(values(this.requirements));
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return ShipLevel.getLevelForPoints(points);
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}
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/**
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* Get the equipment price value.
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*/
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getPrice(): number {
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return Math.floor(this.price * 100 / (100 + this.wear));
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}
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/**
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* Returns true if the equipment can be equipped on a ship with given skills.
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*
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* This checks *requirements* against the effective (modified) skills.
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*
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* This does not check where the equipment currently is (except if is it already attached and should be detached first).
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*/
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canBeEquipped(skills: ShipAttributes, check_unattached = true): boolean {
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if (check_unattached && this.attached_to) {
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return false;
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} else {
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var able = true;
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iteritems(this.requirements, (attr, minvalue) => {
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if (isShipAttribute(attr) && skills[attr].get() < minvalue) {
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able = false;
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}
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});
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return able;
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}
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}
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/**
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* Detach from the slot it is attached to
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*/
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detach(): void {
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if (this.attached_to) {
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this.attached_to.attached = null;
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this.attached_to = null;
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}
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}
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/**
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* Get a human readable description of the effects of this equipment
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*/
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getEffectsDescription(): string {
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let parts: string[] = [];
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if (this.effects.length > 0) {
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parts.push(["When equipped:"].concat(this.effects.map(effect => "• " + effect.getDescription())).join("\n"));
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}
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if (this.action) {
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let action_desc = this.action.getEffectsDescription();
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if (action_desc != "") {
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parts.push(action_desc);
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}
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}
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return parts.length > 0 ? parts.join("\n\n") : "does nothing";
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}
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/**
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* Add equipment wear
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*/
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addWear(factor: number): void {
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this.wear += factor;
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}
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}
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}
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