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spacetac/src/core/actions/BaseAction.ts
2019-11-22 11:02:53 +01:00

335 lines
10 KiB
TypeScript

module TK.SpaceTac {
/**
* Category of action
*/
export enum ActionCategory {
MOVE,
PASSIVE,
ACTIVE,
}
/**
* Target for an action
*/
export type ActionTarget = Readonly<{
distance?: number
angle?: number
}>
/**
* Target for an action, as applied from an hypothetical location
*/
export type ActionTargetFrom = Readonly<{
location: IArenaLocation
distance?: number
angle?: number
}>
/**
* Impact filter for an action.
*
* This will filter ships inside the targetted area, to determine which ones will receive the action effects.
*/
export enum ActionImpactFilter {
// Apply only on casting ship
SELF,
// Apply on all ships
ALL,
// Apply on all ships except the actor
ALL_BUT_SELF,
// Apply on all allies, including the actor
ALLIES,
// Apply on all allies, except the actor
ALLIES_BUT_SELF,
// Apply on all enemies
ENEMIES,
};
/**
* Priority of ships in the target area.
*
* If there are more ships that the action limit, the most prioritized ones will be affected.
*/
export enum ActionImpactPriority {
// Nearest ships are priority
NEAREST,
// Farthest ships are priority
FARTHEST,
// Ships with the most hull are priority
TOUGHEST,
// Ships with the less hull are priority
WEAKEST,
}
/**
* Configuration for the target of an action
*/
export interface BaseActionConfig {
// Identifying code (for assets and effects)
code: string
// Human-friendly name
name: string
// Power cost
power_cost?: number
// Maximal distance the target can be set
min_distance?: number
// Minimal distance the target can be set
max_distance?: number
// Angle that will span the affected area (around the target direction)
angular_span?: number
// Radius of the affected area (around the target location)
radius?: number
// Filtering of ships in the affected area
ship_filter?: ActionImpactFilter
// Maximal number of ships impacted in the affected area
ship_limit?: number
// Priority of ships in affected area
ship_priority?: ActionImpactPriority
}
/**
* Reasons for action unavailibility
*/
export enum ActionUnavailability {
// Ship is not playing
NOT_PLAYING = "Not this ship turn",
// Action is not available
NO_SUCH_ACTION = "Action not available",
// Action is overheated
OVERHEATED = "Overheated",
// Vigilance is activated
VIGILANCE = "In vigilance",
// Ship is pinned
PINNED = "Pinned",
}
/**
* Base class for a battle action.
*
* An action should be the only way to modify a battle state.
*/
export class BaseAction extends RObject implements BaseActionConfig {
code = "nothing"
name = "Nothing"
power_cost = 0
min_distance = 0
max_distance = Infinity
angular_span = undefined
radius = undefined
ship_filter = ActionImpactFilter.ALL
ship_limit = undefined
ship_priority = ActionImpactPriority.NEAREST
// Cooldown configuration
private cooldown = new Cooldown()
// Create the action
constructor(config?: Partial<Readonly<BaseActionConfig>>) {
super();
if (config) {
this.configure(config);
}
}
/**
* Get the category for this action
*/
getCategory(): ActionCategory {
return ActionCategory.PASSIVE;
}
/**
* Get the verb for this action
*/
getVerb(ship: Ship): string {
return "Do";
}
/**
* Get the full title for this action (verb and name)
*/
getTitle(ship: Ship): string {
return `${this.getVerb(ship)} ${this.name}`;
}
/**
* Get a default target for this action
*/
getDefaultTarget(ship: Ship): ActionTargetFrom {
return { location: ship.location };
}
/**
* Configure the base settings for this action
*/
configure(config: Partial<Readonly<BaseActionConfig>>): void {
copyfields(config, this);
}
/**
* Configure the cooldown for this action
*/
configureCooldown(overheat: number, cooling: number): void {
this.cooldown.configure(overheat, cooling);
}
/**
* Get the cooldown configuration
*/
getCooldown(): Cooldown {
// TODO Split configuration (readonly) and usage
return this.cooldown;
}
/**
* Check basic conditions to know if the ship can use this action at all, not accounting for power
*
* Method to extend to set conditions
*
* Returns an unavalability reason, null otherwise
*/
checkCannotBeApplied(ship: Ship): ActionUnavailability | null {
if (!ship.actions.getById(this.id)) {
return ActionUnavailability.NO_SUCH_ACTION;
}
// Check cooldown
if (!ship.actions.isUsable(this)) {
return ActionUnavailability.OVERHEATED;
}
return null;
}
/**
* Get the power cost of this action for the current state
*/
getPowerUsage(ship: Ship): number {
return this.power_cost;
}
/**
* Filter a list of ships to return only those impacted by this action
*
* This may be used as an indicator for helping the player in targetting, or to effectively apply the effects
*/
filterImpactedShips(ships: readonly Ship[], source: Ship, target: ActionTargetFrom): readonly Ship[] {
// TODO Allow to work with ghosts (location instead of ships?)
// TODO Apply radius and angle
// TODO Apply limit and priority
return ships.filter(ship => {
if (this.ship_filter == ActionImpactFilter.ALL) {
return true;
} else if (this.ship_filter == ActionImpactFilter.ALL_BUT_SELF) {
return !ship.is(source);
} else if (this.ship_filter == ActionImpactFilter.ALLIES) {
return ship.fleet.player.is(source.fleet.player);
} else if (this.ship_filter == ActionImpactFilter.ALLIES_BUT_SELF) {
return ship.fleet.player.is(source.fleet.player) && !ship.is(source);
} else if (this.ship_filter == ActionImpactFilter.ENEMIES) {
return !ship.fleet.player.is(source.fleet.player);
} else {
return false;
}
});
}
/**
* Get a name to represent the group of ships specified by a target filter
*/
static getFilterDesc(filter: ActionImpactFilter, plural = true): string {
// TODO limit and priority
if (filter == ActionImpactFilter.ALL) {
return plural ? "ships" : "ship";
} else if (filter == ActionImpactFilter.ALL_BUT_SELF) {
return plural ? "other ships" : "other ship";
} else if (filter == ActionImpactFilter.ALLIES) {
return plural ? "team members" : "team member";
} else if (filter == ActionImpactFilter.ALLIES_BUT_SELF) {
return plural ? "teammates" : "teammates";
} else if (filter == ActionImpactFilter.ENEMIES) {
return plural ? "enemies" : "enemy";
} else {
return "";
}
}
/**
* Check if a target is suitable for this action
*
* Returns a suggested fixed target (may be the same as the input)
*/
checkTarget(ship: Ship, target: ActionTargetFrom): ActionTargetFrom | null {
if (this.checkCannotBeApplied(ship)) {
return null;
} else {
if (target.isShip()) {
return this.checkShipTarget(ship, target);
} else {
return this.checkLocationTarget(ship, target);
}
}
}
/**
* Get the full list of diffs caused by applying this action
*
* This does not perform any check, and assumes the action is doable
*/
getDiffs(ship: Ship, battle: Battle, target: ActionTargetFrom): BaseBattleDiff[] {
let result: BaseBattleDiff[] = [];
// Action usage
result.push(new ShipActionUsedDiff(ship, this, target));
// Action effects
result = result.concat(this.getSpecificDiffs(ship, battle, target));
return result;
}
/**
* Method to reimplement to return the diffs specific to this action
*/
protected getSpecificDiffs(ship: Ship, battle: Battle, target: ActionTargetFrom): BaseBattleDiff[] {
return []
}
/**
* Apply the action on a battle state
*
* This will first check that the action can be done, then get the battle diffs and apply them.
*/
apply(battle: Battle, ship: Ship, target: ActionTarget): boolean {
let reject = this.checkCannotBeApplied(ship);
if (reject) {
console.warn(`Action rejected - ${reject}`, ship, this, target);
return false;
}
let checked_target = this.checkTarget(ship, target);
if (!checked_target) {
console.warn("Action rejected - invalid target", ship, this, target);
return false;
}
let diffs = this.getDiffs(ship, battle, checked_target);
if (diffs.length) {
battle.applyDiffs(diffs);
return true;
} else {
console.error("Could not apply action, no diff produced");
return false;
}
}
/**
* Get textual description of effects
*/
getEffectsDescription(): string {
return "";
}
}
}