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spacetac/src/core/actions/TriggerAction.ts

173 lines
6.2 KiB
TypeScript

/// <reference path="BaseAction.ts"/>
module TK.SpaceTac {
/**
* Action to trigger an equipment (for example a weapon), with an optional target
*/
export class TriggerAction extends BaseAction {
// Power consumption
power: number
// Maximal range of the weapon (distance to target)
range: number
// Radius around the target that will be impacted
blast: number
// Angle of the area between the source and the target that will be impacted
angle: number
// Effects applied on target
effects: BaseEffect[]
// Equipment cannot be null
equipment: Equipment
constructor(equipment: Equipment, effects: BaseEffect[] = [], power = 1, range = 0, blast = 0, angle = 0, name = range ? "Fire" : "Trigger") {
super("fire-" + equipment.code, name, equipment);
this.power = power;
this.range = range;
this.effects = effects;
this.blast = blast;
this.angle = angle;
}
getDefaultTarget(ship: Ship): Target {
if (this.range == 0) {
return Target.newFromShip(ship);
} else {
let battle = ship.getBattle();
if (battle) {
let harmful = any(this.effects, effect => !effect.isBeneficial());
let player = ship.getPlayer();
let ships = imaterialize(harmful ? battle.ienemies(player, true) : ifilter(battle.iallies(player, true), iship => iship != ship));
let nearest = minBy(ships, iship => arenaDistance(ship.location, iship.location));
return Target.newFromShip(nearest);
} else {
return Target.newFromShip(ship);
}
}
}
getTargettingMode(ship: Ship): ActionTargettingMode {
if (this.blast) {
if (this.range) {
return ActionTargettingMode.SPACE;
} else {
return ActionTargettingMode.SURROUNDINGS;
}
} else if (this.range) {
if (this.angle) {
return ActionTargettingMode.SPACE;
} else {
return ActionTargettingMode.SHIP;
}
} else {
return ActionTargettingMode.SELF_CONFIRM;
}
}
getActionPointsUsage(ship: Ship, target: Target | null): number {
return this.power;
}
getRangeRadius(ship: Ship): number {
return this.range;
}
filterImpactedShips(source: ArenaLocation, target: Target, ships: Ship[]): Ship[] {
if (this.blast) {
return ships.filter(ship => arenaDistance(ship.location, target) <= this.blast);
} else if (this.angle) {
let angle = arenaAngle(source, target);
let maxangle = (this.angle * 0.5) * Math.PI / 180;
return ships.filter(ship => arenaDistance(source, ship.location) <= this.range && Math.abs(angularDistance(arenaAngle(source, ship.location), angle)) < maxangle);
} else {
return ships.filter(ship => target.ship === ship);
}
}
checkLocationTarget(ship: Ship, target: Target): Target | null {
if (target && (this.blast > 0 || this.angle > 0)) {
target = target.constraintInRange(ship.arena_x, ship.arena_y, this.range);
return target;
} else {
return null;
}
}
checkShipTarget(ship: Ship, target: Target): Target | null {
if (this.range > 0 && ship == target.ship) {
// No self fire
return null;
} else {
// Check if target is in range
if (this.blast > 0 || this.angle > 0) {
return this.checkLocationTarget(ship, new Target(target.x, target.y));
} else if (target.isInRange(ship.arena_x, ship.arena_y, this.range)) {
return target;
} else {
return null;
}
}
}
/**
* Collect the effects applied by this action
*/
getEffects(ship: Ship, target: Target, source = ship.location): [Ship, BaseEffect][] {
let result: [Ship, BaseEffect][] = [];
let ships = this.getImpactedShips(ship, target, source);
ships.forEach(ship => {
this.effects.forEach(effect => result.push([ship, effect]));
});
return result;
}
protected customApply(ship: Ship, target: Target) {
if (arenaDistance(ship.location, target) > 0.000001) {
// Face the target
ship.rotate(arenaAngle(ship.location, target), first(ship.listEquipment(SlotType.Engine), () => true));
}
// Fire event
ship.addBattleEvent(new FireEvent(ship, this.equipment, target));
// Apply effects
let effects = this.getEffects(ship, target);
effects.forEach(([ship_target, effect]) => effect.applyOnShip(ship_target, ship));
}
getEffectsDescription(): string {
if (this.effects.length == 0) {
return "";
}
let info: string[] = [];
if (this.power) {
info.push(`power usage ${this.power}`);
}
if (this.range) {
info.push(`max range ${this.range}km`);
}
let desc = `${this.name} (${info.join(", ")})`;
let effects = this.effects.map(effect => {
let suffix: string;
if (this.blast) {
suffix = `in ${this.blast}km radius`;
} else if (this.angle) {
suffix = `in ${this.angle}° arc`;
} else if (this.range) {
suffix = "on target";
} else {
suffix = "on self";
}
return "• " + effect.getDescription() + " " + suffix;
});
return `${desc}:\n${effects.join("\n")}`;
}
}
}