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spacetac/src/core/actions/BaseAction.ts

252 lines
8 KiB
TypeScript

module TK.SpaceTac {
/**
* Targetting mode for an action.
*
* This is a hint as to what type of target is required for this action.
*/
export enum ActionTargettingMode {
// Apply immediately on the ship owning the action, without confirmation
SELF,
// Apply on the ship owning the action, with a confirmation
SELF_CONFIRM,
// Apply on one selected ship
SHIP,
// Apply on a space area
SPACE,
// Apply on the ship owning the action, but has an effect on surroundings
SURROUNDINGS
}
/**
* Base class for a battle action.
*
* An action should be the only way to modify a battle state.
*/
export class BaseAction extends RObject {
// Identifier code for the type of action
code: string
// Equipment that triggers this action
equipment: Equipment | null
// Create the action
constructor(code = "nothing", equipment: Equipment | null = null) {
super();
this.code = code;
this.equipment = equipment;
}
/**
* Get the verb for this action
*/
getVerb(): string {
return "Idle";
}
/**
* Get the relevent cooldown for this action
*/
get cooldown(): Cooldown {
return this.equipment ? this.equipment.cooldown : new Cooldown();
}
/**
* Get the targetting mode
*/
getTargettingMode(ship: Ship): ActionTargettingMode {
return ActionTargettingMode.SELF;
}
/**
* Get a default target for this action
*/
getDefaultTarget(ship: Ship): Target {
return Target.newFromShip(ship);
}
/**
* Get the number of turns this action is unavailable, because of overheating
*/
getCooldownDuration(estimated = false): number {
let cooldown = this.cooldown;
return estimated ? this.cooldown.cooling : this.cooldown.heat;
}
/**
* Get the number of remaining uses before overheat, infinity if there is no overheat
*/
getUsesBeforeOverheat(): number {
return this.cooldown.getRemainingUses();
}
/**
* Check basic conditions to know if the ship can use this action at all
*
* Method to extend to set conditions
*
* Returns an informative message indicating why the action cannot be used, null otherwise
*/
checkCannotBeApplied(ship: Ship, remaining_ap: number | null = null): string | null {
let battle = ship.getBattle();
if (battle && battle.playing_ship !== ship) {
// Ship is not playing
return "ship not playing";
}
// Check AP usage
if (remaining_ap === null) {
remaining_ap = ship.getValue("power");
}
var ap_usage = this.getActionPointsUsage(ship, null);
if (remaining_ap < ap_usage) {
return "not enough power";
}
// Check cooldown
if (!this.cooldown.canUse()) {
return "overheated";
}
return null;
}
/**
* Get the number of action points the action applied to a target would use
*
* If target is null, an estimated cost is returned.
*/
getActionPointsUsage(ship: Ship, target: Target | null): number {
return 0;
}
/**
* Get the range of this action, for targetting purpose
*/
getRangeRadius(ship: Ship): number {
return 0;
}
/**
* 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(source: IArenaLocation, target: Target, ships: Ship[]): Ship[] {
return [];
}
/**
* Get a list of ships impacted by this action
*/
getImpactedShips(ship: Ship, target: Target, source: IArenaLocation = ship.location): Ship[] {
let battle = ship.getBattle();
if (battle) {
return this.filterImpactedShips(source, target, imaterialize(battle.iships(true)));
} else {
return [];
}
}
/**
* Check if a target is suitable for this action
*
* Will call checkLocationTarget or checkShipTarget by default
*/
checkTarget(ship: Ship, target: Target): Target | null {
if (this.checkCannotBeApplied(ship)) {
return null;
} else {
if (target.isShip()) {
return this.checkShipTarget(ship, target);
} else {
return this.checkLocationTarget(ship, target);
}
}
}
// Method to reimplement to check if a space target is suitable
// Must return null if the target can't be applied, an altered target, or the original target
protected checkLocationTarget(ship: Ship, target: Target): Target | null {
return null;
}
// Method to reimplement to check if a ship target is suitable
// Must return null if the target can't be applied, an altered target, or the original target
protected checkShipTarget(ship: Ship, target: Target): Target | null {
return null;
}
/**
* Get the full list of diffs caused by applying this action
*/
getDiffs(ship: Ship, battle: Battle, target = this.getDefaultTarget(ship)): BaseBattleDiff[] {
let reject = this.checkCannotBeApplied(ship);
if (reject) {
console.warn(`Action rejected - ${reject}`, ship, this, target);
return [];
}
let checked_target = this.checkTarget(ship, target);
if (!checked_target) {
console.warn("Action rejected - invalid target", ship, this, target);
return [];
}
let cost = this.getActionPointsUsage(ship, checked_target);
if (ship.getValue("power") < cost) {
console.warn("Action rejected - not enough power", ship, this, checked_target);
return [];
}
let result: BaseBattleDiff[] = [];
// Action usage
result.push(new ShipActionUsedDiff(ship, this, checked_target));
// Power usage
if (cost) {
result = result.concat(ship.getValueDiffs("power", -cost, true));
}
// Action effects
result = result.concat(this.getSpecificDiffs(ship, battle, checked_target));
return result;
}
/**
* Method to reimplement to return the diffs specific to this action
*/
protected getSpecificDiffs(ship: Ship, battle: Battle, target: Target): BaseBattleDiff[] {
return []
}
/**
* Apply the action on a battle state
*/
apply(battle: Battle, ship: Ship, target = this.getDefaultTarget(ship)): boolean {
if (this.checkTarget(ship, target)) {
let diffs = this.getDiffs(ship, battle, target);
if (diffs.length) {
battle.applyDiffs(diffs);
return true;
} else {
console.error("Could not apply action, no diff produced");
return false;
}
} else {
console.error("Could not apply action, target rejected");
return false;
}
}
/**
* Get textual description of effects
*/
getEffectsDescription(): string {
return "";
}
}
}