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spacetac/src/core/actions/TriggerAction.ts

260 lines
9.7 KiB
TypeScript

/// <reference path="BaseAction.ts"/>
module TK.SpaceTac {
/**
* Action to trigger an equipment (for example a weapon), with an optional target
*
* The target will be resolved as a list of ships, on which all the action effects will be applied
*/
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
// Influence of "precision" of firing ship (0..100)
aim: number
// Influence of "maneuvrability" of impacted ship (0..100)
evasion: number
// Influence of luck
luck: 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, aim = 0, evasion = 0, luck = 0, code = `fire-${equipment.code}`) {
super(code, equipment);
this.power = power;
this.range = range;
this.effects = effects;
this.blast = blast;
this.angle = angle;
this.aim = aim;
this.evasion = evasion;
this.luck = luck;
}
getVerb(): string {
return this.range ? "Fire" : "Trigger";
}
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;
}
/**
* Get the success factor [0-1] for this action applied from a ship to another
*
* This is a predictible formula, not including random elements.
*/
getSuccessFactor(from: Ship, to: Ship): number {
let aim = this.aim * 0.01;
let evasion = this.evasion * 0.01;
let f1 = (x: number) => (x < 0 ? -1 : 1) * (1 - 1 / (x * x + 1));
let prec = from.getAttribute("precision");
let man = to.getAttribute("maneuvrability");
let delta = Math.min(aim, evasion) * f1(0.2 * (prec - man));
return clamp(1 - aim * (1 - f1(prec)) - evasion * f1(man) + delta, 0, 1);
}
/**
* Get the effective success of the action [0-1].
*
* Result has more chance to be near the success factor, but may be in the whole [0-1] range.
*/
getEffectiveSuccess(from: Ship, to: Ship, random = RandomGenerator.global): number {
let p = this.getSuccessFactor(from, to);
let s = this.luck * 0.01;
if (s) {
let c = (2 / (2 - s)) - 1;
let x = random.random();
if (x <= p) {
return Math.pow(x, c) / Math.pow(p, c - 1);
} else {
return 1 - Math.pow(1 - x, c) / Math.pow(1 - p, c - 1);
}
} else {
return p;
}
}
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 => {
let dist = arenaDistance(source, ship.location);
if (dist < 0.000001 || dist > this.range) {
return false;
} else {
return Math.abs(angularDistance(arenaAngle(source, ship.location), angle)) < maxangle;
}
});
} else {
return ships.filter(ship => ship.is(target.ship_id));
}
}
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.is(target.ship_id)) {
// 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
*
* If *luck* is specified, an effective success factor is used, instead of an estimated one
*/
getEffects(ship: Ship, target: Target, source = ship.location, luck?: RandomGenerator): [Ship, BaseEffect, number][] {
let result: [Ship, BaseEffect, number][] = [];
let ships = this.getImpactedShips(ship, target, source);
ships.forEach(iship => {
let success = luck ? this.getEffectiveSuccess(ship, iship, luck) : this.getSuccessFactor(ship, iship);
this.effects.forEach(effect => result.push([iship, effect, success]));
});
return result;
}
protected getSpecificDiffs(ship: Ship, battle: Battle, target: Target): BaseBattleDiff[] {
let result: BaseBattleDiff[] = [];
if (arenaDistance(ship.location, target) > 1e-6) {
// Face the target
let angle = arenaAngle(ship.location, target);
if (Math.abs(angularDistance(angle, ship.arena_angle)) > 1e-6) {
let destination = new ArenaLocationAngle(ship.arena_x, ship.arena_y, angle);
let engine = first(ship.listEquipment(SlotType.Engine), () => true);
result.push(new ShipMoveDiff(ship, ship.location, destination, engine));
}
// Fire a projectile
if (this.equipment && this.equipment.slot_type == SlotType.Weapon) {
result.push(new ProjectileFiredDiff(ship, this.equipment, target));
}
}
// Apply effects
let effects = this.getEffects(ship, target, undefined, RandomGenerator.global);
effects.forEach(([ship_target, effect, success]) => {
let diffs = effect.getOnDiffs(ship_target, ship, success);
result = result.concat(diffs);
});
return result;
}
getEffectsDescription(): string {
if (this.effects.length == 0) {
return "";
}
let info: string[] = [];
if (this.power) {
info.push(`power ${this.power}`);
}
if (this.range) {
info.push(`range ${this.range}km`);
}
if (this.aim) {
info.push(`aim +${this.aim}%`);
}
if (this.evasion) {
info.push(`evasion -${this.evasion}%`);
}
if (this.luck) {
info.push(`luck ±${this.luck}%`);
}
let desc = (info.length) ? `${this.getVerb()} (${info.join(", ")})` : this.getVerb();
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")}`;
}
}
}