101 lines
3.1 KiB
TypeScript
101 lines
3.1 KiB
TypeScript
module TS.SpaceTac {
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/**
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* A game session, binding a universe and a player
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*
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* This represents the current state of game
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*/
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export class GameSession {
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// "Hopefully"" unique session id
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id: string
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// Game universe
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universe: Universe
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// Current connected player
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player: Player
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constructor() {
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this.id = RandomGenerator.global.id(20);
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this.universe = new Universe();
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this.player = new Player(this.universe);
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}
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/**
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* Get an indicative description of the session (to help identify game saves)
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*/
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getDescription(): string {
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let level = this.player.fleet.getLevel();
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let ships = this.player.fleet.ships.length;
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return `Level ${level} - ${ships} ships`;
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}
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// Load a game state from a string
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static loadFromString(serialized: string): GameSession {
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var serializer = new Serializer(TS.SpaceTac);
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return <GameSession>serializer.unserialize(serialized);
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}
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// Serializes the game state to a string
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saveToString(): string {
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var serializer = new Serializer(TS.SpaceTac);
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return serializer.serialize(this);
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}
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// Generate a real single player game (campaign)
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startNewGame(): void {
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var fleet_generator = new FleetGenerator();
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this.universe = new Universe();
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this.universe.generate();
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var start_location = this.universe.getStartLocation();
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start_location.clearEncounter();
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start_location.addShop(50);
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this.player = new Player(this.universe);
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this.player.fleet = fleet_generator.generate(1, this.player);
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this.player.fleet.setLocation(start_location);
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this.player.fleet.credits = 500;
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}
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// Start a new "quick battle" game
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startQuickBattle(with_ai: boolean = false): void {
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var battle = Battle.newQuickRandom();
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this.player = battle.fleets[0].player;
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this.player.setBattle(battle);
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}
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// Get currently played battle, null when none is in progress
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getBattle(): Battle | null {
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return this.player.getBattle();
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}
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/**
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* Set the end of current battle
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*/
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setBattleEnded() {
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let battle = this.getBattle();
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if (battle && battle.ended) {
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if (battle.outcome.winner == this.player.fleet) {
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// In case of victory, generate loot
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battle.outcome.createLoot(battle);
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// In case of victorious encounter, clear the encouter
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let location = this.player.fleet.location;
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if (location) {
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location.clearEncounter();
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}
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}
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}
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}
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/**
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* Return true if the session has a universe to explore
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*/
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hasUniverse(): boolean {
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return this.universe.stars.length > 0;
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}
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}
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}
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