402 lines
13 KiB
TypeScript
402 lines
13 KiB
TypeScript
module TK.SpaceTac {
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/**
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* A turn-based battle between fleets
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*/
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export class Battle {
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// Battle outcome, if the battle has ended
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outcome: BattleOutcome | null = null
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// Statistics
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stats: BattleStats
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// Log of all battle events
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log: BattleLog
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// List of fleets engaged in battle
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fleets: Fleet[]
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// Container of all engaged ships
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ships: RObjectContainer<Ship>
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// List of playing ships, sorted by their initiative throw
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play_order: Ship[]
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play_index = -1
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// Current battle "cycle" (one cycle is one turn done for all ships in the play order)
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cycle = 0
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// List of deployed drones
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drones = new RObjectContainer<Drone>()
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// Size of the battle area
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width: number
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height: number
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border = 50
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ship_separation = 100
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// Indicator that an AI is playing
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ai_playing = false
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constructor(fleet1 = new Fleet(new Player("Attacker")), fleet2 = new Fleet(new Player("Defender")), width = 1808, height = 948) {
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this.fleets = [fleet1, fleet2];
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this.ships = new RObjectContainer(fleet1.ships.concat(fleet2.ships));
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this.play_order = [];
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this.width = width;
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this.height = height;
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this.log = new BattleLog();
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this.stats = new BattleStats();
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this.fleets.forEach((fleet: Fleet) => {
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fleet.setBattle(this);
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});
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}
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postUnserialize() {
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this.ai_playing = false;
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}
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/**
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* Property is true if the battle has ended
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*/
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get ended(): boolean {
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return bool(this.outcome);
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}
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/**
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* Apply a list of diffs to the game state, and add them to the log.
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*
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* This should be the main way to modify the game state.
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*/
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applyDiffs(diffs: BaseBattleDiff[]): void {
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let client = new BattleLogClient(this, this.log);
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diffs.forEach(diff => client.add(diff));
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}
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/**
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* Create a quick random battle, for testing purposes, or quick skirmish
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*/
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static newQuickRandom(start = true, level = 1, shipcount = 5): Battle {
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let player1 = Player.newQuickRandom("Player", level, shipcount, true);
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let player2 = Player.newQuickRandom("Enemy", level, shipcount, true);
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let result = new Battle(player1.fleet, player2.fleet);
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if (start) {
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result.start();
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}
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return result;
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}
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/**
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* Get the currently playing ship
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*/
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get playing_ship(): Ship | null {
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return this.play_order[this.play_index] || null;
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}
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/**
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* Get a ship by its ID.
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*/
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getShip(id: RObjectId | null): Ship | null {
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if (id === null) {
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return null;
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} else {
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return this.ships.get(id);
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}
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}
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/**
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* Return an iterator over all ships engaged in the battle
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*/
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iships(alive_only = false): Iterator<Ship> {
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let result = ichainit(imap(iarray(this.fleets), fleet => iarray(fleet.ships)));
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return alive_only ? ifilter(result, ship => ship.alive) : result;
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}
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/**
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* Return an iterator over ships allies of (or owned by) a player
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*/
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iallies(ship: Ship, alive_only = false): Iterator<Ship> {
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return ifilter(this.iships(alive_only), iship => iship.fleet.player.is(ship.fleet.player));
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}
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/**
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* Return an iterator over ships enemy of a player
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*/
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ienemies(ship: Ship, alive_only = false): Iterator<Ship> {
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return ifilter(this.iships(alive_only), iship => !iship.fleet.player.is(ship.fleet.player));
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}
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/**
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* Check if a player is able to play
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*
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* This can be used by the UI to determine if player interaction is allowed
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*/
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canPlay(player: Player): boolean {
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if (this.ended) {
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return false;
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} else if (this.playing_ship && player.is(this.playing_ship.fleet.player)) {
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return this.playing_ship.isAbleToPlay(false);
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} else {
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return false;
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}
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}
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// Create play order, performing an initiative throw
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throwInitiative(gen: RandomGenerator = new RandomGenerator()): void {
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var play_order: Ship[] = [];
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// Throw each ship's initiative
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this.fleets.forEach(function (fleet: Fleet) {
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fleet.ships.forEach(function (ship: Ship) {
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ship.throwInitiative(gen);
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play_order.push(ship);
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});
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});
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// Sort by throw result
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play_order.sort(function (ship1: Ship, ship2: Ship) {
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return (ship2.play_priority - ship1.play_priority);
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});
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this.play_order = play_order;
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this.play_index = -1;
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}
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/**
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* Get the number of turns before a specific ship plays (currently playing ship will return 0).
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*
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* Returns -1 if the ship is not in the play list.
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*/
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getPlayOrder(ship: Ship): number {
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let index = this.play_order.indexOf(ship);
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if (index < 0) {
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return -1;
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} else {
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let result = index - this.play_index;
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return (result < 0) ? (result + this.play_order.length) : result;
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}
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}
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/**
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* Add a ship in the play order list
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*/
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removeFromPlayOrder(idx: number): void {
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this.play_order.splice(idx, 1);
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if (idx <= this.play_index) {
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this.play_index -= 1;
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}
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}
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/**
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* Remove a ship from the play order list
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*/
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insertInPlayOrder(idx: number, ship: Ship): void {
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this.play_order.splice(idx, 0, ship);
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if (idx <= this.play_index) {
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this.play_index += 1;
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}
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}
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/**
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* Set the currently playing ship
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*/
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setPlayingShip(ship: Ship): void {
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let current = this.playing_ship;
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if (current) {
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current.playing = false;
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}
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this.play_index = this.play_order.indexOf(ship);
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this.ai_playing = false;
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current = this.playing_ship;
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if (current) {
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current.playing = true;
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}
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}
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// Defines the initial ship positions of all engaged fleets
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placeShips(vertical = true): void {
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if (vertical) {
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this.placeFleetShips(this.fleets[0], this.width * 0.25, this.height * 0.5, 0, this.height);
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this.placeFleetShips(this.fleets[1], this.width * 0.75, this.height * 0.5, Math.PI, this.height);
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} else {
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this.placeFleetShips(this.fleets[0], this.width * 0.5, this.height * 0.90, -Math.PI / 2, this.width);
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this.placeFleetShips(this.fleets[1], this.width * 0.5, this.height * 0.10, Math.PI / 2, this.width);
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}
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}
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// Collect all ships within a given radius of a target
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collectShipsInCircle(center: Target, radius: number, alive_only = false): Ship[] {
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return imaterialize(ifilter(this.iships(), ship => (ship.alive || !alive_only) && Target.newFromShip(ship).getDistanceTo(center) <= radius));
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}
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/**
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* Ends the battle and sets the outcome
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*/
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endBattle(winner: Fleet | null) {
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this.applyDiffs([new EndBattleDiff(winner, this.cycle)]);
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}
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/**
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* Get the next playing ship
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*/
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getNextShip(): Ship {
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return this.play_order[(this.play_index + 1) % this.play_order.length];
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}
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/**
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* Make an AI play the current ship
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*
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* This will run asynchronous work in background, until the playing ship is changed
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*/
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playAI(debug = false): boolean {
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if (this.playing_ship && !this.ai_playing) {
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this.ai_playing = true;
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AIWorker.process(this, debug);
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return true;
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} else {
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return false;
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}
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}
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/**
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* Start the battle
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*
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* This will call all necessary initialization steps (initiative, placement...)
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*
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* This should not put any diff in the log
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*/
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start(): void {
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this.outcome = null;
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this.cycle = 1;
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this.placeShips();
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iforeach(this.iships(), ship => ship.restoreInitialState());
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this.throwInitiative();
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this.setPlayingShip(this.play_order[0]);
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}
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/**
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* Force current ship's turn to end, then advance to the next one
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*/
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advanceToNextShip(): void {
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if (this.playing_ship) {
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this.applyOneAction(EndTurnAction.SINGLETON.id);
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} else if (this.play_order.length) {
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this.setPlayingShip(this.play_order[0]);
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}
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}
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/**
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* Defines the initial ship positions for one fleet
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*
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* *x* and *y* are the center of the fleet formation
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* *facing_angle* is the forward angle in radians
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* *width* is the formation width
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*/
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private placeFleetShips(fleet: Fleet, x: number, y: number, facing_angle: number, width: number): void {
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var side_angle = facing_angle + Math.PI * 0.5;
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var spacing = width * 0.2;
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var total_length = spacing * (fleet.ships.length - 1);
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var dx = Math.cos(side_angle);
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var dy = Math.sin(side_angle);
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x -= dx * total_length * 0.5;
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y -= dy * total_length * 0.5;
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for (var i = 0; i < fleet.ships.length; i++) {
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fleet.ships[i].setArenaPosition(x + i * dx * spacing, y + i * dy * spacing);
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fleet.ships[i].setArenaFacingAngle(facing_angle);
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}
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}
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/**
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* Add a drone to the battle
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*/
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addDrone(drone: Drone) {
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this.drones.add(drone);
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}
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/**
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* Remove a drone from the battle
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*/
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removeDrone(drone: Drone) {
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this.drones.remove(drone);
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}
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/**
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* Get the list of area effects at a given location
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*/
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iAreaEffects(x: number, y: number): Iterator<BaseEffect> {
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let drones_in_range = ifilter(this.drones.iterator(), drone => drone.isInRange(x, y));
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return ichain(
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ichainit(imap(drones_in_range, drone => iarray(drone.effects))),
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ichainit(imap(this.iships(), ship => ship.iAreaEffects(x, y)))
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);
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}
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/**
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* Perform all battle checks to ensure the state is consistent
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*/
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performChecks(): void {
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let checks = new BattleChecks(this);
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checks.apply();
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}
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/**
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* Apply one action to the battle state
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*
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* At the end of the action, some checks will be applied to ensure the battle state is consistent
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*/
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applyOneAction(action_id: RObjectId, target?: Target): boolean {
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let ship = this.playing_ship;
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if (ship) {
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let action = ship.actions.getById(action_id);
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if (action) {
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if (!target) {
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target = action.getDefaultTarget(ship);
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}
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if (action.apply(this, ship, target)) {
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this.performChecks();
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if (!this.ended) {
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this.applyDiffs([new ShipActionEndedDiff(ship, action, target)]);
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if (ship.playing && ship.getValue("hull") <= 0) {
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// Playing ship died during its action, force a turn end
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this.applyOneAction(EndTurnAction.SINGLETON.id);
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}
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}
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return true;
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} else {
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return false;
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}
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} else {
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console.error("Action not found on ship", action_id, ship);
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return false;
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}
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} else {
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console.error("Cannot apply action - ship not playing", action_id, this);
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return false;
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}
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}
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/**
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* Revert the last applied action
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*
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* This will remove diffs from the log, so pay attention to other log clients!
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*/
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revertOneAction(): void {
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let client = new BattleLogClient(this, this.log);
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while (!client.atStart() && !(client.getCurrent() instanceof ShipActionUsedDiff)) {
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client.backward();
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}
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if (!client.atStart()) {
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client.backward();
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}
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client.truncate();
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}
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}
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}
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