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spacetac/src/core/Battle.ts

321 lines
11 KiB
TypeScript

module TS.SpaceTac {
// A turn-based battle between fleets
export class Battle {
// Flag indicating if the battle is ended
ended: boolean;
// Battle outcome, if *ended* is true
outcome: BattleOutcome;
// Log of all battle events
log: BattleLog;
// List of fleets engaged in battle
fleets: Fleet[];
// List of ships, sorted by their initiative throw
play_order: Ship[];
// Current turn
turn: number;
// Current ship whose turn it is to play
playing_ship_index: number | null;
playing_ship: Ship | null;
// List of deployed drones
drones: Drone[] = [];
// Size of the battle area
width: number
height: number
// Timer to use for scheduled things
timer = Timer.global;
// Create a battle between two fleets
constructor(fleet1 = new Fleet(), fleet2 = new Fleet(), width = 1780, height = 948) {
this.log = new BattleLog();
this.fleets = [fleet1, fleet2];
this.play_order = [];
this.playing_ship_index = null;
this.playing_ship = null;
this.ended = false;
this.width = width;
this.height = height;
this.fleets.forEach((fleet: Fleet) => {
fleet.setBattle(this);
});
}
// Create a quick random battle, for testing purposes
static newQuickRandom(start = true, level = 1, shipcount = 5): Battle {
var player1 = Player.newQuickRandom("John", level, shipcount, true);
var player2 = Player.newQuickRandom("Carl", level, shipcount, true);
var result = new Battle(player1.fleet, player2.fleet);
if (start) {
result.start();
}
return result;
}
/**
* Return an iterator over all ships engaged in the battle
*/
iships(): Iterator<Ship> {
return ichainit(imap(iarray(this.fleets), fleet => iarray(fleet.ships)));
}
/**
* Return an iterator over ships enemy of a player
*/
ienemies(player: Player, alive_only = false): Iterator<Ship> {
return ifilter(this.iships(), ship => ship.getPlayer() != player && (ship.alive || !alive_only));
}
// Check if a player is able to play
// This can be used by the UI to determine if player interaction is allowed
canPlay(player: Player): boolean {
if (this.ended) {
return false;
} else if (this.playing_ship && this.playing_ship.getPlayer() == player) {
return this.playing_ship.isAbleToPlay(false);
} else {
return false;
}
}
// Create play order, performing an initiative throw
throwInitiative(gen: RandomGenerator = new RandomGenerator()): void {
var play_order: Ship[] = [];
// Throw each ship's initiative
this.fleets.forEach(function (fleet: Fleet) {
fleet.ships.forEach(function (ship: Ship) {
ship.throwInitiative(gen);
play_order.push(ship);
});
});
// Sort by throw result
play_order.sort(function (ship1: Ship, ship2: Ship) {
return (ship2.play_priority - ship1.play_priority);
});
this.play_order = play_order;
}
// Defines the initial ship positions of all engaged fleets
placeShips(): void {
this.placeFleetShips(this.fleets[0], this.width * 0.05, this.height * 0.5, 0);
this.placeFleetShips(this.fleets[1], this.width * 0.95, this.height * 0.5, Math.PI);
}
// Count the number of fleets still alive
countAliveFleets(): number {
var result = 0;
this.fleets.forEach((fleet: Fleet) => {
if (fleet.isAlive()) {
result += 1;
}
});
return result;
}
// Collect all ships within a given radius of a target
collectShipsInCircle(center: Target, radius: number, alive_only = false): Ship[] {
return imaterialize(ifilter(this.iships(), ship => (ship.alive || !alive_only) && Target.newFromShip(ship).getDistanceTo(center) <= radius));
}
/**
* Ends a battle and sets the outcome
*/
endBattle(winner: Fleet | null, log = true) {
this.ended = true;
this.outcome = new BattleOutcome(winner);
// Apply experience
this.outcome.grantExperience(this.fleets);
// Wear down equipment
iforeach(this.iships(), ship => {
ship.listEquipment().forEach(equipment => {
equipment.addWear(this.turn);
});
});
// Broadcast
if (log && this.log) {
this.log.add(new EndBattleEvent(this.outcome));
}
}
// Checks end battle conditions, returns true if the battle ended
checkEndBattle(log: boolean = true) {
if (this.ended) {
return true;
}
var alive_fleets = this.countAliveFleets();
if (alive_fleets === 0) {
// It's a draw
this.endBattle(null, log);
} else if (alive_fleets === 1) {
// We have a winner
var winner: Fleet | null = null;
this.fleets.forEach((fleet: Fleet) => {
if (fleet.isAlive()) {
winner = fleet;
}
});
this.endBattle(winner, log);
}
return this.ended;
}
// End the current ship turn, passing control to the next one in play order
// If at the end of the play order, next turn will start automatically
// Member 'play_order' must be defined before calling this function
advanceToNextShip(log: boolean = true): void {
var previous_ship = this.playing_ship;
if (this.checkEndBattle(log)) {
return;
}
if (this.playing_ship && this.playing_ship.playing) {
this.playing_ship.endTurn();
}
if (this.play_order.length === 0) {
this.playing_ship_index = null;
this.playing_ship = null;
} else {
if (this.playing_ship_index == null) {
this.playing_ship_index = 0;
} else {
this.playing_ship_index = (this.playing_ship_index + 1) % this.play_order.length;
}
this.playing_ship = this.play_order[this.playing_ship_index];
}
if (this.playing_ship) {
if (this.playing_ship_index == 0) {
this.turn += 1;
}
this.playing_ship.startTurn();
}
if (log && previous_ship && this.playing_ship) {
this.log.add(new ShipChangeEvent(previous_ship, this.playing_ship));
}
}
/**
* Make an AI play the current ship
*/
playAI(ai: AbstractAI | null = null) {
if (this.playing_ship) {
if (!ai) {
// TODO Use an AI adapted to the fleet
ai = new TacticalAI(this.playing_ship, this.timer);
}
ai.play();
}
}
// Start the battle
// This will call all necessary initialization steps (initiative, placement...)
// This will not add any event to the battle log
start(): void {
this.ended = false;
this.turn = 0;
this.placeShips();
this.throwInitiative();
iforeach(this.iships(), ship => ship.startBattle());
this.advanceToNextShip();
}
// Force an injection of events in the battle log to simulate the initial state
// For instance, this may be called after 'start', to use the log subscription system
// to initialize a battle UI
// Attributes 'play_order' and 'playing_ship' should be defined before calling this
injectInitialEvents(): void {
var log = this.log;
// Simulate initial ship placement
this.play_order.forEach(ship => {
let event = new MoveEvent(ship, ship.arena_x, ship.arena_y);
event.initial = true;
log.add(event);
});
// Indicate emergency stasis
this.play_order.forEach(ship => {
if (!ship.alive) {
let event = new DeathEvent(ship);
event.initial = true;
log.add(event);
}
});
// Simulate drones deployment
this.drones.forEach(drone => {
let event = new DroneDeployedEvent(drone);
event.initial = true;
log.add(event);
});
// Simulate game turn
if (this.playing_ship) {
let event = new ShipChangeEvent(this.playing_ship, this.playing_ship);
event.initial = true;
log.add(event);
}
}
// Defines the initial ship positions for one fleet
// x and y are the center of the fleet placement
// facing_angle is the forward angle in radians
private placeFleetShips(fleet: Fleet, x: number, y: number, facing_angle: number): void {
var side_angle = facing_angle + Math.PI * 0.5;
var spacing = this.height * 0.2;
var total_length = spacing * (fleet.ships.length - 1);
var dx = Math.cos(side_angle);
var dy = Math.sin(side_angle);
x -= dx * total_length * 0.5;
y -= dy * total_length * 0.5;
for (var i = 0; i < fleet.ships.length; i++) {
fleet.ships[i].setArenaPosition(x + i * dx * spacing, y + i * dy * spacing);
fleet.ships[i].setArenaFacingAngle(facing_angle);
}
}
/**
* Add a drone to the battle
*/
addDrone(drone: Drone, log = true) {
if (add(this.drones, drone)) {
if (log) {
this.log.add(new DroneDeployedEvent(drone));
}
drone.onDeploy(this.play_order);
}
}
/**
* Remove a drone from the battle
*/
removeDrone(drone: Drone, log = true) {
if (remove(this.drones, drone)) {
if (log) {
this.log.add(new DroneDestroyedEvent(drone));
}
}
}
}
}