96 lines
3.5 KiB
TypeScript
96 lines
3.5 KiB
TypeScript
/// <reference path="ShipModel.ts" />
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module TK.SpaceTac {
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export class ModelAvenger extends ShipModel {
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constructor() {
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super("avenger", "Avenger");
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}
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getDescription(): string {
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return "A heavy ship, dedicated to firing high precision charged shots across great distances.";
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}
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getLevelUpgrades(level: number): ShipUpgrade[] {
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let engine = new MoveAction("Engine", {
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distance_per_power: 60,
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safety_distance: 250,
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});
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engine.configureCooldown(1, 1);
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// TODO Weapons should be less efficient in short range
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let charged_shot = new TriggerAction("Charged Shot", {
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effects: [new DamageEffect(3)],
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power: 4,
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range: 900,
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}, "gatlinggun");
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charged_shot.configureCooldown(2, 2);
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let long_range_missile = new TriggerAction("Long Range Missile", {
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effects: [new DamageEffect(2)],
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power: 4,
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range: 700, blast: 120,
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}, "submunitionmissile");
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long_range_missile.configureCooldown(1, 2);
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if (level == 1) {
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return [
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{
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code: "Avenger Base",
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effects: [
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new AttributeEffect("hull_capacity", 2),
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new AttributeEffect("shield_capacity", 2),
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new AttributeEffect("power_capacity", 4),
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]
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},
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{
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code: "Main Engine",
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actions: [engine]
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},
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{
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code: "Charged Shot",
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actions: [charged_shot]
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},
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{
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code: "Long Range Missile",
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actions: [long_range_missile]
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},
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];
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} else if (level == 2) {
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let tracker = new TriggerAction("Tracking Beacon", {
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effects: [new StickyEffect(new AttributeLimitEffect("evasion", 0), 2)],
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power: 2,
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range: 300
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}, "precisionboost");
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return [
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{
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code: "Tracking Beacon",
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cost: 2,
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description: "If an enemy comes too close, mark it with a low-power beacon, so that it will not evade your revenge",
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actions: [tracker]
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},
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{
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code: "Cyclomatic Power Output",
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cost: 3,
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description: "Clever usage of thermo-harmonics to boost the power core output",
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effects: [
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new AttributeEffect("power_capacity", 1),
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]
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},
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{
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code: "Fast Tactical Scanner",
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cost: 1,
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description: "Deploy a scanner at the start of battle to be ready to shoot as soon as possible",
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effects: [
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new AttributeEffect("initiative", 1),
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]
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}
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];
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} else {
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return this.getStandardUpgrades(level);
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}
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}
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}
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}
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