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spacetac/src/core/models/ModelBreeze.ts
2018-04-17 12:13:17 +02:00

87 lines
3.2 KiB
TypeScript

/// <reference path="ShipModel.ts" />
module TK.SpaceTac {
export class ModelBreeze extends ShipModel {
constructor() {
super("breeze", "Breeze");
}
getDescription(): string {
return "A swift piece of maneuvrability, able to go deep behind enemy lines, and come back without a scratch.";
}
getLevelUpgrades(level: number): ShipUpgrade[] {
if (level == 1) {
let engine = new MoveAction("Engine", {
distance_per_power: 460,
safety_distance: 100
});
engine.configureCooldown(2, 1);
let gatling = new TriggerAction("Gatling Gun", {
effects: [new DamageEffect(2, DamageEffectMode.SHIELD_THEN_HULL)],
power: 2,
range: 200,
}, "gatlinggun");
gatling.configureCooldown(2, 1);
return [
{
code: "Breeze Base",
effects: [
new AttributeEffect("initiative", 3),
new AttributeEffect("hull_capacity", 1),
new AttributeEffect("shield_capacity", 2),
new AttributeEffect("evasion", 1),
new AttributeEffect("power_capacity", 6),
]
},
{
code: "Main Engine",
actions: [engine]
},
{
code: "Gatling Gun",
actions: [gatling]
},
];
} else if (level == 2) {
let shield_steal = new TriggerAction("Shield Steal", {
effects: [new ValueTransferEffect("shield", -1)],
power: 1,
blast: 300
}, "shieldtransfer");
shield_steal.configureCooldown(1, 2);
let escape_plan = new TriggerAction("Escape Route Planner", {
effects: [new StickyEffect(new AttributeEffect("evasion", 1), 1)],
power: 3
}, "evasion");
return [
{
code: "Escape Route Planner",
cost: 2,
description: "Compute escape routes to evade a dangerous situation",
actions: [escape_plan],
},
{
code: "Deflective Hull",
cost: 3,
description: "High-density hull modifications to deflect a part of received damage",
effects: [new AttributeEffect("hull_capacity", 1)],
},
{
code: "Shield Steal",
cost: 2,
description: "When among enemy lines, suck some shield power to help your artillery",
actions: [shield_steal],
},
]
} else {
return this.getStandardUpgrades(level);
}
}
}
}