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spacetac/src/core/models/ModelAvenger.ts

127 lines
5 KiB
TypeScript

/// <reference path="ShipModel.ts" />
module TK.SpaceTac {
export class ModelAvenger extends ShipModel {
constructor() {
super("avenger", "Avenger");
}
getDescription(): string {
return "A heavy ship, dedicated to firing high precision charged shots across great distances.";
}
getLevelUpgrades(level: number): ShipUpgrade[] {
let engine = new MoveAction("Engine", {
distance_per_power: 50,
safety_distance: 250,
});
engine.configureCooldown(1, 1);
// TODO Weapons should be less efficient in short range
let charged_shot = new TriggerAction("Charged Shot", {
effects: [new DamageEffect(30, 20)],
power: 3,
range: 900,
aim: 90, evasion: 40, luck: 20
}, "gatlinggun");
charged_shot.configureCooldown(2, 2);
let long_range_missile = new TriggerAction("Long Range Missile", {
effects: [new DamageEffect(15, 25)],
power: 4,
range: 700, blast: 120,
aim: 70, evasion: 20, luck: 50
}, "submunitionmissile");
long_range_missile.configureCooldown(1, 2);
if (level == 1) {
return [
{
code: "Avenger Base",
effects: [
new AttributeEffect("precision", 8),
new AttributeEffect("maneuvrability", 0),
new AttributeEffect("hull_capacity", 80),
new AttributeEffect("shield_capacity", 20),
new AttributeEffect("power_capacity", 8),
]
},
{
code: "Main Engine",
actions: [engine]
},
{
code: "Charged Shot",
actions: [charged_shot]
},
{
code: "Long Range Missile",
actions: [long_range_missile]
},
];
} else if (level == 2) {
return [
{
code: "Laser Targetting",
description: "Improved targetting, using fine-grained laser sensors",
cost: 1,
effects: [new AttributeEffect("precision", 2)],
},
{
code: "Basic Countermeasures",
description: "Chaffs and lures to divert enemy fire",
cost: 1,
effects: [new AttributeEffect("maneuvrability", 2)],
},
{
code: "Targetting Assist",
description: "Share your targetting subnetwork with nearby ships",
cost: 3,
actions: [new ToggleAction("Targetting Assist", {
power: 3,
radius: 300,
effects: [new AttributeEffect("precision", 2)]
}, "precisionboost")],
},
];
} else if (level == 3) {
let shield_booster = new TriggerAction("Shield Booster", {
effects: [
new StickyEffect(new AttributeEffect("shield_capacity", 50), 2),
new ValueEffect("shield", 70),
],
power: 2
}, "forcefield");
shield_booster.configureCooldown(1, 4);
return [
{
code: "Gyroscopic Stabilizers",
description: "Heavy mercury gyroscopes, used to stabilize the whole ship while firing",
cost: 1,
effects: [
new AttributeEffect("precision", 3),
new AttributeEffect("maneuvrability", -2)
]
},
{
code: "Shield Booster",
description: "Temporary power surge directed toward the shield mainframe, to boost its output",
cost: 3,
actions: [shield_booster]
},
{
code: "Hard Coated Hull",
description: "Improved metal coating of outer hull layers, making them more damage resistant",
cost: 2,
effects: [new AttributeEffect("hull_capacity", 10)]
},
];
} else {
return this.getStandardUpgrades(level);
}
}
}
}