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spacetac/src/game/Battle.ts

266 lines
9.4 KiB
TypeScript

/// <reference path="Serializable.ts"/>
module TS.SpaceTac.Game {
// A turn-based battle between fleets
export class Battle extends Serializable {
// 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 ship whose turn it is to play
playing_ship_index: number;
playing_ship: Ship;
// Boolean indicating if its the first turn
first_turn: boolean;
// Size of the battle area
width = 1000
height = 500
// Create a battle between two fleets
constructor(fleet1: Fleet = null, fleet2: Fleet = null) {
super();
this.log = new BattleLog();
this.fleets = [fleet1 || new Fleet(), fleet2 || new Fleet()];
this.play_order = [];
this.playing_ship_index = null;
this.playing_ship = null;
this.first_turn = true;
this.ended = false;
this.fleets.forEach((fleet: Fleet) => {
fleet.setBattle(this);
});
}
// Create a quick random battle, for testing purposes
static newQuickRandom(with_ai: boolean = false): Battle {
var player1 = Player.newQuickRandom("John");
var player2 = Player.newQuickRandom("Carl");
var result = new Battle(player1.fleet, player2.fleet);
if (with_ai) {
player2.ai = new AI.BullyAI(player2.fleet);
}
result.start();
return result;
}
// 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.getPlayer() === player) {
return this.playing_ship.isAbleToPlay();
} 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.initiative.current - ship1.initiative.current);
});
this.play_order = play_order;
}
// Defines the initial ship positions of all engaged fleets
placeShips(): void {
this.first_turn = true;
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): Ship[] {
var result: Ship[] = [];
this.play_order.forEach((ship: Ship) => {
if (Target.newFromShip(ship).getDistanceTo(center) <= radius) {
result.push(ship);
}
});
return result;
}
// Ends a battle and sets the outcome
endBattle(winner: Fleet, log: boolean = true) {
this.ended = true;
this.outcome = new BattleOutcome(winner);
if (winner) {
this.outcome.createLoot(this);
}
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;
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 {
var i = 0;
do {
if (this.playing_ship_index == null) {
this.playing_ship_index = 0;
} else {
this.playing_ship_index += 1;
}
if (this.playing_ship_index >= this.play_order.length) {
this.playing_ship_index = 0;
this.first_turn = false;
}
this.playing_ship = this.play_order[this.playing_ship_index];
i++;
} while (!this.playing_ship.alive && i < 1000);
if (i >= 1000) {
throw new Error("Infinite loop in advanceToNextShip");
}
}
if (this.playing_ship) {
this.playing_ship.startTurn();
if (!this.playing_ship.isAbleToPlay()) {
// If the ship is not able to play, wait a little, then advance to the next one
setTimeout(() => {
this.playing_ship.endTurn();
this.advanceToNextShip(log);
}, 2000);
} else if (this.playing_ship.getPlayer().ai) {
// If the ship is managed by an AI, let it get to work
this.playing_ship.getPlayer().ai.playShip(this.playing_ship);
}
}
if (log) {
this.log.add(new ShipChangeEvent(previous_ship, this.playing_ship));
}
}
// 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.placeShips();
this.throwInitiative();
this.play_order.forEach((ship: 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: Ship) => {
log.add(new MoveEvent(ship, ship.arena_x, ship.arena_y));
});
// Simulate game turn
if (this.playing_ship) {
log.add(new ShipChangeEvent(this.playing_ship, this.playing_ship));
}
}
// 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);
}
}
}
}