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spacetac/src/game/Ship.ts

415 lines
14 KiB
TypeScript

/// <reference path="Serializable.ts"/>
module TS.SpaceTac.Game {
// A single ship in a Fleet
export class Ship extends Serializable {
// Fleet this ship is a member of
fleet: Fleet;
// Level of this ship
level: number;
// Name of the ship
name: string;
// Code of the ShipModel used to create it
model: string;
// Flag indicating if the ship is alive
alive: boolean;
// Position in the arena
arena_x: number;
arena_y: number;
// Facing direction in the arena
arena_angle: number;
// Initiative (high numbers will allow this ship to play sooner)
initiative: Attribute;
// Current number of action points
ap_current: Attribute;
// Initial number of action points, at the start of a battle
ap_initial: Attribute;
// Number of action points recovered by turn
ap_recover: Attribute;
// Number of hull points (once it reaches 0, the ship is dead)
hull: Attribute;
// Number of shield points (a shield can absorb some damage to protect the hull)
shield: Attribute;
// Sticky effects that applies a given number of times
sticky_effects: StickyEffect[];
// Capabilities level
cap_material: Attribute;
cap_energy: Attribute;
cap_electronics: Attribute;
cap_human: Attribute;
cap_time: Attribute;
cap_gravity: Attribute;
// List of slots, able to contain equipment
slots: Slot[];
// Collection of available attributes
attributes: AttributeCollection;
// Boolean set to true if the ship is currently playing its turn
playing = false;
// Create a new ship inside a fleet
constructor(fleet: Fleet = null, name: string = null) {
super();
this.attributes = new AttributeCollection();
this.fleet = fleet || new Fleet();
this.level = 1;
this.name = name;
this.model = "default";
this.alive = true;
this.initiative = this.newAttribute(AttributeCode.Initiative);
this.initiative.setMaximal(1);
this.ap_current = this.newAttribute(AttributeCode.AP);
this.ap_initial = this.newAttribute(AttributeCode.AP_Initial);
this.ap_recover = this.newAttribute(AttributeCode.AP_Recovery);
this.hull = this.newAttribute(AttributeCode.Hull);
this.shield = this.newAttribute(AttributeCode.Shield);
this.cap_material = this.newAttribute(AttributeCode.Cap_Material);
this.cap_energy = this.newAttribute(AttributeCode.Cap_Energy);
this.cap_electronics = this.newAttribute(AttributeCode.Cap_Electronics);
this.cap_human = this.newAttribute(AttributeCode.Cap_Human);
this.cap_time = this.newAttribute(AttributeCode.Cap_Time);
this.cap_gravity = this.newAttribute(AttributeCode.Cap_Gravity);
this.sticky_effects = [];
this.slots = [];
this.arena_x = 0;
this.arena_y = 0;
this.arena_angle = 0;
if (fleet) {
fleet.addShip(this);
}
}
// Returns true if the ship is able to play
// If *check_ap* is true, ap_current=0 will make this function return false
isAbleToPlay(check_ap: boolean = true): boolean {
var ap_checked = !check_ap || this.ap_current.current > 0;
return this.alive && ap_checked;
}
// Create and register an attribute
newAttribute(code: AttributeCode): Attribute {
return this.attributes.getRawAttr(code);
}
// Set position in the arena
// This does not consumes action points
setArenaPosition(x: number, y: number) {
this.arena_x = x;
this.arena_y = y;
}
// Set facing angle in the arena
setArenaFacingAngle(angle: number) {
this.arena_angle = angle;
}
// String repr
jasmineToString(): string {
return "Ship " + this.name;
}
// Make an initiative throw, to resolve play order in a battle
throwInitiative(gen: RandomGenerator): void {
this.initiative.set(gen.throw(this.initiative.maximal));
}
// Return the player owning this ship
getPlayer(): Player {
if (this.fleet) {
return this.fleet.player;
} else {
return null;
}
}
// get the current battle this ship is engaged in
getBattle(): Battle {
if (this.fleet) {
return this.fleet.battle;
} else {
return null;
}
}
// Get the list of actions available
// This list does not filter out actions unavailable due to insufficient AP, it only filters out
// actions that are not allowed/available at all on the ship
getAvailableActions(): BaseAction[] {
var actions: BaseAction[] = [];
this.slots.forEach((slot: Slot) => {
if (slot.attached && slot.attached.action) {
actions.push(slot.attached.action);
}
});
actions.push(new EndTurnAction());
return actions;
}
// Add an event to the battle log, if any
addBattleEvent(event: BaseLogEvent): void {
var battle = this.getBattle();
if (battle && battle.log) {
battle.log.add(event);
}
}
// Set an attribute value
// If offset is true, the value will be added to current value
// If log is true, an attribute event will be added to the battle log
setAttribute(attr: Attribute, value: number, offset: boolean = false, log: boolean = true) {
var changed: boolean;
if (offset) {
changed = attr.add(value);
} else {
changed = attr.set(value);
}
if (changed && log) {
this.addBattleEvent(new AttributeChangeEvent(this, attr));
}
}
// Initialize the action points counter
// This should be called once at the start of a battle
// If no value is provided, the attribute ap_initial will be used
initializeActionPoints(value: number = null): void {
if (value === null) {
value = this.ap_initial.current;
}
this.setAttribute(this.ap_current, value);
}
// Recover action points
// This should be called once at the end of a turn
// If no value is provided, the current attribute ap_recovery will be used
recoverActionPoints(value: number = null): void {
if (value === null) {
value = this.ap_recover.current;
}
this.setAttribute(this.ap_current, value, true);
}
// Consumes action points
useActionPoints(value: number): void {
this.setAttribute(this.ap_current, -value, true);
}
// Method called at the start of battle
startBattle() {
this.updateAttributes();
this.restoreHealth();
this.initializeActionPoints();
}
// Method called at the start of this ship turn
startTurn(): void {
if (this.playing) {
console.error("startTurn called twice", this);
return;
}
this.playing = true;
// Recompute attributes
this.updateAttributes();
// Apply sticky effects
this.sticky_effects.forEach(effect => effect.startTurn(this));
this.cleanStickyEffects();
}
// Method called at the end of this ship turn
endTurn(): void {
if (!this.playing) {
console.error("endTurn called before startTurn", this);
return;
}
this.playing = false;
// Recover action points for next turn
this.recoverActionPoints();
// Apply sticky effects
this.sticky_effects.forEach(effect => effect.endTurn(this));
this.cleanStickyEffects();
}
/**
* Register a sticky effect
*
* Pay attention to pass a copy, not the original equipment effect, because it will be modified
*/
addStickyEffect(effect: StickyEffect, log = true): void {
this.sticky_effects.push(effect);
if (log) {
this.addBattleEvent(new EffectAddedEvent(this, effect));
}
}
/**
* Clean sticky effects that are no longer active
*/
cleanStickyEffects() {
let [active, ended] = Tools.binpartition(this.sticky_effects, effect => effect.duration > 0);
this.sticky_effects = active;
ended.forEach(effect => this.addBattleEvent(new EffectRemovedEvent(this, effect)));
}
// Move toward a location
// This does not check or consume action points
moveTo(x: number, y: number, log: boolean = true): void {
var angle = Math.atan2(y - this.arena_y, x - this.arena_x);
this.setArenaFacingAngle(angle);
this.setArenaPosition(x, y);
if (log) {
this.addBattleEvent(new MoveEvent(this, x, y));
}
}
// Set the death status on this ship
setDead(log: boolean = true): void {
this.alive = false;
if (log) {
this.addBattleEvent(new DeathEvent(this));
}
}
// Apply damages to hull and/or shield
addDamage(hull: number, shield: number, log: boolean = true): void {
this.setAttribute(this.shield, -shield, true, log);
this.setAttribute(this.hull, -hull, true, log);
if (log) {
this.addBattleEvent(new DamageEvent(this, hull, shield));
}
if (this.hull.current === 0) {
// Ship is dead
this.setDead(log);
}
}
// Add an empty equipment slot of the given type
addSlot(type: SlotType): Slot {
var result = new Slot(this, type);
this.slots.push(result);
return result;
}
// List all attached equipments of a given type (all types if null)
listEquipment(slottype: SlotType = null): Equipment[] {
var result: Equipment[] = [];
this.slots.forEach((slot: Slot) => {
if (slot.type === slottype && slot.attached) {
result.push(slot.attached);
}
});
return result;
}
// Get the number of attached equipments
getEquipmentCount(): number {
var result = 0;
this.slots.forEach((slot: Slot) => {
if (slot.attached) {
result++;
}
});
return result;
}
// Get a random attached equipment, null if no equipment is attached
getRandomEquipment(random: RandomGenerator = new RandomGenerator()): Equipment {
var count = this.getEquipmentCount();
if (count === 0) {
return null;
} else {
var picked = random.throwInt(0, count - 1);
var result: Equipment = null;
var index = 0;
this.slots.forEach((slot: Slot) => {
if (slot.attached) {
if (index === picked) {
result = slot.attached;
}
index++;
}
});
return result;
}
}
// Update attributes, taking into account attached equipment and active effects
updateAttributes(): void {
// TODO Something more generic
// Compute new maximal values for attributes
var new_attrs = new AttributeCollection();
this.collectEffects("attrmax").forEach((effect: AttributeMaxEffect) => {
new_attrs.addValue(effect.attrcode, effect.value);
});
this.initiative.setMaximal(new_attrs.getValue(AttributeCode.Initiative));
this.ap_current.setMaximal(new_attrs.getValue(AttributeCode.AP));
this.hull.setMaximal(new_attrs.getValue(AttributeCode.Hull));
this.shield.setMaximal(new_attrs.getValue(AttributeCode.Shield));
// Compute new current values for attributes
new_attrs = new AttributeCollection();
this.collectEffects("attr").forEach((effect: AttributeMaxEffect) => {
new_attrs.addValue(effect.attrcode, effect.value);
});
this.ap_initial.set(new_attrs.getValue(AttributeCode.AP_Initial));
this.ap_recover.set(new_attrs.getValue(AttributeCode.AP_Recovery));
}
// Fully restore hull and shield
restoreHealth(): void {
this.hull.set(this.hull.maximal);
this.shield.set(this.shield.maximal);
}
// Collect all effects to apply for updateAttributes
private collectEffects(code: string = null): BaseEffect[] {
var result: BaseEffect[] = [];
this.slots.forEach((slot: Slot) => {
if (slot.attached) {
slot.attached.permanent_effects.forEach((effect: BaseEffect) => {
if (effect.code === code) {
result.push(effect);
}
});
}
});
return result;
}
}
}