68 lines
2.2 KiB
TypeScript
68 lines
2.2 KiB
TypeScript
module TS.SpaceTac.Game {
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// Action to move to a given location
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export class MoveAction extends BaseAction {
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// Safety distance from other ships
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safety_distance: number;
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constructor(equipment: Equipment) {
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super("move", "Move", true, equipment);
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this.safety_distance = 50;
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}
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canBeUsed(battle: Battle, ship: Ship, remaining_ap: number = null): boolean {
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if (battle && battle.playing_ship !== ship) {
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return false;
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}
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// Check AP usage
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if (remaining_ap === null) {
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remaining_ap = ship.ap_current.current;
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}
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return remaining_ap > 0.0001;
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}
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getActionPointsUsage(battle: Battle, ship: Ship, target: Target): number {
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if (target === null) {
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return 0;
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}
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var distance = Target.newFromShip(ship).getDistanceTo(target);
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return Math.ceil(this.equipment.ap_usage * distance / this.equipment.distance);
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}
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getRangeRadius(ship: Ship): number {
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return ship.ap_current.current * this.equipment.distance / this.equipment.ap_usage;
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}
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/**
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* Get the distance that may be traveled with 1 action point
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*/
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getDistanceByActionPoint(ship: Ship): number {
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return this.equipment.distance / this.equipment.ap_usage;
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}
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checkLocationTarget(battle: Battle, ship: Ship, target: Target): Target {
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// Apply maximal distance
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var max_distance = this.getRangeRadius(ship);
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target = target.constraintInRange(ship.arena_x, ship.arena_y, max_distance);
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// Apply collision prevention
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battle.play_order.forEach((iship: Ship) => {
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if (iship !== ship) {
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target = target.moveOutOfCircle(iship.arena_x, iship.arena_y, this.safety_distance,
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ship.arena_x, ship.arena_y);
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}
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});
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return target;
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}
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protected customApply(battle: Battle, ship: Ship, target: Target): boolean {
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ship.moveTo(target.x, target.y);
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return true;
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}
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}
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}
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