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spacetac/src/core/BattleOutcome.ts

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TypeScript

module TS.SpaceTac {
// Result of an ended battle
export class BattleOutcome {
// Indicates if the battle is a draw (no winner)
draw: boolean;
// Victorious fleet
winner: Fleet | null;
// Retrievable loot
loot: Equipment[];
constructor(winner: Fleet | null) {
this.winner = winner;
this.draw = winner ? false : true;
this.loot = [];
}
/**
* Fill loot from defeated fleet
*/
createLoot(battle: Battle, random = RandomGenerator.global): void {
this.loot = [];
battle.fleets.forEach(fleet => {
if (this.winner && this.winner.player != fleet.player) {
fleet.ships.forEach(ship => {
var luck = random.random();
if (luck > 0.9) {
// Salvage a supposedly transported item
var transported = this.generateLootItem(random, ship.level.get());
if (transported) {
this.loot.push(transported);
}
} else if (luck > 0.5) {
// Salvage one equipped item
var token = ship.getRandomEquipment(random);
if (token) {
token.detach();
this.loot.push(token);
}
}
});
}
});
}
// Create a loot generator for lucky loots
getLootGenerator(random: RandomGenerator): LootGenerator {
return new LootGenerator(random);
}
// Generate a special loot item for the winner fleet
// The equipment will be in the dead ship range
generateLootItem(random: RandomGenerator, base_level: number): Equipment | null {
var generator = this.getLootGenerator(random);
var level = new IntegerRange(base_level - 1, base_level + 1);
return generator.generate(level);
}
}
}