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spacetac/src/ui/character/CharacterSheet.ts

337 lines
12 KiB
TypeScript

module TS.SpaceTac.UI {
export type CharacterEquipmentDrop = {
message: string
callback: (equipment: Equipment) => any
}
/**
* Character sheet, displaying ship characteristics
*/
export class CharacterSheet extends Phaser.Image {
// Parent view
view: BaseView;
// X positions
xshown: number;
xhidden: number;
// Currently displayed fleet
fleet: Fleet;
// Currently displayed ship
ship: Ship;
// Ship name
ship_name: Phaser.Text;
// Ship level
ship_level: Phaser.Text;
// Ship skill upgrade
ship_upgrade_points: Phaser.Text;
ship_upgrades: Phaser.Group;
// Ship slots
ship_slots: Phaser.Group;
// Ship cargo
ship_cargo: Phaser.Group;
// Loot items
loot_slots: Phaser.Group;
loot_items: Equipment[] = [];
// Fleet's portraits
portraits: Phaser.Group;
// Layer for draggable equipments
equipments: Phaser.Group;
// Credits
credits: Phaser.Text;
// Attributes and skills
attributes: { [key: string]: Phaser.Text } = {};
constructor(view: BaseView, xhidden = -2000, xshown = 0) {
super(view.game, 0, 0, "character-sheet");
this.view = view;
this.x = xhidden;
this.xshown = xshown;
this.xhidden = xhidden;
this.inputEnabled = true;
let close_button = new Phaser.Button(this.game, view.getWidth(), 0, "character-close", () => this.hide());
close_button.anchor.set(1, 0);
this.addChild(close_button);
view.tooltip.bindStaticText(close_button, "Close the character sheet");
this.ship_name = new Phaser.Text(this.game, 758, 48, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_name.anchor.set(0.5, 0.5);
this.addChild(this.ship_name);
this.ship_level = new Phaser.Text(this.game, 552, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_level.anchor.set(0.5, 0.5);
this.addChild(this.ship_level);
this.ship_upgrade_points = new Phaser.Text(this.game, 1066, 1054, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.ship_upgrade_points.anchor.set(0.5, 0.5);
this.addChild(this.ship_upgrade_points);
this.ship_upgrades = new Phaser.Group(this.game);
this.addChild(this.ship_upgrades);
this.ship_slots = new Phaser.Group(this.game);
this.ship_slots.position.set(372, 120);
this.addChild(this.ship_slots);
this.ship_cargo = new Phaser.Group(this.game);
this.ship_cargo.position.set(1240, 86);
this.addChild(this.ship_cargo);
this.loot_slots = new Phaser.Group(this.game);
this.loot_slots.position.set(1270, 670);
this.loot_slots.visible = false;
this.addChild(this.loot_slots);
this.portraits = new Phaser.Group(this.game);
this.portraits.position.set(152, 0);
this.addChild(this.portraits);
this.credits = new Phaser.Text(this.game, 136, 38, "", { align: "center", font: "30pt Arial", fill: "#FFFFFF" });
this.credits.anchor.set(0.5, 0.5);
this.addChild(this.credits);
this.equipments = new Phaser.Group(this.game);
this.addChild(this.equipments);
let x1 = 664;
let x2 = 1066;
let y = 662;
this.addAttribute("initiative", x1, y);
this.addAttribute("hull_capacity", x1, y + 64);
this.addAttribute("shield_capacity", x1, y + 128);
this.addAttribute("power_capacity", x1, y + 192);
this.addAttribute("power_initial", x1, y + 256);
this.addAttribute("power_recovery", x1, y + 320);
this.addAttribute("skill_material", x2, y);
this.addAttribute("skill_electronics", x2, y + 64);
this.addAttribute("skill_energy", x2, y + 128);
this.addAttribute("skill_human", x2, y + 192);
this.addAttribute("skill_gravity", x2, y + 256);
this.addAttribute("skill_time", x2, y + 320);
}
/**
* Add an attribute display
*/
private addAttribute(attribute: keyof ShipAttributes, x: number, y: number) {
let text = new Phaser.Text(this.game, x, y, "", { align: "center", font: "18pt Arial", fill: "#FFFFFF" });
text.anchor.set(0.5, 0.5);
this.addChild(text);
this.attributes[SHIP_ATTRIBUTES[attribute].name] = text;
if (SHIP_SKILLS[attribute]) {
let button = new Phaser.Button(this.game, x + 54, y - 4, "character-skill-upgrade", () => {
this.ship.upgradeSkill(<keyof ShipSkills>attribute);
this.refresh();
});
button.anchor.set(0.5, 0.5);
this.ship_upgrades.add(button);
this.view.tooltip.bindStaticText(button, `Spend one point to upgrade ${SHIP_ATTRIBUTES[attribute].name}`);
}
}
/**
* Update the fleet sidebar
*/
updateFleet(fleet: Fleet) {
if (fleet != this.fleet) {
this.portraits.removeAll(true);
this.fleet = fleet;
}
fleet.ships.forEach((ship, idx) => {
let portrait = this.portraits.children.length > idx ? this.portraits.getChildAt(idx) : null;
let key = ship == this.ship ? "character-ship-selected" : "character-ship";
if (portrait instanceof Phaser.Button) {
portrait.loadTexture(key);
} else {
let new_portrait = new Phaser.Button(this.game, 0, idx * 320, key, () => this.show(ship));
new_portrait.anchor.set(0.5, 0.5);
this.portraits.addChild(new_portrait);
let portrait_pic = new Phaser.Image(this.game, 0, 0, `ship-${ship.model}-portrait`);
portrait_pic.anchor.set(0.5, 0.5);
new_portrait.addChild(portrait_pic);
this.view.tooltip.bindDynamicText(new_portrait, () => ship.name);
}
});
this.credits.setText(fleet.credits.toString());
this.portraits.scale.set(980 * this.portraits.scale.x / this.portraits.height, 980 * this.portraits.scale.y / this.portraits.height);
this.portraits.y = 80 + 160 * this.portraits.scale.x;
}
/**
* Show the sheet for a given ship
*/
show(ship: Ship, animate = true) {
this.ship = ship;
this.equipments.removeAll(true);
let upgrade_points = ship.getAvailableUpgradePoints();
this.ship_name.setText(ship.name);
this.ship_level.setText(ship.level.get().toString());
this.ship_upgrade_points.setText(upgrade_points.toString());
this.ship_upgrades.visible = upgrade_points > 0;
iteritems(<any>ship.attributes, (key, value: ShipAttribute) => {
let text = this.attributes[value.name];
if (text) {
text.setText(value.get().toString());
}
});
let slotsinfo = CharacterSheet.getSlotPositions(ship.slots.length, 800, 454, 200, 200);
this.ship_slots.removeAll(true);
ship.slots.forEach((slot, idx) => {
let slot_display = new CharacterSlot(this, slotsinfo.positions[idx].x, slotsinfo.positions[idx].y, slot.type);
slot_display.scale.set(slotsinfo.scaling, slotsinfo.scaling);
this.ship_slots.addChild(slot_display);
if (slot.attached) {
let equipment = new CharacterEquipment(this, slot.attached);
this.equipments.addChild(equipment);
slot_display.snapEquipment(equipment);
}
});
slotsinfo = CharacterSheet.getSlotPositions(ship.cargo_space, 638, 496, 200, 200);
this.ship_cargo.removeAll(true);
range(ship.cargo_space).forEach(idx => {
let cargo_slot = new CharacterCargo(this, slotsinfo.positions[idx].x, slotsinfo.positions[idx].y);
cargo_slot.scale.set(slotsinfo.scaling, slotsinfo.scaling);
this.ship_cargo.addChild(cargo_slot);
if (idx < this.ship.cargo.length) {
let equipment = new CharacterEquipment(this, this.ship.cargo[idx]);
this.equipments.addChild(equipment);
cargo_slot.snapEquipment(equipment);
}
});
this.updateLoot();
this.updateFleet(ship.fleet);
if (animate) {
this.game.tweens.create(this).to({ x: this.xshown }, 800, Phaser.Easing.Circular.InOut, true);
} else {
this.x = this.xshown;
}
}
/**
* Hide the sheet
*/
hide(animate = true) {
this.loot_slots.visible = false;
this.portraits.children.forEach((portrait: Phaser.Button) => portrait.loadTexture("character-ship"));
if (animate) {
this.game.tweens.create(this).to({ x: this.xhidden }, 800, Phaser.Easing.Circular.InOut, true);
} else {
this.x = this.xhidden;
}
}
/**
* Set the list of lootable equipment
*
* The list of equipments may be altered if items are taken from it
*/
setLoot(loot: Equipment[]) {
this.loot_items = loot;
this.updateLoot();
this.loot_slots.visible = true;
}
/**
* Update the loot slots
*/
private updateLoot() {
this.loot_slots.removeAll(true);
let info = CharacterSheet.getSlotPositions(12, 588, 354, 196, 196);
range(12).forEach(idx => {
let loot_slot = new LootSlot(this, info.positions[idx].x, info.positions[idx].y);
loot_slot.scale.set(info.scaling, info.scaling);
this.loot_slots.addChild(loot_slot);
if (idx < this.loot_items.length) {
let equipment = new CharacterEquipment(this, this.loot_items[idx]);
this.equipments.addChild(equipment);
loot_slot.snapEquipment(equipment);
}
});
}
/**
* Check if an equipment can be dropped somewhere
*/
canDropEquipment(equipment: Equipment, x: number, y: number): CharacterEquipmentDrop | null {
let candidates: Iterator<CharacterEquipmentDestination> = ichain(
iarray(<CharacterSlot[]>this.ship_slots.children),
iarray(<CharacterCargo[]>this.ship_cargo.children),
this.loot_slots.visible ? iarray(<LootSlot[]>this.loot_slots.children) : IEMPTY
);
return ifirstmap(candidates, candidate => candidate.canDropEquipment(equipment, x, y));
}
/**
* Refresh the sheet display
*/
refresh() {
this.show(this.ship);
}
/**
* Get the positions and scaling for slots, to fit in a rectangle group.
*/
static getSlotPositions(count: number, areawidth: number, areaheight: number, slotwidth: number, slotheight: number): { positions: { x: number, y: number }[], scaling: number } {
// Find grid size
let rows = 2;
let columns = 3;
while (count > rows * columns) {
rows += 1;
columns += 1;
}
// Find scaling
let scaling = 1;
while (slotwidth * scaling * columns > areawidth || slotheight * scaling * rows > areaheight) {
scaling *= 0.99;
}
// Position
let positions = range(count).map(i => {
let row = Math.floor(i / columns);
let column = i % columns;
return { x: column * (areawidth - slotwidth * scaling) / (columns - 1), y: row * (areaheight - slotheight * scaling) / (rows - 1) };
});
return { positions: positions, scaling: scaling };
}
}
}