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spacetac/src/core/Fleet.ts

124 lines
3.6 KiB
TypeScript

module TK.SpaceTac {
/**
* A fleet of ships, all belonging to the same player
*/
export class Fleet {
// Fleet owner
player: Player;
// List of ships
ships: Ship[];
// Current fleet location
location: StarLocation | null = null;
previous_location: StarLocation | null = null;
// Current battle in which the fleet is engaged (null if not fighting)
battle: Battle | null = null;
// Amount of credits available
credits = 0;
// Create a fleet, bound to a player
constructor(player = new Player()) {
this.player = player;
this.ships = [];
}
jasmineToString(): string {
return `${this.player.name}'s fleet [${this.ships.map(ship => ship.getName()).join(",")}]`;
}
/**
* Set the current location of the fleet
*
* Returns true on success
*/
setLocation(location: StarLocation, force = false): boolean {
if (!force && this.location && location.star != this.location.star && (this.location.type != StarLocationType.WARP || this.location.jump_dest != location)) {
return false;
}
this.previous_location = this.location;
this.location = location;
this.player.setVisited(this.location);
// Check encounter
var battle = this.location.enterLocation(this.player.fleet);
if (battle) {
this.player.setBattle(battle);
}
return true;
}
/**
* Add a ship this fleet
*/
addShip(ship = new Ship(null, `${this.player.name} ${this.ships.length + 1}`)): Ship {
if (ship.fleet && ship.fleet != this) {
remove(ship.fleet.ships, ship);
}
add(this.ships, ship);
ship.fleet = this;
if (this.battle) {
this.battle.ships.add(ship);
}
return ship;
}
/**
* Remove the ship from this fleet, transferring it to another fleet
*/
removeShip(ship: Ship, fleet = new Fleet()): void {
if (ship.fleet === this) {
fleet.addShip(ship);
}
}
// Set the current battle
setBattle(battle: Battle | null): void {
this.battle = battle;
}
// Get the average level of this fleet
getLevel(): number {
if (this.ships.length === 0) {
return 0;
}
var sum = 0;
this.ships.forEach((ship: Ship) => {
sum += ship.level.get();
});
var avg = sum / this.ships.length;
return Math.floor(avg);
}
/**
* Check if the fleet is considered alive (at least one ship alive, and no critical ship dead)
*/
isAlive(): boolean {
if (any(this.ships, ship => ship.critical && !ship.alive)) {
return false;
} else {
return any(this.ships, ship => ship.alive);
}
}
/**
* Add an equipment to the first available cargo slot
*
* Returns true on success, false if no empty cargo slot was available.
*/
addCargo(equipment: Equipment): boolean {
let ship = first(this.ships, ship => ship.getFreeCargoSpace() > 0);
if (ship) {
return ship.addCargo(equipment);
} else {
return false;
}
}
}
}