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spacetac/src/core/ShipGenerator.ts

62 lines
2.1 KiB
TypeScript

module TK.SpaceTac {
/**
* Generator of random ship
*/
export class ShipGenerator {
// Random number generator used
random: RandomGenerator;
constructor(random = RandomGenerator.global) {
this.random = random;
}
/**
* Generate a ship of a givel level.
*
* If *upgrade* is true, the ship's upgrade points will be randomly spent before chosing equipment
*
* If *force_damage_equipment, at least one "damaging" weapon will be chosen
*/
generate(level: number, model: ShipModel | null = null, upgrade = true, force_damage_equipment = true): Ship {
if (!model) {
// Get a random model
model = ShipModel.getRandomModel(level, this.random);
}
let result = new Ship(null, undefined, model);
let loot = new LootGenerator(this.random);
// Set all skills to 1 (to be able to use at least basic equipment)
keys(result.skills).forEach(skill => result.upgradeSkill(skill));
// Level upgrade
result.level.forceLevel(level);
if (upgrade) {
while (result.getAvailableUpgradePoints() > 0) {
result.upgradeSkill(this.random.choice(keys(SHIP_SKILLS)));
}
}
// Fill equipment slots
result.slots.forEach(slot => {
if (slot.type == SlotType.Weapon && force_damage_equipment) {
loot.setTemplateFilter(template => template.hasDamageEffect());
force_damage_equipment = false;
}
let equipment = loot.generateHighest(result.skills, EquipmentQuality.COMMON, slot.type);
if (equipment) {
slot.attach(equipment)
if (slot.attached !== equipment) {
console.error("Cannot attach generated equipment to slot", equipment, slot);
}
}
loot.setTemplateFilter(() => true);
});
return result;
}
}
}