253 lines
8.1 KiB
TypeScript
253 lines
8.1 KiB
TypeScript
module SpaceTac.Game {
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"use strict";
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// A single ship in a Fleet
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export class Ship {
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// Fleet this ship is a member of
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fleet: Fleet;
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// Name of the ship
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name: string;
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// Current level
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level: number;
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// Number of shield points
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shield: number;
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// Number of hull points
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hull: number;
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// Position in the arena
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arena_x: number;
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arena_y: number;
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// Facing direction in the arena
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arena_angle: number;
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// Current initiative level (high numbers will allow this ship to play sooner)
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initiative_level: number;
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// Last initiative throw
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initative_throw: number;
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// Current number of action points
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ap_current: Attribute;
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// Initial number of action points, at the start of a battle
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ap_initial: Attribute;
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// Number of action points recovered by turn
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ap_recover: Attribute;
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// Number of action points used to make a 1.0 move
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movement_cost: number;
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// List of slots, able to contain equipment
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slots: Slot[];
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// Collection of available attributes
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attributes: AttributeCollection;
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// Create a new ship inside a fleet
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constructor(fleet: Fleet = null, name: string = null) {
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this.attributes = new AttributeCollection();
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this.fleet = fleet;
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this.name = name;
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this.initiative_level = 1;
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this.ap_current = this.newAttribute(AttributeCode.AP);
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this.ap_initial = this.newAttribute(AttributeCode.AP_Initial);
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this.ap_recover = this.newAttribute(AttributeCode.AP_Recovery);
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this.movement_cost = 0.1;
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this.slots = [];
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if (fleet) {
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fleet.addShip(this);
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}
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}
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// Create and register an attribute
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newAttribute(code: AttributeCode): Attribute {
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return this.attributes.getRawAttr(code);
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}
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// Set position in the arena
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// This does not consumes action points
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setArenaPosition(x: number, y: number) {
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this.arena_x = x;
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this.arena_y = y;
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}
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// Set facing angle in the arena
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setArenaFacingAngle(angle: number) {
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this.arena_angle = angle;
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}
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// String repr
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jasmineToString(): string {
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return "Ship " + this.name;
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}
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// Make an initiative throw, to resolve play order in a battle
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throwInitiative(gen: RandomGenerator): void {
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this.initative_throw = gen.throw(this.initiative_level);
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}
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// Return the player owning this ship
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getPlayer(): Player {
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if (this.fleet) {
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return this.fleet.player;
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} else {
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return null;
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}
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}
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// get the current battle this ship is engaged in
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getBattle(): Battle {
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if (this.fleet) {
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return this.fleet.battle;
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} else {
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return null;
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}
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}
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// Get the list of actions available
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// This list does not filter out actions unavailable due to insufficient AP, it only filters out
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// actions that are not allowed/available at all on the ship
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getAvailableActions(): BaseAction[] {
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var actions: BaseAction[] = [];
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this.slots.forEach((slot: Slot) => {
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if (slot.attached && slot.attached.action) {
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actions.push(slot.attached.action);
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}
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});
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actions.push(new EndTurnAction());
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return actions;
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}
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// Set an attribute value
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// If offset is true, the value will be added to current value
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// If log is true, an attribute event will be added to the battle log
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setAttribute(attr: Attribute, value: number, offset: boolean = false, log: boolean = true) {
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var changed: boolean;
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if (offset) {
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changed = attr.add(value);
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} else {
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changed = attr.set(value);
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}
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if (changed && log) {
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var battle = this.getBattle();
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if (battle) {
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battle.log.add(new AttributeChangeEvent(this, attr));
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}
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}
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}
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// Initialize the action points counter
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// This should be called once at the start of a battle
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// If no value is provided, the attribute ap_initial will be used
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initializeActionPoints(value: number = null): void {
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if (value === null) {
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value = this.ap_initial.current;
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}
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this.setAttribute(this.ap_current, value);
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}
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// Recover action points
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// This should be called once at the start of a turn
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// If no value is provided, the current attribute ap_recovery will be used
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recoverActionPoints(value: number = null): void {
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if (value === null) {
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value = this.ap_recover.current;
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}
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this.setAttribute(this.ap_current, value, true);
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}
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// Consumes action points
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useActionPoints(value: number): void {
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this.setAttribute(this.ap_current, -value, true);
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}
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// Method called at the start of this ship turn
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startTurn(first: boolean): void {
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// Manage action points
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if (first) {
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this.initializeActionPoints();
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} else {
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this.recoverActionPoints();
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}
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// TODO Apply active effects
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}
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// Get the maximal position reachable in the arena with current action points
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getLongestMove(x: number, y: number): number[] {
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var dx = x - this.arena_x;
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var dy = y - this.arena_y;
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var length = Math.sqrt(dx * dx + dy * dy);
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var max_length = this.ap_current.current / this.movement_cost;
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if (max_length >= length) {
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return [x, y];
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} else {
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var factor = max_length / length;
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return [this.arena_x + dx * factor, this.arena_y + dy * factor];
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}
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}
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// Move toward a location, consuming action points
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moveTo(x: number, y: number): void {
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var dest = this.getLongestMove(x, y);
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var dx = dest[0] - this.arena_x;
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var dy = dest[1] - this.arena_y;
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var distance = Math.sqrt(dx * dx + dy * dy);
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var cost = distance * this.movement_cost;
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this.setArenaPosition(this.arena_x + dx, this.arena_y + dy);
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this.useActionPoints(cost);
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}
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// Add an empty equipment slot of the given type
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addSlot(type: SlotType): Slot {
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var result = new Slot(this, type);
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this.slots.push(result);
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return result;
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}
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// Update attributes, taking into account attached equipment and active effects
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updateAttributes(): void {
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// TODO Something more generic
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// Compute new maximal values for all attributes
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var new_attrs = new AttributeCollection();
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this.collectEffects("attrmax").forEach((effect: AttributeMaxEffect) => {
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new_attrs.addValue(effect.attrcode, effect.value);
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});
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var old_attrs = this.attributes;
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Attribute.forEachCode((code: AttributeCode) => {
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old_attrs.setMaximum(code, new_attrs.getValue(code));
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});
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}
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// Collect all effects to apply for updateAttributes
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private collectEffects(code: string = null): BaseEffect[] {
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var result: BaseEffect[] = [];
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this.slots.forEach((slot: Slot) => {
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if (slot.attached) {
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slot.attached.permanent_effects.forEach((effect: BaseEffect) => {
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if (effect.code === code) {
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result.push(effect);
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}
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});
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}
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});
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return result;
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}
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}
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}
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