1
0
Fork 0
spacetac/src/core/Ship.ts

796 lines
26 KiB
TypeScript

module TS.SpaceTac {
/**
* A single ship in a fleet
*/
export class Ship {
// Fleet this ship is a member of
fleet: Fleet
// Level of this ship
level = new ShipLevel()
skills = new ShipSkills()
// Name of the ship
name: string
// Code of the ShipModel used to create it
model: ShipModel
// Flag indicating if the ship is alive
alive: boolean
// Flag indicating that the ship is mission critical (escorted ship)
critical = false
// Position in the arena
arena_x: number
arena_y: number
// Facing direction in the arena
arena_angle: number
// Sticky effects that applies a given number of times
sticky_effects: StickyEffect[]
// List of slots, able to contain equipment
slots: Slot[]
// Cargo
cargo_space: number = 0
cargo: Equipment[] = []
// Ship attributes
attributes = new ShipAttributes()
// Ship values
values = new ShipValues()
// Boolean set to true if the ship is currently playing its turn
playing = false
// Priority in play_order
play_priority = 0;
// Create a new ship inside a fleet
constructor(fleet: Fleet | null = null, name = "unnamed", model = new ShipModel("default", "Default", 1, 0, false, 0)) {
this.fleet = fleet || new Fleet();
this.name = name;
this.alive = true;
this.sticky_effects = [];
this.slots = [];
this.arena_x = 0;
this.arena_y = 0;
this.arena_angle = 0;
this.fleet.addShip(this);
this.model = model;
this.setCargoSpace(model.cargo);
model.slots.forEach(slot => this.addSlot(slot));
}
/**
* Return the current location and angle of this ship
*/
get location(): ArenaLocationAngle {
return new ArenaLocationAngle(this.arena_x, this.arena_y, this.arena_angle);
}
/**
* Returns the full name of this ship
*/
getFullName(owner = true): string {
let result = `Level ${this.level.get()} ${this.name}`;
return owner ? `${this.fleet.player.name}'s ${result}` : result;
}
// Returns true if the ship is able to play
// If *check_ap* is true, ap_current=0 will make this function return false
isAbleToPlay(check_ap: boolean = true): boolean {
var ap_checked = !check_ap || this.values.power.get() > 0;
return this.alive && ap_checked;
}
// Set position in the arena
// This does not consumes action points
setArenaPosition(x: number, y: number) {
this.arena_x = x;
this.arena_y = y;
}
// Set facing angle in the arena
setArenaFacingAngle(angle: number) {
this.arena_angle = angle;
}
// String repr
jasmineToString(): string {
return "Ship " + this.name;
}
// Make an initiative throw, to resolve play order in a battle
throwInitiative(gen: RandomGenerator): void {
this.play_priority = gen.random() * this.attributes.maneuvrability.get();
}
// Return the player owning this ship
getPlayer(): Player {
return this.fleet.player;
}
// get the current battle this ship is engaged in
getBattle(): Battle | null {
return this.fleet.battle;
}
/**
* Get the list of actions available
*
* This list does not filter out actions unavailable due to insufficient AP, it only filters out actions that
* are not allowed/available at all on the ship
*/
getAvailableActions(): BaseAction[] {
var actions: BaseAction[] = [];
if (this.alive) {
let slots = [SlotType.Engine, SlotType.Power, SlotType.Hull, SlotType.Shield, SlotType.Weapon];
slots.forEach(slot => {
this.listEquipment(slot).forEach(equipment => {
if (equipment.action) {
actions.push(equipment.action)
}
});
});
}
actions.push(new EndTurnAction());
return actions;
}
/**
* Get the number of upgrade points available to improve skills
*/
getAvailableUpgradePoints(): number {
let used = keys(SHIP_SKILLS).map(skill => this.skills[skill].get()).reduce((a, b) => a + b, 0);
return this.level.getSkillPoints() - used;
}
/**
* Try to upgrade a skill by 1 point or more
*/
upgradeSkill(skill: keyof ShipSkills, points = 1) {
if (this.getAvailableUpgradePoints() >= points) {
this.skills[skill].add(points);
this.updateAttributes();
}
}
// Add an event to the battle log, if any
addBattleEvent(event: BaseBattleEvent): void {
var battle = this.getBattle();
if (battle && battle.log) {
battle.log.add(event);
}
}
/**
* Get a ship value
*/
getValue(name: keyof ShipValues): number {
if (!this.values.hasOwnProperty(name)) {
console.error(`No such ship value: ${name}`);
return 0;
}
return this.values[name].get();
}
/**
* Set a ship value
*
* If *offset* is true, the value will be added to current value.
* If *log* is true, an attribute event will be added to the battle log
*
* Returns true if the value changed.
*/
setValue(name: keyof ShipValues, value: number, offset = false, log = true): boolean {
let diff = 0;
let val = this.values[name];
if (offset) {
diff = val.add(value);
} else {
diff = val.set(value);
}
if (log && diff != 0 && this.alive) {
this.addBattleEvent(new ValueChangeEvent(this, val, diff));
}
return diff != 0;
}
/**
* Set a value's maximal capacity
*/
setValueCapacity(name: keyof ShipValues, maximal: number, log = true): void {
if (this.getValue(name) > maximal) {
this.setValue(name, maximal, false, log);
}
this.values[name].setMaximal(maximal);
}
/**
* Get a ship attribute's current value
*/
getAttribute(name: keyof ShipAttributes): number {
if (!this.attributes.hasOwnProperty(name)) {
console.error(`No such ship attribute: ${name}`);
return 0;
}
return this.attributes[name].get();
}
/**
* Set a ship attribute
*
* If *log* is true, an attribute event will be added to the battle log
*
* Returns true if the value changed.
*/
setAttribute(name: keyof ShipAttributes, value: number, log = true): boolean {
let attr = this.attributes[name];
let diff = attr.set(value);
// TODO more generic
if (name == "power_capacity") {
this.setValueCapacity("power", attr.get());
} else if (name == "shield_capacity") {
this.setValueCapacity("shield", attr.get());
} else if (name == "hull_capacity") {
this.setValueCapacity("hull", attr.get());
}
if (log && diff != 0 && this.alive) {
this.addBattleEvent(new ValueChangeEvent(this, attr, diff));
}
return diff != 0;
}
// Initialize the action points counter
// This should be called once at the start of a battle
// If no value is provided, the attribute ap_initial will be used
initializeActionPoints(value: number | null = null): void {
if (value === null) {
value = this.attributes.power_capacity.get();
}
this.setValue("power", value);
}
// Recover action points
// This should be called once at the end of a turn
// If no value is provided, the current attribute ap_recovery will be used
recoverActionPoints(value: number | null = null): void {
if (this.alive) {
if (value === null) {
value = this.attributes.power_generation.get();
}
this.setValue("power", value, true);
}
}
/**
* Consumes action points
*
* Return true if it was possible, false if there wasn't enough points.
*/
useActionPoints(value: number): boolean {
if (this.getValue("power") >= value) {
this.setValue("power", -value, true);
return true;
} else {
return false;
}
}
/**
* Method called at the start of battle
*/
startBattle() {
this.alive = true;
this.sticky_effects = [];
this.updateAttributes();
this.restoreHealth();
this.initializeActionPoints();
this.listEquipment().forEach(equipment => equipment.cooldown.reset());
}
/**
* Method called at the end of battle
*/
endBattle(turncount: number) {
// Restore as pristine
this.startBattle();
// Wear down equipment
this.listEquipment().forEach(equipment => {
equipment.addWear(turncount);
});
}
// Method called at the start of this ship turn
startTurn(): void {
if (this.playing) {
console.error("startTurn called twice", this);
return;
}
this.playing = true;
if (this.alive) {
// Recompute attributes
this.updateAttributes();
// Apply sticky effects
this.sticky_effects.forEach(effect => effect.startTurn(this));
this.cleanStickyEffects();
// Reset toggle actions state
this.listEquipment().forEach(equipment => {
if (equipment.action instanceof ToggleAction && equipment.action.activated) {
equipment.action.apply(this);
}
});
}
}
// Method called at the end of this ship turn
endTurn(): void {
if (!this.playing) {
console.error("endTurn called before startTurn", this);
return;
}
this.playing = false;
if (this.alive) {
// Recover action points for next turn
this.updateAttributes();
this.recoverActionPoints();
// Apply sticky effects
this.sticky_effects.forEach(effect => effect.endTurn(this));
this.cleanStickyEffects();
// Cool down equipment
this.listEquipment().forEach(equipment => equipment.cooldown.cool());
}
}
/**
* Register a sticky effect
*
* Pay attention to pass a copy, not the original equipment effect, because it will be modified
*/
addStickyEffect(effect: StickyEffect, log = true): void {
if (this.alive) {
this.sticky_effects.push(effect);
if (log) {
this.setActiveEffectsChanged();
}
}
}
/**
* Clean sticky effects that are no longer active
*/
cleanStickyEffects() {
let [active, ended] = binpartition(this.sticky_effects, effect => this.alive && effect.duration > 0);
this.sticky_effects = active;
if (ended.length) {
this.setActiveEffectsChanged();
}
}
/**
* Check if the ship is inside a given circular area
*/
isInCircle(x: number, y: number, radius: number): boolean {
let dx = this.arena_x - x;
let dy = this.arena_y - y;
let distance = Math.sqrt(dx * dx + dy * dy);
return distance <= radius;
}
/**
* Get the distance to another ship
*/
getDistanceTo(other: Ship): number {
return Target.newFromShip(this).getDistanceTo(Target.newFromShip(other));
}
/**
* Rotate the ship in place to face a direction
*/
rotate(angle: number, engine: Equipment | null = null, log = true) {
if (angle != this.arena_angle) {
let start = copy(this.location);
this.setArenaFacingAngle(angle);
if (log) {
this.addBattleEvent(new MoveEvent(this, start, copy(this.location), engine));
}
}
}
/**
* Move the ship to another location
*
* This does not check or consume action points, but will update area effects (for this ship and the others).
*
* If *engine* is specified, the facing angle will be updated to simulate an engine maneuver.
*/
moveTo(x: number, y: number, engine: Equipment | null = null, log = true): void {
let dx = x - this.arena_x;
let dy = y - this.arena_y;
if (dx != 0 || dy != 0) {
let start = copy(this.location);
let area_effects = imaterialize(this.iToggleActions(true));
let old_impacted_ships = area_effects.map(action => action.getAffectedShips(this));
let old_area_effects = this.getActiveEffects().area;
if (engine) {
let angle = Math.atan2(dy, dx);
this.setArenaFacingAngle(angle);
}
this.setArenaPosition(x, y);
if (log) {
this.addBattleEvent(new MoveEvent(this, start, copy(this.location), engine));
}
let new_impacted_ships = area_effects.map(action => action.getAffectedShips(this));
let diff_impacted_ships = flatten(zip(old_impacted_ships, new_impacted_ships).map(([a, b]) => disjunctunion(a, b)));
let new_area_effects = this.getActiveEffects().area;
if (disjunctunion(old_area_effects, new_area_effects).length > 0) {
diff_impacted_ships.push(this);
}
unique(diff_impacted_ships).forEach(ship => ship.setActiveEffectsChanged());
}
}
/**
* Set the death status on this ship
*/
setDead(log: boolean = true): void {
this.alive = false;
this.values.hull.set(0);
this.values.shield.set(0);
this.values.power.set(0);
this.sticky_effects = [];
this.setActiveEffectsChanged();
if (log) {
this.addBattleEvent(new DeathEvent(this));
}
}
/**
* Apply damages to hull and/or shield
*
* Also apply wear to impacted equipment
*/
addDamage(hull: number, shield: number, log: boolean = true): void {
if (shield > 0) {
this.setValue("shield", -shield, true, log);
}
if (hull > 0) {
this.setValue("hull", -hull, true, log);
}
if (log) {
this.addBattleEvent(new DamageEvent(this, hull, shield));
}
if (this.values.hull.get() === 0) {
// Ship is dead
this.setDead(log);
}
}
/**
* Get cargo space not occupied by items
*/
getFreeCargoSpace(): number {
return this.cargo_space - this.cargo.length;
}
/**
* Set the available cargo space.
*/
setCargoSpace(cargo: number) {
this.cargo_space = cargo;
this.cargo.splice(this.cargo_space);
}
/**
* Add an equipment to cargo space
*
* Returns true if successful
*/
addCargo(item: Equipment): boolean {
if (this.cargo.length < this.cargo_space) {
return add(this.cargo, item);
} else {
return false;
}
}
/**
* Remove an item from cargo space
*
* Returns true if successful
*/
removeCargo(item: Equipment): boolean {
return remove(this.cargo, item);
}
/**
* Equip an item from cargo to the first available slot
*
* Returns true if successful
*/
equip(item: Equipment, from_cargo = true): boolean {
let free_slot = this.canEquip(item);
if (free_slot && (!from_cargo || remove(this.cargo, item))) {
free_slot.attach(item);
if (item.attached_to == free_slot && free_slot.attached == item) {
this.updateAttributes();
return true;
} else {
return false;
}
} else {
return false;
}
}
/**
* Check if a ship is able to equip en item, and return the slot it may fit in, or null
*/
canEquip(item: Equipment): Slot | null {
let free_slot = first(this.slots, slot => slot.type == item.slot_type && !slot.attached);
if (free_slot) {
if (item.canBeEquipped(this.attributes)) {
return free_slot;
} else {
return null;
}
} else {
return null;
}
}
/**
* Remove an equipped item, returning it to cargo
*
* Returns true if successful
*/
unequip(item: Equipment, to_cargo = true): boolean {
if (item.attached_to && item.attached_to.attached == item && (!to_cargo || this.cargo.length < this.cargo_space)) {
item.detach();
if (to_cargo) {
add(this.cargo, item);
}
this.updateAttributes();
return true;
} else {
return false;
}
}
/**
* Add an empty equipment slot of the given type
*/
addSlot(type: SlotType): Slot {
var result = new Slot(this, type);
this.slots.push(result);
return result;
}
/**
* List all equipments attached to slots of a given type (any slot type if null)
*/
listEquipment(slottype: SlotType | null = null): Equipment[] {
return nna(this.slots.filter(slot => slot.attached && (slottype == null || slot.type == slottype)).map(slot => slot.attached));
}
/**
* Get the first free slot of a given type, null if none is available
*/
getFreeSlot(type: SlotType): Slot | null {
return first(this.slots, slot => slot.type == type && slot.attached == null);
}
// Get the number of attached equipments
getEquipmentCount(): number {
var result = 0;
this.slots.forEach((slot: Slot) => {
if (slot.attached) {
result++;
}
});
return result;
}
// Get a random attached equipment, null if no equipment is attached
getRandomEquipment(random = RandomGenerator.global): Equipment | null {
var count = this.getEquipmentCount();
if (count === 0) {
return null;
} else {
var picked = random.randInt(0, count - 1);
var result: Equipment | null = null;
var index = 0;
this.slots.forEach((slot: Slot) => {
if (slot.attached) {
if (index === picked) {
result = slot.attached;
}
index++;
}
});
return result;
}
}
// Update attributes, taking into account attached equipment and active effects
updateAttributes(): void {
let new_attrs = new ShipAttributes();
if (this.alive) {
// TODO better typing for iteritems
// Apply base skills
iteritems(<any>this.skills, (key: keyof ShipAttributes, skill: ShipAttribute) => {
new_attrs[key].add(skill.get());
});
// Sum all attribute effects
this.collectEffects("attr").forEach((effect: AttributeEffect) => {
new_attrs[effect.attrcode].add(effect.value);
});
// Apply limit attributes
this.collectEffects("attrlimit").forEach((effect: AttributeLimitEffect) => {
new_attrs[effect.attrcode].setMaximal(effect.value);
});
}
// Set final attributes
iteritems(<any>new_attrs, (key, value) => {
this.setAttribute(<keyof ShipAttributes>key, (<ShipAttribute>value).get());
});
}
// Fully restore hull and shield
restoreHealth(): void {
if (this.alive) {
this.values.hull.set(this.attributes.hull_capacity.get());
this.values.shield.set(this.attributes.shield_capacity.get());
}
}
/**
* Get the list of all effects applied on this ship
*
* This includes:
* - Permanent equipment effects
* - Sticky effects
* - Area effects at current location
*/
getActiveEffects(): ActiveEffectsEvent {
let result = new ActiveEffectsEvent(this);
if (this.alive) {
result.equipment = flatten(this.slots.map(slot => slot.attached ? slot.attached.effects : []));
result.sticky = this.sticky_effects;
let battle = this.getBattle();
result.area = battle ? imaterialize(battle.iAreaEffects(this.arena_x, this.arena_y)) : [];
}
return result;
}
/**
* Indicate a change in active effects to the log
*/
setActiveEffectsChanged(): void {
this.addBattleEvent(this.getActiveEffects());
this.updateAttributes();
}
/**
* Iterator over all effects active for this ship.
*/
ieffects(): Iterator<BaseEffect> {
let battle = this.getBattle();
let area_effects = battle ? battle.iAreaEffects(this.arena_x, this.arena_y) : IEMPTY;
return ichain(
ichainit(imap(iarray(this.slots), slot => slot.attached ? iarray(slot.attached.effects) : IEMPTY)),
imap(iarray(this.sticky_effects), effect => effect.base),
area_effects
);
}
/**
* Iterator over toggle actions
*/
iToggleActions(only_active = false): Iterator<ToggleAction> {
return <Iterator<ToggleAction>>ifilter(iarray(this.getAvailableActions()), action => {
return (action instanceof ToggleAction && (action.activated || !only_active));
});
}
/**
* Iterator over area effects from this ship impacting a location
*/
iAreaEffects(x: number, y: number): Iterator<BaseEffect> {
let distance = Target.newFromShip(this).getDistanceTo({ x: x, y: y });
return ichainit(imap(this.iToggleActions(true), action => {
if (distance <= action.radius) {
return iarray(action.effects);
} else {
return IEMPTY;
}
}));
}
// Collect all effects to apply for updateAttributes
private collectEffects(code: string): BaseEffect[] {
return imaterialize(ifilter(this.ieffects(), effect => effect.code == code));
}
/**
* Get a textual description of an attribute, and the origin of its value
*/
getAttributeDescription(attribute: keyof ShipAttributes): string {
let result = this.attributes[attribute].description;
let diffs: string[] = [];
let limits: string[] = [];
function addEffect(base: string, effect: BaseEffect) {
if (effect instanceof AttributeEffect && effect.attrcode == attribute) {
diffs.push(`${base}: ${effect.value > 0 ? "+" + effect.value.toString() : effect.value}`);
} else if (effect instanceof AttributeLimitEffect && effect.attrcode == attribute) {
limits.push(`${base}: limit to ${effect.value}`);
}
}
if (attribute in this.skills) {
let skill = this.skills[<keyof ShipSkills>attribute];
if (skill.get()) {
diffs.push(`Levelled up: +${skill.get()}`);
}
}
this.slots.forEach(slot => {
if (slot.attached) {
let equipment = slot.attached;
equipment.effects.forEach(effect => addEffect(equipment.getFullName(), effect));
}
});
this.sticky_effects.forEach(effect => addEffect("???", effect.base));
let sources = diffs.concat(limits).join("\n");
return sources ? (result + "\n\n" + sources) : result;
}
}
}