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spacetac/src/core/Equipment.ts

145 lines
4.3 KiB
TypeScript

module TS.SpaceTac {
/**
* Quality of loot.
*/
export enum EquipmentQuality {
WEAK,
COMMON,
FINE,
PREMIUM,
LEGENDARY
}
// Piece of equipment to attach in slots
export class Equipment {
// Type of slot this equipment can fit in
slot_type: SlotType | null
// Actual slot this equipment is attached to
attached_to: Slot | null = null
// Identifiable equipment code (may be used by UI to customize visual effects)
code: string
// Equipment name
name: string
// Equipment generic description
description: string
// Indicative equipment level
level = 1
// Indicative equipment quality
quality = EquipmentQuality.COMMON
// Minimum skills to be able to equip this
requirements: { [key: string]: number }
// Permanent effects on the ship that equips this
effects: BaseEffect[]
// Action available when equipped
action: BaseAction
// Usage made of this equipment (will lower the sell price)
usage: number
// Basic constructor
constructor(slot: SlotType | null = null, code = "equipment") {
this.slot_type = slot;
this.code = code;
this.name = code;
this.description = "";
this.requirements = {};
this.effects = [];
this.action = new BaseAction("nothing", "Do nothing", false);
}
jasmineToString() {
return this.attached_to ? `${this.attached_to.ship.name} - ${this.name}` : this.name;
}
/**
* Get the fully qualified name (e.g. "Level 4 Strong Ray of Death")
*/
getFullName(): string {
let name = this.name;
if (this.quality != EquipmentQuality.COMMON) {
name = capitalize(EquipmentQuality[this.quality].toLowerCase()) + " " + name;
}
return `Level ${this.level} ${name}`;
}
/**
* Get the full textual description for this equipment (without the full name).
*/
getFullDescription(): string {
let description = this.getEffectsDescription();
if (this.description) {
description += "\n\n" + this.description;
}
return description;
}
/**
* Get the minimum level at which the requirements in skill may be fulfilled.
*
* This is informative and is not directly enforced. It will only be enforced by skills requirements.
*/
getMinimumLevel(): number {
let points = sum(values(this.requirements));
return ShipLevel.getLevelForPoints(points);
}
/**
* Returns true if the equipment can be equipped on a ship.
*
* This checks *requirements* against the ship skills.
*
* This does not check where the equipment currently is (except if is it already attached and should be detached first).
*/
canBeEquipped(ship: Ship): boolean {
if (this.attached_to) {
return false;
} else {
var able = true;
iteritems(this.requirements, (attr, minvalue) => {
if (ship.getAttribute(<keyof ShipAttributes>attr) < minvalue) {
able = false;
}
});
return able;
}
}
/**
* Detach from the slot it is attached to
*/
detach(): void {
if (this.attached_to) {
this.attached_to.attached = null;
this.attached_to = null;
}
}
/**
* Get a human readable description of the effects of this equipment
*/
getEffectsDescription(): string {
let parts: string[] = [];
if (this.effects.length > 0) {
parts.push(["When equipped:"].concat(this.effects.map(effect => "- " + effect.getDescription())).join("\n"));
}
let action_desc = this.action.getEffectsDescription();
if (action_desc != "") {
parts.push(action_desc);
}
return parts.length > 0 ? parts.join("\n\n") : "does nothing";
}
}
}