173 lines
6.1 KiB
TypeScript
173 lines
6.1 KiB
TypeScript
module TS.SpaceTac {
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/**
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* A leveled value is either a number multiplied by the level, or a custom iterator
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*/
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type LeveledValue = number | Iterator<number>;
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/**
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* Resolve a leveled value
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*/
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function resolveForLevel(value: LeveledValue, level: number): number {
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if (typeof value === "number") {
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value *= level;
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} else {
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value = iat(value, level - 1) || 0;
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}
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return Math.floor(value);
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}
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/**
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* Template used to generate a BaseEffect for a given ship level
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*/
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export class EffectTemplate<T extends BaseEffect> {
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// Basic instance of the effect
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effect: T;
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// Effect value modifiers
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modifiers: [keyof T, LeveledValue][];
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constructor(effect: T, modifiers: { [attr: string]: LeveledValue }) {
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this.effect = effect;
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this.modifiers = [];
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iteritems(modifiers, (key, value) => {
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if (effect.hasOwnProperty(key)) {
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this.addModifier(<keyof T>key, value);
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}
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});
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}
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// Add a value modifier for the effect
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addModifier(name: keyof T, value: LeveledValue) {
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this.modifiers.push([name, value]);
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}
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// Generate an effect with a given level
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generate(level: number): T {
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let result = copy(this.effect);
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this.modifiers.forEach(modifier => {
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let [name, value] = modifier;
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(<any>result)[name] = resolveForLevel(value, level);
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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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* Template used to generate a BaseEffect for a given ship level
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*/
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export class StickyEffectTemplate<T extends BaseEffect> extends EffectTemplate<BaseEffect> {
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duration: LeveledValue;
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constructor(effect: T, modifiers: { [attr: string]: LeveledValue }, duration: LeveledValue) {
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super(effect, modifiers);
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this.duration = duration;
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}
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generate(level: number): StickyEffect {
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let result = copy(this.effect);
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this.modifiers.forEach(modifier => {
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let [name, value] = modifier;
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(<any>result)[name] = resolveForLevel(value, level);
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});
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return new StickyEffect(result, resolveForLevel(this.duration, level), true);
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}
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}
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/**
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* Template used to generate a loot equipment
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*/
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export class LootTemplate {
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// Type of slot this equipment will fit in
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slot: SlotType
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// Base name that will be given to generated equipment
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name: string
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// Generic description of the equipment
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description: string
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// Modifiers applied to obtain the "common" equipment, based on level
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protected base_modifiers: ((equipment: Equipment, level: number) => void)[];
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constructor(slot: SlotType, name: string, description = "") {
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this.slot = slot;
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this.name = name;
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this.description = description;
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this.base_modifiers = [];
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}
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/**
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* Generate a new equipment of a given level and quality
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*/
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generate(level: number, quality = EquipmentQuality.COMMON, random = RandomGenerator.global): Equipment {
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let result = new Equipment();
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result.slot_type = this.slot;
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result.code = (this.name || "").toLowerCase().replace(/ /g, "");
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result.name = this.name;
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result.description = this.description;
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this.base_modifiers.forEach(modifier => modifier(result, level));
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return result;
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}
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/**
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* Set skill requirements that will be added to each level of equipment.
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*/
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setSkillsRequirements(skills: { [skill: string]: LeveledValue }): void {
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this.base_modifiers.push((equipment, level) => {
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iteritems(skills, (skill, value) => {
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let resolved = resolveForLevel(value, level);
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if (resolved > 0) {
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equipment.requirements[skill] = (equipment.requirements[skill] || 0) + resolved;
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}
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});
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});
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}
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/**
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* Add a permanent attribute effect, when the item is equipped.
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*/
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addAttributeEffect(attribute: keyof ShipAttributes, value: LeveledValue): void {
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this.base_modifiers.push((equipment, level) => {
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let resolved = resolveForLevel(value, level);
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if (resolved > 0) {
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equipment.effects.push(new AttributeEffect(attribute, resolved));
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}
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});
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}
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/**
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* Add a move action.
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*/
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addMoveAction(distance_per_power: LeveledValue): void {
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this.base_modifiers.push((equipment, level) => {
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equipment.action = new MoveAction(equipment, resolveForLevel(distance_per_power, level));
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});
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}
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/**
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* Add a fire weapon action.
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*/
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addFireAction(power: LeveledValue, range: LeveledValue, blast: LeveledValue, effects: EffectTemplate<BaseEffect>[]): void {
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this.base_modifiers.push((equipment, level) => {
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let reffects = effects.map(effect => effect.generate(level));
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equipment.action = new FireWeaponAction(equipment, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(blast, level), reffects);
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});
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}
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/**
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* Add a deploy drone action.
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*/
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addDroneAction(power: LeveledValue, range: LeveledValue, lifetime: LeveledValue, radius: LeveledValue, effects: EffectTemplate<BaseEffect>[]): void {
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this.base_modifiers.push((equipment, level) => {
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let reffects = effects.map(effect => effect.generate(level));
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equipment.action = new DeployDroneAction(equipment, resolveForLevel(power, level), resolveForLevel(range, level), resolveForLevel(lifetime, level), resolveForLevel(radius, level), reffects);
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});
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}
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}
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}
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