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spacetac/src/core/LootTemplate.ts

173 lines
6.1 KiB
TypeScript

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