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spacetac/src/core/effects/DamageEffect.ts

89 lines
2.6 KiB
TypeScript

/// <reference path="BaseEffect.ts"/>
module TK.SpaceTac {
/**
* Apply damage on a ship.
*
* Damage is applied on shield while there is some, then on the hull.
*/
export class DamageEffect extends BaseEffect {
// Base damage points
base: number;
// Range of randomness (effective damage will be between *value* and *value+range*)
span: number;
constructor(value = 0, span = 0) {
super("damage");
this.base = value;
this.span = span;
}
/**
* Apply damage modifiers to get the final damage factor
*/
getFactor(ship: Ship): number {
let percent = 0;
iforeach(ship.ieffects(), effect => {
if (effect instanceof DamageModifierEffect) {
percent += effect.factor;
}
});
return (clamp(percent, -100, 100) + 100) / 100;
}
/**
* Get the effective damage done to both shield and hull (in this order)
*/
getEffectiveDamage(ship: Ship): [number, number] {
var damage = (this.span > 0) ? RandomGenerator.global.randInt(this.base, this.base + this.span) : this.base;
var hull: number;
var shield: number;
// Apply modifiers
damage = Math.round(damage * this.getFactor(ship));
// Apply on shields
if (damage >= ship.values.shield.get()) {
shield = ship.values.shield.get();
} else {
shield = damage;
}
damage -= shield;
// Apply on hull
if (damage >= ship.values.hull.get()) {
hull = ship.values.hull.get();
} else {
hull = damage;
}
return [shield, hull];
}
applyOnShip(ship: Ship, source: Ship | Drone): boolean {
let [shield, hull] = this.getEffectiveDamage(ship);
ship.addDamage(hull, shield);
if (shield > 0) {
ship.listEquipment(SlotType.Shield).forEach(equipment => equipment.addWear(Math.ceil(shield * 0.01)));
}
if (hull > 0) {
ship.listEquipment(SlotType.Hull).forEach(equipment => equipment.addWear(Math.ceil(hull * 0.01)));
}
return true;
}
getDescription(): string {
if (this.span > 0) {
return `do ${this.base}-${this.base + this.span} damage`;
} else {
return `do ${this.base} damage`;
}
}
}
}