252 lines
8 KiB
TypeScript
252 lines
8 KiB
TypeScript
module TK.SpaceTac {
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/**
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* Targetting mode for an action.
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*
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* This is a hint as to what type of target is required for this action.
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*/
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export enum ActionTargettingMode {
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// Apply immediately on the ship owning the action, without confirmation
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SELF,
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// Apply on the ship owning the action, with a confirmation
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SELF_CONFIRM,
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// Apply on one selected ship
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SHIP,
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// Apply on a space area
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SPACE,
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// Apply on the ship owning the action, but has an effect on surroundings
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SURROUNDINGS
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}
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/**
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* Base class for a battle action.
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*
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* An action should be the only way to modify a battle state.
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*/
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export class BaseAction extends RObject {
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// Identifier code for the type of action
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code: string
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// Equipment that triggers this action
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equipment: Equipment | null
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// Create the action
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constructor(code = "nothing", equipment: Equipment | null = null) {
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super();
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this.code = code;
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this.equipment = equipment;
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}
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/**
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* Get the verb for this action
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*/
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getVerb(): string {
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return "Idle";
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}
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/**
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* Get the relevent cooldown for this action
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*/
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get cooldown(): Cooldown {
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return this.equipment ? this.equipment.cooldown : new Cooldown();
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}
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/**
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* Get the targetting mode
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*/
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getTargettingMode(ship: Ship): ActionTargettingMode {
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return ActionTargettingMode.SELF;
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}
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/**
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* Get a default target for this action
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*/
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getDefaultTarget(ship: Ship): Target {
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return Target.newFromShip(ship);
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}
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/**
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* Get the number of turns this action is unavailable, because of overheating
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*/
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getCooldownDuration(estimated = false): number {
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let cooldown = this.cooldown;
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return estimated ? this.cooldown.cooling : this.cooldown.heat;
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}
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/**
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* Get the number of remaining uses before overheat, infinity if there is no overheat
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*/
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getUsesBeforeOverheat(): number {
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return this.cooldown.getRemainingUses();
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}
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/**
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* Check basic conditions to know if the ship can use this action at all
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*
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* Method to extend to set conditions
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*
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* Returns an informative message indicating why the action cannot be used, null otherwise
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*/
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checkCannotBeApplied(ship: Ship, remaining_ap: number | null = null): string | null {
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let battle = ship.getBattle();
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if (battle && battle.playing_ship !== ship) {
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// Ship is not playing
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return "ship not playing";
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}
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// Check AP usage
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if (remaining_ap === null) {
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remaining_ap = ship.getValue("power");
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}
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var ap_usage = this.getActionPointsUsage(ship, null);
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if (remaining_ap < ap_usage) {
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return "not enough power";
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}
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// Check cooldown
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if (!this.cooldown.canUse()) {
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return "overheated";
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}
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return null;
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}
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/**
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* Get the number of action points the action applied to a target would use
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*
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* If target is null, an estimated cost is returned.
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*/
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getActionPointsUsage(ship: Ship, target: Target | null): number {
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return 0;
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}
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/**
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* Get the range of this action, for targetting purpose
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*/
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getRangeRadius(ship: Ship): number {
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return 0;
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}
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/**
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* Filter a list of ships to return only those impacted by this action
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*
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* This may be used as an indicator for helping the player in targetting, or to effectively apply the effects
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*/
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filterImpactedShips(source: IArenaLocation, target: Target, ships: Ship[]): Ship[] {
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return [];
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}
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/**
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* Get a list of ships impacted by this action
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*/
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getImpactedShips(ship: Ship, target: Target, source: IArenaLocation = ship.location): Ship[] {
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let battle = ship.getBattle();
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if (battle) {
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return this.filterImpactedShips(source, target, imaterialize(battle.iships(true)));
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} else {
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return [];
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}
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}
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/**
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* Check if a target is suitable for this action
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*
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* Will call checkLocationTarget or checkShipTarget by default
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*/
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checkTarget(ship: Ship, target: Target): Target | null {
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if (this.checkCannotBeApplied(ship)) {
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return null;
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} else {
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if (target.isShip()) {
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return this.checkShipTarget(ship, target);
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} else {
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return this.checkLocationTarget(ship, target);
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}
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}
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}
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// Method to reimplement to check if a space target is suitable
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// Must return null if the target can't be applied, an altered target, or the original target
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protected checkLocationTarget(ship: Ship, target: Target): Target | null {
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return null;
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}
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// Method to reimplement to check if a ship target is suitable
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// Must return null if the target can't be applied, an altered target, or the original target
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protected checkShipTarget(ship: Ship, target: Target): Target | null {
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return null;
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}
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/**
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* Get the full list of diffs caused by applying this action
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*/
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getDiffs(ship: Ship, battle: Battle, target = this.getDefaultTarget(ship)): BaseBattleDiff[] {
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let reject = this.checkCannotBeApplied(ship);
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if (reject) {
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console.warn(`Action rejected - ${reject}`, ship, this, target);
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return [];
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}
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let checked_target = this.checkTarget(ship, target);
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if (!checked_target) {
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console.warn("Action rejected - invalid target", ship, this, target);
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return [];
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}
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let cost = this.getActionPointsUsage(ship, checked_target);
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if (ship.getValue("power") < cost) {
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console.warn("Action rejected - not enough power", ship, this, checked_target);
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return [];
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}
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let result: BaseBattleDiff[] = [];
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// Action usage
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result.push(new ShipActionUsedDiff(ship, this, checked_target));
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// Power usage
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if (cost) {
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result = result.concat(ship.getValueDiffs("power", -cost, true));
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}
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// Action effects
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result = result.concat(this.getSpecificDiffs(ship, battle, checked_target));
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return result;
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}
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/**
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* Method to reimplement to return the diffs specific to this action
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*/
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protected getSpecificDiffs(ship: Ship, battle: Battle, target: Target): BaseBattleDiff[] {
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return []
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}
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/**
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* Apply the action on a battle state
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*/
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apply(battle: Battle, ship: Ship, target = this.getDefaultTarget(ship)): boolean {
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if (this.checkTarget(ship, target)) {
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let diffs = this.getDiffs(ship, battle, target);
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if (diffs.length) {
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battle.applyDiffs(diffs);
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return true;
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} else {
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console.error("Could not apply action, no diff produced");
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return false;
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}
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} else {
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console.error("Could not apply action, target rejected");
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return false;
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}
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}
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/**
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* Get textual description of effects
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*/
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getEffectsDescription(): string {
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return "";
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}
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}
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}
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