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spacetac/src/core/BattleOutcome.ts

104 lines
3.6 KiB
TypeScript

module TK.SpaceTac {
/**
* Result of an ended battle
*
* This stores the winner, and the retrievable loot
*/
export class BattleOutcome {
// Indicates if the battle is a draw (no winner)
draw: boolean;
// Victorious fleet
winner: Fleet | null;
// Retrievable loot
loot: Equipment[];
constructor(winner: Fleet | null) {
this.winner = winner;
this.draw = winner ? false : true;
this.loot = [];
}
/**
* Fill loot from defeated fleet
*/
createLoot(battle: Battle, random = RandomGenerator.global): void {
this.loot = [];
battle.fleets.forEach(fleet => {
if (this.winner && !this.winner.player.is(fleet.player)) {
fleet.ships.forEach(ship => {
var luck = random.random();
if (luck > 0.9) {
// Salvage a supposedly transported item
var transported = this.generateLootItem(random, ship.level.get());
if (transported) {
this.loot.push(transported);
}
} else if (luck > 0.5) {
// Salvage one equipped item
var token = ship.getRandomEquipment(random);
if (token) {
token.detach();
this.loot.push(token);
}
}
});
}
});
}
/**
* Grant experience to participating fleets
*/
grantExperience(fleets: Fleet[]) {
fleets.forEach(fleet => {
let winfactor = (fleet == this.winner) ? 0.03 : (this.draw ? 0.01 : 0.005);
let enemies = flatten(fleets.filter(f => f !== fleet).map(f => f.ships));
let difficulty = sum(enemies.map(enemy => 100 + enemy.level.getExperience()));
fleet.ships.forEach(ship => {
ship.level.addExperience(Math.floor(difficulty * winfactor));
ship.level.checkLevelUp();
});
});
}
/**
* Create a loot generator for lucky finds
*/
getLootGenerator(random: RandomGenerator): LootGenerator {
return new LootGenerator(random);
}
/**
* Generate a loot item for the winner fleet
*
* The equipment will be in the dead ship range
*/
generateLootItem(random: RandomGenerator, base_level: number): Equipment | null {
let generator = this.getLootGenerator(random);
let level = random.randInt(Math.max(base_level - 1, 1), base_level + 1);
let quality = random.random();
return generator.generate(level, this.getQuality(quality));
}
/**
* Get the quality enum matching a 0-1 value
*/
getQuality(quality: number): EquipmentQuality {
if (quality < 0.1) {
return EquipmentQuality.WEAK;
} else if (quality > 0.99) {
return EquipmentQuality.LEGENDARY;
} else if (quality > 0.95) {
return EquipmentQuality.PREMIUM;
} else if (quality > 0.8) {
return EquipmentQuality.FINE;
} else {
return EquipmentQuality.COMMON;
}
}
}
}