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spacetac/src/ui/battle/Targetting.ts

379 lines
15 KiB
TypeScript

module TK.SpaceTac.UI {
/**
* Targetting system on the arena
*
* This system handles choosing a target for currently selected action, and displays a visual aid.
*/
export class Targetting {
// Container group
container: Phaser.Group
// Current action
ship: Ship | null = null
action: BaseAction | null = null
target: Target | null = null
mode: ActionTargettingMode
simulation = new MoveFireResult()
// Move and fire lines
drawn_info: Phaser.Graphics
move_ghost: Phaser.Image
fire_arrow: Phaser.Image
// Impact area
impact_area: Phaser.Graphics
impact_indicators: Phaser.Group
// Collaborators to update
actionbar: ActionBar
range_hint: RangeHint
tactical_mode: ToggleClient
// Access to the parent view
view: BaseView
constructor(view: BaseView, actionbar: ActionBar, tactical_mode: Toggle, range_hint: RangeHint) {
this.view = view;
this.actionbar = actionbar;
this.tactical_mode = tactical_mode.manipulate("targetting");
this.range_hint = range_hint;
this.container = view.add.group();
// Visual effects
this.drawn_info = new Phaser.Graphics(view.game, 0, 0);
this.drawn_info.visible = false;
this.move_ghost = new Phaser.Image(view.game, 0, 0, "common-transparent");
this.move_ghost.anchor.set(0.5, 0.5);
this.move_ghost.alpha = 0.8;
this.move_ghost.visible = false;
this.fire_arrow = this.view.newImage("battle-hud-simulator-ok");
this.fire_arrow.anchor.set(1, 0.5);
this.fire_arrow.visible = false;
this.impact_indicators = new Phaser.Group(view.game);
this.impact_indicators.visible = false;
this.impact_area = new Phaser.Graphics(view.game);
this.impact_area.visible = false;
this.container.add(this.impact_area);
this.container.add(this.drawn_info);
this.container.add(this.move_ghost);
this.container.add(this.fire_arrow);
this.container.add(this.impact_indicators);
}
/**
* Move to a given view layer
*/
moveToLayer(layer: Phaser.Group): void {
layer.add(this.container);
}
/**
* Indicator that the targetting is currently active
*/
get active(): boolean {
return bool(this.ship && this.action);
}
/**
* Draw a vector, with line and gradation
*/
drawVector(color: number, x1: number, y1: number, x2: number, y2: number, gradation = 0) {
let line = this.drawn_info;
line.lineStyle(6, color);
line.moveTo(x1, y1);
line.lineTo(x2, y2);
line.visible = true;
if (gradation) {
let dx = x2 - x1;
let dy = y2 - y1;
let dist = Math.sqrt(dx * dx + dy * dy);
let angle = Math.atan2(dy, dx);
dx = Math.cos(angle);
dy = Math.sin(angle);
line.lineStyle(3, color);
for (let d = gradation; d <= dist; d += gradation) {
line.moveTo(x1 + dx * d + dy * 10, y1 + dy * d - dx * 10);
line.lineTo(x1 + dx * d - dy * 10, y1 + dy * d + dx * 10);
}
}
}
/**
* Draw a part of the simulation
*/
drawPart(part: MoveFirePart, enabled = true, previous: MoveFirePart | null = null): void {
if (!this.ship) {
return;
}
let move = part.action instanceof MoveAction;
let color = (enabled && part.possible) ? (move ? 0xe09c47 : 0xdc6441) : 0x8e8e8e;
let src = previous ? previous.target : this.ship.location;
let gradation = (part.action instanceof MoveAction) ? part.action.getDistanceByActionPoint(this.ship) : 0;
this.drawVector(color, src.x, src.y, part.target.x, part.target.y, gradation);
}
/**
* Update impact indicators (highlighting impacted ships, with success factor)
*/
updateImpactIndicators(impacts: Phaser.Group, ship: Ship, action: BaseAction, target: Target, source: IArenaLocation = ship.location): void {
let ships = action.getImpactedShips(ship, target, source);
if (ships.length) {
// TODO differential
impacts.removeAll(true);
ships.forEach(iship => {
let builder = new UIBuilder(this.view, impacts);
let indicator = builder.image("battle-hud-ship-impacted", iship.arena_x, iship.arena_y, true);
if (action instanceof TriggerAction) {
let success = action.getSuccessFactor(ship, iship);
builder.in(indicator, builder => {
builder.image("battle-hud-ship-success-back", -29, -50);
builder.valuebar("battle-hud-ship-success-fill", -28, -49).setValue(success, 1);
});
}
});
impacts.visible = true;
} else {
impacts.visible = false;
}
}
/**
* Update impact graphics (area display)
*/
updateImpactArea(area: Phaser.Graphics, action: BaseAction): void {
area.clear();
let color = 0;
let radius = 0;
let angle = 0;
if (action instanceof TriggerAction) {
color = 0x90481e;
if (action.angle) {
angle = (action.angle * 0.5) * Math.PI / 180;
radius = action.range;
} else {
radius = action.blast;
}
} else if (action instanceof DeployDroneAction) {
color = 0xe9f2f9;
radius = action.drone_radius;
} else if (action instanceof ToggleAction) {
color = 0xd3e448;
radius = action.radius;
}
if (radius) {
area.lineStyle(2, color, 0.6);
area.beginFill(color, 0.2);
if (angle) {
area.arc(0, 0, radius, angle, -angle, true);
} else {
area.drawCircle(0, 0, radius * 2);
}
area.endFill();
}
}
/**
* Update visual effects to show the simulation of current action/target
*/
update(): void {
this.simulate();
if (this.ship && this.action && this.target) {
let simulation = this.simulation;
this.drawn_info.clear();
this.fire_arrow.visible = false;
this.move_ghost.visible = false;
let from = (simulation.need_fire && this.mode != ActionTargettingMode.SURROUNDINGS) ? simulation.move_location : this.ship.location;
let angle = Math.atan2(this.target.y - from.y, this.target.x - from.x);
if (simulation.success) {
let previous: MoveFirePart | null = null;
simulation.parts.forEach(part => {
this.drawPart(part, simulation.complete, previous);
previous = part;
});
if (simulation.need_move) {
this.move_ghost.visible = true;
this.move_ghost.position.set(simulation.move_location.x, simulation.move_location.y);
this.move_ghost.rotation = angle;
} else {
this.move_ghost.visible = false;
}
if (simulation.need_fire) {
if (this.action instanceof TriggerAction && this.action.angle) {
this.impact_area.position.set(simulation.move_location.x, simulation.move_location.y);
this.impact_area.rotation = arenaAngle(simulation.move_location, simulation.fire_location);
} else {
this.impact_area.position.set(this.target.x, this.target.y);
}
this.impact_area.alpha = simulation.can_fire ? 1 : 0.5;
this.impact_area.visible = true;
this.updateImpactIndicators(this.impact_indicators, this.ship, this.action, this.target, this.simulation.move_location);
this.fire_arrow.position.set(this.target.x, this.target.y);
this.fire_arrow.rotation = angle;
this.view.changeImage(this.fire_arrow, simulation.complete ? "battle-hud-simulator-ok" : "battle-hud-simulator-power");
this.fire_arrow.visible = true;
} else {
this.impact_area.visible = false;
this.impact_indicators.visible = false;
this.fire_arrow.visible = false;
}
} else {
this.drawVector(0x888888, this.ship.arena_x, this.ship.arena_y, this.target.x, this.target.y);
this.fire_arrow.position.set(this.target.x, this.target.y);
this.fire_arrow.rotation = angle;
this.view.changeImage(this.fire_arrow, "battle-hud-simulator-failed");
this.fire_arrow.visible = true;
this.impact_area.visible = false;
}
this.container.visible = true;
} else {
this.container.visible = false;
}
// Toggle tactical mode
this.tactical_mode(bool(this.action));
// Toggle range hint
if (this.ship && this.action) {
if (this.simulation.need_move) {
let move_action: MoveAction | null = null;
if (this.simulation.success) {
let last_move = first(acopy(this.simulation.parts).reverse(), part => part.action instanceof MoveAction);
if (last_move) {
move_action = <MoveAction>last_move.action;
}
} else {
let engine = new MoveFireSimulator(this.ship).findBestEngine();
if (engine && engine.action) {
move_action = <MoveAction>engine.action;
}
}
if (move_action) {
let power = this.ship.getValue("power");
if (this.action !== move_action) {
power = Math.max(power - this.action.getActionPointsUsage(this.ship, this.target), 0);
}
let radius = move_action.getRangeRadiusForPower(this.ship, power);
this.range_hint.update(this.ship, move_action, radius);
} else {
this.range_hint.clear();
}
} else {
this.range_hint.update(this.ship, this.action);
}
} else {
this.range_hint.clear();
}
}
/**
* Simulate current action
*/
simulate(): void {
if (this.ship && this.action && this.target) {
let simulator = new MoveFireSimulator(this.ship);
this.simulation = simulator.simulateAction(this.action, this.target, 1);
} else {
this.simulation = new MoveFireResult();
}
}
/**
* Set the current targetting action, or null to stop targetting
*/
setAction(action: BaseAction | null, mode?: ActionTargettingMode): void {
if (action && action.equipment && action.equipment.attached_to && action.equipment.attached_to.ship) {
this.ship = action.equipment.attached_to.ship;
this.action = action;
this.mode = (typeof mode == "undefined") ? action.getTargettingMode(this.ship) : mode;
this.view.changeImage(this.move_ghost, `ship-${this.ship.model.code}-sprite`);
this.move_ghost.scale.set(0.4);
this.updateImpactArea(this.impact_area, this.action);
this.setTarget(action.getDefaultTarget(this.ship));
} else {
this.ship = null;
this.action = null;
this.setTarget(null);
}
}
/**
* Set the target according to a hovered arena location
*
* This will apply the current targetting mode, to assist the player
*/
setTargetFromLocation(location: ArenaLocation | null): void {
if (location && this.ship) {
let battle = this.ship.getBattle();
if (this.mode == ActionTargettingMode.SHIP && battle) {
let targets = imaterialize(battle.iships(true));
let nearest = minBy(targets, ship => arenaDistance(ship.location, location));
this.setTarget(Target.newFromShip(nearest ? nearest : this.ship));
} else if (this.mode == ActionTargettingMode.SPACE) {
this.setTarget(Target.newFromLocation(location.x, location.y));
} else if (this.mode == ActionTargettingMode.SURROUNDINGS) {
if (arenaDistance(this.ship.location, location) < 50) {
this.setTarget(Target.newFromShip(this.ship));
} else {
this.setTarget(new Target(location.x, location.y, this.ship));
}
} else {
this.setTarget(Target.newFromShip(this.ship));
}
} else {
this.setTarget(null);
}
}
/**
* Set the target for current action
*/
setTarget(target: Target | null): void {
this.target = target;
this.update();
if (this.action) {
this.actionbar.updateFromSimulation(this.action, this.simulation);
}
}
/**
* Validate the current target.
*
* This will make the needed approach and apply the action.
*/
validate(applier: (action: BaseAction, target?: Target) => boolean): void {
if (this.active) {
this.simulate();
if (this.ship && this.simulation.complete) {
let ship = this.ship;
this.simulation.parts.forEach(part => {
if (part.possible) {
applier(part.action, part.target);
}
});
this.actionbar.actionEnded();
}
}
}
}
}