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weapon.js
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function Weapon(type)
{
this.type = type;
switch (type) {
case WEAPON_LASER_CANNON:
this.name = 'Laser Cannon';
this.cost = 10;
this.range = 15;
this.damage = 3;
this.energy = 2;
this.accuracy = 100;
this.damageType = DAMAGE_NORMAL;
this.makeNeutralsHostile = true;
this.artifact = false;
break;
case WEAPON_ION_CANNON:
this.name = 'Ion Cannon';
this.cost = 12;
this.range = 15;
this.damage = 4;
this.energy = 2;
this.accuracy = 100;
this.damageType = DAMAGE_ION;
this.makeNeutralsHostile = true;
this.artifact = false;
break;
case WEAPON_TRACTOR_BEAM:
this.name = 'Tractor Beam';
this.cost = 15;
this.range = 10;
this.damage = 1;
this.energy = 4;
this.accuracy = 100;
this.damageType = DAMAGE_TRACTOR;
this.makeNeutralsHostile = false;
this.artifact = false;
break;
case WEAPON_NEUTRON_BEAM:
this.name = 'Neutron Beam';
this.cost = 15;
this.range = 10;
this.damage = 5;
this.energy = 3;
this.accuracy = 100;
this.damageType = DAMAGE_NEUTRON;
this.makeNeutralsHostile = true;
this.artifact = false;
break;
case WEAPON_HEAVY_LASER:
this.name = 'Heavy Laser Cannon';
this.cost = 25;
this.range = 20;
this.damage = 7;
this.energy = 6;
this.accuracy = 90;
this.damageType = DAMAGE_NORMAL;
this.makeNeutralsHostile = true;
this.artifact = false;
break;
case WEAPON_HEAVY_ION:
this.name = 'Heavy Ion Cannon';
this.cost = 30;
this.range = 20;
this.damage = 8;
this.energy = 6;
this.accuracy = 90;
this.damageType = DAMAGE_ION;
this.makeNeutralsHostile = true;
this.artifact = false;
break;
case WEAPON_SIEGE_LASER:
this.name = 'Heavy Siege Laser';
this.cost = 40;
this.range = 30;
this.damage = 5;
this.energy = 10;
this.accuracy = 100;
this.damageType = DAMAGE_NORMAL;
this.makeNeutralsHostile = true;
this.artifact = false;
break;
case WEAPON_SIPHON:
this.name = 'Shield Siphon Beam';
this.cost = 100;
this.range = 10;
this.damage = 3;
this.energy = 5;
this.accuracy = 100;
this.damageType = DAMAGE_SIPHON;
this.makeNeutralsHostile = true;
this.artifact = true;
break;
case WEAPON_MINDCONTROL:
this.name = 'Mind Control Ray';
this.cost = 100;
this.range = 10;
this.damage = 6;
this.energy = 10;
this.accuracy = 100;
this.damageType = DAMAGE_MINDCONTROL;
this.makeNeutralsHostile = false;
this.artifact = true;
break;
case WEAPON_ZERO_POINT:
this.name = 'Zero Point Energy Cannon';
this.cost = 100;
this.range = 15;
this.damage = 4;
this.energy = 0;
this.accuracy = 100;
this.damageType = DAMAGE_NORMAL;
this.makeNeutralsHostile = true;
this.artifact = true;
break;
case WEAPON_REACTOR_OVERCHARGE:
this.name = 'Reactor Overcharge Beam';
this.cost = 100;
this.range = 15;
this.damage = 10;
this.energy = 11;
this.accuracy = 100;
this.damageType = DAMAGE_OVERLOAD;
this.makeNeutralsHostile = false;
this.artifact = true;
break;
case WEAPON_SINGULARITY:
this.name = 'Singularity Gun';
this.cost = 100;
this.range = 20;
this.damage = 20;
this.energy = 15;
this.accuracy = 85;
this.damageType = DAMAGE_NORMAL;
this.makeNeutralsHostile = true;
this.artifact = true;
break;
case WEAPON_NEURAL_STATIC_PROJECTOR:
this.name = 'Quantum Static Projector';
this.cost = 100;
this.range = 10;
this.damage = 25;
this.energy = 10;
this.accuracy = 85;
this.damageType = DAMAGE_ION;
this.makeNeutralsHostile = true;
this.artifact = true;
break;
case WEAPON_GRAVATIC_SHEAR:
this.name = 'Gravatic Shear Inducer';
this.cost = 100;
this.range = 15;
this.damage = 5;
this.energy = 10;
this.accuracy = 100;
this.damageType = DAMAGE_TRACTOR;
this.makeNeutralsHostile = false;
this.artifact = true;
break;
case WEAPON_PURIFICATION:
this.name = 'Purification Ray';
this.cost = 100;
this.range = 15;
this.damage = 15;
this.energy = 9;
this.accuracy = 85;
this.damageType = DAMAGE_NEUTRON;
this.makeNeutralsHostile = true;
this.artifact = true;
break;
}
this.readyToFire = false;
this.mount = MOUNT_FWD;
this.selected = false;
switch (this.damageType) {
case DAMAGE_NORMAL:
this.symbol = "\u2022";
this.color = "red";
break;
case DAMAGE_ION:
this.symbol = "\u2022";
this.color = "#00F";
break;
case DAMAGE_TRACTOR:
this.symbol = "\u25CB";
this.color = "green";
break;
case DAMAGE_NEUTRON:
this.symbol = "\u25CB";
this.color = "white";
break;
case DAMAGE_SIPHON:
case DAMAGE_OVERLOAD:
this.symbol = "\u25CB";
this.color = "blue";
break;
case DAMAGE_MINDCONTROL:
this.symbol = "\u25CB";
this.color = "purple";
break;
}
}
Weapon.prototype = {
}
/*
highlight ships on mouseover
cursor, direction, and highlight color depends on passive/agressive stance
###
#B>
###
press W- cycle/select weapon
when weapon is selected, it automatically selects the closest hostile target in range/arc.
cycle through targets with tab/mouse
when a weapon is selected, draw the cone of fire on the map
ESC should clear selected weapon
targeting/accuracy data should display next to target on the map
+ Base weapon accuracy
+ Targeting computer level
+ Enemy mass?
- Enemy ECM level
- Enemy distance
- Enemy speed
- Transverse velocity
press F or click mouse- fire weapon
@ player
A anomaly
D dreadnought (boss ship)
B battleship (slow, poor maneuverability, very strong weapons and armor)
C carrier (slow, poor maneuverability, strong armor, summons fighters)
== Weapon Types ==
Laser Cannon
Ion Cannon
Tractor Beam
Neutron Beam
== Artifact Weapons ==
Zero Point Energy Cannon
Mind Control Beam
Shield Siphon Beam
Reactor Overcharge Beam
w toggle active weapon
tab select target
f fire weapon
b board ship or station
h jump to hyperspace
s toggle active systems
a activate system
arrow keys to plot course
esc to untarget a ship
l view log
q view quest log
a-z select option in a shop
== Active Systems ==
fighter launch bay
drone launch bay
fighter recall beacon
flux capacitor
shield capacitor
regenerative nanite swarm
inertial dampener
micro jump coil
holographic projector
== Passive Systems ==
*/