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adarkroom/script/room.js
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2013-07-03 07:56:13 -07:00
/**
* Module that registers the simple room functionality
*/
var Room = {
// times in (minutes * seconds * milliseconds)
_FIRE_COOL_DELAY: 5 * 60 * 1000, // time after a stoke before the fire cools
_ROOM_WARM_DELAY: 30 * 1000, // time between room temperature updates
_BUILDER_STATE_DELAY: 0.5 * 60 * 1000, // time between builder state updates
_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
Craftables: {
'trap': {
button: null,
maximum: 10,
availableMsg: 'builder says she can make traps to catch any creatures might still be alive out there',
buildMsg: 'more traps to catch more creatures',
maxMsg: "more traps won't help now",
type: 'building',
cost: function() {
var n = Outside.numBuilding('trap');
return {
'wood': 10 + (n*10)
};
}
},
'cart': {
button: null,
maximum: 1,
availableMsg: 'builder says she can make a cart for carrying wood',
buildMsg: 'the rickety cart will carry more wood from the forest',
type: 'building',
cost: function() {
return {
'wood': 30
};
}
},
'hut': {
button: null,
maximum: 20,
availableMsg: "builder says there are more wanderers. says they'll work, too.",
buildMsg: 'builder puts up a hut, out in the forest. says word will get around.',
maxMsg: 'no more room for huts.',
type: 'building',
cost: function() {
var n = Outside.numBuilding('hut');
return {
'wood': 100 + (n*50)
};
}
},
'lodge': {
button: null,
maximum: 1,
availableMsg: 'villagers could help hunt, given the means',
buildMsg: 'the hunting lodge stands in the forest, a ways out of town',
type: 'building',
cost: function() {
return {
wood: 200,
fur: 10,
meat: 5
}
}
},
'trading post': {
button: null,
maximum: 1,
availableMsg: "a trading post would make commerce easier",
buildMsg: "now the nomads have a place to set up shop, they might stick around a while",
type: 'building',
cost: function() {
return {
'wood': 400,
'fur': 100
};
}
},
'tannery': {
button: null,
maximum: 1,
availableMsg: "builder says leather could be useful. says the villagers could make it.",
buildMsg: 'tannery goes up quick, on the edge of the village',
type: 'building',
cost: function() {
return {
'wood': 500,
'fur': 50
};
}
},
'smokehouse': {
button: null,
maximum: 1,
availableMsg: "should cure the meat, or it'll spoil. builder says she can fix something up.",
buildMsg: 'builder finishes the smokehouse. she looks hungry.',
type: 'building',
cost: function() {
return {
'wood': 600,
'meat': 50
};
}
},
'workshop': {
button: null,
maximum: 1,
availableMsg: "builder says she could make finer things, if she had the tools",
buildMsg: "workshop's finally ready. builder's excited to get to it",
type: 'building',
cost: function() {
return {
'wood': 800,
'leather': 100,
'scales': 10
};
}
},
'steelworks': {
button: null,
maximum: 1,
availableMsg: "builder says the villagers could make steel, given the tools",
buildMsg: "a haze falls over the village as the steelworks fires up",
type: 'building',
cost: function() {
return {
'wood': 1500,
'iron': 100,
'coal': 100
};
}
},
'armoury': {
button: null,
maximum: 1,
availableMsg: "builder says it'd be useful to have a steady source of bullets",
buildMsg: "armoury's done, welcoming back the weapons of the past.",
type: 'building',
cost: function() {
return {
'wood': 3000,
'steel': 100,
'sulphur': 50
};
}
},
'torch': {
button: null,
type: 'tool',
buildMsg: 'a torch to keep the dark away',
cost: function() {
return {
'wood': 1,
'cloth': 1
};
}
},
'waterskin': {
button: null,
type: 'upgrade',
maximum: 1,
buildMsg: 'this waterskin\'ll hold a bit of water, at least',
cost: function() {
return {
'leather': 50
};
}
},
'cask': {
button: null,
type: 'upgrade',
maximum: 1,
buildMsg: 'the cask holds enough water for longer expeditions',
cost: function() {
return {
'leather': 100,
'iron': 20
};
}
},
'water tank': {
button: null,
type: 'upgrade',
maximum: 1,
buildMsg: 'never go thirsty again',
cost: function() {
return {
'iron': 100,
'steel': 50
};
}
},
'bone spear': {
button: null,
type: 'weapon',
buildMsg: "this spear's not elegant, but it's pretty good at stabbing",
cost: function() {
return {
'wood': 100,
'teeth': 5
};
}
},
'rucksack': {
button: null,
type: 'upgrade',
maximum: 1,
buildMsg: 'carrying more means longer expeditions to the wilds',
cost: function() {
return {
'leather': 200
};
}
},
'wagon': {
button: null,
type: 'upgrade',
maximum: 1,
buildMsg: 'the wagon can carry a lot of supplies',
cost: function() {
return {
'wood': 500,
'iron': 100
};
}
},
'convoy': {
button: null,
type: 'upgrade',
maximum: 1,
buildMsg: 'the convoy can haul mostly everything',
cost: function() {
return {
'wood': 1000,
'iron': 200,
'steel': 100
};
}
},
'l armour': {
type: 'upgrade',
maximum: 1,
buildMsg: "leather's not strong. better than rags, though.",
cost: function() {
return {
'leather': 200,
'scales': 20
};
}
},
'i armour': {
type: 'upgrade',
maximum: 1,
buildMsg: "iron's stronger than leather",
cost: function() {
return {
'leather': 200,
'iron': 100
}
}
},
's armour': {
type: 'upgrade',
maximum: 1,
buildMsg: "steel's stronger than iron",
cost: function() {
return {
'leather': 200,
'steel': 100
}
}
},
'iron sword': {
button: null,
type: 'weapon',
buildMsg: "sword is sharp. good protection out in the wilds.",
cost: function() {
return {
'wood': 200,
'leather': 50,
'iron': 20
};
}
},
'steel sword': {
button: null,
type: 'weapon',
buildMsg: "the steel is strong, and the blade true.",
cost: function() {
return {
'wood': 500,
'leather': 100,
'steel': 20
};
}
},
'rifle': {
type: 'weapon',
buildMsg: "black powder and bullets, like the old days.",
cost: function() {
return {
'wood': 200,
'steel': 50,
'sulphur': 50
}
}
}
},
TradeGoods: {
'scales': {
type: 'good',
cost: function() {
return { fur: 150 };
}
},
'teeth': {
type: 'good',
cost: function() {
return { fur: 300 };
}
},
'iron': {
type: 'good',
cost: function() {
return {
'fur': 150,
'scales': 50
}
}
},
'coal': {
type: 'good',
cost: function() {
return {
'fur': 200,
'teeth': 50
}
}
},
'steel': {
type: 'good',
cost: function() {
return {
'fur': 300,
'scales': 50,
'teeth': 50
}
}
},
'bullets': {
type: 'good',
cost: function() {
return {
'scales': 10
}
}
},
'energy cell': {
type: 'good',
cost: function() {
return {
'scales': 10,
'teeth': 10
}
}
},
'bolas': {
type: 'weapon',
cost: function() {
return {
'teeth': 10
}
}
},
'grenade': {
type: 'weapon',
cost: function() {
return {
'scales': 100,
'teeth': 50
}
}
},
'bayonet': {
type: 'weapon',
cost: function() {
return {
'scales': 500,
'teeth': 250
}
}
},
'alien alloy': {
type: 'good',
cost: function() {
return {
'fur': 1500,
'scales': 750,
'teeth': 300
}
}
},
'compass': {
type: 'upgrade',
maximum: 1,
cost: function() {
return {
fur: 400,
scales: 20,
teeth: 10
};
}
}
},
name: "Room",
init: function(options) {
this.options = $.extend(
this.options,
options
);
if(Engine._debug) {
this._ROOM_WARM_DELAY = 1;
this._BUILDER_STATE_DELAY = 1;
this._STOKE_COOLDOWN = 0;
this._NEED_WOOD_DELAY = 1;
}
if(typeof State.room == 'undefined') {
State.room = {
temperature: this.TempEnum.Cold,
fire: this.FireEnum.Dead,
buttons: {},
builder: -1
};
}
// Create the room tab
this.tab = Header.addLocation("A Dark Room", "room", Room);
// Create the Room panel
this.panel = $('<div>')
.attr('id', "roomPanel")
.addClass('location')
.appendTo('div#locationSlider');
Engine.updateSlider();
// Create the light button
var lbtn = new Button.Button({
id: 'lightButton',
text: 'light fire',
click: Room.lightFire,
cooldown: Room._STOKE_COOLDOWN,
width: '80px',
cost: {'wood': 5}
}).appendTo('div#roomPanel');
// Create the stoke button
var btn = new Button.Button({
id: 'stokeButton',
text: "stoke fire",
click: Room.stokeFire,
cooldown: Room._STOKE_COOLDOWN,
width: '80px',
cost: {'wood': 1}
}).appendTo('div#roomPanel');
// Create the stores container
$('<div>').attr('id', 'storesContainer').appendTo('div#roomPanel');
Room.updateButton();
Room.updateStoresView();
Room.updateIncomeView();
Room.updateBuildButtons();
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
/*
* Builder states:
* 0 - Approaching
* 1 - Collapsed
* 2 - Shivering
* 3 - Sleeping
* 4 - Helping
*/
if(State.room.builder >= 0 && State.room.builder < 3) {
Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
}
if(State.room.builder == 1 && Engine.getStore('wood') < 0) {
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
}
setTimeout(Engine.collectIncome, 1000);
Notifications.notify(Room, "the room is " + State.room.temperature.text);
Notifications.notify(Room, "the fire is " + State.room.fire.text);
},
options: {}, // Nothing for now
onArrival: function() {
Room.setTitle();
if(Room.changed) {
Notifications.notify(Room, "the fire is " + State.room.fire.text);
Notifications.notify(Room, "the room is " + State.room.temperature.text);
Room.changed = false;
}
if(State.room.builder == 3) {
State.room.builder++;
Engine.setIncome('builder', {
delay: 10,
stores: {'wood' : 2 }
});
Room.updateIncomeView();
Notifications.notify(Room, "the stranger is standing by the fire. she says she can help. says she builds things.")
}
},
TempEnum: {
fromInt: function(value) {
for(var k in this) {
if(typeof this[k].value != 'undefined' && this[k].value == value) {
return this[k];
}
}
return null;
},
Freezing: { value: 0, text: 'freezing' },
Cold: { value: 1, text: 'cold' },
Mild: { value: 2, text: 'mild' },
Warm: { value: 3, text: 'warm' },
Hot: { value: 4, text: 'hot' }
},
FireEnum: {
fromInt: function(value) {
for(var k in this) {
if(typeof this[k].value != 'undefined' && this[k].value == value) {
return this[k];
}
}
return null;
},
Dead: { value: 0, text: 'dead' },
Smoldering: { value: 1, text: 'smoldering' },
Flickering: { value: 2, text: 'flickering' },
Burning: { value: 3, text: 'burning' },
Roaring: { value: 4, text: 'roaring' }
},
setTitle: function() {
var title = State.room.fire.value < 2 ? "A Dark Room" : "A Firelit Room";
if(Engine.activeModule == this) {
document.title = title;
}
$('div#location_room').text(title);
},
updateButton: function() {
var light = $('#lightButton.button');
var stoke = $('#stokeButton.button');
if(State.room.fire.value == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
stoke.hide();
light.show();
if(stoke.hasClass('disabled')) {
Button.cooldown(light);
}
} else if(light.css('display') != 'none') {
stoke.show();
light.hide();
if(light.hasClass('disabled')) {
Button.cooldown(stoke);
}
}
if(!Engine.storeAvailable('wood')) {
light.addClass('free');
stoke.addClass('free');
} else {
light.removeClass('free');
stoke.removeClass('free');
}
},
_fireTimer: null,
_tempTimer: null,
lightFire: function() {
var wood = Engine.getStore('wood');
if(Engine.storeAvailable('wood') && wood < 5) {
Notifications.notify(Room, "not enough wood to get the fire going");
Button.clearCooldown($('#lightButton.button'));
return;
} else if(wood > 4) {
Engine.setStore('wood', wood - 5);
}
State.room.fire = Room.FireEnum.Burning;
Room.onFireChange();
},
stokeFire: function() {
var wood = Engine.getStore('wood');
if(Engine.storeAvailable('wood') && wood == 0) {
Notifications.notify(Room, "the wood has run out");
Button.clearCooldown($('#stokeButton.button'));
return;
}
if(wood > 0) {
Engine.setStore('wood', wood - 1);
}
if(State.room.fire.value < 4) {
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value + 1);
}
Room.onFireChange();
},
onFireChange: function() {
if(Engine.activeModule != Room) {
Room.changed = true;
}
Notifications.notify(Room, "the fire is " + State.room.fire.text, true);
if(State.room.fire.value > 1 && State.room.builder < 0) {
State.room.builder = 0;
Notifications.notify(Room, "the light from the fire spills from the windows, out into the dark");
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
}
window.clearTimeout(Room._fireTimer);
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room.updateButton();
Room.setTitle();
},
coolFire: function() {
if(State.room.fire.value <= Room.FireEnum.Flickering.value &&
State.room.builder > 3 && Engine.getStore('wood') > 0) {
Notifications.notify(Room, "builder stokes the fire", true);
Engine.setStore('wood', Engine.getStore('wood') - 1);
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value + 1);
}
if(State.room.fire.value > 0) {
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value - 1);
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room.onFireChange();
}
},
adjustTemp: function() {
var old = State.room.temperature.value;
if(State.room.temperature.value > 0 && State.room.temperature.value > State.room.fire.value) {
State.room.temperature = Room.TempEnum.fromInt(State.room.temperature.value - 1);
Notifications.notify(Room, "the room is " + State.room.temperature.text, true);
}
if(State.room.temperature.value < 4 && State.room.temperature.value < State.room.fire.value) {
State.room.temperature = Room.TempEnum.fromInt(State.room.temperature.value + 1);
Notifications.notify(Room, "the room is " + State.room.temperature.text, true);
}
if(State.room.temperature.value != old) {
Room.changed = true;
}
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
},
unlockForest: function() {
Engine.setStore('wood', 4);
Room.updateButton();
Outside.init();
Room.updateStoresView();
Notifications.notify(Room, "the wind howls outside");
Notifications.notify(Room, "the wood is running out");
Engine.event('progress', 'outside');
},
updateBuilderState: function() {
if(State.room.builder == 0) {
Notifications.notify(Room, "a ragged stranger stumbles through the door and collapses in the corner");
State.room.builder = 1;
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
}
else if(State.room.builder < 3 && State.room.temperature.value >= Room.TempEnum.Warm.value) {
var msg;
switch(State.room.builder) {
case 1:
msg = "the stranger shivers, and mumbles quietly. her words are unintelligible.";
break;
case 2:
msg = "the stranger in the corner stops shivering. her breathing calms.";
break;
}
Notifications.notify(Room, msg);
if(State.room.builder < 3) {
State.room.builder++;
}
}
if(State.room.builder < 3) {
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
}
Engine.saveGame();
},
updateStoresView: function() {
var stores = $('div#stores');
var weapons = $('div#weapons');
var needsAppend = false, wNeedsAppend = false, newRow = false;
if(stores.length == 0) {
stores = $('<div>').attr({
id: 'stores'
}).css('opacity', 0);
needsAppend = true;
}
if(weapons.length == 0) {
weapons = $('<div>').attr({
id: 'weapons'
}).css('opacity', 0);
wNeedsAppend = true;
}
for(var k in State.stores) {
var type = null;
if(Room.Craftables[k]) {
type = Room.Craftables[k].type;
} else if(Room.TradeGoods[k]) {
type = Room.TradeGoods[k].type;
}
var location;
switch(type) {
case 'upgrade':
// Don't display upgrades on the Room screen
continue;
case 'weapon':
location = weapons;
break;
default:
location = stores;
break;
}
var id = "row_" + k.replace(' ', '-');
var row = $('div#' + id, location);
var num = State.stores[k];
if(typeof num != 'number' || isNaN(num)) {
// No idea how counts get corrupted, but I have reason to believe that they occassionally do.
// Build a little fence around it!
num = State.stores[k] = 0;
}
// thieves?
if(typeof State.thieves == 'undefined' && num > 5000 && State.world) {
Engine.startThieves();
}
if(row.length == 0 && num > 0) {
var row = $('<div>').attr('id', id).addClass('storeRow');
$('<div>').addClass('row_key').text(k).appendTo(row);
$('<div>').addClass('row_val').text(Math.floor(num)).appendTo(row);
$('<div>').addClass('clear').appendTo(row);
var curPrev = null;
location.children().each(function(i) {
var child = $(this);
var cName = child.attr('id').substring(4).replace('-', ' ');
if(cName < k && (curPrev == null || cName > curPrev)) {
curPrev = cName;
}
});
if(curPrev == null) {
row.prependTo(location);
} else {
row.insertAfter(location.find('#row_' + curPrev.replace(' ', '-')));
}
newRow = true;
} else if(num> 0){
$('div#' + row.attr('id') + ' > div.row_val', location).text(Math.floor(num));
} else if(num == 0) {
row.remove();
}
}
if(needsAppend && stores.children().length > 0) {
stores.appendTo('div#storesContainer');
stores.animate({opacity: 1}, 300, 'linear');
}
if(wNeedsAppend && weapons.children().length > 0) {
weapons.appendTo('div#storesContainer');
weapons.animate({opacity: 1}, 300, 'linear');
}
if(newRow) {
Room.updateIncomeView();
}
},
updateIncomeView: function() {
var stores = $('div#stores');
if(stores.length == 0 || typeof State.income == 'undefined') return;
$('div.storeRow', stores).each(function(index, el) {
el = $(el);
$('div.tooltip', el).remove();
var tt = $('<div>').addClass('tooltip bottom right');
var storeName = el.attr('id').substring(4).replace('-', ' ');
for(var incomeSource in State.income) {
var income = State.income[incomeSource];
for(var store in income.stores) {
if(store == storeName && income.stores[store] != 0) {
$('<div>').addClass('row_key').text(incomeSource).appendTo(tt);
$('<div>')
.addClass('row_val')
.text(Engine.getIncomeMsg(income.stores[store], income.delay))
.appendTo(tt);
}
}
}
if(tt.children().length > 0) {
tt.appendTo(el);
}
});
},
buy: function(buyBtn) {
var thing = $(buyBtn).attr('buildThing');
var good = Room.TradeGoods[thing];
var numThings = Engine.getStore(thing);
if(numThings < 0) numThings = 0;
if(good.maximum <= numThings) {
return;
}
var storeMod = {};
var cost = good.cost();
for(var k in cost) {
var have = Engine.getStore(k)
if(have < cost[k]) {
Notifications.notify(Room, "not enough " + k);
return false;
} else {
storeMod[k] = have - cost[k];
}
}
Engine.setStores(storeMod);
Notifications.notify(Room, good.buildMsg);
Engine.addStore(thing, 1);
Room.updateBuildButtons();
if(thing == 'compass') {
Engine.openPath();
}
},
build: function(buildBtn) {
var thing = $(buildBtn).attr('buildThing');
if(State.room.temperature.value <= Room.TempEnum.Cold.value) {
Notifications.notify(Room, "builder just shivers");
return false;
}
var craftable = Room.Craftables[thing];
var numThings = 0;
switch(craftable.type) {
case 'good':
case 'weapon':
case 'tool':
case 'upgrade':
numThings = Engine.getStore(thing);
break;
case 'building':
numThings = Outside.numBuilding(thing);
break;
}
if(numThings < 0) numThings = 0;
if(craftable.maximum <= numThings) {
return;
}
var storeMod = {};
var cost = craftable.cost();
for(var k in cost) {
var have = Engine.getStore(k)
if(have < cost[k]) {
Notifications.notify(Room, "not enough " + k);
return false;
} else {
storeMod[k] = have - cost[k];
}
}
Engine.setStores(storeMod);
Notifications.notify(Room, craftable.buildMsg);
switch(craftable.type) {
case 'good':
case 'weapon':
case 'upgrade':
case 'tool':
Engine.addStore(thing, 1);
break;
case 'building':
Outside.addBuilding(thing, 1);
break;
}
Room.updateBuildButtons();
},
needsWorkshop: function(type) {
return type == 'weapon' || type == 'upgrade' || type =='tool';
},
craftUnlocked: function(thing) {
if(typeof State.room != 'undefined' &&
typeof State.room.buttons != 'undefined' &&
State.room.buttons[thing]) {
return true;
}
if(State.room.builder < 4) return false;
var craftable = Room.Craftables[thing];
if(Room.needsWorkshop(craftable.type) && Outside.numBuilding('workshop') == 0) return false;
var cost = craftable.cost();
// Show buttons if we have at least 1/2 the wood, and all other components have been seen.
if(Engine.getStore('wood') < cost['wood'] * 0.5) {
return false;
}
for(var c in cost) {
if(!Engine.storeAvailable(c)) {
return false;
}
}
State.room.buttons[thing] = true;
Notifications.notify(Room, craftable.availableMsg);
return true;
},
buyUnlocked: function(thing) {
if(typeof State.room != 'undefined' &&
typeof State.room.buttons != 'undefined' &&
State.room.buttons[thing]) {
return true;
} else if(Outside.numBuilding('trading post') > 0) {
if(thing == 'compass' || Engine.storeAvailable(thing)) {
// Allow the purchase of stuff once you've seen it
return true;
}
}
return false;
},
updateBuildButtons: function() {
var buildSection = $('#buildBtns');
var needsAppend = false;
if(buildSection.length == 0) {
buildSection = $('<div>').attr('id', 'buildBtns').css('opacity', 0);
needsAppend = true;
}
var craftSection = $('#craftBtns');
var cNeedsAppend = false;
if(craftSection.length == 0 && Outside.numBuilding('workshop') > 0) {
craftSection = $('<div>').attr('id', 'craftBtns').css('opacity', 0);
cNeedsAppend = true;
}
var buySection = $('#buyBtns');
var bNeedsAppend = false;
if(buySection.length == 0 && Outside.numBuilding('trading post') > 0) {
buySection = $('<div>').attr('id', 'buyBtns').css('opacity', 0);
bNeedsAppend = true;
}
for(var k in Room.Craftables) {
craftable = Room.Craftables[k];
var max = Engine.num(k, craftable) + 1 > craftable.maximum;
if(craftable.button == null) {
if(Room.craftUnlocked(k)) {
var loc = Room.needsWorkshop(craftable.type) ? craftSection : buildSection;
craftable.button = new Button.Button({
id: 'build_' + k,
cost: craftable.cost(),
text: k,
click: Room.build,
width: '80px',
ttPos: loc.children().length > 10 ? 'top right' : 'bottom right'
}).css('opacity', 0).attr('buildThing', k).appendTo(loc).animate({opacity: 1}, 300, 'linear');
}
} else {
// refresh the tooltip
var costTooltip = $('.tooltip', craftable.button);
costTooltip.empty();
var cost = craftable.cost();
for(var k in cost) {
$("<div>").addClass('row_key').text(k).appendTo(costTooltip);
$("<div>").addClass('row_val').text(cost[k]).appendTo(costTooltip);
}
if(max && !craftable.button.hasClass('disabled')) {
Notifications.notify(Room, craftable.maxMsg);
}
}
if(max) {
Button.setDisabled(craftable.button, true);
} else {
Button.setDisabled(craftable.button, false);
}
}
for(var k in Room.TradeGoods) {
good = Room.TradeGoods[k];
var max = Engine.num(k, good) + 1 > good.maximum;
if(good.button == null) {
if(Room.buyUnlocked(k)) {
good.button = new Button.Button({
id: 'build_' + k,
cost: good.cost(),
text: k,
click: Room.buy,
width: '80px'
}).css('opacity', 0).attr('buildThing', k).appendTo(buySection).animate({opacity:1}, 300, 'linear');
}
} else {
// refresh the tooltip
var costTooltip = $('.tooltip', good.button);
costTooltip.empty();
var cost = good.cost();
for(var k in cost) {
$("<div>").addClass('row_key').text(k).appendTo(costTooltip);
$("<div>").addClass('row_val').text(cost[k]).appendTo(costTooltip);
}
if(max && !good.button.hasClass('disabled')) {
Notifications.notify(Room, good.maxMsg);
}
}
if(max) {
Button.setDisabled(good.button, true);
} else {
Button.setDisabled(good.button, false);
}
}
if(needsAppend && buildSection.children().length > 0) {
buildSection.appendTo('div#roomPanel').animate({opacity: 1}, 300, 'linear');
}
if(cNeedsAppend && craftSection.children().length > 0) {
craftSection.appendTo('div#roomPanel').animate({opacity: 1}, 300, 'linear');
}
if(bNeedsAppend && buildSection.children().length > 0) {
buySection.appendTo('div#roomPanel').animate({opacity: 1}, 300, 'linear');
}
}
};