/** * 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 buttons:{}, Craftables: { 'trap': { name: _('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 = $SM.get('game.buildings["trap"]', true); return { 'wood': 10 + (n*10) }; } }, 'cart': { name: _('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': { name: _('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 = $SM.get('game.buildings["hut"]', true); return { 'wood': 100 + (n*50) }; } }, 'lodge': { name: _('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': { name: _('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': { name: _('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': { name: _('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': { name: _('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': { name: _('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': { name: _('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': { name: _('torch'), button: null, type: 'tool', buildMsg: _('a torch to keep the dark away'), cost: function() { return { 'wood': 1, 'cloth': 1 }; } }, 'waterskin': { name: _('waterskin'), button: null, type: 'upgrade', maximum: 1, buildMsg: _('this waterskin\'ll hold a bit of water, at least'), cost: function() { return { 'leather': 50 }; } }, 'cask': { name: _('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': { name: _('water tank'), button: null, type: 'upgrade', maximum: 1, buildMsg: _('never go thirsty again'), cost: function() { return { 'iron': 100, 'steel': 50 }; } }, 'bone spear': { name: _('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': { name: _('rucksack'), button: null, type: 'upgrade', maximum: 1, buildMsg: _('carrying more means longer expeditions to the wilds'), cost: function() { return { 'leather': 200 }; } }, 'wagon': { name: _('wagon'), button: null, type: 'upgrade', maximum: 1, buildMsg: _('the wagon can carry a lot of supplies'), cost: function() { return { 'wood': 500, 'iron': 100 }; } }, 'convoy': { name: _('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': { name: _('l armour'), type: 'upgrade', maximum: 1, buildMsg: _("leather's not strong. better than rags, though."), cost: function() { return { 'leather': 200, 'scales': 20 }; } }, 'i armour': { name: _('i armour'), type: 'upgrade', maximum: 1, buildMsg: _("iron's stronger than leather"), cost: function() { return { 'leather': 200, 'iron': 100 }; } }, 's armour': { name: _('s armour'), type: 'upgrade', maximum: 1, buildMsg: _("steel's stronger than iron"), cost: function() { return { 'leather': 200, 'steel': 100 }; } }, 'iron sword': { name: _('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': { name: _('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': { name: _('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 }; } }, 'medicine': { type: 'good', cost: function() { return { 'scales': 50, 'teeth': 30 }; } }, '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: 'special', maximum: 1, cost: function() { return { fur: 400, scales: 20, teeth: 10 }; } } }, MiscItems: { 'laser rifle': { type: 'weapon' } }, name: _("Room"), init: function(options) { this.options = $.extend( this.options, options ); Room.pathDiscovery = Boolean($SM.get('stores["compass"]')); if(Engine._debug) { this._ROOM_WARM_DELAY = 5000; this._BUILDER_STATE_DELAY = 5000; this._STOKE_COOLDOWN = 0; this._NEED_WOOD_DELAY = 5000; } if(typeof $SM.get('features.location.room') == 'undefined') { $SM.set('features.location.room', true); $SM.set('game.builder.level', -1); } // If this is the first time playing, the fire is dead and it's freezing. // Otherwise grab past save state temp and fire level. $SM.set('game.temperature', $SM.get('game.temperature.value')===undefined?this.TempEnum.Freezing:$SM.get('game.temperature')); $SM.set('game.fire', $SM.get('game.fire.value')===undefined?this.FireEnum.Dead:$SM.get('game.fire')); // Create the room tab this.tab = Header.addLocation(_("A Dark Room"), "room", Room); // Create the Room panel this.panel = $('
') .attr('id', "roomPanel") .addClass('location') .appendTo('div#locationSlider'); Engine.updateSlider(); // Create the light button 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 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 $('
').attr('id', 'storesContainer').prependTo('div#roomPanel'); //subscribe to stateUpdates $.Dispatch('stateUpdate').subscribe(Room.handleStateUpdates); Room.updateButton(); Room.updateStoresView(); Room.updateIncomeView(); Room.updateBuildButtons(); Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY); Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY); /* * Builder states: * 0 - Approaching * 1 - Collapsed * 2 - Shivering * 3 - Sleeping * 4 - Helping */ if($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) { Room._builderTimer = Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY); } if($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) { Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY); } Engine.setTimeout($SM.collectIncome, 1000); Notifications.notify(Room, _("the room is {0}", Room.TempEnum.fromInt($SM.get('game.temperature.value')).text)); Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text)); }, options: {}, // Nothing for now onArrival: function(transition_diff) { Room.setTitle(); if(Room.changed) { Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text)); Notifications.notify(Room, _("the room is {0}", Room.TempEnum.fromInt($SM.get('game.temperature.value')).text)); Room.changed = false; } if($SM.get('game.builder.level') == 3) { $SM.add('game.builder.level', 1); $SM.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.")); } Engine.moveStoresView(null, transition_diff); }, 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 = $SM.get('game.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 = $('#stokeButton.button'); if($SM.get('game.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(!$SM.get('stores.wood')) { light.addClass('free'); stoke.addClass('free'); } else { light.removeClass('free'); stoke.removeClass('free'); } }, _fireTimer: null, _tempTimer: null, lightFire: function() { var wood = $SM.get('stores.wood'); if(wood < 5) { Notifications.notify(Room, _("not enough wood to get the fire going")); Button.clearCooldown($('#lightButton.button')); return; } else if(wood > 4) { $SM.set('stores.wood', wood - 5); } $SM.set('game.fire', Room.FireEnum.Burning); Room.onFireChange(); }, stokeFire: function() { var wood = $SM.get('stores.wood'); if(wood === 0) { Notifications.notify(Room, _("the wood has run out")); Button.clearCooldown($('#stokeButton.button')); return; } if(wood > 0) { $SM.set('stores.wood', wood - 1); } if($SM.get('game.fire.value') < 4) { $SM.set('game.fire', Room.FireEnum.fromInt($SM.get('game.fire.value') + 1)); } Room.onFireChange(); }, onFireChange: function() { if(Engine.activeModule != Room) { Room.changed = true; } Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text), true); if($SM.get('game.fire.value') > 1 && $SM.get('game.builder.level') < 0) { $SM.set('game.builder.level', 0); Notifications.notify(Room, _("the light from the fire spills from the windows, out into the dark")); Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY); } window.clearTimeout(Room._fireTimer); Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY); Room.updateButton(); Room.setTitle(); }, coolFire: function() { var wood = $SM.get('stores.wood'); if($SM.get('game.fire.value') <= Room.FireEnum.Flickering.value && $SM.get('game.builder.level') > 3 && wood > 0) { Notifications.notify(Room, _("builder stokes the fire"), true); $SM.set('stores.wood', wood - 1); $SM.set('game.fire',Room.FireEnum.fromInt($SM.get('game.fire.value') + 1)); } if($SM.get('game.fire.value') > 0) { $SM.set('game.fire',Room.FireEnum.fromInt($SM.get('game.fire.value') - 1)); Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY); Room.onFireChange(); } }, adjustTemp: function() { var old = $SM.get('game.temperature.value'); if($SM.get('game.temperature.value') > 0 && $SM.get('game.temperature.value') > $SM.get('game.fire.value')) { $SM.set('game.temperature',Room.TempEnum.fromInt($SM.get('game.temperature.value') - 1)); Notifications.notify(Room, _("the room is {0}" , Room.TempEnum.fromInt($SM.get('game.temperature.value')).text), true); } if($SM.get('game.temperature.value') < 4 && $SM.get('game.temperature.value') < $SM.get('game.fire.value')) { $SM.set('game.temperature', Room.TempEnum.fromInt($SM.get('game.temperature.value') + 1)); Notifications.notify(Room, _("the room is {0}" , Room.TempEnum.fromInt($SM.get('game.temperature.value')).text), true); } if($SM.get('game.temperature.value') != old) { Room.changed = true; } Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY); }, unlockForest: function() { $SM.set('stores.wood', 4); Outside.init(); Notifications.notify(Room, _("the wind howls outside")); Notifications.notify(Room, _("the wood is running out")); Engine.event('progress', 'outside'); }, updateBuilderState: function() { var lBuilder = $SM.get('game.builder.level'); if(lBuilder === 0) { Notifications.notify(Room, _("a ragged stranger stumbles through the door and collapses in the corner")); lBuilder = $SM.setget('game.builder.level', 1); Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY); } else if(lBuilder < 3 && $SM.get('game.temperature.value') >= Room.TempEnum.Warm.value) { var msg = ""; switch(lBuilder) { 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(lBuilder < 3) { lBuilder = $SM.setget('game.builder.level', lBuilder + 1); } } if(lBuilder < 3) { Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY); } Engine.saveGame(); }, updateStoresView: function() { var stores = $('div#stores'); var resources = $('div#resources'); var special = $('div#special'); var weapons = $('div#weapons'); var needsAppend = false, rNeedsAppend = false, sNeedsAppend = false, wNeedsAppend = false, newRow = false; if(stores.length === 0) { stores = $('
').attr({ 'id': 'stores', 'data-legend': _('stores') }).css('opacity', 0); needsAppend = true; } if(resources.length === 0) { resources = $('
').attr({ id: 'resources' }).css('opacity', 0); rNeedsAppend = true; } if(special.length === 0) { special = $('
').attr({ id: 'special' }).css('opacity', 0); sNeedsAppend = true; } if(weapons.length === 0) { weapons = $('
').attr({ 'id': 'weapons', 'data-legend': _('weapons') }).css('opacity', 0); wNeedsAppend = true; } for(var k in $SM.get('stores')) { var type = null; if(Room.Craftables[k]) { type = Room.Craftables[k].type; } else if(Room.TradeGoods[k]) { type = Room.TradeGoods[k].type; } else if (Room.MiscItems[k]) { type = Room.MiscItems[k].type; } var location; switch(type) { case 'upgrade': // Don't display upgrades on the Room screen continue; case 'weapon': location = weapons; break; case 'special': location = special; break; default: location = resources; break; } var id = "row_" + k.replace(' ', '-'); var row = $('div#' + id, location); var num = $SM.get('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 = 0; $SM.set('stores["'+k+'"]', 0); } var lk = _(k); // thieves? if(typeof $SM.get('game.thieves') == 'undefined' && num > 5000 && $SM.get('features.location.world')) { $SM.startThieves(); } if(row.length === 0 && num > 0) { row = $('
').attr('id', id).addClass('storeRow'); $('
').addClass('row_key').text(lk).appendTo(row); $('
').addClass('row_val').text(Math.floor(num)).appendTo(row); $('
').addClass('clear').appendTo(row); var curPrev = null; location.children().each(function(i) { var child = $(this); var cName = child.children('.row_key').text(); if(cName < lk) { curPrev = child.attr('id'); } }); if(curPrev == null) { row.prependTo(location); } else { row.insertAfter(location.find('#' + curPrev)); } newRow = true; } else if(num>= 0){ $('div#' + row.attr('id') + ' > div.row_val', location).text(Math.floor(num)); } } if(rNeedsAppend && resources.children().length > 0) { resources.prependTo(stores); resources.animate({opacity: 1}, 300, 'linear'); } if(sNeedsAppend && special.children().length > 0) { special.appendTo(stores); special.animate({opacity: 1}, 300, 'linear'); } if(needsAppend && stores.find('div.storeRow').length > 0) { stores.appendTo('div#storesContainer'); stores.animate({opacity: 1}, 300, 'linear'); } if(wNeedsAppend && weapons.children().length > 0) { weapons.appendTo('div#storesContainer'); weapons.animate({opacity: 1}, 300, 'linear'); } if(newRow) { Room.updateIncomeView(); } if($("div#outsidePanel").length) { Outside.updateVillage(); } if($SM.get('stores.compass') && !Room.pathDiscovery){ Room.pathDiscovery = true; Path.openPath(); } }, updateIncomeView: function() { var stores = $('div#resources'); var totalIncome = {}; if(stores.length === 0 || typeof $SM.get('income') == 'undefined') return; $('div.storeRow', stores).each(function(index, el) { el = $(el); $('div.tooltip', el).remove(); var tt = $('
').addClass('tooltip bottom right'); var storeName = el.attr('id').substring(4).replace('-', ' '); for(var incomeSource in $SM.get('income')) { var income = $SM.get('income["'+incomeSource+'"]'); for(var store in income.stores) { if(store == storeName && income.stores[store] !== 0) { $('
').addClass('row_key').text(_(incomeSource)).appendTo(tt); $('
') .addClass('row_val') .text(Engine.getIncomeMsg(income.stores[store], income.delay)) .appendTo(tt); if (!totalIncome[store] || totalIncome[store].income === undefined) { totalIncome[store] = { income: 0 }; } totalIncome[store].income += Number(income.stores[store]); totalIncome[store].delay = income.delay; } } } if(tt.children().length > 0) { var total = totalIncome[storeName].income; $('
').addClass('total row_key').text(_('total')).appendTo(tt); $('
').addClass('total row_val').text(Engine.getIncomeMsg(total, totalIncome[storeName].delay)).appendTo(tt); tt.appendTo(el); } }); }, buy: function(buyBtn) { var thing = $(buyBtn).attr('buildThing'); var good = Room.TradeGoods[thing]; var numThings = $SM.get('stores["'+thing+'"]', true); if(numThings < 0) numThings = 0; if(good.maximum <= numThings) { return; } var storeMod = {}; var cost = good.cost(); for(var k in cost) { var have = $SM.get('stores["'+k+'"]', true); if(have < cost[k]) { Notifications.notify(Room, _("not enough " + k)); return false; } else { storeMod[k] = have - cost[k]; } } $SM.setM('stores', storeMod); Notifications.notify(Room, good.buildMsg); $SM.add('stores["'+thing+'"]', 1); }, build: function(buildBtn) { var thing = $(buildBtn).attr('buildThing'); if($SM.get('game.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 = $SM.get('stores["'+thing+'"]', true); break; case 'building': numThings = $SM.get('game.buildings["'+thing+'"]', true); break; } if(numThings < 0) numThings = 0; if(craftable.maximum <= numThings) { return; } var storeMod = {}; var cost = craftable.cost(); for(var k in cost) { var have = $SM.get('stores["'+k+'"]', true); if(have < cost[k]) { Notifications.notify(Room, _("not enough "+k)); return false; } else { storeMod[k] = have - cost[k]; } } $SM.setM('stores', storeMod); Notifications.notify(Room, craftable.buildMsg); switch(craftable.type) { case 'good': case 'weapon': case 'upgrade': case 'tool': $SM.add('stores["'+thing+'"]', 1); break; case 'building': $SM.add('game.buildings["'+thing+'"]', 1); break; } }, needsWorkshop: function(type) { return type == 'weapon' || type == 'upgrade' || type =='tool'; }, craftUnlocked: function(thing) { if(Room.buttons[thing]) { return true; } if($SM.get('game.builder.level') < 4) return false; var craftable = Room.Craftables[thing]; if(Room.needsWorkshop(craftable.type) && $SM.get('game.buildings["'+'workshop'+'"]', true) === 0) return false; var cost = craftable.cost(); //show button if one has already been built if($SM.get('game.buildings["'+thing+'"]') > 0){ Room.buttons[thing] = true; return true; } // Show buttons if we have at least 1/2 the wood, and all other components have been seen. if($SM.get('stores.wood', true) < cost['wood'] * 0.5) { return false; } for(var c in cost) { if(!$SM.get('stores["'+c+'"]')) { return false; } } Room.buttons[thing] = true; //don't notify if it has already been built before if(!$SM.get('game.buildings["'+thing+'"]')){ Notifications.notify(Room, craftable.availableMsg); } return true; }, buyUnlocked: function(thing) { if(Room.buttons[thing]) { return true; } else if($SM.get('game.buildings["trading post"]', true) > 0) { if(thing == 'compass' || typeof $SM.get('stores["'+thing+'"]') != 'undefined') { // 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 = $('
').attr({'id': 'buildBtns', 'data-legend': _('build:')}).css('opacity', 0); needsAppend = true; } var craftSection = $('#craftBtns'); var cNeedsAppend = false; if(craftSection.length === 0 && $SM.get('game.buildings["workshop"]', true) > 0) { craftSection = $('
').attr({'id': 'craftBtns', 'data-legend': _('craft:')}).css('opacity', 0); cNeedsAppend = true; } var buySection = $('#buyBtns'); var bNeedsAppend = false; if(buySection.length === 0 && $SM.get('game.buildings["trading post"]', true) > 0) { buySection = $('
').attr({'id': 'buyBtns', 'data-legend': _('buy:')}).css('opacity', 0); bNeedsAppend = true; } for(var k in Room.Craftables) { craftable = Room.Craftables[k]; var max = $SM.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) { $("
").addClass('row_key').text(_(k)).appendTo(costTooltip); $("
").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 = $SM.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) { $("
").addClass('row_key').text(_(k)).appendTo(costTooltip); $("
").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'); } }, compassTooltip: function(direction){ var tt = $('
').addClass('tooltip bottom right'); $('
').addClass('row_key').text(_('the compass points '+ direction)).appendTo(tt); tt.appendTo($('#row_compass')); }, handleStateUpdates: function(e){ if(e.category == 'stores'){ Room.updateStoresView(); Room.updateBuildButtons(); } else if(e.category == 'income'){ Room.updateStoresView(); Room.updateIncomeView(); } else if(e.stateName.indexOf('game.buildings') === 0){ Room.updateBuildButtons(); } } };