Files
adarkroom/script/prestige.js
T
2013-10-16 17:45:41 -04:00

106 lines
3.7 KiB
JavaScript

var Prestige = {
name: 'Prestige',
options: {},
init: function(options) {
this.options = $.extend(this.options, options);
},
save: function() {
var prevStores = [ //g = goods, w = weapons, a = ammo
Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a'))
];
for (var n = 0; n <= 23; n++) {
if (isNaN(prevStores[n])) {
prevStores[n] = 0;
}
}
$SM.set('previous.stores', prevStores);
return prevStores;
},
populateNewSave : function(newstate) {
State = {
previous : {
stores : newstate
}
};
Engine.init({
state : State
});
return State;
},
load : function() {
var prevStores = $SM.get('previous.stores');
$SM.add('stores["wood"]', prevStores[0]);
$SM.add('stores["fur"]', prevStores[1]);
$SM.add('stores["meat"]', prevStores[2]);
$SM.add('stores["iron"]', prevStores[3]);
$SM.add('stores["coal"]', prevStores[4]);
$SM.add('stores["sulphur"]', prevStores[5]);
$SM.add('stores["steel"]', prevStores[6]);
$SM.add('stores["cured meat"]', prevStores[7]);
$SM.add('stores["scales"]', prevStores[8]);
$SM.add('stores["teeth"]', prevStores[9]);
$SM.add('stores["leather"]', prevStores[10]);
$SM.add('stores["bait"]', prevStores[11]);
$SM.add('stores["torch"]', prevStores[12]);
$SM.add('stores["cloth"]', prevStores[13]);
$SM.add('stores["bone spear"]', prevStores[14]);
$SM.add('stores["iron sword"]', prevStores[15]);
$SM.add('stores["steel sword"]', prevStores[16]);
$SM.add('stores["bayonet"]', prevStores[17]);
$SM.add('stores["rifle"]', prevStores[18]);
$SM.add('stores["laser rifle"]', prevStores[19]);
$SM.add('stores["bullets"]', prevStores[20]);
$SM.add('stores["energy cell"]', prevStores[21]);
$SM.add('stores["grenade"]', prevStores[22]);
$SM.add('stores["bolas"]', prevStores[23]);
return prevStores;
},
randGen : function(storeType) {
if (storeType == 'g') {
divisor = Math.floor(Math.random() * 10);
} else if (storeType == 'w') {
divisor = Math.floor(Math.floor(Math.random() * 10) / 2);
} else if (storeType == 'a') {
divisor = Math.ceil(Math.random() * 10
* Math.ceil(Math.random() * 10));
} else {
divisor = 1;
}
if (divisor === 0) {
divisor = 1;
}
return divisor;
}
};