Files
adarkroom/script/outside.js
T
LucidCrux 2018ca3ae8 create and configure callback handlers for state updates
add $.Dispatch to handle object events
add subscribe calls to files
update SM fireUpdate to use new Dispatch

There are some NaN issues right now, no time to bug hunt right now, it
does kind of function though
2013-07-24 18:33:06 -06:00

641 lines
17 KiB
JavaScript

/**
* Module that registers the outdoors functionality
*/
var Outside = {
name: "Outside",
_GATHER_DELAY: 60,
_TRAPS_DELAY: 90,
_POP_DELAY: [0.5, 3],
_INCOME: {
'gatherer': {
delay: 10,
stores: {
'wood': 1
}
},
'hunter': {
delay: 10,
stores: {
'fur': 0.5,
'meat': 0.5
}
},
'trapper': {
delay: 10,
stores: {
'meat': -1,
'bait': 1
}
},
'tanner': {
delay: 10,
stores: {
'fur': -5,
'leather': 1
}
},
'charcutier': {
delay: 10,
stores: {
'meat': -5,
'wood': -5,
'cured meat': 1
}
},
'iron miner': {
delay: 10,
stores: {
'cured meat': -1,
'iron': 1
}
},
'coal miner': {
delay: 10,
stores: {
'cured meat': -1,
'coal': 1
}
},
'sulphur miner': {
delay: 10,
stores: {
'cured meat': -1,
'sulphur': 1
}
},
'steelworker': {
delay: 10,
stores: {
'iron': -1,
'coal': -1,
'steel': 1
}
},
'armourer': {
delay: 10,
stores: {
'steel': -1,
'sulphur': -1,
'bullets': 1
}
}
},
TrapDrops: [
{
rollUnder: 0.5,
name: 'fur',
message: 'scraps of fur'
},
{
rollUnder: 0.75,
name: 'meat',
message: 'bits of meat'
},
{
rollUnder: 0.85,
name: 'scales',
message: 'strange scales'
},
{
rollUnder: 0.93,
name: 'teeth',
message: 'scattered teeth'
},
{
rollUnder: 0.995,
name: 'cloth',
message: 'tattered cloth'
},
{
rollUnder: 1.0,
name: 'charm',
message: 'a crudely made charm'
}
],
init: function(options) {
this.options = $.extend(
this.options,
options
);
if(Engine._debug) {
this._GATHER_DELAY = 0;
this._TRAPS_DELAY = 0;
}
// Create the outside tab
this.tab = Header.addLocation("A Silent Forest", "outside", Outside);
// Create the Outside panel
this.panel = $('<div>').attr('id', "outsidePanel")
.addClass('location')
.appendTo('div#locationSlider');
//subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe(Outside.handleStateUpdates);
if(typeof $SM.get('features.location.outside') == 'undefined') {
$SM.set('features.location.outside');
$SM.setM('game.outside', {
buildings: {},
population: 0,
workers: {}
});
}
this.updateVillage();
Outside.updateWorkersView();
Engine.updateSlider();
// Create the gather button
new Button.Button({
id: 'gatherButton',
text: "gather wood",
click: Outside.gatherWood,
cooldown: Outside._GATHER_DELAY,
width: '80px'
}).appendTo('div#outsidePanel');
},
numBuilding: function(bName) {
return $SM.get('features.location.outside') &&
$SM.get('game.outside.buildings') &&
$SM.get('game.outside.buildings[\''+bName+'\']', true);
},
addBuilding: function(bName, num) {
var cur = $SM.get('game.outside.buildings[\''+bName+'\']');
if(typeof cur != 'number') cur = 0;
cur += num;
if(cur < 0) cur = 0;
$SM.set('game.outside.buildings[\''+bName+'\']', cur);
this.updateVillage();
Engine.saveGame();
},
addBuildings: function(list) {
for(k in list) {
var num = $SM.get('game.outside.buildings[\''+k+'\']');
if(typeof num != 'number') num = 0;
num += list[k];
$SM.set('game.outside.buildings[\''+k+'\']', num);
}
this.updateVillage();
Engine.saveGame();
},
getMaxPopulation: function() {
return Outside.numBuilding('hut') * 4;
},
getPopulation: function() {
if($SM.get('features.location.outside') && $SM.get('game.outside.population')) {
return $SM.get('game.outside.population');
}
return 0;
},
increasePopulation: function() {
var space = Outside.getMaxPopulation() - $SM.get('game.outside.population');
if(space > 0) {
var num = Math.floor(Math.random()*(space/2) + space/2);
if(num == 0) num = 1;
if(num == 1) {
Notifications.notify(null, 'a stranger arrives in the night');
} else if(num < 5) {
Notifications.notify(null, 'a weathered family takes up in one of the huts.');
} else if(num < 10) {
Notifications.notify(null, 'a small group arrives, all dust and bones.');
} else if(num < 30) {
Notifications.notify(null, 'a convoy lurches in, equal parts worry and hope.');
} else {
Notifications.notify(null, "the town's booming. word does get around.");
}
Engine.log('population increased by ' + num);
$SM.add('game.outside.population', num);
Outside.updateVillage();
Outside.updateWorkersView();
Outside.updateVillageIncome();
}
Outside.schedulePopIncrease();
},
killVillagers: function(num) {
$SM.add('game.outside.population', num * -1);
if($SM.get('game.outside.population') < 0) {
$SM.set('game.outside.population', 0);
}
var remaining = Outside.getNumGatherers();
if(remaining < 0) {
var gap = -remaining;
for(var k in $SM.get('game.outside.workers')) {
var num = $SM.get('game.outside.workers[\''+k+'\']');
if(num < gap) {
gap -= num;
$SM.set('game.outside.workers[\''+k+'\']', 0);
} else {
$SM.add('game.outside.workers[\''+k+'\']', gap * -1);
break;
}
}
}
Outside.updateVillage();
Outside.updateWorkersView();
Outside.updateVillageIncome();
},
schedulePopIncrease: function() {
var nextIncrease = Math.floor(Math.random()*(Outside._POP_DELAY[1] - Outside._POP_DELAY[0])) + Outside._POP_DELAY[0];
Engine.log('next population increase scheduled in ' + nextIncrease + ' minutes');
Outside._popTimeout = setTimeout(Outside.increasePopulation, nextIncrease * 60 * 1000);
},
updateWorkersView: function() {
var workers = $('div#workers');
// If our population is 0 and we don't already have a workers view,
// there's nothing to do here.
if(!workers.length && $SM.get('game.outside.population') == 0) return;
var needsAppend = false;
if(workers.length == 0) {
needsAppend = true;
workers = $('<div>').attr('id', 'workers').css('opacity', 0);
}
var numGatherers = $SM.get('game.outside.population');
var gatherer = $('div#workers_row_gatherer', workers);
for(var k in $SM.get('game.outside.workers')) {
var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
if(row.length == 0) {
row = Outside.makeWorkerRow(k, $SM.get('game.outside.workers[\''+k+'\']'));
var curPrev = null;
workers.children().each(function(i) {
var child = $(this);
var cName = child.attr('id').substring(12).replace('-', ' ');
if(cName != 'gatherer') {
if(cName < k && (curPrev == null || cName > curPrev)) {
curPrev = cName;
}
}
});
if(curPrev == null && gatherer.length == 0) {
row.prependTo(workers);
}
else if(curPrev == null)
{
row.insertAfter(gatherer);
}
else
{
row.insertAfter(workers.find('#workers_row_' + curPrev.replace(' ', '-')));
}
} else {
$('div#' + row.attr('id') + ' > div.row_val > span', workers).text($SM.get('game.outside.workers[\''+k+'\']'));
}
numGatherers -= $SM.get('game.outside.workers[\''+k+'\']');
if($SM.get('game.outside.workers[\''+k+'\']') == 0) {
$('.dnBtn', row).addClass('disabled');
$('.dnManyBtn', row).addClass('disabled');
} else {
$('.dnBtn', row).removeClass('disabled');
$('.dnManyBtn', row).removeClass('disabled');
}
}
if(gatherer.length == 0) {
gatherer = Outside.makeWorkerRow('gatherer', numGatherers);
gatherer.prependTo(workers);
} else {
$('div#workers_row_gatherer > div.row_val > span', workers).text(numGatherers);
}
if(numGatherers == 0) {
$('.upBtn', '#workers').addClass('disabled');
$('.upManyBtn', '#workers').addClass('disabled');
} else {
$('.upBtn', '#workers').removeClass('disabled');
$('.upManyBtn', '#workers').removeClass('disabled');
}
if(needsAppend && workers.children().length > 0) {
workers.appendTo('#outsidePanel').animate({opacity:1}, 300, 'linear');
}
},
getNumGatherers: function() {
var num = $SM.get('game.outside.population');
for(var k in $SM.get('game.outside.workers')) {
num -= $SM.get('game.outside.workers[\''+k+'\']');
}
return num;
},
makeWorkerRow: function(name, num) {
var row = $('<div>')
.attr('id', 'workers_row_' + name.replace(' ','-'))
.addClass('workerRow');
$('<div>').addClass('row_key').text(name).appendTo(row);
var val = $('<div>').addClass('row_val').appendTo(row);
$('<span>').text(num).appendTo(val);
if(name != 'gatherer') {
$('<div>').addClass('upManyBtn').appendTo(val).click([10], Outside.increaseWorker);
$('<div>').addClass('upBtn').appendTo(val).click([1], Outside.increaseWorker);
$('<div>').addClass('dnBtn').appendTo(val).click([1], Outside.decreaseWorker);
$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Outside.decreaseWorker);
}
$('<div>').addClass('clear').appendTo(row);
var tooltip = $('<div>').addClass('tooltip bottom right').appendTo(row);
var income = Outside._INCOME[name];
for(var s in income.stores) {
var r = $('<div>').addClass('storeRow');
$('<div>').addClass('row_key').text(s).appendTo(r);
$('<div>').addClass('row_val').text(Engine.getIncomeMsg(income.stores[s], income.delay)).appendTo(r);
r.appendTo(tooltip);
}
return row;
},
increaseWorker: function(btn) {
var worker = $(this).closest('.workerRow').children('.row_key').text();
if(Outside.getNumGatherers() > 0) {
var increaseAmt = Math.min(Outside.getNumGatherers(), btn.data);
Engine.log('increasing ' + worker + ' by ' + increaseAmt);
$SM.add('game.outside.workers[\''+worker+'\']', increaseAmt);
Outside.updateVillageIncome();
Outside.updateWorkersView();
}
},
decreaseWorker: function(btn) {
var worker = $(this).closest('.workerRow').children('.row_key').text();
if($SM.get('game.outside.workers[\''+worker+'\']') > 0) {
var decreaseAmt = Math.min($SM.get('game.outside.workers[\''+worker+'\']') || 0, btn.data);
Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
$SM.add('game.outside.workers[\''+worker+'\']', decreaseAmt * -1);
Outside.updateVillageIncome();
Outside.updateWorkersView();
}
},
updateVillageRow: function(name, num, village) {
var id = 'building_row_' + name.replace(' ', '-');
var row = $('div#' + id, village);
if(row.length == 0 && num > 0) {
var row = $('<div>').attr('id', id).addClass('storeRow');
$('<div>').addClass('row_key').text(name).appendTo(row);
$('<div>').addClass('row_val').text(num).appendTo(row);
$('<div>').addClass('clear').appendTo(row);
var curPrev = null;
village.children().each(function(i) {
var child = $(this);
if(child.attr('id') != 'population') {
var cName = child.attr('id').substring(13).replace('-', ' ');
if(cName < name && (curPrev == null || cName > curPrev)) {
curPrev = cName;
}
}
});
if(curPrev == null) {
row.prependTo(village);
} else {
row.insertAfter('#building_row_' + curPrev.replace(' ', '-'));
}
} else if(num > 0) {
$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
} else if(num == 0) {
row.remove();
}
},
updateVillage: function() {
var village = $('div#village');
var pop = $('div#population');
var needsAppend = false;
if(village.length == 0) {
needsAppend = true;
village = $('<div>').attr('id', 'village').css('opacity', 0);
population = $('<div>').attr('id', 'population').appendTo(village);
}
for(var k in $SM.get('game.outside.buildings')) {
if(k == 'trap') {
var numTraps = $SM.get('game.outside.buildings[\''+k+'\']');
var numBait = $SM.get('stores.bait', true);
var traps = numTraps - numBait;
traps = traps < 0 ? 0 : traps;
Outside.updateVillageRow(k, traps, village);
Outside.updateVillageRow('baited trap', numBait > numTraps ? numTraps : numBait, village);
} else {
if(Outside.checkWorker(k)) {
Outside.updateWorkersView();
}
Outside.updateVillageRow(k, $SM.get('game.outside.buildings[\''+k+'\']'), village);
}
}
population.text('pop ' + $SM.get('game.outside.population') + '/' + this.getMaxPopulation());
var hasPeeps;
if(Outside.numBuilding('hut') == 0) {
hasPeeps = false;
village.addClass('noHuts');
} else {
hasPeeps = true;
village.removeClass('noHuts');
}
if(needsAppend && village.children().length > 1) {
village.appendTo('#outsidePanel');
village.animate({opacity:1}, 300, 'linear');
}
if(hasPeeps && typeof Outside._popTimeout == 'undefined') {
Outside.schedulePopIncrease();
}
this.setTitle();
if(Engine.activeModule === Outside && village.children().length > 1) {
$('#storesContainer').css({top: village.height() + 26 + 'px'});
}
},
checkWorker: function(name) {
var jobMap = {
'lodge': ['hunter', 'trapper'],
'tannery': ['tanner'],
'smokehouse': ['charcutier'],
'iron mine': ['iron miner'],
'coal mine': ['coal miner'],
'sulphur mine': ['sulphur miner'],
'steelworks': ['steelworker'],
'armoury' : ['armourer']
}
var jobs = jobMap[name];
var added = false;
if(typeof jobs == 'object') {
for(var i = 0, len = jobs.length; i < len; i++) {
var job = jobs[i];
if(typeof $SM.get('game.outside.buildings[\''+name+'\']') == 'number' &&
typeof $SM.get('game.outside.workers[\''+job+'\']') != 'number') {
Engine.log('adding ' + job + ' to the workers list')
$SM.set('game.outside.workers[\''+job+'\']', 0);
added = true;
}
}
}
return added;
},
updateVillageIncome: function() {
for(var worker in Outside._INCOME) {
var income = Outside._INCOME[worker];
var num = worker == 'gatherer' ? Outside.getNumGatherers() : $SM.get('game.outside.workers[\''+worker+'\']');
if(typeof num == 'number') {
var stores = {};
if(num < 0) num = 0;
var tooltip = $('.tooltip', 'div#workers_row_' + worker.replace(' ', '-'));
tooltip.empty();
var needsUpdate = false;
var curIncome = $SM.getIncome(worker);
for(var store in income.stores) {
stores[store] = income.stores[store] * num;
if(curIncome[store] != stores[store]) needsUpdate = true;
var row = $('<div>').addClass('storeRow');
$('<div>').addClass('row_key').text(store).appendTo(row);
$('<div>').addClass('row_val').text(Engine.getIncomeMsg(stores[store], income.delay)).appendTo(row);
row.appendTo(tooltip);
}
if(needsUpdate) {
$SM.setIncome(worker, {
delay: income.delay,
stores: stores
});
}
}
}
Room.updateIncomeView();
},
updateTrapButton: function() {
var btn = $('div#trapsButton');
if(Outside.numBuilding('trap') > 0) {
if(btn.length == 0) {
new Button.Button({
id: 'trapsButton',
text: "check traps",
click: Outside.checkTraps,
cooldown: Outside._TRAPS_DELAY,
width: '80px'
}).appendTo('div#outsidePanel');
} else {
Button.setDisabled(btn, false);
}
} else {
if(btn.length > 0) {
Button.setDisabled(btn, true);
}
}
},
setTitle: function() {
var numHuts = this.numBuilding('hut');
var title;
if(numHuts == 0) {
title = "A Silent Forest";
} else if(numHuts == 1) {
title = "A Lonely Hut";
} else if(numHuts <= 4) {
title = "A Tiny Village";
} else if(numHuts <= 8) {
title = "A Modest Village";
} else if(numHuts <= 14) {
title = "A Large Village";
} else {
title = "A Raucous Village";
}
if(Engine.activeModule == this) {
document.title = title;
}
$('#location_outside').text(title);
},
onArrival: function(transition_diff) {
Outside.setTitle();
if(!$SM.get('game.outside.seenForest')) {
Notifications.notify(Outside, "the sky is grey and the wind blows relentlessly");
$SM.set('game.outside.seenForest', true);
}
Outside.updateTrapButton();
Outside.updateVillage();
Engine.moveStoresView($('#village'), transition_diff);
},
gatherWood: function() {
Notifications.notify(Outside, "dry brush and dead branches litter the forest floor")
var gatherAmt = Outside.numBuilding('cart') > 0 ? 50 : 10;
$SM.add('stores.wood', gatherAmt);
},
checkTraps: function() {
var drops = {};
var msg = [];
var numTraps = Outside.numBuilding('trap');
var numBait = $SM.get('stores.bait', true);
var numDrops = numTraps + (numBait < numTraps ? numBait : numTraps);
for(var i = 0; i < numDrops; i++) {
var roll = Math.random();
for(var j in Outside.TrapDrops) {
var drop = Outside.TrapDrops[j];
if(roll < drop.rollUnder) {
var num = drops[drop.name]
if(typeof num == 'undefined') {
num = 0;
msg.push(drop.message);
}
drops[drop.name] = num + 1;
break;
}
}
}
var s = 'the traps contain ';
for(var i = 0, len = msg.length; i < len; i++) {
if(len > 1 && i > 0 && i < len - 1) {
s += ", ";
} else if(len > 1 && i == len - 1) {
s += " and ";
}
s += msg[i];
}
var baitUsed = numBait < numTraps ? numBait : numTraps;
drops['bait'] = -baitUsed;
Notifications.notify(Outside, s);
$SM.addM('stores', drops);
},
handleStateUpdates: function(e){
if(e.category == 'stores'){
Outside.updateVillage();
}
}
};