mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 08:11:54 +08:00
2018ca3ae8
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
641 lines
17 KiB
JavaScript
641 lines
17 KiB
JavaScript
/**
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* Module that registers the outdoors functionality
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*/
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var Outside = {
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name: "Outside",
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_GATHER_DELAY: 60,
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_TRAPS_DELAY: 90,
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_POP_DELAY: [0.5, 3],
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_INCOME: {
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'gatherer': {
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delay: 10,
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stores: {
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'wood': 1
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}
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},
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'hunter': {
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delay: 10,
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stores: {
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'fur': 0.5,
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'meat': 0.5
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}
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},
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'trapper': {
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delay: 10,
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stores: {
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'meat': -1,
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'bait': 1
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}
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},
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'tanner': {
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delay: 10,
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stores: {
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'fur': -5,
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'leather': 1
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}
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},
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'charcutier': {
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delay: 10,
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stores: {
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'meat': -5,
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'wood': -5,
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'cured meat': 1
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}
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},
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'iron miner': {
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delay: 10,
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stores: {
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'cured meat': -1,
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'iron': 1
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}
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},
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'coal miner': {
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delay: 10,
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stores: {
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'cured meat': -1,
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'coal': 1
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}
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},
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'sulphur miner': {
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delay: 10,
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stores: {
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'cured meat': -1,
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'sulphur': 1
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}
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},
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'steelworker': {
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delay: 10,
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stores: {
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'iron': -1,
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'coal': -1,
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'steel': 1
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}
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},
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'armourer': {
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delay: 10,
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stores: {
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'steel': -1,
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'sulphur': -1,
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'bullets': 1
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}
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}
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},
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TrapDrops: [
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{
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rollUnder: 0.5,
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name: 'fur',
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message: 'scraps of fur'
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},
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{
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rollUnder: 0.75,
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name: 'meat',
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message: 'bits of meat'
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},
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{
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rollUnder: 0.85,
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name: 'scales',
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message: 'strange scales'
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},
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{
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rollUnder: 0.93,
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name: 'teeth',
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message: 'scattered teeth'
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},
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{
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rollUnder: 0.995,
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name: 'cloth',
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message: 'tattered cloth'
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},
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{
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rollUnder: 1.0,
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name: 'charm',
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message: 'a crudely made charm'
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}
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],
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init: function(options) {
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this.options = $.extend(
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this.options,
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options
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);
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if(Engine._debug) {
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this._GATHER_DELAY = 0;
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this._TRAPS_DELAY = 0;
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}
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// Create the outside tab
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this.tab = Header.addLocation("A Silent Forest", "outside", Outside);
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// Create the Outside panel
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this.panel = $('<div>').attr('id', "outsidePanel")
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.addClass('location')
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.appendTo('div#locationSlider');
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//subscribe to stateUpdates
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$.Dispatch('stateUpdate').subscribe(Outside.handleStateUpdates);
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if(typeof $SM.get('features.location.outside') == 'undefined') {
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$SM.set('features.location.outside');
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$SM.setM('game.outside', {
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buildings: {},
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population: 0,
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workers: {}
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});
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}
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this.updateVillage();
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Outside.updateWorkersView();
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Engine.updateSlider();
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// Create the gather button
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new Button.Button({
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id: 'gatherButton',
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text: "gather wood",
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click: Outside.gatherWood,
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cooldown: Outside._GATHER_DELAY,
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width: '80px'
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}).appendTo('div#outsidePanel');
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},
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numBuilding: function(bName) {
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return $SM.get('features.location.outside') &&
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$SM.get('game.outside.buildings') &&
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$SM.get('game.outside.buildings[\''+bName+'\']', true);
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},
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addBuilding: function(bName, num) {
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var cur = $SM.get('game.outside.buildings[\''+bName+'\']');
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if(typeof cur != 'number') cur = 0;
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cur += num;
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if(cur < 0) cur = 0;
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$SM.set('game.outside.buildings[\''+bName+'\']', cur);
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this.updateVillage();
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Engine.saveGame();
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},
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addBuildings: function(list) {
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for(k in list) {
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var num = $SM.get('game.outside.buildings[\''+k+'\']');
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if(typeof num != 'number') num = 0;
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num += list[k];
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$SM.set('game.outside.buildings[\''+k+'\']', num);
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}
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this.updateVillage();
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Engine.saveGame();
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},
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getMaxPopulation: function() {
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return Outside.numBuilding('hut') * 4;
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},
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getPopulation: function() {
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if($SM.get('features.location.outside') && $SM.get('game.outside.population')) {
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return $SM.get('game.outside.population');
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}
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return 0;
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},
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increasePopulation: function() {
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var space = Outside.getMaxPopulation() - $SM.get('game.outside.population');
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if(space > 0) {
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var num = Math.floor(Math.random()*(space/2) + space/2);
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if(num == 0) num = 1;
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if(num == 1) {
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Notifications.notify(null, 'a stranger arrives in the night');
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} else if(num < 5) {
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Notifications.notify(null, 'a weathered family takes up in one of the huts.');
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} else if(num < 10) {
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Notifications.notify(null, 'a small group arrives, all dust and bones.');
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} else if(num < 30) {
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Notifications.notify(null, 'a convoy lurches in, equal parts worry and hope.');
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} else {
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Notifications.notify(null, "the town's booming. word does get around.");
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}
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Engine.log('population increased by ' + num);
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$SM.add('game.outside.population', num);
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Outside.updateVillage();
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Outside.updateWorkersView();
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Outside.updateVillageIncome();
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}
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Outside.schedulePopIncrease();
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},
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killVillagers: function(num) {
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$SM.add('game.outside.population', num * -1);
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if($SM.get('game.outside.population') < 0) {
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$SM.set('game.outside.population', 0);
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}
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var remaining = Outside.getNumGatherers();
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if(remaining < 0) {
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var gap = -remaining;
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for(var k in $SM.get('game.outside.workers')) {
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var num = $SM.get('game.outside.workers[\''+k+'\']');
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if(num < gap) {
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gap -= num;
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$SM.set('game.outside.workers[\''+k+'\']', 0);
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} else {
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$SM.add('game.outside.workers[\''+k+'\']', gap * -1);
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break;
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}
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}
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}
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Outside.updateVillage();
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Outside.updateWorkersView();
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Outside.updateVillageIncome();
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},
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schedulePopIncrease: function() {
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var nextIncrease = Math.floor(Math.random()*(Outside._POP_DELAY[1] - Outside._POP_DELAY[0])) + Outside._POP_DELAY[0];
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Engine.log('next population increase scheduled in ' + nextIncrease + ' minutes');
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Outside._popTimeout = setTimeout(Outside.increasePopulation, nextIncrease * 60 * 1000);
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},
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updateWorkersView: function() {
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var workers = $('div#workers');
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// If our population is 0 and we don't already have a workers view,
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// there's nothing to do here.
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if(!workers.length && $SM.get('game.outside.population') == 0) return;
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var needsAppend = false;
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if(workers.length == 0) {
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needsAppend = true;
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workers = $('<div>').attr('id', 'workers').css('opacity', 0);
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}
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var numGatherers = $SM.get('game.outside.population');
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var gatherer = $('div#workers_row_gatherer', workers);
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for(var k in $SM.get('game.outside.workers')) {
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var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
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if(row.length == 0) {
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row = Outside.makeWorkerRow(k, $SM.get('game.outside.workers[\''+k+'\']'));
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var curPrev = null;
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workers.children().each(function(i) {
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var child = $(this);
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var cName = child.attr('id').substring(12).replace('-', ' ');
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if(cName != 'gatherer') {
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if(cName < k && (curPrev == null || cName > curPrev)) {
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curPrev = cName;
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}
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}
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});
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if(curPrev == null && gatherer.length == 0) {
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row.prependTo(workers);
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}
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else if(curPrev == null)
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{
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row.insertAfter(gatherer);
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}
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else
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{
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row.insertAfter(workers.find('#workers_row_' + curPrev.replace(' ', '-')));
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}
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} else {
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$('div#' + row.attr('id') + ' > div.row_val > span', workers).text($SM.get('game.outside.workers[\''+k+'\']'));
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}
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numGatherers -= $SM.get('game.outside.workers[\''+k+'\']');
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if($SM.get('game.outside.workers[\''+k+'\']') == 0) {
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$('.dnBtn', row).addClass('disabled');
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$('.dnManyBtn', row).addClass('disabled');
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} else {
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$('.dnBtn', row).removeClass('disabled');
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$('.dnManyBtn', row).removeClass('disabled');
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}
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}
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if(gatherer.length == 0) {
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gatherer = Outside.makeWorkerRow('gatherer', numGatherers);
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gatherer.prependTo(workers);
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} else {
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$('div#workers_row_gatherer > div.row_val > span', workers).text(numGatherers);
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}
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if(numGatherers == 0) {
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$('.upBtn', '#workers').addClass('disabled');
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$('.upManyBtn', '#workers').addClass('disabled');
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} else {
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$('.upBtn', '#workers').removeClass('disabled');
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$('.upManyBtn', '#workers').removeClass('disabled');
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}
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if(needsAppend && workers.children().length > 0) {
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workers.appendTo('#outsidePanel').animate({opacity:1}, 300, 'linear');
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}
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},
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getNumGatherers: function() {
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var num = $SM.get('game.outside.population');
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for(var k in $SM.get('game.outside.workers')) {
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num -= $SM.get('game.outside.workers[\''+k+'\']');
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}
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return num;
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},
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makeWorkerRow: function(name, num) {
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var row = $('<div>')
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.attr('id', 'workers_row_' + name.replace(' ','-'))
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.addClass('workerRow');
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$('<div>').addClass('row_key').text(name).appendTo(row);
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var val = $('<div>').addClass('row_val').appendTo(row);
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$('<span>').text(num).appendTo(val);
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if(name != 'gatherer') {
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$('<div>').addClass('upManyBtn').appendTo(val).click([10], Outside.increaseWorker);
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$('<div>').addClass('upBtn').appendTo(val).click([1], Outside.increaseWorker);
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$('<div>').addClass('dnBtn').appendTo(val).click([1], Outside.decreaseWorker);
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$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Outside.decreaseWorker);
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}
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$('<div>').addClass('clear').appendTo(row);
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var tooltip = $('<div>').addClass('tooltip bottom right').appendTo(row);
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var income = Outside._INCOME[name];
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for(var s in income.stores) {
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var r = $('<div>').addClass('storeRow');
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$('<div>').addClass('row_key').text(s).appendTo(r);
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$('<div>').addClass('row_val').text(Engine.getIncomeMsg(income.stores[s], income.delay)).appendTo(r);
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r.appendTo(tooltip);
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}
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return row;
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},
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increaseWorker: function(btn) {
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var worker = $(this).closest('.workerRow').children('.row_key').text();
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if(Outside.getNumGatherers() > 0) {
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var increaseAmt = Math.min(Outside.getNumGatherers(), btn.data);
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Engine.log('increasing ' + worker + ' by ' + increaseAmt);
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$SM.add('game.outside.workers[\''+worker+'\']', increaseAmt);
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Outside.updateVillageIncome();
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Outside.updateWorkersView();
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}
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},
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decreaseWorker: function(btn) {
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var worker = $(this).closest('.workerRow').children('.row_key').text();
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if($SM.get('game.outside.workers[\''+worker+'\']') > 0) {
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var decreaseAmt = Math.min($SM.get('game.outside.workers[\''+worker+'\']') || 0, btn.data);
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Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
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$SM.add('game.outside.workers[\''+worker+'\']', decreaseAmt * -1);
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Outside.updateVillageIncome();
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Outside.updateWorkersView();
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}
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},
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updateVillageRow: function(name, num, village) {
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var id = 'building_row_' + name.replace(' ', '-');
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var row = $('div#' + id, village);
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if(row.length == 0 && num > 0) {
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var row = $('<div>').attr('id', id).addClass('storeRow');
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$('<div>').addClass('row_key').text(name).appendTo(row);
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$('<div>').addClass('row_val').text(num).appendTo(row);
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$('<div>').addClass('clear').appendTo(row);
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var curPrev = null;
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village.children().each(function(i) {
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var child = $(this);
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if(child.attr('id') != 'population') {
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var cName = child.attr('id').substring(13).replace('-', ' ');
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if(cName < name && (curPrev == null || cName > curPrev)) {
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curPrev = cName;
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}
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}
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});
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if(curPrev == null) {
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row.prependTo(village);
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} else {
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row.insertAfter('#building_row_' + curPrev.replace(' ', '-'));
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}
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} else if(num > 0) {
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$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
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} else if(num == 0) {
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row.remove();
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}
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},
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updateVillage: function() {
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var village = $('div#village');
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var pop = $('div#population');
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var needsAppend = false;
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if(village.length == 0) {
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needsAppend = true;
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village = $('<div>').attr('id', 'village').css('opacity', 0);
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population = $('<div>').attr('id', 'population').appendTo(village);
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}
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for(var k in $SM.get('game.outside.buildings')) {
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if(k == 'trap') {
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var numTraps = $SM.get('game.outside.buildings[\''+k+'\']');
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var numBait = $SM.get('stores.bait', true);
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var traps = numTraps - numBait;
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traps = traps < 0 ? 0 : traps;
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Outside.updateVillageRow(k, traps, village);
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Outside.updateVillageRow('baited trap', numBait > numTraps ? numTraps : numBait, village);
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} else {
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if(Outside.checkWorker(k)) {
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Outside.updateWorkersView();
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}
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Outside.updateVillageRow(k, $SM.get('game.outside.buildings[\''+k+'\']'), village);
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}
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}
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population.text('pop ' + $SM.get('game.outside.population') + '/' + this.getMaxPopulation());
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var hasPeeps;
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if(Outside.numBuilding('hut') == 0) {
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hasPeeps = false;
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village.addClass('noHuts');
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} else {
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hasPeeps = true;
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village.removeClass('noHuts');
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}
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if(needsAppend && village.children().length > 1) {
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village.appendTo('#outsidePanel');
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village.animate({opacity:1}, 300, 'linear');
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}
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if(hasPeeps && typeof Outside._popTimeout == 'undefined') {
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Outside.schedulePopIncrease();
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}
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this.setTitle();
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if(Engine.activeModule === Outside && village.children().length > 1) {
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$('#storesContainer').css({top: village.height() + 26 + 'px'});
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}
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},
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checkWorker: function(name) {
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var jobMap = {
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'lodge': ['hunter', 'trapper'],
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'tannery': ['tanner'],
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'smokehouse': ['charcutier'],
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'iron mine': ['iron miner'],
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'coal mine': ['coal miner'],
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'sulphur mine': ['sulphur miner'],
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'steelworks': ['steelworker'],
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'armoury' : ['armourer']
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}
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var jobs = jobMap[name];
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var added = false;
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if(typeof jobs == 'object') {
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for(var i = 0, len = jobs.length; i < len; i++) {
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var job = jobs[i];
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if(typeof $SM.get('game.outside.buildings[\''+name+'\']') == 'number' &&
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typeof $SM.get('game.outside.workers[\''+job+'\']') != 'number') {
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Engine.log('adding ' + job + ' to the workers list')
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$SM.set('game.outside.workers[\''+job+'\']', 0);
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added = true;
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}
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}
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}
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return added;
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},
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updateVillageIncome: function() {
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for(var worker in Outside._INCOME) {
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var income = Outside._INCOME[worker];
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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();
|
|
}
|
|
}
|
|
}; |