Files
adarkroom/script/outside.js
T
Andrea Rendine ebf5e6934e Correct DOM positions for village, store, perks box
I noticed a minor glitch with the Village box position in the DOM. As it is appended to the Outside panel, it can end up after the Wood gather button or after the Traps check. It depends on whether the latter exists or not.
I changed it a little. Now it is "prepended" (thanks jQuery!), so it's always before any other content in the panel.
It would mind e.g. for CSS consistency, as you could decide to use a style for sibling buttons and it wouldn't work unless the box is placed before or after (not between) them.

For consistency with Outside box placement issue, stores are prepended to the Room panel, as first content in the DOM tree.

For consistency with Outside box placement issue, perks are prepended to the Path panel, as first content in the DOM tree.
2015-05-13 12:01:32 -04:00

651 lines
17 KiB
JavaScript

/**
* Module that registers the outdoors functionality
*/
var Outside = {
name: _("Outside"),
_STORES_OFFSET: 0,
_GATHER_DELAY: 60,
_TRAPS_DELAY: 90,
_POP_DELAY: [0.5, 3],
_INCOME: {
'gatherer': {
name: _('gatherer'),
delay: 10,
stores: {
'wood': 1
}
},
'hunter': {
name: _('hunter'),
delay: 10,
stores: {
'fur': 0.5,
'meat': 0.5
}
},
'trapper': {
name: _('trapper'),
delay: 10,
stores: {
'meat': -1,
'bait': 1
}
},
'tanner': {
name: _('tanner'),
delay: 10,
stores: {
'fur': -5,
'leather': 1
}
},
'charcutier': {
name: _('charcutier'),
delay: 10,
stores: {
'meat': -5,
'wood': -5,
'cured meat': 1
}
},
'iron miner': {
name: _('iron miner'),
delay: 10,
stores: {
'cured meat': -1,
'iron': 1
}
},
'coal miner': {
name: _('coal miner'),
delay: 10,
stores: {
'cured meat': -1,
'coal': 1
}
},
'sulphur miner': {
name: _('sulphur miner'),
delay: 10,
stores: {
'cured meat': -1,
'sulphur': 1
}
},
'steelworker': {
name: _('steelworker'),
delay: 10,
stores: {
'iron': -1,
'coal': -1,
'steel': 1
}
},
'armourer': {
name: _('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') {
$SM.set('features.location.outside', true);
if(!$SM.get('game.buildings')) $SM.set('game.buildings', {});
if(!$SM.get('game.population')) $SM.set('game.population', 0);
if(!$SM.get('game.workers')) $SM.set('game.workers', {});
}
this.updateVillage();
Outside.updateWorkersView();
Outside.updateVillageIncome();
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');
},
getMaxPopulation: function() {
return $SM.get('game.buildings["hut"]', true) * 4;
},
increasePopulation: function() {
var space = Outside.getMaxPopulation() - $SM.get('game.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.population', num);
}
Outside.schedulePopIncrease();
},
killVillagers: function(num) {
$SM.add('game.population', num * -1);
if($SM.get('game.population') < 0) {
$SM.set('game.population', 0);
}
var remaining = Outside.getNumGatherers();
if(remaining < 0) {
var gap = -remaining;
for(var k in $SM.get('game.workers')) {
var numWorkers = $SM.get('game.workers["'+k+'"]');
if(numWorkers < gap) {
gap -= numWorkers;
$SM.set('game.workers["'+k+'"]', 0);
} else {
$SM.add('game.workers["'+k+'"]', gap * -1);
break;
}
}
}
},
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 = Engine.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.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.population');
var gatherer = $('div#workers_row_gatherer', workers);
for(var k in $SM.get('game.workers')) {
var workerCount = $SM.get('game.workers["'+k+'"]');
var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
if(row.length === 0) {
row = Outside.makeWorkerRow(k, workerCount);
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(workerCount);
}
numGatherers -= workerCount;
if(workerCount === 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.population');
for(var k in $SM.get('game.workers')) {
num -= $SM.get('game.workers["'+k+'"]');
}
return num;
},
makeWorkerRow: function(key, num) {
name = Outside._INCOME[key].name;
if(!name) name = key;
var row = $('<div>')
.attr('key', key)
.attr('id', 'workers_row_' + key.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(key != '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[key];
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').attr('key');
if(Outside.getNumGatherers() > 0) {
var increaseAmt = Math.min(Outside.getNumGatherers(), btn.data);
Engine.log('increasing ' + worker + ' by ' + increaseAmt);
$SM.add('game.workers["'+worker+'"]', increaseAmt);
}
},
decreaseWorker: function(btn) {
var worker = $(this).closest('.workerRow').attr('key');
if($SM.get('game.workers["'+worker+'"]') > 0) {
var decreaseAmt = Math.min($SM.get('game.workers["'+worker+'"]') || 0, btn.data);
Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
$SM.add('game.workers["'+worker+'"]', decreaseAmt * -1);
}
},
updateVillageRow: function(name, num, village) {
var id = 'building_row_' + name.replace(' ', '-');
var lname = _(name);
var row = $('div#' + id, village);
if(row.length === 0 && num > 0) {
row = $('<div>').attr('id', id).addClass('storeRow');
$('<div>').addClass('row_key').text(lname).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.children('.row_key').text();
if(cName < lname) {
curPrev = child.attr('id');
}
}
});
if(curPrev == null) {
row.prependTo(village);
} else {
row.insertAfter('#' + curPrev);
}
} else if(num > 0) {
$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
} else if(num === 0) {
row.remove();
}
},
updateVillage: function(ignoreStores) {
var village = $('div#village');
var population = $('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.buildings')) {
if(k == 'trap') {
var numTraps = $SM.get('game.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.buildings["'+k+'"]'), village);
}
}
/// TRANSLATORS : pop is short for population.
population.text(_('pop ') + $SM.get('game.population') + '/' + this.getMaxPopulation());
var hasPeeps;
if($SM.get('game.buildings["hut"]', true) === 0) {
hasPeeps = false;
village.addClass('noHuts');
} else {
hasPeeps = true;
village.removeClass('noHuts');
}
if(needsAppend && village.children().length > 1) {
village.prependTo('#outsidePanel');
village.animate({opacity:1}, 300, 'linear');
}
if(hasPeeps && typeof Outside._popTimeout == 'undefined') {
Outside.schedulePopIncrease();
}
this.setTitle();
if(!ignoreStores && Engine.activeModule === Outside && village.children().length > 1) {
$('#storesContainer').css({top: village.height() + 26 + Outside._STORES_OFFSET + '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.buildings["'+name+'"]') == 'number' &&
typeof $SM.get('game.workers["'+job+'"]') != 'number') {
Engine.log('adding ' + job + ' to the workers list');
$SM.set('game.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.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 = $('div#trapsButton');
if($SM.get('game.buildings["trap"]', true) > 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 = $SM.get('game.buildings["hut"]', true);
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"));
$SM.set('game.outside.seenForest', true);
}
Outside.updateTrapButton();
Outside.updateVillage(true);
Engine.moveStoresView($('#village'), transition_diff);
},
gatherWood: function() {
Notifications.notify(Outside, _("dry brush and dead branches litter the forest floor"));
var gatherAmt = $SM.get('game.buildings["cart"]', true) > 0 ? 50 : 10;
$SM.add('stores.wood', gatherAmt);
},
checkTraps: function() {
var drops = {};
var msg = [];
var numTraps = $SM.get('game.buildings["trap"]', true);
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;
}
}
}
/// TRANSLATORS : Mind the whitespace at the end.
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) {
/// TRANSLATORS : Mind the whitespaces at the beginning and end.
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();
} else if(e.stateName.indexOf('game.workers') === 0 || e.stateName.indexOf('game.population') === 0){
Outside.updateVillage();
Outside.updateWorkersView();
Outside.updateVillageIncome();
};
},
scrollSidebar: function(direction, reset) {
if( typeof reset != "undefined" ){
$('#village').css('top', '0px');
$('#storesContainer').css('top', '224px');
Outside._STORES_OFFSET = 0;
return false;
}
var momentum = 10;
// If they hit up, we scroll everything down
if( direction == 'up' )
momentum = momentum * -1;
/* Let's stop scrolling if the top or bottom bound is in the viewport, based on direction */
if( direction == 'down' && inView( direction, $('#village') ) ){
return false;
}else if( direction == 'up' && inView( direction, $('#storesContainer') ) ){
return false;
}
scrollByX( $('#village'), momentum );
scrollByX( $('#storesContainer'), momentum );
Outside._STORES_OFFSET += momentum;
}
};