forked from sent/waves
1260 lines
33 KiB
JavaScript
1260 lines
33 KiB
JavaScript
/**
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* Module that registers the simple room functionality
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*/
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var Room = {
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// times in (minutes * seconds * milliseconds)
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_FIRE_COOL_DELAY: 5 * 60 * 1000, // time after a stoke before the fire cools
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_ROOM_WARM_DELAY: 30 * 1000, // time between room temperature updates
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_BUILDER_STATE_DELAY: 0.5 * 60 * 1000, // time between builder state updates
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_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
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_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
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buttons: {},
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Craftables: {
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'trap': {
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name: _('trap'),
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button: null,
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maximum: 10,
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availableMsg: _('builder says she can make traps to catch any creatures might still be alive out there'),
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buildMsg: _('more traps to catch more creatures'),
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maxMsg: _("more traps won't help now"),
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type: 'building',
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cost: function () {
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var n = $SM.get('game.buildings["trap"]', true);
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return {
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'wood': 10 + (n * 10)
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};
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},
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audio: AudioLibrary.BUILD_TRAP
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},
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'cart': {
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name: _('cart'),
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button: null,
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maximum: 1,
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availableMsg: _('builder says she can make a cart for carrying wood'),
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buildMsg: _('the rickety cart will carry more wood from the forest'),
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type: 'building',
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cost: function () {
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return {
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'wood': 30
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};
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},
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audio: AudioLibrary.BUILD_CART
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},
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'hut': {
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name: _('hut'),
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button: null,
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maximum: 20,
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availableMsg: _("builder says there are more wanderers. says they'll work, too."),
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buildMsg: _('builder puts up a hut, out in the forest. says word will get around.'),
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maxMsg: _('no more room for huts.'),
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type: 'building',
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cost: function () {
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var n = $SM.get('game.buildings["hut"]', true);
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return {
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'wood': 100 + (n * 50)
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};
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},
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audio: AudioLibrary.BUILD_HUT
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},
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'lodge': {
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name: _('lodge'),
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button: null,
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maximum: 1,
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availableMsg: _('villagers could help hunt, given the means'),
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buildMsg: _('the hunting lodge stands in the forest, a ways out of town'),
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type: 'building',
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cost: function () {
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return {
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wood: 200,
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fur: 10,
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meat: 5
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};
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},
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audio: AudioLibrary.BUILD_LODGE
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},
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'trading post': {
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name: _('trading post'),
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button: null,
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maximum: 1,
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availableMsg: _("a trading post would make commerce easier"),
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buildMsg: _("now the nomads have a place to set up shop, they might stick around a while"),
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type: 'building',
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cost: function () {
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return {
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'wood': 400,
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'fur': 100
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};
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},
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audio: AudioLibrary.BUILD_TRADING_POST
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},
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'tannery': {
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name: _('tannery'),
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button: null,
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maximum: 1,
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availableMsg: _("builder says leather could be useful. says the villagers could make it."),
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buildMsg: _('tannery goes up quick, on the edge of the village'),
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type: 'building',
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cost: function () {
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return {
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'wood': 500,
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'fur': 50
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};
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},
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audio: AudioLibrary.BUILD_TANNERY
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},
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'smokehouse': {
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name: _('smokehouse'),
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button: null,
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maximum: 1,
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availableMsg: _("should cure the meat, or it'll spoil. builder says she can fix something up."),
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buildMsg: _('builder finishes the smokehouse. she looks hungry.'),
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type: 'building',
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cost: function () {
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return {
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'wood': 600,
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'meat': 50
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};
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},
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audio: AudioLibrary.BUILD_SMOKEHOUSE
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},
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'workshop': {
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name: _('workshop'),
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button: null,
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maximum: 1,
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availableMsg: _("builder says she could make finer things, if she had the tools"),
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buildMsg: _("workshop's finally ready. builder's excited to get to it"),
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type: 'building',
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cost: function () {
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return {
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'wood': 800,
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'leather': 100,
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'scales': 10
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};
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},
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audio: AudioLibrary.BUILD_WORKSHOP
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},
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'steelworks': {
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name: _('steelworks'),
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button: null,
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maximum: 1,
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availableMsg: _("builder says the villagers could make steel, given the tools"),
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buildMsg: _("a haze falls over the village as the steelworks fires up"),
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type: 'building',
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cost: function () {
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return {
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'wood': 1500,
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'iron': 100,
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'coal': 100
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};
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},
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audio: AudioLibrary.BUILD_STEELWORKS
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},
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'armoury': {
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name: _('armoury'),
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button: null,
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maximum: 1,
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availableMsg: _("builder says it'd be useful to have a steady source of bullets"),
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buildMsg: _("armoury's done, welcoming back the weapons of the past."),
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type: 'building',
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cost: function () {
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return {
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'wood': 3000,
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'steel': 100,
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'sulphur': 50
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};
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},
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audio: AudioLibrary.BUILD_ARMOURY
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},
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'torch': {
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name: _('torch'),
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button: null,
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type: 'tool',
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buildMsg: _('a torch to keep the dark away'),
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cost: function () {
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return {
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'wood': 1,
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'cloth': 1
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};
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},
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audio: AudioLibrary.CRAFT_TORCH
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},
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'waterskin': {
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name: _('waterskin'),
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button: null,
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type: 'upgrade',
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maximum: 1,
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buildMsg: _('this waterskin\'ll hold a bit of water, at least'),
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cost: function () {
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return {
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'leather': 50
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};
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},
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audio: AudioLibrary.CRAFT_WATERSKIN
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},
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'cask': {
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name: _('cask'),
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button: null,
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type: 'upgrade',
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maximum: 1,
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buildMsg: _('the cask holds enough water for longer expeditions'),
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cost: function () {
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return {
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'leather': 100,
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'iron': 20
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};
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},
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audio: AudioLibrary.CRAFT_CASK
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},
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'water tank': {
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name: _('water tank'),
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button: null,
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type: 'upgrade',
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maximum: 1,
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buildMsg: _('never go thirsty again'),
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cost: function () {
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return {
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'iron': 100,
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'steel': 50
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};
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},
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audio: AudioLibrary.CRAFT_WATER_TANK
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},
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'bone spear': {
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name: _('bone spear'),
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button: null,
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type: 'weapon',
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buildMsg: _("this spear's not elegant, but it's pretty good at stabbing"),
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cost: function () {
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return {
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'wood': 100,
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'teeth': 5
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};
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},
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audio: AudioLibrary.CRAFT_BONE_SPEAR
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},
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'rucksack': {
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name: _('rucksack'),
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button: null,
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type: 'upgrade',
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maximum: 1,
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buildMsg: _('carrying more means longer expeditions to the wilds'),
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cost: function () {
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return {
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'leather': 200
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};
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},
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audio: AudioLibrary.CRAFT_RUCKSACK
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},
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'wagon': {
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name: _('wagon'),
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button: null,
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type: 'upgrade',
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maximum: 1,
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buildMsg: _('the wagon can carry a lot of supplies'),
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cost: function () {
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return {
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'wood': 500,
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'iron': 100
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};
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},
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audio: AudioLibrary.CRAFT_WAGON
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},
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'convoy': {
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name: _('convoy'),
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button: null,
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type: 'upgrade',
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maximum: 1,
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buildMsg: _('the convoy can haul mostly everything'),
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cost: function () {
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return {
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'wood': 1000,
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'iron': 200,
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'steel': 100
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};
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},
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audio: AudioLibrary.CRAFT_CONVOY
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},
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'l armour': {
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name: _('l armour'),
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type: 'upgrade',
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maximum: 1,
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buildMsg: _("leather's not strong. better than rags, though."),
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cost: function () {
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return {
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'leather': 200,
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'scales': 20
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};
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},
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audio: AudioLibrary.CRAFT_LEATHER_ARMOUR
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},
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'i armour': {
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name: _('i armour'),
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type: 'upgrade',
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maximum: 1,
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buildMsg: _("iron's stronger than leather"),
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cost: function () {
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return {
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'leather': 200,
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'iron': 100
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};
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},
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audio: AudioLibrary.CRAFT_IRON_ARMOUR
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},
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's armour': {
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name: _('s armour'),
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type: 'upgrade',
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maximum: 1,
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buildMsg: _("steel's stronger than iron"),
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cost: function () {
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return {
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'leather': 200,
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'steel': 100
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};
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},
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audio: AudioLibrary.CRAFT_STEEL_ARMOUR
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},
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'iron sword': {
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name: _('iron sword'),
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button: null,
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type: 'weapon',
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buildMsg: _("sword is sharp. good protection out in the wilds."),
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cost: function () {
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return {
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'wood': 200,
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'leather': 50,
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'iron': 20
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};
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},
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audio: AudioLibrary.CRAFT_IRON_SWORD
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},
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'steel sword': {
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name: _('steel sword'),
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button: null,
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type: 'weapon',
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buildMsg: _("the steel is strong, and the blade true."),
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cost: function () {
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return {
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'wood': 500,
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'leather': 100,
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'steel': 20
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};
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},
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audio: AudioLibrary.CRAFT_STEEL_SWORD
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},
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'rifle': {
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name: _('rifle'),
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type: 'weapon',
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buildMsg: _("black powder and bullets, like the old days."),
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cost: function () {
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return {
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'wood': 200,
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'steel': 50,
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'sulphur': 50
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};
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},
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audio: AudioLibrary.CRAFT_RIFLE
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}
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},
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TradeGoods: {
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'scales': {
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type: 'good',
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cost: function () {
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return { fur: 150 };
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},
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audio: AudioLibrary.BUY_SCALES
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},
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'teeth': {
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type: 'good',
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cost: function () {
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return { fur: 300 };
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},
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audio: AudioLibrary.BUY_TEETH
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},
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'iron': {
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type: 'good',
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cost: function () {
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return {
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'fur': 150,
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'scales': 50
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};
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},
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audio: AudioLibrary.BUY_IRON
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},
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'coal': {
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type: 'good',
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cost: function () {
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return {
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'fur': 200,
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'teeth': 50
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};
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},
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audio: AudioLibrary.BUY_COAL
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},
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'steel': {
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type: 'good',
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cost: function () {
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return {
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'fur': 300,
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'scales': 50,
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'teeth': 50
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};
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},
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audio: AudioLibrary.BUY_STEEL
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},
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'medicine': {
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type: 'good',
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cost: function () {
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return {
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'scales': 50, 'teeth': 30
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};
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},
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audio: AudioLibrary.BUY_MEDICINE
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},
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'bullets': {
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type: 'good',
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cost: function () {
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return {
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'scales': 10
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};
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},
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audio: AudioLibrary.BUY_BULLETS
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},
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'energy cell': {
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type: 'good',
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cost: function () {
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return {
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'scales': 10,
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'teeth': 10
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};
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},
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audio: AudioLibrary.BUY_ENERGY_CELL
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},
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'bolas': {
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type: 'weapon',
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cost: function () {
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return {
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'teeth': 10
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};
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},
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audio: AudioLibrary.BUY_BOLAS
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},
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'grenade': {
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type: 'weapon',
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cost: function () {
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return {
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'scales': 100,
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'teeth': 50
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};
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},
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audio: AudioLibrary.BUY_GRENADES
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},
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'bayonet': {
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type: 'weapon',
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cost: function () {
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return {
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'scales': 500,
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'teeth': 250
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};
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},
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audio: AudioLibrary.BUY_BAYONET
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},
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'alien alloy': {
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type: 'good',
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cost: function () {
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return {
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'fur': 1500,
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'scales': 750,
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'teeth': 300
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};
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},
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audio: AudioLibrary.BUY_ALIEN_ALLOY
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},
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'compass': {
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type: 'special',
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maximum: 1,
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cost: function () {
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return {
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fur: 400,
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scales: 20,
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teeth: 10
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};
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},
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audio: AudioLibrary.BUY_COMPASS
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}
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},
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MiscItems: {
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'laser rifle': {
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type: 'weapon'
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}
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},
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name: _("Room"),
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init: function (options) {
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this.options = $.extend(
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this.options,
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options
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);
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Room.pathDiscovery = Boolean($SM.get('stores["compass"]'));
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if (Engine._debug) {
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this._ROOM_WARM_DELAY = 5000;
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this._BUILDER_STATE_DELAY = 5000;
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this._STOKE_COOLDOWN = 0;
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this._NEED_WOOD_DELAY = 5000;
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}
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if (typeof $SM.get('features.location.room') == 'undefined') {
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$SM.set('features.location.room', true);
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$SM.set('game.builder.level', -1);
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}
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// If this is the first time playing, the fire is dead and it's freezing.
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// Otherwise grab past save state temp and fire level.
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$SM.set('game.temperature', $SM.get('game.temperature.value') === undefined ? this.TempEnum.Freezing : $SM.get('game.temperature'));
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$SM.set('game.fire', $SM.get('game.fire.value') === undefined ? this.FireEnum.Dead : $SM.get('game.fire'));
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// Create the room tab
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this.tab = Header.addLocation(_("A Dark Room"), "room", Room);
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// Create the Room panel
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this.panel = $('<div>')
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.attr('id', "roomPanel")
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.addClass('location')
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.appendTo('div#locationSlider');
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Engine.updateSlider();
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// Create the light button
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new Button.Button({
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id: 'lightButton',
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text: _('light fire'),
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click: Room.lightFire,
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cooldown: Room._STOKE_COOLDOWN,
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width: '80px',
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cost: { 'wood': 5 }
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}).appendTo('div#roomPanel');
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|
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// Create the stoke button
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new Button.Button({
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id: 'stokeButton',
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text: _("stoke fire"),
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click: Room.stokeFire,
|
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cooldown: Room._STOKE_COOLDOWN,
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width: '80px',
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cost: { 'wood': 1 }
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}).appendTo('div#roomPanel');
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|
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// Create the stores container
|
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$('<div>').attr('id', 'storesContainer').prependTo('div#roomPanel');
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|
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//subscribe to stateUpdates
|
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$.Dispatch('stateUpdate').subscribe(Room.handleStateUpdates);
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Room.updateButton();
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Room.updateStoresView();
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Room.updateIncomeView();
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Room.updateBuildButtons();
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|
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Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
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|
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/*
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* Builder states:
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* 0 - Approaching
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* 1 - Collapsed
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* 2 - Shivering
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* 3 - Sleeping
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* 4 - Helping
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*/
|
|
if ($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) {
|
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Room._builderTimer = Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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}
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if ($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) {
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Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
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}
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Engine.setTimeout($SM.collectIncome, 1000);
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Notifications.notify(Room, _("the room is {0}", Room.TempEnum.fromInt($SM.get('game.temperature.value')).text));
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Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text));
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},
|
|
|
|
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);
|
|
|
|
Room.setMusic();
|
|
},
|
|
|
|
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);
|
|
AudioEngine.playSound(AudioLibrary.LIGHT_FIRE);
|
|
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));
|
|
}
|
|
AudioEngine.playSound(AudioLibrary.STOKE_FIRE);
|
|
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();
|
|
|
|
// only update music if in the room
|
|
if (Engine.activeModule == Room) {
|
|
Room.setMusic();
|
|
}
|
|
},
|
|
|
|
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 = $('<div>').attr({
|
|
'id': 'stores',
|
|
'data-legend': _('stores')
|
|
}).css('opacity', 0);
|
|
needsAppend = true;
|
|
}
|
|
if (resources.length === 0) {
|
|
resources = $('<div>').attr({
|
|
id: 'resources'
|
|
}).css('opacity', 0);
|
|
rNeedsAppend = true;
|
|
}
|
|
if (special.length === 0) {
|
|
special = $('<div>').attr({
|
|
id: 'special'
|
|
}).css('opacity', 0);
|
|
sNeedsAppend = true;
|
|
}
|
|
if (weapons.length === 0) {
|
|
weapons = $('<div>').attr({
|
|
'id': 'weapons',
|
|
'data-legend': _('weapons')
|
|
}).css('opacity', 0);
|
|
wNeedsAppend = true;
|
|
}
|
|
for (var k in $SM.get('stores')) {
|
|
|
|
if (k.indexOf('blueprint') > 0) {
|
|
// don't show blueprints
|
|
continue;
|
|
}
|
|
|
|
const good =
|
|
Room.Craftables[k] ||
|
|
Room.TradeGoods[k] ||
|
|
Room.TradeGoods[k] ||
|
|
Room.MiscItems[k] ||
|
|
Fabricator.Craftables[k];
|
|
const type = good ? good.type : null;
|
|
|
|
var location;
|
|
switch (type) {
|
|
case 'upgrade':
|
|
// Don't display upgrades on the Room screen
|
|
continue;
|
|
case 'building':
|
|
// Don't display buildings either
|
|
continue;
|
|
case 'weapon':
|
|
location = weapons;
|
|
break;
|
|
case 'special':
|
|
location = special;
|
|
break;
|
|
default:
|
|
location = resources;
|
|
break;
|
|
}
|
|
|
|
var id = "row_" + k.replace(/ /g, '-');
|
|
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) {
|
|
row = $('<div>').attr('id', id).addClass('storeRow');
|
|
$('<div>').addClass('row_key').text(lk).appendTo(row);
|
|
$('<div>').addClass('row_val').text(Math.floor(num)).appendTo(row);
|
|
$('<div>').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 {
|
|
$('div#' + row.attr('id') + ' > div.row_val', location).text(Math.floor(num));
|
|
}
|
|
}
|
|
|
|
if (rNeedsAppend && resources.children().length > 0) {
|
|
resources.prependTo(stores);
|
|
resources.animate({ opacity: 1 }, 300, 'linear');
|
|
}
|
|
|
|
if (sNeedsAppend && special.children().length > 0) {
|
|
special.appendTo(stores);
|
|
special.animate({ opacity: 1 }, 300, 'linear');
|
|
}
|
|
|
|
if (needsAppend && stores.find('div.storeRow').length > 0) {
|
|
stores.appendTo('div#storesContainer');
|
|
stores.animate({ opacity: 1 }, 300, 'linear');
|
|
}
|
|
|
|
if (wNeedsAppend && weapons.children().length > 0) {
|
|
weapons.appendTo('div#storesContainer');
|
|
weapons.animate({ opacity: 1 }, 300, 'linear');
|
|
}
|
|
|
|
if (newRow) {
|
|
Room.updateIncomeView();
|
|
}
|
|
|
|
if ($("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 ttPos = index > 10 ? 'top right' : 'bottom right';
|
|
var tt = $('<div>').addClass('tooltip ' + ttPos);
|
|
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) {
|
|
$('<div>').addClass('row_key').text(_(incomeSource)).appendTo(tt);
|
|
$('<div>')
|
|
.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;
|
|
$('<div>').addClass('total row_key').text(_('total')).appendTo(tt);
|
|
$('<div>').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);
|
|
|
|
// audio
|
|
AudioEngine.playSound(AudioLibrary.BUY);
|
|
},
|
|
|
|
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':
|
|
$SM.add('game.buildings["' + thing + '"]', 1);
|
|
break;
|
|
}
|
|
|
|
// audio
|
|
switch (craftable.type) {
|
|
case 'weapon':
|
|
case 'upgrade':
|
|
case 'tool':
|
|
AudioEngine.playSound(AudioLibrary.CRAFT);
|
|
break;
|
|
case 'building':
|
|
AudioEngine.playSound(AudioLibrary.BUILD);
|
|
break;
|
|
}
|
|
},
|
|
|
|
needsWorkshop: function (type) {
|
|
return type == 'weapon' || type == 'upgrade' || type == 'tool';
|
|
},
|
|
|
|
craftUnlocked: function (thing) {
|
|
if (Room.buttons[thing]) {
|
|
return true;
|
|
}
|
|
if ($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 = $('<div>').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 = $('<div>').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 = $('<div>').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.replace(/ /g, '-'),
|
|
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 c in cost) {
|
|
$("<div>").addClass('row_key').text(_(c)).appendTo(costTooltip);
|
|
$("<div>").addClass('row_val').text(cost[c]).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 g in Room.TradeGoods) {
|
|
good = Room.TradeGoods[g];
|
|
var goodsMax = $SM.num(g, good) + 1 > good.maximum;
|
|
if (good.button == null) {
|
|
if (Room.buyUnlocked(g)) {
|
|
good.button = new Button.Button({
|
|
id: 'build_' + g,
|
|
cost: good.cost(),
|
|
text: _(g),
|
|
click: Room.buy,
|
|
width: '80px',
|
|
ttPos: buySection.children().length > 10 ? 'top right' : 'bottom right'
|
|
}).css('opacity', 0).attr('buildThing', g).appendTo(buySection).animate({ opacity: 1 }, 300, 'linear');
|
|
}
|
|
} else {
|
|
// refresh the tooltip
|
|
var goodsCostTooltip = $('.tooltip', good.button);
|
|
goodsCostTooltip.empty();
|
|
var goodCost = good.cost();
|
|
for (var gc in goodCost) {
|
|
$("<div>").addClass('row_key').text(_(gc)).appendTo(goodsCostTooltip);
|
|
$("<div>").addClass('row_val').text(goodCost[gc]).appendTo(goodsCostTooltip);
|
|
}
|
|
if (goodsMax && !good.button.hasClass('disabled')) {
|
|
Notifications.notify(Room, good.maxMsg);
|
|
}
|
|
}
|
|
if (goodsMax) {
|
|
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 ttPos = $('div#resources').children().length > 10 ? 'top right' : 'bottom right';
|
|
var tt = $('<div>').addClass('tooltip ' + ttPos);
|
|
$('<div>').addClass('row_key').text(_('the compass points ' + direction)).appendTo(tt);
|
|
tt.appendTo($('#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();
|
|
}
|
|
},
|
|
|
|
setMusic() {
|
|
// set music based on fire level
|
|
var fireValue = $SM.get('game.fire.value');
|
|
switch (fireValue) {
|
|
case 0:
|
|
AudioEngine.playBackgroundMusic(AudioLibrary.MUSIC_FIRE_DEAD);
|
|
break;
|
|
case 1:
|
|
AudioEngine.playBackgroundMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
|
|
break;
|
|
case 2:
|
|
AudioEngine.playBackgroundMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
|
|
break;
|
|
case 3:
|
|
AudioEngine.playBackgroundMusic(AudioLibrary.MUSIC_FIRE_BURNING);
|
|
break;
|
|
case 4:
|
|
AudioEngine.playBackgroundMusic(AudioLibrary.MUSIC_FIRE_ROARING);
|
|
break;
|
|
}
|
|
}
|
|
};
|