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forked from sent/waves
waves-fork/public/assets/g/adarkroom/script/events.js
2025-04-09 17:11:14 -05:00

1488 lines
38 KiB
JavaScript

/**
* Module that handles the random event system
*/
var Events = {
_EVENT_TIME_RANGE: [3, 6], // range, in minutes
_PANEL_FADE: 200,
_FIGHT_SPEED: 100,
_EAT_COOLDOWN: 5,
_MEDS_COOLDOWN: 7,
_HYPO_COOLDOWN: 7,
_SHIELD_COOLDOWN: 10,
_STIM_COOLDOWN: 10,
_LEAVE_COOLDOWN: 1,
STUN_DURATION: 4000,
ENERGISE_MULTIPLIER: 4,
EXPLOSION_DURATION: 3000,
ENRAGE_DURATION: 4000,
MEDITATE_DURATION: 5000,
BOOST_DURATION: 3000,
BOOST_DAMAGE: 10,
DOT_TICK: 1000,
BLINK_INTERVAL: false,
init: function(options) {
this.options = $.extend(
this.options,
options
);
// Build the Event Pool
Events.EventPool = [].concat(
Events.Global,
Events.Room,
Events.Outside,
Events.Marketing
);
Events.eventStack = [];
Events.scheduleNextEvent();
//subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe(Events.handleStateUpdates);
//check for stored delayed events
Events.initDelay();
},
options: {}, // Nothing for now
delayState: 'wait',
activeScene: null,
loadScene: function(name) {
Engine.log('loading scene: ' + name);
Events.activeScene = name;
var scene = Events.activeEvent().scenes[name];
// onLoad
if(scene.onLoad) {
scene.onLoad();
}
// Notify the scene change
if(scene.notification) {
Notifications.notify(null, scene.notification);
}
// Scene reward
if(scene.reward) {
$SM.addM('stores', scene.reward);
}
$('#description', Events.eventPanel()).empty();
$('#buttons', Events.eventPanel()).empty();
if(scene.combat) {
Events.startCombat(scene);
} else {
Events.startStory(scene);
}
},
startCombat: function(scene) {
Engine.event('game event', 'combat');
Events.fought = false;
Events.won = false;
var desc = $('#description', Events.eventPanel());
$('<div>').text(scene.notification).appendTo(desc);
// Draw pause button
/* Disable for now, because it doesn't work and looks weird
var pauseBox = $('<div>').attr('id', 'pauseButton').appendTo(desc);
var pause = new Button.Button({
id: 'pause',
text: '',
cooldown: Events._PAUSE_COOLDOWN,
click: Events.togglePause
}).appendTo(pauseBox);
$('<span>').addClass('text').insertBefore(pause.children('.cooldown'));
$('<div>').addClass('clear').appendTo(pauseBox);
Events.setPause(pause, 'set');
Events.removePause(pause, 'set');
*/
var fightBox = $('<div>').attr('id', 'fight').appendTo(desc);
// Draw the wanderer
Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(fightBox);
// Draw the enemy
Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(fightBox);
// Draw the action buttons
var btns = $('#buttons', Events.eventPanel());
var attackBtns = $('<div>').appendTo(btns).attr('id','attackButtons');
var numWeapons = 0;
for(var k in World.Weapons) {
var weapon = World.Weapons[k];
if(typeof Path.outfit[k] == 'number' && Path.outfit[k] > 0) {
if(typeof weapon.damage != 'number' || weapon.damage === 0) {
// Weapons that deal no damage don't count
numWeapons--;
} else if(weapon.cost){
for(var c in weapon.cost) {
var num = weapon.cost[c];
if(typeof Path.outfit[c] != 'number' || Path.outfit[c] < num) {
// Can't use this weapon, so don't count it
numWeapons--;
}
}
}
numWeapons++;
Events.createAttackButton(k).appendTo(attackBtns);
}
}
if(numWeapons === 0) {
// No weapons? You can punch stuff!
Events.createAttackButton('fists').prependTo(attackBtns);
}
$('<div>').addClass('clear').appendTo(attackBtns);
var healBtns = $('<div>').appendTo(btns).attr('id','healButtons');
Events.createEatMeatButton().appendTo(healBtns);
if((Path.outfit['medicine'] || 0) !== 0) {
Events.createUseMedsButton().appendTo(healBtns);
}
if((Path.outfit['hypo'] || 0) !== 0) {
Events.createUseHypoButton().appendTo(healBtns);
}
if ((Path.outfit['stim'] ?? 0) > 0) {
Events.createStimButton().appendTo(healBtns);
}
if($SM.get('stores["kinetic armour"]', true) > 0) {
Events.createShieldButton().appendTo(healBtns);
}
$('<div>').addClass('clear').appendTo(healBtns);
Events.setHeal(healBtns);
// Set up the enemy attack timers
Events.startEnemyAttacks();
Events._specialTimers = (scene.specials ?? []).map(s => Engine.setInterval(
() => {
const enemy = $('#enemy');
const text = s.action(enemy);
Events.updateFighterDiv(enemy);
if (text) {
Events.drawFloatText(text, $('.hp', enemy))
}
},
s.delay * 1000
));
},
startEnemyAttacks: (delay) => {
clearInterval(Events._enemyAttackTimer);
const scene = Events.activeEvent().scenes[Events.activeScene];
Events._enemyAttackTimer = Engine.setInterval(Events.enemyAttack, (delay ?? scene.attackDelay) * 1000);
},
setStatus: (fighter, status) => {
fighter.data('status', status);
if (status === 'enraged' && fighter.attr('id') === 'enemy') {
Events.startEnemyAttacks(0.5);
setTimeout(() => {
fighter.data('status', 'none');
Events.startEnemyAttacks();
}, Events.ENRAGE_DURATION);
}
if (status === 'meditation') {
Events._meditateDmg = 0;
setTimeout(() => {
fighter.data('status', 'none');
}, Events.MEDITATE_DURATION);
}
if (status === 'boost') {
setTimeout(() => {
fighter.data('status', 'none');
}, Events.BOOST_DURATION);
}
},
setPause: function(btn, state){
if(!btn) {
btn = $('#pause');
}
var event = btn.closest('#event');
var string, log;
if(state == 'set') {
string = 'start.';
log = 'loaded';
} else {
string = 'resume.';
log = 'paused';
}
btn.children('.text').first().text( _(string) );
Events.paused = (state == 'auto') ? 'auto' : true;
event.addClass('paused');
Button.clearCooldown(btn);
$('#buttons').find('.button').each(function(i){
if($(this).data('onCooldown')){
$(this).children('.cooldown').stop(true,false);
}
});
Engine.log('fight '+ log +'.');
},
removePause: function(btn, state){
if(!btn) {
btn = $('#pause');
}
var event = btn.closest('#event');
var log, time, target;
if(state == 'auto' && Events.paused != 'auto') {
return;
}
switch(state){
case 'set':
Button.cooldown(btn, Events._LEAVE_COOLDOWN);
log = 'started';
time = Events._LEAVE_COOLDOWN * 1000;
target = $();
break;
case 'end':
Button.setDisabled(btn, true);
log = 'ended';
time = Events._FIGHT_SPEED;
target = $();
break;
case 'auto':
Button.cooldown(btn);
/* falls through */
default:
log = 'resumed';
time = Events._PAUSE_COOLDOWN * 1000;
target = $('#buttons').find('.button');
break;
}
Engine.setTimeout(function(){
btn.children('.text').first().text( _('pause.') );
Events.paused = false;
event.removeClass('paused');
target.each(function(i){
if($(this).data('onCooldown')){
Button.cooldown($(this), 'pause');
}
});
Engine.log('Event '+ log);
}, time);
},
togglePause: function(btn, auto){
if(!btn) {
btn = $('#pause');
}
if((auto) && (document.hasFocus() == !Events.paused)) {
return;
}
var f = (Events.paused) ? Events.removePause : Events.setPause;
var state = (auto) ? 'auto' : false;
f(btn, state);
},
createEatMeatButton: function(cooldown) {
if (cooldown == null) {
cooldown = Events._EAT_COOLDOWN;
}
var btn = new Button.Button({
id: 'eat',
text: _('eat meat'),
cooldown: cooldown,
click: Events.eatMeat,
cost: { 'cured meat': 1 }
});
if(Path.outfit['cured meat'] === 0) {
Button.setDisabled(btn, true);
}
return btn;
},
createUseMedsButton: function(cooldown) {
if (cooldown == null) {
cooldown = Events._MEDS_COOLDOWN;
}
var btn = new Button.Button({
id: 'meds',
text: _('use meds'),
cooldown: cooldown,
click: Events.useMeds,
cost: { 'medicine': 1 }
});
if((Path.outfit['medicine'] || 0) === 0) {
Button.setDisabled(btn, true);
}
return btn;
},
createUseHypoButton: function(cooldown) {
if (cooldown == null) {
cooldown = Events._HYPO_COOLDOWN;
}
var btn = new Button.Button({
id: 'hypo',
text: _('use hypo'),
cooldown: cooldown,
click: Events.useHypo,
cost: { 'hypo': 1 }
});
if((Path.outfit['hypo'] ?? 0) > 0) {
Button.setDisabled(btn, true);
}
return btn;
},
createShieldButton: function() {
var btn = new Button.Button({
id: 'shld',
text: _('shield'),
cooldown: Events._SHIELD_COOLDOWN,
click: Events.useShield
});
return btn;
},
createStimButton: () => new Button.Button({
id: 'use-stim',
text: _('boost'),
cooldown: Events._STIM_COOLDOWN,
click: Events.useStim
}),
createAttackButton: function(weaponName) {
var weapon = World.Weapons[weaponName];
var cd = weapon.cooldown;
if(weapon.type == 'unarmed') {
if($SM.hasPerk('unarmed master')) {
cd /= 2;
}
}
var btn = new Button.Button({
id: 'attack_' + weaponName.replace(/ /g, '-'),
text: weapon.verb,
cooldown: cd,
click: Events.useWeapon,
boosted: () => $('#wanderer').data('status') === 'boost',
cost: weapon.cost
});
if(typeof weapon.damage == 'number' && weapon.damage > 0) {
btn.addClass('weaponButton');
}
for(var k in weapon.cost) {
if(typeof Path.outfit[k] != 'number' || Path.outfit[k] < weapon.cost[k]) {
Button.setDisabled(btn, true);
break;
}
}
return btn;
},
drawFloatText: function(text, parent, cb) {
$('<div>').text(text).addClass('damageText').appendTo(parent).animate({
'bottom': '70px',
'opacity': '0'
},
700,
'linear',
function() {
$(this).remove();
cb && cb();
});
},
setHeal: function(healBtns) {
if(!healBtns){
healBtns = $('#healButtons');
}
healBtns = healBtns.children('.button');
var canHeal = (World.health < World.getMaxHealth());
healBtns.each(function(i){
const btn = $(this);
Button.setDisabled(btn, !canHeal && btn.attr('id') !== 'shld');
});
return canHeal;
},
doHeal: function(healing, cured, btn) {
if(Path.outfit[healing] > 0) {
Path.outfit[healing]--;
World.updateSupplies();
if(Path.outfit[healing] === 0) {
Button.setDisabled(btn, true);
}
var hp = World.health + cured;
hp = Math.min(World.getMaxHealth(),hp);
World.setHp(hp);
Events.setHeal();
if(Events.activeEvent()) {
var w = $('#wanderer');
w.data('hp', hp);
Events.updateFighterDiv(w);
Events.drawFloatText('+' + cured, '#wanderer .hp');
var takeETbutton = Events.setTakeAll();
Events.canLeave(takeETbutton);
}
}
},
eatMeat: function(btn) {
Events.doHeal('cured meat', World.meatHeal(), btn);
AudioEngine.playSound(AudioLibrary.EAT_MEAT);
},
useMeds: function(btn) {
Events.doHeal('medicine', World.medsHeal(), btn);
AudioEngine.playSound(AudioLibrary.USE_MEDS);
},
useHypo: btn => {
Events.doHeal('hypo', World.hypoHeal(), btn);
AudioEngine.playSound(AudioLibrary.USE_MEDS);
},
useShield: btn => {
const player = $('#wanderer');
player.data('status', 'shield');
Events.updateFighterDiv(player);
},
useStim: btn => {
const player = $('#wanderer');
player.data('status', 'boost');
Events.dotDamage(player, Events.BOOST_DAMAGE);
Events.updateFighterDiv(player);
},
useWeapon: function(btn) {
if(Events.activeEvent()) {
var weaponName = btn.attr('id').substring(7).replace(/-/g, ' ');
var weapon = World.Weapons[weaponName];
if(weapon.type == 'unarmed') {
if(!$SM.get('character.punches')) $SM.set('character.punches', 0);
$SM.add('character.punches', 1);
if($SM.get('character.punches') == 50 && !$SM.hasPerk('boxer')) {
$SM.addPerk('boxer');
} else if($SM.get('character.punches') == 150 && !$SM.hasPerk('martial artist')) {
$SM.addPerk('martial artist');
} else if($SM.get('character.punches') == 300 && !$SM.hasPerk('unarmed master')) {
$SM.addPerk('unarmed master');
}
}
if(weapon.cost) {
var mod = {};
var out = false;
for(var k in weapon.cost) {
if(typeof Path.outfit[k] != 'number' || Path.outfit[k] < weapon.cost[k]) {
return;
}
mod[k] = -weapon.cost[k];
if(Path.outfit[k] - weapon.cost[k] < weapon.cost[k]) {
out = true;
}
}
for(var m in mod) {
Path.outfit[m] += mod[m];
}
if(out) {
Button.setDisabled(btn, true);
var validWeapons = false;
$('.weaponButton').each(function(){
if(!Button.isDisabled($(this)) && $(this).attr('id') != 'attack_fists') {
validWeapons = true;
return false;
}
});
if(!validWeapons) {
// enable or create the punch button
var fists = $('#attack_fists');
if(fists.length === 0) {
Events.createAttackButton('fists').prependTo('#buttons', Events.eventPanel());
} else {
Button.setDisabled(fists, false);
}
}
}
World.updateSupplies();
}
var dmg = -1;
if(Math.random() <= World.getHitChance()) {
dmg = weapon.damage;
if(typeof dmg == 'number') {
if(weapon.type == 'unarmed' && $SM.hasPerk('boxer')) {
dmg *= 2;
}
if(weapon.type == 'unarmed' && $SM.hasPerk('martial artist')) {
dmg *= 3;
}
if(weapon.type == 'unarmed' && $SM.hasPerk('unarmed master')) {
dmg *= 2;
}
if(weapon.type == 'melee' && $SM.hasPerk('barbarian')) {
dmg = Math.floor(dmg * 1.5);
}
}
}
var attackFn = weapon.type == 'ranged' ? Events.animateRanged : Events.animateMelee;
// play variation audio for weapon type
var r = Math.floor(Math.random() * 2) + 1;
switch (weapon.type) {
case 'unarmed':
AudioEngine.playSound(AudioLibrary['WEAPON_UNARMED_' + r]);
break;
case 'melee':
AudioEngine.playSound(AudioLibrary['WEAPON_MELEE_' + r]);
break;
case 'ranged':
AudioEngine.playSound(AudioLibrary['WEAPON_RANGED_' + r]);
break;
}
attackFn($('#wanderer'), dmg, function() {
const enemy = $('#enemy');
const enemyHp = enemy.data('hp');
const scene = Events.activeEvent().scenes[Events.activeScene];
const atHealth = scene.atHealth ?? {};
const explosion = scene.explosion;
for (const [k, action] of Object.entries(atHealth)) {
const hpThreshold = Number(k);
if (enemyHp <= hpThreshold && enemyHp + dmg > hpThreshold) {
action(enemy);
}
}
if(enemyHp <= 0 && !Events.won) {
// Success!
Events.won = true;
if (explosion) {
Events.explode(enemy, $('#wanderer'), explosion);
}
else {
Events.winFight();
}
}
});
}
},
explode: (enemy, player, dmg) => {
Events.clearTimeouts();
enemy.addClass('exploding');
setTimeout(() => {
enemy.removeClass('exploding');
$('.label', enemy).text('*');
Events.damage(enemy, player, dmg, 'ranged', () => {
if (!Events.checkPlayerDeath()) {
Events.winFight();
}
});
}, Events.EXPLOSION_DURATION);
},
dotDamage: (target, dmg) => {
const hp = Math.max(0, target.data('hp') - dmg);
target.data('hp', hp);
if(target.attr('id') == 'wanderer') {
World.setHp(hp);
Events.setHeal();
Events.checkPlayerDeath();
}
else if(hp <= 0 && !Events.won) {
Events.won = true;
Events.winFight();
}
Events.updateFighterDiv(target);
Events.drawFloatText(`-${dmg}`, $('.hp', target));
},
damage: function(fighter, enemy, dmg, type, cb) {
var enemyHp = enemy.data('hp');
const maxHp = enemy.data('maxHp');
var msg = "";
const shielded = enemy.data('status') === 'shield';
const energised = fighter.data('status') === 'energised';
const venomous = fighter.data('status') === 'venomous';
const meditating = enemy.data('status') === 'meditation';
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
if (energised) {
dmg *= this.ENERGISE_MULTIPLIER;
}
if (meditating) {
Events._meditateDmg = (Events._meditateDmg ?? 0) + dmg;
msg = dmg;
}
else {
msg = (shielded ? '+' : '-') + dmg;
enemyHp = Math.min(maxHp, Math.max(0, enemyHp + (shielded ? dmg : -dmg)));
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
Events.setHeal();
}
}
if (venomous && !shielded) {
clearInterval(Events._dotTimer);
Events._dotTimer = setInterval(() => {
Events.dotDamage(enemy, Math.floor(dmg / 2));
}, Events.DOT_TICK);
}
if (shielded) {
// shields break in one hit
enemy.data('status', 'none');
}
Events.updateFighterDiv(enemy);
// play variation audio for weapon type
var r = Math.floor(Math.random() * 2) + 1;
switch (type) {
case 'unarmed':
AudioEngine.playSound(AudioLibrary['WEAPON_UNARMED_' + r]);
break;
case 'melee':
AudioEngine.playSound(AudioLibrary['WEAPON_MELEE_' + r]);
break;
case 'ranged':
AudioEngine.playSound(AudioLibrary['WEAPON_RANGED_' + r]);
break;
}
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', true);
setTimeout(() => enemy.data('stunned', false), Events.STUN_DURATION);
}
}
if (energised || venomous) {
// attack buffs only applies to one hit
fighter.data('status', 'none');
Events.updateFighterDiv(fighter);
}
Events.drawFloatText(msg, $('.hp', enemy), cb);
},
animateMelee: function(fighter, dmg, callback) {
var start, end, enemy;
if(fighter.attr('id') == 'wanderer') {
start = {'left': '50%'};
end = {'left': '25%'};
enemy = $('#enemy');
} else {
start = {'right': '50%'};
end = {'right': '25%'};
enemy = $('#wanderer');
}
fighter.stop(true, true).animate(start, Events._FIGHT_SPEED, function() {
Events.damage(fighter, enemy, dmg, 'melee');
$(this).animate(end, Events._FIGHT_SPEED, callback);
});
},
animateRanged: function(fighter, dmg, callback) {
var start, end, enemy;
if(fighter.attr('id') == 'wanderer') {
start = {'left': '25%'};
end = {'left': '50%'};
enemy = $('#enemy');
} else {
start = {'right': '25%'};
end = {'right': '50%'};
enemy = $('#wanderer');
}
$('<div>').css(start).addClass('bullet').text('o').appendTo('#description')
.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
Events.damage(fighter, enemy, dmg, 'ranged');
$(this).remove();
if(typeof callback == 'function') {
callback();
}
});
},
enemyAttack: function() {
// Events.togglePause($('#pause'),'auto');
var scene = Events.activeEvent().scenes[Events.activeScene];
const enemy = $('#enemy');
const stunned = enemy.data('stunned');
const meditating = enemy.data('status') === 'meditation';
if(!stunned && !meditating) {
var toHit = scene.hit;
toHit *= $SM.hasPerk('evasive') ? 0.8 : 1;
var dmg = -1;
if ((Events._meditateDmg ?? 0) > 0) {
dmg = Events._meditateDmg;
Events._meditateDmg = 0;
}
else if(Math.random() <= toHit) {
dmg = scene.damage;
}
var attackFn = scene.ranged ? Events.animateRanged : Events.animateMelee;
attackFn($('#enemy'), dmg, Events.checkPlayerDeath);
}
},
checkPlayerDeath: () => {
if($('#wanderer').data('hp') <= 0) {
Events.clearTimeouts();
Events.endEvent();
World.die();
return true;
}
return false;
},
clearTimeouts: () => {
clearInterval(Events._enemyAttackTimer);
Events._specialTimers.forEach(clearInterval);
clearInterval(Events._dotTimer);
},
endFight: function() {
Events.fought = true;
Events.clearTimeouts();
Events.removePause($('#pause'), 'end');
},
winFight: function() {
Engine.setTimeout(function() {
if(Events.fought) {
return;
}
Events.endFight();
// AudioEngine.playSound(AudioLibrary.WIN_FIGHT);
$('#enemy').animate({opacity: 0}, 300, 'linear', function() {
Engine.setTimeout(function() {
var scene = Events.activeEvent().scenes[Events.activeScene];
var leaveBtn = false;
var desc = $('#description', Events.eventPanel());
var btns = $('#buttons', Events.eventPanel());
desc.empty();
btns.empty();
$('<div>').text(scene.deathMessage).appendTo(desc);
var takeETbtn = Events.drawLoot(scene.loot);
var exitBtns = $('<div>').appendTo(btns).attr('id','exitButtons');
if(scene.buttons) {
// Draw the buttons
leaveBtn = Events.drawButtons(scene);
} else {
leaveBtn = new Button.Button({
id: 'leaveBtn',
cooldown: Events._LEAVE_COOLDOWN,
click: function() {
if(scene.nextScene && scene.nextScene != 'end') {
Events.loadScene(scene.nextScene);
} else {
Events.endEvent();
}
},
text: _('leave')
});
Button.cooldown(leaveBtn.appendTo(exitBtns));
var healBtns = $('<div>').appendTo(btns).attr('id','healButtons');
Events.createEatMeatButton(0).appendTo(healBtns);
if((Path.outfit['medicine'] || 0) !== 0) {
Events.createUseMedsButton(0).appendTo(healBtns);
}
if (Path.outfit['hypo'] ?? 0 > 0) {
Events.createUseHypoButton(0).appendTo(healBtns);
}
$('<div>').addClass('clear').appendTo(healBtns);
Events.setHeal(healBtns);
}
$('<div>').addClass('clear').appendTo(exitBtns);
Events.allowLeave(takeETbtn, leaveBtn);
}, 1000, true);
});
}, Events._FIGHT_SPEED);
},
loseFight: function(){
Events.endFight();
Events.endEvent();
World.die();
},
drawDrop:function(btn) {
var name = btn.attr('id').substring(5).replace(/-/g, ' ');
var needsAppend = false;
var weight = Path.getWeight(name);
var freeSpace = Path.getFreeSpace();
if(weight > freeSpace) {
// Draw the drop menu
Engine.log('drop menu');
var dropMenu;
if($('#dropMenu').length){
dropMenu = $('#dropMenu');
$('#dropMenu').empty();
} else {
dropMenu = $('<div>').attr({'id': 'dropMenu', 'data-legend': _('drop:')});
needsAppend = true;
}
for(var k in Path.outfit) {
if(name == k) continue;
var itemWeight = Path.getWeight(k);
if(itemWeight > 0) {
var numToDrop = Math.ceil((weight - freeSpace) / itemWeight);
if(numToDrop > Path.outfit[k]) {
numToDrop = Path.outfit[k];
}
if(numToDrop > 0) {
var dropRow = $('<div>').attr('id', 'drop_' + k.replace(/ /g, '-'))
.text(_(k) + ' x' + numToDrop)
.data('thing', k)
.data('num', numToDrop)
.click(Events.dropStuff)
.mouseenter(function(e){
e.stopPropagation();
});
dropRow.appendTo(dropMenu);
}
}
}
$('<div>').attr('id','no_drop')
.text(_('nothing'))
.mouseenter(function(e){
e.stopPropagation();
})
.click(function(e){
e.stopPropagation();
dropMenu.remove();
})
.appendTo(dropMenu);
if(needsAppend){
dropMenu.appendTo(btn);
}
btn.one("mouseleave", function() {
$('#dropMenu').remove();
});
}
},
drawLootRow: function(name, num){
var id = name.replace(/ /g, '-');
var lootRow = $('<div>').attr('id','loot_' + id).data('item', name).addClass('lootRow');
var take = new Button.Button({
id: 'take_' + id,
text: _(name) + ' [' + num + ']',
click: Events.getLoot
}).addClass('lootTake').data('numLeft', num).appendTo(lootRow);
take.mouseenter(function(){
Events.drawDrop(take);
});
var takeall = new Button.Button({
id: 'all_take_' + id,
text: _('take') + ' ',
click: Events.takeAll
}).addClass('lootTakeAll').appendTo(lootRow);
$('<span>').insertBefore(takeall.children('.cooldown'));
$('<div>').addClass('clear').appendTo(lootRow);
return lootRow;
},
drawLoot: function(lootList) {
var desc = $('#description', Events.eventPanel());
var lootButtons = $('<div>').attr({'id': 'lootButtons', 'data-legend': _('take:')});
for(var k in lootList) {
var loot = lootList[k];
if(Math.random() < loot.chance) {
var num = Math.floor(Math.random() * (loot.max - loot.min)) + loot.min;
var lootRow = Events.drawLootRow(k, num);
lootRow.appendTo(lootButtons);
}
}
lootButtons.appendTo(desc);
var takeET = null;
if(lootButtons.children().length > 0) {
var takeETrow = $('<div>').addClass('takeETrow');
takeET = new Button.Button({
id: 'loot_takeEverything',
text: '',
cooldown: Events._LEAVE_COOLDOWN,
click: Events.takeEverything
}).appendTo(takeETrow);
$('<span>').insertBefore(takeET.children('.cooldown'));
$('<div>').addClass('clear').appendTo(takeETrow);
takeETrow.appendTo(lootButtons);
Events.setTakeAll(lootButtons);
} else {
var noLoot = $('<div>').addClass('noLoot').text( _('nothing to take') );
noLoot.appendTo(lootButtons);
}
return takeET || false;
},
setTakeAll: function(lootButtons){
if(!lootButtons) {
lootButtons = $('#lootButtons');
}
var canTakeSomething = false;
var free = Path.getFreeSpace();
var takeETbutton = lootButtons.find('#loot_takeEverything');
lootButtons.children('.lootRow').each(function(i){
var name = $(this).data('item');
var take = $(this).children('.lootTake').first();
var takeAll = $(this).children('.lootTakeAll').first();
var numLeft = take.data('numLeft');
var num = Math.min(Math.floor(Path.getFreeSpace() / Path.getWeight(name)), numLeft);
takeAll.data('numLeft', num);
free -= numLeft * Path.getWeight(name);
if(num > 0){
takeAll.removeClass('disabled');
canTakeSomething = true;
} else {
takeAll.addClass('disabled');
}
if(num < numLeft){
takeAll.children('span').first().text(num);
} else {
takeAll.children('span').first().text(_('all'));
}
});
Button.setDisabled(takeETbutton, !canTakeSomething);
takeETbutton.data('canTakeEverything', (free >= 0) ? true : false);
return takeETbutton;
},
allowLeave: function(takeETbtn, leaveBtn){
if(takeETbtn){
if(leaveBtn){
takeETbtn.data('leaveBtn', leaveBtn);
}
Events.canLeave(takeETbtn);
}
},
canLeave: function(btn){
var basetext = (btn.data('canTakeEverything')) ? _('take everything') : _('take all you can');
var textbox = btn.children('span');
var takeAndLeave = (btn.data('leaveBtn')) ? btn.data('canTakeEverything') : false;
var text = _(basetext);
if(takeAndLeave){
Button.cooldown(btn);
text += _(' and ') + btn.data('leaveBtn').text();
}
textbox.text( text );
btn.data('canLeave', takeAndLeave);
},
dropStuff: function(e) {
e.stopPropagation();
var btn = $(this);
var target = btn.closest('.button');
var thing = btn.data('thing');
var id = 'take_' + thing.replace(/ /g, '-');
var num = btn.data('num');
var lootButtons = $('#lootButtons');
Engine.log('dropping ' + num + ' ' + thing);
var lootBtn = $('#' + id, lootButtons);
if(lootBtn.length > 0) {
var curNum = lootBtn.data('numLeft');
curNum += num;
lootBtn.text(_(thing) + ' [' + curNum + ']').data('numLeft', curNum);
} else {
var lootRow = Events.drawLootRow(thing, num);
lootRow.insertBefore($('.takeETrow', lootButtons));
}
Path.outfit[thing] -= num;
Events.getLoot(target);
World.updateSupplies();
},
getLoot: function(btn, stateSkipButtonSet) {
var name = btn.attr('id').substring(5).replace(/-/g, ' ');
if(btn.data('numLeft') > 0) {
var skipButtonSet = stateSkipButtonSet || false;
var weight = Path.getWeight(name);
var freeSpace = Path.getFreeSpace();
if(weight <= freeSpace) {
var num = btn.data('numLeft');
num--;
btn.data('numLeft', num);
// #dropMenu gets removed by this.
btn.text(_(name) + ' [' + num + ']');
if(num === 0) {
Button.setDisabled(btn);
btn.animate({'opacity':0}, 300, 'linear', function() {
$(this).parent().remove();
if($('#lootButtons').children().length == 1) {
$('#lootButtons').remove();
}
});
}
var curNum = Path.outfit[name];
curNum = typeof curNum == 'number' ? curNum : 0;
curNum++;
Path.outfit[name] = curNum;
World.updateSupplies();
if(!skipButtonSet){
Events.setTakeAll();
}
}
if(!skipButtonSet){
Events.drawDrop(btn);
}
}
},
takeAll: function(btn){
var target = $('#'+ btn.attr('id').substring(4));
for(var k = 0; k < btn.data('numLeft'); k++){
Events.getLoot(target, true);
}
Events.setTakeAll();
},
takeEverything: function(btn){
$('#lootButtons').children('.lootRow').each(function(i){
var target = $(this).children('.lootTakeAll').first();
if(!target.hasClass('disabled')){
Events.takeAll(target);
}
});
if(btn.data('canLeave')){
btn.data('leaveBtn').click();
}
},
createFighterDiv: function(chara, hp, maxhp) {
var fighter = $('<div>')
.addClass('fighter')
.data('hp', hp)
.data('maxHp', maxhp)
.data('refname',chara);
$('<div>').addClass('label').text(_(chara)).appendTo(fighter);
$('<div>').addClass('hp').text(hp+'/'+maxhp).appendTo(fighter);
return fighter;
},
updateFighterDiv: function(fighter) {
$('.hp', fighter).text(fighter.data('hp') + '/' + fighter.data('maxHp'));
const status = fighter.data('status');
const hasStatus = status && status !== 'none';
fighter.attr('class', `fighter${hasStatus ? ` ${status}` : ''}`);
},
startStory: function(scene) {
// Write the text
var desc = $('#description', Events.eventPanel());
var leaveBtn = false;
for(var i in scene.text) {
$('<div>').text(scene.text[i]).appendTo(desc);
}
if(scene.textarea != null) {
var ta = $('<textarea>').val(scene.textarea).appendTo(desc);
if(scene.readonly) {
ta.attr('readonly', true);
}
Engine.autoSelect('#description textarea');
}
// Draw any loot
var takeETbtn;
if(scene.loot) {
takeETbtn = Events.drawLoot(scene.loot);
}
// Draw the buttons
var exitBtns = $('<div>').attr('id','exitButtons').appendTo($('#buttons', Events.eventPanel()));
leaveBtn = Events.drawButtons(scene);
$('<div>').addClass('clear').appendTo(exitBtns);
Events.allowLeave(takeETbtn, leaveBtn);
},
drawButtons: function(scene) {
var btns = $('#exitButtons', Events.eventPanel());
var btnsList = [];
for(var id in scene.buttons) {
var info = scene.buttons[id];
const cost = {
...info.cost
};
if (Path.outfit && Path.outfit['glowstone']) {
delete cost.torch;
}
var b = new Button.Button({
id,
text: info.text,
cost,
click: Events.buttonClick,
cooldown: info.cooldown
}).appendTo(btns);
if(typeof info.available == 'function' && !info.available()) {
Button.setDisabled(b, true);
}
if(typeof info.cooldown == 'number') {
Button.cooldown(b);
}
btnsList.push(b);
}
Events.updateButtons();
return (btnsList.length == 1) ? btnsList[0] : false;
},
getQuantity: function(store) {
if (store === 'water') {
return World.water;
}
if (store === 'hp') {
return World.health;
}
var num = Engine.activeModule == World ? Path.outfit[store] : $SM.get('stores["'+store+'"]', true);
return isNaN(num) || num < 0 ? 0 : num;
},
updateButtons: function() {
var btns = Events.activeEvent().scenes[Events.activeScene].buttons;
for(var bId in btns) {
var b = btns[bId];
var btnEl = $('#'+bId, Events.eventPanel());
if(typeof b.available == 'function' && !b.available()) {
Button.setDisabled(btnEl, true);
} else if(b.cost) {
const cost = {
...b.cost
};
if (Path.outfit && Path.outfit['glowstone']) {
delete cost.torch;
}
var disabled = false;
for(var store in cost) {
var num = Events.getQuantity(store);
if(num < cost[store]) {
// Too expensive
disabled = true;
break;
}
}
Button.setDisabled(btnEl, disabled);
}
}
},
buttonClick: function(btn) {
var info = Events.activeEvent().scenes[Events.activeScene].buttons[btn.attr('id')];
// Cost
var costMod = {};
if(info.cost) {
const cost = {
...info.cost
};
if (Path.outfit && Path.outfit['glowstone']) {
delete cost.torch;
}
for(var store in cost) {
var num = Events.getQuantity(store);
if(num < cost[store]) {
// Too expensive
return;
}
if (store === 'water') {
World.setWater(World.water - cost[store]);
}
else if (store === 'hp') {
World.setHp(World.hp - cost[store]);
}
else {
costMod[store] = -cost[store];
}
}
if(Engine.activeModule == World) {
for(var k in costMod) {
Path.outfit[k] += costMod[k];
}
World.updateSupplies();
} else {
$SM.addM('stores', costMod);
}
}
if(typeof info.onChoose == 'function') {
var textarea = Events.eventPanel().find('textarea');
info.onChoose(textarea.length > 0 ? textarea.val() : null);
}
// Reward
if(info.reward) {
$SM.addM('stores', info.reward);
}
Events.updateButtons();
// Notification
if(info.notification) {
Notifications.notify(null, info.notification);
}
info.onClick && info.onClick();
// Link
if (info.link) {
Events.endEvent();
window.open(info.link);
return;
}
// Next Event
if (info.nextEvent) {
const eventData = Events.Setpieces[info.nextEvent] || Events.Executioner[info.nextEvent];
Events.switchEvent(eventData);
return;
}
// Next Scene
if(info.nextScene) {
if(info.nextScene == 'end') {
Events.endEvent();
} else {
var r = Math.random();
var lowestMatch = null;
for(var i in info.nextScene) {
if(r < i && (lowestMatch == null || i < lowestMatch)) {
lowestMatch = i;
}
}
if(lowestMatch != null) {
Events.loadScene(info.nextScene[lowestMatch]);
return;
}
Engine.log('ERROR: no suitable scene found');
Events.endEvent();
}
}
},
// blinks the browser window title
blinkTitle: function() {
var title = document.title;
// every 3 seconds change title to '*** EVENT ***', then 1.5 seconds later, change it back to the original title.
Events.BLINK_INTERVAL = setInterval(function() {
document.title = _('*** EVENT ***');
Engine.setTimeout(function() {document.title = title;}, 1500, true);
}, 3000);
},
stopTitleBlink: function() {
clearInterval(Events.BLINK_INTERVAL);
Events.BLINK_INTERVAL = false;
},
// Makes an event happen!
triggerEvent: function() {
if(Events.activeEvent() == null) {
var possibleEvents = [];
for(var i in Events.EventPool) {
var event = Events.EventPool[i];
if(event.isAvailable()) {
possibleEvents.push(event);
}
}
if(possibleEvents.length === 0) {
Events.scheduleNextEvent(0.5);
return;
} else {
var r = Math.floor(Math.random()*(possibleEvents.length));
Events.startEvent(possibleEvents[r]);
}
}
Events.scheduleNextEvent();
},
triggerFight: function() {
var possibleFights = [];
for(var i in Events.Encounters) {
var fight = Events.Encounters[i];
if(fight.isAvailable()) {
possibleFights.push(fight);
}
}
var r = Math.floor(Math.random()*(possibleFights.length));
Events.startEvent(possibleFights[r]);
// play audio only when fight is possible
if (possibleFights.length > 0) {
if (World.getDistance() > 20) {
// Tier 3
AudioEngine.playEventMusic(AudioLibrary.ENCOUNTER_TIER_3);
} else if (World.getDistance() > 10) {
// Tier 2
AudioEngine.playEventMusic(AudioLibrary.ENCOUNTER_TIER_2);
} else {
// Tier 1
AudioEngine.playEventMusic(AudioLibrary.ENCOUNTER_TIER_1);
}
}
},
activeEvent: function() {
if(Events.eventStack && Events.eventStack.length > 0) {
return Events.eventStack[0];
}
return null;
},
eventPanel: function() {
return Events.activeEvent().eventPanel;
},
switchEvent: event => {
if (!event) {
return;
}
AudioEngine.stopEventMusic();
Events.eventPanel().remove();
Events.activeEvent().eventPanel = null;
Events.eventStack.shift();
Events.startEvent(event);
},
startEvent: function(event, options) {
if(!event) {
return;
}
event.audio && AudioEngine.playEventMusic(event.audio);
Engine.event('game event', 'event');
Engine.keyLock = true;
Engine.tabNavigation = false;
Button.saveCooldown = false;
Events.eventStack.unshift(event);
event.eventPanel = $('<div>').attr('id', 'event').addClass('eventPanel').css('opacity', '0');
if(options != null && options.width != null) {
Events.eventPanel().css('width', options.width);
}
$('<div>').addClass('eventTitle').text(Events.activeEvent().title).appendTo(Events.eventPanel());
$('<div>').attr('id', 'description').appendTo(Events.eventPanel());
$('<div>').attr('id', 'buttons').appendTo(Events.eventPanel());
Events.loadScene('start');
$('div#wrapper').append(Events.eventPanel());
Events.eventPanel().animate({opacity: 1}, Events._PANEL_FADE, 'linear');
var currentSceneInformation = Events.activeEvent().scenes[Events.activeScene];
if (currentSceneInformation.blink) {
Events.blinkTitle();
}
},
scheduleNextEvent: function(scale) {
var nextEvent = Math.floor(Math.random()*(Events._EVENT_TIME_RANGE[1] - Events._EVENT_TIME_RANGE[0])) + Events._EVENT_TIME_RANGE[0];
if(scale > 0) { nextEvent *= scale; }
Engine.log('next event scheduled in ' + nextEvent + ' minutes');
Events._eventTimeout = Engine.setTimeout(Events.triggerEvent, nextEvent * 60 * 1000);
},
endEvent: function() {
AudioEngine.stopEventMusic();
Events.eventPanel().animate({opacity:0}, Events._PANEL_FADE, 'linear', function() {
Events.eventPanel().remove();
Events.activeEvent().eventPanel = null;
Events.eventStack.shift();
Engine.log(Events.eventStack.length + ' events remaining');
Engine.keyLock = false;
Engine.tabNavigation = true;
Button.saveCooldown = true;
if (Events.BLINK_INTERVAL) {
Events.stopTitleBlink();
}
// Force refocus on the body. I hate you, IE.
$('body').focus();
});
},
handleStateUpdates: function(e){
if((e.category == 'stores' || e.category == 'income') && Events.activeEvent() != null){
Events.updateButtons();
}
},
initDelay: function(){
if($SM.get(Events.delayState)){
Events.recallDelay(Events.delayState, Events);
}
},
recallDelay: function(stateName, target){
var state = $SM.get(stateName);
for(var i in state){
if(typeof(state[i]) == 'object'){
Events.recallDelay(stateName +'["'+ i +'"]', target[i]);
} else {
if(target && typeof target[i] == 'function'){
target[i]();
} else {
$SM.remove(stateName);
}
}
}
if($.isEmptyObject(state)){
$SM.remove(stateName);
}
},
saveDelay: function(action, stateName, delay){
var state = Events.delayState + '.' + stateName;
if(delay){
$SM.set(state, delay);
} else {
delay = $SM.get(state, true);
}
var time = Engine.setInterval(function(){
// update state every half second
$SM.set(state, ($SM.get(state) - 0.5), true);
}, 500);
Engine.setTimeout(function(){
// outcome realizes. erase countdown
window.clearInterval(time);
$SM.remove(state);
$SM.removeBranch(Events.delayState);
action();
}, delay * 1000);
}
};