forked from sent/waves
298 lines
7.1 KiB
JavaScript
298 lines
7.1 KiB
JavaScript
/**
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* Events that can occur when the Outside module is active
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**/
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Events.Outside = [
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{ /* Ruined traps */
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title: _('A Ruined Trap'),
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isAvailable: function() {
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return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
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},
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scenes: {
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'start': {
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text: [
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_('some of the traps have been torn apart.'),
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_('large prints lead away, into the forest.')
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],
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onLoad: function() {
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var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1;
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$SM.add('game.buildings["trap"]', -numWrecked);
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Outside.updateVillage();
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Outside.updateTrapButton();
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},
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notification: _('some traps have been destroyed'),
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blink: true,
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buttons: {
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'track': {
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text: _('track them'),
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nextScene: {0.5: 'nothing', 1: 'catch'}
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},
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'ignore': {
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text: _('ignore them'),
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nextScene: 'end'
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}
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}
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},
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'nothing': {
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text: [
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_('the tracks disappear after just a few minutes.'),
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_('the forest is silent.')
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],
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notification: _('nothing was found'),
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buttons: {
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'end': {
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text: _('go home'),
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nextScene: 'end'
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}
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}
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},
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'catch': {
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text: [
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_('not far from the village lies a large beast, its fur matted with blood.'),
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_('it puts up little resistance before the knife.')
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],
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notification: _('there was a beast. it\'s dead now'),
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reward: {
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fur: 100,
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meat: 100,
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teeth: 10
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},
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buttons: {
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'end': {
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text: _('go home'),
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nextScene: 'end'
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}
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}
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}
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},
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audio: AudioLibrary.EVENT_RUINED_TRAP
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},
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{ /* Hut fire */
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title: _('Fire'),
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isAvailable: function() {
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return Engine.activeModule == Outside && $SM.get('game.buildings["hut"]', true) > 0 && $SM.get('game.population', true) > 50;
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},
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scenes: {
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'start': {
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text: [
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_('a fire rampages through one of the huts, destroying it.'),
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_('all residents in the hut perished in the fire.')
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],
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notification: _('a fire has started'),
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blink: true,
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onLoad: function() {
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Outside.destroyHuts(1);
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},
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buttons: {
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'mourn': {
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text: _('mourn'),
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notification: _('some villagers have died'),
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nextScene: 'end'
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}
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}
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}
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},
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audio: AudioLibrary.EVENT_HUT_FIRE
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},
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{ /* Sickness */
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title: _('Sickness'),
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isAvailable: function() {
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return Engine.activeModule == Outside && $SM.get('game.population', true) > 10 && $SM.get('game.population', true) < 50 && $SM.get('stores.medicine', true) > 0;
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},
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scenes: {
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'start': {
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text: [
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_('a sickness is spreading through the village.'),
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_('medicine is needed immediately.')
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],
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notification: _('some villagers are ill'),
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blink: true,
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buttons: {
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'heal': {
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text: _('1 medicine'),
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cost: { 'medicine' : 1 },
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nextScene: {1: 'healed'}
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},
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'ignore': {
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text: _('ignore it'),
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nextScene: {1: 'death'}
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}
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}
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},
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'healed': {
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text: [
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_('the sickness is cured in time.')
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],
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notification: _('sufferers are healed'),
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buttons: {
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'end': {
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text: _('go home'),
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nextScene: 'end'
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}
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}
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},
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'death': {
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text: [
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_('the sickness spreads through the village.'),
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_('the days are spent with burials.'),
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_('the nights are rent with screams.')
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],
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notification: _('sufferers are left to die'),
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onLoad: function() {
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var numKilled = Math.floor(Math.random() * Math.floor($SM.get('game.population', true)/2)) + 1;
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Outside.killVillagers(numKilled);
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},
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buttons: {
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'end': {
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text: _('go home'),
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nextScene: 'end'
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}
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}
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}
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},
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audio: AudioLibrary.EVENT_SICKNESS
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},
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{ /* Plague */
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title: _('Plague'),
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isAvailable: function() {
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return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0;
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},
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scenes: {
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'start': {
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text: [
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_('a terrible plague is fast spreading through the village.'),
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_('medicine is needed immediately.')
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],
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notification: _('a plague afflicts the village'),
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blink: true,
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buttons: {
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/* Because there is a serious need for medicine, the price is raised. */
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'buyMedicine': {
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text: _('buy medicine'),
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cost: { 'scales': 70,
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'teeth': 50 },
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reward: { 'medicine': 1 }
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},
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'heal': {
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text: _('5 medicine'),
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cost: { 'medicine' : 5 },
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nextScene: {1: 'healed'}
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},
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'ignore': {
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text: _('do nothing'),
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nextScene: {1: 'death'}
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}
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}
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},
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'healed': {
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text: [
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_('the plague is kept from spreading.'),
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_('only a few die.'),
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_('the rest bury them.')
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],
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notification: _('epidemic is eradicated eventually'),
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onLoad: function() {
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var numKilled = Math.floor(Math.random() * 5) + 2;
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Outside.killVillagers(numKilled);
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},
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buttons: {
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'end': {
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text: _('go home'),
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nextScene: 'end'
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}
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}
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},
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'death': {
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text: [
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_('the plague rips through the village.'),
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_('the nights are rent with screams.'),
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_('the only hope is a quick death.')
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],
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notification: _('population is almost exterminated'),
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onLoad: function() {
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var numKilled = Math.floor(Math.random() * 80) + 10;
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Outside.killVillagers(numKilled);
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},
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buttons: {
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'end': {
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text: _('go home'),
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nextScene: 'end'
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}
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}
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}
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},
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audio: AudioLibrary.EVENT_PLAGUE
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},
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{ /* Beast attack */
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title: _('A Beast Attack'),
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isAvailable: function() {
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return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
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},
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scenes: {
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'start': {
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text: [
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_('a pack of snarling beasts pours out of the trees.'),
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_('the fight is short and bloody, but the beasts are repelled.'),
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_('the villagers retreat to mourn the dead.')
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],
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notification: _('wild beasts attack the villagers'),
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onLoad: function() {
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var numKilled = Math.floor(Math.random() * 10) + 1;
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Outside.killVillagers(numKilled);
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},
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reward: {
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fur: 100,
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meat: 100,
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teeth: 10
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},
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blink: true,
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buttons: {
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'end': {
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text: _('go home'),
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notification: _('predators become prey. price is unfair'),
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nextScene: 'end'
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}
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}
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}
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},
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audio: AudioLibrary.EVENT_BEAST_ATTACK
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},
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{ /* Soldier attack */
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title: _('A Military Raid'),
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isAvailable: function() {
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return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');
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},
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scenes: {
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'start': {
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text: [
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_('a gunshot rings through the trees.'),
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_('well armed men charge out of the forest, firing into the crowd.'),
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_('after a skirmish they are driven away, but not without losses.')
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],
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notification: _('troops storm the village'),
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onLoad: function() {
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var numKilled = Math.floor(Math.random() * 40) + 1;
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Outside.killVillagers(numKilled);
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},
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reward: {
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bullets: 10,
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'cured meat': 50
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},
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blink: true,
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buttons: {
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'end': {
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text: _('go home'),
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notification: _('warfare is bloodthirsty'),
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nextScene: 'end'
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}
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}
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}
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},
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audio: AudioLibrary.EVENT_SOLDIER_ATTACK
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}
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];
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