mirror of
https://github.com/wassname/cardsforscience.git
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398 lines
11 KiB
JavaScript
398 lines
11 KiB
JavaScript
/**
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* Game objects such as workers, research, upgrades, and achievements.
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*/
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var GameObjects = (function () {
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'use strict';
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var GLOBAL_VISIBILITY_THRESHOLD = 0.5;
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/** @class GameObject
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* Base class for all objects in the game. This works together with the
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* saving mechanism.
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*/
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var GameObject = function (obj) {
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this.state = {};
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$.extend(this, obj);
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if (!this.key) {
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throw 'Error: GameObject has to have a key!';
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}
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};
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GameObject.prototype.loadState =
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function (state) {
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$.extend(this.state, state);
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};
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GameObject.prototype.guid = function () {
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function s4() {
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return Math.floor((1 + Math.random()) * 0x10000)
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.toString(16)
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.substring(1);
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}
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return s4() + s4() + '-' + s4() + '-' + s4() + '-' +
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s4() + '-' + s4() + s4() + s4();
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}
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/** @class Lab
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*/
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var Lab = function () {
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GameObject.apply(this, [{
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key: 'lab',
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state: {
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name: 'Click here to give your lab an awesome name!',
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detector: 1,
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factor: 5,
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data: 0,
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money: 0,
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reputation: 0,
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clicks: 0,
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moneyCollected: 0,
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moneySpent: 0,
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dataCollected: 0,
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dataSpent: 0,
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time: 0,
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observations: [],
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}
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}]);
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};
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Lab.prototype = Object.create(GameObject.prototype);
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Lab.prototype.constructor = Lab;
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Lab.prototype.getGrant = function () {
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var addition = this.state.reputation * this.state.factor;
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this.state.money += addition;
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this.state.moneyCollected += addition;
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return addition;
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};
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Lab.prototype.acquireData = function (amount) {
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this.state.data += amount;
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this.state.dataCollected += amount;
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};
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Lab.prototype.clickDetector = function () {
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this.state.clicks += 1;
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this.acquireData(this.state.detector);
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};
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Lab.prototype.research = function (cost, reputation) {
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if (this.state.data >= cost) {
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this.state.data -= cost;
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this.state.dataSpent += cost;
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this.state.reputation += reputation;
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return true;
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}
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return false;
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};
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/**
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* Takes in a rule/observation object and records observation in journal
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* with reactants, inputs, catalysts, conditions, results
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**/
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Lab.prototype.observe = function (observation) {
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// join the arrays into strings for display
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var obsText = {};
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for (var k in observation) {
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if (observation.hasOwnProperty(k)) {
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obsText[k] = observation[k].sort().join('');
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}
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}
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obsText.amount=1;
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// check if an obs with all the attributes matching (extra attribs are ok)
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var index = _.findIndex(this.state.observations,obsText);
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if (index>-1)
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this.state.observations[index].amount+=1;
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else
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this.state.observations.push(obsText);
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};
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Lab.prototype.buy = function (cost) {
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if (this.state.money >= cost) {
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this.state.money -= cost;
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this.state.moneySpent += cost;
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return true;
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}
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return false;
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};
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var Cards = function (obj) {
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this.push.apply(this, obj);
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};
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Cards.prototype = Object.create(Array.prototype);
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Cards.prototype.constructor = Array.constructor;
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Cards.prototype.pushAll = function (items) {
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this.push.apply(this, items);
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};
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/** Add a random element or specify it's key **/
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Cards.prototype.addToStore = function (element) {
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if (element) this.get(element);
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if (!element) element = this.select();
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return element.state.amount += 1;
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};
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/** Add a random discovered element or specify it's key **/
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Cards.prototype.addKnownToStore = function (element) {
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var discovered = this.filter(function (e) {
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return e.state.discovered;
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});
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discovered = new GameObjects.Cards(discovered);
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if (element) discovered.get(element);
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if (!element) element = discovered.select();
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return element.state.amount += 1;
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};
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/** Select random element from store **/
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Cards.prototype.select = function () {
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var i = Math.round((this.length - 1) * Math.random());
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return this[i];
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};
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/** Get element by key **/
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Cards.prototype.get = function (key) {
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return this.filter(function (e) {
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return e.key === key;
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})[0];
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};
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/** Get element by hashid **/
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Cards.prototype.getByHashKey = function (hashKey) {
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if (hashKey === undefined) {
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console.warn('GetByHashKey given an undefined hashkey', hashKey)
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return;
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}
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var res = this.filter(function (e) {
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return e.$$hashKey === hashKey;
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});
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if (res.length == 1) return res[0];
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else if (res.length) {
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console.warn('Got multiple results when filtering on hashKey', hashKey);
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return res[0];
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} else {
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console.warn('Got no results when filtering on hashKey', hashKey);
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return;
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}
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};
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/** @class Card
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*/
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var Card = function (obj) {
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// load from localStorage by obj.key
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GameObject.apply(this, [obj]);
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// apply defaults to undefined values
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this.state = _.defaults(this.state,{
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amount: 0,
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discovered: false,
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interesting: false,
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});
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// generate uuid
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this.uuid = this.uuid || this.guid();
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};
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Card.prototype = Object.create(GameObject.prototype);
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Card.prototype.constructor = Card;
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Card.prototype.isVisible = function (lab) {
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if (!lab) {
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return false;
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}
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return this.state.discovered;
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};
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Card.prototype.isAvailable = function (lab) {
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if (!lab) {
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return false;
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}
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return this.state.amount > 0;
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};
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Card.prototype.research = function (lab) {
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if (lab && lab.research(this.state.cost, this.state.reputation)) {
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this.state.level++;
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if (this.state.info_levels.length > 0 &&
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this.state.level === this.state.info_levels[0]) {
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this.state.interesting = true;
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this.state.info_levels.splice(0, 1);
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}
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var old_cost = this.state.cost;
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this.state.cost = Math.floor(this.state.cost * this.cost_increase);
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return old_cost;
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}
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return -1;
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};
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Card.prototype.getInfo = function () {
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if (!this._info) {
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this._info = Helpers.loadFile(this.info);
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}
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this.state.interesting = false;
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return this._info;
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};
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/** Create a new element for the test tube from this Card **/
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Card.prototype.spawn = function () {
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var element = angular.copy(this);
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element.uuid = element.guid();
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element.state = undefined;
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// this.state.amount -= 1;
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return element;
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};
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Card.prototype.decreaseStore = function () {
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return this.state.amount -= 1;
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};
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/** @class Worker
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* Implement an auto-clicker in the game.
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*/
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var Worker = function (obj) {
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GameObject.apply(this, [obj]);
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this.state.hired = 0;
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};
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Worker.prototype = Object.create(GameObject.prototype);
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Worker.prototype.constructor = Worker;
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Worker.prototype.isVisible = function (lab) {
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if (!lab) {
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return false;
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}
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return this.state.hired > 0 ||
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lab.state.money >= this.state.cost * GLOBAL_VISIBILITY_THRESHOLD;
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};
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Worker.prototype.isAvailable = function (lab) {
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if (!lab) {
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return false;
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}
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return lab.state.money >= this.state.cost;
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};
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Worker.prototype.hire = function (lab) {
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if (lab && lab.buy(this.state.cost)) {
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this.state.hired++;
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var cost = this.state.cost;
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this.state.cost = Math.floor(cost * this.cost_increase);
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return cost;
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}
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return -1; // not enough money
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};
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Worker.prototype.getTotal =
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function () {
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return this.state.hired * this.state.rate;
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};
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/** @class Upgrade
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*/
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var Upgrade = function (obj) {
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GameObject.apply(this, [obj]);
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this.state.visible = false;
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this.state.used = false;
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};
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Upgrade.prototype = Object.create(GameObject.prototype);
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Upgrade.prototype.constructor = Upgrade;
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Upgrade.prototype.meetsRequirements = function (allObjects) {
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if (!allObjects) {
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return false;
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}
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for (var i = 0; i < this.requirements.length; i++) {
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var req = this.requirements[i];
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if (allObjects[req.key].state[req.property] < req.threshold) {
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return false;
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}
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}
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return true;
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};
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Upgrade.prototype.isAvailable = function (lab, allObjects) {
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if (!lab || !allObjects) {
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return false;
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}
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return !this.state.used && lab.state.money >= this.cost &&
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this.meetsRequirements(allObjects);
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};
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Upgrade.prototype.isVisible = function (lab, allObjects) {
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if (!lab || !allObjects) {
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return false;
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}
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if (!this.state.used &&
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(this.state.visible ||
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lab.state.money >= this.cost * GLOBAL_VISIBILITY_THRESHOLD &&
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this.meetsRequirements(allObjects))) {
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this._visible = true;
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return true;
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}
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return false;
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};
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Upgrade.prototype.buy = function (lab, allObjects) {
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if (lab && allObjects && !this.state.used && lab.buy(this.cost)) {
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for (var i = 0; i < this.targets.length; i++) {
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var t = this.targets[i];
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allObjects[t.key].state[t.property] *= this.factor || 1;
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allObjects[t.key].state[t.property] += this.constant || 0;
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}
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this.state.used = true; // How about actually REMOVING used upgrades?
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this.state.visible = false;
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return this.cost;
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}
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return -1;
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};
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/** @class Achievement
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*/
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var Achievement = function (obj) {
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GameObject.apply(this, [obj]);
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this.state.timeAchieved = null;
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};
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Achievement.prototype = Object.create(GameObject.prototype);
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Achievement.prototype.validate = function (lab, allObjects, saveTime) {
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if (this.state.timeAchieved) {
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return true;
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}
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if (allObjects.hasOwnProperty(this.targetKey) &&
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allObjects[this.targetKey].state.hasOwnProperty(this.targetProperty) &&
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allObjects[this.targetKey].state[this.targetProperty] >= this.threshold) {
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this.state.timeAchieved = lab.state.time + new Date().getTime() - saveTime;
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UI.showAchievement(this);
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return true;
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}
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return false;
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};
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Achievement.prototype.isAchieved = function () {
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if (this.state.timeAchieved) {
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return true;
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} else {
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return false;
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}
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};
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// Expose classes in module.
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return {
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Lab: Lab,
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Card: Card,
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Worker: Worker,
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Upgrade: Upgrade,
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Achievement: Achievement,
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Cards: Cards
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};
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}());
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