mirror of
https://github.com/wassname/cardsforscience.git
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134 lines
5.2 KiB
JavaScript
134 lines
5.2 KiB
JavaScript
/**
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* Game object load/saves game resources and stores game objects
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*/
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var Game = (function (Helpers, GameObjects, ObjectStorage) {
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'use strict';
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var Game = function () {
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this.lab = new GameObjects.Lab();
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this.elements = null;
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this.workers = null;
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this.upgrades = null;
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this.achievements = null;
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this.allObjects = {
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lab: this.lab
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};
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this.loaded = false;
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this.rules = null;
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};
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Game.prototype.load = function () {
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if (this.loaded) {
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return;
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}
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// I know synchronous requests are bad as they will block the browser.
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// However, I don't see any other reasonable way to do this in order to
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// make it work with Angular. If you know a way, let me know, and I'll
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// give you a beer. - Kevin
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this.elements = Helpers.loadFile('json/elements.json');
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this.workers = Helpers.loadFile('json/workers.json');
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this.upgrades = Helpers.loadFile('json/upgrades.json');
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this.achievements = Helpers.loadFile('json/achievements.json');
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this.keywords = Helpers.loadFile('json/keywords.json');
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// Turn JSON files into actual game objects and fill map of all objects
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var _this = this;
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var makeGameObject = function (type, object) {
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// It's okay to define this function here since load is only called
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// once anyway...
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var o = new type(object);
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_this.allObjects[o.key] = o;
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return o;
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};
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this.elements = this.elements.slice(0,20).map(
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function (r) {
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return makeGameObject(GameObjects.ElementStore, r);
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});
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this.workers = this.workers.map(
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function (w) {
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return makeGameObject(GameObjects.Worker, w);
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});
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this.upgrades = this.upgrades.map(
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function (u) {
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return makeGameObject(GameObjects.Upgrade, u);
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});
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this.achievements = this.achievements.map(
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function (a) {
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return makeGameObject(GameObjects.Achievement, a);
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});
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// Load states from local store
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for (var key in this.allObjects) {
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var o = this.allObjects[key];
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o.loadState(ObjectStorage.load(key));
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}
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// put elements in extended array with utility methods
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this.elementStore = new GameObjects.ElementStores();
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this.elementStore.push.apply(this.elementStore, this.elements);
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this.elements = this.elementStore;
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this.rules = this.generateRules();
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this.loaded = true;
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};
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/** Generate rules between runes **/
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Game.prototype.generateRules = function () {
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var rules = ObjectStorage['rules'];
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if (!rules) {
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var elements = this.elements;
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// generate rules and store them with a hash of inredients
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// the rule will be an object with reactants, catalysts, conditions, results
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// todo make a strcture that's more like a tree with progression etc
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// todo add duds, misleading ones, explosions wildcards
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// todo make this theory based?
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// todo simulation
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var rules = {};
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for (var k = 0; k < this.elements.length * 20; k++) {
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// make a rules
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var rule = {
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reactants: [],
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catalysts: [],
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conditions: [],
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results: [],
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inputs: []
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}
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var numOfIngredients = 2 + Math.round(Math.random() * 2);
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for (var i = 0; i < numOfIngredients; i++) {
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var j = Math.round(Math.random() * (elements.length - 1));
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rule.reactants.push(elements[j].key);
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}
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if (Math.random() < 0.1) {
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var j = Math.round(Math.random() * (elements.length - 1));
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rule.catalysts.push(elements[j].key);
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}
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var numOfresults = Math.round(Math.random() * 3);
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for (var i = 0; i < numOfresults; i++) {
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var j = Math.round(Math.random() * (elements.length - 1));
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rule.results.push(elements[j].key);
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}
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rule.inputs = [].concat(rule.reactants, rule.catalysts)
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rule.reactants.sort()
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rule.results.sort()
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rule.catalysts.sort()
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rule.inputs.sort();
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// index byhash of sorted array of reactants
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rules[rule.inputs] = rule
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}
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}
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ObjectStorage['rules'] = rules;
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return rules;
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},
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Game.prototype.save = function () {
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// Save every object's state to local storage
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for (var key in this.allObjects) {
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ObjectStorage.save(key, this.allObjects[key].state);
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}
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};
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return Game;
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}(Helpers, GameObjects, ObjectStorage));
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