274 lines
7.2 KiB
JavaScript
274 lines
7.2 KiB
JavaScript
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) { $.extend(this.state, state); };
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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 : '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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}
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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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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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/** @class Research
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*/
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var Research = function(obj) {
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GameObject.apply(this, [obj]);
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this.state.level = 0;
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this.state.interesting = false;
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};
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Research.prototype = Object.create(GameObject.prototype);
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Research.prototype.constructor = Research;
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Research.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.level > 0 ||
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lab.state.data >= this.state.cost * GLOBAL_VISIBILITY_THRESHOLD;
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};
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Research.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.data >= this.state.cost;
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};
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Research.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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Research.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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/** @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() { return this.state.hired * this.state.rate; };
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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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Research: Research,
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Worker: Worker,
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Upgrade: Upgrade,
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Achievement: Achievement
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};
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}());
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