241 lines
6.7 KiB
JavaScript
241 lines
6.7 KiB
JavaScript
var ani_island_1 = OS.A.Add("Island 1", 256, 256, {});
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function islandPrefab() {}
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var pr_island = OS.P.Add("Island", {
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solid: true,
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imageSrc: "images/island.png",
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animations: [ani_island_1],
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depth: -50,
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mapX: 0,
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mapY: 0,
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mapWidth: 1,
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mapHeight: 1,
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mapColor: "#00AB00",
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canTrade: true,
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haggleAmount: 0,
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timesHaggledToday: 0,
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itemsSoldToday: [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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itemsBoughtToday: [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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money: 0,
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inventory: [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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storageSpace: [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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innPriceDifference: 0,
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innStays: 0,
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priceDifferences: [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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itemsSold: [0, 0, 0, 0, // The more you sell, the lower the price gets
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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itemsBought: [0, 0, 0, 0, // The more you buy, the higher the price gets
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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storageFee: 10,
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storageFeeMultiplier: 0.1,
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storage: [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0]
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});
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pr_island.DoFirst = function () {
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this.GetMapPosition();
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this.SetUp();
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}
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pr_island.GetMapPosition = function () {
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this.mapX = (this.x / OS.S.pixelScale) / (OS.camera.width / OS.S.pixelScale);
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this.mapY = (this.y / OS.S.pixelScale) / (OS.camera.height / OS.S.pixelScale);
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}
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pr_island.SetUp = function () {
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for (var i = 0; i < 16; i++) {
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this.storageSpace[i] = Math.round(Math.randomRange(10, 25));
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if (this.storageSpace[i] > 20) {
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this.inventory[i] = Math.round(this.storageSpace[i] - Math.randomRange(0, 10));
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} else if (Math.randomRange(0, 100) < 25) {
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this.inventory[i] = Math.round(Math.randomRange(0, this.storageSpace[i]));
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}
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}
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// console.log(this.name + " stock: " + this.inventory);
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this.AdjustPrices();
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// console.log(this.name + " pricing: " + this.priceDifferences);
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if (this.CheckInventory().length < 4) {
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this.SetUp();
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} else {
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for (var i = 0; i < 16; i++) {
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// Generate the amount of money the shop has based on what it has.
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this.money += (G.economy.cargoItemWorth[i] + this.priceDifferences[i]) * this.inventory[i];
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}
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// Minimum amount of money is 100.
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if (this.money < 100) this.money = 100;
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}
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}
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pr_island.AdjustPrices = function () {
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for (var i = 0; i < 16; i++) {
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// Save the previous price difference so the change doesn't get above a certain thereshold.
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var previousPrice = newPriceDifference = this.priceDifferences[i];
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if (this.inventory[i] > (this.storageSpace[i] / 2)) {
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newPriceDifference -= Math.round(this.inventory[i] * Math.randomRange(1, 3));
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}
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else if (this.inventory[i] < (this.storageSpace[i] / 4)) {
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newPriceDifference += Math.round((this.storageSpace[i] - this.inventory[i]) * Math.randomRange(1, 3));
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}
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else {
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newPriceDifference += Math.round(Math.randomRange(-2, 2));
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}
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newPriceDifference = Math.round(newPriceDifference * ((this.itemsBought[i] + 1) / (this.itemsSold[i] + 1)));
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if (Math.abs(newPriceDifference) > Math.abs(previousPrice) + G.economy.maxPriceChange) {
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// Prevent price from changing more than the limit.
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newPriceDifference = previousPrice + ((previousPrice < 0) ? -G.economy.maxPriceChange : G.economy.maxPriceChange);
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}
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if (G.economy.cargoItemWorth[i] + newPriceDifference < 0) {
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newPriceDifference = -G.economy.cargoItemWorth[i] + 1;
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}
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this.priceDifferences[i] = newPriceDifference;
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}
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var priceDifferencesOrdered = this.priceDifferences.slice().sort(sortNumber);
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this.innPriceDifference += Math.round(Math.randomRange(priceDifferencesOrdered[0], priceDifferencesOrdered[priceDifferencesOrdered.length -1])) - Math.round(Math.randomRange(0, this.innStays));
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}
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pr_island.SimulateTrade = function () {
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// This will be run on a timer that runs when not trading.
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for (var i = 0; i < 16; i++) {
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var amount = 0;
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if (this.inventory[i] > 0) {
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amount = Math.round(Math.randomRange(-this.storageSpace[i], this.storageSpace[i]));
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this.inventory[i] += amount;
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if (this.inventory[i] < 0) {
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this.inventory[i] = 0;
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}
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if (this.inventory[i] > this.storageSpace[i]) {
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this.inventory[i] = this.storageSpace[i];
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}
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} else {
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if (Math.randomRange(0, 100) < 15) {
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amount = Math.round(Math.randomRange(0, this.storageSpace[i]));
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this.inventory[i] = amount;
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}
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}
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// If the amount is positive, then subtract half the amount from the money (because they bought stuff)
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// Otherwise, add the negative amount (because they sold that much)
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this.money += (-amount * (G.economy.cargoItemWorth[i] + this.priceDifferences[i])) * ((amount > 0) ? 0.5 : 1);
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}
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if (this.money <= 0) this.money = 100; // If they run out of money, give them some.
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this.AdjustPrices();
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}
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pr_island.NewDay = function () {
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this.haggleAmount = 0;
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this.timesHaggledToday = 0;
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this.itemsSoldToday = [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0];
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this.itemsBoughtToday = [0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0];
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this.SimulateTrade();
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}
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pr_island.CheckInventory = function () { // Returns an array of indices that have cargo
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var indicesWithCargo = [];
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for (var i = 0; i < this.inventory.length; i++) {
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if (this.inventory[i] > 0) {
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indicesWithCargo.push(i);
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}
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}
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return indicesWithCargo;
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}
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pr_island.TradeWith = function () {
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// Change music to Trade.
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// console.log(this.inventory);
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mus_sail.Stop();
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mus_trade.Play();
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guiControl.trade.island = this;
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guiControl.trade.haggleAmount = 0;
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guiControl.trade.activateDelay = 5;
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guiControl.trade.show = true;
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}
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pr_island.CanSellTo = function (itemIndex, price) {
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if (this.inventory[itemIndex] < this.storageSpace[itemIndex] && price < this.money) {
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// If there's space in the inventory and there's enough money.
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return true;
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}
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return false;
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}
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pr_island.SellTo = function (itemIndex, price) {
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// Play Buy sound.
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this.inventory[itemIndex]++;
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this.itemsBought[itemIndex]++;
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this.money -= price;
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G.inventory.cargo[itemIndex]--;
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G.inventory.money += price;
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G.economy.cargoSold[itemIndex]++;
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}
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pr_island.CanBuyFrom = function (itemIndex, price) {
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if (this.inventory[itemIndex] > 0) { // If there's enough of the item
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return true;
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}
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return false;
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}
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pr_island.BuyFrom = function (itemIndex, price) {
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// Play Sell sound.
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this.inventory[itemIndex]--;
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this.itemsSold[itemIndex]++;
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this.money += price;
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G.inventory.cargo[itemIndex]++;
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G.inventory.money -= price;
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G.economy.cargoBought[itemIndex]++;
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}
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pr_island.StayAtInn = function () {
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// Play Sell sound.
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this.innStays++;
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G.stats.illness--;
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G.inventory.money -= G.economy.innCost + this.innPriceDifference;
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G.economy.innStays++;
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}
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