ayut
parent
d4c008a5e1
commit
dc39db5b18
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@ -1,30 +0,0 @@
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import { registerAction } from '@actions';
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import { Game } from '@game';
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import { ItemState } from '@items';
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import { TaskState } from '@tasks';
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import { SelectItem } from '../../../src/ui/SelectItem.js';
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import { FLINT_NORMAL } from '../items/CoreItems.js';
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import { GATHER_FLINT, MAKE_ARROWHEAD } from '../tasks/CoreTasks.js';
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// registerAction('Gather Slate', (qty) => {
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// Game.current.board.addTask({
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// taskId: 'core:gather-slate',
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// options: {}
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// })
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// });
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registerAction('Gather Flint', () => {
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const taskState = new TaskState(GATHER_FLINT);
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Game.current.board.addTask(taskState);
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});
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registerAction('Create Arrowhead', () => {
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// const rock = new ItemState(FLINT_NORMAL, 1, null);
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const item = SelectItem.show()
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const task = new TaskState(MAKE_ARROWHEAD, {
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baseMaterial: rock
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});
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Game.current.board.addTask(task);
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});
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@ -56,7 +56,7 @@ export const SANDSTONE_PEBBLE = new Item()
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.setName("Sandstone Pebble")
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.setId('core:sandstone-pebble')
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export const SLATE_NORMAL = new Item()
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export const SLATE = new Item()
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.setName("Slate")
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.setId('core:slate')
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@ -1,32 +1,42 @@
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import { Task } from "@tasks";
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import { Game } from '@game';
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import { ARROWHEAD, FLINT_NORMAL, SLATE_NORMAL } from '../items/CoreItems.js';
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import { ARROWHEAD, FLINT_NORMAL, SLATE, STICK } from '../items/CoreItems.js';
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import { ItemState } from "@items";
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import { Popup } from "../../../src/ui/Popup.js";
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import { inspect } from 'util';
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import { Place, ResourceNode } from "@world";
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export const GATHER_FLINT = new Task('core:gather-flint')
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.setName('Gather Flint')
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.setStatus('SCAVENGING')
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.setWork(1000)
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.setTasklistVisibility(true)
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.setCategory("work")
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.setCompletionEvent(() => {
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const qty = Math.floor(Math.random() * 5) + 1;
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Game.current.inv.add(new ItemState(FLINT_NORMAL, 1, null));
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});
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// export const GATHER_FLINT = new Task('core:gather-flint')
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// .setName('Gather Flint')
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// .setStatus('SCAVENGING')
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// .setWork(1000)
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// .setTasklistVisibility(true)
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// .setCategory("work")
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// .setCompletionEvent(() => {
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// const qty = Math.floor(Math.random() * 5) + 1;
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// Game.current.inv.add(new ItemState(FLINT_NORMAL, 1, null));
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// });
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export const MAKE_ARROWHEAD = new Task<{
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baseMaterial: ItemState<any>
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}>('core:gather-slate')
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.setName('Craft Arrowhead')
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.setStatus('CRAFTING')
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.setWork(1000)
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.setTasklistVisibility(true)
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.setCategory("craft")
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.setCompletionEvent((data) => {
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const itemState = new ItemState(ARROWHEAD, 1, {
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baseMaterial: data.baseMaterial
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});
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Game.current.inv.add(itemState);
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});
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// export const MAKE_ARROWHEAD = new Task<{
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// baseMaterial: ItemState<any>
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// }>('core:gather-slate')
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// .setName('Craft Arrowhead')
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// .setStatus('CRAFTING')
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// .setWork(1000)
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// .setTasklistVisibility(true)
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// .setCategory("craft")
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// .setCompletionEvent((data) => {
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// const itemState = new ItemState(ARROWHEAD, 1, {
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// baseMaterial: data.baseMaterial
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// });
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// Game.current.inv.add(itemState);
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// });
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export const Forest = new Place()
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.setName('Forest')
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.setId('core:forest')
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.setFrequency(1)
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.setHabitable(true)
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.populateResources(() => [
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new ResourceNode(new ItemState(STICK, 10_000))
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])
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@ -0,0 +1,12 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>df-idle</title>
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</head>
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<body>
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<script type="module" src="./out/index.js"></script>
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</body>
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</html>
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@ -5,6 +5,7 @@ const moduleAliases = {
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"@actions": "./out/src/registries/Actions.js",
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"@tasks": "./out/src/registries/Tasks.js",
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"@items": "./out/src/registries/Items.js",
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"@world": "./out/src/World.js",
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"@ui": "./out/src/ui/UI.js",
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"@game": "./out/src/Game.js"
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};
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@ -13,6 +13,7 @@
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"@types/mocha": "^8.2.2",
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"@types/uuid": "^8.3.0",
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"@types/ws": "^7.4.5",
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"@web/dev-server": "^0.1.18",
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"bonjour": "^3.5.0",
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"chai": "^4.3.4",
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"chalk": "^4.1.1",
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@ -42,6 +43,7 @@
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"prod": "git fetch && git pull && yarn && tsc && yarn start",
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"test": "mocha",
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"lint": "eslint src/**/*.ts",
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"profile": "node --inspect --no-warnings --loader ./lib/aliases.mjs --enable-source-maps out/src/index.js"
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"web": "web-dev-server --open index.html --node-resolve --watch",
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"profile": "node --inspect-brk --no-warnings --loader ./lib/aliases.mjs --enable-source-maps out/src/index.js"
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}
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}
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@ -8,6 +8,7 @@ import Time, { Tickable } from './Time.js';
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import { render, Renderable, setTitle, start } from './ui/UI.js';
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import { ready } from './multiplayer/mDNS.js';
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import faker from 'faker';
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import { World } from '@world';
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let game: Game = null;
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@ -19,6 +20,7 @@ export class Game extends Frigid implements Tickable, Renderable {
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menu: Menu;
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clock: Time;
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name: string;
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world: World;
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[DEBUG] = true;
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@ -57,6 +59,7 @@ export class Game extends Frigid implements Tickable, Renderable {
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start();
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this.name ??= faker.address.city();
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setTitle(this.name);
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this.world ??= new World();
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this.pawns ??= [];
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this.selected ??= this.pawns[0] || null;
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this.menu = new Menu();
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@ -71,7 +74,7 @@ export class Game extends Frigid implements Tickable, Renderable {
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}
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static serializationDependencies() {
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return [ Pawn, Inventory, TaskList, Time ];
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return [ Pawn, Inventory, TaskList, Time, World ];
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}
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render() {
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84
src/Pawn.ts
84
src/Pawn.ts
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@ -1,19 +1,12 @@
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import { Serializable } from 'frigid';
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import faker from 'faker';
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import { TaskState } from './registries/Tasks.js';
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import { Task, TaskState } from './registries/Tasks.js';
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import Time, { Tickable } from './Time.js';
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import { Game } from './Game.js';
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import { render } from './ui/UI.js';
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import { Memory } from './Memory.js';
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import { getTheme } from '@themes';
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// const STATUS = {
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// IDLE: Symbol('IDLE')
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// }
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const energyScale = 0.1;
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const MAX_ENERGY = 100;
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// TODO add stats getter to return % of all stats
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export class Pawn extends Serializable implements Tickable {
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@ -21,54 +14,18 @@ export class Pawn extends Serializable implements Tickable {
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first: string,
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last: string
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};
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job: TaskState<any>;
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awake: boolean;
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sex: number;
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energy: number;
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fun: number;
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age: number;
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memories: Memory[];
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job: TaskState<unknown>;
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async tick() {
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this.age ++;
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this.energy -= energyScale;
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if(this.awake === false) {
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this.energy += energyScale * 4;
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if(this.energy >= MAX_ENERGY) {
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this.awake = true;
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}
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} else {
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if(this.job) {
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this.job.doWork(1, this);
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this.energy -= energyScale;
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if(this.job?.completed) {
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this.stopWorking();
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}
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} else {
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const inactive = Game.current.board.tasks.filter(task => {
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return task.worker === null;
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});
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if(inactive.length > 0) {
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const task = inactive[0];
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// const task = inactive[Math.floor(Math.random() * inactive.length)];
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this.assignJob(task);
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}
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}
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if(this.energy <= 0) {
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this.stopWorking();
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this.awake = false;
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}
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}
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}
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get idle() {
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return !this.job && this.awake;
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return !this.job;
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}
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ctor() {
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@ -80,8 +37,6 @@ export class Pawn extends Serializable implements Tickable {
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this.sex = Math.round(Math.random());
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this.name.first = faker.name.firstName(this.sex);
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}
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this.awake ??= true;
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this.energy ??= MAX_ENERGY;
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this.memories ??= [];
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if(!this.age) {
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this.age = Math.floor(525600 * (16 + Math.random() * 9));
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@ -96,30 +51,29 @@ export class Pawn extends Serializable implements Tickable {
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}
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if(this.job?.completed) {
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this.stopWorking();
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}
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// if(this.job?.completed) {
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// this.stopWorking();
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// }
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}
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taskCompleted() {
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this.job = null
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}
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stopWorking() {
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if(this.job) {
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this.job.stopJob();
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// this.job.unclaim(this);
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this.job = null;
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}
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}
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assignJob(task: TaskState<any>) {
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this.job?.stopJob()
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this.job = task;
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this.job.claim(this);
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}
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get status() {
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if(this.job) {
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return this.job.task.status;
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} else {
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return this.awake ? getTheme().status.idle('IDLE') : getTheme().status.self('RESTING')
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}
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return 'SEMETHING';
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// if(this.job) {
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// return this.job.task.status;
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// } else {
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// return this.awake ? getTheme().status.idle('IDLE') : getTheme().status.self('RESTING')
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// }
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}
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static serializationDependencies() {
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@ -134,3 +88,5 @@ export class Pawn extends Serializable implements Tickable {
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}
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}
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}
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// const task =
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@ -1,11 +1,10 @@
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import { getTheme } from '@themes';
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import { Serializable } from 'frigid';
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import { Task, TaskState } from './registries/Tasks.js';
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import { render, Renderable, panels } from './ui/UI.js';
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const taskTypes = {};
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export class TaskList extends Serializable implements Renderable {
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tasks: TaskState<any>[] = [];
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tasks: TaskState<unknown, unknown>[] = [];
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clear() {
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for(const task of this.tasks) {
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@ -13,27 +12,34 @@ export class TaskList extends Serializable implements Renderable {
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}
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}
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static serializationDependencies() {
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return [TaskState]
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static serializationDependencies(): any[] {
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return [];
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}
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addTask(task: TaskState<any>) {
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// TODO assign task dependant on pawn skills
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getUnclaimedTask(): TaskState<unknown, unknown> | null {
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// const availableTasks = this.tasks.filter(task => !task.claimed);
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// if(availableTasks.length > 0) {
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// return availableTasks[0]
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// } else return null;
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return null;
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}
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addTask(task: TaskState<unknown, unknown>) {
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this.tasks = [...this.tasks, task];
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}
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removeTask(task: TaskState<any>) {
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removeTask(task: TaskState<unknown, unknown>) {
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this.tasks = this.tasks.filter(v => v !== task);
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}
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render() {
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// const width = tasksPanel.width;
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panels.left.setContent(`${this.tasks.map(task => {
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return task.toString();
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}).join('\n')}`);
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panels.left.setContent(`${this.tasks.map(task => `${
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getTheme().normal(task.toString())
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} ${
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getTheme().dimmed(task.worker?.toString() ?? '')
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}`).join('\n')}`);
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// return this.tasks.map(task => task.toString()).join('\n');
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}
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}
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// export function registerTask(name, clazz) {
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// taskTypes[name] = clazz;
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// }
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}
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140
src/World.ts
140
src/World.ts
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@ -1,5 +1,143 @@
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import { Game } from "@game";
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import { ItemFilter, ItemState } from "@items";
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import { Task, TaskState } from "@tasks";
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import { Serializable } from "frigid";
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import { RESOURCE_COLLECTION_TASK } from "./world/ResourceCollectionTask.js";
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export class World extends Serializable {
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places: PlaceState[] = [];
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distanceExplored = 0; // km ish
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explorationConstant = 0.001; // km ish
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home: PlaceState = null;
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static serializationDependencies() {
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return [PlaceState];
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}
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explore() {
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for(const [id, place] of places) {
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const threshold = (this.explorationConstant * place.frequency);
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if(Math.random() <= threshold) {
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const angle = Math.random() * Math.PI * 2
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const x = Math.sin(angle) * this.distanceExplored;
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const y = Math.cos(angle) * this.distanceExplored;
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const newPlaceState = new PlaceState(
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place,
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Math.round(x * 1000),
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Math.round(y * 1000)
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);
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if(this.home === null) {
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this.home = newPlaceState;
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}
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this.places.push(newPlaceState);
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}
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}
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this.distanceExplored += this.explorationConstant;
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}
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ctor() {
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this.home ??= null;
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this.places ??= [];
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if(this.home === null) {
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let hasHabitablePlacesLoaded = false;
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for(const [id, place] of places) {
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if(place.habitable) hasHabitablePlacesLoaded = true;
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break;
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}
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if(hasHabitablePlacesLoaded) {
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while(this.home === null) {
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this.explore();
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}
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} else {
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throw new Error('No habitable places loaded\n'
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+ 'unable to create home!')
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}
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}
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}
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}
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const places: Map<string, Place> = new Map();
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export class PlaceState extends Serializable {
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resources: ResourceNode[];
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placeId: string;
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x: number;
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y: number;
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constructor(place: Place, x: number, y: number) {
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super();
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this.placeId = place.id;
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this.resources = this.place.populate();
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for(const node of this.resources) node.setPlace(this);
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this.x = x;
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this.y = y;
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}
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get place() {
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return places.get(this.placeId);
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}
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static serializationDependencies() {
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return [ResourceNode];
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}
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}
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export class Place {
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name: string;
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id: string;
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frequency: number;
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habitable: boolean;
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populate: () => ResourceNode[];
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setName(name: string) {
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this.name = name;
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return this;
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}
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setId(id: string) {
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this.id = id;
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places.set(this.id, this);
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return this;
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}
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populateResources(fn: () => ResourceNode[]) {
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this.populate = fn;
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return this;
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}
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||||
|
||||
setFrequency(frequency: number) {
|
||||
this.frequency = frequency;
|
||||
return this;
|
||||
}
|
||||
|
||||
setHabitable(habitable: boolean) {
|
||||
this.habitable = habitable;
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
export class ResourceNode extends Serializable {
|
||||
resources: ItemState<unknown>;
|
||||
place: PlaceState;
|
||||
|
||||
constructor(resources: ItemState<unknown>) {
|
||||
// collectionRequirements: ItemFilter[] = []
|
||||
super();
|
||||
this.resources = resources;
|
||||
}
|
||||
|
||||
setPlace(place: PlaceState) {
|
||||
this.place = place;
|
||||
}
|
||||
|
||||
request(qty: number) {
|
||||
Game.current.board.addTask(
|
||||
new TaskState(RESOURCE_COLLECTION_TASK, {
|
||||
qty,
|
||||
node: this
|
||||
})
|
||||
);
|
||||
}
|
||||
}
|
||||
21
src/index.ts
21
src/index.ts
|
|
@ -8,6 +8,7 @@ import { Game } from '@game';
|
|||
import { isStarted, stop } from './ui/UI.js';
|
||||
import { writeFileSync } from 'fs';
|
||||
|
||||
console.clear();
|
||||
|
||||
function gracefulShutdown() {
|
||||
if(isStarted()) {
|
||||
|
|
@ -34,19 +35,27 @@ console.log('df-idle: Loading extensions');
|
|||
const extensionsPath = resolve(parse(fileURLToPath(import.meta.url)).dir, '../content');
|
||||
|
||||
const extensions = walkSync(extensionsPath)
|
||||
.map(path => resolve(extensionsPath, path))
|
||||
.filter(path => lstatSync(path).isFile())
|
||||
.filter(path => parse(path).ext === '.js');
|
||||
// .map(path => import(path));
|
||||
.map(path => [path, resolve(extensionsPath, path)])
|
||||
.filter(path => lstatSync(path[1]).isFile())
|
||||
.filter(path => parse(path[1]).ext === '.js');
|
||||
|
||||
console.log('found', extensions.length, 'extensions');
|
||||
|
||||
for(const path of extensions) {
|
||||
console.log('=== [', path, '] ===');
|
||||
await import(path);
|
||||
console.log('=== [', path[0], '] ===');
|
||||
await import(path[1]);
|
||||
console.log();
|
||||
}
|
||||
|
||||
console.log('Setup Complete.');
|
||||
|
||||
|
||||
for(let seconds = 2; seconds > 0; seconds --) {
|
||||
process.stdout.write('Starting DF-Idle in ' + seconds + '\r');
|
||||
await new Promise(res => setTimeout(res, 1000));
|
||||
}
|
||||
console.log();
|
||||
|
||||
// TODO move render logic into game, so that the ui doesnt exist until the game does...
|
||||
// maybe, i mean, an argument could be made for not that, because the game
|
||||
// isnt necessarily the entire thing, its just one instance of a save file.
|
||||
|
|
|
|||
|
|
@ -1,20 +0,0 @@
|
|||
import { getTheme } from "@themes";
|
||||
import { Renderable } from "../ui/UI.js";
|
||||
|
||||
export const actions: Action[] = [];
|
||||
|
||||
export function registerAction(name: string, invoke: () => void) {
|
||||
console.log('Registered action', name);
|
||||
actions.push(new Action(name, invoke))
|
||||
}
|
||||
|
||||
export class Action {
|
||||
name: string;
|
||||
qty: number;
|
||||
invoke: (qty: number) => void;
|
||||
|
||||
constructor(name: string, done: (qty: number) => void) {
|
||||
this.name = name;
|
||||
this.invoke = done;
|
||||
}
|
||||
}
|
||||
|
|
@ -7,7 +7,7 @@ export type ItemID = string;
|
|||
const items = new Map<ItemID, Item<any>>();
|
||||
|
||||
// ITEMS SHALL BE SINGULAR
|
||||
export class Item<Data> extends Serializable {
|
||||
export class Item<Data = any> extends Serializable {
|
||||
|
||||
name = '';
|
||||
id: ItemID = '';
|
||||
|
|
@ -60,7 +60,7 @@ export class ItemState<Data> extends Serializable implements Renderable {
|
|||
return items.get(this.itemId);
|
||||
}
|
||||
|
||||
constructor(item: Item<Data>, amount: number, data: Data) {
|
||||
constructor(item: Item<Data>, amount: number, data: Data = null) {
|
||||
super();
|
||||
this.qty = amount;
|
||||
this.itemId = item.id;
|
||||
|
|
|
|||
|
|
@ -6,119 +6,94 @@ import { Game } from '../Game.js';
|
|||
import { panels } from '../ui/UI.js';
|
||||
import { progressbar, ProgressbarStyle } from '../Progressbar.js';
|
||||
|
||||
export const tasks: Map<string, Task<any>> = new Map();
|
||||
export type TaskCategory = "self" | "work" | "craft" | "idle";
|
||||
const tasks: Map<string, Task<unknown, unknown>> = new Map();
|
||||
type WorkFunction<Data, State> = (taskState: TaskState<Data, State>, dtime: number) => void;
|
||||
type InitFunction<Data, State> = (data: Data) => State;
|
||||
|
||||
export class Task<Data> {
|
||||
export class Task<Data, State> {
|
||||
id: string;
|
||||
work: number;
|
||||
name: string | ((data: Data) => string);
|
||||
status: string;
|
||||
tasklistVisibility: boolean;
|
||||
category: TaskCategory;
|
||||
completionEvent: (data: Data) => void;
|
||||
fn: WorkFunction<Data, State>;
|
||||
init: InitFunction<Data, State>;
|
||||
name: string;
|
||||
toString: (data: Data, state: State) => string;
|
||||
|
||||
setTasklistVisibility(b: boolean) {
|
||||
this.tasklistVisibility = b;
|
||||
constructor(id: string) {
|
||||
this.id = id;
|
||||
tasks.set(id, this);
|
||||
}
|
||||
|
||||
setInitiate(init: InitFunction<Data, State>) {
|
||||
this.init = init;
|
||||
return this;
|
||||
}
|
||||
|
||||
setName(name: string | ((data: Data) => string)) {
|
||||
setFunction(fn: WorkFunction<Data, State>) {
|
||||
this.fn = fn;
|
||||
return this;
|
||||
}
|
||||
|
||||
setName(name: string) {
|
||||
this.name = name;
|
||||
return this;
|
||||
}
|
||||
|
||||
setStatus(s: string) {
|
||||
this.status = s;
|
||||
setToString(fn: (data: Data, state: State) => string) {
|
||||
this.toString = fn;
|
||||
return this;
|
||||
}
|
||||
|
||||
setCategory(c: TaskCategory) {
|
||||
this.category = c;
|
||||
return this;
|
||||
}
|
||||
|
||||
setWork(n: number) {
|
||||
this.work = n;
|
||||
return this;
|
||||
}
|
||||
|
||||
setCompletionEvent(fn: (data: Data) => void) {
|
||||
this.completionEvent = fn;
|
||||
return this;
|
||||
}
|
||||
|
||||
constructor(id: string) {
|
||||
this.id = id;
|
||||
this.tasklistVisibility = true;
|
||||
this.category = "work";
|
||||
tasks.set(this.id, this);
|
||||
}
|
||||
}
|
||||
|
||||
export class TaskState<T> extends Serializable {
|
||||
export class TaskState<Data, State> extends Serializable {
|
||||
taskId: string;
|
||||
progress: number;
|
||||
workFn: WorkFunction<Data, State>;
|
||||
x: number;
|
||||
y: number;
|
||||
data: Data;
|
||||
completed: boolean = false;
|
||||
worker: Pawn;
|
||||
data: T;
|
||||
state: State;
|
||||
|
||||
ctor() {
|
||||
// retest completion when loaded, JUST IN CASE
|
||||
this.testCompletion();
|
||||
}
|
||||
|
||||
constructor(task: Task<T>, data: T = {} as T) {
|
||||
constructor(task: Task<Data, State>, data: Data) {
|
||||
super();
|
||||
this.taskId = task.id;
|
||||
this.progress = 0;
|
||||
this.worker = null;
|
||||
// preset the data to nothing JIC
|
||||
this.data = data;
|
||||
this.taskId = task.id;
|
||||
this.workFn = this.task.fn.bind(this);
|
||||
}
|
||||
|
||||
stopJob() {
|
||||
this.worker = null;
|
||||
setLocation(x: number, y: number) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
doWork(work = 1, pawn: Pawn) {
|
||||
this.worker = pawn;
|
||||
this.progress += work;
|
||||
this.testCompletion();
|
||||
get task(): Task<Data, State> {
|
||||
// casting because the id this is associated with
|
||||
// should have the datatype of the task it was
|
||||
// created with, but it stored as unknown
|
||||
return tasks.get(this.taskId) as Task<Data, State>;
|
||||
}
|
||||
|
||||
testCompletion() {
|
||||
if (this.taskId && this.completed) {
|
||||
this.task.completionEvent(this.data);
|
||||
Game.current.board.removeTask(this);
|
||||
}
|
||||
get name() {
|
||||
return this.task.name;
|
||||
}
|
||||
|
||||
free() {
|
||||
this.worker = null;
|
||||
work(dtime: number) {
|
||||
this.workFn(this, dtime);
|
||||
}
|
||||
|
||||
claim(pawn: Pawn) {
|
||||
this.worker = pawn;
|
||||
}
|
||||
|
||||
get completion() {
|
||||
return Math.min(1, this.progress / this.task.work);
|
||||
}
|
||||
|
||||
get task() {
|
||||
return tasks.get(this.taskId);
|
||||
}
|
||||
|
||||
get completed() {
|
||||
return this.completion >= 1;
|
||||
unclaim() {
|
||||
this.worker = null;
|
||||
}
|
||||
|
||||
toString() {
|
||||
// HACK magic number 2 here, is the border
|
||||
// of the panel
|
||||
const width = panels.left.width - 2;
|
||||
const left = ' ' + this.task.name + ' ' + (this.worker?.toString() || chalk.bold.black('Queued'));
|
||||
const bar = width - 2;
|
||||
return `${left}\n ${progressbar(this.completion, bar, ProgressbarStyle.progress)}\n`;
|
||||
return this.task.toString(this.data, this.state)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// export interface TaskProvider {
|
||||
// hasTask(): boolean;
|
||||
// getTask(): TaskState<unknown, unknown>;
|
||||
// }
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ import InventoryView from './view/InventoryView.js';
|
|||
import MultiplayerView from './view/MultiplayerView.js';
|
||||
import { View } from './View.js';
|
||||
import { ActionsView } from './view/ActionsView.js';
|
||||
import { tasks } from '@tasks';
|
||||
import WorldResourcesView from './view/WorldView.js';
|
||||
|
||||
const clamp = (min: number, max: number, value: number) => Math.min(Math.max(value, min), max);
|
||||
|
||||
|
|
@ -28,7 +28,8 @@ export class Menu implements Renderable {
|
|||
new PawnsView(),
|
||||
new InventoryView(),
|
||||
new MultiplayerView(),
|
||||
new ActionsView()
|
||||
new ActionsView(),
|
||||
new WorldResourcesView()
|
||||
]
|
||||
|
||||
get view() {
|
||||
|
|
@ -59,8 +60,6 @@ export class Menu implements Renderable {
|
|||
} else if (key.full === '1') {
|
||||
Popup.show(inspect(stats));
|
||||
} else if (key.full === '2') {
|
||||
Popup.show(inspect(tasks));
|
||||
} else if (key.full === '3') {
|
||||
Popup.show(inspect(stats));
|
||||
} else if (key.full === 'z') {
|
||||
Game.current.pawns.push(new Pawn());
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ export class SelectItem {
|
|||
this.emitter.emit('selected', this.selectedItem.take(this.qty));
|
||||
this.close();
|
||||
} else if(key.full === 'down') {
|
||||
|
||||
|
||||
}
|
||||
});
|
||||
this.items = Game.current.inv.items.filter(filter);
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@ import { Renderable } from './UI.js';
|
|||
import { KeypressAcceptor } from './Menu.js';
|
||||
|
||||
export abstract class View implements Renderable, KeypressAcceptor {
|
||||
abstract render(): void;
|
||||
abstract render(): string;
|
||||
abstract keypress(key: { full: string; }): void;
|
||||
|
||||
name: string;
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ export default class PawnsView extends View {
|
|||
let str = '';
|
||||
if(selected) {
|
||||
str += ` ${getTheme().bright(` ❯ ${pawn.toString()}`)}{|}${pawn.status} \n`;
|
||||
str += ` ${getTheme().normal('Energy')}{|}${progressbar(pawn.energy / 100, (panels.right.width - 4) / 2)} \n`;
|
||||
// str += ` ${getTheme().normal('Energy')}{|}${progressbar(pawn.energy / 100, (panels.right.width - 4) / 2)} \n`;
|
||||
} else {
|
||||
str += ` ${getTheme().normal(pawn.toString())}{|}${pawn.status} `;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,27 @@
|
|||
import { Game } from "@game";
|
||||
import { View } from "../View.js";
|
||||
|
||||
export default class WorldResourcesView extends View {
|
||||
constructor() {
|
||||
super();
|
||||
this.name = 'World'
|
||||
}
|
||||
render(): string {
|
||||
return `Explored: ${
|
||||
Game.current.world.distanceExplored.toFixed(3)
|
||||
} km\n${
|
||||
Game.current.world.places?.map(place => ` ${
|
||||
place.placeId
|
||||
} (${place.x}, ${place.y})\n${
|
||||
place.resources.map(resourceNode => ` ${
|
||||
resourceNode.resources.render()
|
||||
}`)
|
||||
}`)
|
||||
}`
|
||||
}
|
||||
keypress(key: { full: string; }): void {
|
||||
if(key.full === 'enter') {
|
||||
Game.current.world.home.resources[0].request(10);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
import { Task } from "@tasks"
|
||||
import { ResourceNode } from "@world";
|
||||
|
||||
type Data = {
|
||||
qty: number,
|
||||
node: ResourceNode
|
||||
};
|
||||
|
||||
type State = {
|
||||
workCounter: number
|
||||
}
|
||||
|
||||
export const RESOURCE_COLLECTION_TASK =
|
||||
new Task<Data, State>('core:resource-collection-task')
|
||||
.setName('Collect Resources')
|
||||
.setFunction(((taskState, dTime) => {
|
||||
|
||||
}))
|
||||
.setToString((data, state) => {
|
||||
return 'Collect ' + data.node.resources.item.name + ' from ' + data.node.place.place.name;
|
||||
})
|
||||
.setInitiate((data: Data) => {
|
||||
return {
|
||||
workCounter: 0
|
||||
}
|
||||
});
|
||||
|
|
@ -12,6 +12,7 @@
|
|||
"@actions": ["./src/registries/Actions"],
|
||||
"@tasks": ["./src/registries/Tasks"],
|
||||
"@items": ["./src/registries/Items"],
|
||||
"@world": ["./src/World"],
|
||||
"@ui": ["./src/ui/UI"],
|
||||
"@game": ["./src/Game"]
|
||||
},
|
||||
|
|
|
|||
Loading…
Reference in New Issue