shapez/src/js/game/hub_goals.js

333 lines
9.8 KiB
JavaScript

import { BasicSerializableObject } from "../savegame/serialization";
import { GameRoot } from "./root";
import { ShapeDefinition, enumSubShape } from "./shape_definition";
import { enumColors } from "./colors";
import { randomChoice, clamp, randomInt, findNiceIntegerValue } from "../core/utils";
import { tutorialGoals, enumHubGoalRewards } from "./tutorial_goals";
import { createLogger } from "../core/logging";
import { globalConfig } from "../core/config";
import { Math_random } from "../core/builtins";
import { UPGRADES } from "./upgrades";
import { enumItemProcessorTypes } from "./components/item_processor";
const logger = createLogger("hub_goals");
export class HubGoals extends BasicSerializableObject {
static getId() {
return "HubGoals";
}
/**
* @param {GameRoot} root
*/
constructor(root) {
super();
this.root = root;
this.level = 1;
/**
* Which story rewards we already gained
*/
this.gainedRewards = {};
/**
* Mapping from shape hash -> amount
* @type {Object<string, number>}
*/
this.storedShapes = {};
/**
* Stores the levels for all upgrades
* @type {Object<string, number>}
*/
this.upgradeLevels = {};
/**
* Stores the improvements for all upgrades
* @type {Object<string, number>}
*/
this.upgradeImprovements = {};
for (const key in UPGRADES) {
this.upgradeImprovements[key] = UPGRADES[key].baseValue || 1;
}
this.createNextGoal();
// Allow quickly switching goals in dev mode with key "C"
if (G_IS_DEV) {
this.root.gameState.inputReciever.keydown.add(key => {
if (key.keyCode === 67) {
// Key: c
this.onGoalCompleted();
}
});
}
}
/**
* Returns how much of the current shape is stored
* @param {ShapeDefinition} definition
* @returns {number}
*/
getShapesStored(definition) {
return this.storedShapes[definition.getHash()] || 0;
}
/**
* Returns how much of the current goal was already delivered
*/
getCurrentGoalDelivered() {
return this.getShapesStored(this.currentGoal.definition);
}
/**
* Returns the current level of a given upgrade
* @param {string} upgradeId
*/
getUpgradeLevel(upgradeId) {
return this.upgradeLevels[upgradeId] || 0;
}
/**
* Returns whether the given reward is already unlocked
* @param {enumHubGoalRewards} reward
*/
isRewardUnlocked(reward) {
if (G_IS_DEV && globalConfig.debug.allBuildingsUnlocked) {
return true;
}
return !!this.gainedRewards[reward];
}
/**
* Handles the given definition, by either accounting it towards the
* goal or otherwise granting some points
* @param {ShapeDefinition} definition
*/
handleDefinitionDelivered(definition) {
const hash = definition.getHash();
this.storedShapes[hash] = (this.storedShapes[hash] || 0) + 1;
// Check if we have enough for the next level
const targetHash = this.currentGoal.definition.getHash();
if (
this.storedShapes[targetHash] >= this.currentGoal.required ||
(G_IS_DEV && globalConfig.debug.rewardsInstant)
) {
this.onGoalCompleted();
}
}
/**
* Creates the next goal
*/
createNextGoal() {
const storyIndex = this.level - 1;
if (storyIndex < tutorialGoals.length) {
const { shape, required, reward } = tutorialGoals[storyIndex];
this.currentGoal = {
/** @type {ShapeDefinition} */
definition: this.root.shapeDefinitionMgr.registerOrReturnHandle(
ShapeDefinition.fromShortKey(shape)
),
required,
reward,
};
return;
}
const reward = enumHubGoalRewards.no_reward;
this.currentGoal = {
/** @type {ShapeDefinition} */
definition: this.createRandomShape(),
required: 1000 + findNiceIntegerValue(this.level * 47.5),
reward,
};
}
/**
* Called when the level was completed
*/
onGoalCompleted() {
const reward = this.currentGoal.reward;
this.gainedRewards[reward] = (this.gainedRewards[reward] || 0) + 1;
this.root.signals.storyGoalCompleted.dispatch(this.level, reward);
this.root.app.gameAnalytics.handleLevelCompleted(this.level);
++this.level;
this.createNextGoal();
}
/**
* Returns whether a given upgrade can be unlocked
* @param {string} upgradeId
*/
canUnlockUpgrade(upgradeId) {
const handle = UPGRADES[upgradeId];
const currentLevel = this.getUpgradeLevel(upgradeId);
if (currentLevel >= handle.tiers.length) {
// Max level
return false;
}
if (G_IS_DEV && globalConfig.debug.upgradesNoCost) {
return true;
}
const tierData = handle.tiers[currentLevel];
for (let i = 0; i < tierData.required.length; ++i) {
const requirement = tierData.required[i];
if ((this.storedShapes[requirement.shape] || 0) < requirement.amount) {
return false;
}
}
return true;
}
/**
* Tries to unlock the given upgrade
* @param {string} upgradeId
* @returns {boolean}
*/
tryUnlockUgprade(upgradeId) {
if (!this.canUnlockUpgrade(upgradeId)) {
return false;
}
const handle = UPGRADES[upgradeId];
const currentLevel = this.getUpgradeLevel(upgradeId);
const tierData = handle.tiers[currentLevel];
if (!tierData) {
return false;
}
if (G_IS_DEV && globalConfig.debug.upgradesNoCost) {
// Dont take resources
} else {
for (let i = 0; i < tierData.required.length; ++i) {
const requirement = tierData.required[i];
// Notice: Don't have to check for hash here
this.storedShapes[requirement.shape] -= requirement.amount;
}
}
this.upgradeLevels[upgradeId] = (this.upgradeLevels[upgradeId] || 0) + 1;
this.upgradeImprovements[upgradeId] += tierData.improvement;
this.root.signals.upgradePurchased.dispatch(upgradeId);
this.root.app.gameAnalytics.handleUpgradeUnlocked(upgradeId, currentLevel);
return true;
}
/**
* @returns {ShapeDefinition}
*/
createRandomShape() {
const layerCount = clamp(this.level / 50, 2, 4);
/** @type {Array<import("./shape_definition").ShapeLayer>} */
let layers = [];
// @ts-ignore
const randomColor = () => randomChoice(Object.values(enumColors));
// @ts-ignore
const randomShape = () => randomChoice(Object.values(enumSubShape));
let anyIsMissingTwo = false;
for (let i = 0; i < layerCount; ++i) {
/** @type {import("./shape_definition").ShapeLayer} */
const layer = [null, null, null, null];
for (let quad = 0; quad < 4; ++quad) {
layer[quad] = {
subShape: randomShape(),
color: randomColor(),
};
}
// Sometimes shapes are missing
if (Math_random() > 0.85) {
layer[randomInt(0, 3)] = null;
}
// Sometimes they actually are missing *two* ones!
// Make sure at max only one layer is missing it though, otherwise we could
// create an uncreateable shape
if (Math_random() > 0.95 && !anyIsMissingTwo) {
layer[randomInt(0, 3)] = null;
anyIsMissingTwo = true;
}
layers.push(layer);
}
const definition = new ShapeDefinition({ layers });
return this.root.shapeDefinitionMgr.registerOrReturnHandle(definition);
}
////////////// HELPERS
/**
* Belt speed
* @returns {number} items / sec
*/
getBeltBaseSpeed() {
return globalConfig.beltSpeedItemsPerSecond * this.upgradeImprovements.belt;
}
/**
* Underground belt speed
* @returns {number} items / sec
*/
getUndergroundBeltBaseSpeed() {
return globalConfig.beltSpeedItemsPerSecond * this.upgradeImprovements.belt;
}
/**
* Miner speed
* @returns {number} items / sec
*/
getMinerBaseSpeed() {
return globalConfig.minerSpeedItemsPerSecond * this.upgradeImprovements.miner;
}
/**
* Processor speed
* @param {enumItemProcessorTypes} processorType
* @returns {number} items / sec
*/
getProcessorBaseSpeed(processorType) {
switch (processorType) {
case enumItemProcessorTypes.trash:
case enumItemProcessorTypes.hub:
return 1e30;
case enumItemProcessorTypes.splitter:
return (2 / globalConfig.beltSpeedItemsPerSecond) * this.upgradeImprovements.belt;
case enumItemProcessorTypes.cutter:
case enumItemProcessorTypes.rotater:
case enumItemProcessorTypes.stacker:
case enumItemProcessorTypes.mixer:
case enumItemProcessorTypes.painter:
return (
(1 / globalConfig.beltSpeedItemsPerSecond) *
this.upgradeImprovements.processors *
globalConfig.buildingSpeeds[processorType]
);
default:
assertAlways(false, "invalid processor type: " + processorType);
}
return 1 / globalConfig.beltSpeedItemsPerSecond;
}
}