147 lines
4.7 KiB
TypeScript
147 lines
4.7 KiB
TypeScript
module TK.SpaceTac {
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type ShopStockCallback = (stock: Equipment[]) => Equipment[]
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/**
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* A shop is a place to buy/sell equipments
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*/
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export class Shop {
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// Average level of equipment
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private level: number
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// Approximative number of equipments
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private count: number
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// Equipment in stock
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private stock: Equipment[]
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// Random generator
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private random: RandomGenerator
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// Available missions
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private missions: Mission[] = []
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// Callback when the equipment changes
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private onchange: ShopStockCallback
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constructor(level = 1, stock: Equipment[] = [], count = 40, onchange?: ShopStockCallback) {
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this.level = level;
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this.stock = stock;
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this.count = count;
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this.random = new RandomGenerator();
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this.onchange = onchange || (stock => stock);
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}
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postUnserialize() {
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// functions are not serializable
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this.onchange = (stock => stock);
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}
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/**
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* Get available stock to display (sorted by level then price by default)
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*/
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getStock() {
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if (this.stock.length < this.count * 0.5) {
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let count = this.random.randInt(Math.floor(this.count * 0.8), Math.ceil(this.count * 1.2));
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this.stock = this.stock.concat(this.generateStock(count - this.stock.length, this.level, this.random));
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}
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return sorted(this.stock, (a, b) => (a.level == b.level) ? cmp(a.getPrice(), b.getPrice()) : cmp(a.level, b.level));
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}
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/**
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* Generate a random stock
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*
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* *level* is the preferential level, but equipment around it may be generated
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*/
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private generateStock(items: number, level: number, random = RandomGenerator.global): Equipment[] {
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let generator = new LootGenerator(random);
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return nna(range(items).map(() => {
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let equlevel = random.weighted(range(level + 3).map(i => i + 1).map(i => (i > level) ? 1 : i)) + 1;
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let quality = random.weighted([1, 7, 2]);
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return generator.generate(equlevel, quality);
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}));
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}
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/**
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* Update the stock after a buying or selling occured
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*/
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refreshStock() {
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this.stock = this.onchange(this.stock);
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}
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/**
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* Get the buy/sell price for an equipment
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*/
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getPrice(equipment: Equipment): number {
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return equipment.getPrice();
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}
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/**
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* A fleet buys an item
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*
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* This does not put the item anywhere on the fleet, only remove the item from stock, and make the payment
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*/
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sellToFleet(equipment: Equipment, fleet: Fleet) {
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let price = this.getPrice(equipment);
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if (price <= fleet.credits) {
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if (remove(this.stock, equipment)) {
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this.refreshStock();
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fleet.credits -= price;
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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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} else {
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return false;
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}
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}
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/**
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* A fleet sells an item
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*
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* This does not check if the item is anywhere on the fleet, only add the item to the shop stock, and make the payment
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*/
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buyFromFleet(equipment: Equipment, fleet: Fleet) {
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let price = this.getPrice(equipment);
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if (add(this.stock, equipment)) {
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this.refreshStock();
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fleet.credits += price;
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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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/**
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* Get a list of available secondary missions
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*/
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getMissions(around: StarLocation, max_count = 3): Mission[] {
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while (this.missions.length < max_count) {
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let generator = new MissionGenerator(around.star.universe, around, this.random);
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let mission = generator.generate();
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this.missions.push(mission);
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}
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return this.missions;
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}
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/**
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* Assign a mission to a fleet
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*
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* Returns true on success
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*/
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acceptMission(mission: Mission, player: Player): boolean {
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if (contains(this.missions, mission)) {
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if (player.missions.addSecondary(mission, player.fleet)) {
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remove(this.missions, mission);
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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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} else {
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return false;
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}
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}
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}
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} |