Files
lifeRestart/src/modules/life.js
Vick Scarlet c06cd9ea62 update daily
2021-11-09 00:08:05 +08:00

251 lines
7.9 KiB
JavaScript

import { clone, weightRandom } from '../functions/util.js'
import Property from './property.js';
import Event from './event.js';
import Talent from './talent.js';
import Achievement from './achievement.js';
class Life {
constructor() {
this.#property = new Property();
this.#event = new Event();
this.#talent = new Talent();
this.#achievement = new Achievement();
}
#property;
#event;
#talent;
#achievement;
#triggerTalents;
#defaultPropertyPoints;
#talentSelectLimit;
#propertyAllocateLimit;
#defaultPropertys;
async initial(loadJSON) {
const [age, talents, events, achievements] = await Promise.all([
loadJSON('age'),
loadJSON('talents'),
loadJSON('events'),
loadJSON('achievement'),
]);
this.#property.initial({age});
this.#talent.initial({talents});
this.#event.initial({events});
this.#achievement.initial({achievements});
}
config({
defaultPropertyPoints = 20, // default number of points for a property
talentSelectLimit = 3, // max number of talents that can be selected
propertyAllocateLimit = [0, 10], // scoop of properties that can be allocated
defaultPropertys = {}, // default propertys
talentConfig, // config for talent
} = {}) {
this.#defaultPropertyPoints = defaultPropertyPoints;
this.#talentSelectLimit = talentSelectLimit;
this.#propertyAllocateLimit = propertyAllocateLimit;
this.#defaultPropertys = defaultPropertys;
this.#talent.config(talentConfig);
}
restart(allocation) {
const propertys = clone(this.#defaultPropertys);
for(const key in allocation) {
propertys[key] = clone(allocation[key]);
}
this.#triggerTalents = {};
const contents = this.talentReplace(propertys.TLT);
this.#property.restart(propertys);
this.doTalent()
this.#property.restartLastStep();
this.#achievement.achieve(
this.#achievement.Opportunity.START,
this.#property
)
return contents;
}
getPropertyPoints(selectedTalentIds) {
return this.#defaultPropertyPoints + this.#talent.allocationAddition(selectedTalentIds);
}
getTalentCurrentTriggerCount(talentId) {
return this.#triggerTalents[talentId] || 0;
}
next() {
const {age, event, talent} = this.#property.ageNext();
const talentContent = this.doTalent(talent);
const eventContent = this.doEvent(this.random(event));
const isEnd = this.#property.isEnd();
const content = [talentContent, eventContent].flat();
this.#achievement.achieve(
this.#achievement.Opportunity.TRAJECTORY,
this.#property
)
return { age, content, isEnd };
}
talentReplace(talents) {
const result = this.#talent.replace(talents);
const contents = [];
for(const id in result) {
talents.push(result[id]);
const source = this.#talent.get(id);
const target = this.#talent.get(result[id]);
contents.push({
type: 'talentReplace',
source, target
});
}
return contents;
}
doTalent(talents) {
if(talents) this.#property.change(this.#property.TYPES.TLT, talents);
talents = this.#property.get(this.#property.TYPES.TLT)
.filter(talentId => this.getTalentCurrentTriggerCount(talentId) < this.#talent.get(talentId).max_triggers);
const contents = [];
for(const talentId of talents) {
const result = this.#talent.do(talentId, this.#property);
if(!result) continue;
this.#triggerTalents[talentId] = this.getTalentCurrentTriggerCount(talentId) + 1;
const { effect, name, description, grade } = result;
contents.push({
type: this.#property.TYPES.TLT,
name,
grade,
description,
})
if(!effect) continue;
this.#property.effect(effect);
}
return contents;
}
doEvent(eventId) {
const { effect, next, description, postEvent } = this.#event.do(eventId, this.#property);
this.#property.change(this.#property.TYPES.EVT, eventId);
this.#property.effect(effect);
const content = {
type: this.#property.TYPES.EVT,
description,
postEvent,
}
if(next) return [content, this.doEvent(next)].flat();
return [content];
}
random(events) {
return weightRandom(
events.filter(
([eventId])=>this.#event.check(eventId, this.#property)
)
);
}
talentRandom() {
const times = this.#property.get(this.#property.TYPES.TMS);
const achievement = this.#property.get(this.#property.TYPES.CACHV);
return this.#talent.talentRandom(this.getLastExtendTalent(), { times, achievement });
}
talentExtend(talentId) {
this.#property.set(this.#property.TYPES.EXT, talentId);
}
getLastExtendTalent() {
return this.#property.get(this.#property.TYPES.EXT);
}
getSummary() {
this.#achievement.achieve(
this.#achievement.Opportunity.SUMMARY,
this.#property
)
return {
AGE: this.#property.get(this.#property.TYPES.HAGE),
CHR: this.#property.get(this.#property.TYPES.HCHR),
INT: this.#property.get(this.#property.TYPES.HINT),
STR: this.#property.get(this.#property.TYPES.HSTR),
MNY: this.#property.get(this.#property.TYPES.HMNY),
SPR: this.#property.get(this.#property.TYPES.HSPR),
SUM: this.#property.get(this.#property.TYPES.SUM),
};
}
getLastRecord() {
return this.#property.getLastRecord();
}
exclusive(talents, exclusive) {
return this.#talent.exclusive(talents, exclusive);
}
getAchievements() {
const ticks = {};
this.#property
.get(this.#property.TYPES.ACHV)
.forEach(([id, tick]) => ticks[id] = tick);
return this
.#achievement
.list(this.#property)
.sort((
{id: a, grade: ag, hide: ah},
{id: b, grade: bg, hide: bh}
)=>{
a = ticks[a];
b = ticks[b];
if(a&&b) return b - a;
if(!a&&!b) {
if(ah&&bh) return bg - ag;
if(ah) return 1;
if(bh) return -1;
return bg - ag;
}
if(!a) return 1;
if(!b) return -1;
});
}
getTotal() {
const TMS = this.#property.get(this.#property.TYPES.TMS);
const CACHV = this.#property.get(this.#property.TYPES.CACHV);
const CTLT = this.#property.get(this.#property.TYPES.CTLT);
const CEVT = this.#property.get(this.#property.TYPES.CEVT);
const totalTalent = this.#talent.count();
const totalEvent = this.#event.count();
return {
times: TMS,
achievement: CACHV,
talentRate: CTLT / totalTalent,
eventRate: CEVT / totalEvent,
}
}
get PropertyTypes() { return clone(this.#property.TYPES); }
get talentSelectLimit() { return this.#talentSelectLimit; }
get propertyAllocateLimit() { return clone(this.#propertyAllocateLimit); }
get propertys() { return this.#property.getPropertys(); }
get times() { return this.#property?.get(this.#property.TYPES.TMS) || 0; }
set times(v) {
this.#property?.set(this.#property.TYPES.TMS, v) || 0;
this.#achievement.achieve(
this.#achievement.Opportunity.END,
this.#property
)
}
}
export default Life;