import { LootTables } from "./loot-tables.js"; import { getIncomeMultiplier } from "./mutation-rules.js"; import { getLevelMultiplier, getSellValue } from "./economy.js"; import { GameConfig } from "./config.js"; import { getPrestigeIncomeMultiplier } from "./prestige.js"; import { isOriginCell } from "./grid-utils.js"; import { getOriginAnimalCount } from "./food.js"; /** * Total sell value of all animals in the zoo (used for visitor attraction). Counts each animal block once (origin cell only). * @param {import("./types.js").GameState} state * @returns {number} */ function getTotalAnimalValue(state) { let total = 0; for (const [key, cell] of Object.entries(state.grid.cells)) { if (cell.kind !== "animal" || !isOriginCell(key, cell)) { // skip non-origin animals } else { const animalDef = LootTables.Animals[cell.id]; if (animalDef !== null && animalDef !== undefined) { const mutationMult = getIncomeMultiplier(cell.mutation); total += getSellValue( animalDef.baseIncomePerSecond, cell.level, mutationMult, animalDef.sellFactor ); } } } return total; } /** * Max simultaneous visitors allowed by billeterie capacity. Entry is only via billeterie. * @param {import("./types.js").GameState} state * @returns {number} */ export function getBilleterieCapacity(state) { const cfg = GameConfig.Billeterie; if (!cfg) return 0; const unit = cfg.VisitorsPerUnit ?? 20; let total = 0; for (const cell of Object.values(state.grid.cells)) { if (cell !== null && cell !== undefined && cell.kind === "billeterie") { total += (cell.level ?? 1) * unit; } } return total; } /** * Attraction from cities: per-city contribution = min(maxVisitorsTowardZoos, rawWeight * 100), summed then scaled. * Closer cities contribute more, but each city is capped by maxVisitorsTowardZoos. * @param {import("./types.js").GameState} state * @returns {number} */ function getCityAttraction(state) { const cities = GameConfig.WorldMap?.Cities; if (!cities || cities.length === 0) return 0; const zoos = state.worldZoos ?? []; const player = zoos.find((z) => z.id === "player"); if (!player) return 0; const scale = GameConfig.Visitor.CityAttractionScale ?? 0.002; const rawMultiplier = 100; let sum = 0; for (const city of cities) { const dx = (city.x - player.x) / 100; const dy = (city.y - player.y) / 100; const dist = Math.sqrt(dx * dx + dy * dy) || 0.01; const raw = 1 / (1 + dist); const maxFromCity = city.maxVisitorsTowardZoos ?? 999; const contrib = Math.min(maxFromCity, raw * rawMultiplier); sum += contrib; } return sum * scale; } /** * Decay multiplier when the zoo has not evolved (upgrade/place/sell) for a while. * @param {import("./types.js").GameState} state * @param {number} nowUnix * @returns {number} */ function getStagnationMultiplier(state, nowUnix) { const after = GameConfig.Visitor.StagnationDecayAfterSeconds ?? 60; const perMin = GameConfig.Visitor.StagnationDecayPerMinute ?? 0.05; const last = state.lastEvolutionAt ?? 0; const elapsed = Math.max(0, nowUnix - last); if (elapsed <= after) return 1; const minutesStagnant = (elapsed - after) / 60; const decay = Math.min(0.9, minutesStagnant * perMin); return Math.max(0.1, 1 - decay); } /** * Stay duration multiplier from boutiques and animal diversity (visitors stay longer). * @param {import("./types.js").GameState} state * @returns {number} */ function getStayMultiplier(state) { let shopBonus = 0; for (const cell of Object.values(state.grid.cells)) { if (cell !== null && cell !== undefined && cell.kind === "souvenirShop") { shopBonus += (cell.level ?? 1) * (GameConfig.Visitor.StayMultiplierPerShopLevel ?? 0.15); } } const speciesSet = new Set(); for (const [key, cell] of Object.entries(state.grid.cells)) { if (cell !== null && cell !== undefined && cell.kind === "animal" && isOriginCell(key, cell)) speciesSet.add(cell.id); } const diversityBonus = speciesSet.size * (GameConfig.Visitor.StayMultiplierPerSpecies ?? 0.02); return Math.max(0.5, 1 + shopBonus + diversityBonus); } /** * Stay duration in seconds (base 1 day × stay multiplier). Visitors leave when now > arrivedAt + this. * @param {import("./types.js").GameState} state * @returns {number} */ function getStayDurationSeconds(state) { const base = GameConfig.Time?.DayLengthSeconds ?? 120; return base * getStayMultiplier(state); } /** * Demand for visitors (before billeterie cap). * @param {import("./types.js").GameState} state * @param {number} nowUnix * @returns {number} */ function getVisitorDemand(state, nowUnix) { let animalCount = 0; for (const [key, cell] of Object.entries(state.grid.cells)) { if (cell.kind === "animal" && isOriginCell(key, cell)) animalCount += 1; } const visitorsPerAnimal = GameConfig.Visitor.VisitorsPerAnimal; const plotBonus = (state.plotLevel ?? 1) * GameConfig.Visitor.PlotLevelBonus; let demand = Math.floor(animalCount * visitorsPerAnimal + plotBonus); const cityAttraction = getCityAttraction(state); const animalValue = getTotalAnimalValue(state); const animalValueScale = GameConfig.Visitor.AnimalValueScale ?? 0.00015; demand *= 1 + cityAttraction; demand *= 1 + animalValue * animalValueScale; demand *= getStagnationMultiplier(state, nowUnix); return Math.max(0, Math.floor(demand)); } /** * Update visitor entities: remove those who exceeded stay duration, add new arrivals up to min(cap, demand). * @param {import("./types.js").GameState} state * @param {number} nowUnix */ export function tickVisitorArrivals(state, nowUnix) { state.visitorArrivals = state.visitorArrivals ?? []; const stayDuration = getStayDurationSeconds(state); state.visitorArrivals = state.visitorArrivals.filter( (v) => nowUnix < v.arrivedAt + stayDuration ); const demand = getVisitorDemand(state, nowUnix); const cap = getBilleterieCapacity(state); const target = Math.min(cap, demand); const current = state.visitorArrivals.length; for (let i = 0; i < target - current; i++) { state.visitorArrivals.push({ arrivedAt: nowUnix }); } } /** * Visitor count and average payment per visitor per second. Includes luxury guest effect (LuxuryGuestChance, LuxuryEntryMultiplier, LuxuryShopMultiplier) in the average. * @param {import("./types.js").GameState} state * @returns {{ visitorCount: number, paymentPerVisitor: number }} */ function getVisitorParams(state) { const arrivals = state.visitorArrivals ?? []; let visitorCount = arrivals.length; if (visitorCount === 0 && getBilleterieCapacity(state) === 0) { let animalCount = 0; for (const [key, cell] of Object.entries(state.grid.cells)) { if (cell.kind === "animal" && isOriginCell(key, cell)) animalCount += 1; } const visitorsPerAnimal = GameConfig.Visitor.VisitorsPerAnimal; const plotBonus = (state.plotLevel ?? 1) * GameConfig.Visitor.PlotLevelBonus; visitorCount = Math.max(0, Math.floor(animalCount * visitorsPerAnimal + plotBonus)); } const billeterieCap = getBilleterieCapacity(state); if (billeterieCap > 0 && visitorCount > billeterieCap) visitorCount = billeterieCap; let paymentPerVisitor = GameConfig.Visitor.BasePaymentPerVisitor; let souvenirBonus = 1; let shopCount = 0; for (const cell of Object.values(state.grid.cells)) { if (cell && cell.kind === "souvenirShop") shopCount += (cell.level ?? 1); } if (shopCount > 0) { const bonusPerShop = GameConfig.Visitor.SouvenirShopBonusPerShop ?? 0.2; souvenirBonus = 1 + shopCount * bonusPerShop; const luxuryChance = GameConfig.Visitor.LuxuryGuestChance ?? 0; const luxuryShopMult = GameConfig.Visitor.LuxuryShopMultiplier ?? 1; if (luxuryChance > 0 && luxuryShopMult > 1) { souvenirBonus *= 1 + luxuryChance * (luxuryShopMult - 1); } } paymentPerVisitor *= souvenirBonus; const luxuryChance = GameConfig.Visitor.LuxuryGuestChance ?? 0; const luxuryEntryMult = GameConfig.Visitor.LuxuryEntryMultiplier ?? 1; if (luxuryChance > 0 && luxuryEntryMult > 1) { paymentPerVisitor *= 1 + luxuryChance * (luxuryEntryMult - 1); } return { visitorCount, paymentPerVisitor }; } export function getVisitorCount(state) { return getVisitorParams(state).visitorCount; } /** * Attractivity score for display and future city allocation. Formula: value + species + rarity + fill rate, minus death penalty, plus birth bonus. * @param {import("./types.js").GameState} state * @returns {number} */ export function getAttractivityScore(state) { const value = getTotalAnimalValue(state); const originCount = getOriginAnimalCount(state); const grid = state.grid; const cellCount = grid.width * grid.height; const fillRate = cellCount > 0 ? originCount / cellCount : 0; const speciesSet = new Set(); let raritySum = 0; for (const [key, cell] of Object.entries(state.grid.cells)) { if (cell === null || cell === undefined || cell.kind !== "animal" || !isOriginCell(key, cell)) { // skip } else { speciesSet.add(cell.id); const def = LootTables.Animals[cell.id]; if (def) raritySum += def.rarityLevel ?? 1; } } const speciesCount = speciesSet.size; const avgRarity = originCount > 0 ? raritySum / originCount : 0; const valueNorm = value * 0.001; const speciesNorm = speciesCount * 2; const rarityNorm = avgRarity * 0.5; const fillNorm = fillRate * 10; let score = valueNorm + speciesNorm + rarityNorm + fillNorm; const deathPenalty = GameConfig.Visitor?.AttractivityDeathPenalty ?? 0.5; const birthBonus = GameConfig.Visitor?.AttractivityBirthBonus ?? 0.2; const deaths = state.deathCountRecent ?? 0; const births = state.birthCount ?? 0; score -= deathPenalty * deaths; score += birthBonus * births; const incidentBonus = state.attractivityBonusFromIncidents ?? 0; score += incidentBonus; return Math.max(0, score); } /** * @param {import("./types.js").AnimalCell} cell * @returns {number} */ function incomePerSecond(cell) { const animalDef = LootTables.Animals[cell.id]; if (animalDef === null || animalDef === undefined) throw new Error("IncomeService: unknown animal"); const mutationMult = getIncomeMultiplier(cell.mutation); const levelMult = getLevelMultiplier(cell.level); return animalDef.baseIncomePerSecond * mutationMult * levelMult; } /** * @param {import("./types.js").GameState} state * @param {number} dt * @param {{ incomeMultiplier: number }} eventModifiers * @returns {{ animal: number, visitor: number }} */ export function tick(state, dt, eventModifiers) { const prestigeMult = getPrestigeIncomeMultiplier(state.prestigeLevel); let animalTotal = 0; for (const [key, cell] of Object.entries(state.grid.cells)) { if (cell.kind === "animal" && isOriginCell(key, cell)) animalTotal += incomePerSecond(cell) * dt * eventModifiers.incomeMultiplier * prestigeMult; } const { visitorCount, paymentPerVisitor } = getVisitorParams(state); const visitorTotal = visitorCount * paymentPerVisitor * dt * prestigeMult; const total = animalTotal + visitorTotal; state.coins += total; if (state.stats) state.stats.coinsEarned = (state.stats.coinsEarned ?? 0) + total; return { animal: animalTotal, visitor: visitorTotal }; }