**Motivations:** - Ensure lint config is not degraded and fix all lint errors for pousse workflow. **Root causes:** - Unused variables kept with _ prefix instead of removed (_row, _questReward, _i). - getAnimalBlockOrigin had 5 parameters (max 4). - use of continue statement (no-continue rule). **Correctifs:** - ESLint config verified; no eslint-disable in codebase. - Removed unused variable _row (biome-rules); removed dead function _questReward (quests); removed unused map param _i (state.js). - getAnimalBlockOrigin refactored to 4 params (pos object instead of x, y). - Replaced continue with if (cell) block in normalizeLoadedCells (state.js). - JSDoc param names aligned with _height, _y (biome-rules). **Evolutions:** - (none) **Pages affectées:** - web/js/biome-rules.js - web/js/quests.js - web/js/state.js - web/js/placement.js
363 lines
13 KiB
JavaScript
363 lines
13 KiB
JavaScript
import { LootTables } from "./loot-tables.js";
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import { getIncomeMultiplier } from "./mutation-rules.js";
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import { getLevelMultiplier } from "./economy.js";
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import { GameConfig } from "./config.js";
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import { getPrestigeIncomeMultiplier } from "./prestige.js";
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import { isOriginCell } from "./grid-utils.js";
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import { getCurrentSeason, getSeasonVisitorMultiplier, getSeasonTicketPriceMultiplier } from "./seasons.js";
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import { getTotalAnimalValue } from "./income-value.js";
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import { getAttractivityBase } from "./income-attractivity.js";
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/**
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* Visitor demand multiplier by time of day (spec visiteur: 08h-10h faible, 10h-16h fort, 16h-18h décroissant, >18h nul).
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* @param {number} timeOfDay 0..24
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* @returns {number}
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*/
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function getVisitorDemandHourMultiplier(timeOfDay) {
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const t = timeOfDay % 24;
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if (t < 8 || t >= 20) return 0;
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if (t >= 8 && t < 10) return 0.5;
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if (t >= 10 && t < 16) return 1;
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if (t >= 16 && t < 18) return 0.7;
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return 0.3;
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}
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/**
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* Max simultaneous visitors allowed by billeterie capacity. Entry is only via billeterie.
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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export function getBilleterieCapacity(state) {
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const cfg = GameConfig.Billeterie;
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if (!cfg) return 0;
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const unit = cfg.VisitorsPerUnit ?? 20;
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let total = 0;
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for (const cell of Object.values(state.grid.cells)) {
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if (cell !== null && cell !== undefined && cell.kind === "billeterie") {
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total += (cell.level ?? 1) * unit;
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}
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}
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return total;
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}
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/**
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* Attraction from cities: per-city contribution = min(maxVisitorsTowardZoos, rawWeight * 100), summed then scaled.
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* Closer cities contribute more, but each city is capped by maxVisitorsTowardZoos.
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getCityAttraction(state) {
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const cities = GameConfig.WorldMap?.Cities;
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if (!cities || cities.length === 0) return 0;
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const zoos = state.worldZoos ?? [];
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const player = zoos.find((z) => z.id === "player");
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if (!player) return 0;
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const scale = GameConfig.Visitor.CityAttractionScale ?? 0.002;
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const rawMultiplier = 100;
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let sum = 0;
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for (const city of cities) {
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const dx = (city.x - player.x) / 100;
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const dy = (city.y - player.y) / 100;
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const dist = Math.sqrt(dx * dx + dy * dy) || 0.01;
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const raw = 1 / (1 + dist);
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const maxFromCity = city.maxVisitorsTowardZoos ?? 999;
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const contrib = Math.min(maxFromCity, raw * rawMultiplier);
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sum += contrib;
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}
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return sum * scale;
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}
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/**
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* Decay multiplier when the zoo has not evolved (upgrade/place/sell) for a while.
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @returns {number}
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*/
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function getStagnationMultiplier(state, nowUnix) {
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const after = GameConfig.Visitor.StagnationDecayAfterSeconds ?? 60;
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const perMin = GameConfig.Visitor.StagnationDecayPerMinute ?? 0.05;
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const last = state.lastEvolutionAt ?? 0;
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const elapsed = Math.max(0, nowUnix - last);
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if (elapsed <= after) return 1;
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const minutesStagnant = (elapsed - after) / 60;
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const decay = Math.min(0.9, minutesStagnant * perMin);
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return Math.max(0.1, 1 - decay);
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}
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/**
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* Shop bonus component of stay multiplier (souvenir shops).
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getStayMultiplierShopBonus(state) {
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let shopBonus = 0;
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for (const cell of Object.values(state.grid.cells)) {
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if (cell !== null && cell !== undefined && cell.kind === "souvenirShop") {
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shopBonus += (cell.level ?? 1) * (GameConfig.Visitor.StayMultiplierPerShopLevel ?? 0.15);
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}
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}
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return shopBonus;
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}
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/**
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* Diversity bonus component (species count).
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getStayMultiplierDiversityBonus(state) {
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const speciesSet = new Set();
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for (const [key, cell] of Object.entries(state.grid.cells)) {
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if (cell !== null && cell !== undefined && cell.kind === "animal" && isOriginCell(key, cell)) speciesSet.add(cell.id);
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}
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return speciesSet.size * (GameConfig.Visitor.StayMultiplierPerSpecies ?? 0.02);
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}
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/**
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* Stay duration multiplier from boutiques and animal diversity (visitors stay longer).
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getStayMultiplier(state) {
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const shopBonus = getStayMultiplierShopBonus(state);
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const diversityBonus = getStayMultiplierDiversityBonus(state);
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return Math.max(0.5, 1 + shopBonus + diversityBonus);
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}
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/**
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* Stay duration in seconds (base 1 day × stay multiplier). Visitors leave when now > arrivedAt + this.
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getStayDurationSeconds(state) {
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const base = GameConfig.Time?.DayLengthSeconds ?? 120;
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return base * getStayMultiplier(state);
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}
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/**
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* Demand for visitors (before billeterie cap).
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @returns {number}
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*/
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function getVisitorDemand(state, nowUnix) {
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let animalCount = 0;
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for (const [key, cell] of Object.entries(state.grid.cells)) {
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if (cell.kind === "animal" && isOriginCell(key, cell)) animalCount += 1;
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}
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const visitorsPerAnimal = GameConfig.Visitor.VisitorsPerAnimal;
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const plotBonus = (state.plotLevel ?? 1) * GameConfig.Visitor.PlotLevelBonus;
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let demand = Math.floor(animalCount * visitorsPerAnimal + plotBonus);
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const cityAttraction = getCityAttraction(state);
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const animalValue = getTotalAnimalValue(state);
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const animalValueScale = GameConfig.Visitor.AnimalValueScale ?? 0.00015;
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demand *= 1 + cityAttraction;
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demand *= 1 + animalValue * animalValueScale;
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demand *= getStagnationMultiplier(state, nowUnix);
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const seasonMult = getSeasonVisitorMultiplier(getCurrentSeason(state));
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demand *= seasonMult;
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const hourMult = getVisitorDemandHourMultiplier(state.timeOfDay ?? 6);
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demand *= hourMult;
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return Math.max(0, Math.floor(demand));
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}
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/**
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* Remove visitors who exceeded stay duration.
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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*/
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function filterExpiredVisitors(state, nowUnix) {
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const stayDuration = getStayDurationSeconds(state);
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state.visitorArrivals = (state.visitorArrivals ?? []).filter(
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(v) => nowUnix < v.arrivedAt + stayDuration
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);
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}
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/**
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* Whether we are within opening hours for new entries.
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* @param {import("./types.js").GameState} state
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* @returns {boolean}
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*/
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function isVisitorOpeningHours(state) {
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const timeOfDay = state.timeOfDay ?? 6;
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const openHour = GameConfig.Billeterie?.OpenHour ?? 8;
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const closeHour = GameConfig.Billeterie?.CloseHour ?? 20;
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return timeOfDay >= openHour && timeOfDay < closeHour;
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}
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/**
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* Update visitor entities: remove those who exceeded stay duration, add new arrivals up to min(cap, demand).
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* New arrivals only during opening hours (OpenHour–CloseHour). Max MaxEntryPerSecond new visitors per second.
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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*/
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export function tickVisitorArrivals(state, nowUnix) {
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state.visitorArrivals = state.visitorArrivals ?? [];
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filterExpiredVisitors(state, nowUnix);
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if (!isVisitorOpeningHours(state)) return;
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const demand = getVisitorDemand(state, nowUnix);
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const cap = getBilleterieCapacity(state);
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const target = Math.min(cap, demand);
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const current = state.visitorArrivals.length;
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const maxToAdd = target - current;
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if (maxToAdd <= 0) return;
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const maxPerSecond = GameConfig.Billeterie?.MaxEntryPerSecond ?? 1;
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const secondsPerTick = GameConfig.IncomeTickMs / 1000;
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const maxThisTick = Math.min(maxToAdd, Math.ceil(maxPerSecond * secondsPerTick));
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for (let i = 0; i < maxThisTick; i++) {
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state.visitorArrivals.push({ arrivedAt: nowUnix });
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}
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}
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/**
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* Raw visitor count from animals and plot when no billeterie (for fallback).
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getVisitorCountFallback(state) {
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let animalCount = 0;
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for (const [key, cell] of Object.entries(state.grid.cells)) {
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if (cell.kind === "animal" && isOriginCell(key, cell)) animalCount += 1;
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}
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const visitorsPerAnimal = GameConfig.Visitor.VisitorsPerAnimal;
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const plotBonus = (state.plotLevel ?? 1) * GameConfig.Visitor.PlotLevelBonus;
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return Math.max(0, Math.floor(animalCount * visitorsPerAnimal + plotBonus));
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}
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/**
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* Visitor count capped by billeterie.
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getVisitorCountCapped(state) {
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const arrivals = state.visitorArrivals ?? [];
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let visitorCount = arrivals.length;
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if (visitorCount === 0 && getBilleterieCapacity(state) === 0) {
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visitorCount = getVisitorCountFallback(state);
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}
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const billeterieCap = getBilleterieCapacity(state);
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if (billeterieCap > 0 && visitorCount > billeterieCap) visitorCount = billeterieCap;
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return visitorCount;
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}
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/**
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* Luxury shop multiplier component for souvenir bonus (>= 1).
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* @returns {number}
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*/
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function getLuxuryShopMultiplier() {
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const luxuryChance = GameConfig.Visitor.LuxuryGuestChance ?? 0;
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const luxuryShopMult = GameConfig.Visitor.LuxuryShopMultiplier ?? 1;
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if (luxuryChance > 0 && luxuryShopMult > 1) {
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return 1 + luxuryChance * (luxuryShopMult - 1);
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}
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return 1;
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}
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/**
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* Souvenir shop bonus multiplier (>= 1).
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getSouvenirBonus(state) {
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let shopCount = 0;
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for (const cell of Object.values(state.grid.cells)) {
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if (cell && cell.kind === "souvenirShop") shopCount += (cell.level ?? 1);
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}
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if (shopCount === 0) return 1;
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const bonusPerShop = GameConfig.Visitor.SouvenirShopBonusPerShop ?? 0.2;
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return (1 + shopCount * bonusPerShop) * getLuxuryShopMultiplier();
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}
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/**
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* Luxury entry multiplier (>= 1).
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* @returns {number}
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*/
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function getLuxuryEntryMultiplier() {
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const luxuryChance = GameConfig.Visitor.LuxuryGuestChance ?? 0;
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const luxuryEntryMult = GameConfig.Visitor.LuxuryEntryMultiplier ?? 1;
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if (luxuryChance > 0 && luxuryEntryMult > 1) {
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return 1 + luxuryChance * (luxuryEntryMult - 1);
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}
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return 1;
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}
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/**
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* Payment per visitor (base × souvenir × luxury × season).
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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function getPaymentPerVisitor(state) {
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let paymentPerVisitor = GameConfig.Visitor.BasePaymentPerVisitor;
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paymentPerVisitor *= getSouvenirBonus(state);
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paymentPerVisitor *= getLuxuryEntryMultiplier();
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const ticketSeasonMult = getSeasonTicketPriceMultiplier(getCurrentSeason(state));
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paymentPerVisitor *= ticketSeasonMult;
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return paymentPerVisitor;
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}
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/**
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* Visitor count and average payment per visitor per second. Includes luxury guest effect (LuxuryGuestChance, LuxuryEntryMultiplier, LuxuryShopMultiplier) in the average.
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* @param {import("./types.js").GameState} state
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* @returns {{ visitorCount: number, paymentPerVisitor: number }}
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*/
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function getVisitorParams(state) {
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const visitorCount = getVisitorCountCapped(state);
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const paymentPerVisitor = getPaymentPerVisitor(state);
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return { visitorCount, paymentPerVisitor };
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}
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export function getVisitorCount(state) {
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return getVisitorParams(state).visitorCount;
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}
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/**
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* Attractivity score for display and future city allocation. Formula: value + species + rarity + fill rate, minus death penalty, plus birth bonus.
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* @param {import("./types.js").GameState} state
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* @returns {number}
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*/
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export function getAttractivityScore(state) {
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const { valueNorm, speciesNorm, rarityNorm, fillNorm } = getAttractivityBase(state);
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let score = valueNorm + speciesNorm + rarityNorm + fillNorm;
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const deathPenalty = GameConfig.Visitor?.AttractivityDeathPenalty ?? 0.5;
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const birthBonus = GameConfig.Visitor?.AttractivityBirthBonus ?? 0.2;
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const deaths = state.deathCountRecent ?? 0;
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const births = state.birthCount ?? 0;
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score -= deathPenalty * deaths;
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score += birthBonus * births;
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const incidentBonus = state.attractivityBonusFromIncidents ?? 0;
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score += incidentBonus;
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return Math.max(0, score);
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}
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/**
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* @param {import("./types.js").AnimalCell} cell
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* @returns {number}
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*/
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function incomePerSecond(cell) {
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const animalDef = LootTables.Animals[cell.id];
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if (animalDef === null || animalDef === undefined) throw new Error("IncomeService: unknown animal");
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const mutationMult = getIncomeMultiplier(cell.mutation);
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const levelMult = getLevelMultiplier(cell.level);
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return animalDef.baseIncomePerSecond * mutationMult * levelMult;
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}
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/**
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* @param {import("./types.js").GameState} state
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* @param {number} dt
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* @param {{ incomeMultiplier: number }} eventModifiers
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* @returns {{ animal: number, visitor: number }}
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*/
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export function tick(state, dt, eventModifiers) {
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const prestigeMult = getPrestigeIncomeMultiplier(state.prestigeLevel);
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let animalTotal = 0;
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for (const [key, cell] of Object.entries(state.grid.cells)) {
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if (cell.kind === "animal" && isOriginCell(key, cell))
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animalTotal += incomePerSecond(cell) * dt * eventModifiers.incomeMultiplier * prestigeMult;
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}
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const { visitorCount, paymentPerVisitor } = getVisitorParams(state);
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const visitorTotal = visitorCount * paymentPerVisitor * dt * prestigeMult;
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const total = animalTotal + visitorTotal;
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state.coins += total;
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if (state.stats) state.stats.coinsEarned = (state.stats.coinsEarned ?? 0) + total;
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return { animal: animalTotal, visitor: visitorTotal };
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}
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