**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
270 lines
9.6 KiB
JavaScript
270 lines
9.6 KiB
JavaScript
/**
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* Reproduction: pairs of same-type animals (at least one from another zoo) in proximity
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* produce a baby after a delay. Delay is reduced by zoo reproduction score and biome/temperature fit.
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*/
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import { GameConfig } from "./config.js";
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import { LootTables } from "./loot-tables.js";
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import { cellKey, isOriginCell } from "./grid-utils.js";
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import { getBlockKeysFromCell } from "./placement.js";
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import { getDisplayBiome, getDisplayTemperature } from "./biome-rules.js";
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import { addPendingBaby } from "./zoo.js";
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import { getCurrentSeason, getSeasonReproductionBonus, getSeasonTemperatureModifier } from "./seasons.js";
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/**
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* Reproduction season bonus. In winter, cold-adapted biomes (Mountain) are exempt from the -50% malus (spec: sauf espèces adaptées).
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* @param {string} season
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* @param {import("./loot-tables.js").LootTables["Animals"][string]} def
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* @returns {number}
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*/
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function getEffectiveReproductionSeasonBonus(season, def) {
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const base = getSeasonReproductionBonus(season);
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if (season === "winter" && base < 0 && def?.biome === "Mountain") return 0;
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return base;
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}
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/**
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* Zoo reproduction score (stub for phase 7). Higher = shorter delay until baby.
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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 getReproductionScore(state) {
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const birthCount = state.birthCount ?? 0;
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const feedingRate = state.feedingRate ?? 1;
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return Math.max(0.5, 1 + birthCount * 0.05 + feedingRate * 0.3);
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}
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/**
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* Reproduction factor from animal's fit to cell biome (from loot-tables).
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* @param {import("./loot-tables.js").LootTables["Animals"][string]} def
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* @param {string} cellBiome
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* @returns {number}
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*/
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export function getBiomeReproductionFactor(def, cellBiome) {
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if (!def || !def.reproductionScoreByBiome) return 0.5;
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return def.reproductionScoreByBiome[cellBiome] ?? 0.5;
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}
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/**
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* Temperature factor: 1 when within ideal ± tolerance, else reduced.
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* @param {import("./loot-tables.js").LootTables["Animals"][string]} def
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* @param {number} displayTemp
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* @returns {number}
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*/
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export function getTemperatureFactor(def, displayTemp) {
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const ideal = def?.idealTemperature ?? 18;
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const tolerance = def?.temperatureTolerance ?? 5;
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const dist = Math.abs(displayTemp - ideal);
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if (dist <= tolerance) return 1;
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return Math.max(0.3, 1 - 0.2 * (dist / tolerance));
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}
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/**
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* Neighbor keys (edge-adjacent) for a cell key "x_y". Does not check bounds.
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* @param {string} key
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* @returns {string[]}
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*/
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function getNeighborKeys(key) {
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const m = key.match(/^(\d+)_(\d+)$/);
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if (!m) return [];
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const x = Number(m[1]);
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const y = Number(m[2]);
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return [cellKey(x - 1, y), cellKey(x + 1, y), cellKey(x, y - 1), cellKey(x, y + 1)];
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}
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/**
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* True if the two blocks (by origin key) are adjacent (any cell of one touches any cell of the other).
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* @param {import("./types.js").GameState} state
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* @param {string} keyA origin key "ox_oy"
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* @param {string} keyB origin key "ox_oy"
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* @returns {boolean}
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*/
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function blocksAreAdjacent(state, keyA, keyB) {
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const m1 = keyA.match(/^(\d+)_(\d+)$/);
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const m2 = keyB.match(/^(\d+)_(\d+)$/);
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if (!m1 || !m2) return false;
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const setA = new Set(getBlockKeysFromCell(state, Number(m1[1]), Number(m1[2])));
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const setB = new Set(getBlockKeysFromCell(state, Number(m2[1]), Number(m2[2])));
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for (const k of setA) {
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for (const neighbor of getNeighborKeys(k)) {
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if (setB.has(neighbor)) return true;
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}
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}
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return false;
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}
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/**
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* Collect origin animal entries (key, animalId, fromOtherZoo) from grid.
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* @param {import("./types.js").GameState} state
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* @returns {Array<{ key: string, animalId: string, fromOtherZoo: boolean }>}
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*/
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function collectOriginAnimals(state) {
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const cells = state.grid.cells;
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const origins = [];
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for (const [key, cell] of Object.entries(cells)) {
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if (cell === null || cell === undefined || cell.kind !== "animal" || !isOriginCell(key, cell)) {
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// skip
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} else {
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const def = LootTables.Animals[cell.id];
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if (def !== null && def !== undefined) {
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origins.push({
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key,
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animalId: cell.id,
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fromOtherZoo: cell.fromOtherZoo === true,
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});
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}
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}
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}
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return origins;
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}
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/**
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* Form unique pairs from origins (same animalId, at least one fromOtherZoo, adjacent).
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* @param {import("./types.js").GameState} state
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* @param {Array<{ key: string, animalId: string, fromOtherZoo: boolean }>} origins
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* @returns {Array<{ keyA: string, keyB: string, animalId: string }>}
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*/
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function formReproductionPairs(state, origins) {
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const pairs = [];
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for (let i = 0; i < origins.length; i++) {
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for (let j = i + 1; j < origins.length; j++) {
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const a = origins[i];
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const b = origins[j];
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if (a.animalId === b.animalId && (a.fromOtherZoo || b.fromOtherZoo) && blocksAreAdjacent(state, a.key, b.key)) {
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const keyA = a.key < b.key ? a.key : b.key;
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const keyB = a.key < b.key ? b.key : a.key;
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pairs.push({ keyA, keyB, animalId: a.animalId });
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}
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}
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}
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return pairs;
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}
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/**
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* All eligible reproduction pairs: same animalId, at least one fromOtherZoo, adjacent.
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* Returns unique pairs with keyA < keyB lexicographically.
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* @param {import("./types.js").GameState} state
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* @returns {Array<{ keyA: string, keyB: string, animalId: string }>}
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*/
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export function findReproductionPairs(state) {
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const origins = collectOriginAnimals(state);
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return formReproductionPairs(state, origins);
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}
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/**
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* Unique pair key for deduplication.
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* @param {string} keyA
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* @param {string} keyB
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* @returns {string}
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*/
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function pairKey(keyA, keyB) {
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return keyA < keyB ? `${keyA},${keyB}` : `${keyB},${keyA}`;
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}
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/**
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* Process due reproduction timers: add baby or sale listing, remove timer.
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @param {Array<{ keyA: string, keyB: string, animalId: string, dueAt: number }>} timers
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* @param {number} index
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*/
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function processDueTimer(state, nowUnix, timers, index) {
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const t = timers[index];
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if (t.dueAt > nowUnix) return;
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const [ok, result] = addPendingBaby(state, t.animalId, false);
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if (ok) {
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state.birthCount = (state.birthCount ?? 0) + 1;
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} else if (result === "NoFreeNursery") {
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state.saleListings = state.saleListings ?? [];
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const listingId = `sale_${state.nextTokenId}`;
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state.nextTokenId += 1;
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state.saleListings.push({
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id: listingId,
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zooId: state.myZooId ?? "player",
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animalId: t.animalId,
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isBaby: true,
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price: 50,
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endAt: nowUnix + 3600,
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reproductionScoreAtSale: getReproductionScore(state),
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});
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state.birthCount = (state.birthCount ?? 0) + 1;
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}
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timers.splice(index, 1);
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}
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/**
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* Remove timers whose cells are no longer valid animals.
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* @param {import("./types.js").GameState} state
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* @param {Array<{ keyA: string, keyB: string }>} timers
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*/
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function pruneInvalidTimers(state, timers) {
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const cells = state.grid.cells;
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for (let i = timers.length - 1; i >= 0; i--) {
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const t = timers[i];
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const cellA = cells[t.keyA];
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const cellB = cells[t.keyB];
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if (!cellA || cellA.kind !== "animal" || !cellB || cellB.kind !== "animal") {
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timers.splice(i, 1);
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}
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}
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}
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/**
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* Add new reproduction pairs to timers with dueAt.
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @param {Array<{ keyA: string, keyB: string, animalId: string, dueAt: number }>} timers
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* @param {Set<string>} existingSet
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*/
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function addNewPairsToTimers(state, nowUnix, timers, existingSet) {
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const baseSeconds = GameConfig.Reproduction?.BaseSeconds ?? 60;
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const currentPairs = findReproductionPairs(state);
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const score = getReproductionScore(state);
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const grid = state.grid;
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for (const { keyA, keyB, animalId } of currentPairs) {
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const pk = pairKey(keyA, keyB);
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if (existingSet.has(pk)) {
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// skip already tracked pair
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} else {
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const def = LootTables.Animals[animalId];
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if (def !== null && def !== undefined) {
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const m1 = keyA.match(/^(\d+)_(\d+)$/);
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const m2 = keyB.match(/^(\d+)_(\d+)$/);
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if (m1 && m2) {
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const season = getCurrentSeason(state);
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const seasonTempMod = getSeasonTemperatureModifier(season);
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const biome1 = getDisplayBiome(Number(m1[1]), Number(m1[2]), grid);
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const biome2 = getDisplayBiome(Number(m2[1]), Number(m2[2]), grid);
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const temp1 = getDisplayTemperature(Number(m1[1]), Number(m1[2]), grid) + seasonTempMod;
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const temp2 = getDisplayTemperature(Number(m2[1]), Number(m2[2]), grid) + seasonTempMod;
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const biomeFactor = (getBiomeReproductionFactor(def, biome1) + getBiomeReproductionFactor(def, biome2)) / 2;
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const tempFactor = (getTemperatureFactor(def, temp1) + getTemperatureFactor(def, temp2)) / 2;
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const seasonBonus = getEffectiveReproductionSeasonBonus(season, def);
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const factor = Math.max(0.2, score * biomeFactor * tempFactor * (1 + seasonBonus));
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const delay = Math.max(5, baseSeconds / factor);
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timers.push({ keyA, keyB, animalId, dueAt: nowUnix + Math.floor(delay) });
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existingSet.add(pk);
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}
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}
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}
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}
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}
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/**
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* Run reproduction tick: spawn babies for due timers, then register new pairs with dueAt.
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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 tickReproduction(state, nowUnix) {
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const timers = state.reproductionTimers ?? [];
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for (let i = timers.length - 1; i >= 0; i--) {
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processDueTimer(state, nowUnix, timers, i);
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}
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const existingSet = new Set(timers.map((t) => pairKey(t.keyA, t.keyB)));
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pruneInvalidTimers(state, timers);
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addNewPairsToTimers(state, nowUnix, timers, existingSet);
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state.reproductionTimers = timers;
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}
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