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214 lines
7.3 KiB
JavaScript
214 lines
7.3 KiB
JavaScript
/**
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* Food capacity and feeding tick. Animals are fed up to capacity each tick;
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* unfed animals accumulate time without food and are removed by checkDeathCauses.
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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 { isOriginCell } from "./grid-utils.js";
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import { getBlockKeysFromCell } from "./placement.js";
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import { getDisplayBiome, getDisplayTemperature, isAnimalAllowedOnBiome } from "./biome-rules.js";
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/**
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* Total food capacity = sum over food cells of (level × AnimalsPerUnit).
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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 getFoodCapacity(state) {
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const cfg = GameConfig.Food;
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if (!cfg) return 0;
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const unit = cfg.AnimalsPerUnit ?? 5;
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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 === "food") {
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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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* Count origin animal cells (each animal block counts once).
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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 getOriginAnimalCount(state) {
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let n = 0;
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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)) n += 1;
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}
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return n;
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}
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/**
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* Feed up to `capacity` animals this tick. Animals with oldest lastFedAt are fed first.
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* Sets lastFedAt = nowUnix on each fed animal (all cells of the block).
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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 tickFeeding(state, nowUnix) {
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const capacity = getFoodCapacity(state);
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if (capacity <= 0) return;
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const originAnimals = [];
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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)) {
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const lastFed = cell.lastFedAt ?? cell.placedAt ?? nowUnix;
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originAnimals.push({ key, cell, lastFed });
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}
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}
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originAnimals.sort((a, b) => a.lastFed - b.lastFed);
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let fed = 0;
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for (const { key, cell } of originAnimals) {
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if (fed >= capacity) break;
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const m = key.match(/^(\d+)_(\d+)$/);
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if (m) {
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setBlockLastFedAt(state, {
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ox: Number(m[1]),
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oy: Number(m[2]),
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w: cell.cellsWide ?? 1,
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h: cell.cellsHigh ?? 1,
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nowUnix,
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});
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fed += 1;
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}
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}
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}
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function setBlockLastFedAt(state, opts) {
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const { ox, oy, w, h, nowUnix } = opts;
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for (let dy = 0; dy < h; dy++) {
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for (let dx = 0; dx < w; dx++) {
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const k = `${ox + dx}_${oy + dy}`;
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const c = state.grid.cells[k];
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if (c && c.kind === "animal") c.lastFedAt = nowUnix;
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}
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}
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}
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/**
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* Compute feeding rate = ratio of animals that were fed this period (instantaneous:
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* fed count / total origin count). Call after tickFeeding; store in state.feedingRate for display.
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* @param {import("./types.js").GameState} state
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* @param {number} _nowUnix
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* @returns {number} 0..1
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*/
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export function getFeedingRate(state, _nowUnix) {
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const total = getOriginAnimalCount(state);
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if (total <= 0) return 1;
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const capacity = getFoodCapacity(state);
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const fed = Math.min(total, capacity);
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return fed / total;
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}
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/**
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* Remove animals and entities that meet death conditions. Increments state.deathCountRecent.
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* Causes: not visited, not fed, temperature out of range, biome not allowed,
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* baby mature not placed in time, reception animal ready not placed in time.
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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 checkDeathCauses(state, nowUnix) {
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const maxVisit = GameConfig.Visitor?.MaxSecondsWithoutVisit ?? 300;
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const maxFood = GameConfig.Food?.MaxSecondsWithoutFood ?? 120;
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const maxMatureNotPlaced = GameConfig.Nursery?.MaxSecondsMatureNotPlaced ?? 90;
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const maxReadyNotPlaced = GameConfig.Reception?.MaxSecondsReadyNotPlaced ?? 90;
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const grid = state.grid;
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const cells = grid.cells;
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const blocksToRemove = collectAnimalDeathBlocks({ state, grid, cells, nowUnix, maxVisit, maxFood });
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for (const { ox, oy } of blocksToRemove) {
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const blockKeys = getBlockKeysFromCell(state, ox, oy);
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for (const k of blockKeys) delete cells[k];
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state.deathCountRecent = (state.deathCountRecent ?? 0) + 1;
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}
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const babiesRemoved = filterPendingBabies(state, nowUnix, maxMatureNotPlaced);
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if (babiesRemoved > 0) state.deathCountRecent = (state.deathCountRecent ?? 0) + babiesRemoved;
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const receptionRemoved = filterReceptionAnimals(state, nowUnix, maxReadyNotPlaced);
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if (receptionRemoved > 0) state.deathCountRecent = (state.deathCountRecent ?? 0) + receptionRemoved;
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}
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/**
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* @param {{ state: import("./types.js").GameState, grid: { width: number, height: number }, cells: Record<string, import("./types.js").Cell>, nowUnix: number, maxVisit: number, maxFood: number }} opts
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* @returns {Array<{ ox: number, oy: number }>}
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*/
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function collectAnimalDeathBlocks(opts) {
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const { grid, cells, nowUnix, maxVisit, maxFood } = opts;
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const blocksToRemove = [];
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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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const entry = maybeDeathBlock({ key, cell, grid, nowUnix, maxVisit, maxFood, def });
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if (entry) blocksToRemove.push(entry);
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}
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}
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}
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return blocksToRemove;
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}
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function maybeDeathBlock(opts) {
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const { key, cell, grid, nowUnix, maxVisit, maxFood, def } = opts;
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const lastVisited = cell.lastVisitedAt ?? cell.placedAt ?? nowUnix;
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const lastFed = cell.lastFedAt ?? cell.placedAt ?? nowUnix;
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const m = key.match(/^(\d+)_(\d+)$/);
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if (!m) return null;
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const ox = Number(m[1]);
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const oy = Number(m[2]);
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const cellBiome = getDisplayBiome(ox, oy, grid);
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const cellTemp = getDisplayTemperature(ox, oy, grid);
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const idealTemp = def.idealTemperature ?? 18;
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const tolerance = def.temperatureTolerance ?? 5;
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const tempOk = Math.abs(cellTemp - idealTemp) <= tolerance;
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const biomeOk = isAnimalAllowedOnBiome(def.biome, cellBiome);
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const visitedOk = nowUnix - lastVisited < maxVisit;
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const fedOk = nowUnix - lastFed < maxFood;
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if (!visitedOk || !fedOk || !tempOk || !biomeOk) return { ox, oy };
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return null;
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}
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/**
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @param {number} maxMatureNotPlaced
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* @returns {number}
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*/
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function filterPendingBabies(state, nowUnix, maxMatureNotPlaced) {
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const pendingBabies = state.pendingBabies ?? [];
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let removed = 0;
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state.pendingBabies = pendingBabies.filter((p) => {
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if (nowUnix <= p.readyAt) return true;
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if (nowUnix - p.readyAt >= maxMatureNotPlaced) {
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removed += 1;
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return false;
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}
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return true;
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});
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return removed;
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}
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/**
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @param {number} maxReadyNotPlaced
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* @returns {number}
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*/
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function filterReceptionAnimals(state, nowUnix, maxReadyNotPlaced) {
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const receptionAnimals = state.receptionAnimals ?? [];
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let removed = 0;
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state.receptionAnimals = receptionAnimals.filter((r) => {
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if (nowUnix <= r.readyAt) return true;
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if (nowUnix - r.readyAt >= maxReadyNotPlaced) {
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removed += 1;
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return false;
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}
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return true;
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});
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return removed;
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}
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