**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
131 lines
5.2 KiB
JavaScript
131 lines
5.2 KiB
JavaScript
import { GameConfig } from "./config.js";
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import { LootTables } from "./loot-tables.js";
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import { getMutationEntries, getIncomeMultiplier } from "./mutation-rules.js";
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import { getCellBiome, getBiomesCompatibleWithCell } from "./biome-rules.js";
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import { cellKey } from "./grid-utils.js";
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import { fillAnimalBlock, canPlaceMultiCell } from "./placement.js";
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import { createSeededRng, pickId } from "./weighted-random.js";
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const BIOME_TO_EGG_TYPE = { Meadow: "Color_1", Ocean: "Color_6", Mountain: "Color_11", Forest: "Color_1", Freshwater: "Color_6" };
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/**
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* Loot entries for animals that match the cell biome. If the egg type has none, use the egg type for that biome.
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* @param {string} cellBiome
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* @param {Array<{ id: string, weight: number }>} loot
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* @returns {Array<{ id: string, weight: number }>}
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*/
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function lootForBiome(cellBiome, loot) {
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const allowedBiomes = getBiomesCompatibleWithCell(cellBiome);
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const allowed = loot.filter((entry) => {
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const def = LootTables.Animals[entry.id];
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return def && allowedBiomes.includes(def.biome);
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});
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if (allowed.length > 0) return allowed;
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const eggType = BIOME_TO_EGG_TYPE[cellBiome];
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const fallbackDef = eggType ? LootTables.EggTypes[eggType] : null;
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return fallbackDef ? fallbackDef.loot : loot;
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}
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/**
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* @param {string} animalId
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* @param {string} mutationId
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* @param {number} nowUnix
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* @param {{ cellsWide?: number, cellsHigh?: number }} dimensions
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* @returns {import("./types.js").AnimalCell}
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*/
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function buildAnimalCell(animalId, mutationId, nowUnix, dimensions = {}) {
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return {
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kind: "animal",
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id: animalId,
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mutation: mutationId,
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level: 1,
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placedAt: nowUnix,
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lastVisitedAt: nowUnix,
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lastFedAt: nowUnix,
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...dimensions,
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};
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}
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/**
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* @param {import("./types.js").GameState} state
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* @param {string} key
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* @param {number} nowUnix
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* @returns {import("./types.js").EggCell | null}
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*/
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function getEggCellIfReady(state, key, nowUnix) {
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const cell = state.grid.cells[key];
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if (cell === null || cell === undefined || cell.kind !== "egg") return null;
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if (nowUnix < cell.hatchAt) return null;
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return cell;
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}
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/**
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* @param {{ state: import("./types.js").GameState, cell: import("./types.js").EggCell, x: number, y: number, nowUnix: number, eventModifiers: { mutationBonus: number } }} opts
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* @returns {{ animalData: import("./types.js").AnimalCell, w: number, h: number } | null}
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*/
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function getHatchAnimalData(opts) {
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const { state, cell, x, y, nowUnix, eventModifiers } = opts;
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const eggDef = LootTables.EggTypes[cell.eggType];
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if (eggDef === null || eggDef === undefined) return null;
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const cellBiome = getCellBiome(state.grid.width, state.grid.height, x, y);
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const loot = lootForBiome(cellBiome, eggDef.loot);
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if (loot.length === 0) return null;
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const rng = createSeededRng(cell.seed);
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const pickedAnimalId = pickId(rng, loot);
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const animalDef = LootTables.Animals[pickedAnimalId];
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if (animalDef === null || animalDef === undefined) return null;
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const mutationChance = GameConfig.Mutation.BaseChance + eventModifiers.mutationBonus;
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let mutationId = "none";
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if (rng() < mutationChance) mutationId = pickId(rng, getMutationEntries());
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if (getIncomeMultiplier(mutationId) === undefined) mutationId = "none";
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const w = animalDef.cellsWide ?? 1;
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const h = animalDef.cellsHigh ?? 1;
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const animalData = buildAnimalCell(pickedAnimalId, mutationId, nowUnix, { cellsWide: w, cellsHigh: h });
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return { animalData, w, h };
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}
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/**
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* @param {import("./types.js").GameState} state
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* @param {{ x: number, y: number, nowUnix: number, eventModifiers: { incomeMultiplier: number, mutationBonus: number } }} opts
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* @returns {boolean}
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*/
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export function tryHatchCell(state, opts) {
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const { x, y, nowUnix, eventModifiers } = opts;
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const key = cellKey(x, y);
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const cell = getEggCellIfReady(state, key, nowUnix);
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if (cell === null) return false;
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const eggDef = LootTables.EggTypes[cell.eggType];
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if (eggDef === null || eggDef === undefined) throw new Error("HatchingService: unknown egg type");
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const hatchData = getHatchAnimalData({ state, cell, x, y, nowUnix, eventModifiers });
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if (hatchData === null) return false;
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const { animalData, w, h } = hatchData;
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const [canPlace] = canPlaceMultiCell(state, { originX: x, originY: y, w, h, excludeOriginKey: key });
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if (!canPlace) return false;
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fillAnimalBlock(state, x, y, animalData);
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return true;
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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 {{ incomeMultiplier: number, mutationBonus: number }} eventModifiers
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* @returns {{ changed: boolean, hatched: Array<{ x: number, y: number }> }}
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*/
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export function run(state, nowUnix, eventModifiers) {
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const hatched = [];
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const keysToProcess = [];
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for (const [key, cell] of Object.entries(state.grid.cells)) {
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if (cell.kind === "egg" && nowUnix >= cell.hatchAt) keysToProcess.push(key);
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}
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for (const key of keysToProcess) {
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const m = key.match(/^(\d+)_(\d+)$/);
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if (m) {
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const x = Number(m[1]);
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const y = Number(m[2]);
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const didHatch = tryHatchCell(state, { x, y, nowUnix, eventModifiers });
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if (didHatch && state.grid.cells[cellKey(x, y)]?.kind === "animal") hatched.push({ x, y });
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}
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}
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return { changed: hatched.length > 0, hatched };
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}
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