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builazoo/web/js/reproduction.js
Nicolas Cantu e031c9a1d2 Initial commit
**Motivations:**
- Initialisation du versionning git pour le projet

**Root causes:**
- N/A (Nouveau projet)

**Correctifs:**
- N/A

**Evolutions:**
- Structure initiale du projet
- Ajout du .gitignore

**Pages affectées:**
- Tous les fichiers
2026-03-03 22:24:17 +01:00

232 lines
8.0 KiB
JavaScript

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