pastor auto recruitment
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a4ffd985ef
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@ -39,6 +39,9 @@ body, html {
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padding: 0.25em 0.5em;
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margin: 0 0.5em 0.5em 0;
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}
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.resource.locked {
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display: none;
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}
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#resource-container-religion .resource {
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background-color: #ccf;
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}
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@ -4,7 +4,8 @@ class Pastor extends Job {
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private _timeSinceLastTithe: number = 0;
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constructor () {
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super('Pastors', 'Leaders of the faith.');
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super('Pastors',
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'Collect tithings for you and recruit new members from other faiths automatically.');
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}
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public max (state: GameState): number {
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@ -8,12 +8,13 @@ class PlayerOrg implements IResource {
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public readonly clickText: string = 'Recruit';
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public readonly clickDescription: string = 'Gather new followers.';
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public value: number = 0;
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public readonly cost: { [key: string]: number } = { };
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public readonly cost: null = null;
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public readonly inc: null = null;
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private _lastLostTime: number = 0;
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private _timeSinceLastLost: number = 0;
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private _baseMax: number = 5;
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private _lastRecruitmentLog: number = 0;
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private _followerSources: { [key: string]: number } = { };
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private _followerDests: { [key: string]: number } = { };
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public max (state: GameState): number {
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let max: number = this._baseMax;
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@ -22,6 +23,20 @@ class PlayerOrg implements IResource {
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return max;
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}
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public inc (state: GameState): number {
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let inc: number = 0;
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// pastor recruiting
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const pastors: number = state.getResource('pstor').value;
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inc += pastors * state.config.cfgPastorRecruitRate;
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// credibility adjustment
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const creds: IResource = state.getResource('creds');
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inc *= creds.value / creds.max(state);
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return inc;
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}
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public clickAction (state: GameState): void {
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// don't exceed max
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if (this.value >= this.max(state)) {
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@ -33,23 +48,39 @@ class PlayerOrg implements IResource {
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const creds: IResource = state.getResource('creds');
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const ratio: number = Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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state.log('Your recruiting efforts failed.');
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state.log('Your recruitment efforts failed.');
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return;
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}
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const source: [string, IResource] = this._getRandomReligion(state);
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this.cost[source[0]] = 1;
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if (state.deductCost(this.cost)) {
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this.value++;
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delete this.cost[source[0]];
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state.log(`You converted one new follower from ${source[1].name}!`);
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} else {
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state.log('Your recruiting efforts failed.');
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}
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this.addValue(1, state);
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}
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public addValue (amount: number, state: GameState): void {
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const oldValue: number = this.value;
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this.value += amount;
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const diff: number = Math.floor(this.value) - Math.floor(oldValue);
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if (diff > 0) {
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// gained followers must come from other faiths
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for (let i: number = 0; i < diff; i++) {
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const source: [string, IResource] = this._getRandomReligion(state);
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source[1].addValue(-1, state);
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const curFollowers: number = this._followerSources[source[0]];
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this._followerSources[source[0]] = curFollowers
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? curFollowers + 1
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: 1;
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}
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} else {
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// lost followers must return to other faiths
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for (let i: number = 0; i < diff * -1; i++) {
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const dest: [string, IResource] = this._getRandomReligion(state);
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dest[1].addValue(1, state);
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const curFollowers: number = this._followerDests[dest[0]];
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this._followerDests[dest[0]] = curFollowers
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? curFollowers + 1
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: 1;
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}
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}
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}
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public isUnlocked (state: GameState): boolean {
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@ -58,19 +89,48 @@ class PlayerOrg implements IResource {
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public advanceAction (time: number, state: GameState): void {
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// chance to lose some followers every 10s if credibility < 100%
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if (state.now - this._lastLostTime > 10000) {
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this._timeSinceLastLost += time;
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if (this._timeSinceLastLost > 10000) {
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if (this.value > 0) {
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const creds: IResource = state.getResource('creds');
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const ratio: number = Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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const lost: number = Math.ceil(this.value / 25 * (1 - ratio));
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this.addValue(lost * -1, state);
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const dest: [string, IResource] = this._getRandomReligion(state);
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dest[1].addValue(lost, state);
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state.log(`You lost ${lost} followers to ${dest[1].name}.`);
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}
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}
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this._lastLostTime = state.now;
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this._timeSinceLastLost = 0;
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}
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// log lost and gained followers every 10s
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if (state.now - this._lastRecruitmentLog > 10000
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&& (Object.keys(this._followerSources).length > 0
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|| Object.keys(this._followerDests).length > 0)) {
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if (Object.keys(this._followerDests).length > 0) {
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let msg: string;
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for (const rkey of Object.keys(this._followerDests)) {
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if (msg === undefined) msg = 'You lost ';
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else msg += ' and ';
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const religion: IResource = state.getResource(rkey);
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msg +=
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`${state.formatNumber(this._followerDests[rkey])} followers to ${religion.name}`;
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delete this._followerDests[rkey];
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}
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state.log(msg);
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}
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if (Object.keys(this._followerSources).length > 0) {
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let msg: string;
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for (const rkey of Object.keys(this._followerSources)) {
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if (msg === undefined) msg = 'You gained ';
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else msg += ' and ';
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const religion: IResource = state.getResource(rkey);
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msg +=
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`${state.formatNumber(this._followerSources[rkey])} followers from ${religion.name}`;
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delete this._followerSources[rkey];
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}
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state.log(msg);
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}
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this._lastRecruitmentLog = state.now;
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}
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}
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@ -5,6 +5,7 @@ class DebugRenderer implements IRenderer {
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private _handleClick: boolean = true;
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public render (state: GameState): void {
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const rkeys: string[] = state.getResources();
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if (!this._initialized) {
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const container: HTMLElement =
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document.getElementById('irreligious-game');
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@ -36,18 +37,14 @@ class DebugRenderer implements IRenderer {
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resDiv.appendChild(el);
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}
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}
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}
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const rkeys: string[] = state.getResources();
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// create containers for each resource
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for (const rkey of rkeys) {
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const resource: IResource = state.getResource(rkey);
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const container: HTMLElement = document
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.getElementById(`resource-container-${resource.resourceType}`);
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if (resource.isUnlocked(state)) {
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let el: HTMLElement = document
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.getElementById(`resource-details-${rkey}`);
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if (el === null) {
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el = document.createElement('div');
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el.className = 'resource';
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const resContainer: HTMLElement =
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document.getElementById(
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`resource-container-${resource.resourceType}`);
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const el: HTMLElement = document.createElement('div');
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el.className = 'resource locked';
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el.id = `resource-details-${rkey}`;
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let content: string = `
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<span class='resource-title'
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@ -70,7 +67,7 @@ class DebugRenderer implements IRenderer {
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content += "<br>Cost: <span class='resource-cost'></span>";
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}
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el.innerHTML = content;
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container.appendChild(el);
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resContainer.appendChild(el);
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if (resource.clickAction !== null) {
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const btn: Element =
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el.getElementsByClassName('resource-btn')[0];
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@ -78,6 +75,15 @@ class DebugRenderer implements IRenderer {
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state.performClick(rkey));
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}
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}
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}
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for (const rkey of rkeys) {
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const resource: IResource = state.getResource(rkey);
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const container: HTMLElement = document
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.getElementById(`resource-container-${resource.resourceType}`);
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if (resource.isUnlocked(state)) {
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const el: HTMLElement = document
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.getElementById(`resource-details-${rkey}`);
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if (el.className !== 'resource') el.className = 'resource';
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const elV: Element =
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el.getElementsByClassName('resource-value')[0];
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const elT: Element =
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