175 lines
5.9 KiB
TypeScript
175 lines
5.9 KiB
TypeScript
/// <reference path="./IResource.ts" />
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class Follower implements IResource {
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public readonly resourceType = ResourceType.religion;
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public readonly singularName = 'follower';
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public readonly pluralName = 'followers';
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public readonly description = 'In you they trust.';
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public readonly valueInWholeNumbers = true;
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public value = 0;
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public userActions: ResourceAction[] = [
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{
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name: 'Recruit',
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description: 'Gather new followers.',
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isEnabled: (state: GameState): boolean => this.value < this.max(state),
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performAction: (state: GameState): void => {
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this._recruitFollower(state);
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},
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},
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];
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private _timeSinceLastLost = 0;
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private _lastRecruitmentLog = 0;
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private _followerSources: ResourceNumber = { };
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private _followerDests: ResourceNumber = { };
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public max (state: GameState): number {
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let max = state.config.cfgInitialMax.playerOrg ?? 0;
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max += (state.resource.tents?.value ?? 0)
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* (state.config.cfgCapacity.tents?.playerOrg ?? 0);
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max += (state.resource.houses?.value ?? 0)
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* (state.config.cfgCapacity.houses?.playerOrg ?? 0);
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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 = 0;
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// pastor recruiting
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const pastors = state.resource.pastors?.value ?? 0;
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inc += pastors * state.config.cfgPastorRecruitRate;
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// credibility adjustment
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const creds = state.resource.credibility;
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if (creds?.max !== undefined) inc *= creds.value / creds.max(state);
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return inc;
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}
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public addValue (amount: number, state: GameState): void {
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const oldValue = this.value;
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this.value += amount;
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const diff = 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 = 0; i < diff; i++) {
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const source = this._getRandomReligion(state);
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if (source !== null) {
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source[1].addValue(-1, state);
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const curFollowers = this._followerSources[source[0]] ?? 0;
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this._followerSources[source[0]] = curFollowers + 1;
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}
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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 = 0; i < diff * -1; i++) {
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const dest = this._getRandomReligion(state);
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if (dest !== null) {
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dest[1].addValue(1, state);
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const curFollowers = this._followerDests[dest[0]] ?? 0;
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this._followerDests[dest[0]] = curFollowers + 1;
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}
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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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return true;
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}
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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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this._timeSinceLastLost += time;
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if (this._timeSinceLastLost > state.config.cfgCredibilityFollowerLossTime) {
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if (this.value > 0) {
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const creds = state.resource.credibility;
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if (creds?.max !== undefined) {
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const ratio =
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Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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const lost = Math.ceil(this.value
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* state.config.cfgCredibilityFollowerLossRatio
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* (1 - ratio));
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this.addValue(lost * -1, state);
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}
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}
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}
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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
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- this._lastRecruitmentLog > state.config.cfgFollowerGainLossLogTimer
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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 = '';
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let total = 0;
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for (const key in this._followerDests) {
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const rkey = <ResourceKey>key;
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const religion = state.resource[rkey];
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const followers = this._followerDests[rkey];
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if (religion !== undefined && followers !== undefined) {
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if (msg !== '') msg += ', ';
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msg += `${formatNumber(followers)} to ${religion.pluralName}`;
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total += followers;
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delete this._followerDests[rkey];
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}
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}
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state.log(`You lost ${formatNumber(total)} followers: ${msg}`);
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}
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if (Object.keys(this._followerSources).length > 0) {
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let msg = '';
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let total = 0;
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for (const key in this._followerSources) {
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const rkey = <ResourceKey>key;
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const religion = state.resource[rkey];
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const followers = this._followerSources[rkey];
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if (religion !== undefined && followers !== undefined) {
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if (msg !== '') msg += ', ';
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msg +=
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`${formatNumber(followers)} from ${religion.pluralName}`;
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total += followers;
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delete this._followerSources[rkey];
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}
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}
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state.log(`You gained ${formatNumber(total)} followers: ${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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private _recruitFollower (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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state.log('You have no room for more followers.');
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return;
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}
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// chance to fail increases as credibility decreases
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const creds = state.resource.credibility;
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if (creds?.max !== undefined) {
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const ratio = Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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state.log('Your recruitment efforts failed.');
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return;
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}
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}
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this._lastRecruitmentLog = 0; // always log on click
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this.addValue(1, state);
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}
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private _getRandomReligion (
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state: GameState): [ResourceKey, IResource] | null {
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const religs = [ResourceKey.christianity, ResourceKey.islam,
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ResourceKey.hinduism, ResourceKey.buddhism, ResourceKey.sikhism,
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ResourceKey.judaism, ResourceKey.other, ResourceKey.atheism];
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const source = religs[Math.floor(Math.random() * 8)];
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const resource = state.resource[source];
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return resource !== undefined ? [source, resource] : null;
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}
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}
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