oolite/Resources/Scripts/oolite-contracts-helpers.js
cim 06dbc412bd Various assassination tweaks and fixes
- passenger contracts now record their risk level!
 - client names recorded for potential comms use
 - slightly tweak the AI for better assassin comms potential
2014-05-05 22:05:03 +01:00

188 lines
4.8 KiB
JavaScript

/*
oolite-contracts-helpers.js
Helper functions for various types of contracts
Oolite
Copyright © 2004-2013 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
/*jslint white: true, undef: true, eqeqeq: true, bitwise: true, regexp: true, newcap: true, immed: true */
/*global galaxyNumber, missionVariables, system*/
"use strict";
this.name = "oolite-contracts-helpers";
this.author = "cim";
this.copyright = "© 2012-2013 the Oolite team.";
this.description = "Helper functions for various contracts.";
/* Save and retrieve client names for use in Assassin AIs */
this.startUp = function()
{
if (missionVariables.oolite_contract_clientnames)
{
this.$clientNames = JSON.parse(missionVariables.oolite_contract_clientnames);
}
else
{
this.$clientNames = [];
for (var i=0;i<20;i++)
{
// one-time initialisation
this.$clientNames[i] = "";
}
}
}
this.playerWillSaveGame = function()
{
missionVariables.oolite_contract_clientnames = JSON.stringify(this.$clientNames);
}
// set a client name in the random selection
this._setClientName = function(name)
{
this.$clientNames[Math.floor(Math.random()*20)] = name;
}
// get a random recent (usually) client name
this._getClientName = function()
{
var idx = Math.floor(Math.random()*20);
for (var i=0;i<20;i++)
{
var name = this.$clientNames[(idx+i)%20];
if (name != "")
{
return name;
}
}
// being requested when no clients recorded, ever!
// unlikely but might happen
return expandDescription("%N ")+expandDescription("[nom]");
}
// returns a string containing the necessary number of "hair spaces" to
// pad the currentText string to the specified length in 'em'
this._paddingText = function(currentText, desiredLength)
{
var hairSpace = String.fromCharCode(31);
var currentLength = defaultFont.measureString(currentText);
var hairSpaceLength = defaultFont.measureString(hairSpace);
// calculate number needed to fill remaining length
var padsNeeded = Math.floor((desiredLength - currentLength) / hairSpaceLength);
if (padsNeeded < 1)
{
return "";
}
// quick way of generating a repeated string of that number
return new Array(padsNeeded).join(hairSpace);
}
// gives a text description of the time remaining to deliver this contract
this._timeRemaining = function(contract)
{
return this._formatTravelTime(this._timeRemainingSeconds(contract));
}
this._timeRemainingSeconds = function(contract) {
return contract.deadline - clock.seconds;
}
// gives a text description of a reasonable travel time to fulfil contract
this._timeEstimate = function(contract)
{
// allow 30 minutes in each system on the shortest route
return this._formatTravelTime(this._timeEstimateSeconds(contract));
}
this._timeEstimateSeconds = function(contract)
{
return (contract.route.time * 3600) + (contract.route.route.length * 1800);
}
// format the travel time
this._formatTravelTime = function(seconds) {
// this function uses an hours-only format
// but provides enough information to use a days&hours format if
// oolite-contracts-time-format in missiontext.plist is overridden
// extra minutes are discarded
var hours = Math.floor(seconds/3600);
var days = Math.floor(hours/24);
var spareHours = hours % 24;
return expandMissionText("oolite-contracts-time-format",{
"oolite-contracts-time-format-hours": hours,
"oolite-contracts-time-format-days": days,
"oolite-contracts-time-format-spare-hours": spareHours
});
}
// summarises economy and government in system
this._systemName = function(id)
{
var info = System.infoForSystem(galaxyNumber,id);
var name = info.name+" (";
name += String.fromCharCode(info.government); //chr 0-7 are gov icons
name += ",";
name += String.fromCharCode(23-info.economy); //chr 16-23 are eco icons, in reverse order...
return name +")";
}
// sounds
this._soundSuccess = function()
{
var sound = new SoundSource;
sound.sound = "[contract-accepted]";
sound.play();
}
this._soundFailure = function()
{
var sound = new SoundSource;
sound.sound = "[contract-rejected]";
sound.play();
}
// player skill calculation
this._playerSkill = function(rep)
{
return ((rep*10) + (Math.min(70,Math.sqrt(player.score))))/2;
}