oolite/Resources/Scripts/oolite-contracts-passengers.js
cim be31612b3d Fix parcel/passenger contract generation
Should be some available to new players - not safe hops to a nearby system asking for a Deadly pilot with a flawless reputation. New couriers still don't get to be that picky over what they accept, though.

Also stop generation of occasional contracts with impossible reputation requirements.
2014-06-22 15:00:38 +01:00

884 lines
27 KiB
JavaScript

/*
oolite-contracts-passengers.js
Script for managing passenger 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-passengers";
this.author = "cim";
this.copyright = "© 2012-2013 the Oolite team.";
this.description = "Parcel delivery contracts.";
/**** Configuration options and API ****/
/* OXPs which wish to add a background to the summary pages should
set this value */
this.$passengerSummaryPageBackground = "";
/* OXPs which wish to add an overlay to the passenger mission screens
should set this value */
this.$passengerPageOverlay = "";
/* this._addPassengerToSystem(passenger)
* This function adds the defined passenger to the local main station's
* interface list. A passenger definition is an object with the following
* parameters, all required:
*
* destination: system ID of destination system
* name: the name of the passenger (max 40 chars)
* species: the species of the passenger (max 40 chars)
* deadline: the deadline for delivery, in clock seconds
* payment: the payment for delivery on time, in credits
*
* and optionally, the following parameters:
*
* skill: the skill level required by the client (default 0)
* risk: the risk level of the contract (0-2, default 0)
* advance: the payment for taking the passenger onboard (default 0)
* route: a route object generated with system.info.routeToSystem
* describing the route between the source and destination
* systems.
*
* If this is not specified, it will be generated automatically.
*
* The function will return true if the passenger can be added, false
* otherwise.
*/
this._addPassengerToSystem = function(passenger)
{
if (!system.mainStation)
{
log(this.name,"Contracts require a main station");
return false;
}
if (!passenger.name || passenger.name.length > 40)
{
log(this.name,"Rejected passenger: name missing or too long");
return false;
}
if (passenger.destination < 0 || passenger.destination > 255)
{
log(this.name,"Rejected passenger: destination missing or invalid");
return false;
}
if (passenger.deadline <= clock.adjustedSeconds)
{
log(this.name,"Rejected passenger: deadline invalid");
return false;
}
if (passenger.payment < 0)
{
log(this.name,"Rejected passenger: payment invalid");
return false;
}
if (!passenger.route)
{
var destinationInfo = System.infoForSystem(galaxyNumber,passenger.destination);
passenger.route = system.info.routeToSystem(destinationInfo);
if (!passenger.route)
{
log(this.name,"Rejected passenger: route invalid");
return false;
}
}
if (!passenger.advance)
{
passenger.advance = 0;
}
if (!passenger.risk)
{
passenger.risk = 0;
}
if (!passenger.skill)
{
passenger.skill = 0;
}
else if (passenger.skill > 70)
{
passenger.skill = 70;
}
this.$passengers.push(passenger);
this._updateMainStationInterfacesList();
return true;
}
/**** Internal methods. Do not call these from OXPs as they may change
**** without warning. ****/
/* Event handlers */
this.startUp = function()
{
this.$helper = worldScripts["oolite-contracts-helpers"];
this.$suspendedDestination = null;
this.$suspendedHUD = false;
// stored contents of local main station's parcel contract list
if (missionVariables.oolite_contracts_passengers)
{
this.$passengers = JSON.parse(missionVariables.oolite_contracts_passengers);
}
else
{
this._initialisePassengerContractsForSystem();
}
this._updateMainStationInterfacesList();
}
this.shipWillExitWitchspace = function()
{
if (!system.isInterstellarSpace && !system.sun.hasGoneNova && system.mainStation)
{
// must be a regular system with a main station
this._initialisePassengerContractsForSystem();
this._updateMainStationInterfacesList();
}
}
this.playerWillSaveGame = function()
{
// encode the contract list to a string for storage in the savegame
missionVariables.oolite_contracts_passengers = JSON.stringify(this.$passengers);
}
// when the player exits the mission screens, reset their destination
// system and HUD settings, which the mission screens may have
// affected.
this.shipWillLaunchFromStation = function()
{
this._resetViews();
}
this.guiScreenWillChange = function(to, from)
{
this._resetViews();
}
this.guiScreenChanged = function(to, from)
{
if (to != "GUI_SCREEN_MISSION")
{
this._resetViews();
}
}
/* Interface functions */
// resets HUD and jump destination
this._resetViews = function()
{
if (this.$suspendedHUD !== false)
{
player.ship.hudHidden = false;
this.$suspendedHUD = false;
}
if (this.$suspendedDestination !== null)
{
player.ship.targetSystem = this.$suspendedDestination;
this.$suspendedDestination = null;
}
}
// initialise a new passenger contract list for the current system
this._initialisePassengerContractsForSystem = function()
{
// clear list
this.$passengers = [];
// no point in generating too many, but generally want 5 or more
// some of them will be discarded later
var numContracts = Math.floor(5*Math.random()+5*Math.random()+5*Math.random()+(player.passengerReputationPrecise*Math.random()));
if (player.passengerReputationPrecise >= 0 && numContracts < 5)
{
numContracts += 5;
}
if (numContracts > 16)
{
numContracts = 16;
}
else if (numContracts < 0)
{
numContracts = 0;
}
// some of these possible contracts may be discarded later on
for (var i = 0; i < numContracts; i++)
{
var passenger = new Object;
// pick a random system to take the passenger to
var destination = Math.floor(Math.random()*256);
// discard if chose the current system
if (destination === system.ID)
{
continue;
}
// get the SystemInfo object for the destination
var destinationInfo = System.infoForSystem(galaxyNumber,destination);
var daysUntilDeparture = 1+(Math.random()*(7+player.passengerReputationPrecise-destinationInfo.government));
if (daysUntilDeparture <= 0)
{
// loses some more contracts if reputation negative
continue;
}
// check that a route to the destination exists
var routeToDestination = system.info.routeToSystem(destinationInfo);
// if the system cannot be reached, ignore this contract
if (!routeToDestination)
{
continue;
}
// we now have a valid destination, so generate the rest of
// the parcel details
passenger.destination = destination;
// we'll need this again later, and route calculation is slow
passenger.route = routeToDestination;
if (Math.random() < 0.5) // 50% local inhabitant
{
passenger.species = system.info.inhabitant;
}
else // 50% random species (which will be 50%ish human)
{
passenger.species = System.infoForSystem(galaxyNumber,Math.floor(Math.random()*256)).inhabitant;
}
if (passenger.species.match(new RegExp(expandDescription("[human-word]"),"i")))
{
passenger.name = expandDescription("%N ")+expandDescription("[nom]");
}
else
{
passenger.name = randomName()+" "+randomName();
}
/* Because passengers with duplicate names won't be accepted,
* check for name duplication with either other passengers
* here or other passengers carried by the player, and adjust
* this passenger's name a little if there's a match */
do {
var okay = true;
for (var j=0;j<player.ship.passengers.length;j++)
{
if (player.ship.passengers[j].name == passenger.name)
{
okay = false;
break;
}
}
if (okay) {
for (var j=0;j<this.$passengers.length;j++)
{
if (this.$passengers[j].name == passenger.name)
{
okay = false;
break;
}
}
}
if (!okay) {
passenger.name += "a";
}
} while (!okay);
passenger.risk = Math.floor(Math.random()*3);
passenger.species = expandDescription("[passenger-description-risk"+passenger.risk+"]")+" "+passenger.species;
// time allowed for delivery is time taken by "fewest jumps"
// route, plus timer above. Higher reputation makes longer
// times available.
var dtime = Math.floor(daysUntilDeparture*86400)+(passenger.route.time*3600);
passenger.deadline = clock.adjustedSeconds + dtime;
if (passenger.risk < 2 && destinationInfo.government <= 1 && Math.random() < 0.5)
{
passenger.risk++;
}
// total payment is:
passenger.payment = Math.floor(
// payment per hop (higher at rep > 5)
5 * Math.pow(routeToDestination.route.length-1, (passenger.risk*0.2) + (player.passengerReputationPrecise > 5 ? 2.45 : 2.3)) +
// payment by route length
routeToDestination.distance * (8+(Math.random()*8)) +
// premium for delivery to more dangerous systems
(5 * (7-destinationInfo.government) * (7-destinationInfo.government))
);
passenger.payment *= (Math.random()+Math.random()+Math.random()+Math.random())/2;
var prudence = (2*Math.random())-1;
var desperation = (Math.random()*(0.5+passenger.risk)) * (1+1/(Math.max(0.5,dtime-(routeToDestination.time * 3600))));
var competency = Math.max(50,(routeToDestination.route.length-1)*(0.5+(passenger.risk*2)));
if(passenger.risk == 0)
{
competency -= 30;
}
passenger.payment = Math.floor(passenger.payment * (1+(0.4*prudence)));
passenger.payment += (passenger.risk * 200);
passenger.skill = Math.min(60,competency + 20*(prudence-desperation));
passenger.advance = Math.min(passenger.payment*0.9,Math.max(0,Math.floor(passenger.payment * (0.05 + (0.1*desperation) + (0.02*player.passengerReputationPrecise))))); // some% up front
passenger.payment -= passenger.advance;
// log(this.name,passenger.payment,passenger.skill,passenger.risk);
// add passenger to contract list
this._addPassengerToSystem(passenger);
}
}
// this should be called every time the contents of this.$passengers
// changes, as it updates the summary of the interface entry.
this._updateMainStationInterfacesList = function()
{
if (this.$passengers.length === 0)
{
// no contracts, remove interface if it exists
system.mainStation.setInterface("oolite-contracts-passengers",null);
}
else
{
var title = expandMissionText("oolite-contracts-passengers-interface-title",{
"oolite-contracts-passengers-interface-title-count": this.$passengers.length
});
system.mainStation.setInterface("oolite-contracts-passengers",{
title: title,
category: expandMissionText("oolite-contracts-passengers-interface-category"),
summary: expandMissionText("oolite-contracts-passengers-interface-summary"),
callback: this._passengerContractsScreens.bind(this)
// could alternatively use "cbThis: this" parameter instead of bind()
});
}
}
// if the interface is activated, this function is run.
this._passengerContractsScreens = function(interfaceKey)
{
// the interfaceKey parameter is not used here, but would be useful if
// this callback managed more than one interface entry
this._validatePassengers();
// set up variables used to remember state on the mission screens
this.$suspendedDestination = null;
this.$suspendedHUD = false;
this.$contractIndex = 0;
this.$routeMode = "LONG_RANGE_CHART_SHORTEST";
this.$lastOptionChosen = "06_EXIT";
// start on the summary page if more than one contract is available
var summary = (this.$passengers.length > 1);
this._passengerContractsDisplay(summary);
}
// this function is called after the player makes a choice which keeps
// them in the system, and also on initial entry to the system
// to select the appropriate mission screen and display it
this._passengerContractsDisplay = function(summary) {
// Again. Has to be done on every call to this function, but also
// has to be done at the start.
this._validatePassengers();
// if there are no passengers (usually because the player has taken
// the last one) display a message and quit.
if (this.$passengers.length === 0)
{
var missionConfig = {titleKey: "oolite-contracts-passengers-none-available-title",
messageKey: "oolite-contracts-passengers-none-available-message",
allowInterrupt: true,
screenID: "oolite-contracts-passengers-none",
exitScreen: "GUI_SCREEN_INTERFACES"};
if (this.$passengerSummaryPageBackground != "") {
missionConfig.background = this.$passengerSummaryPageBackground;
}
if (this.$passengerPageOverlay != "") {
missionConfig.overlay = this.$passengerPageOverlay;
}
mission.runScreen(missionConfig);
// no callback, just exits contracts system
return;
}
// make sure that the 'currently selected contract' pointer
// is in bounds
if (this.$contractIndex >= this.$passengers.length)
{
this.$contractIndex = 0;
}
else if (this.$contractIndex < 0)
{
this.$contractIndex = this.$passengers.length - 1;
}
// sub functions display either summary or detail screens
if (summary)
{
this._passengerContractSummaryPage();
}
else
{
this._passengerContractSinglePage();
}
}
// display the mission screen for the summary page
this._passengerContractSummaryPage = function()
{
var playerrep = worldScripts["oolite-contracts-helpers"]._playerSkill(player.passengerReputationPrecise);
// column 'tab stops'
var columns = [12,18,23,28];
// column header line
var headline = expandMissionText("oolite-contracts-passengers-column-name");
// pad to correct length to give a table-like layout
headline += this.$helper._paddingText(headline,columns[0]);
headline += expandMissionText("oolite-contracts-passengers-column-destination");
headline += this.$helper._paddingText(headline,columns[1]);
headline += expandMissionText("oolite-contracts-passengers-column-within");
headline += this.$helper._paddingText(headline,columns[2]);
headline += expandMissionText("oolite-contracts-passengers-column-advance");
headline += this.$helper._paddingText(headline,columns[3]);
headline += expandMissionText("oolite-contracts-passengers-column-fee");
// required because of way choices are displayed.
headline = " "+headline;
// setting options dynamically; one contract per line
var options = new Object;
var i;
for (i=0; i<this.$passengers.length; i++)
{
// temp variable to simplify following code
var passenger = this.$passengers[i];
// write the passenger description, padded to line up with the headers
var optionText = passenger.name;
optionText += this.$helper._paddingText(optionText, columns[0]);
optionText += System.infoForSystem(galaxyNumber, passenger.destination).name;
optionText += this.$helper._paddingText(optionText, columns[1]);
optionText += this.$helper._timeRemaining(passenger);
optionText += this.$helper._paddingText(optionText, columns[2]);
// right-align the fee so that the credits signs line up
var priceText = formatCredits(passenger.advance,false,true);
priceText = this.$helper._paddingText(priceText, 3)+priceText;
optionText += priceText
optionText += this.$helper._paddingText(optionText, columns[3]);
// right-align the fee so that the credits signs line up
priceText = formatCredits(passenger.payment,false,true);
priceText = this.$helper._paddingText(priceText, 3)+priceText;
optionText += priceText
// need to pad the number in the key to maintain alphabetical order
var istr = i;
if (i < 10)
{
istr = "0"+i;
}
// needs to be aligned left to line up with the heading
options["01_CONTRACT_"+istr] = { text: optionText, alignment: "LEFT" };
// if there's no space for extra passengers or the player isn't good enough
if (passenger.skill > playerrep || player.ship.passengerCapacity <= player.ship.passengerCount)
{
options["01_CONTRACT_"+istr].color = "darkGrayColor";
}
// if there doesn't appear to be sufficient time remaining
else if (this.$helper._timeRemainingSeconds(passenger) < this.$helper._timeEstimateSeconds(passenger))
{
options["01_CONTRACT_"+istr].color = "orangeColor";
}
}
// if we've come from the detail screen, make sure the last
// contract shown there is selected here
var icstr = this.$contractIndex;
if (icstr < 10)
{
icstr = "0"+this.$contractIndex;
}
var initialChoice = "01_CONTRACT_"+icstr;
// unless we don't have any space left
if (player.ship.passengerCapacity <= player.ship.passengerCount)
{
initialChoice = "06_EXIT";
}
// next, an empty string gives an unselectable row
options["02_SPACER"] = "";
// numbered 06 to match the option of the same function in the other branch
options["06_EXIT"] = expandMissionText("oolite-contracts-passengers-command-quit");
// now need to add further spacing to fill the remaining rows, or
// the options will end up at the bottom of the screen.
var rowsToFill = 21;
if (player.ship.hudHidden)
{
rowsToFill = 27;
}
for (i = 4 + this.$passengers.length; i < rowsToFill ; i++)
{
// each key needs to be unique at this stage.
options["07_SPACER_"+i] = "";
}
var missionConfig = {titleKey: "oolite-contracts-passengers-title-summary",
message: headline,
allowInterrupt: true,
screenID: "oolite-contracts-passengers-summary",
exitScreen: "GUI_SCREEN_INTERFACES",
choices: options,
initialChoicesKey: initialChoice};
if (this.$passengerSummaryPageBackground != "") {
missionConfig.background = this.$passengerSummaryPageBackground;
}
if (this.$passengerPageOverlay != "") {
missionConfig.overlay = this.$passengerPageOverlay;
}
// now run the mission screen
mission.runScreen(missionConfig, this._processPassengerChoice, this);
}
// display the mission screen for the contract detail page
this._passengerContractSinglePage = function()
{
var playerrep = worldScripts["oolite-contracts-helpers"]._playerSkill(player.passengerReputationPrecise);
// temp variable to simplify code
var passenger = this.$passengers[this.$contractIndex];
// This mission screen uses the long range chart as a backdrop.
// This means that the first 18 lines are taken up by the chart,
// and we can't put text there without overwriting the chart.
// We therefore need to hide the player's HUD, to get the full 27
// lines.
if (!player.ship.hudHidden)
{
this.$suspendedHUD = true; // note that we hid it, for later
player.ship.hudHidden = true;
}
// We also set the player's witchspace destination temporarily
// so we need to store the old one in a variable to reset it later
this.$suspendedDestination = player.ship.targetSystem;
// That done, we can set the player's destination so the map looks
// right.
player.ship.targetSystem = passenger.destination;
// start with 18 blank lines, since we don't want to overlap the chart
var message = new Array(18).join("\n");
message += expandMissionText("oolite-contracts-passengers-long-description",{
"oolite-contracts-passengers-longdesc-name": passenger.name,
"oolite-contracts-passengers-longdesc-species": passenger.species,
"oolite-contracts-passengers-longdesc-destination": this.$helper._systemName(passenger.destination),
"oolite-contracts-passengers-longdesc-deadline": this.$helper._timeRemaining(passenger),
"oolite-contracts-passengers-longdesc-time": this.$helper._timeEstimate(passenger),
"oolite-contracts-passengers-longdesc-payment": formatCredits(passenger.payment,false,true),
"oolite-contracts-passengers-longdesc-advance": formatCredits(passenger.advance,false,true)
});
// use a special background
var backgroundSpecial = "LONG_RANGE_CHART";
// the available options will vary quite a bit, so this rather
// than a choicesKey in missiontext.plist
var options = new Object;
// this is the only option which is always available
options["06_EXIT"] = expandMissionText("oolite-contracts-passengers-command-quit");
// if the player has a spare cabin
if (player.ship.passengerCapacity <= player.ship.passengerCount)
{
options["05_UNAVAILABLE"] = {
text: expandMissionText("oolite-contracts-passengers-command-unavailable"),
color: "darkGrayColor",
unselectable: true
};
}
else if (playerrep >= passenger.skill)
{
options["05_ACCEPT"] = {
text: expandMissionText("oolite-contracts-passengers-command-accept")
};
// if there's not much time left, change the option colour as a warning!
if (this.$helper._timeRemainingSeconds(passenger) < this.$helper._timeEstimateSeconds(passenger))
{
options["05_ACCEPT"].color = "orangeColor";
}
}
else
{
var utype = "both";
if (player.passengerReputationPrecise*10 >= passenger.skill)
{
utype = "kills";
}
else if (Math.sqrt(player.score) >= passenger.skill)
{
utype = "rep";
}
options["05_UNAVAILABLE"] = {
text: expandMissionText("oolite-contracts-passengers-command-unavailable-"+utype),
color: "darkGrayColor",
unselectable: true
};
}
// if the ship has a working advanced nav array, can switch
// between 'quickest' and 'shortest' routes
// (and also upgrade the special background)
if (player.ship.equipmentStatus("EQ_ADVANCED_NAVIGATIONAL_ARRAY") === "EQUIPMENT_OK")
{
backgroundSpecial = this.$routeMode;
if (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")
{
options["01_MODE"] = expandMissionText("oolite-contracts-passengers-command-ana-quickest");
}
else
{
options["01_MODE"] = expandMissionText("oolite-contracts-passengers-command-ana-shortest");
}
}
// if there's more than one, need options for forward, back, and listing
if (this.$passengers.length > 1)
{
options["02_BACK"] = expandMissionText("oolite-contracts-passengers-command-back");
options["03_NEXT"] = expandMissionText("oolite-contracts-passengers-command-next");
options["04_LIST"] = expandMissionText("oolite-contracts-passengers-command-list");
}
else
{
// if not, we may need to set a different choice
// we never want 05_ACCEPT to end up selected initially
if (this.$lastChoice === "02_BACK" || this.$lastChoice === "03_NEXT" || this.$lastChoice === "04_LIST")
{
this.$lastChoice = "06_EXIT";
}
}
var title = expandMissionText("oolite-contracts-passengers-title-detail",{
"oolite-contracts-passengers-title-detail-number": this.$contractIndex+1,
"oolite-contracts-passengers-title-detail-total": this.$passengers.length
});
// finally, after all that setup, actually create the mission screen
var missionConfig = {
title: title,
message: message,
allowInterrupt: true,
screenID: "oolite-contracts-passengers-details",
exitScreen: "GUI_SCREEN_INTERFACES",
backgroundSpecial: backgroundSpecial,
choices: options,
initialChoicesKey: this.$lastChoice
};
if (this.$passengerPageOverlay != "") {
missionConfig.overlay = this.$passengerPageOverlay;
}
mission.runScreen(missionConfig,this._processPassengerChoice, this);
}
this._processPassengerChoice = function(choice)
{
this._resetViews();
if (choice === null)
{
// can occur if ship launches mid mission screen
return;
}
// now process the various choices
if (choice.match(/^01_CONTRACT_/))
{
// contract selected from summary page
// set the index to that contract, and show details
var index = parseInt(choice.slice(12),10);
this.$contractIndex = index;
this.$lastChoice = "04_LIST";
this._passengerContractsDisplay(false);
}
else if (choice === "01_MODE")
{
// advanced navigation array mode flip
this.$routeMode = (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")?"LONG_RANGE_CHART_QUICKEST":"LONG_RANGE_CHART_SHORTEST";
this.$lastChoice = "01_MODE";
this._passengerContractsDisplay(false);
}
else if (choice === "02_BACK")
{
// reduce contract index (passengerContractsDisplay manages wraparound)
this.$contractIndex--;
this.$lastChoice = "02_BACK";
this._passengerContractsDisplay(false);
}
else if (choice === "03_NEXT")
{
// increase contract index (passengerContractsDisplay manages wraparound)
this.$contractIndex++;
this.$lastChoice = "03_NEXT";
this._passengerContractsDisplay(false);
}
else if (choice === "04_LIST")
{
// display the summary page
this._passengerContractsDisplay(true);
}
else if (choice === "05_ACCEPT")
{
this._acceptContract();
// do not leave the setting as accept for the next contract!
this.$lastChoice = "03_NEXT";
this._passengerContractsDisplay(false);
}
// if we get this far without having called passengerContractsDisplay
// that means either 'exit' or an unrecognised option was chosen
}
// move a passenger from the contracts list to the player's ship (if possible)
this._acceptContract = function()
{
var passenger = this.$passengers[this.$contractIndex];
// give the passenger to the player
var result = player.ship.addPassenger(passenger.name,system.ID,passenger.destination,passenger.deadline,passenger.payment,passenger.advance,passenger.risk);
if (result)
{
// pay the advance
player.credits += passenger.advance;
// remove the passenger from the station list
this.$passengers.splice(this.$contractIndex,1);
// update the interface description
this._updateMainStationInterfacesList();
this.$helper._soundSuccess();
if (passenger.risk > 0)
{
// once for medium risk
worldScripts["oolite-contracts-helpers"]._setClientName(passenger.name);
if (passenger.risk > 1)
{
// three times for high risk
worldScripts["oolite-contracts-helpers"]._setClientName(passenger.name);
worldScripts["oolite-contracts-helpers"]._setClientName(passenger.name);
}
}
}
else
{
// else must have had another passenger board recently
// (unlikely, but another OXP could have done it)
this.$helper._soundFailure();
}
}
// removes any expired contracts
this._validatePassengers = function()
{
var c = this.$passengers.length-1;
var removed = false;
// iterate downwards so we can safely remove as we go
for (var i=c;i>=0;i--)
{
// if the time remaining is less than 1/3 of the estimated
// delivery time, even in the best case it's probably not
// going to get there.
if (this.$helper._timeRemainingSeconds(this.$passengers[i]) < this.$helper._timeEstimateSeconds(this.$passengers[i]) / 3)
{
// remove it
this.$passengers.splice(i,1);
removed = true;
}
}
if (removed)
{
// update the interface description if we removed any
this._updateMainStationInterfacesList();
}
}
/* Utility functions */
// lower-cases the initial letter of the package contents
this._formatPackageName = function(name) {
return name.charAt(0).toLowerCase() + name.slice(1);
}