06f072b100
(This should make releases a bit easier...)
140 lines
3.4 KiB
JavaScript
140 lines
3.4 KiB
JavaScript
/*
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oolite-trumbles-mission.js
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Script for random offers of trumbles.
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Oolite
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Copyright © 2004-2013 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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/*jslint white: true, undef: true, eqeqeq: true, bitwise: true, regexp: true, newcap: true, immed: true */
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/*global guiScreen, mission, missionVariables, player*/
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"use strict";
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this.name = "oolite-trumbles";
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this.author = "Jens Ayton";
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this.copyright = "© 2008-2013 the Oolite team.";
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this.description = "Random offers of trumbles.";
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(function () {
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var pendingOffer = false;
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function cleanUp(script)
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{
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delete script.shipDockedWithStation;
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delete script.missionScreenOpportunity;
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delete script.shipWillExitWitchspace;
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}
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this.startUp = function startUp()
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{
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/* In the pre-JavaScript implementation, the mission variable was set to
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OFFER_MADE while the mission screen was shown. If the player lanched
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in that state, the offer would never be made again -- unless some
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other script used the mission choice keys "YES" or "NO". This
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implementation uses unique choice keys and doesn't change the mission
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variable, which should be more reliable in all cases.
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*/
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if (missionVariables.trumbles === "OFFER_MADE")
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{
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missionVariables.trumbles = "BUY_ME";
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}
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else if (missionVariables.trumbles === "TRUMBLE_BOUGHT")
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{
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cleanUp(this);
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}
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delete this.startUp;
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}
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this.shipDockedWithStation = function shipDockedWithStation(station)
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{
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pendingOffer = false;
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if (station.isMainStation)
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{
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if (!missionVariables.trumbles &&
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!missionVariables.novacount) // So the offers eventually stop for long-time players who keep refusing.
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{
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missionVariables.trumbles = "BUY_ME";
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}
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if (missionVariables.trumbles === "BUY_ME" &&
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player.trumbleCount === 0 &&
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Math.random() < 0.2) // 20% chance of trumble being offered.
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{
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pendingOffer = true;
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}
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}
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}
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this.missionScreenOpportunity = function missionScreenOpportunity()
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{
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if (pendingOffer && player.credits > 6553.5)
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{
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pendingOffer = false;
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// Show the mission screen.
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mission.runScreen({
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titleKey: "oolite_trumble_title",
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messageKey: "oolite_trumble_offer",
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background: "trumblebox.png",
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choicesKey: "oolite_trumble_offer_yesno"
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},
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function (choice)
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{
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if (choice === "OOLITE_TRUMBLE_YES")
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{
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player.credits -= 30;
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player.ship.awardEquipment("EQ_TRUMBLE");
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missionVariables.trumbles = "TRUMBLE_BOUGHT";
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cleanUp(this);
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}
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else
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{
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missionVariables.trumbles = "NOT_NOW";
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}
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});
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}
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};
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this.shipWillExitWitchspace = function shipWillExitWitchspace()
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{
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// If player has rejected a trumble offer, reset trumble mission with 2% probability per jump.
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if (missionVariables.trumbles === "NOT_NOW" && Math.random() < 0.02)
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{
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missionVariables.trumbles = "BUY_ME";
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}
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};
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}).call(this);
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