dccd6497bc
- Applied "allowInterrupt" to parcel contracts. - Consequential change to player.ship.targetSystem to allow setting from shipWillLaunchFromStation git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@5420 127b21dd-08f5-0310-b4b7-95ae10353056
652 lines
20 KiB
JavaScript
652 lines
20 KiB
JavaScript
/*
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oolite-contracts-parcels.js
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Script for managing parcel contracts
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Oolite
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Copyright © 2004-2012 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 galaxyNumber, missionVariables, system*/
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"use strict";
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this.name = "oolite-contracts-parcels";
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this.author = "cim";
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this.copyright = "© 2012 the Oolite team.";
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this.description = "Parcel delivery contracts.";
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this.version = "1.77";
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/* Configuration options */
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// OXPs which wish to add a background to the summary pages should
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// set this value
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this.$parcelSummaryPageBackground = "";
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/* Event handlers */
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this.startUp = function()
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{
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// stored contents of local main station's parcel contract list
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if (missionVariables.oolite_contracts_parcels)
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{
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this.$parcels = JSON.parse(missionVariables.oolite_contracts_parcels);
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}
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else
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{
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this._initialiseParcelContractsForSystem();
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}
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this._updateMainStationInterfacesList();
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}
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this.shipWillExitWitchspace = function()
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{
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if (!system.isInterstellarSpace && !system.sun.hasGoneNova && system.mainStation)
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{
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// must be a regular system with a main station
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this._initialiseParcelContractsForSystem();
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this._updateMainStationInterfacesList();
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}
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}
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this.playerWillSaveGame = function()
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{
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// encode the contract list to a string for storage in the savegame
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missionVariables.oolite_contracts_parcels = JSON.stringify(this.$parcels);
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}
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// when the player exits the mission screens, reset their destination
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// system and HUD settings, which the mission screens may have
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// affected.
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this.guiScreenChanged = this.shipWillLaunchFromStation = function() {
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if (this.$suspendedHUD)
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{
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player.ship.hudHidden = false;
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this.$suspendedHUD = false;
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}
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if (this.$suspendedDestination !== null)
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{
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player.ship.targetSystem = this.$suspendedDestination;
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this.$suspendedDestination = null;
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}
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}
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/* Interface functions */
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// initialise a new parcel contract list for the current system
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this._initialiseParcelContractsForSystem = function()
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{
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// clear list
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this.$parcels = [];
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// basic range -1 to +3 evenly distributed
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// parcel contracts require far less investment than cargo or passenger
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// so fewer are available
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var numContracts = Math.floor(Math.random()*5) - 1;
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// larger systems more likely to have contracts, smaller less likely
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if (system.info.population > 50)
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{
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numContracts++;
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}
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else if (system.info.population < 30)
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{
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numContracts--;
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}
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// if the player has a bad reputation, reduce the available contract number
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if (player.parcelReputation < 0)
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{
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numContracts += player.parcelReputation;
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}
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// if they have a very good reputation, increase the numbers
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else if (player.parcelReputation > 4)
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{
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numContracts += (player.parcelReputation - 4);
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}
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// always have at least two available for new Jamesons
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if (!missionVariables.oolite_contracts_parcels && numContracts < 2)
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{
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numContracts = 2;
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}
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for (var i = 0; i < numContracts; i++)
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{
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var parcel = new Object;
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// pick a random system to take the parcel to
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var destination = Math.floor(Math.random()*256);
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// discard if chose the current system
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if (destination === system.ID)
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{
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continue;
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}
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// get the SystemInfo object for the destination
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var destinationInfo = System.infoForSystem(galaxyNumber,destination);
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// check that a route to the destination exists
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var routeToDestination = system.info.routeToSystem(destinationInfo);
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// if the system cannot be reached, discard the parcel
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if (!routeToDestination)
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{
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continue;
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}
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// we now have a valid destination, so generate the rest of
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// the parcel details
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parcel.destination = destination;
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// we'll need this again later, and route calculation is slow
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parcel.route = routeToDestination;
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parcel.sender = randomName()+" "+randomName();
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parcel.description = expandDescription("[parcel-description]");
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// time allowed for delivery is time taken by "fewest jumps"
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// route, plus 10-110%, plus one day
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parcel.deadline = clock.seconds + Math.floor((routeToDestination.time * 3600 * (1.1+(Math.random())))) + 86400;
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// total payment is small for these items.
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parcel.payment = Math.floor(
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// 2-3 credits per LY of route
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(routeToDestination.distance * (2+Math.random())) +
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// additional income for route length based on reputation
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(Math.pow(routeToDestination.route.length,1+(0.2*player.parcelReputation))) +
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// small premium for delivery to more dangerous systems
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(2 * Math.pow(7-destinationInfo.government,1.5))
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);
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// add parcel to contract list
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this.$parcels.push(parcel);
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}
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}
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// this should be called every time the contents of this.$parcelContracts
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// change, as it updates the summary of the interface entry.
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this._updateMainStationInterfacesList = function()
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{
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if (this.$parcels.length === 0)
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{
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// no contracts, remove interface if it exists
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system.mainStation.setInterface("oolite-contracts-parcels",null);
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}
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else
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{
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var title = expandMissionText("oolite-contracts-parcels-interface-title",{
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"oolite-contracts-parcels-interface-title-count": this.$parcels.length
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});
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system.mainStation.setInterface("oolite-contracts-parcels",{
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title: title,
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category: expandMissionText("oolite-contracts-parcels-interface-category"),
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summary: expandMissionText("oolite-contracts-parcels-interface-summary"),
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callback: this._parcelContractsScreens.bind(this)
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// could alternatively use "cbThis: this" parameter instead of bind()
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});
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}
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}
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// if the interface is activated, this function is run.
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this._parcelContractsScreens = function(interfaceKey)
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{
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// the interfaceKey parameter is not used here, but would be useful if
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// this callback managed more than one interface entry
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this._validateParcels();
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// set up variables used to remember state on the mission screens
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this.$suspendedDestination = null;
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this.$suspendedHUD = false;
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this.$contractIndex = 0;
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this.$routeMode = "LONG_RANGE_CHART_SHORTEST";
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this.$lastOptionChosen = "06_EXIT";
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// start on the summary page if more than one contract is available
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var summary = (this.$parcels.length > 1);
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this._parcelContractsDisplay(summary);
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}
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// this function is called after the player makes a choice which keeps
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// them in the system, and also on initial entry to the system
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// to select the appropriate mission screen and display it
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this._parcelContractsDisplay = function(summary) {
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// Again. Has to be done on every call to this function, but also
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// has to be done at the start.
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this._validateParcels();
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// if there are no parcels (usually because the player has taken
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// the last one) display a message and quit.
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if (this.$parcels.length === 0)
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{
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mission.runScreen({titleKey: "oolite-contracts-parcels-none-available-title",
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messageKey: "oolite-contracts-parcels-none-available-message",
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allowInterrupt: true });
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// no callback, just exits contracts system
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return;
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}
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// make sure that the 'currently selected contract' pointer
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// is in bounds
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if (this.$contractIndex >= this.$parcels.length)
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{
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this.$contractIndex = 0;
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}
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else if (this.$contractIndex < 0)
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{
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this.$contractIndex = this.$parcels.length - 1;
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}
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// sub functions display either summary or detail screens
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if (summary)
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{
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this._parcelContractSummaryPage();
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}
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else
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{
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this._parcelContractSinglePage();
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}
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}
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// display the mission screen for the summary page
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this._parcelContractSummaryPage = function()
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{
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// column 'tab stops'
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var columns = [14,21,28];
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// column header line
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var headline = expandMissionText("oolite-contracts-parcels-column-cargo");
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// pad to correct length to give a table-like layout
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headline += this._paddingText(headline,columns[0]);
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headline += expandMissionText("oolite-contracts-parcels-column-destination");
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headline += this._paddingText(headline,columns[1]);
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headline += expandMissionText("oolite-contracts-parcels-column-within");
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headline += this._paddingText(headline,columns[2]);
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headline += expandMissionText("oolite-contracts-parcels-column-fee");
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// required because of way choices are displayed.
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headline = " "+headline;
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// setting options dynamically; one contract per line
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var options = new Object;
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var i;
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for (i=0; i<this.$parcels.length; i++)
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{
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// temp variable to simplify following code
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var parcel = this.$parcels[i];
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// write the parcel description, padded to line up with the headers
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var optionText = parcel.description;
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optionText += this._paddingText(optionText, columns[0]);
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optionText += System.infoForSystem(galaxyNumber, parcel.destination).name;
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optionText += this._paddingText(optionText, columns[1]);
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optionText += this._timeRemaining(parcel);
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optionText += this._paddingText(optionText, columns[2]);
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// right-align the fee so that the credits signs line up
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var priceText = formatCredits(parcel.payment,false,true);
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priceText = this._paddingText(priceText, 2.5)+priceText;
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optionText += priceText
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// maximum of seven contracts available, so no need to pad the number
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// in the key to maintain alphabetical order
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// needs to be aligned left to line up with the heading
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options["01_CONTRACT_"+i] = { text: optionText, alignment: "LEFT" };
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// if there doesn't appear to be sufficient time remaining
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if (this._timeRemainingSeconds(parcel) < this._timeEstimateSeconds(parcel))
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{
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options["01_CONTRACT_"+i].color = "orangeColor";
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}
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}
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// if we've come from the detail screen, make sure the last
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// contract shown there is selected here
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var initialChoice = ["01_CONTRACT_"+this.$contractIndex];
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// next, an empty string gives an unselectable row
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options["02_SPACER"] = "";
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// numbered 06 to match the option of the same function in the other branch
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options["06_EXIT"] = expandMissionText("oolite-contracts-parcels-command-quit");
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// now need to add further spacing to fill the remaining rows, or
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// the options will end up at the bottom of the screen.
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var rowsToFill = 21;
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if (player.ship.hudHidden)
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{
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rowsToFill = 27;
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}
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for (i = 4 + this.$parcels.length; i < rowsToFill ; i++)
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{
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// each key needs to be unique at this stage.
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options["07_SPACER_"+i] = "";
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}
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var missionConfig = {titleKey: "oolite-contracts-parcels-title-summary",
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message: headline,
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allowInterrupt: true,
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choices: options,
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initialChoicesKey: initialChoice};
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if (this.$parcelSummaryPageBackground != "") {
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missionConfig.background = this.$parcelSummaryPageBackground;
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}
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// now run the mission screen
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mission.runScreen(missionConfig, this._processParcelChoice);
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}
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// display the mission screen for the contract detail page
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this._parcelContractSinglePage = function()
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{
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// temp variable to simplify code
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var parcel = this.$parcels[this.$contractIndex];
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// This mission screen uses the long range chart as a backdrop.
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// This means that the first 18 lines are taken up by the chart,
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// and we can't put text there without overwriting the chart.
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// We therefore need to hide the player's HUD, to get the full 27
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// lines.
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if (!player.ship.hudHidden)
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{
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this.$suspendedHUD = true; // note that we hid it, for later
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player.ship.hudHidden = true;
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}
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// We also set the player's witchspace destination temporarily
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// so we need to store the old one in a variable to reset it later
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this.$suspendedDestination = player.ship.targetSystem;
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// That done, we can set the player's destination so the map looks
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// right.
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player.ship.targetSystem = parcel.destination;
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// start with 18 blank lines, since we don't want to overlap the chart
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var message = new Array(18).join("\n");
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message += expandMissionText("oolite-contracts-parcels-long-description",{
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"oolite-contracts-parcels-longdesc-sender": parcel.sender,
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"oolite-contracts-parcels-longdesc-contents": this._formatPackageName(parcel.description),
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"oolite-contracts-parcels-longdesc-destination": System.infoForSystem(galaxyNumber,parcel.destination).name,
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"oolite-contracts-parcels-longdesc-deadline": this._timeRemaining(parcel),
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"oolite-contracts-parcels-longdesc-time": this._timeEstimate(parcel),
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"oolite-contracts-parcels-longdesc-payment": formatCredits(parcel.payment,false,true)
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});
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// use a special background
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var backgroundSpecial = "LONG_RANGE_CHART";
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// the available options will vary quite a bit, so this rather
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// than a choicesKey in missiontext.plist
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var options = new Object;
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// these are the only options which are always available
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options["05_ACCEPT"] = {
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text: expandMissionText("oolite-contracts-parcels-command-accept")
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};
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// if there's not much time left, change the option colour as a warning!
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if (this._timeRemainingSeconds(parcel) < this._timeEstimateSeconds(parcel))
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{
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options["05_ACCEPT"].color = "orangeColor";
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}
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options["06_EXIT"] = expandMissionText("oolite-contracts-parcels-command-quit");
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// if the ship has a working advanced nav array, can switch
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// between 'quickest' and 'shortest' routes
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// (and also upgrade the special background)
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if (player.ship.equipmentStatus("EQ_ADVANCED_NAVIGATIONAL_ARRAY") === "EQUIPMENT_OK")
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{
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backgroundSpecial = this.$routeMode;
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if (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")
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{
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options["01_MODE"] = expandMissionText("oolite-contracts-parcels-command-ana-quickest");
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}
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else
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{
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options["01_MODE"] = expandMissionText("oolite-contracts-parcels-command-ana-shortest");
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}
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}
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// if there's more than one, need options for forward, back, and listing
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if (this.$parcels.length > 1)
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{
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options["02_BACK"] = expandMissionText("oolite-contracts-parcels-command-back");
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options["03_NEXT"] = expandMissionText("oolite-contracts-parcels-command-next");
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options["04_LIST"] = expandMissionText("oolite-contracts-parcels-command-list");
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}
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else
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{
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// if not, we may need to set a different choice
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// we never want 05_ACCEPT to end up selected initially
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if (this.$lastChoice === "02_BACK" || this.$lastChoice === "03_NEXT" || this.$lastChoice === "04_LIST")
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{
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this.$lastChoice = "06_EXIT";
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}
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}
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var title = expandMissionText("oolite-contracts-parcels-title-detail",{
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"oolite-contracts-parcels-title-detail-number": this.$contractIndex+1,
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"oolite-contracts-parcels-title-detail-total": this.$parcels.length
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});
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// finally, after all that setup, actually create the mission screen
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mission.runScreen({
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title: title,
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message: message,
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allowInterrupt: true,
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backgroundSpecial: backgroundSpecial,
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choices: options,
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initialChoicesKey: this.$lastChoice
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},this._processParcelChoice);
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}
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this._processParcelChoice = function(choice)
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{
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if (choice === null)
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{
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// can occur if ship launches mid mission screen
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return;
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}
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// now process the various choices
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if (choice.match(/^01_CONTRACT_/))
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{
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// contract selected from summary page
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// set the index to that contract, and show details
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var index = parseInt(choice.slice(12));
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this.$contractIndex = index;
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this.$lastChoice = "04_LIST";
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this._parcelContractsDisplay(false);
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}
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else if (choice === "01_MODE")
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{
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// advanced navigation array mode flip
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this.$routeMode = (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")?"LONG_RANGE_CHART_QUICKEST":"LONG_RANGE_CHART_SHORTEST";
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this.$lastChoice = "01_MODE";
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this._parcelContractsDisplay(false);
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}
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else if (choice === "02_BACK")
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{
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// reduce contract index (parcelContractsDisplay manages wraparound)
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this.$contractIndex--;
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this.$lastChoice = "02_BACK";
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this._parcelContractsDisplay(false);
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}
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else if (choice === "03_NEXT")
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{
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// increase contract index (parcelContractsDisplay manages wraparound)
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this.$contractIndex++;
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this.$lastChoice = "03_NEXT";
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this._parcelContractsDisplay(false);
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}
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else if (choice === "04_LIST")
|
|
{
|
|
// display the summary page
|
|
this._parcelContractsDisplay(true);
|
|
}
|
|
else if (choice === "05_ACCEPT")
|
|
{
|
|
this._acceptContract();
|
|
// do not leave the setting as accept for the next contract!
|
|
this.$lastChoice = "03_NEXT";
|
|
this._parcelContractsDisplay(false);
|
|
}
|
|
// if we get this far without having called parcelContractsDisplay
|
|
// that means either 'exit' or an unrecognised option was chosen
|
|
}
|
|
|
|
|
|
// move a parcel from the contracts list to the player's ship
|
|
this._acceptContract = function()
|
|
{
|
|
var parcel = this.$parcels[this.$contractIndex];
|
|
|
|
// give the parcel to the player
|
|
player.ship.addParcel(parcel.sender+"'s "+this._formatPackageName(parcel.description),system.ID,parcel.destination,parcel.deadline,parcel.payment);
|
|
|
|
// remove the parcel from the station list
|
|
this.$parcels.splice(this.$contractIndex,1);
|
|
|
|
// update the interface description
|
|
this._updateMainStationInterfacesList();
|
|
}
|
|
|
|
|
|
// removes any expired parcels
|
|
this._validateParcels = function()
|
|
{
|
|
var c = this.$parcels.length-1;
|
|
var removed = false;
|
|
// iterate downwards so we can safely remove as we go
|
|
for (var i=c;i>=0;i--)
|
|
{
|
|
// if the time remaining is less than 1/3 of the estimated
|
|
// delivery time, even in the best case it's probably not
|
|
// going to get there.
|
|
|
|
if (this._timeRemainingSeconds(this.$parcels[i]) < this._timeEstimateSeconds(this.$parcels[i]) / 3)
|
|
{
|
|
// remove it
|
|
this.$parcels.splice(i,1);
|
|
removed = true;
|
|
}
|
|
}
|
|
if (removed)
|
|
{
|
|
// update the interface description if we removed any
|
|
this._updateMainStationInterfacesList();
|
|
}
|
|
}
|
|
|
|
|
|
/* Utility functions */
|
|
|
|
// 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 parcel
|
|
this._timeRemaining = function(parcel)
|
|
{
|
|
return this._formatTravelTime(this._timeRemainingSeconds(parcel));
|
|
}
|
|
|
|
|
|
this._timeRemainingSeconds = function(parcel) {
|
|
return parcel.deadline - clock.seconds;
|
|
}
|
|
|
|
|
|
// gives a text description of a reasonable travel time to deliver this parcel
|
|
this._timeEstimate = function(parcel)
|
|
{
|
|
// allow 30 minutes in each system on the shortest route
|
|
return this._formatTravelTime(this._timeEstimateSeconds(parcel));
|
|
}
|
|
|
|
|
|
this._timeEstimateSeconds = function(parcel)
|
|
{
|
|
return (parcel.route.time * 3600) + (parcel.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-parcels-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-parcels-time-format",{
|
|
"oolite-contracts-parcels-time-format-hours": hours,
|
|
"oolite-contracts-parcels-time-format-days": days,
|
|
"oolite-contracts-parcels-time-format-spare-hours": spareHours
|
|
});
|
|
}
|
|
|
|
// lower-cases the initial letter of the package contents
|
|
this._formatPackageName = function(name) {
|
|
return name.charAt(0).toLowerCase() + name.slice(1);
|
|
}
|
|
|
|
|