feat: Remove wolves, add markets, hospitals, schools, and new citizen types
This commit is contained in:
parent
eba5a0503a
commit
7285fc534b
536
ai.js
Normal file
536
ai.js
Normal file
@ -0,0 +1,536 @@
|
||||
/**********************************************************************
|
||||
* CITIZEN AI
|
||||
**********************************************************************/
|
||||
function updateCitizen(cit) {
|
||||
cit.hunger += HUNGER_INCREMENT;
|
||||
if(cit.hunger > HUNGER_MAX) cit.hunger = HUNGER_MAX;
|
||||
|
||||
if(["chop", "gatherFruit", "build", "treatPatients", "teachStudents", "sellGoods"].includes(cit.task)) {
|
||||
cit.energy -= ENERGY_DECREMENT_WORK;
|
||||
} else if(cit.task === "restAtHouse") {
|
||||
cit.energy += ENERGY_INCREMENT_REST;
|
||||
} else {
|
||||
cit.energy -= 0.0005;
|
||||
}
|
||||
|
||||
if(cit.energy < 0) cit.energy = 0;
|
||||
if(cit.energy > ENERGY_MAX) cit.energy = ENERGY_MAX;
|
||||
|
||||
// Health decreases if hunger is high
|
||||
if(cit.hunger > 80) {
|
||||
cit.health -= 0.01;
|
||||
if(cit.health < 0) cit.health = 0;
|
||||
}
|
||||
|
||||
if(!cit.task) assignNewTask(cit);
|
||||
|
||||
switch(cit.task) {
|
||||
case 'chop': chopTask(cit); break;
|
||||
case 'deliverWood': deliverWoodTask(cit); break;
|
||||
case 'build': buildTask(cit); break;
|
||||
case 'gatherFruit': gatherFruitTask(cit); break;
|
||||
case 'deliverFruit': deliverFruitTask(cit); break;
|
||||
case 'plantFruitTree': plantFruitTreeTask(cit); break;
|
||||
case 'eatAtHouse': eatAtHouseTask(cit); break;
|
||||
case 'restAtHouse': restAtHouseTask(cit); break;
|
||||
case 'treatPatients': treatPatientsTask(cit); break;
|
||||
case 'teachStudents': teachStudentsTask(cit); break;
|
||||
case 'sellGoods': sellGoodsTask(cit); break;
|
||||
case 'visitHospital': visitHospitalTask(cit); break;
|
||||
case 'visitSchool': visitSchoolTask(cit); break;
|
||||
default: randomWander(cit); break;
|
||||
}
|
||||
|
||||
cit.x += cit.vx;
|
||||
cit.y += cit.vy;
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* ANIMAL AI
|
||||
**********************************************************************/
|
||||
function updateAnimal(ani) {
|
||||
if(ani.type === "Rabbit") {
|
||||
updateRabbit(ani);
|
||||
}
|
||||
ani.x += ani.vx;
|
||||
ani.y += ani.vy;
|
||||
if(ani.reproductionCooldown > 0) {
|
||||
ani.reproductionCooldown--;
|
||||
}
|
||||
}
|
||||
|
||||
function updateRabbit(r) {
|
||||
r.hunger += RABBIT_HUNGER_INCREMENT;
|
||||
if(r.hunger >= ANIMAL_HUNGER_MAX) {
|
||||
r.dead = true;
|
||||
logAction("A rabbit starved to death.");
|
||||
return;
|
||||
}
|
||||
// Reproduce
|
||||
if(r.hunger < 50 && r.reproductionCooldown <= 0) {
|
||||
if(Math.random() < RABBIT_REPRO_CHANCE) {
|
||||
spawnBabyAnimal("Rabbit", r.x, r.y);
|
||||
r.reproductionCooldown = RABBIT_REPRO_COOLDOWN;
|
||||
}
|
||||
}
|
||||
if(r.hunger > 50) {
|
||||
let tree = findNearestResourceOfType(r, "FruitTree");
|
||||
if(tree) {
|
||||
moveToward(r, tree.x, tree.y, 0.4);
|
||||
if(distance(r.x, r.y, tree.x, tree.y) < 10) {
|
||||
if(tree.amount > 0) {
|
||||
tree.amount--;
|
||||
r.hunger -= 2;
|
||||
if(r.hunger < 0) r.hunger = 0;
|
||||
if(Math.random() < 0.02) logAction("A rabbit is eating fruit...");
|
||||
}
|
||||
}
|
||||
} else {
|
||||
randomAnimalWander(r);
|
||||
}
|
||||
} else {
|
||||
randomAnimalWander(r);
|
||||
}
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* TASKS & AI LOGIC
|
||||
**********************************************************************/
|
||||
function assignNewTask(cit) {
|
||||
// Check for critical needs first
|
||||
if(cit.hunger >= HUNGER_THRESHOLD) {
|
||||
let houseWithFruit = findHouseWithFruit();
|
||||
if(houseWithFruit) {
|
||||
cit.task = "eatAtHouse";
|
||||
cit.target = houseWithFruit;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if(cit.energy <= ENERGY_THRESHOLD) {
|
||||
let compHouse = findAnyCompletedHouse();
|
||||
if(compHouse) {
|
||||
cit.task = "restAtHouse";
|
||||
cit.target = compHouse;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if(cit.health <= HEALTH_THRESHOLD) {
|
||||
let hospital = findCompletedHospital();
|
||||
if(hospital) {
|
||||
cit.task = "visitHospital";
|
||||
cit.target = hospital;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Profession-specific tasks
|
||||
switch(cit.profession) {
|
||||
case "Builder":
|
||||
builderTasks(cit);
|
||||
break;
|
||||
case "Farmer":
|
||||
farmerTasks(cit);
|
||||
break;
|
||||
case "Merchant":
|
||||
merchantTasks(cit);
|
||||
break;
|
||||
case "Doctor":
|
||||
doctorTasks(cit);
|
||||
break;
|
||||
case "Teacher":
|
||||
teacherTasks(cit);
|
||||
break;
|
||||
default:
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
function builderTasks(cit) {
|
||||
let buildingNeedingWood = buildings.find(b => !b.completed && b.deliveredWood < b.requiredWood);
|
||||
if(buildingNeedingWood) {
|
||||
if(cit.carryingWood > 0) {
|
||||
cit.task = "deliverWood";
|
||||
cit.target = buildingNeedingWood;
|
||||
return;
|
||||
}
|
||||
let tree = findNearestResourceOfType(cit, "Tree");
|
||||
if(tree) {
|
||||
cit.task = "chop";
|
||||
cit.target = tree;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
let buildingToConstruct = buildings.find(b => !b.completed && b.deliveredWood >= b.requiredWood);
|
||||
if(buildingToConstruct) {
|
||||
cit.task = "build";
|
||||
cit.target = buildingToConstruct;
|
||||
return;
|
||||
}
|
||||
|
||||
let anyTree = findNearestResourceOfType(cit, "Tree");
|
||||
if(anyTree) {
|
||||
cit.task = "chop";
|
||||
cit.target = anyTree;
|
||||
return;
|
||||
}
|
||||
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
|
||||
function farmerTasks(cit) {
|
||||
if(cit.carryingFruit > 0) {
|
||||
let houseNeedFruit = findHouseNeedingFruit();
|
||||
if(houseNeedFruit) {
|
||||
cit.task = "deliverFruit";
|
||||
cit.target = houseNeedFruit;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
let fruitTree = findNearestResourceOfType(cit, "FruitTree");
|
||||
if(fruitTree && fruitTree.amount > 0) {
|
||||
cit.task = "gatherFruit";
|
||||
cit.target = fruitTree;
|
||||
return;
|
||||
}
|
||||
|
||||
if(cit.carryingFruit >= FRUIT_PLANT_COST && Math.random() < 0.1) {
|
||||
cit.task = "plantFruitTree";
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
|
||||
function merchantTasks(cit) {
|
||||
let market = findCompletedMarket();
|
||||
if(market) {
|
||||
cit.task = "sellGoods";
|
||||
cit.target = market;
|
||||
return;
|
||||
}
|
||||
|
||||
// If no market, help with gathering resources
|
||||
if(Math.random() < 0.5) {
|
||||
farmerTasks(cit);
|
||||
} else {
|
||||
builderTasks(cit);
|
||||
}
|
||||
}
|
||||
|
||||
function doctorTasks(cit) {
|
||||
let hospital = findCompletedHospital();
|
||||
if(hospital) {
|
||||
cit.task = "treatPatients";
|
||||
cit.target = hospital;
|
||||
return;
|
||||
}
|
||||
|
||||
// If no hospital, help with gathering resources
|
||||
builderTasks(cit);
|
||||
}
|
||||
|
||||
function teacherTasks(cit) {
|
||||
let school = findCompletedSchool();
|
||||
if(school) {
|
||||
cit.task = "teachStudents";
|
||||
cit.target = school;
|
||||
return;
|
||||
}
|
||||
|
||||
// If no school, help with gathering resources
|
||||
builderTasks(cit);
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* NEW TASK HANDLERS
|
||||
**********************************************************************/
|
||||
function treatPatientsTask(cit) {
|
||||
let hospital = cit.target;
|
||||
if(!hospital || !hospital.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
|
||||
moveToward(cit, hospital.x, hospital.y, 0.3);
|
||||
if(distance(cit.x, cit.y, hospital.x, hospital.y) < 20) {
|
||||
// Generate medicine
|
||||
if(frameCount % 100 === 0) {
|
||||
if(hospital.medicine < hospital.maxMedicine) {
|
||||
hospital.medicine++;
|
||||
cityStorage.medicine++;
|
||||
if(Math.random() < 0.1) {
|
||||
logAction(`${cit.name} [Doctor] created medicine at the hospital.`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function teachStudentsTask(cit) {
|
||||
let school = cit.target;
|
||||
if(!school || !school.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
|
||||
moveToward(cit, school.x, school.y, 0.3);
|
||||
if(distance(cit.x, cit.y, school.x, school.y) < 20) {
|
||||
// Generate knowledge
|
||||
if(frameCount % 100 === 0) {
|
||||
if(school.knowledge < school.maxKnowledge) {
|
||||
school.knowledge++;
|
||||
cityStorage.knowledge++;
|
||||
if(Math.random() < 0.1) {
|
||||
logAction(`${cit.name} [Teacher] is teaching at the school.`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function sellGoodsTask(cit) {
|
||||
let market = cit.target;
|
||||
if(!market || !market.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
|
||||
moveToward(cit, market.x, market.y, 0.3);
|
||||
if(distance(cit.x, cit.y, market.x, market.y) < 20) {
|
||||
// Generate income occasionally
|
||||
if(frameCount % 200 === 0 && Math.random() < 0.3) {
|
||||
let income = randInt(5, 15);
|
||||
addMoney(income, "Market sales");
|
||||
if(Math.random() < 0.1) {
|
||||
logAction(`${cit.name} [Merchant] made $${income} at the market.`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function visitHospitalTask(cit) {
|
||||
let hospital = cit.target;
|
||||
if(!hospital || !hospital.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
|
||||
moveToward(cit, hospital.x, hospital.y, 0.4);
|
||||
if(distance(cit.x, cit.y, hospital.x, hospital.y) < 20) {
|
||||
if(hospital.medicine > 0 && cit.health < HEALTH_MAX) {
|
||||
hospital.medicine--;
|
||||
cit.health += 20;
|
||||
if(cit.health > HEALTH_MAX) cit.health = HEALTH_MAX;
|
||||
logAction(`${cit.name} received medical treatment. Health: ${Math.floor(cit.health)}`);
|
||||
}
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
function visitSchoolTask(cit) {
|
||||
let school = cit.target;
|
||||
if(!school || !school.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
|
||||
moveToward(cit, school.x, school.y, 0.4);
|
||||
if(distance(cit.x, cit.y, school.x, school.y) < 20) {
|
||||
if(school.knowledge > 0 && cit.education < EDUCATION_MAX) {
|
||||
school.knowledge--;
|
||||
cit.education += 10;
|
||||
if(cit.education > EDUCATION_MAX) cit.education = EDUCATION_MAX;
|
||||
logAction(`${cit.name} learned at school. Education: ${Math.floor(cit.education)}`);
|
||||
}
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* EXISTING TASK HANDLERS
|
||||
**********************************************************************/
|
||||
function chopTask(cit) {
|
||||
let tree = cit.target;
|
||||
if(!tree || tree.amount <= 0) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, tree.x, tree.y, 0.4);
|
||||
if(distance(cit.x, cit.y, tree.x, tree.y) < 10) {
|
||||
let canGather = cit.carryingCapacity - cit.carryingWood;
|
||||
let toGather = Math.min(1, tree.amount, canGather);
|
||||
tree.amount -= toGather;
|
||||
cit.carryingWood += toGather;
|
||||
if(Math.random() < 0.01) {
|
||||
logAction(`${cit.name}[${cit.profession}] chopping wood...`);
|
||||
}
|
||||
if(cit.carryingWood >= cit.carryingCapacity || tree.amount <= 0) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function deliverWoodTask(cit) {
|
||||
let b = cit.target;
|
||||
if(!b || b.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, b.x, b.y, 0.4);
|
||||
if(distance(cit.x, cit.y, b.x, b.y) < 20) {
|
||||
let needed = b.requiredWood - b.deliveredWood;
|
||||
if(needed > 0 && cit.carryingWood > 0) {
|
||||
let toDeliver = Math.min(cit.carryingWood, needed);
|
||||
b.deliveredWood += toDeliver;
|
||||
cit.carryingWood -= toDeliver;
|
||||
logAction(`${cit.name} delivered ${toDeliver} wood to ${b.buildingType}.`);
|
||||
addMoney(REWARD_DELIVER_WOOD, "deliver wood");
|
||||
}
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
function buildTask(cit) {
|
||||
let b = cit.target;
|
||||
if(!b || b.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, b.x, b.y, 0.3);
|
||||
}
|
||||
|
||||
function gatherFruitTask(cit) {
|
||||
let tree = cit.target;
|
||||
if(!tree || tree.amount <= 0) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, tree.x, tree.y, 0.4);
|
||||
if(distance(cit.x, cit.y, tree.x, tree.y) < 10) {
|
||||
let canGather = cit.carryingCapacity - cit.carryingFruit;
|
||||
let toGather = Math.min(FRUIT_GATHER_RATE, tree.amount, canGather);
|
||||
tree.amount -= toGather;
|
||||
cit.carryingFruit += toGather;
|
||||
cityStorage.food += toGather / 2; // Half goes to city storage
|
||||
if(Math.random() < 0.01) {
|
||||
logAction(`${cit.name} [${cit.profession}] is gathering fruit...`);
|
||||
}
|
||||
if(cit.carryingFruit >= cit.carryingCapacity || tree.amount <= 0) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function deliverFruitTask(cit) {
|
||||
let house = cit.target;
|
||||
if(!house || !house.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, house.x, house.y, 0.4);
|
||||
if(distance(cit.x, cit.y, house.x, house.y) < 20) {
|
||||
let space = house.maxFruit - house.storedFruit;
|
||||
if(space > 0 && cit.carryingFruit > 0) {
|
||||
let toDeliver = Math.min(cit.carryingFruit, space);
|
||||
house.storedFruit += toDeliver;
|
||||
cit.carryingFruit -= toDeliver;
|
||||
logAction(`${cit.name} delivered ${toDeliver} fruit to house.`);
|
||||
}
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
function plantFruitTreeTask(cit) {
|
||||
let px = cit.x + randInt(-50, 50);
|
||||
let py = cit.y + randInt(-50, 50);
|
||||
moveToward(cit, px, py, 0.4);
|
||||
if(distance(cit.x, cit.y, px, py) < 10) {
|
||||
if(cit.carryingFruit >= FRUIT_PLANT_COST) {
|
||||
cit.carryingFruit -= FRUIT_PLANT_COST;
|
||||
resources.push(createResource("FruitTree", px, py, FRUIT_TREE_START_AMOUNT));
|
||||
logAction(`${cit.name}[${cit.profession}] planted a new fruit tree!`);
|
||||
}
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
function eatAtHouseTask(cit) {
|
||||
let house = cit.target;
|
||||
if(!house || !house.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, house.x, house.y, 0.4);
|
||||
if(distance(cit.x, cit.y, house.x, house.y) < 20) {
|
||||
if(house.storedFruit > 0 && cit.hunger > 0) {
|
||||
let amtToEat = 10;
|
||||
let eaten = Math.min(amtToEat, house.storedFruit);
|
||||
house.storedFruit -= eaten;
|
||||
cit.hunger -= eaten;
|
||||
if(cit.hunger < 0) cit.hunger = 0;
|
||||
logAction(`${cit.name} ate ${eaten} fruit. Hunger => ${Math.floor(cit.hunger)}.`);
|
||||
}
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
|
||||
function restAtHouseTask(cit) {
|
||||
let house = cit.target;
|
||||
if(!house || !house.completed) {
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
return;
|
||||
}
|
||||
moveToward(cit, house.x, house.y, 0.4);
|
||||
if(distance(cit.x, cit.y, house.x, house.y) < 20) {
|
||||
if(cit.energy >= ENERGY_MAX - 1) {
|
||||
cit.energy = ENERGY_MAX;
|
||||
cit.task = null;
|
||||
cit.target = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* RANDOM WANDER
|
||||
**********************************************************************/
|
||||
function randomWander(cit) {
|
||||
if(Math.random() < 0.01) {
|
||||
cit.vx = (Math.random() - 0.5) * 0.3;
|
||||
cit.vy = (Math.random() - 0.5) * 0.3;
|
||||
}
|
||||
}
|
||||
|
||||
function randomAnimalWander(a) {
|
||||
if(Math.random() < 0.01) {
|
||||
a.vx = (Math.random() - 0.5) * 0.4;
|
||||
a.vy = (Math.random() - 0.5) * 0.4;
|
||||
}
|
||||
}
|
120
entities.js
Normal file
120
entities.js
Normal file
@ -0,0 +1,120 @@
|
||||
/**********************************************************************
|
||||
* ENTITY DEFINITIONS
|
||||
**********************************************************************/
|
||||
function createCitizen(name, x, y, forcedProfession=null) {
|
||||
// If forcedProfession is provided, use it, otherwise random from PROFESSIONS
|
||||
let profession = forcedProfession
|
||||
? forcedProfession
|
||||
: PROFESSIONS[Math.floor(Math.random() * PROFESSIONS.length)];
|
||||
|
||||
return {
|
||||
name,
|
||||
profession,
|
||||
x, y,
|
||||
vx: (Math.random() - 0.5) * 0.3,
|
||||
vy: (Math.random() - 0.5) * 0.3,
|
||||
color: `hsl(${Math.random() * 360}, 70%, 50%)`,
|
||||
task: null,
|
||||
target: null,
|
||||
carryingWood: 0,
|
||||
carryingFruit: 0,
|
||||
carryingMedicine: 0,
|
||||
carryingCapacity: 10,
|
||||
hunger: 0,
|
||||
energy: ENERGY_MAX,
|
||||
health: HEALTH_MAX,
|
||||
education: 0,
|
||||
hasWeapon: false
|
||||
};
|
||||
}
|
||||
|
||||
function createResource(type, x, y, amount) {
|
||||
return { type, x, y, amount };
|
||||
}
|
||||
|
||||
function createHouseSite(x, y) {
|
||||
return {
|
||||
buildingType: "House",
|
||||
x, y,
|
||||
requiredWood: HOUSE_WOOD_REQUIRED,
|
||||
deliveredWood: 0,
|
||||
buildProgress: 0,
|
||||
completed: false,
|
||||
storedFruit: 0,
|
||||
maxFruit: HOUSE_MAX_FRUIT
|
||||
};
|
||||
}
|
||||
|
||||
function createRoadSite(x1, y1, x2, y2) {
|
||||
const mx = (x1 + x2) / 2;
|
||||
const my = (y1 + y2) / 2;
|
||||
return {
|
||||
buildingType: "Road",
|
||||
x: mx,
|
||||
y: my,
|
||||
x1, y1, x2, y2,
|
||||
requiredWood: ROAD_WOOD_REQUIRED,
|
||||
deliveredWood: 0,
|
||||
buildProgress: 0,
|
||||
completed: false
|
||||
};
|
||||
}
|
||||
|
||||
function createMarketSite(x, y) {
|
||||
return {
|
||||
buildingType: "Market",
|
||||
x, y,
|
||||
requiredWood: MARKET_WOOD_REQUIRED,
|
||||
deliveredWood: 0,
|
||||
buildProgress: 0,
|
||||
completed: false,
|
||||
lastIncomeTime: 0
|
||||
};
|
||||
}
|
||||
|
||||
function createHospitalSite(x, y) {
|
||||
return {
|
||||
buildingType: "Hospital",
|
||||
x, y,
|
||||
requiredWood: HOSPITAL_WOOD_REQUIRED,
|
||||
deliveredWood: 0,
|
||||
buildProgress: 0,
|
||||
completed: false,
|
||||
medicine: 0,
|
||||
maxMedicine: 50
|
||||
};
|
||||
}
|
||||
|
||||
function createSchoolSite(x, y) {
|
||||
return {
|
||||
buildingType: "School",
|
||||
x, y,
|
||||
requiredWood: SCHOOL_WOOD_REQUIRED,
|
||||
deliveredWood: 0,
|
||||
buildProgress: 0,
|
||||
completed: false,
|
||||
knowledge: 0,
|
||||
maxKnowledge: 100
|
||||
};
|
||||
}
|
||||
|
||||
function createAnimal(type, x, y) {
|
||||
let cd = (type === "Rabbit") ? randInt(0, RABBIT_REPRO_COOLDOWN) : 0;
|
||||
return {
|
||||
type,
|
||||
x, y,
|
||||
vx: (Math.random() - 0.5) * 0.4,
|
||||
vy: (Math.random() - 0.5) * 0.4,
|
||||
hunger: 0,
|
||||
dead: false,
|
||||
reproductionCooldown: cd
|
||||
};
|
||||
}
|
||||
|
||||
function spawnBabyAnimal(type, x, y) {
|
||||
const nx = x + randInt(-20, 20);
|
||||
const ny = y + randInt(-20, 20);
|
||||
const baby = createAnimal(type, nx, ny);
|
||||
animals.push(baby);
|
||||
logAction(`A new baby ${type} is born!`);
|
||||
}
|
267
events.js
Normal file
267
events.js
Normal file
@ -0,0 +1,267 @@
|
||||
/**********************************************************************
|
||||
* PAN & ZOOM
|
||||
**********************************************************************/
|
||||
function setupPanZoom() {
|
||||
canvas.addEventListener('mousedown', (e) => {
|
||||
isDragging = true;
|
||||
lastMouseX = e.clientX;
|
||||
lastMouseY = e.clientY;
|
||||
});
|
||||
|
||||
canvas.addEventListener('mouseup', () => { isDragging = false; });
|
||||
canvas.addEventListener('mouseleave', () => { isDragging = false; });
|
||||
|
||||
canvas.addEventListener('mousemove', (e) => {
|
||||
if(isDragging) {
|
||||
let dx = e.clientX - lastMouseX;
|
||||
let dy = e.clientY - lastMouseY;
|
||||
offsetX += dx;
|
||||
offsetY += dy;
|
||||
lastMouseX = e.clientX;
|
||||
lastMouseY = e.clientY;
|
||||
}
|
||||
});
|
||||
|
||||
canvas.addEventListener('wheel', (e) => {
|
||||
e.preventDefault();
|
||||
let zoomSpeed = 0.001;
|
||||
let delta = e.deltaY * zoomSpeed;
|
||||
let oldScale = scale;
|
||||
scale -= delta;
|
||||
if(scale < 0.1) scale = 0.1;
|
||||
if(scale > 5) scale = 5;
|
||||
|
||||
let mouseX = e.clientX - (canvas.width/2 + offsetX);
|
||||
let mouseY = e.clientY - (canvas.height/2 + offsetY);
|
||||
offsetX -= mouseX * (scale - oldScale);
|
||||
offsetY -= mouseY * (scale - oldScale);
|
||||
}, {passive: false});
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* BUY MENU LOGIC
|
||||
**********************************************************************/
|
||||
function setupBuyButtons() {
|
||||
document.getElementById('buyHouseBtn').addEventListener('click', () => {
|
||||
purchaseMode = "House";
|
||||
logAction("Click on map to place a House site.");
|
||||
});
|
||||
|
||||
document.getElementById('buyRoadBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Road";
|
||||
logAction("Click on map to place a Road site.");
|
||||
});
|
||||
|
||||
document.getElementById('buyBuilderBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Builder";
|
||||
logAction("Click on map to place a new Builder citizen.");
|
||||
});
|
||||
|
||||
document.getElementById('buyFarmerBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Farmer";
|
||||
logAction("Click on map to place a new Farmer citizen.");
|
||||
});
|
||||
|
||||
document.getElementById('buyMerchantBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Merchant";
|
||||
logAction("Click on map to place a new Merchant citizen.");
|
||||
});
|
||||
|
||||
document.getElementById('buyDoctorBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Doctor";
|
||||
logAction("Click on map to place a new Doctor citizen.");
|
||||
});
|
||||
|
||||
document.getElementById('buyTeacherBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Teacher";
|
||||
logAction("Click on map to place a new Teacher citizen.");
|
||||
});
|
||||
|
||||
document.getElementById('buyMarketBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Market";
|
||||
logAction("Click on map to place a Market site.");
|
||||
});
|
||||
|
||||
document.getElementById('buyHospitalBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Hospital";
|
||||
logAction("Click on map to place a Hospital site.");
|
||||
});
|
||||
|
||||
document.getElementById('buySchoolBtn').addEventListener('click', () => {
|
||||
purchaseMode = "School";
|
||||
logAction("Click on map to place a School site.");
|
||||
});
|
||||
|
||||
document.getElementById('buySpawnerBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Spawner";
|
||||
logAction("Click on map to place a Spawner building.");
|
||||
});
|
||||
|
||||
document.getElementById('buyTreeBtn').addEventListener('click', () => {
|
||||
purchaseMode = "Tree";
|
||||
logAction("Click on map to place a new Tree.");
|
||||
});
|
||||
|
||||
document.getElementById('toggleLogsBtn').addEventListener('click', (e) => {
|
||||
if(logContainer.style.display === "none") {
|
||||
logContainer.style.display = "block";
|
||||
e.target.textContent = "Hide Logs";
|
||||
} else {
|
||||
logContainer.style.display = "none";
|
||||
e.target.textContent = "Show Logs";
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function setupCanvasClick() {
|
||||
canvas.addEventListener('click', (e) => {
|
||||
if(!purchaseMode) return;
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
let cx = e.clientX - rect.left;
|
||||
let cy = e.clientY - rect.top;
|
||||
let worldX = (cx - (canvas.width/2) - offsetX) / scale;
|
||||
let worldY = (cy - (canvas.height/2) - offsetY) / scale;
|
||||
|
||||
switch(purchaseMode) {
|
||||
case "House":
|
||||
if(money >= COST_HOUSE) {
|
||||
addMoney(-COST_HOUSE, "Buy House");
|
||||
let site = createHouseSite(worldX, worldY);
|
||||
buildings.push(site);
|
||||
logAction(`Purchased House site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy House!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Road":
|
||||
if(money >= COST_ROAD) {
|
||||
addMoney(-COST_ROAD, "Buy Road");
|
||||
// For simplicity, we create a short horizontal road
|
||||
let site = createRoadSite(worldX-50, worldY, worldX+50, worldY);
|
||||
buildings.push(site);
|
||||
logAction(`Purchased Road site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Road!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Market":
|
||||
if(money >= COST_MARKET) {
|
||||
addMoney(-COST_MARKET, "Buy Market");
|
||||
let site = createMarketSite(worldX, worldY);
|
||||
buildings.push(site);
|
||||
logAction(`Purchased Market site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Market!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Hospital":
|
||||
if(money >= COST_HOSPITAL) {
|
||||
addMoney(-COST_HOSPITAL, "Buy Hospital");
|
||||
let site = createHospitalSite(worldX, worldY);
|
||||
buildings.push(site);
|
||||
logAction(`Purchased Hospital site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Hospital!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "School":
|
||||
if(money >= COST_SCHOOL) {
|
||||
addMoney(-COST_SCHOOL, "Buy School");
|
||||
let site = createSchoolSite(worldX, worldY);
|
||||
buildings.push(site);
|
||||
logAction(`Purchased School site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy School!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Builder":
|
||||
if(money >= COST_BUILDER) {
|
||||
addMoney(-COST_BUILDER, "Buy Builder");
|
||||
let c = createCitizen(randomName(), worldX, worldY, "Builder");
|
||||
citizens.push(c);
|
||||
logAction(`Purchased new Builder @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Builder!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Farmer":
|
||||
if(money >= COST_FARMER) {
|
||||
addMoney(-COST_FARMER, "Buy Farmer");
|
||||
let c = createCitizen(randomName(), worldX, worldY, "Farmer");
|
||||
citizens.push(c);
|
||||
logAction(`Purchased new Farmer @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Farmer!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Merchant":
|
||||
if(money >= COST_MERCHANT) {
|
||||
addMoney(-COST_MERCHANT, "Buy Merchant");
|
||||
let c = createCitizen(randomName(), worldX, worldY, "Merchant");
|
||||
citizens.push(c);
|
||||
logAction(`Purchased new Merchant @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Merchant!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Doctor":
|
||||
if(money >= COST_DOCTOR) {
|
||||
addMoney(-COST_DOCTOR, "Buy Doctor");
|
||||
let c = createCitizen(randomName(), worldX, worldY, "Doctor");
|
||||
citizens.push(c);
|
||||
logAction(`Purchased new Doctor @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Doctor!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Teacher":
|
||||
if(money >= COST_TEACHER) {
|
||||
addMoney(-COST_TEACHER, "Buy Teacher");
|
||||
let c = createCitizen(randomName(), worldX, worldY, "Teacher");
|
||||
citizens.push(c);
|
||||
logAction(`Purchased new Teacher @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Teacher!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Spawner":
|
||||
if(money >= COST_SPAWNER) {
|
||||
addMoney(-COST_SPAWNER, "Buy Spawner");
|
||||
let spawnBuild = {
|
||||
buildingType: "Spawner",
|
||||
x: worldX, y: worldY,
|
||||
completed: true,
|
||||
lastSpawnTime: frameCount
|
||||
};
|
||||
buildings.push(spawnBuild);
|
||||
logAction(`Purchased Spawner @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Spawner!");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Tree":
|
||||
if(money >= COST_TREE) {
|
||||
addMoney(-COST_TREE, "Buy Tree");
|
||||
let t = createResource("Tree", worldX, worldY, 100);
|
||||
resources.push(t);
|
||||
logAction(`Purchased a new Tree @(${Math.floor(worldX)},${Math.floor(worldY)})`);
|
||||
} else {
|
||||
logAction("Not enough money to buy Tree!");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
purchaseMode = null;
|
||||
});
|
||||
}
|
215
game.js
Normal file
215
game.js
Normal file
@ -0,0 +1,215 @@
|
||||
/**********************************************************************
|
||||
* GAME CORE
|
||||
**********************************************************************/
|
||||
let frameCount = 0;
|
||||
let money = 5000; // Start with 5000
|
||||
let purchaseMode = null;
|
||||
|
||||
// Shared city storage (wood, etc.)
|
||||
const cityStorage = {
|
||||
wood: 0,
|
||||
food: 0,
|
||||
medicine: 0,
|
||||
knowledge: 0
|
||||
};
|
||||
|
||||
// Arrays
|
||||
let resources = []; // Trees, FruitTrees
|
||||
let buildings = []; // House, Road, Market, Hospital, School
|
||||
let citizens = [];
|
||||
let animals = [];
|
||||
|
||||
/**********************************************************************
|
||||
* COSTS & EARNINGS
|
||||
**********************************************************************/
|
||||
const COST_HOUSE = 300;
|
||||
const COST_ROAD = 150;
|
||||
const COST_BUILDER = 100;
|
||||
const COST_FARMER = 100;
|
||||
const COST_MERCHANT = 150;
|
||||
const COST_DOCTOR = 200;
|
||||
const COST_TEACHER = 180;
|
||||
const COST_MARKET = 400;
|
||||
const COST_HOSPITAL = 500;
|
||||
const COST_SCHOOL = 450;
|
||||
const COST_SPAWNER = 500;
|
||||
const COST_TREE = 50;
|
||||
|
||||
// Earn money
|
||||
const REWARD_DELIVER_WOOD = 5;
|
||||
const REWARD_BUILD_COMPLETE = 20;
|
||||
const REWARD_MARKET_INCOME = 15;
|
||||
const REWARD_EDUCATION = 10;
|
||||
|
||||
/**********************************************************************
|
||||
* STATS & CONSTANTS
|
||||
**********************************************************************/
|
||||
// Hunger & energy
|
||||
const HUNGER_MAX = 100;
|
||||
const ENERGY_MAX = 100;
|
||||
const HEALTH_MAX = 100;
|
||||
const EDUCATION_MAX = 100;
|
||||
|
||||
const HUNGER_INCREMENT = 0.005;
|
||||
const ENERGY_DECREMENT_WORK = 0.02;
|
||||
const ENERGY_INCREMENT_REST = 0.05;
|
||||
const HUNGER_THRESHOLD = 50;
|
||||
const ENERGY_THRESHOLD = 30;
|
||||
const HEALTH_THRESHOLD = 40;
|
||||
|
||||
// Trees
|
||||
const FRUIT_TREE_START_AMOUNT = 20;
|
||||
const FRUIT_GATHER_RATE = 1;
|
||||
const FRUIT_PLANT_COST = 1;
|
||||
|
||||
// House & Road
|
||||
const HOUSE_WOOD_REQUIRED = 50;
|
||||
const HOUSE_BUILD_RATE = 0.2;
|
||||
const HOUSE_MAX_FRUIT = 30;
|
||||
|
||||
const ROAD_WOOD_REQUIRED = 10;
|
||||
const ROAD_BUILD_RATE = 0.3;
|
||||
|
||||
// Market, Hospital, School
|
||||
const MARKET_WOOD_REQUIRED = 60;
|
||||
const MARKET_BUILD_RATE = 0.15;
|
||||
|
||||
const HOSPITAL_WOOD_REQUIRED = 70;
|
||||
const HOSPITAL_BUILD_RATE = 0.1;
|
||||
|
||||
const SCHOOL_WOOD_REQUIRED = 65;
|
||||
const SCHOOL_BUILD_RATE = 0.12;
|
||||
|
||||
// Professions
|
||||
const PROFESSIONS = ["Farmer", "Builder", "Merchant", "Doctor", "Teacher"];
|
||||
|
||||
// Rabbits
|
||||
const STARTING_RABBITS = 10;
|
||||
const RABBIT_HUNGER_INCREMENT = 0.003;
|
||||
const RABBIT_REPRO_COOLDOWN = 3000;
|
||||
const RABBIT_REPRO_CHANCE = 0.0005;
|
||||
|
||||
/**********************************************************************
|
||||
* INIT WORLD
|
||||
**********************************************************************/
|
||||
function initWorld() {
|
||||
// Normal trees
|
||||
for(let i=0; i<15; i++) {
|
||||
resources.push(createResource("Tree", randInt(-1000,1000), randInt(-1000,1000), 100));
|
||||
}
|
||||
// Fruit trees
|
||||
for(let i=0; i<10; i++) {
|
||||
resources.push(createResource("FruitTree", randInt(-1000,1000), randInt(-1000,1000), FRUIT_TREE_START_AMOUNT));
|
||||
}
|
||||
|
||||
// Start with 1 citizen => always a "Builder"
|
||||
let c = createCitizen(randomName(), randInt(-200,200), randInt(-200,200), "Builder");
|
||||
citizens.push(c);
|
||||
logAction(`Initial Citizen joined: ${c.name} [Builder]`);
|
||||
|
||||
// Spawn some rabbits
|
||||
for(let i=0; i<STARTING_RABBITS; i++) {
|
||||
animals.push(createAnimal("Rabbit", randInt(-1000,1000), randInt(-1000,1000)));
|
||||
}
|
||||
|
||||
requestAnimationFrame(update);
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* UPDATE LOOP
|
||||
**********************************************************************/
|
||||
function update() {
|
||||
frameCount++;
|
||||
|
||||
// Citizens
|
||||
citizens.forEach((cit) => updateCitizen(cit));
|
||||
|
||||
// Animals
|
||||
animals.forEach((ani) => {
|
||||
if(!ani.dead) updateAnimal(ani);
|
||||
});
|
||||
animals = animals.filter(a => !a.dead);
|
||||
|
||||
// Automatic new citizen every 3000 frames
|
||||
if(frameCount % 3000 === 0) {
|
||||
let baby = createCitizen(randomName(), randInt(-200,200), randInt(-200,200));
|
||||
citizens.push(baby);
|
||||
logAction(`A new citizen is born: ${baby.name} [${baby.profession}]`);
|
||||
}
|
||||
|
||||
// Buildings
|
||||
buildings.forEach((b) => {
|
||||
if(!b.completed && b.deliveredWood >= b.requiredWood) {
|
||||
let buildRate;
|
||||
switch(b.buildingType) {
|
||||
case "Road": buildRate = ROAD_BUILD_RATE; break;
|
||||
case "House": buildRate = HOUSE_BUILD_RATE; break;
|
||||
case "Market": buildRate = MARKET_BUILD_RATE; break;
|
||||
case "Hospital": buildRate = HOSPITAL_BUILD_RATE; break;
|
||||
case "School": buildRate = SCHOOL_BUILD_RATE; break;
|
||||
default: buildRate = HOUSE_BUILD_RATE;
|
||||
}
|
||||
|
||||
b.buildProgress += buildRate;
|
||||
if(b.buildProgress >= 100) {
|
||||
b.completed = true;
|
||||
addMoney(REWARD_BUILD_COMPLETE, `Complete ${b.buildingType}`);
|
||||
if(b.buildingType === "House") {
|
||||
logAction(`A new House completed @(${Math.floor(b.x)},${Math.floor(b.y)})!`);
|
||||
maybeBuildRoad(b);
|
||||
} else if(b.buildingType === "Road") {
|
||||
logAction(`A Road has been completed!`);
|
||||
} else if(b.buildingType === "Market") {
|
||||
logAction(`A Market has been completed! Will generate income.`);
|
||||
} else if(b.buildingType === "Hospital") {
|
||||
logAction(`A Hospital has been completed! Citizens can heal here.`);
|
||||
} else if(b.buildingType === "School") {
|
||||
logAction(`A School has been completed! Citizens can learn here.`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Special building functions
|
||||
if(b.completed) {
|
||||
if(b.buildingType === "Market" && frameCount % 500 === 0) {
|
||||
addMoney(REWARD_MARKET_INCOME, "Market income");
|
||||
}
|
||||
if(b.buildingType === "School" && frameCount % 800 === 0) {
|
||||
addMoney(REWARD_EDUCATION, "Education benefits");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
drawWorld();
|
||||
updateHUD();
|
||||
requestAnimationFrame(update);
|
||||
}
|
||||
|
||||
function updateHUD() {
|
||||
// Update money and citizen count
|
||||
moneyDisplay.textContent = `Money: $${money}`;
|
||||
citizenCountDisplay.textContent = `Citizens: ${citizens.length}`;
|
||||
|
||||
// Update resource counts
|
||||
woodDisplay.textContent = `Wood: ${cityStorage.wood}`;
|
||||
foodDisplay.textContent = `Food: ${cityStorage.food}`;
|
||||
medicineDisplay.textContent = `Medicine: ${cityStorage.medicine}`;
|
||||
knowledgeDisplay.textContent = `Knowledge: ${cityStorage.knowledge}`;
|
||||
|
||||
// Update building counts
|
||||
const houseCount = buildings.filter(b => b.buildingType === "House" && b.completed).length;
|
||||
const marketCount = buildings.filter(b => b.buildingType === "Market" && b.completed).length;
|
||||
const hospitalCount = buildings.filter(b => b.buildingType === "Hospital" && b.completed).length;
|
||||
const schoolCount = buildings.filter(b => b.buildingType === "School" && b.completed).length;
|
||||
|
||||
buildingCountsDisplay.textContent = `Buildings: 🏠${houseCount} 🏪${marketCount} 🏥${hospitalCount} 🏫${schoolCount}`;
|
||||
|
||||
// Update profession counts
|
||||
const builderCount = citizens.filter(c => c.profession === "Builder").length;
|
||||
const farmerCount = citizens.filter(c => c.profession === "Farmer").length;
|
||||
const merchantCount = citizens.filter(c => c.profession === "Merchant").length;
|
||||
const doctorCount = citizens.filter(c => c.profession === "Doctor").length;
|
||||
const teacherCount = citizens.filter(c => c.profession === "Teacher").length;
|
||||
|
||||
professionCountsDisplay.textContent = `Citizens: 👷${builderCount} 🌾${farmerCount} 💰${merchantCount} 💉${doctorCount} 📚${teacherCount}`;
|
||||
}
|
1249
index.html
1249
index.html
File diff suppressed because it is too large
Load Diff
310
render.js
Normal file
310
render.js
Normal file
@ -0,0 +1,310 @@
|
||||
/**********************************************************************
|
||||
* RENDER
|
||||
**********************************************************************/
|
||||
function drawWorld() {
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
||||
drawGrid();
|
||||
|
||||
// resources
|
||||
resources.forEach((res) => drawResource(res));
|
||||
|
||||
// roads
|
||||
buildings.filter(b => b.buildingType === "Road").forEach(b => drawRoad(b));
|
||||
|
||||
// buildings
|
||||
buildings.filter(b => b.buildingType === "House").forEach(b => drawHouse(b));
|
||||
buildings.filter(b => b.buildingType === "Market").forEach(b => drawMarket(b));
|
||||
buildings.filter(b => b.buildingType === "Hospital").forEach(b => drawHospital(b));
|
||||
buildings.filter(b => b.buildingType === "School").forEach(b => drawSchool(b));
|
||||
|
||||
// city storage
|
||||
drawCityStorage();
|
||||
|
||||
// citizens
|
||||
citizens.forEach((cit) => drawCitizen(cit));
|
||||
|
||||
// animals
|
||||
animals.forEach((ani) => {
|
||||
if(!ani.dead) drawAnimal(ani);
|
||||
});
|
||||
}
|
||||
|
||||
function drawGrid() {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
ctx.strokeStyle = "#ccc";
|
||||
ctx.lineWidth = 1/scale;
|
||||
let range = 2000;
|
||||
for(let x = -range; x <= range; x += 100) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x, -range);
|
||||
ctx.lineTo(x, range);
|
||||
ctx.stroke();
|
||||
}
|
||||
for(let y = -range; y <= range; y += 100) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(-range, y);
|
||||
ctx.lineTo(range, y);
|
||||
ctx.stroke();
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawResource(res) {
|
||||
if(res.amount <= 0) return;
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(res.type === "Tree") {
|
||||
ctx.fillStyle = "#228B22";
|
||||
ctx.beginPath();
|
||||
ctx.arc(res.x, res.y, 10, 0, Math.PI*2);
|
||||
ctx.fill();
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText(`Tree(${res.amount})`, res.x-20, res.y-12);
|
||||
} else {
|
||||
ctx.fillStyle = "#FF6347";
|
||||
ctx.beginPath();
|
||||
ctx.arc(res.x, res.y, 10, 0, Math.PI*2);
|
||||
ctx.fill();
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText(`Fruit(${res.amount})`, res.x-25, res.y-12);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawHouse(b) {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(!b.completed) {
|
||||
ctx.strokeStyle = "#FF8C00";
|
||||
ctx.lineWidth = 2/scale;
|
||||
ctx.strokeRect(b.x-15, b.y-15, 30, 30);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText(`House(Bldg)`, b.x-30, b.y-25);
|
||||
ctx.fillText(`Wood:${b.deliveredWood}/${b.requiredWood}`, b.x-30, b.y+30);
|
||||
ctx.fillText(`Progress:${Math.floor(b.buildProgress)}%`, b.x-30, b.y+42);
|
||||
} else {
|
||||
ctx.fillStyle = "#DAA520";
|
||||
ctx.fillRect(b.x-15, b.y-15, 30, 30);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText("House", b.x-15, b.y-20);
|
||||
ctx.fillText(`Fruit:${b.storedFruit}/${b.maxFruit}`, b.x-25, b.y+32);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawMarket(b) {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(!b.completed) {
|
||||
ctx.strokeStyle = "#4682B4";
|
||||
ctx.lineWidth = 2/scale;
|
||||
ctx.strokeRect(b.x-20, b.y-20, 40, 40);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText(`Market(Bldg)`, b.x-30, b.y-25);
|
||||
ctx.fillText(`Wood:${b.deliveredWood}/${b.requiredWood}`, b.x-30, b.y+30);
|
||||
ctx.fillText(`Progress:${Math.floor(b.buildProgress)}%`, b.x-30, b.y+42);
|
||||
} else {
|
||||
ctx.fillStyle = "#4682B4";
|
||||
ctx.fillRect(b.x-20, b.y-20, 40, 40);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText("Market", b.x-15, b.y-25);
|
||||
ctx.fillText("💰", b.x-5, b.y+5);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawHospital(b) {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(!b.completed) {
|
||||
ctx.strokeStyle = "#FF6347";
|
||||
ctx.lineWidth = 2/scale;
|
||||
ctx.strokeRect(b.x-20, b.y-20, 40, 40);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText(`Hospital(Bldg)`, b.x-35, b.y-25);
|
||||
ctx.fillText(`Wood:${b.deliveredWood}/${b.requiredWood}`, b.x-30, b.y+30);
|
||||
ctx.fillText(`Progress:${Math.floor(b.buildProgress)}%`, b.x-30, b.y+42);
|
||||
} else {
|
||||
ctx.fillStyle = "#FF6347";
|
||||
ctx.fillRect(b.x-20, b.y-20, 40, 40);
|
||||
|
||||
ctx.fillStyle = "#fff";
|
||||
ctx.font = "20px sans-serif";
|
||||
ctx.fillText("🏥", b.x-10, b.y+5);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText("Hospital", b.x-20, b.y-25);
|
||||
ctx.fillText(`Med:${b.medicine}/${b.maxMedicine}`, b.x-25, b.y+32);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawSchool(b) {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(!b.completed) {
|
||||
ctx.strokeStyle = "#9370DB";
|
||||
ctx.lineWidth = 2/scale;
|
||||
ctx.strokeRect(b.x-20, b.y-20, 40, 40);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText(`School(Bldg)`, b.x-30, b.y-25);
|
||||
ctx.fillText(`Wood:${b.deliveredWood}/${b.requiredWood}`, b.x-30, b.y+30);
|
||||
ctx.fillText(`Progress:${Math.floor(b.buildProgress)}%`, b.x-30, b.y+42);
|
||||
} else {
|
||||
ctx.fillStyle = "#9370DB";
|
||||
ctx.fillRect(b.x-20, b.y-20, 40, 40);
|
||||
|
||||
ctx.fillStyle = "#fff";
|
||||
ctx.font = "20px sans-serif";
|
||||
ctx.fillText("📚", b.x-10, b.y+5);
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
ctx.fillText("School", b.x-15, b.y-25);
|
||||
ctx.fillText(`Know:${b.knowledge}/${b.maxKnowledge}`, b.x-30, b.y+32);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawRoad(b) {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(!b.completed) {
|
||||
ctx.setLineDash([5, 5]);
|
||||
ctx.strokeStyle = "#888";
|
||||
} else {
|
||||
ctx.setLineDash([]);
|
||||
ctx.strokeStyle = "#444";
|
||||
}
|
||||
ctx.lineWidth = 2/scale;
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(b.x1, b.y1);
|
||||
ctx.lineTo(b.x2, b.y2);
|
||||
ctx.stroke();
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "12px sans-serif";
|
||||
if(!b.completed) {
|
||||
ctx.fillText(`Road(Bldg) ${Math.floor(b.buildProgress)}%`, b.x, b.y-15);
|
||||
ctx.fillText(`Wood:${b.deliveredWood}/${b.requiredWood}`, b.x-20, b.y+15);
|
||||
} else {
|
||||
ctx.fillText("Road", b.x-10, b.y-5);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawCityStorage() {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
// Draw city center
|
||||
ctx.fillStyle = "#333";
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, 15, 0, Math.PI*2);
|
||||
ctx.fill();
|
||||
|
||||
ctx.fillStyle = "#fff";
|
||||
ctx.font = "16px sans-serif";
|
||||
ctx.fillText("🏛️", -8, 5);
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawCitizen(c) {
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
ctx.fillStyle = c.color;
|
||||
ctx.beginPath();
|
||||
ctx.arc(c.x, c.y, 7, 0, Math.PI*2);
|
||||
ctx.fill();
|
||||
|
||||
// Profession icon
|
||||
let icon = "👤";
|
||||
switch(c.profession) {
|
||||
case "Builder": icon = "👷"; break;
|
||||
case "Farmer": icon = "🌾"; break;
|
||||
case "Merchant": icon = "💰"; break;
|
||||
case "Doctor": icon = "💉"; break;
|
||||
case "Teacher": icon = "📚"; break;
|
||||
}
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "10px sans-serif";
|
||||
ctx.fillText(`${c.name} ${icon}`, c.x+10, c.y-2);
|
||||
|
||||
// Show stats
|
||||
let stats = `W:${c.carryingWood} F:${c.carryingFruit} H:${Math.floor(c.hunger)} E:${Math.floor(c.energy)}`;
|
||||
if (c.profession === "Doctor") {
|
||||
stats += ` M:${c.carryingMedicine}`;
|
||||
}
|
||||
if (c.health < HEALTH_MAX) {
|
||||
stats += ` ❤️:${Math.floor(c.health)}`;
|
||||
}
|
||||
if (c.education > 0) {
|
||||
stats += ` 📖:${Math.floor(c.education)}`;
|
||||
}
|
||||
|
||||
ctx.fillText(stats, c.x+10, c.y+10);
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
function drawAnimal(a) {
|
||||
if(a.dead) return;
|
||||
ctx.save();
|
||||
ctx.translate(canvas.width/2 + offsetX, canvas.height/2 + offsetY);
|
||||
ctx.scale(scale, scale);
|
||||
|
||||
if(a.type === "Rabbit") {
|
||||
ctx.fillStyle = "#999";
|
||||
ctx.beginPath();
|
||||
ctx.arc(a.x, a.y, 6, 0, Math.PI*2);
|
||||
ctx.fill();
|
||||
|
||||
ctx.fillStyle = "#000";
|
||||
ctx.font = "10px sans-serif";
|
||||
ctx.fillText("🐰", a.x+8, a.y+3);
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
177
utils.js
Normal file
177
utils.js
Normal file
@ -0,0 +1,177 @@
|
||||
/**********************************************************************
|
||||
* LOGGING & MONEY
|
||||
**********************************************************************/
|
||||
function logAction(text) {
|
||||
const entry = document.createElement('div');
|
||||
entry.className = 'log-entry';
|
||||
entry.textContent = text;
|
||||
logContainer.appendChild(entry);
|
||||
logContainer.scrollTop = logContainer.scrollHeight;
|
||||
}
|
||||
|
||||
function addMoney(amount, reason="") {
|
||||
money += amount;
|
||||
if(money < 0) money = 0;
|
||||
updateMoneyDisplay();
|
||||
if(reason) {
|
||||
logAction(`Money ${amount >= 0 ? '+' : ''}$${amount} from ${reason}. Total=$${money}`);
|
||||
}
|
||||
}
|
||||
|
||||
function updateMoneyDisplay() {
|
||||
moneyDisplay.textContent = `Money: $${money}`;
|
||||
citizenCountDisplay.textContent = `Citizens: ${citizens.length}`;
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* RANDOM UTILS
|
||||
**********************************************************************/
|
||||
const firstNames = ["Al", "Bea", "Cal", "Dee", "Eve", "Fay", "Gil", "Hal", "Ian", "Joy",
|
||||
"Kay", "Lee", "Max", "Ned", "Oda", "Pam", "Ray", "Sue", "Tim", "Ula",
|
||||
"Vic", "Wyn", "Xan", "Yel", "Zed"];
|
||||
const lastNames = ["Apple", "Berry", "Cherry", "Delta", "Echo", "Flint", "Gran", "Hills",
|
||||
"Iris", "Jones", "Knight", "Lemon", "Myer", "Noble", "Olson", "Prime",
|
||||
"Quartz", "Row", "Smith", "Turn", "Umbra", "Vale", "Wick", "Xeno", "Yolk", "Zoom"];
|
||||
|
||||
function randomName() {
|
||||
const f = firstNames[Math.floor(Math.random() * firstNames.length)];
|
||||
const l = lastNames[Math.floor(Math.random() * lastNames.length)];
|
||||
return `${f} ${l}`;
|
||||
}
|
||||
|
||||
function randInt(min, max) {
|
||||
return Math.floor(Math.random() * (max - min)) + min;
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* MOVE & DISTANCE
|
||||
**********************************************************************/
|
||||
function moveToward(obj, tx, ty, speed=0.4) {
|
||||
let dx = tx - obj.x;
|
||||
let dy = ty - obj.y;
|
||||
let dist = Math.sqrt(dx*dx + dy*dy);
|
||||
if(dist > 1) {
|
||||
obj.vx = (dx/dist) * speed;
|
||||
obj.vy = (dy/dist) * speed;
|
||||
} else {
|
||||
obj.vx = 0;
|
||||
obj.vy = 0;
|
||||
}
|
||||
}
|
||||
|
||||
function distance(x1, y1, x2, y2) {
|
||||
let dx = x2 - x1;
|
||||
let dy = y2 - y1;
|
||||
return Math.sqrt(dx*dx + dy*dy);
|
||||
}
|
||||
|
||||
function knockback(ent, tx, ty, dist) {
|
||||
let dx = ent.x - tx;
|
||||
let dy = ent.y - ty;
|
||||
let length = Math.sqrt(dx*dx + dy*dy);
|
||||
if(length > 0.1) {
|
||||
ent.x += (dx/length) * dist;
|
||||
ent.y += (dy/length) * dist;
|
||||
}
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* FINDERS
|
||||
**********************************************************************/
|
||||
function findNearestResourceOfType(ref, rtype) {
|
||||
let best = null;
|
||||
let bestD = Infinity;
|
||||
resources.forEach((res) => {
|
||||
if(res.type === rtype && res.amount > 0) {
|
||||
let d = distance(ref.x, ref.y, res.x, res.y);
|
||||
if(d < bestD) {
|
||||
bestD = d;
|
||||
best = res;
|
||||
}
|
||||
}
|
||||
});
|
||||
return best;
|
||||
}
|
||||
|
||||
function findNearestAnimalOfType(me, targetType) {
|
||||
let best = null;
|
||||
let bestD = Infinity;
|
||||
animals.forEach((a) => {
|
||||
if(a.type === targetType && !a.dead && a !== me) {
|
||||
let d = distance(me.x, me.y, a.x, a.y);
|
||||
if(d < bestD) {
|
||||
bestD = d;
|
||||
best = a;
|
||||
}
|
||||
}
|
||||
});
|
||||
return best;
|
||||
}
|
||||
|
||||
function findHouseWithFruit() {
|
||||
return buildings.find(b => b.buildingType === "House" && b.completed && b.storedFruit > 0);
|
||||
}
|
||||
|
||||
function findAnyCompletedHouse() {
|
||||
return buildings.find(b => b.buildingType === "House" && b.completed);
|
||||
}
|
||||
|
||||
function findHouseNeedingFruit() {
|
||||
return buildings.find(b => b.buildingType === "House" && b.completed && b.storedFruit < b.maxFruit);
|
||||
}
|
||||
|
||||
function findCompletedMarket() {
|
||||
return buildings.find(b => b.buildingType === "Market" && b.completed);
|
||||
}
|
||||
|
||||
function findCompletedHospital() {
|
||||
return buildings.find(b => b.buildingType === "Hospital" && b.completed);
|
||||
}
|
||||
|
||||
function findCompletedSchool() {
|
||||
return buildings.find(b => b.buildingType === "School" && b.completed);
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* ROAD BUILDING WHEN HOUSE COMPLETES
|
||||
**********************************************************************/
|
||||
function maybeBuildRoad(newHouse) {
|
||||
let otherHouses = buildings.filter(b => b.buildingType === "House" && b.completed && b !== newHouse);
|
||||
if(otherHouses.length === 0) return;
|
||||
|
||||
let nearest = null;
|
||||
let minD = Infinity;
|
||||
otherHouses.forEach((oh) => {
|
||||
let d = distance(newHouse.x, newHouse.y, oh.x, oh.y);
|
||||
if(d < minD) {
|
||||
minD = d;
|
||||
nearest = oh;
|
||||
}
|
||||
});
|
||||
|
||||
if(!nearest) return;
|
||||
let road = createRoadSite(newHouse.x, newHouse.y, nearest.x, nearest.y);
|
||||
buildings.push(road);
|
||||
logAction(`A Road site created between House@(${Math.floor(newHouse.x)},${Math.floor(newHouse.y)}) & House@(${Math.floor(nearest.x)},${Math.floor(nearest.y)}).`);
|
||||
}
|
||||
|
||||
/**********************************************************************
|
||||
* DEPOSIT WOOD LOGIC
|
||||
**********************************************************************/
|
||||
function depositWoodToStorage(cit) {
|
||||
let buildingNeedingWood = buildings.find(b => !b.completed && b.deliveredWood < b.requiredWood);
|
||||
if(cit.carryingWood > 0 && !buildingNeedingWood) {
|
||||
// deposit wood to city center (0,0)
|
||||
let d = distance(cit.x, cit.y, 0, 0);
|
||||
if(d < 20) {
|
||||
cityStorage.wood += cit.carryingWood;
|
||||
logAction(`${cit.name} deposited ${cit.carryingWood} wood into city storage.`);
|
||||
cit.carryingWood = 0;
|
||||
return true;
|
||||
} else {
|
||||
moveToward(cit, 0, 0, 0.4);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user