const Biome = { WATER_DEEP: { acceptStructure:false, movements:['swim'], affinities:[('water',0.8),('dark',0.2)], name: 'Eau Profonde', winterColor: '#3D5A80', fallColor: '#3D5A80', summerColor: '#3D5A80', autumnColor: '#3D5A80',maxElevation:-1,minElevation:-4 }, WATER_SHALLOW: { acceptStructure:false,movements:['swim','ride','navigate','fly'], affinities:[('water',0.8),('life',0.2)],name: 'Eau Peu Profonde', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8',maxElevation:1,minElevation:-2 }, BEACH: { acceptStructure:true, movements:['walk','ride','fly'],affinities:[('sand',0.8),('water',0.2)],name: 'Sable', winterColor: '#E9D9A1', fallColor: '#E9D9A1', summerColor: '#E9D9A1', autumnColor: '#E9D9A1',maxElevation:2 ,minElevation:0 }, GRASSLAND: { acceptStructure:true, movements:['walk','ride','fly'],affinities:[('life',0.6),('earth',0.2)],name: 'Plaine', winterColor: '#ecf1e3ff', fallColor: '#98C159', summerColor: '#a5a450ff', autumnColor: '#455e21ff',maxElevation:3,minElevation:-1 }, FOREST: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('wood',0.6),('earth',0.4)], name: 'Forêt', winterColor: '#92ac83ff', fallColor: '#21a32cff', summerColor: '#6A994E', autumnColor: '#b88a28ff',maxElevation:3,minElevation:0 }, ENCHANTED_FOREST: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('wood',0.8),('dark',0.2)('life',0.2)], name: 'Forêt Enchantée', winterColor: '#7B6094', fallColor: '#7B6094', summerColor: '#7B6094', autumnColor: '#7B6094',maxElevation:3,minElevation:0 }, MOUNTAIN: { acceptStructure:false, movements:['climb','fly'],affinities:[('rock',0.6),('wind',0.4)],name: 'Montagne', winterColor: '#F7F7F7', fallColor: '#A9A9A9', summerColor: '#A9A9A9', autumnColor: '#A9A9A9',maxElevation:4,minElevation:3 }, SNOWLAND: { acceptStructure:true,movements:['walk','ride','fly'], affinities:[('ice',0.8),('earth',0.2)],name: 'Toundra', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7',maxElevation:2,minElevation:-1 }, SNOWMOUNTAIN: { acceptStructure:false, movements:['climb','fly'],affinities:[('ice',0.4),('rock',0.4),('wind',0.2)],name: 'Mont enneigé', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7',maxElevation:4,minElevation:3 }, DESERT: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('sand',0.8),('life',0.1),('fire',0.1)], name: 'Désert', winterColor: '#D4A373', fallColor: '#D4A373', summerColor: '#D4A373', autumnColor: '#D4A373',maxElevation:2,minElevation:0 }, RIVER: { acceptStructure:false,movements:['navigate','swim','fly'],affinities:[('water',0.6),('earth',0.2),('life',0.2)],name: 'Rivière', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8',maxElevation:2,minElevation:-2 }, SWAMP: { acceptStructure:false, movements:['fly'],affinities:[('water',0.6),('earth',0.2),('dark',0.2)],name: 'Marais', winterColor: '#0b2e10ff', fallColor: '#0b2e10ff', summerColor: '#0b2e10ff', autumnColor: '#0b2e10ff',maxElevation:1,minElevation:-1 } } const Affinities = ['water','fire','sand','rock','dark','life','ice','wood','wind','metal','time','space','lava','light','spirit'] const Slot = ['head','body','leg','foot','right-hand','left-hand','two-hands','finger1','finger2','neck','purse','backpack','belt1','belt2'] const ItemType = {lightWeapon:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true}, heavyWeapon:{slot:('two-hands','backpack'),soul:true,enchant:true}, heavyArmor:{slot:('body','backpack'),soul:true,enchant:true}, lightArmor:{slot:('body','backpack'),soul:true,enchant:true}, shield:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true}, shoes:{slot:('foot','backpack'),soul:true,enchant:true}, pant:{slot:('leg','backpack'),soul:true,enchant:true}, helmet:{slot:('leg','backpack'),soul:true,enchant:true}, potion:{slot:('heal','backpack'),soul:false,enchant:false}, throwable:{slot:('belt','backpack'),soul:true,enchant:true}, craftMaterial:{slot:('right-hand','left-hand','backpack'),soul:false,enchant:false}, ring:{slot:('finger1','finger2','backpack'),soul:true,enchant:true}, amulet:{slot:('neck','backpack'),soul:true,enchant:true}, currency:{slot:('purse'),soul:true,enchant:true}, enchantMaterial:{slot:('backpack'),soul:false,enchant:false}, mercantMaterial:{slot:('backpack'),soul:false,enchant:false} } const Items = { 'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️' ,enchantments:[] }, 'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:[] }, 'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:['primal'] ,soul:new soul('cleaver','test')} }; const StructureType = { 'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️' ,enchantments:[] }, 'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:[] }, 'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:['primal'] ,soul:new soul('cleaver','test')} }; const MONSTER_TYPES = { GOBLIN: { name: 'Gobelin', icon: '👺', hp: 30, strength: 3, xp: 25, loot: { 'Or': 5 } }, ORC: { name: 'Orc', icon: '👹', hp: 60, strength: 6, xp: 50, loot: { 'Or': 15, 'Fer': 1 } }, }; const ANIMAL_TYPES = { WOLF: { name: 'Loup', icon: '🐺', hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 } }, BOAR: { name: 'Sanglier', icon: '🐗', hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 } }, }; class world { constructor() { this.x = x; this.y = y; this.h = h; } setPosition(x,y,z) { this.x = x; this.y = y; this.h = h; } getPosition() { return { x: this.x, y: this.y, z: this.z }; } // Méthode de l'objet } class position { constructor(x,y,z) { this.x = x; this.y = y; this.h = h; } setPosition(x,y,z) { this.x = x; this.y = y; this.h = h; } getPosition() { return { x: this.x, y: this.y, z: this.z }; } // Méthode de l'objet } class tile { constructor(position,biome,elevation) { this.position = position; if (!Object.values(Biome).includes(biome)) { throw new Error('Biome invalide !'); } this.biome = setBiome(); this.elevation = elevation; this.structures = null; this.explored = false; } // Méthode de l'objet setBiome(biome) { if (!Object.values(Biome).includes(biome)) { throw new Error('Biome invalide !'); } this.biome=biome; } setBiome() { let scale = 0.05; let eRaw = (simplex.noise2D(x * scale, y * scale) + 1) / 2; let tRaw = (simplex.noise2D(x * scale * 0.8, y * scale * 0.8) + 1) / 2; let mRaw = (simplex.noise2D(x * scale * 1.5, y * scale * 1.5) + 1) / 2; if (eRaw < 0.25) biome = BIOMES.WATER_DEEP; else if (eRaw < 0.3) biome = BIOMES.WATER_SHALLOW; else if (eRaw < 0.35) biome = BIOMES.SAND; else if (eRaw > 0.85) biome = BIOMES.SNOW; else if (eRaw > 0.75) biome = BIOMES.MOUNTAIN; else { if (tRaw < 0.3) biome = BIOMES.DESERT; else if (tRaw > 0.6) biome = (mRaw > 0.7) ? BIOMES.ENCHANTED_FOREST : BIOMES.FOREST; else biome = BIOMES.GRASSLAND; } } setExplored(explored) { this.explored=explored; } setElevation(){ this.elevation = Math.floor(Math.random() * (this.biome.maxElevation - this.biome.minElevation+ 1) + this.biome.minElevation); } setStructure(){ var structureChance = rand(); if (structureChance < 0.005) { structure = { type: 'city', name: NAME_PREFIXES[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)], population: 100 + Math.floor(rand() * 150), buildings: ['Remparts', 'Place Forte (Château)', 'Grand Marché', 'Forge', 'Alchimiste', 'Enchanteur', 'Écurie', 'Ferme', 'Ferme', 'Ferme', 'Ferme', 'Ferme', 'Lieu de Culte', 'Nombreuses Maisons'] }; structureLocations.push({x, y, type: 'city'}); } else if (structureChance < 0.02) { structure = { type: 'village', name: NAME_PREFIXES[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)], population: 20 + Math.floor(rand() * 20), buildings: ['Maison du Chef', 'Marchand', 'Lieu de Culte', 'Ferme', 'Ferme', 'Plusieurs Maisons'] }; structureLocations.push({x, y, type: 'village'}); } if (!this.tile && this.tile.biome === BIOMES.GRASSLAND && Math.random() < 0.2) { tile.isFarm = true; tile.farmCrop = null; tile.farmHarvested = false; // npcs.push({ x: nx, y: ny, homeX: loc.x, homeY: loc.y, workX: nx, workY: ny, type: 'farmer', icon: '🧑‍🌾' }); } } } class map { constructor() { this.tiles = null; this.map_size = 200; this.tile_width = 64; this.tile_height = 32; this.elevation = 8; } initializeMap(){ console.time('Map Generation'); const simplex = new SimplexNoise(); mapData = Array(this.map_size).fill(null).map((_, y) => Array(this.map_size).fill(null).map((_, x) => { } } } class time { constructor() { this.year = 812; this.month = 1; this.day=13; this.season='winter'; this.hour=12; this.day=true; } tick(){ this.hour=(this.hour+1) % 24 if (this.hour==1) this.day=(this.day+1) % 30 if (this.day==1) {this.month=(this.month+1) % 12;} if (this.month==1) {this.year=(this.year+1); } if (this.month==6 && this.day==21) {this.season='summer'; } if (this.month==9 && this.day==21) {this.season='autumn'; } if (this.month==12 && this.day==21) {this.season='winter'; } if (this.month==3 && this.day==21) {this.season='fall'; } } wait(nbrHour){ for (let i = 0; i < nbrHour; i++) { this.tick(); } } // Méthode de l'objet } class attributes { constructor(race) { this.strength=race.strength; this.vitality=race.vitality; this.dexterity=race.dexterity; this.intelligence=race.intelligence; this.wisdom=race.wisdom; this.luck=rand(); } // Méthode de l'objet } class creature { constructor(name,attributes,level,affinities,name,alignments,position,species,race,hp,items) { this.name = name; this.attributes = attributes; this.level = level; this.affinities = affinities; this.name = name; this.alignments = alignments; this.species = species; this.race = race; this.hp=hp; } fight(){ } // Méthode de l'objet } class npc { constructor(name,creature,settlement,equipments) { this.creature=creature; this.settlement=settlement; this.equipments=equipments; } talk() { } steal() { } trade() { } // Méthode de l'objet } class player { constructor(name,creature,equipments) { this.creature=creature; this.equipments=equipments; } move(position) { this.position=position } rename(name) { this.name=name; } equipItem(item,slot) { equipment.equip(item,slot); updateAttribute(); } } class settlement { constructor(level,affinities,name,alignments,position,structures) { this.level = level; this.affinities = affinities; this.name = name; this.alignments = alignments; this.structures = structures; } // Méthode de l'objet } class resource { constructor(resourceType,position) { this.resourceType = resourceType; this.position = position; } collect(creature){ // check if creature can collect // transfer resulting items creature.items[]=this.resourceType.item this = null;//end object } // Méthode de l'objet } class equipment { constructor(item,slot) { this.item = item; this.slot = slot; } // Méthode de l'objet equip(slot) { //replace current equipment //check if compatible //check if equipable this.slot = slot; } unequip() { this.slot = null; } } class soul { constructor(name,description) { this.name = name; this.description = description; } // Méthode de l'objet invoke() { //replace current equipment } } class item { constructor(name,duration,itemType) { this.name = name; if (!Object.values(ItemType).includes(itemType)) { throw new Error('Item type invalide !'); } this.itemType = itemType; if (duration){ this.duration = itemType.duration } else { this.duration = duration } } // Méthode de l'objet throw() { // delete after x Tick } destroy() { this = null; } use(){ if (this.duration >1) { this.duration = this.duration-1 } else { this.destroy(); } } }