defiance/js/script.js
2025-08-29 19:50:08 +02:00

370 lines
No EOL
13 KiB
JavaScript

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();
}
}
}