370 lines
No EOL
13 KiB
JavaScript
370 lines
No EOL
13 KiB
JavaScript
const Biome = {
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 }
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}
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const Affinities = ['water', 'fire', 'sand', 'rock', 'dark', 'life', 'ice', 'wood', 'wind', 'metal', 'time', 'space', 'lava', 'light', 'spirit']
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const Slot = ['head', 'body', 'leg', 'foot', 'right-hand', 'left-hand', 'two-hands', 'finger1', 'finger2', 'neck', 'purse', 'backpack', 'belt1', 'belt2']
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const ItemType = {
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lightWeapon: { slot: ('right-hand', 'left-hand', 'backpack'), soul: true, enchant: true },
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heavyWeapon: { slot: ('two-hands', 'backpack'), soul: true, enchant: true },
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heavyArmor: { slot: ('body', 'backpack'), soul: true, enchant: true },
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lightArmor: { slot: ('body', 'backpack'), soul: true, enchant: true },
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shield: { slot: ('right-hand', 'left-hand', 'backpack'), soul: true, enchant: true },
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shoes: { slot: ('foot', 'backpack'), soul: true, enchant: true },
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pant: { slot: ('leg', 'backpack'), soul: true, enchant: true },
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helmet: { slot: ('leg', 'backpack'), soul: true, enchant: true },
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potion: { slot: ('heal', 'backpack'), soul: false, enchant: false },
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throwable: { slot: ('belt', 'backpack'), soul: true, enchant: true },
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craftMaterial: { slot: ('right-hand', 'left-hand', 'backpack'), soul: false, enchant: false },
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ring: { slot: ('finger1', 'finger2', 'backpack'), soul: true, enchant: true },
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amulet: { slot: ('neck', 'backpack'), soul: true, enchant: true },
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currency: { slot: ('purse'), soul: true, enchant: true },
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enchantMaterial: { slot: ('backpack'), soul: false, enchant: false },
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mercantMaterial: { slot: ('backpack'), soul: false, enchant: false }
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}
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const Items = {
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'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️', enchantments: [] },
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'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥', enchantments: [] },
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'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥', enchantments: ['primal'], soul: new soul('cleaver', 'test') }
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};
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const StructureType = {
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'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️', enchantments: [] },
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'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥', enchantments: [] },
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'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥', enchantments: ['primal'], soul: new soul('cleaver', 'test') }
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};
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const MONSTER_TYPES = {
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GOBLIN: { name: 'Gobelin', icon: '👺', hp: 30, strength: 3, xp: 25, loot: { 'Or': 5 } },
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ORC: { name: 'Orc', icon: '👹', hp: 60, strength: 6, xp: 50, loot: { 'Or': 15, 'Fer': 1 } },
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};
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const ANIMAL_TYPES = {
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WOLF: { name: 'Loup', icon: '🐺', hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 } },
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BOAR: { name: 'Sanglier', icon: '🐗', hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 } },
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};
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class world {
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constructor() {
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this.x = x;
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this.y = y;
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this.h = h;
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}
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setPosition(x, y, z) {
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this.x = x;
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this.y = y;
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this.h = h;
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}
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getPosition() {
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return { x: this.x, y: this.y, z: this.z };
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}
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// Méthode de l'objet
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}
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class position {
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constructor(x, y, z) {
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this.x = x;
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this.y = y;
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this.h = h;
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}
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setPosition(x, y, z) {
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this.x = x;
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this.y = y;
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this.h = h;
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}
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getPosition() {
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return { x: this.x, y: this.y, z: this.z };
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}
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// Méthode de l'objet
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}
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class tile {
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constructor(position, biome, elevation) {
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this.position = position;
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if (!Object.values(Biome).includes(biome)) {
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throw new Error('Biome invalide !');
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}
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this.biome = setBiome();
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this.elevation = elevation;
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this.structures = null;
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this.explored = false;
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}
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// Méthode de l'objet
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setBiome(biome) {
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if (!Object.values(Biome).includes(biome)) {
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throw new Error('Biome invalide !');
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}
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this.biome = biome;
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}
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setBiome() {
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let scale = 0.05;
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let eRaw = (simplex.noise2D(x * scale, y * scale) + 1) / 2;
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let tRaw = (simplex.noise2D(x * scale * 0.8, y * scale * 0.8) + 1) / 2;
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let mRaw = (simplex.noise2D(x * scale * 1.5, y * scale * 1.5) + 1) / 2;
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if (eRaw < 0.25) biome = BIOMES.WATER_DEEP;
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else if (eRaw < 0.3) biome = BIOMES.WATER_SHALLOW;
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else if (eRaw < 0.35) biome = BIOMES.SAND;
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else if (eRaw > 0.85) biome = BIOMES.SNOW;
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else if (eRaw > 0.75) biome = BIOMES.MOUNTAIN;
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else {
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if (tRaw < 0.3) biome = BIOMES.DESERT;
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else if (tRaw > 0.6) biome = (mRaw > 0.7) ? BIOMES.ENCHANTED_FOREST : BIOMES.FOREST;
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else biome = BIOMES.GRASSLAND;
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}
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}
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setExplored(explored) {
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this.explored = explored;
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}
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setElevation() {
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this.elevation = Math.floor(Math.random() * (this.biome.maxElevation - this.biome.minElevation + 1) + this.biome.minElevation);
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}
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setStructure() {
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var structureChance = rand();
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if (structureChance < 0.005) {
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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'] };
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structureLocations.push({ x, y, type: 'city' });
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} else if (structureChance < 0.02) {
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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'] };
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structureLocations.push({ x, y, type: 'village' });
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}
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if (!this.tile && this.tile.biome === BIOMES.GRASSLAND && Math.random() < 0.2) {
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tile.isFarm = true;
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tile.farmCrop = null;
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tile.farmHarvested = false;
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// npcs.push({ x: nx, y: ny, homeX: loc.x, homeY: loc.y, workX: nx, workY: ny, type: 'farmer', icon: '🧑🌾' });
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}
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}
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}
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class map {
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constructor() {
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this.tiles = null;
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this.map_size = 200;
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this.tile_width = 64;
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this.tile_height = 32;
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this.elevation = 8;
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}
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initializeMap() {
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console.time('Map Generation');
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const simplex = new SimplexNoise();
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mapData = Array(this.map_size).fill(null).map((_, y) => Array(this.map_size).fill(null).map((_, x) => {
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}
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}
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}
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class time {
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constructor() {
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this.year = 812;
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this.month = 1;
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this.day = 13;
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this.season = 'winter';
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this.hour = 12;
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this.day = true;
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}
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tick() {
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this.hour = (this.hour + 1) % 24
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if (this.hour == 1) this.day = (this.day + 1) % 30
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if (this.day == 1) { this.month = (this.month + 1) % 12; }
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if (this.month == 1) { this.year = (this.year + 1); }
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if (this.month == 6 && this.day == 21) { this.season = 'summer'; }
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if (this.month == 9 && this.day == 21) { this.season = 'autumn'; }
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if (this.month == 12 && this.day == 21) { this.season = 'winter'; }
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if (this.month == 3 && this.day == 21) { this.season = 'fall'; }
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}
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wait(nbrHour) {
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for (let i = 0; i < nbrHour; i++) {
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this.tick();
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}
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}
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// Méthode de l'objet
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}
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class attributes {
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constructor(race) {
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this.strength = race.strength;
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this.vitality = race.vitality;
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this.dexterity = race.dexterity;
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this.intelligence = race.intelligence;
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this.wisdom = race.wisdom;
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this.luck = rand();
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}
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// Méthode de l'objet
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}
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class creature {
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constructor(name, attributes, level, affinities, name, alignments, position, species, race, hp, items) {
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this.name = name;
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this.attributes = attributes;
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this.level = level;
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this.affinities = affinities;
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this.name = name;
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this.alignments = alignments;
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this.species = species;
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this.race = race;
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this.hp = hp;
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}
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fight() {
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}
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// Méthode de l'objet
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}
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class npc {
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constructor(name, creature, settlement, equipments) {
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this.creature = creature;
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this.settlement = settlement;
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this.equipments = equipments;
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}
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talk() {
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}
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steal() {
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}
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trade() {
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}
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// Méthode de l'objet
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}
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class player {
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constructor(name, creature, equipments) {
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this.creature = creature;
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this.equipments = equipments;
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}
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move(position) {
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this.position = position
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}
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rename(name) {
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this.name = name;
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}
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equipItem(item, slot) {
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equipment.equip(item, slot);
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updateAttribute();
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}
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}
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class settlement {
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constructor(level, affinities, name, alignments, position, structures) {
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this.level = level;
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this.affinities = affinities;
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this.name = name;
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this.alignments = alignments;
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this.structures = structures;
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}
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// Méthode de l'objet
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}
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class resource {
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constructor(resourceType, position) {
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this.resourceType = resourceType;
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this.position = position;
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}
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collect(creature) {
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// check if creature can collect
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// transfer resulting items creature.items[]=this.resourceType.item
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this = null;//end object
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}
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// Méthode de l'objet
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}
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class equipment {
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constructor(item, slot) {
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this.item = item;
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this.slot = slot;
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}
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// Méthode de l'objet
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equip(slot) {
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//replace current equipment
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//check if compatible
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//check if equipable
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this.slot = slot;
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}
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unequip() {
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this.slot = null;
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}
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}
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class soul {
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constructor(name, description) {
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this.name = name;
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this.description = description;
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}
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// Méthode de l'objet
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invoke() {
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//replace current equipment
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}
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}
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class item {
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constructor(name, duration, itemType) {
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this.name = name;
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if (!Object.values(ItemType).includes(itemType)) {
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throw new Error('Item type invalide !');
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}
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this.itemType = itemType;
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if (duration) {
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this.duration = itemType.duration
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} else {
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this.duration = duration
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}
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}
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// Méthode de l'objet
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throw() {
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// delete after x Tick
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}
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destroy() {
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this = null;
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}
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use() {
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if (this.duration > 1) {
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this.duration = this.duration - 1
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}
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else {
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this.destroy();
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}
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}
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} |