cookieclicker/dungeons.js

1136 lines
41 KiB
JavaScript

/*
Orteil's sloppy Cookie Clicker dungeons
Optimizations to do (not mentioning the dozens of missing features) :
-use canvas instead
-only compute AI for mobs with 2 tiles of view
*/
var LaunchDungeons=function()
{
Game.GetWord=function(type)
{
if (type=='secret') return choose(['hidden','secret','mysterious','forgotten','forbidden','lost','sunk','buried','concealed','shrouded','invisible','elder']);
if (type=='ruined') return choose(['ancient','old','ruined','ravaged','destroyed','collapsed','demolished','burnt','torn-down','shattered','dilapidated','abandoned','crumbling','derelict','decaying']);
if (type=='magical') return choose(['arcane','magical','mystical','sacred','honed','banished','unholy','holy','demonic','enchanted','necromantic','bewitched','haunted','occult','astral']);
return '';
}
/*=====================================================================================
DUNGEONS
=======================================================================================*/
Game.DungeonTypes=[];
Game.DungeonType=function(name)
{
this.name=name;
this.nameGenerator=function(){return 'Mysterious dungeon';};
this.roomTypes=[];
Game.DungeonTypes[this.name]=this;
return this;
};
/*=====================================================================================
CREATE DUNGEON TYPES
=======================================================================================*/
new Game.DungeonType('Factory').
nameGenerator=function(){
var str='';
str+=Game.GetWord(choose(['secret','ruined','magical']))+' '+choose(['factory','factories','bakery','bakeries','confectionery','laboratory','research center','chocolate forge','chocolate foundry','manufactory','warehouse','machinery','works','bakeworks','workshop','assembly line']);
return str;
};
new Game.DungeonType('Mine').
nameGenerator=function(){
var str='';
str+=Game.GetWord(choose(['secret','ruined','magical']))+' '+choose(['chocolate','chocolate','chocolate','white chocolate','sugar','cacao'])+' '+choose(['mine','mines','pit','pits','quarry','excavation','tunnel','shaft','lode','trench','mountain','vein','cliff','peak','dome','crater','abyss','chasm','hole','burrow']);
return str;
};
new Game.DungeonType('Portal').
nameGenerator=function(){
var str='';
str+=Game.GetWord(choose(['secret','ruined','magical']))+' '+choose(['portal','gate','dimension','warpgate','door']);
return str;
};
new Game.DungeonType('Secret zebra level').
nameGenerator=function(){
var str='';
str+=Game.GetWord(choose(['secret']))+' '+choose(['zebra level']);
return str;
};
/*=====================================================================================
CREATE TILE TYPES
=======================================================================================*/
var D=new DungeonGen();
D.loadTiles([
['wall',[1,0],'join'],
['wall corner',[1,0]],
['floor',[1,1],'random3'],
['tiled floor',[1,2],'join'],
['round pillar',[1,4]],
['square pillar',[2,4]],
['potted plant',[3,4]],
['bookshelf',[4,5],'join'],
['door',[1,3],'join'],
['alt wall',[4,0],'join'],
['alt wall corner',[4,0]],
['alt floor',[4,1],'random3'],
['alt tiled floor',[4,2],'join'],
['alt round pillar',[4,4]],
['alt square pillar',[5,4]],
['alt potted plant',[6,4]],
['alt bookshelf',[4,6],'join'],
['alt door',[4,3],'join'],
['water',[1,5]],
['green water',[2,5]],
['dark water',[3,5]],
['wooden wall',[1,7],'join'],
['wooden floor',[1,6],'random3'],
['conveyor belt',[4,7],'join'],
['entrance',[0,1]],
['alt entrance',[0,3]],
['exit',[0,2]],
['alt exit',[0,4]]
]);
/*=====================================================================================
CREATE MONSTER TYPES
=======================================================================================*/
/*
An explanation of stats :
-hp : health points
-speed : determines who attacks first in a fight; bypasses dodging; determines how fast heroes auto-run dungeons
-might : determines how much damage is done to opponents
-guard : lowers incoming damage
-dodge : chance of avoiding incoming attacks completely (affected by the opponent's speed)
-luck : heroes only, determines drops and rare encounters
-rarity : monsters only, determines how often a monster is added to the spawn table
-level : monsters only, determines which average room depth the monster is more likely to spawn in (also determines the loot amount)
*/
Game.monsterIconY=10;//offset for dungeonItems.png monsters
Game.Monsters=[];
Game.Monster=function(name,pic,icon,level,stats,loot)
{
this.name=name;
this.pic=pic;
this.icon=icon;
this.level=level;
this.stats={};
for (var i in stats)
{this.stats[i]=stats[i];}
this.stats.hpm=this.stats.hp;
this.stats.rarity=stats.rarity||1;
this.loot=loot||{};
this.boss=0;
this.quotes={};
Game.Monsters[this.name]=this;
}
var basicLoot={cookies:{min:1,max:5,prob:0.5}};
var goodLoot={cookies:{min:3,max:8,prob:1},gear:{prob:0.05}};
var bossLoot={gear:{prob:1}};
var chestLoot={cookies:{min:2,max:20,prob:1},gear:{prob:0.1}};
var bossLoot={cookies:{min:10,max:50,prob:1},gear:{prob:0.2}};
//general monsters
new Game.Monster('Doughling','doughling',[0,0],1,{hp:5,might:2,guard:2,speed:6,dodge:6,rarity:0.7},basicLoot);
new Game.Monster('Elder doughling','elderDoughling',[1,0],7,{hp:20,might:7,guard:7,speed:4,dodge:4,rarity:0.7},goodLoot);
new Game.Monster('Angry sentient cookie','angrySentientCookie',[5,0],5,{hp:16,might:8,guard:4,speed:5,dodge:5,rarity:1},basicLoot);
new Game.Monster('Baby sentient cookie','babySentientCookie',[4,0],1,{hp:3,might:1,guard:1,speed:7,dodge:7,rarity:1},basicLoot);
new Game.Monster('Burnt sentient cookie','burntSentientCookie',[6,0],5,{hp:16,might:12,guard:2,speed:3,dodge:2,rarity:0.2},basicLoot);
new Game.Monster('Raw sentient cookie','rawSentientCookie',[5,0],5,{hp:16,might:6,guard:4,speed:7,dodge:7,rarity:0.2},basicLoot);
new Game.Monster('Sugar bunny','sugarBunny',[8,0],5,{hp:10,might:3,guard:8,speed:12,dodge:9,rarity:0.001},{cookies:{min:1000,max:10000}});
Game.Monsters['Sugar bunny'].onKill=function(){Game.Win('Follow the white rabbit');};Game.Monsters['Sugar bunny'].AI='flee';
//factory monsters
new Game.Monster('Crazed kneader','crazedKneader',[0,2],6,{hp:18,might:6,guard:8,speed:3,dodge:2,rarity:0.5},goodLoot);
new Game.Monster('Crazed chip-spurter','crazedDoughSpurter',[0,2],6,{hp:15,might:6,guard:8,speed:5,dodge:3,rarity:0.5},goodLoot);
new Game.Monster('Alarm bot','alarmTurret',[3,2],2,{hp:6,might:3,guard:5,speed:8,dodge:8,rarity:0.5},basicLoot);
new Game.Monster('Chirpy','chirpy',[4,2],3,{hp:7,might:4,guard:6,speed:9,dodge:9,rarity:0.01},{cookies:{min:500,max:5000}});
Game.Monsters['Chirpy'].onKill=function(){Game.Win('Chirped out');};Game.Monsters['Chirpy'].quotes={fight:'oh, hello <3'};
new Game.Monster('Disgruntled worker','disgruntledWorker',[1,2],4,{hp:14,might:5,guard:5,speed:6,dodge:4,rarity:0.6},basicLoot);
new Game.Monster('Disgruntled overseer','disgruntledOverseer',[1,2],7,{hp:22,might:7,guard:5,speed:6,dodge:4,rarity:0.5},basicLoot);
new Game.Monster('Disgruntled cleaning lady','disgruntledCleaningLady',[2,2],4,{hp:13,might:4,guard:5,speed:7,dodge:6,rarity:0.3},basicLoot);
new Game.Monster('Sentient Furnace','sentientFurnace',[0,3],0,{hp:60,might:14,guard:12,speed:4,dodge:0,rarity:1},bossLoot);//boss
Game.Monsters['Sentient Furnace'].onKill=function(){Game.Win('Getting even with the oven');};Game.Monsters['Sentient Furnace'].AI='static';Game.Monsters['Sentient Furnace'].boss=1;Game.Monsters['Sentient Furnace'].quotes={fight:'YOU ARE NOT READY!',defeat:'OH... BURN.'};
new Game.Monster('Ascended Baking Pod','ascendedBakingPod',[1,3],0,{hp:60,might:12,guard:14,speed:4,dodge:0,rarity:0.7},bossLoot);//boss
Game.Monsters['Ascended Baking Pod'].onKill=function(){Game.Win('Now this is pod-smashing');};Game.Monsters['Ascended Baking Pod'].AI='static';Game.Monsters['Ascended Baking Pod'].boss=1;Game.Monsters['Ascended Baking Pod'].quotes={fight:'rrrrrrrise.',defeat:'blrglblg.'};
Game.BossMonsters=[];
for (var i in Game.Monsters)
{
if (Game.Monsters[i].boss) Game.BossMonsters.push(Game.Monsters[i]);
}
/*=====================================================================================
ENTITY MECHANICS
=======================================================================================*/
Game.Entity=function(type,subtype,dungeon,pic,stats)//objects you could find on the map : doors, mobs, interactables, items, player, exits...
{
this.type=type;
this.subtype=subtype||'';
this.dungeon=dungeon;
this.pic=pic||[0,0];
this.stats={};
for (var i in stats)
{this.stats[i]=stats[i];}
this.x=-1;
this.y=-1;
this.obstacle=0;
this.zIndex=1;
if (this.type=='monster')
{
this.obstacle=1;
this.pic=[Game.Monsters[this.subtype].icon[0],Game.Monsters[this.subtype].icon[1]];
this.pic[1]+=Game.monsterIconY;
this.targets=[];
this.stuck=0;
this.zIndex=10;
this.fighting=0;
this.AI=Game.Monsters[this.subtype].AI||'normal';
this.onKill=Game.Monsters[this.subtype].onKill||function(){};
for (var i in Game.Monsters[this.subtype].stats){this.stats[i]=Game.Monsters[this.subtype].stats[i];}
}
else if (this.type=='hero')
{
this.obstacle=1;
this.pic=[Game.Heroes[this.subtype].icon[0],Game.Heroes[this.subtype].icon[1]];
this.targets=[];
this.stuck=0;
this.zIndex=100;
this.fighting=0;
for (var i in Game.Heroes[this.subtype].stats){this.stats[i]=Game.Heroes[this.subtype].stats[i];}
//increase stats by amount of matching building (change that later to use gear instead)
var mult=Math.max(0,(Game.Objects[this.dungeon.type].amount/20-1));
this.stats.hpm+=Math.ceil(mult*2);
this.stats.hp=this.stats.hpm;
this.stats.might+=mult;
this.stats.guard+=mult;
this.stats.speed+=mult;
this.stats.dodge+=mult;
}
else if (this.type=='item')
{
this.zIndex=5;
this.value=0;
}
else if (this.type=='destructible')//crates, doors
{
this.obstacle=1;
this.life=3;
this.zIndex=15;
if (this.subtype=='door') this.pic=[0,7];
else this.pic=[Math.floor(Math.random()*4+2),7];
this.onKill=function()
{
if (this.subtype=='random')
{
var value=Math.round(Math.pow(Math.random(),6)*(10+this.dungeon.level));
if (value>0)
{
var entity=this.dungeon.AddEntity('item','cookies',this.x,this.y);
entity.value=value;
}
}
}
}
else if (this.type=='special')
{
this.zIndex=5;
this.value='';
this.obstacle=1;
}
this.Say=function(what)
{
if (this.type=='monster')
{
if (Game.Monsters[this.subtype].quotes[what]) this.dungeon.Log(this.subtype+' : "<span style="color:#f96;">'+choose(Game.Monsters[this.subtype].quotes[what].split('|'))+'</span>"');
}
}
this.Draw=function()//return the string to draw this
{
var name='?';
if (this.subtype=='random') name='clutter'; else name=this.subtype;
if (this.type=='item' && this.subtype=='cookies' && this.value>0)
{
if (this.value<2) this.pic=[0,5];
else if (this.value<3) this.pic=[1,5];
else if (this.value<4) this.pic=[2,5];
else if (this.value<6) this.pic=[3,5];
else if (this.value<10) this.pic=[4,5];
else if (this.value<20) this.pic=[5,5];
else if (this.value<30) this.pic=[7,5];
else if (this.value<70) this.pic=[6,5];
else if (this.value<200) this.pic=[8,5];
else this.pic=[6,6];// if (this.value<1000) this.pic=[1,5];
}
else if (this.type=='special' && this.subtype=='upgrade')
{
if (this.value!='') this.pic=[7,6]; else this.pic=[8,6];
}
return '<div class="thing" title="'+name+'" style="z-index:'+(200+this.zIndex)+';left:'+(this.x*16)+'px;top:'+(this.y*16)+'px;background-position:'+(-this.pic[0]*16)+'px '+(-this.pic[1]*16)+'px;"></div>';
}
this.Wander=function()//AI to move around aimlessly
{
this.targets=[];
this.targets.push([-1,0],[1,0],[0,-1],[0,1]);
this.Move();
}
this.GoTo=function(x,y)//AI to move to a specific point
{
this.targets=[];
if (this.x<x) this.targets.push([1,0]);
if (this.x>x) this.targets.push([-1,0]);
if (this.y<y) this.targets.push([0,1]);
if (this.y>y) this.targets.push([0,-1]);
if (!this.Move())//really stuck? try to maneuver laterally!
{
this.targets=[];
if (this.x==x) this.targets.push([1,0],[-1,0]);//somehow this feels inverted... but it doesn't work the other way
if (this.y==y) this.targets.push([0,1],[0,-1]);//hypothesis : *MAGIC*
this.Move();
}
}
this.Flee=function(x,y)//AI to run away from a specific point
{
this.targets=[];
if (this.x>x) this.targets.push([1,0]);
if (this.x<x) this.targets.push([-1,0]);
if (this.y>y) this.targets.push([0,1]);
if (this.y<y) this.targets.push([0,-1]);
if (!this.Move())//really stuck? try to maneuver laterally!
{
this.targets=[];
if (this.x==x) this.targets.push([1,0],[-1,0]);//somehow this feels inverted... but it doesn't work the other way
if (this.y==y) this.targets.push([0,1],[0,-1]);//hypothesis : *MAGIC*
this.Move();
}
}
this.Move=function()//AI to move to the target
{
if (this.targets.length>0)
{
var goodTargets=[];
if (this.type=='hero') goodTargets=this.targets;
else
{
for (var i in this.targets)
{
var thisTarget=this.targets[i];
if (this.dungeon.CheckObstacle(this.x+thisTarget[0],this.y+thisTarget[1])!=-1) goodTargets.push([thisTarget[0],thisTarget[1]]);
}
}
if (goodTargets.length>0)
{
var target=choose(goodTargets);
var obstacle=this.dungeon.CheckObstacle(this.x+target[0],this.y+target[1]);
if (obstacle==this) obstacle=0;
if (obstacle==0 && this.AI!='static')
{
this.x+=target[0];
this.y+=target[1];
}
else this.stuck+=2;
if (obstacle!=0 && obstacle!=-1)
{
obstacle.HitBy(this);
}
if (obstacle==-1) return 0;
}
else {this.stuck+=2;return 0;}
if (this.AI=='static') this.stuck=0;
return 1;
}
return 0;
}
this.HitBy=function(by)//attacked by another entity
{
if (this.type=='destructible' && by.type=='hero')//break destructibles
{
by.stuck=0;
this.life--;
if (this.life<=0)
{
if (this.onKill) this.onKill();
this.Destroy();
}
else this.pic=[this.pic[0],this.pic[1]+1];
}
else if (this.type=='special' && this.subtype=='upgrade')//upgrade relic
{
this.obstacle=0;
if (Game.Upgrades[this.value]) Game.Upgrades[this.value].earn();
this.value='';
}
else if ((this.type=='monster' && by.type=='hero') || (this.type=='hero' && by.type=='monster') && this.stats.hp>0)//it's a fight!
{
by.stuck=0;
var monster=(this.type=='hero'?by:this);
var hero=(this.type=='hero'?this:by);
this.dungeon.currentOpponent=monster;
if (monster.fighting==0)//first meeting
{
Game.Heroes[hero.subtype].Say('meet '+Game.Monsters[monster.subtype].name);
this.Say('fight');
}
if (this.fighting==0)
{
this.fighting=1;
by.fighting=1;
}
var attackStr='';
var attackerName='';
var defenderName='';
if (by.type=='hero') attackerName=Game.Heroes[by.subtype].name;
else if (by.type=='monster') attackerName=Game.Monsters[by.subtype].name;
if (this.type=='hero') defenderName=Game.Heroes[this.subtype].name;
else if (this.type=='monster') defenderName=Game.Monsters[this.subtype].name;
//battle formulas (have fun with these)
attackStr+=attackerName+' swings at '+defenderName+'!';
var damage=Math.round(Math.max(1,Math.min(by.stats.might,Math.pow(((by.stats.might+2.5)/Math.max(1,this.stats.guard)),2)))*(0.8+Math.random()*0.4+Math.pow(Math.random()*0.8,6)));
var dodge=Math.random()>(by.stats.speed/Math.max(1,this.stats.dodge+2.5));
if (dodge)
{
attackStr+=' '+defenderName+' dodged the attack.';
}
else
{
if (by.stats.luck && by.type=='hero' && Math.random()<by.stats.luck*0.01) {damage*=2;attackStr+=' <b>It\'s a critical!</b>';}//very rare critical based on luck
attackStr+=' <b>'+damage+'</b> damage!';
this.stats.hp-=damage;
this.stats.hp=Math.max(this.stats.hp,0);
if (this.stats.luck && this.type=='hero')
{
if (this.stats.hp==0 && Math.random()<this.stats.luck*0.01) {this.stats.hp=1;attackStr+=' '+defenderName+' was saved from certain death!';}//very rare life-saving based on luck
}
}
if (this.type=='hero') attackStr='<span style="color:#f99;">'+attackStr+'</span>';
if (attackStr!='') this.dungeon.Log(attackStr);
if (this.stats.hp<=0)//die
{
this.dungeon.Log(attackerName+' crushed '+defenderName+'!');
if (this.type=='hero')
{
Game.Heroes[this.subtype].Say('defeat');
this.dungeon.Log('<span style="color:#f66;">'+Game.Heroes[this.subtype].name+' has been defeated.</span>');
this.dungeon.FailLevel();
}
if (this.type=='monster' && by.type=='hero')
{
l('monsterSlot'+this.dungeon.id).style.visibility='hidden';
this.dungeon.monstersKilledThisRun+=1;
if (Math.random()<0.05) Game.Heroes[by.subtype].Say('win');
Game.Heroes[by.subtype].Say('win against '+Game.Monsters[this.subtype].name);
this.Say('defeat');
if (Game.Monsters[this.subtype].loot)
{
var loot=Game.Monsters[this.subtype].loot;
if (loot.gear && (!loot.gear.prob || Math.random()<loot.gear.prob)) {}//drop gear
if (loot.cookies && (!loot.cookies.prob || Math.random()<loot.cookies.prob))
{
var entity=this.dungeon.AddEntity('item','cookies',this.x,this.y);//drop cookies
entity.value=Math.round(loot.cookies.min+Math.random()*(loot.cookies.max-loot.cookies.min));
}
}
if (this.onKill) this.onKill();
this.Destroy();
}
}
}
}
this.Turn=function()//do this every turn (walk around, heal up...)
{
if (this.type=='monster')
{
var howManyTurns=this.GetInitiative();
for (var i=0;i<howManyTurns;i++)
{
if (1==1)//this.AI!='static')
{
if (this.AI=='flee') this.Flee(this.dungeon.heroEntity.x,this.dungeon.heroEntity.y);//flee from the player
else
{
this.GoTo(this.dungeon.heroEntity.x,this.dungeon.heroEntity.y);//track the player
if (this.stuck || this.targets.length==[]) this.Wander();//can't reach the player? walk around randomly
}
}
}
}
if (this.type=='monster' || this.type=='hero')
{
if (this.stuck>0) this.stuck--;
this.stuck=Math.min(10,this.stuck);
this.targets=[];
}
if ((this.type=='hero' || this.type=='monster') && this.fighting==0 && this.stats.hp<this.stats.hpm) this.stats.hp++;//heal up
if (this.type=='hero')//collect items and cookies
{
var entities=this.dungeon.GetEntities(this.x,this.y);
for (var i in entities)
{
if (entities[i].type=='item' && entities[i].subtype=='cookies')
{
var entity=entities[i];
var value=Math.ceil(entity.value*Game.Objects[this.dungeon.type].amount*50*(1+Math.random()*((this.stats.luck)/20)));//temporary; scale with matching building CpS later
if (value>0)
{
this.dungeon.Log('<span style="color:#9f9;">Found <b>'+Beautify(value)+'</b> cookie'+(value==1?'':'s')+'!</span>');
this.dungeon.cookiesMadeThisRun+=value;
Game.Earn(value);
}
entity.Destroy();
}
}
}
if (this.type=='hero') this.fighting=0;
}
this.Destroy=function()
{
this.dungeon.entities.splice(this.dungeon.entities.indexOf(this),1);
}
this.GetInitiative=function()
{
return randomFloor((this.stats.speed/5)*(1/Math.max(1,(this.dungeon.heroEntity.stats.speed/5))));
}
}
/*=====================================================================================
DUNGEON MECHANICS
=======================================================================================*/
Game.Dungeons=[];
Game.Dungeon=function(type,id)
{
this.type=type;
this.id=id;
Game.Dungeons[this.id]=this;
this.log=[];
this.logNew=0;
this.name=Game.DungeonTypes[this.type].nameGenerator();
this.hero=null;
this.currentOpponent=0;
this.level=0;
this.auto=1;
this.portalPic='';
this.cookiesMadeThisRun=0;
this.monstersKilledThisRun=0;
this.Log=function(what,nested)
{
if (typeof what==='string')
{
this.log.unshift(what);
this.logNew++;
}
else {for (var i in what) {this.Log(what[i],1);}}
//if (!nested) this.UpdateLog();
}
this.UpdateLog=function()
{
this.log=this.log.slice(0,30);
var str='';
for (var i in this.log)
{
if (i<this.logNew) str+='<div class="new">'+this.log[i]+'</div>';
else str+='<div>'+this.log[i]+'</div>';
}
this.logNew=0;
l('dungeonLog'+this.id).innerHTML=str;
}
this.entities=[];
this.GetEntities=function(x,y)//returns the first entity found on tile x,y
{
var entities=[];
for (var i in this.entities) {if (this.entities[i].x==x && this.entities[i].y==y) entities.push(this.entities[i]);}
return entities;
}
this.AddEntity=function(type,subtype,x,y)
{
//this.RemoveEntities(x,y);
var entity=new Game.Entity(type,subtype,this);
entity.x=x;
entity.y=y;
entity.dungeon=this;
this.entities.push(entity);
return entity;
}
this.RemoveEntities=function(x,y)
{
var entities=this.GetEntities(x,y);
for (var i in entities)
{
entities[i].Destroy();
}
}
this.DrawEntities=function()
{
var str='';
for (var i in this.entities) {str+=this.entities[i].Draw();}
return str;
}
this.CheckObstacle=function(x,y)//returns 0 for no obstacle; -1 for a wall; an entity if there's at least one entity on this tile
{
if (x<0 || x>=this.map.w || y<0 || y>=this.map.h) return -1;
var entities=this.GetEntities(x,y);
for (var i in entities)
{
if (entities[i].obstacle) return entities[i];
}
return this.map.isObstacle(x,y)?-1:0;
}
this.map={};
this.Generate=function()
{
if (this.level==0) this.name=Game.DungeonTypes[this.type].nameGenerator();
this.entities=[];
var M=new D.Map(40,40,Math.random(),{
roomSize:10,
corridorSize:5,
fillRatio:1/2,
corridorRatio:0.3,
pillarRatio:Math.random()*0.8+0.2,
waterRatio:Math.random(),
branching:Math.ceil(Math.random()*6),
sizeVariance:0.4
});
r=0;
while (r!=1)
{
r=M.dig();
}
//all done! decorate and render.
M.finish();
//spawn treasure
/*
for (var i in M.rooms)
{
if (M.rooms[i].freeTiles>1)
{
for (var ii=0;ii<Math.ceil(Math.sqrt(M.rooms[i].freeTiles*(M.rooms[i].gen*0.25+0.1))/2);ii++)
{
if (Math.random()<0.95 && M.rooms[i].freeTiles>1)
{
var spot=M.getBestSpotInRoom(M.rooms[i]);
M.data[spot.x][spot.y][0]=0;
spot.score=0;
M.rooms[i].freeTiles--;
}
}
}
}*/
for (var i in M.doors)//place door entities on door positions
{
//M.data[M.doors[i][0]][M.doors[i][1]][0]=TILE_FLOOR_EDGE;
this.AddEntity('destructible','door',M.doors[i][0],M.doors[i][1]);
}
//set tile graphics
for (var i in M.rooms)
{
var altStr=choose(['alt ','','']);
var tiles={
'void':altStr+'void',
'wall':altStr+'wall',
'wall corner':altStr+'wall corner',
'floor':altStr+'tiled floor',
'floor edges':altStr+'floor',//choose([altStr+'floor',altStr+'floor edges']),
'door':altStr+'door',
'water':choose(['water','green water','dark water']),
'pillar':choose([altStr+'wall',altStr+'round pillar',altStr+'square pillar',altStr+'potted plant','conveyor belt']),
'entrance':altStr+'entrance',
'exit':altStr+'exit',
};
if (Math.random()<0.1) {tiles['wall corner']='wooden wall';tiles['wall']='wooden wall';tiles['floor edges']='wooden floor';tiles['pillar']='wooden wall';}
if (Math.random()<0.1) {tiles['wall corner']=altStr+'bookshelf';tiles['wall']=altStr+'bookshelf';tiles['pillar']=altStr+'bookshelf';}
M.assignTiles(M.rooms[i],tiles);
}
this.map=M;
this.map.str=this.map.getStr();
//place a boss
var tile=this.map.exit;
var monsters=[];
for (var ii in Game.BossMonsters)
{
var me=Game.BossMonsters[ii];
if (me.level<=(depth+this.level) && Math.random()<(me.stats.rarity||1)) monsters.push(me.name);
}
if (monsters.length==0) monsters=[choose(Game.BossMonsters).name];
if (monsters.length>0)
{
this.AddEntity('monster',choose(monsters),tile[0],tile[1]);
this.map.removeFreeTile(tile[0],tile[1]);
}
//place relics
/*
var tile=this.map.getBestSpotInRoom(this.map.getRoom(this.map.exit[0],this.map.exit[1]));
var entity=this.AddEntity('special','upgrade',tile.x,tile.y);
entity.value='Dungeon cookie upgrade';
this.map.removeFreeTile(tile.x,tile.y);
for (var i=0;i<Math.floor(Math.pow(Math.random(),2)*3);i++)
{
var room=choose(this.map.rooms);
if (room.freeTiles.length>10)
{
var tile=this.map.getBestSpotInRoom(room);
var entity=this.AddEntity('special','upgrade',tile.x,tile.y);
entity.value='Dungeon cookie upgrade';
this.map.removeFreeTile(tile.x,tile.y);
}
}*/
//sprinkle monsters and treasure
for (var i=0;i<Math.ceil(this.map.freeTiles.length*0.7);i++)//let's fill this up with A LOT of stuff
{
var tile=choose(this.map.freeTiles);
if (tile!=-1)
{
var room=this.map.getRoom(tile[0],tile[1]);
var depth=room.gen+1;
if (Math.random()<0.2)//2 in 10 spawns are monsters
{
var monsters=[];
for (var ii in Game.Monsters)
{
var me=Game.Monsters[ii];
if (me.level!=0 && me.level<=(depth+this.level) && Math.random()<(me.stats.rarity||1)) monsters.push(me.name);//spawn type depending on monster level and rarity
}
if (monsters.length>0)
{
this.AddEntity('monster',choose(monsters),tile[0],tile[1]);
this.map.removeFreeTile(tile[0],tile[1]);
}
}
else//the rest of the spawns are destructibles or loot
{
if (Math.random()<0.6)
{
var value=Math.round(Math.pow(Math.random(),6)*(10+this.level));
if (value>0)
{
var entity=this.AddEntity('item','cookies',tile[0],tile[1]);//random cookies
entity.value=value;
}
}
else this.AddEntity('destructible','random',tile[0],tile[1]);//random crates etc
this.map.removeFreeTile(tile[0],tile[1]);
}
}
}
}
this.onTile=-1;
this.Draw=function()
{
var str='';
var x=-this.hero.x;
var y=-this.hero.y;
str+='<div id="map'+this.id+'" class="map" style="width:'+(9*16)+'px;height:'+(9*16)+'px;"><div class="mapContainer" id="mapcontainer'+this.id+'" style="position:absolute;left:'+(x*16)+'px;top:'+(y*16)+'px;"><div id="mapitems'+this.id+'"></div>'+this.map.str+'</div></div>';
str+='<div style="position:absolute;left:'+(9*16+16)+'px;">'+
'<a class="control west" onclick="Game.HeroesById['+this.hero.id+'].Move(-1,0);"></a><br>'+
'<a class="control east" onclick="Game.HeroesById['+this.hero.id+'].Move(1,0);"></a><br>'+
'<a class="control north" onclick="Game.HeroesById['+this.hero.id+'].Move(0,-1);"></a><br>'+
'<a class="control south" onclick="Game.HeroesById['+this.hero.id+'].Move(0,1);"></a><br>'+
'<a class="control middle" onclick="Game.HeroesById['+this.hero.id+'].Move(0,0);"></a><br>'+
'</div>';
str+='<div style="position:absolute;left:'+(9*16+16+48*3)+'px;bottom:16px;height:100%;">'+
'<div class="dungeonName"><a onclick="Game.ObjectsById['+this.id+'].setSpecial(0);">Exit</a> - <span class="title" style="font-size:12px;">'+this.name+'</span> lvl.'+(this.level+1)+'</div>'+
'<div id="heroSlot'+this.id+'" class="mobSlot"><div id="picHero'+this.id+'" class="mobPic"></div><div id="nameHero'+this.id+'" class="title mobName"></div><div class="hpmBar"><div id="hpHero'+this.id+'" class="hpBar"></div></div></div>'+
'<div id="monsterSlot'+this.id+'" class="mobSlot" style="left:128px;"><div id="picMonster'+this.id+'" class="mobPic"></div><div id="nameMonster'+this.id+'" class="title mobName"></div><div class="hpmBar"><div id="hpMonster'+this.id+'" class="hpBar"></div></div></div>'+
'</div>'+
'<div id="dungeonLog'+this.id+'" class="dungeonLog"></div>';
l('rowSpecial'+this.id).innerHTML='<div style="width:100%;height:100%;z-index:10000;position:absolute;left:0px;top:0px;">'+str+'</div>';
l('picHero'+this.id).style.backgroundImage='url(img/'+this.hero.portrait+'.png)';
l('nameHero'+this.id).innerHTML=this.hero.name;
}
this.Refresh=function()
{
if (!l('mapcontainer'+this.id)) this.Draw();
var x=4-this.hero.x;
var y=4-this.hero.y;
l('mapcontainer'+this.id).style.left=(x*16)+'px';
l('mapcontainer'+this.id).style.top=(y*16)+'px';
l('mapitems'+this.id).innerHTML=this.DrawEntities();
}
this.RedrawMap=function()
{
this.map.str=this.map.getStr();
this.Draw();
}
this.Turn=function()
{
for (var i in this.entities)
{
if (this.entities[i] && this.entities[i].type) this.entities[i].Turn();
}
if (this.currentOpponent)
{
l('monsterSlot'+this.id).style.visibility='visible';
l('hpMonster'+this.id).style.width=Math.round((this.currentOpponent.stats.hp/this.currentOpponent.stats.hpm)*100)+'%';
l('picMonster'+this.id).style.backgroundImage='url(img/'+Game.Monsters[this.currentOpponent.subtype].pic+'.png)';
l('nameMonster'+this.id).innerHTML=Game.Monsters[this.currentOpponent.subtype].name;
l('picHero'+this.id).style.backgroundImage='url(img/'+this.hero.pic+'.png)';
}
else
{
l('monsterSlot'+this.id).style.visibility='hidden';
l('hpMonster'+this.id).style.width='100%';
l('picHero'+this.id).style.backgroundImage='url(img/'+this.hero.portrait+'.png)';
}
this.currentOpponent=0;
l('hpHero'+this.id).style.width=Math.round((this.heroEntity.stats.hp/this.heroEntity.stats.hpm)*100)+'%';
this.Refresh();
this.UpdateLog();
if (this.hero.x==this.map.exit[0] && this.hero.y==this.map.exit[1])
{
this.CompleteLevel();
}
}
this.DrawButton=function()
{
var str='';
//str+='<div style="text-align:center;margin:48px auto;color:#999;"><a onclick="Game.ObjectsById['+this.id+'].setSpecial(1);">Enter</a></div>';
str+='<div style="width:144px;height:144px;position:absolute;left:0px;bottom:0px;"><a class="specialButtonPic" style="background-image:url(img/'+this.portalPic+'.png);" onclick="Game.ObjectsById['+this.id+'].setSpecial(1);"><div class="specialButtonText">Enter dungeons</div></a></div>';
return str;
}
this.CompleteLevel=function()
{
this.hero.Say('completion');
this.level++;
this.Generate();
Game.HeroesById[0].EnterDungeon(this,this.map.entrance[0],this.map.entrance[1]);
this.Draw();
}
this.FailLevel=function()
{
this.Log('Cookies made this run : '+Beautify(this.cookiesMadeThisRun)+' | Monsters defeated this run : '+Beautify(this.monstersKilledThisRun));
this.cookiesMadeThisRun=0;
this.monstersKilledThisRun=0;
this.level=0;
this.Generate();
Game.HeroesById[0].EnterDungeon(this,this.map.entrance[0],this.map.entrance[1]);
this.Draw();
}
}
Game.DungeonLocationChain=function(map,x,y)//return an array of the rooms between the root room and this tile's room, inclusive
{//we shouldn't need all this if we used A*...
var room=map.getRoom(x,y);
var chain=[];
if (room!=-1)
{
while (room.parent)
{
chain.push(room);
room=room.parent;
}
}
chain.reverse();
return chain;
}
Game.DungeonLinkLocationChains=function(start,end)//return the room in which the first location chain should go to to get closer to the second location chain
{
/*
4 cases
-we're already in the same room
-the target is in a different branch
-the target is above in the same branch
-the target is below in the same branch
*/
start.reverse();
end.reverse();
if (start[0].id==end[0].id) return start[start.length-1];//same room
for (var i in end)
{
if (start[0]==end[i].parent) return end[i];//inferior branch, go to the inferior room
}
if (start.length>1) return start[1];//different or superior branch, go to the superior room
return start[0];//eeeh, let's just stay in the same room
}
/*=====================================================================================
CREATE DUNGEONS
=======================================================================================*/
Game.Objects['Factory'].special=function()
{
this.dungeon=new Game.Dungeon('Factory',this.id);
this.dungeon.Generate();
this.specialDrawFunction=function(){this.dungeon.Refresh();};
this.drawSpecialButton=function(){return this.dungeon.DrawButton();};
this.dungeon.timer=0;
this.dungeon.timerWarmup=5;
this.dungeon.portalPic='dungeonFactory';
this.EachFrame=function()
{
if (this.dungeon.auto)
{
if (this.dungeon.timer>0) this.dungeon.timer--;
if (this.dungeon.timer==0)
{
this.dungeon.timer=Game.fps*(Math.max(0.1,2-(this.dungeon.hero.stats.speed*0.2))+Math.max(this.dungeon.timerWarmup,0));
if (this.dungeon.timerWarmup>0) this.dungeon.timerWarmup--;
var dungeon=this.dungeon;
var hero=dungeon.heroEntity;
var targetRoom=Game.DungeonLinkLocationChains(Game.DungeonLocationChain(dungeon.map,hero.x,hero.y),Game.DungeonLocationChain(dungeon.map,dungeon.map.exit[0],dungeon.map.exit[1]));
var targetTile=(targetRoom.gen==0 || targetRoom.id==dungeon.map.getRoom(hero.x,hero.y).id)?[dungeon.map.exit[0],dungeon.map.exit[1]]:targetRoom.door;
hero.GoTo(targetTile[0],targetTile[1]);
if (hero.stuck) hero.Wander();
dungeon.hero.x=hero.x;
dungeon.hero.y=hero.y;
dungeon.Turn();
}
}
}
if (document.addEventListener)//clean this up later
{
l('rowSpecial'+this.dungeon.id).removeEventListener('keydown',arguments.callee,false);
l('rowSpecial'+this.dungeon.id).addEventListener('keydown',function(event)
{
var dungeon=Game.Objects['Factory'].dungeon;
var control=0;
if (event.keyCode==37) {dungeon.hero.Move(-1,0);control=1;}
else if (event.keyCode==38) {dungeon.hero.Move(0,-1);control=1;}
else if (event.keyCode==39) {dungeon.hero.Move(1,0);control=1;}
else if (event.keyCode==40) {dungeon.hero.Move(0,1);control=1;}
else if (event.keyCode==32) {dungeon.hero.Move(0,0);control=1;}//space
else if (event.keyCode==65)//A (auto)
{
if (dungeon.auto)
{
dungeon.auto=0;
dungeon.timerWarmup=-1;
}
else
{
dungeon.auto=1;
dungeon.timer=0;
dungeon.timerWarmup=0;
}
event.preventDefault();
}
if (control)
{
event.preventDefault();
dungeon.timer=Game.fps*10;
dungeon.timerWarmup=5;
}
}
);
}
var hero=choose(Game.HeroesById);
hero.EnterDungeon(this.dungeon,this.dungeon.map.entrance[0],this.dungeon.map.entrance[1]);
}
/*=====================================================================================
HEROES
=======================================================================================*/
Game.Heroes=[];
Game.HeroesById=[];
Game.Hero=function(name,pic,portrait,icon)
{
this.name=name;
this.pic=pic;
this.portrait=portrait;
this.icon=icon;
this.stats={
hp:25,
hpm:25,
might:5,
guard:5,
speed:5,
dodge:5,
luck:5
};
this.dialogue={
'greeting':'Oh hey.|Sup.',
'entrance':'Here we go.|So exciting.',
'completion':'That was easy.|All done here.',
'defeat':'Welp.|Better luck next time.'
};
this.gear={
'armor':-1,
'weapon':-1
};
this.inDungeon=-1;
this.completedDungeons=0;
this.x=0;
this.y=0;
this.EnterDungeon=function(dungeon,x,y)
{
this.inDungeon=dungeon.id;
dungeon.hero=this;
this.x=x;
this.y=y;
dungeon.heroEntity=dungeon.AddEntity('hero',dungeon.hero.name,x,y);
var room=dungeon.map.getRoom(this.x,this.y);
if (room!=-1 && room.hidden) {room.hidden=0;dungeon.RedrawMap();}
Game.Dungeons[this.inDungeon].Refresh();
dungeon.Log('--------------------');
if (dungeon.level==0) this.Say('greeting');
this.Say('entrance');
l('monsterSlot'+dungeon.id).style.visibility='hidden';
}
this.Move=function(x,y)
{
var dungeon=Game.Dungeons[this.inDungeon];
dungeon.heroEntity.targets=[[x,y]];
if (dungeon.heroEntity.Move())
{
this.x=dungeon.heroEntity.x;
this.y=dungeon.heroEntity.y;
dungeon.Turn();
}
}
this.Say=function(what)
{
if (this.dialogue[what]) Game.Dungeons[this.inDungeon].Log(this.name+' : "<span style="color:#99f;">'+choose(this.dialogue[what].split('|'))+'</span>"');
}
this.save=function()
{
var str='';
str+=
this.inDungeon+','+
this.completedDungeons+','+
this.gear.armor+','+
this.gear.weapon
;
return str;
}
this.load=function(data)
{
var str=data.split(',');
this.inDungeon=parseInt(str[0]);
this.completedDungeons=parseInt(str[1]);
this.gear.armor=parseInt(str[2]);
this.gear.weapon=parseInt(str[3]);
}
this.id=Game.HeroesById.length;
Game.HeroesById.push(this);
Game.Heroes[this.name]=this;
}
/*=====================================================================================
CREATE HEROES
=======================================================================================*/
var hero=new Game.Hero('Chip','girlscoutChip','portraitChip',[1,0]);
hero.dialogue={
'intro':'I\'m Chip! I just really like exploring stuff. Let\'s go have an adventure!',
'greeting':'Hello there!|I\'m ready!|Where are we going today?|Adventure!',
'win':'Take that!|Hah!|That\'s right.',
'entrance':'Chipping in!|Welp, here goes nothing!|I wonder what I\'ll find!|Hey, this place is new!|This place seems familiar.|Let\'s make it happen.',
'completion':'I\'m one smart cookie.|Oh yeah!|Let\'s explore some more!|That was easy!|That sure was fun!|I\'m not lost, am I?|More exploring? Sure, why not!',
'defeat':'B-better luck next time.|That really hurt!|I yield! I yield!|That went badly.|No half-baked excuses next time.|I think I scraped my knee!|Owie.|Woopsie!',
'win against Sentient Furnace':'The irony, it burns! (...it\'s funny because it was burning. And made of iron. ...Moving on.)',
'win against Ascended Baking Pod':'Where is your pod now?|That was disturbing.'
};
hero.stats={
hp:30,
hpm:30,
might:5,
guard:5,
speed:5,
dodge:5,
luck:5
};
var hero=new Game.Hero('Crumb','girlscoutCrumb','portraitCrumb',[2,0]);
hero.dialogue={
'intro':'I\'m Crumb. I look like this because of a baking accident when I was little. Big deal. At least now I don\'t get hurt as easily as others, I guess.',
'greeting':'Hi there.|Ready for adventure, I guess.|Reporting for duty.',
'win':'Oh sorry, did that hurt?|Should have moved out of the way.|Oops. My bad.',
'entrance':'Let\'s do this, I guess.|Well, let\'s go...|I gotta go in there?|Are we really doing this?|I hope I won\'t get lost like last time.|Let\'s get this over with.',
'completion':'I... I did it...|I\'m glad that\'s over.|What, there\'s more?|In I go, I guess.|It doesn\'t end, does it?|But it\'s dark in there.',
'defeat':'I, uh, ouch.|Why does that always happen to me?|I\'m just no good, am I?|Oh no.|I\'m... I\'m not crying.|Well that wasn\'t fun at all.|I\'m sorry I failed you.|Please... make them go away...',
'meet Ascended Baking Pod':'That thing shouldn\'t even be alive.|Is that where they all came from?',
'win against Ascended Baking Pod':'Hm. Fascinating.'
};
hero.stats={
hp:25,
hpm:25,
might:5,
guard:7,
speed:4,
dodge:4,
luck:5
};
var hero=new Game.Hero('Doe','girlscoutDoe','portraitDoe',[3,0]);
hero.dialogue={
'intro':'H-hey. Name\'s Doe. I\'m pretty fast. I uh, I promise I\'ll do my best.',
'greeting':'H-hey.|Oh, uh, h-hi there.|C-can I join?',
'win':'Th-that looks like it hurt... awesome...|D-did I do that?|N-neat... there\'s pieces everywhere.',
'entrance':'Alright, let\'s do this!|I-if I really have to.|I-in there? By myself?|...won\'t you come with me this time?|H-here I go!',
'completion':'Oh... oh my.|That\'s... I uh, I\'m glad.|Y-yeah that was real easy. Piece of pie!|T-too easy, right?|S-so many cookies...|Ooh? F-fascinating.',
'defeat':'I-if you can\'t beat them... join them.|I-it\'s because I stutter, isn\'t it?|W-well that\'s just no good at all.|I, uh, I meant for that to happen.|H-how embarrassing.',
'meet Ascended Baking Pod':'W-whoah... it\'s... magnificent...',
'win against Ascended Baking Pod':'I\'m sorry, buddy.|I... I think I hurt it...|Oh no... I-I think I broke it...'
};
hero.stats={
hp:25,
hpm:25,
might:4,
guard:4,
speed:7,
dodge:5,
luck:5
};
var hero=new Game.Hero('Lucky','girlscoutLucky','portraitLucky',[4,0]);
hero.dialogue={
'intro':'Oh joy! My name\'s Lucky. Guess what I\'m good at?',
'greeting':'I\'m feeling lucky!|It\'s a bright day today!|Let\'s do great things together.',
'win':'Ooh lucky shot!|Pow! One more.|Damn straight!',
'entrance':'Glad to be of service!|Oooh this one\'ll be interesting.|This will be a good one, I can feel it!|Here I come!',
'completion':'Over already?|Let\'s explore some more!|That was lucky!|That was no luck, I\'m just that good.|Alright, let\'s move on!|I\'m just getting warmed up!',
'defeat':'I can\'t believe it!|...This is a joke, right?|Hey! No fair!|B-but...|I\'m gonna need a bandaid. And some hot chocolate.|I\'ll, uh, try again later.|Bad luck! Bad luck!',
'win against Ascended Baking Pod':'Golly, that was peculiar.'
};
hero.stats={
hp:25,
hpm:25,
might:5,
guard:4,
speed:4,
dodge:5,
luck:7
};
};