/usr/share/oolite/Scripts/oolite-contracts-parcels.js is in oolite-data 1.77.1-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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oolite-contracts-parcels.js
Script for managing parcel contracts
Oolite
Copyright © 2004-2013 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
/*jslint white: true, undef: true, eqeqeq: true, bitwise: true, regexp: true, newcap: true, immed: true */
/*global galaxyNumber, missionVariables, system*/
"use strict";
this.name = "oolite-contracts-parcels";
this.author = "cim";
this.copyright = "© 2012-2013 the Oolite team.";
this.description = "Parcel delivery contracts.";
this.version = "1.77.1";
/**** Configuration options and API ****/
/* OXPs which wish to add a background to the summary pages should
set this value */
this.$parcelSummaryPageBackground = "";
/* OXPs which wish to add an overlay to the parcel mission screens
should set this value */
this.$parcelPageOverlay = "";
/* this._addParcelToSystem(parcel)
* This function adds the defined parcel to the local main station's
* interface list. A parcel definition is an object with the following
* parameters, all required:
*
* destination: system ID of destination system
* sender: the name of the sender (max 40 chars)
* description: a short description of the parcel contents (max 40 chars)
* deadline: the deadline for delivery, in clock seconds
* payment: the payment for delivery on time, in credits
*
* and optionally, the following parameter:
*
* route: a route object generated with system.info.routeToSystem
* describing the route between the source and destination
* systems.
*
* If this is not specified, it will be generated automatically.
*
* The function will return true if the parcel can be added, false
* otherwise.
*/
this._addParcelToSystem = function(parcel)
{
if (!system.mainStation)
{
log(this.name,"Contracts require a main station");
return false;
}
if (!parcel.sender || parcel.sender.length > 40)
{
log(this.name,"Rejected parcel: sender missing or too long");
return false;
}
if (!parcel.description || parcel.description.length > 40)
{
log(this.name,"Rejected parcel: description missing or too long");
return false;
}
if (parcel.destination < 0 || parcel.destination > 255)
{
log(this.name,"Rejected parcel: destination missing or invalid");
return false;
}
if (parcel.deadline <= clock.adjustedSeconds)
{
log(this.name,"Rejected parcel: deadline invalid");
return false;
}
if (parcel.payment < 0)
{
log(this.name,"Rejected parcel: payment invalid");
return false;
}
if (!parcel.route)
{
var destinationInfo = System.infoForSystem(galaxyNumber,parcel.destination);
parcel.route = system.info.routeToSystem(destinationInfo);
if (!parcel.route)
{
log(this.name,"Rejected parcel: route invalid");
return false;
}
}
this.$parcels.push(parcel);
this._updateMainStationInterfacesList();
return true;
}
/**** Internal methods. Do not call these from OXPs as they may change
**** without warning. ****/
/* Event handlers */
this.startUp = function()
{
this.$helper = worldScripts["oolite-contracts-helpers"];
this.$suspendedDestination = null;
this.$suspendedHUD = false;
// stored contents of local main station's parcel contract list
if (missionVariables.oolite_contracts_parcels)
{
this.$parcels = JSON.parse(missionVariables.oolite_contracts_parcels);
}
else
{
this._initialiseParcelContractsForSystem();
}
this._updateMainStationInterfacesList();
}
this.shipWillExitWitchspace = function()
{
if (!system.isInterstellarSpace && !system.sun.hasGoneNova && system.mainStation)
{
// must be a regular system with a main station
this._initialiseParcelContractsForSystem();
this._updateMainStationInterfacesList();
}
}
this.playerWillSaveGame = function()
{
// encode the contract list to a string for storage in the savegame
missionVariables.oolite_contracts_parcels = JSON.stringify(this.$parcels);
}
// when the player exits the mission screens, reset their destination
// system and HUD settings, which the mission screens may have
// affected.
this.shipWillLaunchFromStation = function()
{
this._resetViews();
}
this.guiScreenWillChange = function(to, from)
{
this._resetViews();
}
this.guiScreenChanged = function(to, from)
{
if (to != "GUI_SCREEN_MISSION")
{
this._resetViews();
}
}
/* Interface functions */
// resets HUD and jump destination
this._resetViews = function()
{
if (this.$suspendedHUD !== false)
{
player.ship.hudHidden = false;
this.$suspendedHUD = false;
}
if (this.$suspendedDestination !== null)
{
player.ship.targetSystem = this.$suspendedDestination;
this.$suspendedDestination = null;
}
}
// initialise a new parcel contract list for the current system
this._initialiseParcelContractsForSystem = function()
{
// clear list
this.$parcels = [];
// basic range -3 to +3 evenly distributed
// parcel contracts require far less investment than cargo or passenger
// so fewer are available
var numContracts = Math.floor(Math.random()*7) - 3;
// larger systems more likely to have contracts, smaller less likely
if (system.info.population > 50)
{
numContracts++;
}
else if (system.info.population < 30)
{
numContracts--;
}
// if the player has a bad reputation, reduce the available contract number
if (player.parcelReputation < 0)
{
numContracts += player.parcelReputation;
}
// if they have a very good reputation, increase the numbers
else if (player.parcelReputation > 4)
{
numContracts += Math.floor(Math.random()*(player.parcelReputation - 3));
}
// always have at least two available for new Jamesons
if (!missionVariables.oolite_contracts_parcels && numContracts < 2)
{
numContracts = 2;
}
// reduce number of places with none whatsoever
else if (numContracts < 1 && player.parcelReputation >= 0 && Math.random() < 0.5)
{
numContracts = 1;
}
for (var i = 0; i < numContracts; i++)
{
var parcel = new Object;
// pick a random system to take the parcel to
var destination = Math.floor(Math.random()*256);
// discard if chose the current system
if (destination === system.ID)
{
continue;
}
// get the SystemInfo object for the destination
var destinationInfo = System.infoForSystem(galaxyNumber,destination);
// check that a route to the destination exists
var routeToDestination = system.info.routeToSystem(destinationInfo);
// if the system cannot be reached, discard the parcel
if (!routeToDestination)
{
continue;
}
// we now have a valid destination, so generate the rest of
// the parcel details
parcel.destination = destination;
// we'll need this again later, and route calculation is slow
parcel.route = routeToDestination;
parcel.sender = randomName()+" "+randomName();
parcel.description = expandDescription("[parcel-description]");
// time allowed for delivery is time taken by "fewest jumps"
// route, plus 10-110%, plus four hours to make sure all routes
// are "in time" for a reasonable-length journey in-system.
parcel.deadline = clock.adjustedSeconds + Math.floor((routeToDestination.time * 3600 * (1.1+(Math.random())))) + 14400;
// total payment is small for these items.
parcel.payment = Math.floor(
// 2-3 credits per LY of route
(routeToDestination.distance * (2+Math.random())) +
// additional income for route length based on reputation
(Math.pow(routeToDestination.route.length,1+(0.2*player.parcelReputation))) +
// small premium for delivery to more dangerous systems
(2 * Math.pow(7-destinationInfo.government,1.5))
);
// add parcel to contract list
this._addParcelToSystem(parcel);
}
}
// this should be called every time the contents of this.$parcels
// changes, as it updates the summary of the interface entry.
this._updateMainStationInterfacesList = function()
{
if (this.$parcels.length === 0)
{
// no contracts, remove interface if it exists
system.mainStation.setInterface("oolite-contracts-parcels",null);
}
else
{
var title = expandMissionText("oolite-contracts-parcels-interface-title",{
"oolite-contracts-parcels-interface-title-count": this.$parcels.length
});
system.mainStation.setInterface("oolite-contracts-parcels",{
title: title,
category: expandMissionText("oolite-contracts-parcels-interface-category"),
summary: expandMissionText("oolite-contracts-parcels-interface-summary"),
callback: this._parcelContractsScreens.bind(this)
// could alternatively use "cbThis: this" parameter instead of bind()
});
}
}
// if the interface is activated, this function is run.
this._parcelContractsScreens = function(interfaceKey)
{
// the interfaceKey parameter is not used here, but would be useful if
// this callback managed more than one interface entry
this._validateParcels();
// set up variables used to remember state on the mission screens
this.$suspendedDestination = null;
this.$suspendedHUD = false;
this.$contractIndex = 0;
this.$routeMode = "LONG_RANGE_CHART_SHORTEST";
this.$lastOptionChosen = "06_EXIT";
// start on the summary page if more than one contract is available
var summary = (this.$parcels.length > 1);
this._parcelContractsDisplay(summary);
}
// this function is called after the player makes a choice which keeps
// them in the system, and also on initial entry to the system
// to select the appropriate mission screen and display it
this._parcelContractsDisplay = function(summary) {
// Again. Has to be done on every call to this function, but also
// has to be done at the start.
this._validateParcels();
// if there are no parcels (usually because the player has taken
// the last one) display a message and quit.
if (this.$parcels.length === 0)
{
var missionConfig = {titleKey: "oolite-contracts-parcels-none-available-title",
messageKey: "oolite-contracts-parcels-none-available-message",
allowInterrupt: true,
screenID: "oolite-contracts-parcels-none",
exitScreen: "GUI_SCREEN_INTERFACES"};
if (this.$parcelSummaryPageBackground != "") {
missionConfig.background = this.$parcelSummaryPageBackground;
}
if (this.$parcelPageOverlay != "") {
missionConfig.overlay = this.$parcelPageOverlay;
}
mission.runScreen(missionConfig);
// no callback, just exits contracts system
return;
}
// make sure that the 'currently selected contract' pointer
// is in bounds
if (this.$contractIndex >= this.$parcels.length)
{
this.$contractIndex = 0;
}
else if (this.$contractIndex < 0)
{
this.$contractIndex = this.$parcels.length - 1;
}
// sub functions display either summary or detail screens
if (summary)
{
this._parcelContractSummaryPage();
}
else
{
this._parcelContractSinglePage();
}
}
// display the mission screen for the summary page
this._parcelContractSummaryPage = function()
{
// column 'tab stops'
var columns = [14,21,28];
// column header line
var headline = expandMissionText("oolite-contracts-parcels-column-cargo");
// pad to correct length to give a table-like layout
headline += this.$helper._paddingText(headline,columns[0]);
headline += expandMissionText("oolite-contracts-parcels-column-destination");
headline += this.$helper._paddingText(headline,columns[1]);
headline += expandMissionText("oolite-contracts-parcels-column-within");
headline += this.$helper._paddingText(headline,columns[2]);
headline += expandMissionText("oolite-contracts-parcels-column-fee");
// required because of way choices are displayed.
headline = " "+headline;
// setting options dynamically; one contract per line
var options = new Object;
var i;
for (i=0; i<this.$parcels.length; i++)
{
// temp variable to simplify following code
var parcel = this.$parcels[i];
// write the parcel description, padded to line up with the headers
var optionText = parcel.description;
optionText += this.$helper._paddingText(optionText, columns[0]);
optionText += System.infoForSystem(galaxyNumber, parcel.destination).name;
optionText += this.$helper._paddingText(optionText, columns[1]);
optionText += this.$helper._timeRemaining(parcel);
optionText += this.$helper._paddingText(optionText, columns[2]);
// right-align the fee so that the credits signs line up
var priceText = formatCredits(parcel.payment,false,true);
priceText = this.$helper._paddingText(priceText, 2.5)+priceText;
optionText += priceText
// maximum of seven contracts available, so no need to pad the number
// in the key to maintain alphabetical order
// needs to be aligned left to line up with the heading
options["01_CONTRACT_"+i] = { text: optionText, alignment: "LEFT" };
// if there doesn't appear to be sufficient time remaining
if (this.$helper._timeRemainingSeconds(parcel) < this.$helper._timeEstimateSeconds(parcel))
{
options["01_CONTRACT_"+i].color = "orangeColor";
}
}
// if we've come from the detail screen, make sure the last
// contract shown there is selected here
var initialChoice = ["01_CONTRACT_"+this.$contractIndex];
// next, an empty string gives an unselectable row
options["02_SPACER"] = "";
// numbered 06 to match the option of the same function in the other branch
options["06_EXIT"] = expandMissionText("oolite-contracts-parcels-command-quit");
// now need to add further spacing to fill the remaining rows, or
// the options will end up at the bottom of the screen.
var rowsToFill = 21;
if (player.ship.hudHidden)
{
rowsToFill = 27;
}
for (i = 4 + this.$parcels.length; i < rowsToFill ; i++)
{
// each key needs to be unique at this stage.
options["07_SPACER_"+i] = "";
}
var missionConfig = {titleKey: "oolite-contracts-parcels-title-summary",
message: headline,
allowInterrupt: true,
screenID: "oolite-contracts-parcels-summary",
exitScreen: "GUI_SCREEN_INTERFACES",
choices: options,
initialChoicesKey: initialChoice};
if (this.$parcelSummaryPageBackground != "") {
missionConfig.background = this.$parcelSummaryPageBackground;
}
if (this.$parcelPageOverlay != "") {
missionConfig.overlay = this.$parcelPageOverlay;
}
// now run the mission screen
mission.runScreen(missionConfig, this._processParcelChoice, this);
}
// display the mission screen for the contract detail page
this._parcelContractSinglePage = function()
{
// temp variable to simplify code
var parcel = this.$parcels[this.$contractIndex];
// This mission screen uses the long range chart as a backdrop.
// This means that the first 18 lines are taken up by the chart,
// and we can't put text there without overwriting the chart.
// We therefore need to hide the player's HUD, to get the full 27
// lines.
if (!player.ship.hudHidden)
{
this.$suspendedHUD = true; // note that we hid it, for later
player.ship.hudHidden = true;
}
// We also set the player's witchspace destination temporarily
// so we need to store the old one in a variable to reset it later
this.$suspendedDestination = player.ship.targetSystem;
// That done, we can set the player's destination so the map looks
// right.
player.ship.targetSystem = parcel.destination;
// start with 18 blank lines, since we don't want to overlap the chart
var message = new Array(18).join("\n");
message += expandMissionText("oolite-contracts-parcels-long-description",{
"oolite-contracts-parcels-longdesc-sender": parcel.sender,
"oolite-contracts-parcels-longdesc-contents": this._formatPackageName(parcel.description),
"oolite-contracts-parcels-longdesc-destination": this.$helper._systemName(parcel.destination),
"oolite-contracts-parcels-longdesc-deadline": this.$helper._timeRemaining(parcel),
"oolite-contracts-parcels-longdesc-time": this.$helper._timeEstimate(parcel),
"oolite-contracts-parcels-longdesc-payment": formatCredits(parcel.payment,false,true)
});
// use a special background
var backgroundSpecial = "LONG_RANGE_CHART";
// the available options will vary quite a bit, so this rather
// than a choicesKey in missiontext.plist
var options = new Object;
// these are the only options which are always available
options["05_ACCEPT"] = {
text: expandMissionText("oolite-contracts-parcels-command-accept")
};
// if there's not much time left, change the option colour as a warning!
if (this.$helper._timeRemainingSeconds(parcel) < this.$helper._timeEstimateSeconds(parcel))
{
options["05_ACCEPT"].color = "orangeColor";
}
options["06_EXIT"] = expandMissionText("oolite-contracts-parcels-command-quit");
// if the ship has a working advanced nav array, can switch
// between 'quickest' and 'shortest' routes
// (and also upgrade the special background)
if (player.ship.equipmentStatus("EQ_ADVANCED_NAVIGATIONAL_ARRAY") === "EQUIPMENT_OK")
{
backgroundSpecial = this.$routeMode;
if (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")
{
options["01_MODE"] = expandMissionText("oolite-contracts-parcels-command-ana-quickest");
}
else
{
options["01_MODE"] = expandMissionText("oolite-contracts-parcels-command-ana-shortest");
}
}
// if there's more than one, need options for forward, back, and listing
if (this.$parcels.length > 1)
{
options["02_BACK"] = expandMissionText("oolite-contracts-parcels-command-back");
options["03_NEXT"] = expandMissionText("oolite-contracts-parcels-command-next");
options["04_LIST"] = expandMissionText("oolite-contracts-parcels-command-list");
}
else
{
// if not, we may need to set a different choice
// we never want 05_ACCEPT to end up selected initially
if (this.$lastChoice === "02_BACK" || this.$lastChoice === "03_NEXT" || this.$lastChoice === "04_LIST")
{
this.$lastChoice = "06_EXIT";
}
}
var title = expandMissionText("oolite-contracts-parcels-title-detail",{
"oolite-contracts-parcels-title-detail-number": this.$contractIndex+1,
"oolite-contracts-parcels-title-detail-total": this.$parcels.length
});
// finally, after all that setup, actually create the mission screen
var missionConfig = {
title: title,
message: message,
allowInterrupt: true,
screenID: "oolite-contracts-parcels-details",
exitScreen: "GUI_SCREEN_INTERFACES",
backgroundSpecial: backgroundSpecial,
choices: options,
initialChoicesKey: this.$lastChoice
};
if (this.$parcelPageOverlay != "") {
missionConfig.overlay = this.$parcelPageOverlay;
}
mission.runScreen(missionConfig,this._processParcelChoice, this);
}
this._processParcelChoice = function(choice)
{
this._resetViews();
if (choice === null)
{
// can occur if ship launches mid mission screen
return;
}
// now process the various choices
if (choice.match(/^01_CONTRACT_/))
{
// contract selected from summary page
// set the index to that contract, and show details
var index = parseInt(choice.slice(12),10);
this.$contractIndex = index;
this.$lastChoice = "04_LIST";
this._parcelContractsDisplay(false);
}
else if (choice === "01_MODE")
{
// advanced navigation array mode flip
this.$routeMode = (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")?"LONG_RANGE_CHART_QUICKEST":"LONG_RANGE_CHART_SHORTEST";
this.$lastChoice = "01_MODE";
this._parcelContractsDisplay(false);
}
else if (choice === "02_BACK")
{
// reduce contract index (parcelContractsDisplay manages wraparound)
this.$contractIndex--;
this.$lastChoice = "02_BACK";
this._parcelContractsDisplay(false);
}
else if (choice === "03_NEXT")
{
// increase contract index (parcelContractsDisplay manages wraparound)
this.$contractIndex++;
this.$lastChoice = "03_NEXT";
this._parcelContractsDisplay(false);
}
else if (choice === "04_LIST")
{
// display the summary page
this._parcelContractsDisplay(true);
}
else if (choice === "05_ACCEPT")
{
this._acceptContract();
// do not leave the setting as accept for the next contract!
this.$lastChoice = "03_NEXT";
this._parcelContractsDisplay(false);
}
// if we get this far without having called parcelContractsDisplay
// that means either 'exit' or an unrecognised option was chosen
}
// move a parcel from the contracts list to the player's ship
this._acceptContract = function()
{
var parcel = this.$parcels[this.$contractIndex];
// give the parcel to the player
player.ship.addParcel(parcel.sender+"'s "+this._formatPackageName(parcel.description),system.ID,parcel.destination,parcel.deadline,parcel.payment);
// remove the parcel from the station list
this.$parcels.splice(this.$contractIndex,1);
// update the interface description
this._updateMainStationInterfacesList();
this.$helper._soundSuccess();
}
// removes any expired parcels
this._validateParcels = function()
{
var c = this.$parcels.length-1;
var removed = false;
// iterate downwards so we can safely remove as we go
for (var i=c;i>=0;i--)
{
// if the time remaining is less than 1/3 of the estimated
// delivery time, even in the best case it's probably not
// going to get there.
if (this.$helper._timeRemainingSeconds(this.$parcels[i]) < this.$helper._timeEstimateSeconds(this.$parcels[i]) / 3)
{
// remove it
this.$parcels.splice(i,1);
removed = true;
}
}
if (removed)
{
// update the interface description if we removed any
this._updateMainStationInterfacesList();
}
}
/* Utility functions */
// lower-cases the initial letter of the package contents
this._formatPackageName = function(name) {
return name.charAt(0).toLowerCase() + name.slice(1);
}
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