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script.js
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"use strict";
//class pour les batiment pouvant etre construit
class ListBuildings {
/**
*
* @param {string} name
* @param {number} level
* @param {number} buildingMoneyCost
* @param {number} buildingRockCost
* @param {number} buildingWoodCost
* @param {string} type
*
*
*/
constructor(
name,
level,
buildingMoneyCost,
buildingRockCost,
buildingWoodCost,
type,
desc
) {
this.name = name;
this.level = level;
this.buildingMoneyCost = buildingMoneyCost;
this.buildingRockCost = buildingRockCost;
this.buildingWoodCost = buildingWoodCost;
this.type = type;
this.desc = desc;
}
}
// class pour mes batiments
class MyBuilding {
/**
*
* @param {string} name
* @param {number} level
* @param {number} buildingUpgradeMoneyCost
* @param {number} buildingUpgradeWoodCost
* @param {number} buildingUpgradeRockCost
* @param {number} production
* @param {string} productionName
* @param {string} type
* @param {string} id
*
*
*/
constructor(
name,
level = 1,
buildingUpgradeMoneyCost = 0,
buildingUpgradeWoodCost = 0,
buildingUpgradeRockCost = 0,
production = 0,
productionName,
type,
id,
desc
) {
this.name = name;
this.level = level;
this.buildingUpgradeMoneyCost = buildingUpgradeMoneyCost;
this.buildingUpgradeWoodCost = buildingUpgradeWoodCost;
this.buildingUpgradeRockCost = buildingUpgradeRockCost;
this.production = production;
this.productionName = productionName;
this.type = type;
this.id = id;
this.desc = desc;
}
}
//class Resource
class Ressource {
/**
*
* @param {string} name
* @param {string} rarity
* @param {number} number
* @param {string} description
*
*
*/
constructor(name, rarity, number, description) {
this.name = name;
this.rarity = rarity;
this.number = number;
this.description = description;
}
}
//class Marchand
class Marchand {
/**
*
* @param {String} name
* @param {String} type
* @param {String} desc
* @param {String} rarity
* @param {String} marketInventory
*
*
*/
constructor(name, type, desc, rarity, marketInventory) {
this.name = name;
this.type = type;
this.desc = desc;
this.rarity = rarity;
this.marketInventory = marketInventory;
}
}
//class inventaire des marchand
class MarketInventory {
constructor(
name,
item1,
numberItem1,
item2,
numberItem2,
item3,
numberItem3
) {
this.name = name;
this.item1 = item1;
this.numberItem1 = numberItem1;
this.item2 = item2;
this.numberItem2 = numberItem2;
this.item3 = item3;
this.numberItem3 = numberItem3;
}
}
//class item
class MarketItem {
/**
*
* @param {string} name
* @param {number} price
* @param {string} desc
* @param {string} rarity
*
*/
constructor(name, price, desc, type) {
this.name = name;
this.price = price;
this.desc = desc;
this.type = type;
}
}
//creation des items
const MarketWood = new MarketItem(
"Wood",
3,
"du bois vous en avez besoin...",
"wood"
);
const MarketRock = new MarketItem(
"Pierre",
2,
"les roches vous en avez besoin...",
"rock"
);
const MarketFood = new MarketItem(
"Nourriture",
3,
"la nourriture c'est important",
"food"
);
const MarketFuel = new MarketItem(
"Energie",
5,
"vous en aurez besoin pour certain batiments c'est sur!",
"fuel"
);
const MarketMetal = new MarketItem(
"Métal",
5,
"on a jamais assez de ressource",
"metal"
);
const MarketAmmo = new MarketItem(
"Munitions",
4,
"comment se defendre sans munition",
"ammo"
);
const MarketHealthPack = new MarketItem(
"Soins",
2,
"toujours utile en exploration ou pour soigner les habitants",
"healthPack"
);
const MarketProtection = new MarketItem(
"Protection",
100,
"permet de se proteger pendant une semaine contre les crises",
"protection"
);
//creation MarketInventory
const marketInventory1 = new MarketInventory(
"marketInventory1",
MarketMetal,
50,
MarketAmmo,
50,
MarketMetal,
50
);
const marketInventory2 = new MarketInventory(
"marketInventory2",
MarketHealthPack,
20,
MarketFood,
100,
MarketFuel,
20
);
const marketInventory3 = new MarketInventory(
"marketInventory3",
MarketWood,
30,
MarketRock,
60,
MarketWood,
60
);
const marketInventory4 = new MarketInventory(
"marketInventory4",
MarketWood,
30,
MarketRock,
60,
MarketMetal,
40
);
const marketInventory5 = new MarketInventory(
"marketInventory5",
MarketAmmo,
120,
MarketHealthPack,
100,
MarketProtection,
150
);
//creation des marchand
const marchand1 = new Marchand(
"Marchand de Ferraille",
"marchand",
"ce marchand possede du metal a un prix interessant",
"uncommon",
marketInventory1
);
const marchand2 = new Marchand(
"L'Échoppe du Dernier Espoir",
"marchand",
"ce marchand peut vous etre trés utile",
"rare",
marketInventory2
);
const marchand3 = new Marchand(
"Le Caravanier Solitaire",
"marchand",
"un marchand qui solitaire qui possede des produit interressant...",
"common",
marketInventory3
);
const marchand4 = new Marchand(
"La Boutique des Ruines",
"marchand",
"un marchand qui fait equipe avec d'autres marchand une sorte d'entreprise des souterrain",
"common",
marketInventory4
);
const marchand5 = new Marchand(
"Empereur des Marchés Désolés",
"marchand",
"un marchand legendaire ne ratez pas cette opportuniter",
"legendary",
marketInventory5
);
//creation des items pour le market
//Creation des variables ressource
const food = new Ressource(
"food",
"common",
1000,
"tu en as besoin pour ta station"
);
const fuel = new Ressource(
"fuel",
"uncommon",
300,
"tu en a besoin pour faire fonctionner certain batiment"
);
const money = new Ressource(
"money",
"common",
500,
"tu as a besoin vraiment..."
);
const metal = new Ressource(
"metal",
"uncommon",
50,
"il en faut pour certain batiment ou armes"
);
const wood = new Ressource(
"wood",
"uncommon",
100,
"tu en as besoin pour faire fonctionner certain batiment"
);
const rock = new Ressource(
"rock",
"uncommon",
300,
"tu en as besoin pour faire fonctionner certain batiment"
);
const resident = new Ressource(
"resident",
"common",
50,
"il sont utile pour la ville"
);
let ammo = 2000;
let healthPack = 100;
let marchands = [
marchand1,
marchand1,
marchand1,
marchand1,
marchand1,
marchand2,
marchand2,
marchand3,
marchand3,
marchand3,
marchand4,
marchand4,
marchand4,
marchand5,
];
let myActualMarchand = marchands[Math.floor(Math.random() * marchands.length)];
let actionPerDay = 5;
let handlePowerOutageCount = 0;
let handleIllnessCount = 0;
let myActualBuilding = [];
let buildingList = [];
let marketInventoryList = [];
marketInventoryList.push(
marketInventory1,
marketInventory2,
marketInventory3,
marketInventory4,
marketInventory5
);
let marchandList = [];
marchandList.push(marchand1, marchand2, marchand3, marchand4, marchand5);
let MarketItemList = [];
MarketItemList.push(
MarketWood,
MarketRock,
MarketFood,
MarketFuel,
MarketMetal,
MarketAmmo,
MarketHealthPack,
MarketProtection
);
let farmCount = 0;
let mineCount = 0;
let shelterCount = 0;
let currentDays = 1;
//recuperer mon html
//recuperer les span dans les li
let liFood = document.getElementById("foodInfo");
let liWood = document.getElementById("woodInfo");
let liRock = document.getElementById("rockInfo");
let liMetal = document.getElementById("metalInfo");
let liMoney = document.getElementById("moneyInfo");
let liResident = document.getElementById("residentInfo");
let liFuel = document.getElementById("fuelInfo");
let daysInfo = document.getElementById("daysInfo");
let liActionRemaining = document.getElementById("actionRemaining");
//btn
let btnBuildFarm = document.getElementById("btnBuildFarm");
let btnBuildMine = document.getElementById("btnBuildMine");
let btnBuildShelter = document.getElementById("btnBuildShelter");
let btnNextDay = document.getElementById("btnNextDay");
//modal
let modal = document.getElementById("myModal");
let btnModalMarchand = document.getElementById("openModalBtn");
let span = document.getElementsByClassName("close")[0];
const buildFarm = new ListBuildings(
"farm",
1,
100,
25,
50,
"farm",
"une ferme donne de la nourriture"
);
const buildMine = new ListBuildings(
"mine",
1,
100,
50,
15,
"mine",
"une mine qui donne de la pierre"
);
const buildShelter = new ListBuildings(
"shelter",
1,
100,
50,
50,
"shelter",
"un foyer pour les resident"
);
//----------------------------------------------------------------
//ajouter les attributs pour le lancement des fonctions
btnBuildFarm.addEventListener("click", function () {
btnBuildFarmFunction(buildFarm);
});
btnBuildMine.addEventListener("click", function () {
btnBuildMineFunction(buildMine);
});
btnBuildShelter.addEventListener("click", function () {
btnBuildShelterFunction(buildShelter);
});
btnNextDay.addEventListener("click", nextDays);
btnModalMarchand.onclick = function () {
modal.style.display = "block";
market();
};
span.onclick = function () {
modal.style.display = "none";
removeModalItem();
};
window.onclick = function (event) {
if (event.target == modal) {
modal.style.display = "none";
removeModalItem();
}
};
//affichage des ressource dans le li
liFood.innerHTML = `${food.number}`;
liWood.innerHTML = `${wood.number}`;
liRock.innerHTML = `${rock.number}`;
liMetal.innerHTML = `${metal.number}`;
liMoney.innerHTML = `${money.number}`;
liResident.innerHTML = `${resident.number}`;
liFuel.innerHTML = `${fuel.number}`;
liActionRemaining.innerHTML = `${actionPerDay}`;
daysInfo.innerHTML = `${currentDays}`;
//-----------------------function--------------------------------------------------------
//fonction pour cree un batiment "farm"
function btnBuildFarmFunction(farm) {
//timestamp
//fin ts
let thisBuild = farm;
if (ressourceNeedBuildIf(thisBuild, 0) && farmCount < 5 && actionPerDay > 0) {
//MAJ des ressource pour la creation du batiment
ressourceNeedBuildIf(0, thisBuild);
// ressourceUpdateBuild(thisBuild);
actionPerDay -= 1;
farmCount += 1;
//creation du nouveau batimnet avec la class MyBuilding
const farm = new MyBuilding(
"farm",
1,
125,
75,
50,
30,
"nourriture",
"farm",
`farmCount${farmCount}`,
"ce batiment vous donne raporte de la nourriture a chaque tour"
);
//mettre le nouveau batiment dans le tableau myActualBuilding
myActualBuilding.push(farm);
//creation de la variable pour faire fonctionner la function letCreateForCard(idForDiv)
let idForDiv = `farmCount${farmCount}`;
//lancement de la fonction pour cree les card en fonction du batiment
letCreateForCard(idForDiv);
//MAJ des ressources dans l'html
updateResourcesUI();
} else {
console.log("bon...");
}
//ts
//fin ts
}
//fonction pour cree un batiment "mine"
function btnBuildMineFunction(mine) {
let thisBuild = mine;
if (
ressourceNeedBuildIf(thisBuild, 0) &&
mineCount < 5 &&
actionPerDay >= 0
) {
//MAJ des ressource pour la creation du batiment
ressourceNeedBuildIf(0, thisBuild);
actionPerDay -= 1;
mineCount += 1;
//creation du nouveau batimnet avec la class MyBuilding
const mine = new MyBuilding(
"mine",
1,
125,
20,
75,
30,
"pierre",
"mine",
`mineCount${mineCount}`,
"ce batiment vous raporte de la pierre a chaque tour"
);
//mettre le nouveau batiment dans le tableau myActualBuilding
myActualBuilding.push(mine);
//creation de la variable pour faire fonctionner la function letCreateForCard(idForDiv)
let idForDiv = `mineCount${mineCount}`;
//lancement de la fonction pour cree les card en fonction du batiment
letCreateForCard(idForDiv);
//MAJ des ressources dasn l'html
updateResourcesUI();
} else {
console.log("bon...");
}
}
//fonction pour cree un batiment "shelter" le batiment permet de gerer les resident
function btnBuildShelterFunction(build) {
let thisBuild = build;
if (
ressourceNeedBuildIf(thisBuild, 0) &&
shelterCount < 5 &&
actionPerDay >= 0
) {
//MAJ des ressource pour la creation du batiment
ressourceNeedBuildIf(0, thisBuild);
shelterCount += 1;
actionPerDay -= 1;
//creation du nouveau batimnet avec la class MyBuilding
const shelter = new MyBuilding(
"shelter",
1,
125,
20,
75,
10,
"resident",
"shelter",
`shelterCount${shelterCount}`,
"ce batiment vous donne de l'argent et augmente vos resident a chaque tour"
);
//mettre le nouveau batiment dans le tableau myActualBuilding
myActualBuilding.push(shelter);
//creation de la variable pour faire fonctionner la function letCreateForCard(idForDiv)
let idForDiv = `shelterCount${shelterCount}`;
//lancement de la fonction pour cree les card en fonction du batiment
letCreateForCard(idForDiv);
//MAJ des ressources dans l'html
updateResourcesUI();
} else {
console.log("bon...");
}
}
//fonction qui se fiat appeller dans les fonction "cree un batiment" permet de gerer l'html pour avoir l'affichage voulue
function letCreateForCard(idForDiv) {
//creation des variables pour l'html
let mainDivCards = document.getElementById("mainDivCards");
let divCard = document.createElement("div");
let divCardHeader = document.createElement("div");
let nameCard = document.createElement("h3");
let divCardBody = document.createElement("div");
let paragraphDivDesc = document.createElement("p");
let paragraphUpdateCost = document.createElement("p");
let btnUpgrade = document.createElement("button");
//ajout des attribut && du text
//"idForDiv" est egal a l'id du batiment
divCard.classList.add("card");
divCard.setAttribute("id", idForDiv);
divCardHeader.classList.add("card-header");
btnUpgrade.textContent = "Upgrade";
btnUpgrade.setAttribute("id", idForDiv);
btnUpgrade.classList.add("upgrade-button");
btnUpgrade.addEventListener("click", btnUpgradeFunction);
//insertion dans l'html
mainDivCards.appendChild(divCard);
divCard.appendChild(divCardHeader);
divCardHeader.appendChild(nameCard);
divCardBody.appendChild(paragraphDivDesc);
divCard.appendChild(divCardBody);
divCardBody.appendChild(paragraphUpdateCost);
divCardBody.appendChild(btnUpgrade);
//boucle for pour pouvoir mettre le niveau et la description en fonction du batiment
for (let i = 0; i < myActualBuilding.length; i++) {
if (myActualBuilding[i].id == idForDiv) {
console.log(`${myActualBuilding[i].id}`);
nameCard.textContent = `${myActualBuilding[i].name} lvl ${myActualBuilding[i].level}`;
paragraphDivDesc.innerHTML = `${myActualBuilding[i].desc}<br> ${myActualBuilding[i].production} de ${myActualBuilding[i].productionName} par jour`;
paragraphUpdateCost.textContent = `ressource nescessaire pour l'amelioration : Money : ${myActualBuilding[i].buildingUpgradeMoneyCost} -
wood : ${myActualBuilding[i].buildingUpgradeWoodCost} -
rock : ${myActualBuilding[i].buildingUpgradeRockCost}`;
} else {
console.log("hummm.....");
}
}
}
//fonction qui se fait appeler permet de mettre a jour l'html des ressource dispo
function updateResourcesUI() {
liFood.innerHTML = `${food.number}`;
liWood.innerHTML = `${wood.number}`;
liRock.innerHTML = `${rock.number}`;
liMetal.innerHTML = `${metal.number}`;
liMoney.innerHTML = `${money.number}`;
liResident.innerHTML = `${resident.number}`;
liFuel.innerHTML = `${fuel.number}`;
liActionRemaining.innerHTML = `${actionPerDay}`;
daysInfo.innerHTML = `${currentDays}`;
}
//fonction pour ameliorer le niveaux d'un batiment precis
//TODO METTRE A JOUR LES UPGRADECOST -FONCTION A OPTIMISEE
function btnUpgradeFunction() {
console.log(this);
//boucle pour recuperer le bon batiment et les condition pour ameliorer le batiment
for (let i = 0; i < myActualBuilding.length; i++) {
if (
this.id == myActualBuilding[i].id &&
money.number >= myActualBuilding[i].buildingUpgradeMoneyCost &&
wood.number >= myActualBuilding[i].buildingUpgradeWoodCost &&
rock.number >= myActualBuilding[i].buildingUpgradeRockCost &&
actionPerDay > 0
) {
console.log("ok pour upgrade");
//augmente le niveau
myActualBuilding[i].level++;
//MAJ des ressource
money.number -= myActualBuilding[i].buildingUpgradeMoneyCost;
wood.number -= myActualBuilding[i].buildingUpgradeWoodCost;
rock.number -= myActualBuilding[i].buildingUpgradeRockCost;
actionPerDay -= 1;
//augmentation du cout d'amelioration
myActualBuilding[i].buildingUpgradeMoneyCost = parseInt(
myActualBuilding[i].buildingUpgradeMoneyCost * 1.25
);
myActualBuilding[i].buildingUpgradeWoodCost = parseInt(
myActualBuilding[i].buildingUpgradeWoodCost * 1.25
);
myActualBuilding[i].buildingUpgradeRockCost = parseInt(
myActualBuilding[i].buildingUpgradeRockCost * 1.25
);
myActualBuilding[i].production = parseInt(
myActualBuilding[i].production * 1.35
);
//creation de currentCardId pour mettre a jour la card de CE batiment
let currentCardId = myActualBuilding[i].id;
//appel de la fonction pour MAJ de la card
updateCurrentCard(currentCardId);
//MAJ des ressource
updateResourcesUI();
} else {
console.log("t'es pauvre ou sa marche pas");
}
}
}
// fonction qui se fait appeller pour mettre a jour l'html des card lors de l'amelioration
function updateCurrentCard(currentCardId) {
console.log(currentCardId);
//permet de toruver le batiment avec l'id strictement egal a currentCardId dans le tableau myActualBuilding
let building = myActualBuilding.find(
(building) => building.id === currentCardId
);
if (building) {
//si il a trouve on recupere l'html a mettre a jour et on le met a jour
let nameCard = document.querySelector(`#${currentCardId} h3`);
let paragraphDivDesc = document.querySelector(`#${currentCardId} p`);
let paragraphUpdateCost = document.querySelector(
`#${currentCardId} p:nth-child(2)`
);
nameCard.textContent = `${building.name} lvl ${building.level}`;
paragraphDivDesc.textContent = `${building.desc}`;
paragraphUpdateCost.textContent = `ressource nescessaire pour ameliorariont : Money : ${building.buildingUpgradeMoneyCost} -
wood : ${building.buildingUpgradeWoodCost} -
rock : ${building.buildingUpgradeRockCost}`;
paragraphDivDesc.innerHTML = `${building.desc} <br>
${building.production} de ${building.productionName} par jour`;
}
}
//fonction pour verifier si le joueur a les ressource necessaire pour construire le batiment voulue et enlever les ressource
function ressourceNeedBuildIf(build, buildRessource) {
//permet de verifier les ressource
if (build != 0) {
return (
money.number >= build.buildingMoneyCost &&
wood.number >= build.buildingWoodCost &&
rock.number >= build.buildingRockCost
);
}
// permet de mettre a jour les ressource
if (buildRessource != 0) {
money.number -= buildRessource.buildingMoneyCost;
wood.number -= buildRessource.buildingWoodCost;
rock.number -= buildRessource.buildingRockCost;
}
}
//fonction pour passer le jour suivant et MAJ les ressource
function nextDays() {
//permet de mettre a jour les ressource lors d'un nouveau jours
for (let building of myActualBuilding) {
if (building.type == "farm") {
food.number += building.production;
console.log("food");
}
if (building.type == "mine") {
rock.number += building.production;
console.log("rock");
}
if (building.type == "shelter") {
resident.number += building.production;
console.log("shelter");
}
}
money.number += parseInt(resident.number / 3);
food.number -= parseInt(resident.number / 5);
actionPerDay = 5;
currentDays += 1;
updateResourcesUI();
}
//fonction pour afficher les marchand
function market() {
console.log(myActualMarchand.name);
let modalMarchandName = document.querySelector("#modalMarchandName");
let divItemJs = document.querySelector("#itemJs");
modalMarchandName.textContent = myActualMarchand.name;
for (let i = 1; i <= 3; i++) {
let item = myActualMarchand.marketInventory["item" + i];
let numberItem = myActualMarchand.marketInventory["numberItem" + i];
console.log(item.desc);
let modalItem = document.createElement("div");
let modalItemH5 = document.createElement("h5");
let modalItemP = document.createElement("p");
let modalItemButton = document.createElement("button");
modalItem.classList.add("item");
modalItemH5.textContent = `${item.name} - ${numberItem}`;
modalItemP.textContent = item.desc;
modalItemButton.classList.add("buyBtn");
modalItemButton.addEventListener("click", () => {
buyMarket(item, numberItem);
});
modalItemButton.textContent = "Buy";
divItemJs.append(modalItem);
divItemJs.append(modalItemH5);
divItemJs.append(modalItemP);
divItemJs.append(modalItemButton);
}
}
//fonction pour acheter un item
function buyMarket(item, numberItem) {
console.log(item);
console.log(numberItem);
let price = item.price * numberItem;
console.log(price);
if (money.number >= price) {
console.log("ok buy");
money.number -= price;
let itemToIncrease = wichItem(item.type);
console.log(itemToIncrease.number + "avant");
itemToIncrease.number += numberItem;
console.log(itemToIncrease.number + "apres");
updateResourcesUI();
} else {
console.log("t'es pauvre");
}
}
//fonction pour recuperer l'item en fonction de son type
function wichItem(item) {
switch (item) {
case "wood":
return wood;
break;
case "rock":
return rock;
break;
case "food":
return food;
break;
case "fuel":
return fuel;
break;
case "metal":
return metal;
break;
case "ammo":
return ammo;
break;
case "healthPack":
return healthPack;
break;
default:
console.log("hummm...");
}
}
//fonction pour le modal
function removeModalItem() {
let modalContent = document.querySelector("#itemJs");
while (modalContent.firstChild) {
modalContent.removeChild(modalContent.firstChild);
}
}