import { CONSTANTS } from "../Constants"; import { FactionInfo, FactionInfos } from "./FactionInfo"; import { Generic_fromJSON, Generic_toJSON, Reviver } from "../../utils/JSONReviver"; export class Faction { /** * Initiatizes a Faction object from a JSON save state. */ static fromJSON(value: any): Faction { return Generic_fromJSON(Faction, value.data); } /** * Flag signalling whether the player has already received an invitation * to this faction */ alreadyInvited = false; /** * Holds names of all augmentations that this Faction offers */ augmentations: string[] = []; /** * Amount of favor the player has with this faction. */ favor = 0; /** * Flag signalling whether player has been banned from this faction */ isBanned = false; /** * Flag signalling whether player is a member of this faction */ isMember = false; /** * Name of faction */ name = ""; /** * Amount of reputation player has with this faction */ playerReputation = 0; /** * Reputation from the last "prestige" that was not converted to favor. * This reputation rolls over and is used for the next favor calculation */ rolloverRep = 0; constructor(name="") { this.name = name; } getInfo(): FactionInfo { const info = FactionInfos[this.name]; if (info == null) { throw new Error(`Missing faction from FactionInfos: ${this.name} this probably means the faction got corrupted somehow`); } return info; } gainFavor(): void { if (this.favor == null) { this.favor = 0; } if (this.rolloverRep == null) { this.rolloverRep = 0; } const res = this.getFavorGain(); if (res.length !== 2) { console.error("Invalid result from getFavorGain() function"); return; } this.favor += res[0]; this.rolloverRep = res[1]; } //Returns an array with [How much favor would be gained, how much rep would be left over] getFavorGain(): number[] { if (this.favor == null) { this.favor = 0; } if (this.rolloverRep == null) { this.rolloverRep = 0; } let favorGain = 0, rep = this.playerReputation + this.rolloverRep; let reqdRep = CONSTANTS.FactionReputationToFavorBase * Math.pow(CONSTANTS.FactionReputationToFavorMult, this.favor); while(rep > 0) { if (rep >= reqdRep) { ++favorGain; rep -= reqdRep; } else { break; } reqdRep *= CONSTANTS.FactionReputationToFavorMult; } return [favorGain, rep]; } /** * Serialize the current object to a JSON save state. */ toJSON(): any { return Generic_toJSON("Faction", this); } } Reviver.constructors.Faction = Faction;