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/** |
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reaction |
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Service that processes a reaction i.e. it converts reactants to products. |
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Many phenomenons, including decay, redox and reactions, use the react function. |
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@namespace Services |
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*/ |
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'use strict'; |
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angular |
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.module('game') |
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.service('reaction', ['state','util','data', |
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function(state, util, data) { |
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// FIXME: move to util? |
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function isReactionCostMet (number, reaction, playerData) { |
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for (let key in reaction.reactant) { |
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let available = playerData.resources[key]; |
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let required = number * reaction.reactant[key]; |
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if (required > available) { |
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return false; |
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} |
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} |
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return true; |
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} |
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/* Transforms reactants to products */ |
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this.react = function(number, reaction, playerData) { |
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if (!Number.isInteger(number) || number <= 0 || |
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!reaction.reactant || !reaction.product) { |
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return; |
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} |
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if (isReactionCostMet(number, reaction, playerData)) { |
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let elements = []; |
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for (let resource in reaction.reactant) { |
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let required = number * reaction.reactant[resource]; |
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playerData.resources[resource] -= required; |
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playerData.resources[resource] = playerData.resources[resource]; |
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// We track which elements produced the products, for the statistics |
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for(let elem of Object.keys(data.resources[resource].elements)){ |
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if(elements.indexOf(elem) === -1){ |
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elements.push(elem); |
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} |
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} |
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} |
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for (let resource in reaction.product) { |
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let produced = number * reaction.product[resource]; |
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util.addResource(playerData, elements, resource, produced, state); |
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} |
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} |
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}; |
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this.processReactions = function(reactions, player){ |
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let declared = {}; |
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for(let reaction of reactions){ |
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let reactant = reaction.reaction.reactant; |
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for (let resource in reactant) { |
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declared[resource] = declared[resource]+reactant[resource]*reaction.number || reactant[resource]*reaction.number; |
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} |
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} |
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for(let reaction of reactions){ |
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let reactant = reaction.reaction.reactant; |
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for (let resource in reactant) { |
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if(!declared[resource] || !reactant[resource]){ |
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continue; |
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} |
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let available = Math.min(declared[resource], player.resources[resource]); |
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let ratio = reactant[resource]*reaction.number/declared[resource]; |
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reaction.number = Math.min(reaction.number, Math.floor(available*ratio)); |
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} |
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} |
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for(let reaction of reactions){ |
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this.react(reaction.number, reaction.reaction, player); |
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} |
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} |
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} |
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]); |
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