1
|
|
|
/** |
2
|
|
|
elements |
3
|
|
|
Component that handles the periodic table tab. |
4
|
|
|
It includes the logic to purchase and display elements. |
5
|
|
|
|
6
|
|
|
@namespace Components |
7
|
|
|
*/ |
8
|
|
|
'use strict'; |
9
|
|
|
|
10
|
|
|
angular.module('game').component('elements', { |
11
|
|
|
templateUrl: 'views/elements.html', |
12
|
|
|
controller: ['$timeout', 'state', 'data', elements], |
13
|
|
|
controllerAs: 'ct' |
14
|
|
|
}); |
15
|
|
|
|
16
|
|
|
function elements($timeout, state, data) { |
17
|
|
|
let ct = this; |
18
|
|
|
ct.elementPrice = 1; |
19
|
|
|
ct.state = state; |
20
|
|
|
ct.data = data; |
21
|
|
|
ct.outcome = {}; |
22
|
|
|
|
23
|
|
|
ct.getChance = function(element) { |
24
|
|
|
let bonus = 0; |
25
|
|
|
for(let isotope in data.elements[element].isotopes){ |
26
|
|
|
bonus += state.player.resources[isotope].number*data.constants.ELEMENT_CHANCE_BONUS; |
27
|
|
|
} |
28
|
|
|
return Math.min(1, data.elements[element].abundance*(1+bonus)); |
29
|
|
|
}; |
30
|
|
|
|
31
|
|
|
ct.buyElement = function (element) { |
32
|
|
|
if (state.player.elements[element].unlocked) { |
33
|
|
|
return; |
34
|
|
|
} |
35
|
|
|
if (state.player.resources.dark_matter.number >= ct.elementPrice) { |
36
|
|
|
state.player.resources.dark_matter.number -= ct.elementPrice; |
37
|
|
|
|
38
|
|
|
if(Math.random() < ct.getChance(element)){ |
39
|
|
|
state.player.elements[element].unlocked = true; |
40
|
|
|
state.player.elements[element].generators['1'] = 1; |
41
|
|
|
state.player.elements_unlocked++; |
42
|
|
|
ct.outcome[element] = 'Success'; |
43
|
|
|
}else{ |
44
|
|
|
ct.outcome[element] = 'Fail'; |
45
|
|
|
} |
46
|
|
|
$timeout(function(){ct.clearMessage(element);}, 1000) |
47
|
|
|
} |
48
|
|
|
}; |
49
|
|
|
|
50
|
|
|
ct.clearMessage = function (element) { |
51
|
|
|
ct.outcome[element] = ''; |
52
|
|
|
}; |
53
|
|
|
|
54
|
|
|
/* This function returns the class that determines on which |
55
|
|
|
colour an element card */ |
56
|
|
|
ct.elementClass = function (element) { |
57
|
|
|
if(!state.player.elements[element]){ |
58
|
|
|
return 'element_unavailable'; |
59
|
|
|
} |
60
|
|
|
if (state.player.elements[element].unlocked) { |
61
|
|
|
return 'element_purchased'; |
62
|
|
|
}else{ |
63
|
|
|
if(state.player.resources.dark_matter.number >= ct.elementPrice) { |
64
|
|
|
return 'element_cost_met'; |
65
|
|
|
}else{ |
66
|
|
|
return 'element_cost_not_met'; |
67
|
|
|
} |
68
|
|
|
} |
69
|
|
|
}; |
70
|
|
|
|
71
|
|
|
/* This function returns the class that determines the secondary |
72
|
|
|
colour of an element card */ |
73
|
|
|
ct.elementSecondaryClass = function (element) { |
74
|
|
|
return ct.elementClass(element) + '_dark'; |
75
|
|
|
}; |
76
|
|
|
} |
77
|
|
|
|