/usr/share/oolite/Scripts/oolite-contracts-cargo.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-cargo.js
Script for managing cargo 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-cargo";
this.author = "cim";
this.copyright = "© 2012-2013 the Oolite team.";
this.description = "Cargo 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.$cargoSummaryPageBackground = "";
/* OXPs which wish to add an overlay to the cargo mission screens
should set this value */
this.$cargoPageOverlay = "";
/* this._addCargoContractToSystem(cargo)
* This function adds the defined cargo contract to the local main station's
* interface list. A contract definition is an object with the following
* parameters, all required:
*
* destination: system ID of destination system
* commodity: the cargo type
* size: the number of units of cargo
* deadline: the deadline for delivery, in clock seconds
* payment: the payment for delivery on time, in credits
*
* and optionally, the following parameters:
*
* deposit: the deposit payment required by the player (default 0)
* 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 contract can be added, false
* otherwise.
*/
this._addCargoContractToSystem = function(cargo)
{
if (!system.mainStation)
{
log(this.name,"Contracts require a main station");
return false;
}
if (cargo.destination < 0 || cargo.destination > 255)
{
log(this.name,"Rejected contract: destination missing or invalid");
return false;
}
if (cargo.deadline <= clock.adjustedSeconds)
{
log(this.name,"Rejected contract: deadline invalid");
return false;
}
if (cargo.payment < 0)
{
log(this.name,"Rejected contract: payment invalid");
return false;
}
if (!cargo.size || cargo.size < 1)
{
log(this.name,"Rejected contract: size invalid");
return false;
}
if (!cargo.commodity)
{
log(this.name,"Rejected contract: commodity unspecified");
return false;
}
if (!system.mainStation.market[cargo.commodity])
{
log(this.name,"Rejected contract: commodity invalid");
return false;
}
if (!cargo.route)
{
var destinationInfo = System.infoForSystem(galaxyNumber,cargo.destination);
cargo.route = system.info.routeToSystem(destinationInfo);
if (!cargo.route)
{
log(this.name,"Rejected contract: route invalid");
return false;
}
}
if (!cargo.deposit)
{
cargo.deposit = 0;
}
else if (cargo.deposit >= cargo.payment)
{
log(this.name,"Rejected contract: deposit higher than total payment");
return false;
}
this.$contracts.push(cargo);
this._updateMainStationInterfacesList();
return true;
}
/**** Internal methods. Do not call these from OXPs as they may change
**** without warning. ****/
/* Event handlers */
this.startUp = function()
{
this.$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_cargo)
{
this.$contracts = JSON.parse(missionVariables.oolite_contracts_cargo);
}
else
{
this._initialiseCargoContractsForSystem();
}
this._updateMainStationInterfacesList();
}
this.shipWillExitWitchspace = function()
{
if (!system.isInterstellarSpace && !system.sun.hasGoneNova && system.mainStation)
{
// must be a regular system with a main station
this._initialiseCargoContractsForSystem();
this._updateMainStationInterfacesList();
}
}
this.playerWillSaveGame = function()
{
// encode the contract list to a string for storage in the savegame
missionVariables.oolite_contracts_cargo = JSON.stringify(this.$contracts);
}
// 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.$suspendedDestination = null;
}
}
// initialise a new cargo contract list for the current system
this._initialiseCargoContractsForSystem = function()
{
// clear list
this.$contracts = [];
// this is not the same algorithm as in 1.76, but should give
// similar results with comparable efficiency.
// no point in generating too many, as route-finding is slow
var numContracts = Math.floor(5*Math.random()+5*Math.random()+5*Math.random()+(player.contractReputation*Math.random()));
if (player.contractReputation >= 0 && numContracts < 5)
{
numContracts += 5;
}
if (numContracts > 16)
{
numContracts = 16;
}
else if (numContracts < 0)
{
numContracts = 0;
}
// some of these possible contracts may be discarded later on
for (var i = 0; i < numContracts; i++)
{
var cargo = new Object;
// pick a random system to take the goods 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);
var daysUntilDeparture = 1+(Math.random()*(7+player.contractReputation-destinationInfo.government));
if (daysUntilDeparture <= 0)
{
// loses some more contracts if reputation negative
continue;
}
var commodities = Object.keys(system.mainStation.market);
var attempts = 0;
do {
var remotePrice = 0;
attempts++;
var commodity = commodities[Math.floor(Math.random()*commodities.length)];
// sub-tc contracts only available for top rep
if (system.mainStation.market[commodity].quantityUnit != 0 && player.contractReputation != 7)
{
}
// ignore commodities with 0 availability here
else if (system.mainStation.market[commodity].quantity == 0)
{
}
else
{
remotePrice = this._priceForCommodity(system.mainStation.market[commodity],destinationInfo.economy);
}
} while (remotePrice < system.mainStation.market[commodity].price/20 && attempts < 10);
if (attempts == 10)
{
// failed to find a good one.
continue;
}
cargo.commodity = commodity;
var amount = 0;
while (amount < 30)
{
var unitsize = 1;
// larger unit sizes for kg/g commodities
if (system.mainStation.market[commodity].quantityUnit == 1)
{
unitsize += Math.floor(Math.random()*6)+Math.floor(Math.random()*6)+Math.floor(Math.random()*6);
}
else if (system.mainStation.market[commodity].quantityUnit == 2)
{
unitsize += Math.floor(Math.random()*16)+Math.floor(Math.random()*11)+Math.floor(Math.random()*6);
}
amount += (1+Math.floor(Math.random()*32))*(1+Math.floor(Math.random()*16))*unitsize;
}
if (amount > 125 && system.mainStation.market[commodity].quantityUnit == 0)
{
// reduce the number of contracts only suitable for Anacondas
amount = Math.floor(amount/Math.floor(1+(Math.random()*4)));
}
cargo.size = amount;
// adjustment to prices based on quantity (larger = more profitable)
var discount = Math.min(10+Math.floor(amount/10),35);
var unitPrice = system.mainStation.market[commodity].price * (100-discount) / 1000;
var localValue = Math.floor(unitPrice * amount);
remotePrice = remotePrice * (200+discount) / 200;
var remoteValue = Math.floor(remotePrice * amount);
var profit = remoteValue-localValue;
// skip if unprofitable
if (profit <= 100)
{
continue;
}
// check that a route to the destination exists
// route calculation is expensive so leave this check to last
var routeToDestination = system.info.routeToSystem(destinationInfo);
// if the system cannot be reached, ignore this contract
if (!routeToDestination)
{
continue;
}
// we now have a valid destination, so generate the rest of
// the parcel details
cargo.destination = destination;
// we'll need this again later, and route calculation is slow
cargo.route = routeToDestination;
// higher share for transporter for longer routes, less safe systems
var share = 100 + destinationInfo.government - (10*routeToDestination.route.length);
if (share < 10)
{
share = 10;
}
share = 100-share;
// safety: now multiply the fee by 2 compared with 1.76 contracts
// prevents exploit discovered by Mad Hollander at
// http://aegidian.org/bb/viewtopic.php?p=188127
localValue *= 2;
// this may need to be raised further
// absolute value of profit remains the same
var fee = localValue + Math.floor(profit * (share/100));
fee -= fee % 20; // round to nearest 20 credits;
cargo.payment = fee;
cargo.deposit = localValue - (localValue % 20);
if (cargo.deposit >= cargo.payment)
{
// rare but not impossible; last safety check
return;
}
// time allowed for delivery is time taken by "fewest jumps"
// route, plus timer above. Higher reputation makes longer
// times available.
cargo.deadline = clock.adjustedSeconds + Math.floor(daysUntilDeparture*86400)+(cargo.route.time*3600);
// add parcel to contract list
this._addCargoContractToSystem(cargo);
}
}
// this should be called every time the contents of this.$parcels
// changes, as it updates the summary of the interface entry.
this._updateMainStationInterfacesList = function()
{
if (this.$contracts.length === 0)
{
// no contracts, remove interface if it exists
system.mainStation.setInterface("oolite-contracts-cargo",null);
}
else
{
var title = expandMissionText("oolite-contracts-cargo-interface-title",{
"oolite-contracts-cargo-interface-title-count": this.$contracts.length
});
system.mainStation.setInterface("oolite-contracts-cargo",{
title: title,
category: expandMissionText("oolite-contracts-cargo-interface-category"),
summary: expandMissionText("oolite-contracts-cargo-interface-summary"),
callback: this._cargoContractsScreens.bind(this)
// could alternatively use "cbThis: this" parameter instead of bind()
});
}
}
// if the interface is activated, this function is run.
this._cargoContractsScreens = function(interfaceKey)
{
// the interfaceKey parameter is not used here, but would be useful if
// this callback managed more than one interface entry
this._validateContracts();
// set up variables used to remember state on the mission screens
this.$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.$contracts.length > 1);
this._cargoContractsDisplay(summary);
}
// this function is called after the player makes a choice which keeps
// them in the system, and also on initial entry to the system
// to select the appropriate mission screen and display it
this._cargoContractsDisplay = function(summary) {
// Again. Has to be done on every call to this function, but also
// has to be done at the start.
this._validateContracts();
// if there are no contracts (usually because the player has taken
// the last one) display a message and quit.
if (this.$contracts.length === 0)
{
var missionConfig = {titleKey: "oolite-contracts-cargo-none-available-title",
messageKey: "oolite-contracts-cargo-none-available-message",
allowInterrupt: true,
screenID: "oolite-contracts-cargo-none",
exitScreen: "GUI_SCREEN_INTERFACES"};
if (this.$cargoSummaryPageBackground != "") {
missionConfig.background = this.$cargoSummaryPageBackground;
}
if (this.$cargoPageOverlay != "") {
missionConfig.overlay = this.$cargoPageOverlay;
}
mission.runScreen(missionConfig);
// no callback, just exits contracts system
return;
}
// make sure that the 'currently selected contract' pointer
// is in bounds
if (this.$contractIndex >= this.$contracts.length)
{
this.$contractIndex = 0;
}
else if (this.$contractIndex < 0)
{
this.$contractIndex = this.$contracts.length - 1;
}
// sub functions display either summary or detail screens
if (summary)
{
this._cargoContractSummaryPage();
}
else
{
this._cargoContractSinglePage();
}
}
// display the mission screen for the summary page
this._cargoContractSummaryPage = function()
{
// column 'tab stops'
var columns = [10,16,21,26];
// column header line
var headline = expandMissionText("oolite-contracts-cargo-column-goods");
// pad to correct length to give a table-like layout
headline += this.$helper._paddingText(headline,columns[0]);
headline += expandMissionText("oolite-contracts-cargo-column-destination");
headline += this.$helper._paddingText(headline,columns[1]);
headline += expandMissionText("oolite-contracts-cargo-column-within");
headline += this.$helper._paddingText(headline,columns[2]);
headline += expandMissionText("oolite-contracts-cargo-column-deposit");
headline += this.$helper._paddingText(headline,columns[3]);
headline += expandMissionText("oolite-contracts-cargo-column-fee");
// required because of way choices are displayed.
headline = " "+headline;
// setting options dynamically; one contract per line
var options = new Object;
var i;
var anyWithSpace = false;
for (i=0; i<this.$contracts.length; i++)
{
// temp variable to simplify following code
var cargo = this.$contracts[i];
// write the description, padded to line up with the headers
var optionText = this._descriptionForGoods(cargo);
optionText += this.$helper._paddingText(optionText, columns[0]);
optionText += System.infoForSystem(galaxyNumber, cargo.destination).name;
optionText += this.$helper._paddingText(optionText, columns[1]);
optionText += this.$helper._timeRemaining(cargo);
optionText += this.$helper._paddingText(optionText, columns[2]);
// right-align the fee so that the credits signs line up
var priceText = formatCredits(cargo.deposit,false,true);
priceText = this.$helper._paddingText(priceText, 3.25)+priceText;
optionText += priceText
optionText += this.$helper._paddingText(optionText, columns[3]);
// right-align the fee so that the credits signs line up
priceText = formatCredits(cargo.payment-cargo.deposit,false,true);
priceText = this.$helper._paddingText(priceText, 3.25)+priceText;
optionText += priceText
// need to pad the number in the key to maintain alphabetical order
var istr = i;
if (i < 10)
{
istr = "0"+i;
}
// needs to be aligned left to line up with the heading
options["01_CONTRACT_"+istr] = { text: optionText, alignment: "LEFT" };
// check if there's space for this contract
if (!this._hasSpaceFor(cargo))
{
options["01_CONTRACT_"+istr].color = "darkGrayColor";
}
else
{
anyWithSpace = true;
// if there doesn't appear to be sufficient time remaining
if (this.$helper._timeRemainingSeconds(cargo) < this.$helper._timeEstimateSeconds(cargo))
{
options["01_CONTRACT_"+istr].color = "orangeColor";
}
}
}
// if we've come from the detail screen, make sure the last
// contract shown there is selected here
var icstr = this.$contractIndex;
if (icstr < 10)
{
icstr = "0"+this.$contractIndex;
}
var initialChoice = "01_CONTRACT_"+icstr;
// if none of them have any space...
if (!anyWithSpace)
{
initialChoice = "06_EXIT";
}
// next, an empty string gives an unselectable row
options["02_SPACER"] = "";
// numbered 06 to match the option of the same function in the other branch
options["06_EXIT"] = expandMissionText("oolite-contracts-cargo-command-quit");
// now need to add further spacing to fill the remaining rows, or
// the options will end up at the bottom of the screen.
var rowsToFill = 21;
if (player.ship.hudHidden)
{
rowsToFill = 27;
}
for (i = 4 + this.$contracts.length; i < rowsToFill ; i++)
{
// each key needs to be unique at this stage.
options["07_SPACER_"+i] = "";
}
var missionConfig = {titleKey: "oolite-contracts-cargo-title-summary",
message: headline,
allowInterrupt: true,
screenID: "oolite-contracts-cargo-summary",
exitScreen: "GUI_SCREEN_INTERFACES",
choices: options,
initialChoicesKey: initialChoice};
if (this.$cargoSummaryPageBackground != "") {
missionConfig.background = this.$cargoSummaryPageBackground;
}
if (this.$cargoPageOverlay != "") {
missionConfig.overlay = this.$cargoPageOverlay;
}
// now run the mission screen
mission.runScreen(missionConfig, this._processCargoChoice, this);
}
// display the mission screen for the contract detail page
this._cargoContractSinglePage = function()
{
// temp variable to simplify code
var cargo = this.$contracts[this.$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 = cargo.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-cargo-long-description",{
"oolite-contracts-cargo-longdesc-goods": this._descriptionForGoods(cargo),
"oolite-contracts-cargo-longdesc-destination": this.$helper._systemName(cargo.destination),
"oolite-contracts-cargo-longdesc-deadline": this.$helper._timeRemaining(cargo),
"oolite-contracts-cargo-longdesc-time": this.$helper._timeEstimate(cargo),
"oolite-contracts-cargo-longdesc-payment": formatCredits(cargo.payment,false,true),
"oolite-contracts-cargo-longdesc-deposit": formatCredits(cargo.deposit,false,true)
});
// use a special background
var backgroundSpecial = "LONG_RANGE_CHART";
// the available options will vary quite a bit, so this rather
// than a choicesKey in missiontext.plist
var options = new Object;
// this is the only option which is always available
options["06_EXIT"] = expandMissionText("oolite-contracts-cargo-command-quit");
// if the player has sufficient space
if (this._hasSpaceFor(cargo))
{
options["05_ACCEPT"] = {
text: expandMissionText("oolite-contracts-cargo-command-accept")
};
// if there's not much time left, change the option colour as a warning!
if (this.$helper._timeRemainingSeconds(cargo) < this.$helper._timeEstimateSeconds(cargo))
{
options["05_ACCEPT"].color = "orangeColor";
}
}
else
{
options["05_UNAVAILABLE"] = {
text: expandMissionText("oolite-contracts-cargo-command-unavailable"),
color: "darkGrayColor",
unselectable: true
};
}
// if the ship has a working advanced nav array, can switch
// between 'quickest' and 'shortest' routes
// (and also upgrade the special background)
if (player.ship.equipmentStatus("EQ_ADVANCED_NAVIGATIONAL_ARRAY") === "EQUIPMENT_OK")
{
backgroundSpecial = this.$routeMode;
if (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")
{
options["01_MODE"] = expandMissionText("oolite-contracts-cargo-command-ana-quickest");
}
else
{
options["01_MODE"] = expandMissionText("oolite-contracts-cargo-command-ana-shortest");
}
}
// if there's more than one, need options for forward, back, and listing
if (this.$contracts.length > 1)
{
options["02_BACK"] = expandMissionText("oolite-contracts-cargo-command-back");
options["03_NEXT"] = expandMissionText("oolite-contracts-cargo-command-next");
options["04_LIST"] = expandMissionText("oolite-contracts-cargo-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-cargo-title-detail",{
"oolite-contracts-cargo-title-detail-number": this.$contractIndex+1,
"oolite-contracts-cargo-title-detail-total": this.$contracts.length
});
// finally, after all that setup, actually create the mission screen
var missionConfig = {
title: title,
message: message,
allowInterrupt: true,
screenID: "oolite-contracts-cargo-details",
exitScreen: "GUI_SCREEN_INTERFACES",
backgroundSpecial: backgroundSpecial,
choices: options,
initialChoicesKey: this.$lastChoice
};
if (this.$cargoPageOverlay != "") {
missionConfig.overlay = this.$cargoPageOverlay;
}
mission.runScreen(missionConfig,this._processCargoChoice, this);
}
this._processCargoChoice = function(choice)
{
this._resetViews();
if (choice === null)
{
// can occur if ship launches mid mission screen
return;
}
// now process the various choices
if (choice.match(/^01_CONTRACT_/))
{
// contract selected from summary page
// set the index to that contract, and show details
var index = parseInt(choice.slice(12),10);
this.$contractIndex = index;
this.$lastChoice = "04_LIST";
this._cargoContractsDisplay(false);
}
else if (choice === "01_MODE")
{
// advanced navigation array mode flip
this.$routeMode = (this.$routeMode === "LONG_RANGE_CHART_SHORTEST")?"LONG_RANGE_CHART_QUICKEST":"LONG_RANGE_CHART_SHORTEST";
this.$lastChoice = "01_MODE";
this._cargoContractsDisplay(false);
}
else if (choice === "02_BACK")
{
// reduce contract index (cargoContractsDisplay manages wraparound)
this.$contractIndex--;
this.$lastChoice = "02_BACK";
this._cargoContractsDisplay(false);
}
else if (choice === "03_NEXT")
{
// increase contract index (cargoContractsDisplay manages wraparound)
this.$contractIndex++;
this.$lastChoice = "03_NEXT";
this._cargoContractsDisplay(false);
}
else if (choice === "04_LIST")
{
// display the summary page
this._cargoContractsDisplay(true);
}
else if (choice === "05_ACCEPT")
{
this._acceptContract();
// do not leave the setting as accept for the next contract!
this.$lastChoice = "03_NEXT";
this._cargoContractsDisplay(false);
}
// if we get this far without having called cargoContractsDisplay
// that means either 'exit' or an unrecognised option was chosen
}
// move goods from the contracts list to the player's ship (if possible)
this._acceptContract = function()
{
var cargo = this.$contracts[this.$contractIndex];
if (cargo.deposit > player.credits)
{
this.$helper._soundFailure();
return;
}
// give the cargo to the player
var result = player.ship.awardContract(cargo.size,cargo.commodity,system.ID,cargo.destination,cargo.deadline,cargo.payment,cargo.deposit);
if (result)
{
// pay the deposit
player.credits -= cargo.deposit;
// remove the contract from the station list
this.$contracts.splice(this.$contractIndex,1);
// update the interface description
this._updateMainStationInterfacesList();
this.$helper._soundSuccess();
}
else
{
// else must have had manifest change recently
// (unlikely, but another OXP could have done it)
this.$helper._soundFailure();
}
}
// removes any expired contracts
this._validateContracts = function()
{
var c = this.$contracts.length-1;
var removed = false;
// iterate downwards so we can safely remove as we go
for (var i=c;i>=0;i--)
{
// if the time remaining is less than 1/3 of the estimated
// delivery time, even in the best case it's probably not
// going to get there.
if (this.$helper._timeRemainingSeconds(this.$contracts[i]) < this.$helper._timeEstimateSeconds(this.$contracts[i]) / 3)
{
// remove it
this.$contracts.splice(i,1);
removed = true;
}
}
if (removed)
{
// update the interface description if we removed any
this._updateMainStationInterfacesList();
}
}
/* Utility functions */
// calculates a sample price for a commodity in a distant system
this._priceForCommodity = function(commodity,economy)
{
var rnd = Math.floor(Math.random()*256);
var price = 0.4*(Math.floor(parseInt(commodity.marketBasePrice,10) + (rnd & parseInt(commodity.marketMaskPrice,10)) + (economy*parseInt(commodity.marketEcoAdjustPrice,10)))&255);
return price;
}
// description of the cargo
this._descriptionForGoods = function(cargo)
{
var unit = "tons";
if (system.mainStation.market[cargo.commodity].quantityUnit == "1")
{
unit = "kilograms";
}
else if (system.mainStation.market[cargo.commodity].quantityUnit == "2")
{
unit = "grams";
}
return cargo.size+expandDescription("[cargo-"+unit+"-symbol]")+" "+displayNameForCommodity(cargo.commodity);
}
// check if player's ship has space for the cargo and can afford the deposit
this._hasSpaceFor = function(cargo)
{
if (cargo.deposit > player.credits)
{
return false;
}
var amountInTC = cargo.size;
if (system.mainStation.market[cargo.commodity].quantityUnit == "1")
{
var spareSafe = 499-(player.ship.manifest[cargo.commodity] % 1000);
amountInTC -= spareSafe;
amountInTC = Math.ceil(amountInTC/1000);
if (amountInTC < 0)
{
amountInTC = 0;
}
}
else if (system.mainStation.market[cargo.commodity].quantityUnit == "2")
{
var spareSafe = 499999-(player.ship.manifest[cargo.commodity] % 1000000);
amountInTC -= spareSafe;
amountInTC = Math.ceil(amountInTC/1000000);
if (amountInTC < 0)
{
amountInTC = 0;
}
}
return (amountInTC <= player.ship.cargoSpaceAvailable);
}
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