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352 lines
14 KiB
JavaScript
352 lines
14 KiB
JavaScript
var castleKeep = {
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// Variables
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size : 30, // The size here must be higher than the size of the biggest room
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realSize : 0, // This is the real size of the current room, in term of things
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roomSize : 0, // Real size of the room in term of ascii
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floorPosition : 0, // Where the floor is located in the current room
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firstCharacterPosition : 0, // Where the character is located when he enters the room
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lastCharacterPosition : 0, // Where the character can exit the room
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text : [],
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roomNumber : 0, // The current room number. Increase by one each room.
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mobsAreMoving : false, // If true, in the current room, mobs should move toward the player
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maxRoom : 6,
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// Functions
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onload : function(){
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land.addLand("Castle's keep", this.size, 5, this.load.bind(this), this.getText.bind(this), this.move.bind(this));
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},
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move : function(){
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// We get the character's index
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var index = quest.getCharacterIndex();
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var characterThing = quest.things[index];
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// If the mobs should move, we make them move
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if(this.mobsAreMoving){
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for(var i = 0; i < quest.things.length; i++){
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if(quest.things[i].type == "mob" && quest.things[i-1].type == "none"){
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quest.things[i-1] = quest.things[i];
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quest.things[i] = quest.makeNoneThing();
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}
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}
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}
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// If the character is just after the exit of the room, we create a new room and put him in it
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if(index == this.lastCharacterPosition - this.firstCharacterPosition + 1){
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this.roomNumber += 1; // We increment the room number
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// If we aren't yet arrived at the room x
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if(this.roomNumber <= this.maxRoom){
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quest.things = quest.fillWithNoneThings(); // Remove all the things
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this.createNewRoom(); // Create a new room
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quest.things[0] = characterThing; // Put the character at the beginning of the room
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}
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// Else, we end the quest
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else{
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quest.things[this.size-1] = quest.things[index];
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quest.things[index] = quest.makeFakeCharacter();
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}
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}
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// If we just killed the dragon
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if(this.roomNumber == 6 && index == 16 && quest.things[17].type == "none"){
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// We reload the room without the dragon
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this.text = [];
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this.createRoomStructure();
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this.createDoorHere(this.firstCharacterPosition);
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}
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},
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load : function(){
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this.roomNumber = 0; // We reset the room number
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this.createNewRoom();
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},
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getText : function(){
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var lines = [];
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lines = this.text.slice(0); // It will store the lines of the castle keep
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// We add things
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for(var i = 0; i < this.realSize; i++){
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if(quest.things[i].type != "none"){
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lines[this.floorPosition] = lines[this.floorPosition].replaceAt(1 + this.firstCharacterPosition*3 + i*3, quest.things[i].text);
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}
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}
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// We return the lines around the player
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return lines.join("");
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},
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createRoomStructure : function(){
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var line;
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// Create the roof
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line = "__";
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for(var i = 0; i < this.roomSize; i++){
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line += "___";
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}
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line += "\n";
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this.text.push(line);
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// Create the inside
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line = "|";
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for(var i = 0; i < this.roomSize; i++){
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line += " ";
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}
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line += "|\n";
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for(var i = 0; i < this.floorPosition - 1; i++){
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this.text.push(line);
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}
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// Create the floor
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line = "|";
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for(var i = 0; i < this.roomSize; i++){
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line += "___";
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}
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line += "|\n";
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this.text.push(line);
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},
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addDragonInRoom : function(){
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var line = "";
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// Add a line (to store the tail of the dragon)
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for(var i = 0; i < this.roomSize; i++){
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line += " ";
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}
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this.text.push(line);
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for(var i = 0; i < this.asciiDragon.length; i++){
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this.text[i + 1] = this.text[i + 1].replaceAt(54, this.asciiDragon[i]);
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}
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},
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createNewRoom : function(){
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this.text = [];
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// If we're not yet at the boss room, we make a random-sized room
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if(this.roomNumber < this.maxRoom){
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// Set the size and stuff
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this.realSize = 16 + random.getRandomIntUpTo(10);
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this.firstCharacterPosition = random.getRandomIntUpTo(2);
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this.lastCharacterPosition = this.firstCharacterPosition + this.realSize - 1;
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this.floorPosition = 5 + random.getRandomIntUpTo(6);
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this.roomSize = this.realSize + this.firstCharacterPosition + random.getRandomIntUpTo(2);
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this.createRoomStructure();
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// We add the doors at the character's first and last position
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this.createDoorHere(this.firstCharacterPosition);
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this.createDoorHere(this.lastCharacterPosition);
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}
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// Else, it's the boss room
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else{
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// Set the size and stuff
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this.realSize = 26;
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this.firstCharacterPosition = 1;
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this.lastCharacterPosition = 21;
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this.floorPosition = 16;
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this.roomSize = this.realSize + this.firstCharacterPosition + 1;
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this.createRoomStructure();
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this.addDragonInRoom();
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// We add the doors at the character's first and last position
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this.createDoorHere(this.firstCharacterPosition);
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}
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// By default, mobs are not moving
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this.mobsAreMoving = false;
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// We add roomNumber specific stuff
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switch(this.roomNumber){
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// Room 0 : we put some guards
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case 0:
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for(var i = 2; i < this.realSize - 1; i+=3){
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quest.things[i] = castleEntrance.makeGuard();
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}
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this.mobsAreMoving = true;
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break;
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// Rooms 1 to 4 : we put some random ennemies
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case 1: case 2: case 3: case 4:
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switch(random.getRandomIntUpTo(7)){
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// Knights room
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case 0:
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for(var i = 2; i < this.realSize - 1; i++){
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if(random.oneChanceOutOf(4)){
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quest.things[i] = castleEntrance.makeKnight();
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}
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}
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this.mobsAreMoving = true;
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break;
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// Animals room
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case 1:
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for(var i = 2; i < this.realSize - 1; i++){
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if(random.oneChanceOutOf(4)){
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switch(random.getRandomIntUpTo(6)){
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case 0: quest.things[i] = castleKeep.makeKomodoDragon(); break;
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case 1: quest.things[i] = castleKeep.makeRhinoceros(); break;
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case 2: quest.things[i] = castleKeep.makeGaur(); break;
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case 3: quest.things[i] = castleKeep.makeDromornisStirtoni(); break;
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case 4: quest.things[i] = castleKeep.makeGorilla(); break;
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case 5: quest.things[i] = castleKeep.makeCapybara(); break;
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case 6: quest.things[i] = castleKeep.makeDoedicurus(); break;
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}
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}
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}
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break;
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// Ghosts room
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case 2:
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for(var i = 4; i < this.realSize - 1; i++){
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if(random.oneChanceOutOf(5)){
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quest.things[i] = castleStairs.makeGhost();
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}
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}
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this.mobsAreMoving = true;
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break;
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// Walled off zombie warrior room
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case 3:
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// We add the walls
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for(var i = 1; i < this.floorPosition; i++){
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this.text[i] = this.text[i].replaceAt(1 + this.firstCharacterPosition*3 + 7*3, "WAL");
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this.text[i] = this.text[i].replaceAt(1 + this.firstCharacterPosition*3 + 9*3, "WAL");
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}
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// We add the mobs (walls and walled off zombie warrior)
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quest.things[7] = this.makeStoneWall();
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quest.things[9] = this.makeStoneWall();
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quest.things[8] = this.makeWalledOffZombieWarrior();
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break;
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// Fireball room
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case 4:
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for(var i = this.realSize - 8; i < this.realSize - 1; i++){
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if(random.flipACoin()){
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quest.things[i] = this.makeFireball();
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}
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}
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this.mobsAreMoving = true;
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break;
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// Fake door room
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case 5:
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this.createDoorHere(this.firstCharacterPosition + 8);
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quest.things[8] = this.makeFakeDoorMonster();
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break;
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// Unicorn room
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case 6:
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quest.things[2 + random.getRandomIntUpTo(this.realSize - 4)] = this.makeCharlieTheUnicorn();
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quest.things[2 + random.getRandomIntUpTo(this.realSize - 4)] = this.makeUnicorn();
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quest.things[2 + random.getRandomIntUpTo(this.realSize - 4)] = this.makeUnicorn();
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this.mobsAreMoving = true;
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break;
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// Troll room
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case 7:
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quest.things[6 + random.getRandomIntUpTo(this.realSize - 8)] = this.makeTroll();
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this.mobsAreMoving = true;
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break;
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}
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break;
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// The chests room
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case 5:
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for(var i = 1; i < this.realSize - 1; i++){
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if(random.oneChanceOutOf(3)){
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quest.things[i] = quest.makeOpenChest();
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}
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}
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this.mobsAreMoving = false;
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break;
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// Boss room
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case 6:
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quest.things[17] = this.makeDragon();
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break;
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}
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},
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createDoorHere : function(position){
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this.text[this.floorPosition-2] = this.text[this.floorPosition-2].replaceAt(1 + position*3, " _ ");
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this.text[this.floorPosition-1] = this.text[this.floorPosition-1].replaceAt(1 + position*3, "|.|");
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this.text[this.floorPosition] = this.text[this.floorPosition].replaceAt(1 + position*3, "| |");
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},
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makeKomodoDragon : function(){
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return land.createMob("KOM", 5, 5, "foots and tail", "A Komodo dragon. Did you heard about island gigantism ?", []);
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},
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makeRhinoceros : function(){
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return land.createMob("RHI", 160, 160, "horn", "A " + random.pickRandomly(["white", "black", "indian", "javan", "sumatran"]) + " rhinoceros. Watch out for his horn !", []);
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},
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makeGaur : function(){
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return land.createMob("GAU", 80, 80, "horns", "A Gaur. This large bovine looks like a bison.", []);
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},
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makeDromornisStirtoni : function(){
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return land.createMob("DST", 70, 70, "giant beak", "A Dromornis Stirtoni ! A 400kg flightless bird !", []);
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},
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makeGorilla : function(){
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return land.createMob("GOR", 50, 50, "its fists", "A Gorilla. Gorillas occasionally engage in homosexual interactions.", []);
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},
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makeCapybara : function(){
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return land.createMob("CPY", 20, 20, "its teeth", "A capybara : the largest rodent in the world !", []);
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},
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makeDoedicurus : function(){
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return land.createMob("DOE", 120, 120, "spiky tail", "A Doedicurus : your favorite glyptodont !", []);
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},
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makeStoneWall : function(){
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return land.createMob("WAL", 300, 300, "stone", "A stone wall.", []);
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},
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makeWalledOffZombieWarrior : function(){
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var hp = 150 + random.getRandomIntUpTo(10) * 10;
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return land.createMob("WZW", hp, hp, "cursed sword", "A walled off zombie warrior. He probably did something bad to end up here.", [drops.createDrop("candies", random.getRandomIntUpTo(1) * 4000), drops.createDrop("object", "oldAmulet", true)]);
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},
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makeFireball : function(){
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return land.createMob("FBL", 1, 1, "itself", "A fireball !! Watch out !", []);
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},
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makeFakeDoorMonster : function(){
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return land.createMob("| |", 70, 70, "sharp teeth", "It's not a door ! It's a monster ! (an ugly one)", []);
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},
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makeUnicorn : function(){
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return land.createMob("UNI", 100, 100, "magical horn", "A unicorn !! They exist !", []);
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},
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makeCharlieTheUnicorn : function(){
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return land.createMob("UNI", 100, 100, "magical horn", "A unicorn !! It has no kidney.", [drops.createDrop("object", "magicalHorn", true)]);
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},
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makeTroll : function(){
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return land.createMob("TRL", 250, 250, "enormous fist", "A troll. It is huge, but it lacks precision.", []);
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},
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makeDragon : function(){
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return land.createMob(",((", 1000, 1000, "flames", "A dragon !! Kill him and the castle will be yours.", []);
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},
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asciiDragon :
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[
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" _///_,",
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" / ` \' \'>",
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" o\' __/_\'>",
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" / _/ )_\\\'>",
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"\"__/ /_/\\_>",
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" ____/_/_/_/",
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" /,---, _/ /",
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"\"\" /_/_/_/",
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" /_(_(_(_ \\",
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" ( \\_\\_\\\\_ )\\",
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" \\\'__\\_\\_\\_\\__ ).\\",
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" //____|___\\__) )_/",
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" | _ \\\'___\'_( /\'",
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" \\_ (-\'\\\'___\'_\\ __,\'_\'",
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" __) \\ \\\\___(_ __/.__,\'",
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"_,((,-,__\\__\'\", __\\_/. __,\'",
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" \'\"./_._._-\'"
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]
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};
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