Files
Country-Game---The-Desk/web/js/main.js
T

284 lines
8.9 KiB
JavaScript

// Boot, game lifecycle (menu, new game, load, autosave), panel wiring and the real-time loop.
//
// Dev URL params skip the menu and start a new game at once (and never touch the real autosave):
// ?lang=fr ?seed=N ?pronouns=he|she|they ?alloc=K (scale every sector budget by K)
// ?skip=DAYS (fast-forward, answering cards at random) ?card=ID (show that card first)
// ?dev (exposes window.__game) ?new (just start a game) ?menu (force the menu)
import {
createGame, advanceDay, setBudget, setSpeed, setPronouns, dismissAlert, isWaiting,
createClock, consumeClock, ensureCard, answerCard, indexCards, nextFloat,
} from "./engine/index.js";
import { initI18n, setLang, getLang, t } from "./i18n/i18n.js";
import { createStorage, writeSave, loadSettings, saveSettings, KEYS } from "./save/storage.js";
import { tilt } from "./ui/desk.js";
import { createDashboard } from "./ui/dashboard.js";
import { createCalendar } from "./ui/calendar.js";
import { createNewspaper } from "./ui/newspaper.js";
import { createDecision } from "./ui/decision.js";
import { createLedger } from "./ui/ledger.js";
import { createTelegram } from "./ui/telegram.js";
import { createEndgame } from "./ui/endgame.js";
import { createMenu } from "./ui/menu.js";
const params = new URLSearchParams(location.search);
const getJson = (url) => fetch(url).then((r) => r.json());
// ---- Content ----
const [balance, newsTpl, endgame, characters, cardIndex, scenarioIndex] = await Promise.all([
getJson("data/balance.json"),
getJson("data/newspaper.json"),
getJson("data/endgame.json"),
getJson("data/characters.json"),
getJson("data/cards/index.json"),
getJson("data/scenarios/index.json"),
]);
const cards = (await Promise.all(cardIndex.files.map((f) => getJson(`data/cards/${f}`)))).flat();
const scenarios = Object.fromEntries(
await Promise.all(scenarioIndex.scenarios.map(async (id) => [id, await getJson(`data/scenarios/${id}.json`)])),
);
const cardsById = indexCards(cards);
const content = { scenarios, balance, cards };
// ---- Settings and storage ----
const storage = createStorage();
let settings = loadSettings(storage);
const browserLang = navigator.language?.startsWith("fr") ? "fr" : "en";
await initI18n(params.get("lang") ?? settings.lang ?? browserLang);
const DEV_PARAMS = ["seed", "pronouns", "alloc", "skip", "card", "dev", "new"];
const devRun = DEV_PARAMS.some((k) => params.has(k)) && !params.has("menu");
// ---- Game and screen state ----
let state = null; // the running game, or null in the main menu
let scenario = null;
let panels = null;
let menuOpen = true;
let lastSpeed = 1;
const el = {
dash: document.getElementById("dashboard"),
folder: document.getElementById("folder"),
ledger: document.getElementById("ledger"),
alerts: document.getElementById("alerts"),
endgame: document.getElementById("endgame"),
cal: document.getElementById("calendar"),
news: document.getElementById("newspaper"),
menu: document.getElementById("menu"),
};
const pad = document.getElementById("pad");
for (const id of ["dash", "folder", "cal", "news"]) tilt(el[id], id);
// A weekly pause needs a card; with none eligible the week is simply empty.
function prepareWeek() {
ensureCard(state, balance, cards);
}
function autosave() {
if (!state || devRun) return;
if (state.over) storage.remove(KEYS.auto); // a finished game has nothing to continue
else writeSave(storage, KEYS.auto, state);
}
// ---- Panels ----
function build() {
panels?.decision.destroy();
document.title = t("app.title");
state.lang = getLang();
panels = {
dash: createDashboard(el.dash, scenario),
decision: createDecision(el.folder, { cardsById, characters, onAnswer, onProfile, keysEnabled: () => !menuOpen }),
ledger: createLedger(el.ledger, scenario, { onConfirm: render }),
cal: createCalendar(el.cal, balance, { onSpeed, onMenu: openMenu }),
news: createNewspaper(el.news, newsTpl),
alerts: createTelegram(el.alerts, { alerts: endgame.alerts, onDismiss }),
endgame: createEndgame(el.endgame, { newsName: newsTpl.name, endgame, cards, onAgain: quitToMenu }),
};
render();
}
function render() {
if (!state) return;
for (const p of Object.values(panels)) p.update(state, balance);
// The ledger covers the folder and the side column; the end screen covers everything.
pad.classList.toggle("is-ledger", Boolean(state.pending.review && !state.pending.profile && !state.over));
pad.classList.toggle("is-endgame", Boolean(state.over));
autosave();
}
// ---- Game lifecycle ----
function newGame({ countryName, scenarioId = scenarioIndex.scenarios[0], pronouns }) {
return createGame({
scenario: scenarios[scenarioId],
balance,
seed: params.has("seed") ? Number(params.get("seed")) : crypto.getRandomValues(new Uint32Array(1))[0],
lang: getLang(),
countryName,
pronouns,
});
}
function enterGame(next) {
state = next;
scenario = scenarios[state.scenarioId];
if (params.has("dev")) window.__game = state;
lastSpeed = state.speed || 1;
prepareWeek();
closeMenu();
build();
}
function openMenu() {
if (!state) return;
menuOpen = true;
pad.classList.add("is-menu");
menu.show("game");
}
function closeMenu() {
menuOpen = false;
pad.classList.remove("is-menu");
menu.hide();
clock.acc = 0;
}
function quitToMenu() {
autosave();
panels?.decision.destroy();
state = null;
panels = null;
for (const id of ["dash", "folder", "ledger", "alerts", "endgame", "cal", "news"]) el[id].innerHTML = "";
el.ledger.hidden = true;
el.alerts.hidden = true;
el.endgame.hidden = true;
pad.classList.remove("is-ledger", "is-endgame");
pad.classList.add("is-menu");
menuOpen = true;
menu.show("main");
}
function applySettings(patch) {
const langChanged = patch.lang && patch.lang !== getLang();
settings = { ...settings, ...patch };
saveSettings(storage, settings);
if (!langChanged) return;
setLang(patch.lang);
document.title = t("app.title");
if (state) build();
menu.refresh();
}
const menu = createMenu(el.menu, {
content,
storage,
getState: () => state,
getSettings: () => settings,
handlers: {
onStart: (options) => enterGame(newGame(options)),
onLoadState: enterGame,
onResume: closeMenu,
onQuit: quitToMenu,
onSettings: applySettings,
},
});
// ---- Player actions ----
function onSpeed(speed) {
if (speed > 0) lastSpeed = speed;
setSpeed(state, balance, speed);
render();
}
function onAnswer(choice) {
answerCard(state, balance, cards, choice);
render();
}
function onProfile(pronouns) {
setPronouns(state, pronouns);
render();
}
function onDismiss() {
dismissAlert(state);
render();
}
document.addEventListener("keydown", (e) => {
if (!state || e.target.closest?.("input, textarea, select") || e.ctrlKey || e.metaKey || e.altKey) return;
if (menuOpen) return; // the menu handles its own keys
if (e.key === "Escape" && !state.over) {
openMenu();
} else if (e.code === "Space") {
e.preventDefault();
onSpeed(state.speed > 0 ? 0 : lastSpeed);
} else if (/^[1-9]$/.test(e.key) && balance.time.speeds[Number(e.key) - 1]) {
onSpeed(balance.time.speeds[Number(e.key) - 1]);
}
});
addEventListener("pagehide", autosave);
document.addEventListener("visibilitychange", () => { if (document.hidden) autosave(); });
// ---- Dev shortcuts ----
function devGame() {
const s = newGame({ pronouns: params.get("pronouns") ?? undefined });
state = s; // the helpers below act on `state`
if (params.has("alloc")) {
const k = Number(params.get("alloc"));
setBudget(s, balance, { alloc: Object.fromEntries(Object.entries(s.sectors).map(([id, x]) => [id, x.alloc * k])) });
}
for (let i = 0, n = Number(params.get("skip") ?? 0); i < n && !s.over; i++) {
if (s.pending.profile) setPronouns(s, "they");
s.pending.review = false;
while (s.pending.alert) dismissAlert(s);
prepareWeek();
if (s.pendingCard) answerCard(s, balance, cards, nextFloat(s) < 0.5 ? "yes" : "no");
advanceDay(s, balance);
if (params.has("untilAlert") && s.pending.alert) break; // stop on the first danger warning
}
if (cardsById.has(params.get("card"))) {
s.pendingCard = { id: params.get("card"), day: s.day };
s.pending.weeklyCard = true;
}
return s;
}
// ---- Start ----
const clock = createClock();
let last = performance.now();
if (devRun) enterGame(devGame());
else quitToMenu();
function frame(now) {
const dt = now - last;
last = now;
if (state && !menuOpen && state.speed > 0 && !state.over && !isWaiting(state)) {
const msPerDay = settings.slow ? balance.time.slowMsPerDay : balance.time.msPerDay;
let days = consumeClock(clock, dt, msPerDay, state.speed);
while (days-- > 0) {
const r = advanceDay(state, balance);
if (!r.advanced) break;
if (r.events.weeklyCard) prepareWeek();
render();
if (isWaiting(state) || state.over) {
clock.acc = 0;
break;
}
}
} else {
clock.acc = 0;
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);