Ajout de la fonction de génération des % d'éléments + refacto

This commit is contained in:
gauvainboiche
2024-12-18 23:03:15 +01:00
parent 7475454be4
commit ed73abebd1
4 changed files with 115 additions and 49 deletions

5
javascript/app.js Normal file
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@@ -0,0 +1,5 @@
//const stat = require("./plStat.js");
const func = require("./planetFunctions.js");
// Generate the planets
func.PlanetLoop(5);

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@@ -1,39 +1,51 @@
exports.planetType = {
"Tempérée" : {
"population" : 100
"population" : 100,
"elements" : ["Roches", "Eau", "Bois", "Poissons communs", "Plantes communes"]
},
"Glacée" : {
"population" : 1
"population" : 1,
"elements" : ["Roches", "Glace", "Gaz"]
},
"Volcanique" : {
"population" : 2
"population" : 2,
"elements" : ["Gaz", "Roches", "Carbone"]
},
"Marécageuse" : {
"population" : 10
"population" : 10,
"elements" : ["Eau", "Bois", "Terre", "Faune sauvage"]
},
"Forestière" : {
"population" : 20
"population" : 20,
"elements" : ["Bois", "Bois ancien", "Plantes rares"]
},
"Océanique" : {
"population" : 25
"population" : 25,
"elements" : ["Eau"]
},
"Oecuménopole" : {
"population" : 2000
"population" : 2000,
"elements" : ["Roches"]
},
"Désert" : {
"population" : 50
"population" : 50,
"elements" : ["Sable", "Roches"]
},
"Minéralogique" : {
"population" : 3
"population" : 3,
"elements" : ["Roches"]
},
"Gazeuse" : {
"population" : 1
"population" : 1,
"elements" : ["Gaz"]
},
"Acide" : {
"population" : 1
"population" : 1,
"elements" : ["Gaz", "Acide"]
},
"Monde usine" : {
"population" : 500
"population" : 500,
"elements" : ["Acide", "Roche"]
}
};

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const stat = require("./plStat.js");
const getRandomValue = (min, max) => {return Math.floor(Math.random() * (max - min + 1)) + min;}
const Random = (array) => {return array[Math.floor(Math.random() * array.length)];}
const RandomPlanet = (planet) => {
const keys = Object.keys(planet);
return keys[Math.floor(Math.random() * keys.length)];
}
const GeneratePlanet = () => {
const planetTypeGeneration = RandomPlanet(stat.planetType);
const planetName = Random(stat.planetNamePrefix) + Random(stat.planetNameSuffix);
const planetPopulationPeople = Random(stat.planetPopulationType);
const planetPopulationNumber = stat.planetType[planetTypeGeneration]["population"] * getRandomValue(5, 15) / 10;
const planetElements = stat.planetType[planetTypeGeneration].distributedElements;
let elementsDescription = '';
for (let element in planetElements) {
elementsDescription += `
${element}: ${planetElements[element].toFixed(2)}%`;
}
const planetDescription =
// Keep this formatting, or else play with the console.log of func PlanetLoop
(`
Planète : ${planetName}
Type : ${planetTypeGeneration}
Eléments :
${elementsDescription}
Population :
${planetPopulationNumber} milliards
Majoritairement ${planetPopulationPeople}`);
return planetDescription;
}
const PlanetLoop = (number) => {
let count = 1;
while (count <= number) {
const planet = GeneratePlanet();
console.log(planet + `\n\n------------------------------`);
count++;
}
}
// Apply distribution to the planet types
const distributeElementsRandomly = (elements) => {
if (elements.length === 0) return {};
if (elements.length === 1) return { [elements[0]]: 100 }
// Generate random percentages for each element except the last one
let percentages = Array.from({ length: elements.length - 1 }, () => Math.random());
// Sort the random numbers and use them to determine the boundaries of the segments
percentages.sort((a, b) => a - b);
// Convert these sorted random numbers into percentage segments
const distributedPercentages = percentages.map((p, i) => {
if (i === 0) return p * 100; // First segment from 0 to the first random number
else return (percentages[i] - percentages[i - 1]) * 100; // Segments between random numbers
});
// The last segment goes from the last random number to 1
distributedPercentages.push((1 - percentages[elements.length - 2]) * 100);
return Object.fromEntries(elements.map((element, index) => [element, distributedPercentages[index]]));
}
const distributePlanetTypesRandomly = (planetType) => {
for (const key in planetType) {
if (Array.isArray(planetType[key].elements)) {
const elements = planetType[key].elements;
const distributedElements = distributeElementsRandomly(elements);
planetType[key].distributedElements = distributedElements;
}
}
}
// Apply distribution to your planet types
distributePlanetTypesRandomly(stat.planetType);
// Modules exports
exports.PlanetLoop = PlanetLoop;

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@@ -1,37 +0,0 @@
//import { planetPopulationType, planetNamePrefix, planetNameSuffix } from "./pl_stat.js";
let stat = require("./plStat.js");
const getRandomValue = (min, max) => {return Math.floor(Math.random() * (max - min + 1)) + min;}
const Random = (array) => {return array[Math.floor(Math.random() * array.length)];}
const RandomPlanet = (planet) => {
const keys = Object.keys(planet);
return keys[Math.floor(Math.random() * keys.length)];
}
const GeneratePlanet = () => {
const planetTypeGeneration = RandomPlanet(stat.planetType);
const planetName = Random(stat.planetNamePrefix) + Random(stat.planetNameSuffix);
const planetPopulationPeople = Random(stat.planetPopulationType);
const planetPopulationNumber = stat.planetType[planetTypeGeneration]["population"] * getRandomValue(5, 15) / 10;
const planetDescription =
// Keep this formatting, or else play with the console.log of func PlanetLoop
(`
Planète : ${planetName}
Type : ${planetTypeGeneration}
Population :
${planetPopulationNumber} milliards
Majoritairement ${planetPopulationPeople}`);
return planetDescription;
}
const PlanetLoop = (number) => {
let count = 1;
while (count <= number) {
const planet = GeneratePlanet();
console.log(planet + `\n\n------------------------------`);
count++;
}
}
PlanetLoop(5);