Phase 5 of turning the game into the company landing page. - Replace purchase-only missions with a data-driven list of short step chains (goto, locate on map, inspect, order, buy, buy at N places) in src/game/missions, with pure progress logic on the game state. - Six missions, most about machines installed in Park Mellat; add two sites there (lake and sports fields) and record the product model installed at every site. - Inspecting a machine opens a machine card with the installed model, specs, price, an order request and sales contact. - The objective chip shows the current step; the missions sheet lists missions with the current one's steps ticked; a brand-coloured arrow hovers over the target machine. - Rewards and banners per finished mission, the next step is spoken. - Tests for mission data, step logic, text and the machine card. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
340 lines
10 KiB
JavaScript
340 lines
10 KiB
JavaScript
import * as THREE from 'three';
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import { MAX_WALKING_SPEED } from '../device/realworld.js';
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import { machines, CATEGORIES, FACTORY } from '../../constants/locations.js';
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import {
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catalog,
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priceAt,
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isOpen,
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purchaseBlocker,
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formatHetoman,
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fa,
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canAffordAnything,
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} from '../economy/gameState.js';
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import {
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createPayment,
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beginPayment,
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readyPayment,
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swipePayment,
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cancelPayment,
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} from '../economy/payment.js';
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import { awardsFor, rankFor } from '../economy/scoring.js';
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import { strings } from '../../i18n/fa.js';
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import { MISSIONS } from '../missions/missions.js';
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/**
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* Runs the open showroom operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export function openShowroom(context) {
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const inFactory =
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Math.hypot(context.player.x - FACTORY.center.x, context.player.z - FACTORY.center.z) < 130;
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const sample =
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context.nearShowroom() ??
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(inFactory && !context.real.on && context.mode === 'walk' ? context.showroom.samples[0] : null);
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if (!sample || context.state.busy || context.payment.phase !== 'idle' || context.ended) return;
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context.ui.patch('showroom', {
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modelId: sample.model.id,
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});
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context.ui.patch('showroom-response', {
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text: strings.showroom.allModels,
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});
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context.keys.clear();
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document.exitPointerLock?.();
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context.ui.open('showroom');
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}
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/**
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* Runs the interact operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export function interact(context) {
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const station = context.nearStation();
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if (!station || context.state.busy || context.payment.phase !== 'idle' || context.ended) return;
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if (context.real.on && (context.real.fix?.speed ?? 0) > MAX_WALKING_SPEED) {
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context.say('father', strings.dialogue.tooFastToBuy);
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return;
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}
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if (!isOpen(station.def, context.state.minutes)) {
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context.say(
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context.guideOut() ? 'robot' : 'father',
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strings.dialogue.machineClosed(context.hoursText(station.def)),
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'serious',
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);
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return;
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}
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context.shopStation = station;
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context.renderShop();
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document.exitPointerLock?.();
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context.keys.clear();
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context.ui.open('shop');
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context.tone(750);
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}
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/**
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* Runs the render shop operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export function renderShop(context) {
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const def = context.shopStation.def;
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context.ui.patch('shop-category', {
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text: strings.shop.category(
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CATEGORIES[def.category].icon,
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CATEGORIES[def.category].label,
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context.hoursText(def),
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),
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});
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context.ui.patch('shop-name', {
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text: strings.shop.title(def.name),
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});
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context.ui.patch('shop-address', {
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text: def.address,
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});
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context.ui.patch('shop-note', {
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text: strings.shop.balance(def.note, formatHetoman(context.state.balance)),
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});
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context.ui.patch('products', {
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items: def.products.map((id) => ({
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id,
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...catalog[id],
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price: priceAt(def, id),
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blocked: purchaseBlocker(context.state, def, id),
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})),
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});
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}
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/**
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* Runs the start payment operation for this subsystem.
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* @param {*} context - context.
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* @param {*} productId - product Id.
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* @returns {*} Operation result, when applicable.
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*/
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export function startPayment(context, productId) {
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if (!beginPayment(context.state, context.payment, context.shopStation.def, productId)) return;
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context.payment.station = context.shopStation;
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context.payment.timer = 0;
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context.ui.close('shop');
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const p = catalog[productId];
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context.ui.patch('payment', {
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hidden: false,
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});
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context.ui.patch('payment-title', {
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text: `${p.icon} ${p.name} · ${formatHetoman(priceAt(context.shopStation.def, productId))}`,
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});
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context.ui.patch('payment-step', {
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text: strings.payment.approaching,
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});
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context.ui.patch('swipe', {
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disabled: true,
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});
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context.ui.patch('cancel-payment', {
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hidden: false,
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});
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context.say('child', strings.dialogue.childSwipes);
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}
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/**
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* Runs the swipe operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export function swipe(context) {
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if (!swipePayment(context.state, context.payment)) return;
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context.payment.timer = 0;
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context.payment.station.model.card.visible = true;
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context.ui.patch('swipe', {
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disabled: true,
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});
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context.ui.patch('cancel-payment', {
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hidden: true,
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});
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context.ui.patch('payment-step', {
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text: strings.payment.success,
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});
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context.tone(1100, 0.3);
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context.refreshHUD();
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}
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/**
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* Runs the cancel operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export function cancel(context) {
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if (!cancelPayment(context.state, context.payment)) return;
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context.ui.patch('payment', {
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hidden: true,
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});
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}
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/**
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* Updates payment from the active simulation.
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* @param {*} context - context.
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* @param {*} dt - dt.
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* @returns {*} Operation result, when applicable.
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*/
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export function updatePayment(context, dt) {
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if (context.payment.phase === 'idle') return;
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context.payment.timer += dt;
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const model = context.payment.station.model;
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if (context.payment.phase === 'approaching' && context.payment.timer > 1) {
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readyPayment(context.payment);
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context.ui.patch('swipe', {
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disabled: false,
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});
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context.ui.patch('payment-step', {
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text: strings.payment.swipeHint,
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});
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}
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if (context.payment.phase === 'approved') {
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const t = Math.min(1, context.payment.timer);
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model.card.position.set(0.95 - t * 0.25, 1.7 - t * 0.1, 0.66);
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if (context.payment.timer > 1.2) {
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model.card.visible = false;
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context.ui.patch('payment', {
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hidden: true,
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});
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model.setDelivery(context.payment.productId);
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context.deliveryTimer = 2.6;
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context.payment.delivering = {
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station: context.payment.station,
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record: context.payment.record,
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};
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Object.assign(context.payment, createPayment());
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}
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}
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}
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/**
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* Updates delivery from the active simulation.
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* @param {*} context - context.
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* @param {*} dt - dt.
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* @returns {*} Operation result, when applicable.
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*/
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export function updateDelivery(context, dt) {
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if (context.deliveryTimer <= 0) return;
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context.deliveryTimer = Math.max(0, context.deliveryTimer - dt);
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const { station, record } = context.payment.delivering,
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model = station.model,
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t = 2.6 - context.deliveryTimer;
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const slot = record ? catalog[record.productId] : null;
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model.delivery.visible = t < 2.4;
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// Falls from a shelf, waits in the tray, then lifts toward the child's hands.
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const shelf = new THREE.Vector3(
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-0.5 + (record.price % 7) * 0.1,
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1.2 + (record.price % 5) * 0.15,
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0.45,
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);
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if (t < 0.8) model.delivery.position.lerpVectors(shelf, model.slotPoint, t / 0.8);
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else
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model.delivery.position
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.copy(model.slotPoint)
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.add(new THREE.Vector3(0, Math.max(0, t - 1.6) * 0.6, Math.max(0, t - 1.6) * 0.8));
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model.flap.rotation.x = t > 0.7 && t < 2 ? -1 : 0;
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if (context.deliveryTimer > 0) return;
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model.flap.rotation.x = 0;
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context.state.busy = false;
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context.tone(980, 0.18);
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context.reward(record, slot);
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}
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/**
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* Runs the reward operation for this subsystem.
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* @param {*} context - context.
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* @param {*} record - record.
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* @param {*} product - product.
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* @returns {*} Operation result, when applicable.
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*/
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export function reward(context, record, product) {
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const awards = awardsFor(context.state.purchases.slice(0, -1), record),
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rankBefore = rankFor(context.state.xp).index;
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if (context.real.on)
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awards.push({
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label: strings.payment.realPurchase,
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points: 200,
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});
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const total = awards.reduce((s, a) => s + a.points, 0);
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context.state.xp += total;
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context.ui.patch('awards', {
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items: awards,
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total,
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});
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context.clearTimeout(context.reward.timeout);
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context.reward.timeout = context.setTimeout(
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() =>
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context.ui.patch('awards', {
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items: [],
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}),
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3200,
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);
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context.say('child', strings.dialogue.childGotIt(product.icon, product.name));
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const { mission } = context.reportMissionEvent({ type: 'buy', machineId: record.machineId });
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if (rankFor(context.state.xp).index > rankBefore)
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context.setTimeout(
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() =>
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context.showBanner(
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strings.rewards.rankUp,
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rankFor(context.state.xp).name,
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strings.rewards.findMore,
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),
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mission ? 3400 : 0,
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);
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context.refreshHUD();
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context.checkEnd();
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}
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/**
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* Runs the show banner operation for this subsystem.
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* @param {*} context - context.
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* @param {*} tag - tag.
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* @param {*} title - title.
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* @param {*} sub - sub.
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* @returns {*} Operation result, when applicable.
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*/
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export function showBanner(context, tag, title, sub) {
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context.ui.patch('banner', {
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tag,
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title,
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sub,
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hidden: false,
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});
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context.clearTimeout(context.showBanner.timeout);
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context.showBanner.timeout = context.setTimeout(
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() =>
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context.ui.patch('banner', {
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hidden: true,
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}),
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3200,
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);
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}
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/**
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* Runs the check end operation for this subsystem.
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* @param {*} context - context.
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* @returns {*} Operation result, when applicable.
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*/
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export function checkEnd(context) {
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const allDone = context.state.missionsDone.length === MISSIONS.length;
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if (context.ended || (!allDone && canAffordAnything(context.state, machines))) return;
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context.ended = true;
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document.exitPointerLock?.();
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context.ui.patch('end-tag', {
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text: allDone ? strings.end.success : strings.end.outOfBudget,
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});
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context.ui.patch('end-title', {
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text: allDone ? strings.end.successHeading : strings.end.budgetHeading,
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});
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context.ui.patch('end-text', {
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text: allDone ? strings.end.successText : strings.end.budgetText,
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});
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const places = new Set(context.state.purchases.map((p) => p.machineId)).size;
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context.ui.patch('end-stats', {
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items: [
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[strings.end.score, `${fa(context.state.xp)} XP`],
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[strings.end.rank, rankFor(context.state.xp).name],
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[strings.end.purchases, fa(context.state.purchases.length)],
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[strings.end.places, strings.end.outOf(fa(places), fa(machines.length))],
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[
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strings.end.missions,
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strings.end.outOf(fa(context.state.missionsDone.length), fa(MISSIONS.length)),
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],
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[strings.end.remaining, formatHetoman(context.state.balance)],
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],
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});
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context.ui.patch('continue', {
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hidden: !allDone,
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});
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context.ui.open('end');
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}
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