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2026-04-16 08:14:20 +02:00

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/**
* lab.js
* Laboratory logic: accept goods, analyse for special goods,
* trigger medication production. No rendering, no DOM.
*/
const LabState = Object.freeze({
IDLE: 'idle',
ANALYZING: 'analyzing',
});
class Lab {
constructor() {
this.reset();
}
reset() {
this.state = LabState.IDLE;
this.analyzeTimer = 0;
this.totalProcessed = 0;
this.flashTimer = 0; // brief visual flash on deposit
this._onMedReady = null;
}
/**
* Deposit an array of goods into the lab.
* @param {Good[]} goods goods from player inventory
* @param {function} onMedicationReady called (no args) when special analysis completes
* @returns {number} count of goods deposited
*/
depositGoods(goods, onMedicationReady) {
if (!goods.length) return 0;
let hasSpecial = false;
goods.forEach(good => {
this.totalProcessed++;
if (good.isSpecial) hasSpecial = true;
});
// Flash feedback
this.flashTimer = 500;
// Start analysis only if we got a special good and aren't already analysing
if (hasSpecial && this.state === LabState.IDLE) {
this.state = LabState.ANALYZING;
this.analyzeTimer = SETTINGS.LAB_ANALYZE_TIME;
this._onMedReady = onMedicationReady;
}
return goods.length;
}
/** True briefly after goods are deposited (visual feedback). */
isFlashing() {
return this.flashTimer > 0;
}
/** True while analysing a special good. */
isAnalyzing() {
return this.state === LabState.ANALYZING;
}
/** Progress 01 of the current analysis (0 if idle). */
analyzeProgress() {
if (this.state !== LabState.ANALYZING) return 0;
return 1 - this.analyzeTimer / SETTINGS.LAB_ANALYZE_TIME;
}
update(dt) {
if (this.flashTimer > 0) this.flashTimer -= dt;
if (this.state === LabState.ANALYZING) {
this.analyzeTimer -= dt;
if (this.analyzeTimer <= 0) {
this.analyzeTimer = 0;
this.state = LabState.IDLE;
if (this._onMedReady) {
this._onMedReady();
this._onMedReady = null;
}
}
}
}
}