Pardus Building Class

Building class used by Pardus Trader Autopilot

目前为 2023-06-09 提交的版本。查看 最新版本

此脚本不应直接安装,它是一个供其他脚本使用的外部库。如果您需要使用该库,请在脚本元属性加入:// @require https://update.cn-greasyfork.org/scripts/468016/1202307/Pardus%20Building%20Class.js

// ==UserScript==
// @name         Pardus Building Class
// @namespace    [email protected]
// @version      2.0.0
// @description  Building class used by Pardus Trader Autopilot
// @author       Math (Orion)
// ==/UserScript==

class Building {
    // Credit to Taised ([email protected]) who hosts the original version of this data at
    // 'http://www.fantamondi.it/pardus/common/building_data.js
    static buildingData = [
        { type: "Energy Well", tier: 0, resources: { "food": -1, "water": -1, "energy": 6 } },
        { type: "Nebula Plant", tier: 0, resources: { "food": -2, "water": -2, "ematter": -3, "energy": 35, "gas": 4 } },
        { type: "Space Farm", tier: 0, resources: { "energy": -4, "embryos": -5, "food": 8, "water": 2, "biowaste": 1 } },

        { type: "Asteroid Mine", tier: 1, resources: { "food": -1, "energy": -1, "water": -1, "ore": 9, "gems": 2 } },
        { type: "Chemical Laboratory", tier: 1, resources: { "food": -1, "energy": -3, "water": -1, "chems": 9 } },
        { type: "Gas Collector", tier: 1, resources: { "food": -2, "energy": -2, "water": -2, "gas": 20 } },
        { type: "Radiation Collector", tier: 1, resources: { "food": -1, "energy": -3, "water": -1, "cells": 6 } },

        { type: "Alliance Command Station", tier: 2, resources: { "energy": -6, "cells": -2 } },
        { type: "Brewery", tier: 2, resources: { "food": -2, "energy": -2, "water": -2, "chems": -4, "liquor": 4 } },
        { type: "Clod Generator", tier: 2, resources: { "biowaste": -18, "energy": -4, "chems": -4, "clod": 5 } },
        { type: "Fuel Collector", tier: 2, resources: { "energy": -4, "chems": -1, "fuel": 30 } },
        { type: "Medical Laboratory", tier: 2, resources: { "food": -2, "energy": -2, "water": -2, "gas": -7, "medics": 4 } },
        { type: "Military Outpost", tier: 2, resources: { "energy": -5, "fuel": -5 } },
        { type: "Optics Research Center", tier: 2, resources: { "food": -1, "energy": -3, "water": -1, "gems": -2, "optics": 10 } },
        { type: "Plastics Facility", tier: 2, resources: { "food": -2, "energy": -2, "water": -2, "chems": -3, "gas": -3, "plastics": 6 } },
        { type: "Recyclotron", tier: 2, resources: { "biowaste": -5, "energy": -3, "chems": -1, "food": 7, "water": 5 } },
        { type: "Smelting Facility", tier: 2, resources: { "food": -2, "energy": -2, "water": -2, "ore": -6, "metal": 12 } },

        { type: "Electronics Facility", tier: 3, resources: { "food": -1, "energy": -4, "water": -1, "plastics": -2, "metal": -3, "electronics": 6 } },
        { type: "Leech Nursery", tier: 3, resources: { "food": -2, "energy": -6, "water": -10, "cells": -6, "clod": -40, "leech": 1, "biowaste": 3 } },
        { type: "Neural Laboratory", tier: 3, resources: { "food": -2, "water": -2, "energy": -2, "embryos": -12, "medics": -2, "tissue": 16 } },
        { type: "Slave Camp", tier: 3, resources: { "food": -3, "energy": -1, "water": -3, "liquor": -2, "medics": -2, "slaves": 3 } },

        { type: "Battleweapons Factory", tier: 4, resources: { "food": -1, "energy": -2, "water": -1, "metal": -3, "optics": -4, "electronics": -3, "bwps": 2 } },
        { type: "Dark Dome", tier: 4, resources: { "slaves": -3, "energy": -1, "bodyparts": 12, "biowaste": 4 } },
        // { type: "Dark Dome (TSS)", tier: 4, resources: { "slaves": -2, "energy": -1, "bodyparts": 12, "biowaste": 4 } },
        { type: "Drug Station", tier: 4, resources: { "food": -3, "energy": -1, "water": -3, "slaves": -4, "ematter": -3, "drugs": 1 } },
        // { type: "Drug Station (TSS)", tier: 4, resources: { "food": -3, "energy": -1, "water": -3, "slaves": -3, "ematter": -3, "drugs": 1 } },
        { type: "Handweapons Factory", tier: 4, resources: { "food": -1, "energy": -2, "water": -1, "plastics": -3, "optics": -3, "electronics": -3, "hws": 2 } },
        { type: "Robots Factory", tier: 4, resources: { "food": -2, "energy": -2, "water": -2, "metal": -1, "optics": -2, "electronics": -4, "bots": 3 } },
        { type: "Stim Chip Mill", tier: 4, resources: { "food": -3, "water": -3, "ematter": -2, "tissue": -44, "electronics": -2, "stims": 2 } },

        { type: "Droid Assembly Complex", tier: 5, resources: {"food": -1, "energy": -3, "water": -1, "cells": -3, "bots": -2, "droids": 1} }
    ];

    constructor(type, sector, x, y, level = 8, stock = {}, lastViewed) {
        this.type = type;
        this.sector = sector;
        this.x = x;
        this.y = y;
        this.level = level;
        this.stock = stock;
        this.lastViewed = lastViewed;
    }

    get coords() {
        return `[${this.x},${this.y}]`;
    }

    // Setters for level, stock, and lastViewed
    setLevel(level) {
        this.level = level;
    }

    setStock(stock) {
        this.stock = stock;
    }

    setLastViewed(lastViewed) {
        this.lastViewed = lastViewed;
    }

    // Calculate the guessed current stock based on lastViewed time and building characteristics
    guessCurrentStock() {
        const ticksPassed = this.calculateTicksPassed();
        const productionConsumption = this.calculateProductionConsumption();
        const guessedStock = {};

        // Calculate the guessed stock for each commodity
        for (const commodity in productionConsumption) {
            if (productionConsumption.hasOwnProperty(commodity)) {
                const lastStock = this.stock[commodity] || 0;
                const change = productionConsumption[commodity] * ticksPassed;
                guessedStock[commodity] = lastStock + change;
            }
        }

        return guessedStock;
    }

    // Calculate the number of building ticks that have passed since lastViewed
    calculateTicksPassed() {
        const millisecondsPerTick = 6 * 60 * 60 * 1000; // Milliseconds per tick

        const now = new Date();
        const lastViewed = new Date(this.lastViewed);

        // Adjust the last viewed time forward to the nearest tick time (1:25 GMT and every 6 hours)
        lastViewed.setUTCMinutes(Math.round(Math.ceil((lastViewed.getUTCMinutes() - 25) / 60) * 60 + 25));
        lastViewed.setUTCHours(Math.round(Math.ceil((lastViewed.getUTCHours() - 1) / 6) * 6 + 1));

        // Calculate the time difference in milliseconds
        const timeDiff = now - lastViewed;

        // Calculate the number of ticks passed
        const ticksPassed = Math.ceil(timeDiff / millisecondsPerTick);

        return ticksPassed;
    }

    // Calculate the production and consumption rates based on the building type and level
    calculateProduction() {
        const buildingData = Building.buildingData.find(building => building.type === this.type);

        if (!buildingData) {
            console.log(`Building data not found for building type: ${this.type}`);
            return;
        }

        const { resources } = buildingData;
        const production = {};

        for (const resource in resources) {
            const value = resources[resource];

            if (value > 0) {
                production[resource] = Math.round(value * (1 + 0.5 * (this.level - 1)));
            } else if (value < 0) {
                production[resource] = Math.round(value * (1 + 0.4 * (this.level - 1)));
            }
        }

        return production;
    }
}