@jeremyckahn/farmhand
Version:
A farming game
102 lines (83 loc) • 2.84 kB
JavaScript
import { itemsMap } from '../../data/maps.js'
import { isItemAFarmProduct } from '../../utils/isItemAFarmProduct.js'
import {
castToMoney,
getAdjustedItemValue,
getResaleValue,
getSalePriceMultiplier,
isItemSoldInShop,
moneyTotal,
} from '../../utils/index.js'
import { LOAN_GARNISHMENT_RATE, EXPERIENCE_VALUES } from '../../constants.js'
import { SOLD_ITEM_PEER_NOTIFICATION } from '../../templates.js'
import { decrementItemFromInventory } from './decrementItemFromInventory.js'
import { addExperience } from './addExperience.js'
import { addRevenue } from './addRevenue.js'
import { updateLearnedRecipes } from './updateLearnedRecipes.js'
import { adjustLoan } from './adjustLoan.js'
import { prependPendingPeerMessage } from './index.js'
/**
* @param {farmhand.state} state
* @param {farmhand.item} item
* @param {number} [howMany=1]
* @returns {farmhand.state}
*/
export const sellItem = (state, { id }, howMany = 1) => {
if (howMany === 0) {
return state
}
const item = itemsMap[id]
const {
completedAchievements,
itemsSold,
money: initialMoney,
valueAdjustments,
} = state
let { loanBalance } = state
const adjustedItemValue = isItemSoldInShop(item)
? getResaleValue(item)
: getAdjustedItemValue(valueAdjustments, id)
const saleIsGarnished = isItemAFarmProduct(item)
let saleValue = 0,
experienceGained = 0,
salePriceMultiplier = 1
for (let i = 0; i < howMany; i++) {
const loanGarnishment = saleIsGarnished
? Math.min(
loanBalance,
castToMoney(adjustedItemValue * LOAN_GARNISHMENT_RATE)
)
: 0
if (isItemAFarmProduct(item)) {
salePriceMultiplier = getSalePriceMultiplier(completedAchievements)
experienceGained += EXPERIENCE_VALUES.ITEM_SOLD
}
const garnishedProfit =
adjustedItemValue * salePriceMultiplier - loanGarnishment
loanBalance = moneyTotal(loanBalance, -loanGarnishment)
saleValue = moneyTotal(saleValue, garnishedProfit)
}
if (saleIsGarnished) {
state = adjustLoan(state, moneyTotal(loanBalance, -state.loanBalance))
}
const newItemsSold = { ...itemsSold, [id]: (itemsSold[id] || 0) + howMany }
if (item.isPlantableCrop) {
state = { ...state, money: moneyTotal(initialMoney, saleValue) }
} else {
// money needs to be passed in explicitly here because state.money gets
// mutated above and addRevenue needs its initial value.
state = addRevenue({ ...state, money: initialMoney }, saleValue)
}
state = addExperience(state, experienceGained)
state = {
...state,
itemsSold: newItemsSold,
}
state = decrementItemFromInventory(state, id, howMany)
state = prependPendingPeerMessage(
state,
SOLD_ITEM_PEER_NOTIFICATION('', howMany, item),
'warning'
)
return updateLearnedRecipes(state)
}