- fixed all previous typescript errors to prepare for automatic deployments
- made available quests and adventurers data driven and imported from json files
- added duplicate protection on recruitment. Now it's guaranteed to get an adventurer every half an hour when there's at least one available
- quest rewards are now generated based on points required to complete them
- completely reworked math behind calculating adventurer speed of completing quests
- removed some unused concept variables from adventurer data
- added adventurer exp bars
- improved the look of quest progress bars and added percentage completion text
- maximum number of adventurers is now limited and can be increased via adventurer capacity (name tbd) upgrade
- adventurers now have a max level of 25. This will be expanded on later to allow increase of their max level.
This commit is contained in:
2023-03-26 20:26:44 +02:00
committed by GitHub
27 changed files with 1067 additions and 422 deletions
+189 -2
View File
@@ -1,13 +1,14 @@
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@@ -729,6 +735,124 @@
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"dev": true "dev": true
}, },
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@@ -3892,6 +4021,64 @@
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+2 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "adventurers-guild", "name": "adventurers-guild",
"version": "0.0.1", "version": "0.0.2",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",
@@ -10,6 +10,7 @@
"type-check": "vue-tsc --noEmit" "type-check": "vue-tsc --noEmit"
}, },
"dependencies": { "dependencies": {
"@vueuse/components": "^9.13.0",
"sass": "^1.59.3", "sass": "^1.59.3",
"vue": "^3.2.45", "vue": "^3.2.45",
"vue-router": "^4.1.6" "vue-router": "^4.1.6"
+38
View File
@@ -0,0 +1,38 @@
[
{
"id": "rincewind-diskworld",
"name": "Rincewind",
"portrait": "/img/adventurers/rincewind.png",
"attackExponent": 1.09
},
{
"id": "fran-sword-isekai",
"name": "Fran",
"portrait": "/img/adventurers/fran.png",
"attackExponent": 1.115
},
{
"id": "kazuma-konosuba",
"name": "Kazuma",
"portrait": "/img/adventurers/kazuma.png",
"attackExponent": 1.1
},
{
"id": "rein-beast-tamer",
"name": "Rein",
"portrait": "/img/adventurers/rein.png",
"attackExponent": 1.1
},
{
"id": "momon-overlord",
"name": "Momon",
"portrait": "/img/adventurers/momon.png",
"attackExponent": 1.11
},
{
"id": "goblin-slayer",
"name": "Goblin Slayer",
"portrait": "/img/adventurers/goblin-slayer.png",
"attackExponent": 1.1
}
]
+14
View File
@@ -0,0 +1,14 @@
[
{
"title": "Ogre king",
"text": "Ogres have chosen a new king through democratic vote. They all voted for the strongest ogre."
},
{
"title": "Devilish dungeon",
"text": "New dungeon was discovered. It needs to be mapped and explored so lower rank adventurers can enter."
},
{
"title": "Eater of Worlds",
"text": "A giant worm emerged from the ground and appears to be consuming the ground itself."
}
]
+14
View File
@@ -0,0 +1,14 @@
[
{
"title": "Undead horde",
"text": "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep."
},
{
"title": "Runaway prisoner",
"text": "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell."
},
{
"title": "The aristocrats",
"text": "Royalty wants an escort for one of their carriages."
}
]
+14
View File
@@ -0,0 +1,14 @@
[
{
"title": "Scratchy, the butcher",
"text": "Scratchy turned evil and is terrorizing its victims. Put a stop to it!"
},
{
"title": "Hobgnoblin subjegation",
"text": "Gnoblins evolved and are back for vengeance."
},
{
"title": "Holy",
"text": "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!"
}
]
+14
View File
@@ -0,0 +1,14 @@
[
{
"title": "Caravan escort",
"text": "Escort a merchant caravan."
},
{
"title": "Rare ore",
"text": "Obtain laudanium ore for town's blacksmith."
},
{
"title": "Demonic pests!",
"text": "Clear the fields from cabbage imps."
}
]
+14
View File
@@ -0,0 +1,14 @@
[
{
"title": "Gnoblin subjegation",
"text": "Kill 3 gnoblins."
},
{
"title": "Phantom menace",
"text": "Exorcise ghosts out of someone's apartment."
},
{
"title": "Scratchy in peril",
"text": "Get Scratchy the cat from the tree safe onto the ground."
}
]
+18
View File
@@ -0,0 +1,18 @@
[
{
"title": "Frog Frenzy",
"text": "Kill 10 demon frogs."
},
{
"title": "Rats!",
"text": "Get rid of the rats from someone's basement."
},
{
"title": "Herb gathering",
"text": "Collect medicinal herbs."
},
{
"title": "Big pile of rubble",
"text": "Tavern collapsed. Again. Help clean up the debris."
}
]
+14
View File
@@ -0,0 +1,14 @@
[
{
"title": "The Demon King",
"text": "Demon King has awoken and is a threat to whole existence. Heroes needed."
},
{
"title": "Scratchy, Destruction Incarnate",
"text": "Scratchy was reborn as a machine of pure destruction and needs to be stopped."
},
{
"title": "Jiggly Jungle",
"text": "A jungle south began rapidly expanding and experts think arson is our only option."
}
]
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+42 -79
View File
@@ -9,7 +9,6 @@ import {RouterLink, RouterView} from 'vue-router'</script>
<RouterLink to="/adventurers">Adventurers</RouterLink> <RouterLink to="/adventurers">Adventurers</RouterLink>
</nav> </nav>
</header> </header>
<RouterView <RouterView
:guild="guild" :guild="guild"
:adventurers="adventurers" :adventurers="adventurers"
@@ -24,25 +23,15 @@ import {RouterLink, RouterView} from 'vue-router'</script>
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import {Adventurer} from "@/classes/Adventurer"; import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest"; import {getQuestWithRewards, Quest} from "@/classes/Quest";
import {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {getFromString, QuestRank} from "@/classes/QuestRank"; import {getFromString, QuestRank} from "@/classes/QuestRank";
import {GameData, loadAvailableQuests, loadGame, saveGame} from "@/GameData";
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import {AdventurerCapacityUpgrade} from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
watch: {
adventurers: {
deep: true,
handler(newAdventurers) {
for (const adventurerId in newAdventurers) {
const adventurer = newAdventurers[adventurerId] as Adventurer;
if (adventurer.canLevelUp()) {
adventurer.levelUp();
}
}
}
}
},
data: () => ({ data: () => ({
guild: new Guild(1, 500), guild: new Guild(1, 500),
lastQuestGot: { lastQuestGot: {
@@ -53,48 +42,10 @@ export default defineComponent({
D: null as null|number, D: null as null|number,
E: null as null|number, E: null as null|number,
F: null as null|number, F: null as null|number,
}, } as { [key: string]: null|number },
lastRecruitHandled: null as null|number, lastRecruitHandled: null as null|number,
adventurers: { adventurers: {} as { [key: string]: Adventurer },
} as { [key: string]: Adventurer }, quests: {} as { [key: string]: { [key: string]: Quest } },
quests: {
F: {
"1": new Quest("1", QuestRank.F, "Frog Frenzy", "Kill 10 demon frogs.", 30, 1, 25),
"2": new Quest("2", QuestRank.F, "Rats!", "Get rid of the rats in someone's basement.", 21, 1, 15),
"3": new Quest("3", QuestRank.F, "Herb gethering", "Colect medicinal herbs.", 25, 1, 19),
"4": new Quest("4", QuestRank.F, "Big pile of rubble", "Tavern collapsed. Again. Help clean up the debris.", 27, 1, 10),
} as { [key: string]: Quest },
E: {
"1": new Quest("1", QuestRank.E, "Gnoblin subjegation", "Kill 3 gnoblins.", 500, 2, 30),
"2": new Quest("2", QuestRank.E, "Phantom menace", "Exorcise ghosts out of someone's apartment.", 510, 2, 28),
"3": new Quest("3", QuestRank.E, "Scratchy in peril", "Get Scratchy the cat from the tree safe to the ground.", 550, 2, 32),
} as { [key: string]: Quest },
D: {
"1": new Quest("1", QuestRank.D, "Caravan escort", "Escort a merchant caravan.", 2000, 3, 47),
"2": new Quest("2", QuestRank.D, "Rare ore", "Obtain laudanium ore for town's blacksmith.", 2200, 3, 54),
"3": new Quest("3", QuestRank.D, "Demonic pests!", "Clear the fields from cabbage imps.", 2149, 3, 49),
} as { [key: string]: Quest },
C: {
"1": new Quest("1", QuestRank.C, "Scratchy, the butcher", "Scratchy turned evil and is terrorizing its victims. Put a stop to it!", 7500, 5, 150),
"2": new Quest("2", QuestRank.C, "Hobgnoblin subjegation", "Gnoblins evolved and are back for vengance.", 7600, 5, 150),
"3": new Quest("3", QuestRank.C, "Holy", "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!", 7777, 5, 49),
} as { [key: string]: Quest },
B: {
"1": new Quest("1", QuestRank.B, "Undead horde", "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep.", 25000, 8, 200),
"2": new Quest("2", QuestRank.B, "Runaway prisoner", "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell.", 26000, 8, 210),
"3": new Quest("3", QuestRank.B, "The aristocrats", "Royalty wants an escort for one of their carriages.", 25000, 8, 200),
} as { [key: string]: Quest },
A: {
"1": new Quest("1", QuestRank.A, "Ogre king", "Ogres have chosen a new king through democratic vote. They all voted for the strongest ogre.", 100000, 12, 200),
"2": new Quest("2", QuestRank.A, "Devilish dungeon", "New dungeon was discovered. It needs to be mapped and explored so lower rank adventurers can enter.", 100000, 12, 210),
"3": new Quest("3", QuestRank.A, "Eater of Worlds", "A giant worm emerged from the ground and appears to be consuming the ground itself.", 100000, 12, 200),
} as { [key: string]: Quest },
S: {
"1": new Quest("1", QuestRank.S, "The Demon King", "Demon King has awoken and is a threat to whole existence. Heroes needed.", 1000000, 20, 200),
"2": new Quest("2", QuestRank.S, "Scratchy, Destruction Incarnate", "Scratchy was reborn as a machine of pure destruction and needs to be stopped.", 1000000, 20, 210),
"3": new Quest("3", QuestRank.S, "Jiggly Jungle", "A jungle south began rapidly expanding and experts think arson is our only option.", 1000000, 20, 200),
} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } },
missives: { missives: {
F: {} as { [key: string]: Quest }, F: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest }, E: {} as { [key: string]: Quest },
@@ -115,9 +66,10 @@ export default defineComponent({
missive.progressPoints = 0; missive.progressPoints = 0;
continue; continue;
} }
if (missive.progressPoints >= missive.maxProgress) continue;
for (const adventurerId in missive.adventurers) { for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId]; const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.attackPerLevel * adventurer.level; const attack = adventurer.getAttack();
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress); missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
} }
} }
@@ -129,7 +81,7 @@ export default defineComponent({
this.guild.gold += missive.goldReward; this.guild.gold += missive.goldReward;
for (const adventurerId in missive.adventurers) { for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId]; const adventurer = missive.adventurers[adventurerId];
adventurer.exp += (missive.expReward / missive.adventurers.length); adventurer.addExp(missive.expReward / missive.adventurers.length);
adventurer.busy = false; adventurer.busy = false;
} }
missive.adventurers = []; missive.adventurers = [];
@@ -141,7 +93,7 @@ export default defineComponent({
const questsForRank = this.quests[rank] as { [key: string]: Quest }; const questsForRank = this.quests[rank] as { [key: string]: Quest };
const randomId = keys.length * Math.random() << 0; const randomId = keys.length * Math.random() << 0;
const randomIdString = keys[randomId] as string; const randomIdString = keys[randomId] as string;
return questsForRank[randomIdString]; return getQuestWithRewards(questsForRank[randomIdString]);
}, },
createMissive(questToAdd: Quest, rank: QuestRank) { createMissive(questToAdd: Quest, rank: QuestRank) {
const quest = JSON.parse(JSON.stringify(questToAdd)); const quest = JSON.parse(JSON.stringify(questToAdd));
@@ -149,32 +101,35 @@ export default defineComponent({
quest.id = newId; quest.id = newId;
this.missives[rank][newId] = quest; this.missives[rank][newId] = quest;
}, },
saveGame() {
console.debug("Saving game...");
window.localStorage.setItem("savedGame", JSON.stringify({
guild: this.guild,
adventurers: this.adventurers,
missives: this.missives,
lastQuestGot: this.lastQuestGot,
lastRecruitAction: this.lastRecruitHandled,
}));
},
loadGame() { loadGame() {
const rawData = window.localStorage.getItem("savedGame"); const saveData = loadGame();
if (!rawData) return; if (saveData === null) return;
const saveData = JSON.parse(rawData);
this.lastQuestGot = saveData.lastQuestGot; this.lastQuestGot = saveData.lastQuestGot;
this.guild = new Guild(saveData.guild.level, saveData.guild.gold); const guildUpgrades = {} as { [key: string]: GuildUpgrade };
if (saveData.guild.adventurerCapacity) {
guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level);
}
this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades);
const adventurers = {} as { [key: string]: Adventurer }; const adventurers = {} as { [key: string]: Adventurer };
for (const id in saveData.adventurers) { for (const id in saveData.adventurers) {
const data = saveData.adventurers[id]; const data = saveData.adventurers[id];
const adventurer = new Adventurer(data.id, data.name, data.portrait, data.attackPerLevel, data.defensePerLevel, data.level); try {
const adventurer = new Adventurer(
data.id,
data.name,
data.portrait,
data.attackExponent ?? 1.1,
data.level ?? 1,
data.exp ?? 0
);
adventurer.busy = data.busy; adventurer.busy = data.busy;
adventurers[data.id] = adventurer; adventurers[data.id] = adventurer;
} catch (e) {}
} }
this.adventurers = adventurers; this.adventurers = adventurers;
@@ -196,7 +151,7 @@ export default defineComponent({
this.missives = missives; this.missives = missives;
this.lastRecruitHandled = saveData.lastRecruitAction; this.lastRecruitHandled = saveData.lastRecruitAction ?? 0;
}, },
resetSave() { resetSave() {
if (!confirm("You are about to wipe your save file. Are you sure?")) return; if (!confirm("You are about to wipe your save file. Are you sure?")) return;
@@ -204,12 +159,20 @@ export default defineComponent({
window.location.reload(); window.location.reload();
} }
}, },
mounted() { async mounted() {
this.loadGame(); this.loadGame();
this.quests = await loadAvailableQuests();
setInterval(() => { setInterval(() => {
this.saveGame(); saveGame(new GameData(
}, 30*1000) this.guild,
this.adventurers,
this.missives,
this.lastQuestGot,
this.lastRecruitHandled
)
);
}, 10*1000)
setInterval(() => { setInterval(() => {
this.updateMissives(); this.updateMissives();
@@ -297,7 +260,7 @@ export default defineComponent({
} }
} }
}, 1000); }, 250);
} }
}) })
+113
View File
@@ -0,0 +1,113 @@
import type {Guild} from "@/classes/Guild";
import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest";
import {getFromString, QuestRank} from "@/classes/QuestRank";
export class GameData {
guild: Guild;
adventurers: { [key: string]: Adventurer };
missives: { [key: string]: { [key: string]: Quest } };
lastQuestGot: { [key: string]: null | number };
lastRecruitAction: null | number;
constructor(guild: Guild, adventurers: { [key: string]: Adventurer }, missives: { [key: string]: { [key: string]: Quest } }, lastQuestGot: { [key: string]: null | number }, lastRecruitAction: null | number) {
this.guild = guild;
this.adventurers = adventurers;
this.missives = missives;
this.lastQuestGot = lastQuestGot;
this.lastRecruitAction = lastRecruitAction;
}
}
/**
* Save the game to local storage
*/
export function saveGame(
data: GameData
): void {
console.debug("Saving game...");
window.localStorage.setItem("savedGame", JSON.stringify({
guild: data.guild,
adventurers: data.adventurers,
missives: data.missives,
lastQuestGot: data.lastQuestGot,
lastRecruitAction: data.lastRecruitAction,
}));
}
export function loadGame(): GameData | null {
const savedGame = window.localStorage.getItem("savedGame");
if (!savedGame) return null;
console.debug("Loading game...");
const parsedGame = JSON.parse(savedGame);
return new GameData(
parsedGame.guild,
parsedGame.adventurers,
parsedGame.missives,
parsedGame.lastQuestGot,
parsedGame.lastRecruitAction
);
}
export async function loadAvailableQuests(): Promise<{ [key: string]: { [key: string]: Quest } }> {
const quests = {
S: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
F: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } };
for (const rank in quests) {
const response = await fetch(`data/quests/Rank${rank}.json`);
if (response.status !== 200) {
console.error("Failed to load quests");
alert("Failed to load quests. Please try refreshing the page.");
return quests;
}
const questData = await response.json();
let id = 0;
for (const quest of questData) {
id++;
quests[rank.toString()][id] = new Quest(
id.toString(),
getFromString(rank as QuestRank),
quest.title,
quest.text,
1,
0,
0
);
}
}
return quests;
}
export async function loadAdventurersForHire(currentAdventurerIds: Array<string> = []): Promise<Array<Adventurer>> {
const response = await fetch("data/adventurers.json");
if (response.status !== 200) {
console.error("Failed to load adventurers");
alert("Failed to load adventurers. Please try refreshing the page.");
return [];
}
const adventurerData = await response.json();
const adventurers = [] as Array<Adventurer>;
for (const adventurer of adventurerData) {
if (currentAdventurerIds.includes(adventurer.id)) continue;
adventurers.push(new Adventurer(
adventurer.id,
adventurer.name,
adventurer.portrait,
adventurer.attackExponent,
adventurer.level,
adventurer.exp,
));
}
return adventurers;
}
+4 -2
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+69 -9
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@@ -4,18 +4,26 @@ export class Adventurer {
portrait: string; portrait: string;
level: number; level: number;
exp: number; exp: number;
attackPerLevel: number; attackExponent: number;
defensePerLevel: number; prestige: number;
busy: boolean; busy: boolean;
constructor(id: string, name: string, portrait: string, attackPerLevel: number, defensePerLevel: number, level: number = 1) { constructor(
id: string,
name: string,
portrait: string,
attackExponent: number,
level: number = 1,
exp: number = 0,
prestige: number = 0
) {
this.id = id; this.id = id;
this.name = name; this.name = name;
this.portrait = portrait; this.portrait = portrait;
this.attackPerLevel = attackPerLevel; this.attackExponent = attackExponent;
this.defensePerLevel = defensePerLevel;
this.level = level; this.level = level;
this.exp = 0; this.exp = exp;
this.prestige = prestige;
this.busy = false; this.busy = false;
} }
@@ -24,8 +32,60 @@ export class Adventurer {
this.level += 1; this.level += 1;
} }
canLevelUp(): boolean { prestigeUp(): void {
const requirement = this.level * 3; this.level = 1;
return this.exp >= requirement; this.exp = 0;
this.prestige += 1;
} }
canLevelUp(): boolean {
if (this.level >= this.getMaxLevel()) return false;
return this.exp >= this.getNextLevelExpRequirement();
}
canPrestigeUp(): boolean {
if (this.level < getMaxLevelForPrestige(this.prestige)) return false;
return this.prestige < 5
}
getNextLevelExpRequirement(): number {
return this.level * 3;
}
/**
* Returns the percentage of exp to the next level
*/
getExpPercentage(): number {
return (this.exp / this.getNextLevelExpRequirement()) * 100;
}
addExp(exp: number): void {
if (this.isMaxLevel()) return;
this.exp += exp;
if (this.canLevelUp()) {
this.levelUp();
}
}
getAttack(): number {
const scalingFactor = Math.pow(1.05, this.level - 1);
return (2 * scalingFactor) * Math.pow(this.attackExponent, this.level - 1);
}
getDPS(): number {
return this.getAttack() * 4;
}
getMaxLevel(): number {
return getMaxLevelForPrestige(this.prestige);
}
isMaxLevel(): boolean {
return this.level >= this.getMaxLevel();
}
}
function getMaxLevelForPrestige(prestige: number): number {
return 25 + (prestige * 5);
} }
+16 -1
View File
@@ -1,12 +1,21 @@
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import {AdventurerCapacityUpgrade} from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
export class Guild { export class Guild {
gold: number; gold: number;
level: number; level: number;
displayUpgradeCost: number|string; displayUpgradeCost: number|string;
upgradeCost: number|null = null;
adventurerCapacity: AdventurerCapacityUpgrade;
constructor(level: number, gold: number) { constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold; this.gold = gold;
this.level = level; this.level = level;
this.displayUpgradeCost = this.getUpgradeCost() ?? "Max level"; this.displayUpgradeCost = this.getUpgradeCost() ?? "Max level";
this.upgradeCost = this.getUpgradeCost();
this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade();
} }
upgrade(): void { upgrade(): void {
@@ -17,16 +26,22 @@ export class Guild {
this.level += 1; this.level += 1;
if (this.level >= 7) { if (this.level >= 7) {
this.displayUpgradeCost = "Max level"; this.displayUpgradeCost = "Max level";
this.upgradeCost = null;
} else { } else {
const newCost = this.getUpgradeCost(); const newCost = this.getUpgradeCost();
if (newCost === null) return; if (newCost === null) return;
this.displayUpgradeCost = newCost; this.displayUpgradeCost = newCost;
this.upgradeCost = newCost;
} }
} }
getUpgradeCost(): number|null { getUpgradeCost(): number|null {
return upgradeCosts[this.level] ?? null; return upgradeCosts[this.level] ?? null;
} }
isMaxLevel(): boolean {
return this.level >= 7;
}
} }
const upgradeCosts = { const upgradeCosts = {
+7
View File
@@ -0,0 +1,7 @@
export class GuildUpgrade {
level: number = 1;
nextLevelCost: number | null = null;
guildLevelRequirement: number = 1;
}
+58 -1
View File
@@ -1,5 +1,5 @@
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {QuestRank} from "@/classes/QuestRank"; import {QuestRank} from "@/classes/QuestRank";
export class Quest { export class Quest {
id: string; id: string;
@@ -24,4 +24,61 @@ export class Quest {
this.adventurers = []; this.adventurers = [];
} }
getPercentProgress(): number {
return Math.round(this.progressPoints / this.maxProgress * 100);
}
}
/**
* Generate rewards for a quest and return it
* @param quest
*/
export function getQuestWithRewards(quest: Quest) {
let maxProgress = 1;
switch (quest.rank) {
case QuestRank.S:
// at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30
maxProgress = 195390;
break;
case QuestRank.A:
// at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25
maxProgress = 30770;
break;
case QuestRank.B:
// at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20
maxProgress = 9690;
break;
case QuestRank.C:
// at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15
maxProgress = 3045;
break;
case QuestRank.D:
// at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10
maxProgress = 960;
break;
case QuestRank.E:
// at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5
maxProgress = 300;
break;
case QuestRank.F:
// at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1
maxProgress = 120;
break;
}
let goldReward = Math.floor(maxProgress/6);
let expReward = Math.floor(Math.floor(maxProgress/120) - maxProgress/1000);
// add some randomness to the rewards
goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1));
expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.2)));
return new Quest(quest.id, quest.rank, quest.title, quest.text, maxProgress, expReward, goldReward);
}
function randomNumberBetween(min: number, max: number) {
return Math.random() * (max - min) + min;
} }
@@ -0,0 +1,27 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export class AdventurerCapacityUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 1;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.25, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.25));
}
/**
* Returns the number of adventurers the guild can have
*/
getAdventurerCapacity(): number {
return 1 + this.level ;
}
}
+5 -7
View File
@@ -10,7 +10,7 @@
</template> </template>
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent, type PropType} from "vue";
import AdventurerMiniComponent from "@/components/AdventurerMiniComponent.vue"; import AdventurerMiniComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
@@ -22,14 +22,12 @@ export default defineComponent({
}), }),
props: { props: {
adventurers: { adventurers: {
type: Array<Adventurer> type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
}, },
}, },
methods: {
print(a: string) {
console.log(a);
}
}
}) })
</script> </script>
+20 -4
View File
@@ -1,3 +1,7 @@
<script setup lang="ts">
import { vOnClickOutside } from '@vueuse/components'
</script>
<template> <template>
<AdventurerTile <AdventurerTile
v-if="adventurer" v-if="adventurer"
@@ -16,7 +20,7 @@
> >
<span>+</span> <span>+</span>
</article> </article>
<div class="selection" v-if="selection"> <div class="selection" v-if="selection" v-on-click-outside="closeSelect">
<button <button
class="slot" class="slot"
v-for="adventurer in allAdventurers" v-for="adventurer in allAdventurers"
@@ -44,23 +48,32 @@ export default defineComponent({
name: "AdventurerMiniComponent", name: "AdventurerMiniComponent",
components: {AdventurerTile}, components: {AdventurerTile},
emits: [ "freeAdventurer", "hireAdventurer" ], emits: [ "freeAdventurer", "hireAdventurer" ],
data() { data: () => {
return { return {
selection: false, selection: false,
} }
}, },
props: { props: {
adventurer: { adventurer: {
type: Object as PropType<Adventurer>, type: Object as PropType<Adventurer|null|any>,
default() {
return null as Adventurer|null;
},
}, },
allAdventurers: { allAdventurers: {
type: Object as PropType<{[key: string]: Adventurer}>, type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
}, },
}, },
methods: { methods: {
print(a:string) { print(a:string) {
console.log(a); console.log(a);
}, },
closeSelect() {
this.selection = false;
}
} }
}) })
</script> </script>
@@ -72,7 +85,7 @@ export default defineComponent({
bottom: 0; bottom: 0;
left: 50%; left: 50%;
width: max-content; width: max-content;
max-width: 16rem; max-width: 17rem;
transform: translateX(-50%) translateY(104%); transform: translateX(-50%) translateY(104%);
display: flex; display: flex;
flex-direction: row; flex-direction: row;
@@ -83,6 +96,9 @@ export default defineComponent({
padding: 0.5rem; padding: 0.5rem;
background-color: rgba(0,0,0, 0.2); background-color: rgba(0,0,0, 0.2);
z-index: 2; z-index: 2;
cursor: default;
max-height: 12rem;
overflow-y: auto;
.slot { .slot {
width: 5rem; width: 5rem;
height: 5rem; height: 5rem;
+30 -1
View File
@@ -4,7 +4,8 @@
:title="adventurer.name + (adventurer.busy ? ' (busy)' : '')" :title="adventurer.name + (adventurer.busy ? ' (busy)' : '')"
> >
<img :src="adventurer.portrait" :alt="adventurer.name" draggable="false"> <img :src="adventurer.portrait" :alt="adventurer.name" draggable="false">
<div class="level">{{adventurer.level}}</div> <div class="level" :title="adventurer.isMaxLevel() ? 'Max level' : ''">{{adventurer.level}}<span v-if="adventurer.isMaxLevel()"></span></div>
<div class="exp"></div>
</article> </article>
</template> </template>
@@ -18,7 +19,25 @@ export default defineComponent({
props: { props: {
adventurer: { adventurer: {
type: Object as PropType<Adventurer>, type: Object as PropType<Adventurer>,
default() {
return {} as Adventurer;
},
} }
},
data: () => ({
expProgress: "0%",
}),
watch: {
adventurer: {
deep: true,
handler: function (adventurer: Adventurer) {
this.expProgress = adventurer.getExpPercentage() + "%";
},
}
},
mounted() {
if (this.adventurer === undefined) return;
this.expProgress = this.adventurer.getExpPercentage() + "%";
} }
}); });
</script> </script>
@@ -37,11 +56,21 @@ export default defineComponent({
top: 0; top: 0;
left: 0; left: 0;
font-size: 1rem; font-size: 1rem;
min-width: 1rem;
background-color: rgba(0,0,0, 0.75); background-color: rgba(0,0,0, 0.75);
border-bottom-right-radius: 0.2rem; border-bottom-right-radius: 0.2rem;
padding: 0.1rem; padding: 0.1rem;
color: #fff; color: #fff;
} }
.exp {
position: absolute;
bottom: 0;
left: 0;
width: v-bind(expProgress);
height: 3.5%;
background-color: rgba(203, 33, 213, 0.75);
transition: width 1s linear;
}
img { img {
width: 100%; width: 100%;
height: 100%; height: 100%;
+169
View File
@@ -0,0 +1,169 @@
<template>
<article
class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/>
</button>
</div>
<div class="progressWrap">
<span>{{ progressPercentage }}</span>
<span class="progress"></span>
</div>
<h3>Rewards</h3>
<div class="rewards">
<span>Gold: <b>{{missive.goldReward}}</b></span>
<span>Exp: <b>{{missive.expReward}}</b></span>
</div>
</article>
</template>
<script lang="ts">
import type {Quest} from "@/classes/Quest";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "QuestMissive",
components: {AdventurerComponent},
props: {
missive: {
type: Object as PropType<Quest|any>,
default() {
return {} as Quest;
},
},
adventurers: {
type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
},
},
data: () => {
return {
progressPercentage: "0%",
}
},
methods: {
updateProgress() {
if (this.missive === undefined) return;
const progress = (this.missive.progressPoints / this.missive.maxProgress * 100).toFixed(2);
this.progressPercentage = `${progress}%`;
}
},
mounted() {
this.updateProgress();
},
watch: {
missive: {
handler() {
this.updateProgress();
},
deep: true,
}
}
});
</script>
<style lang="scss" scoped>
.missive {
width: min(100%, 14rem);
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
background-color: rgba(255, 255, 255, 0.2);
h2 {
font-size: 1.5rem;
}
h3 {
font-size: 1.15rem;
margin: 0;
}
.progressWrap {
width: 80%;
border: 1px solid #000;
margin: 0.5rem auto;
position: relative;
.progress {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: block;
width: v-bind(progressPercentage);
background-color: rgba(0, 128, 0, 0.75);
transition: width 250ms linear;
z-index: -1;
}
}
.rewards {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
gap: 1rem;
}
&.done {
cursor: pointer;
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
}
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
position: relative;
}
}
}
</style>
+68
View File
@@ -0,0 +1,68 @@
<template>
<section class="upgrades">
<h2>Upgrades</h2>
<div class="upgrade">
<span>Adventurer capacity (level {{ guild.adventurerCapacity.level }})</span>
<button
v-if="guild.adventurerCapacity.nextLevelCost"
:disabled="guild.gold < guild.adventurerCapacity.nextLevelCost"
@click="upgradeAdventurerCapacity()"
>
Upgrade ({{guild.adventurerCapacity.nextLevelCost.toFixed(0)}} gold)
</button>
</div>
</section>
</template>
<script lang="ts">
import { Guild } from "@/classes/Guild";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "UpgradesList",
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return new Guild(1, 0) as Guild;
}
}
},
methods: {
upgradeAdventurerCapacity(): void {
if (!this.guild.adventurerCapacity) return;
if (!this.guild.adventurerCapacity.nextLevelCost) return;
if (this.guild.gold < this.guild.adventurerCapacity.nextLevelCost) return;
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
this.guild.adventurerCapacity.upgrade();
}
}
});
</script>
<style lang="scss" scoped>
.upgrades {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
h2 {
font-size: 1.75rem;
margin: 2rem 0 0;
padding: 0;
}
.upgrade {
text-align: center;
font-size: 1.25rem;
font-weight: bold;
display: flex;
flex-direction: row;
flex-wrap: wrap;
width: min(25rem, 100%);
justify-content: center;
align-items: center;
gap: 1rem;
}
}
</style>
+26 -17
View File
@@ -9,11 +9,12 @@
<span <span
title="Hire" title="Hire"
@click="hireAdventurer(currentlyForHire)" @click="hireAdventurer(currentlyForHire)"
:class="{disabled: Object.keys(adventurers).length >= guild.adventurerCapacity.getAdventurerCapacity()}"
> >
</span> </span>
<span <span
title="Dismiss" :title="Object.keys(adventurers).length > 0 ? 'Dismiss' : ''"
:class="{disabled: Object.keys(adventurers).length <= 0}" :class="{disabled: Object.keys(adventurers).length <= 0}"
@click="dismissAdventurer()" @click="dismissAdventurer()"
> >
@@ -28,7 +29,7 @@
</div> </div>
</section> </section>
<section class="collection"> <section class="collection">
<h1>Recruited adventurers</h1> <h1>Recruited adventurers ({{ Object.keys(adventurers).length }} / {{ guild.adventurerCapacity.getAdventurerCapacity() }})</h1>
<div class="adventurers"> <div class="adventurers">
<div class="adventurer-tile" v-for="adventurer in adventurers" :key="adventurer.id"> <div class="adventurer-tile" v-for="adventurer in adventurers" :key="adventurer.id">
<AdventurerTile class="entry" :adventurer="adventurer" /> <AdventurerTile class="entry" :adventurer="adventurer" />
@@ -43,34 +44,36 @@
import type {PropType} from "vue"; import type {PropType} from "vue";
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import AdventurerTile from "@/components/AdventurerTile.vue"; import AdventurerTile from "@/components/AdventurerTile.vue";
import {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import { loadAdventurersForHire } from "@/GameData";
import type {Guild} from "@/classes/Guild";
export default defineComponent({ export default defineComponent({
name: "RecruitView", name: "RecruitView",
components: {AdventurerTile}, components: {AdventurerTile},
data() { data: () => {
return { return {
currentlyForHire: null as Adventurer|null, currentlyForHire: null as Adventurer|null,
adventurersForHire: [ adventurersForHire: [] as Array<Adventurer>,
new Adventurer("rincewind-diskworld", "Rincewind", "/img/adventurers/rincewind.png", 2, 2),
new Adventurer("fran-sword-isekai", "Fran", "/img/adventurers/fran.png", 3, 1.5),
new Adventurer("kazuma-konosuba", "Kazuma", "/img/adventurers/kazuma.png", 2, 2),
new Adventurer("rein-beast-tamer", "Rein", "/img/adventurers/rein.png", 2, 2),
new Adventurer("momon-overlord", "Momon", "/img/adventurers/momon.png", 2, 2),
] as Array<Adventurer>,
} }
}, },
props: { props: {
guild: {
type: Object as PropType<Guild>,
default() {
return {} as Guild
},
},
adventurers: { adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>, type: Object as PropType<{ [key: string]: Adventurer }>,
default() { default() {
return {}; return {} as { [key: string]: Adventurer };
}, },
}, },
lastRecruitTime: { lastRecruitTime: {
type: Number as PropType<null|number>, type: Number as PropType<number>,
default() { default() {
return null; return 0;
} }
}, },
}, },
@@ -96,19 +99,24 @@ export default defineComponent({
window.localStorage.setItem("currentlyForHire", adventurer.id); window.localStorage.setItem("currentlyForHire", adventurer.id);
}, },
hireAdventurer(adventurer: Adventurer): void { hireAdventurer(adventurer: Adventurer|any): void {
if (Object.keys(this.adventurers).length >= this.guild.adventurerCapacity.getAdventurerCapacity()) return;
this.adventurers[adventurer.id] = adventurer; this.adventurers[adventurer.id] = adventurer;
this.currentlyForHire = null; this.currentlyForHire = null;
window.localStorage.removeItem("currentlyForHire"); window.localStorage.removeItem("currentlyForHire");
this.$emit("recruitActionTaken", adventurer); this.$emit("recruitActionTaken", adventurer);
}, },
dismissAdventurer() { dismissAdventurer() {
if (Object.keys(this.adventurers).length <= 0) return;
this.currentlyForHire = null; this.currentlyForHire = null;
this.$emit("recruitActionTaken", null); this.$emit("recruitActionTaken", null);
window.localStorage.removeItem("currentlyForHire"); window.localStorage.removeItem("currentlyForHire");
} }
}, },
mounted() { async mounted() {
this.adventurersForHire = await loadAdventurersForHire(Object.keys(this.adventurers));
if (Object.keys(this.adventurers).length <= 0) { if (Object.keys(this.adventurers).length <= 0) {
this.currentlyForHire = this.adventurersForHire[0]; this.currentlyForHire = this.adventurersForHire[0];
window.localStorage.setItem("currentlyForHire", this.adventurersForHire[0].id); window.localStorage.setItem("currentlyForHire", this.adventurersForHire[0].id);
@@ -197,7 +205,8 @@ export default defineComponent({
color: #fff; color: #fff;
} }
&.disabled { &.disabled {
color: rgba(0,0,0, 0.5) color: rgba(0,0,0, 0.5);
cursor: default;
} }
} }
} }
+9 -3
View File
@@ -10,11 +10,14 @@
</section> </section>
<section class="upgrade"> <section class="upgrade">
<p>Guild level: {{ guild.level }}</p> <p>Guild level: {{ guild.level }}</p>
<button :disabled="guild.gold < 1000" @click="guild.upgrade()"> <button :disabled="guild.upgradeCost ? guild.gold < guild.upgradeCost : true" @click="guild.upgrade()">
<span>Upgrade guild level</span><br> <span>Upgrade guild level</span><br>
<span>({{ guild.displayUpgradeCost }})</span> <span>({{ guild.displayUpgradeCost }})</span>
</button> </button>
</section> </section>
<section class="upgrade">
<UpgradesList :guild="guild" />
</section>
<section class="upgrade"> <section class="upgrade">
<span class="wipe-save" @click="$emit('wipeSave')">Wipe your save data</span> <span class="wipe-save" @click="$emit('wipeSave')">Wipe your save data</span>
</section> </section>
@@ -24,13 +27,15 @@
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import type {PropType} from "vue"; import type {PropType} from "vue";
import type {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {version} from "../../package.json" import {version} from "../../package.json"
import UpgradesList from "@/components/UpgradesList.vue";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
data() { components: {UpgradesList},
data: () => {
return { return {
version: version, version: version,
} }
@@ -38,6 +43,7 @@ export default defineComponent({
props: { props: {
guild: { guild: {
type: Object as PropType<Guild>, type: Object as PropType<Guild>,
default: () => new Guild(1, 0) as Guild,
}, },
} }
}); });
+62 -284
View File
@@ -2,274 +2,85 @@
<div class="guild" v-if="guild.level >= 7 && Object.keys(quests.S).length > 0"> <div class="guild" v-if="guild.level >= 7 && Object.keys(quests.S).length > 0">
<h1>Rank S Quests</h1> <h1>Rank S Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.S"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.S" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 6 && Object.keys(quests.A).length > 0"> <div class="guild" v-if="guild.level >= 6 && Object.keys(quests.A).length > 0">
<h1>Rank A Quests</h1> <h1>Rank A Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.A"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.A" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 5 && Object.keys(quests.B).length > 0"> <div class="guild" v-if="guild.level >= 5 && Object.keys(quests.B).length > 0">
<h1>Rank B Quests</h1> <h1>Rank B Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.B"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.B" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 4 && Object.keys(quests.C).length > 0"> <div class="guild" v-if="guild.level >= 4 && Object.keys(quests.C).length > 0">
<h1>Rank C Quests</h1> <h1>Rank C Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.C"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.C" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 3 && Object.keys(quests.D).length > 0"> <div class="guild" v-if="guild.level >= 3 && Object.keys(quests.D).length > 0">
<h1>Rank D Quests</h1> <h1>Rank D Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.D"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.D" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest((missive))"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 2 && Object.keys(quests.E).length > 0"> <div class="guild" v-if="guild.level >= 2 && Object.keys(quests.E).length > 0">
<h1>Rank E Quests</h1> <h1>Rank E Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.E"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.E" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild"> <div class="guild" v-if="Object.keys(quests.F).length > 0">
<h1>Rank F Quests</h1> <h1>Rank F Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.F"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.F" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
@@ -280,38 +91,46 @@ import {defineComponent, type PropType} from "vue";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue"; import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {Quest} from "@/classes/Quest"; import type {Quest} from "@/classes/Quest";
import type {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import QuestMissive from "@/components/QuestMissive.vue";
export default defineComponent({ export default defineComponent({
name: "QuestView", name: "QuestView",
components: {AdventurerComponent}, components: {QuestMissive, AdventurerComponent},
props: { props: {
guild: { guild: {
type: Object as PropType<Guild>, type: Object as PropType<Guild>,
default() {
return new Guild(1, 0);
},
}, },
adventurers: { adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>, type: Object as PropType<{ [key: string]: Adventurer }>,
default() { default() {
return {}; return {} as { [key: string]: Adventurer };
}, },
}, },
quests: { quests: {
type: Object as PropType<{ [key: string]: Quest }>, type: Object as PropType<{ [key: string]: Quest }>,
default() { default() {
return {}; return {} as { [key: string]: Quest };
}, },
}, },
lastRecruitTime: { lastRecruitTime: {
type: Number as PropType<null|number>, type: Number as PropType<number>,
default() { default() {
return null; return 0;
} }
}, },
}, },
data() {
return {};
},
emits: [ 'finalizeQuest', 'wipeSave', 'recruitActionTaken'], emits: [ 'finalizeQuest', 'wipeSave', 'recruitActionTaken'],
methods: {
// This is a workaround for vue not reporting Quest as Quest in v-for
finalizeQuest(quest: any|Quest): void {
if (quest.progressPoints < quest.maxProgress) return;
this.$emit('finalizeQuest', quest)
},
}
}) })
</script> </script>
@@ -326,6 +145,7 @@ export default defineComponent({
h1 { h1 {
font-size: 3rem; font-size: 3rem;
text-align: center;
} }
.missives { .missives {
@@ -334,51 +154,9 @@ export default defineComponent({
flex-wrap: wrap; flex-wrap: wrap;
width: calc(100% - 2rem); width: calc(100% - 2rem);
justify-content: center; justify-content: center;
align-items: center; align-items: stretch;
padding-inline: 1rem; padding-inline: 1rem;
gap: 1rem; gap: 1rem;
.missive {
width: min(100%, 14rem);
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
background-color: rgba(255, 255, 255, 0.2);
&.done {
cursor: pointer;
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
}
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
position: relative;
}
}
}
} }
} }
</style> </style>