mirror of
https://github.com/YouHaveTrouble/GuildMaster.git
synced 2026-05-11 22:16:59 +00:00
finish up base recruitment system
This commit is contained in:
+32
-9
@@ -51,8 +51,8 @@ import {version} from "@/../package.json";
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:adventurersForHire="adventurersForHire"
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:adventurersForHire="adventurersForHire"
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:news="news"
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:news="news"
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@finalizeQuest="finalizeQuest($event)"
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@finalizeQuest="finalizeQuest($event)"
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@recruitAdventurer="recruitAdventurer($event)"
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@hireAdventurer="recruitAdventurer($event)"
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@dismissRecruit="dismissRecruit($event)"
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@dismissAdventurer="dismissRecruit($event)"
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/>
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/>
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</template>
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</template>
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@@ -101,6 +101,8 @@ export default defineComponent({
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adventurers: {} as { [key: string]: Adventurer },
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adventurers: {} as { [key: string]: Adventurer },
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quests: {} as { [key: string]: { [key: string]: Quest } },
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quests: {} as { [key: string]: { [key: string]: Quest } },
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missives: [] as Array<Quest>,
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missives: [] as Array<Quest>,
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nextRecruitArrival: new Date() as Date,
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tickCounter: 0 as number,
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}),
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}),
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methods: {
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methods: {
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async updateMissives() {
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async updateMissives() {
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@@ -123,24 +125,30 @@ export default defineComponent({
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}
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}
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}
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}
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},
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},
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async checkForNewRecruit(currentTimestamp: number) {
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async checkForNewRecruit(currentTimestamp: number, cooldownModifier: number = 1) {
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const recruitCapacity = this.guild.recruitmentCapacity.getRecruitmentCapacity();
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if (Object.keys(this.adventurersForHire).length >= recruitCapacity) return;
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const deltaTime = this.nextRecruitArrival.getTime() - currentTimestamp;
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if (deltaTime > 0) return; // not yet time for a new recruit
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if (Object.keys(this.adventurers).length <= 0) {
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if (Object.keys(this.adventurers).length <= 0) {
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const firstAdventurer = this.adventurersDatabase[0]
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const firstAdventurer = this.adventurersDatabase[0];
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this.adventurersForHire[firstAdventurer.id] = firstAdventurer;
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this.adventurersForHire[firstAdventurer.id] = firstAdventurer;
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}
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}
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// TODO hiring capacity upgrade
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if (Object.keys(this.adventurersForHire).length < 2) {
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const newAdventurerForHire = getNewAdventurerForHire(Object.values(this.adventurersDatabase));
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const newAdventurerForHire = getNewAdventurerForHire(Object.values(this.adventurersDatabase));
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if (newAdventurerForHire === null) return;
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if (newAdventurerForHire === null) return;
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this.adventurersForHire[newAdventurerForHire.id] = newAdventurerForHire;
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this.adventurersForHire[newAdventurerForHire.id] = newAdventurerForHire;
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}
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const timerValue = ((5 + (Math.random() * 15)) * 60 * 1000) * cooldownModifier;
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this.nextRecruitArrival = new Date(currentTimestamp + timerValue);
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},
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},
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recruitAdventurer(adventurer: Adventurer): void {
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recruitAdventurer(adventurer: Adventurer): void {
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this.adventurers[adventurer.id] = adventurer;
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this.adventurers[adventurer.id] = adventurer;
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delete this.adventurersForHire[adventurer.id];
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delete this.adventurersDatabase[adventurer.id];
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delete this.adventurersDatabase[adventurer.id];
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},
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},
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dismissRecruit(adventurer: Adventurer): void {
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dismissRecruit(adventurer: Adventurer): void {
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@@ -238,6 +246,8 @@ export default defineComponent({
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}
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}
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}
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}
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this.nextRecruitArrival = saveData.nextRecruitArrival ? new Date(saveData.nextRecruitArrival) : new Date();
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const recruits = {} as { [key: string]: Adventurer };
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const recruits = {} as { [key: string]: Adventurer };
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for (const id in saveData.adventurersForHire) {
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for (const id in saveData.adventurersForHire) {
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@@ -306,6 +316,17 @@ export default defineComponent({
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this.loadGame();
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this.loadGame();
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this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers);
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this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers);
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if (Object.keys(this.adventurersForHire).length < this.guild.recruitmentCapacity.getRecruitmentCapacity()) {
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// check if more time passed than next recruit arrival and simulate next recruit arrivals up to now
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const now = new Date();
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if (this.nextRecruitArrival.getTime() < now.getTime()) {
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const slotsLeft = 2 - Object.keys(this.adventurersForHire).length;
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for (let i = 0; i < slotsLeft; i++) {
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await this.checkForNewRecruit(this.nextRecruitArrival.getTime());
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}
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}
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}
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// Wait a second to make sure at least most images load in behind the loader
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// Wait a second to make sure at least most images load in behind the loader
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setTimeout(() => {
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setTimeout(() => {
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this.loading = false;
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this.loading = false;
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@@ -318,15 +339,17 @@ export default defineComponent({
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missives: this.missives,
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missives: this.missives,
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lastQuestGot: this.lastQuestGot,
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lastQuestGot: this.lastQuestGot,
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adventurersForHire: this.adventurersForHire ?? null,
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adventurersForHire: this.adventurersForHire ?? null,
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nextRecruitArrival: this.nextRecruitArrival,
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}));
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}));
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}, 10 * 1000));
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}, 10 * 1000));
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this.gameTickTask = Number(setInterval(() => {
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this.gameTickTask = Number(setInterval(() => {
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this.tickCounter++;
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this.updateMissives();
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this.updateMissives();
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const now = Number(new Date());
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const now = Number(new Date());
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this.checkForNewRecruit(now);
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if (this.tickCounter % 8 === 0) this.checkForNewRecruit(now);
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for (const id in this.lastQuestGot) {
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for (const id in this.lastQuestGot) {
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const lastTime = this.lastQuestGot[getFromString(id as QuestRank)];
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const lastTime = this.lastQuestGot[getFromString(id as QuestRank)];
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+11
-5
@@ -8,16 +8,21 @@ export class GameData {
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adventurers: { [key: string]: Adventurer };
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adventurers: { [key: string]: Adventurer };
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missives: Array<Quest>;
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missives: Array<Quest>;
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lastQuestGot: { [key: string]: null | number };
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lastQuestGot: { [key: string]: null | number };
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adventurersForHire: {[key: string]: Adventurer} | null;
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adventurersForHire: {[key: string]: Adventurer};
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nextRecruitArrival: Date;
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constructor(
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constructor(
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data: any,
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data: any,
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) {
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) {
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this.guild = data.guild ?? new Guild(1, 0);
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this.guild = data.guild ?? new Guild(1, 0);
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this.adventurers = data.adventurers ?? {} as { [key: string]: Adventurer };
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this.adventurers = data.adventurers ?? {};
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this.missives = data.missives ?? [] as Array<Quest>;
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this.missives = data.missives ?? [] as Array<Quest>;
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this.lastQuestGot = data.lastQuestGot ?? {} as { [key: string]: null | number };
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this.lastQuestGot = data.lastQuestGot ?? {};
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this.adventurersForHire = data.adventurersForHire ?? null;
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this.adventurersForHire = data.adventurersForHire ?? {};
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this.nextRecruitArrival = data.nextRecruitArrival ? new Date(data.nextRecruitArrival) : new Date();
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if (isNaN(this.nextRecruitArrival.getTime())) {
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this.nextRecruitArrival = new Date();
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}
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}
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}
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}
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}
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@@ -49,7 +54,8 @@ export function saveGame(
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adventurers: adventurers,
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adventurers: adventurers,
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missives: data.missives,
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missives: data.missives,
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lastQuestGot: data.lastQuestGot,
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lastQuestGot: data.lastQuestGot,
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adventurersForHire: adventurersForHire
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adventurersForHire: adventurersForHire,
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nextRecruitArrival: data.nextRecruitArrival.getTime(),
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}));
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}));
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}
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}
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@@ -4,6 +4,7 @@ import {formatGold} from "@/classes/NumberMagic";
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import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
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import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
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import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
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import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
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import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
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import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
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import RecruitmentCapacityUpgrade from "@/classes/guildUpgrades/RecruitmentCapacityUpgrade";
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const MAX_LEVEL: number = 8;
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const MAX_LEVEL: number = 8;
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@@ -16,6 +17,7 @@ export class Guild {
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expModifier: QuestExpUpgrade;
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expModifier: QuestExpUpgrade;
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goldModifier: QuestGoldUpgrade;
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goldModifier: QuestGoldUpgrade;
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autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
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autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
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recruitmentCapacity: RecruitmentCapacityUpgrade;
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constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
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constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
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this.gold = gold;
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this.gold = gold;
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@@ -28,7 +30,7 @@ export class Guild {
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this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade();
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this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade();
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this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade();
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this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade();
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this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade();
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this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade();
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this.recruitmentCapacity = upgrades.recruitmentCapacityUpgrade as RecruitmentCapacityUpgrade ?? new RecruitmentCapacityUpgrade();
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}
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}
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upgrade(): void {
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upgrade(): void {
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@@ -0,0 +1,36 @@
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import {GuildUpgrade} from "@/classes/GuildUpgrade";
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import type MaxLevellable from "@/classes/MaxLevellable";
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export default class AdventurerCapacityUpgrade extends GuildUpgrade implements MaxLevellable {
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maxLevel: number;
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constructor(level: number = 1) {
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super();
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this.level = level;
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this.nextLevelCost = this.getCostForLevel(this.level);
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this.guildLevelRequirement = 3;
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this.maxLevel = 3;
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}
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upgrade(): void {
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this.level += 1;
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this.nextLevelCost = this.getCostForLevel(this.level);
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}
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getCostForLevel(level: number): number {
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if (level === 1) return 1500;
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return Math.floor(1500 * (level * 4));
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}
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/**
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* Returns the number of adventurers the guild can have
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*/
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getRecruitmentCapacity(): number {
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return this.level ;
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}
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isMaxLevel(): boolean {
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return this.level >= this.maxLevel;
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}
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}
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@@ -13,7 +13,10 @@
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<p>Exp: {{ adventurer.exp }} / {{ adventurer.getNextLevelExpRequirement() }}</p>
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<p>Exp: {{ adventurer.exp }} / {{ adventurer.getNextLevelExpRequirement() }}</p>
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<p>DPS: {{ formatDamage(adventurer.getDPS()) }}</p>
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<p>DPS: {{ formatDamage(adventurer.getDPS()) }}</p>
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</div>
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</div>
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<div class="adventurer-upgrades">
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<div
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v-if="showPrestigeButton"
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class="adventurer-upgrades"
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>
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<button
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<button
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class="button metal"
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class="button metal"
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:disabled="!adventurer.canPrestigeUp()"
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:disabled="!adventurer.canPrestigeUp()"
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@@ -44,6 +47,10 @@ export default defineComponent({
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type: Object as PropType<Adventurer | null>,
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type: Object as PropType<Adventurer | null>,
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required: true,
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required: true,
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},
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},
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showPrestigeButton: {
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type: Boolean,
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default: true,
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},
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},
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},
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mounted() {
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mounted() {
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const refs = this.$refs as any;
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const refs = this.$refs as any;
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@@ -1,15 +1,19 @@
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<template>
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<template>
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<section class="recruit panel pinned-paper">
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<section class="recruit panel pinned-paper">
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<h1>Applying adventurers</h1>
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<h1>Applying adventurers
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{{ `(${Object.keys(adventurersForHire).length}/${guild.recruitmentCapacity.getRecruitmentCapacity()})` }}</h1>
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<div class="adventurers">
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<div class="adventurers">
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<div v-for="adventurerForHire in currentlyForHire" :key="adventurerForHire.id">
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<div class="adventurer-tile" v-for="adventurerForHire in currentlyForHire" :key="adventurerForHire.id">
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<div class="adventurer-tile">
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<adventurer-tile
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<adventurer-tile class="hire-tile" :adventurer="adventurerForHire"/>
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class="hire-tile"
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:adventurer="adventurerForHire"
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@click="previewAdventurer(adventurerForHire)"
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/>
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<div class="decision">
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<div class="decision">
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<span
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<span
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title="Hire"
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title="Hire"
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@click="hireAdventurer(adventurerForHire)"
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@click="hireAdventurer(adventurerForHire)"
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:class="{disabled: Object.keys(adventurersForHire).length >= guild.adventurerCapacity.getAdventurerCapacity()}"
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:class="{disabled: !canRecruitMore}"
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>
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>
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✔
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✔
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</span>
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</span>
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@@ -22,12 +26,9 @@
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</span>
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</span>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div v-if="Object.keys(adventurersForHire).length == 0">
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<div v-if="Object.keys(adventurersForHire).length == 0">
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<span>No one applied as of now. Check back later!</span>
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<span>No one applied as of now. Check back later!</span>
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</div>
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</div>
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</div>
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</div>
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</section>
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</section>
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</template>
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</template>
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@@ -46,16 +47,22 @@ export default defineComponent({
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currentlyForHire(): Array<Adventurer> {
|
currentlyForHire(): Array<Adventurer> {
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return Object.values(this.adventurersForHire);
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return Object.values(this.adventurersForHire);
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},
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},
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|
canRecruitMore() {
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return Object.keys(this.adventurersForHire).length < this.guild.adventurerCapacity.getAdventurerCapacity();
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},
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},
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},
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methods: {
|
methods: {
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hireAdventurer(adventurer: Adventurer): void {
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hireAdventurer(adventurer: Adventurer): void {
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if (Object.keys(this.adventurersForHire).length >= this.guild.adventurerCapacity.getAdventurerCapacity()) return;
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if (!this.canRecruitMore) return;
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this.$emit("hireAdventurer", adventurer);
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this.$emit("hireAdventurer", adventurer);
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},
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},
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dismissAdventurer(adventurer: Adventurer) {
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dismissAdventurer(adventurer: Adventurer) {
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if (Object.keys(this.adventurersForHire).length <= 0) return;
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if (Object.keys(this.adventurersForHire).length <= 0) return;
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this.$emit("dismissAdventurer", adventurer);
|
this.$emit("dismissAdventurer", adventurer);
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||||||
}
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},
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|
previewAdventurer(adventurer: Adventurer): void {
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|
this.$emit("previewAdventurer", adventurer);
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||||||
|
},
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},
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},
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props: {
|
props: {
|
||||||
guild: {
|
guild: {
|
||||||
@@ -67,7 +74,7 @@ export default defineComponent({
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|||||||
required: true,
|
required: true,
|
||||||
},
|
},
|
||||||
},
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},
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emits: ["dismissAdventurer", "hireAdventurer"],
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emits: ["dismissAdventurer", "hireAdventurer", "previewAdventurer"],
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||||||
})
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})
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||||||
</script>
|
</script>
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||||||
|
|
||||||
@@ -88,8 +95,10 @@ export default defineComponent({
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|||||||
gap: 0.25rem;
|
gap: 0.25rem;
|
||||||
font-size: 1.1rem;
|
font-size: 1.1rem;
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||||||
cursor: pointer;
|
cursor: pointer;
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||||||
|
padding-block: 1rem;
|
||||||
|
padding-inline: 0.5rem;
|
||||||
|
|
||||||
.entry {
|
.hire-tile {
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||||||
height: 7rem;
|
height: 7rem;
|
||||||
width: 7rem;
|
width: 7rem;
|
||||||
}
|
}
|
||||||
@@ -112,6 +121,8 @@ export default defineComponent({
|
|||||||
align-items: center;
|
align-items: center;
|
||||||
font-size: 2rem;
|
font-size: 2rem;
|
||||||
gap: 1rem;
|
gap: 1rem;
|
||||||
|
line-height: 1;
|
||||||
|
width: 100%;
|
||||||
|
|
||||||
span {
|
span {
|
||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
|
|||||||
@@ -48,6 +48,7 @@ export default defineComponent({
|
|||||||
overflow: clip;
|
overflow: clip;
|
||||||
font-size: 5rem;
|
font-size: 5rem;
|
||||||
line-height: 1;
|
line-height: 1;
|
||||||
|
aspect-ratio: 1/1;
|
||||||
color: rgba(0, 0, 0, 0.75);
|
color: rgba(0, 0, 0, 0.75);
|
||||||
position: relative;
|
position: relative;
|
||||||
background: rgb(2,0,36);
|
background: rgb(2,0,36);
|
||||||
|
|||||||
@@ -13,6 +13,19 @@
|
|||||||
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
|
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
|
||||||
</button>
|
</button>
|
||||||
</div>
|
</div>
|
||||||
|
<div class="upgrade">
|
||||||
|
<span>Recruitment capacity (level {{ guild.recruitmentCapacity.level }})</span>
|
||||||
|
<small>Increases the maximum amount of adventurers that await recruitment</small>
|
||||||
|
<button
|
||||||
|
class="button metal"
|
||||||
|
v-if="guild.recruitmentCapacity.nextLevelCost"
|
||||||
|
:disabled="guild.gold < guild.recruitmentCapacity.nextLevelCost || guild.recruitmentCapacity.isMaxLevel()"
|
||||||
|
@click="upgradeRecruitmentCapacity()"
|
||||||
|
>
|
||||||
|
<span v-if="!guild.recruitmentCapacity.isMaxLevel()">Upgrade ({{ formatGold(guild.recruitmentCapacity.nextLevelCost) }} gold)</span>
|
||||||
|
<span v-else>Max level</span>
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
<div class="upgrade" v-if="guild.level >= guild.autoFinishQuestsUpgrade.guildLevelRequirement">
|
<div class="upgrade" v-if="guild.level >= guild.autoFinishQuestsUpgrade.guildLevelRequirement">
|
||||||
<span>Auto-finish quests (level {{ guild.autoFinishQuestsUpgrade.level - 1 }})</span>
|
<span>Auto-finish quests (level {{ guild.autoFinishQuestsUpgrade.level - 1 }})</span>
|
||||||
<small>Automatically finish quests when they are completed.</small>
|
<small>Automatically finish quests when they are completed.</small>
|
||||||
@@ -75,6 +88,14 @@ export default defineComponent({
|
|||||||
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
|
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
|
||||||
this.guild.adventurerCapacity.upgrade();
|
this.guild.adventurerCapacity.upgrade();
|
||||||
},
|
},
|
||||||
|
upgradeRecruitmentCapacity(): void {
|
||||||
|
if (!this.guild.recruitmentCapacity) return;
|
||||||
|
if (this.guild.recruitmentCapacity.isMaxLevel()) return;
|
||||||
|
if (!this.guild.recruitmentCapacity.nextLevelCost) return;
|
||||||
|
if (this.guild.gold < this.guild.recruitmentCapacity.nextLevelCost) return;
|
||||||
|
this.guild.gold -= this.guild.recruitmentCapacity.nextLevelCost;
|
||||||
|
this.guild.recruitmentCapacity.upgrade();
|
||||||
|
},
|
||||||
upgradeAutoFinishQuests(): void {
|
upgradeAutoFinishQuests(): void {
|
||||||
if (!this.guild.autoFinishQuestsUpgrade) return;
|
if (!this.guild.autoFinishQuestsUpgrade) return;
|
||||||
if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return;
|
if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return;
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
:adventurer="selectedAdventurer"
|
:adventurer="selectedAdventurer"
|
||||||
v-if="selectedAdventurer !== null"
|
v-if="selectedAdventurer !== null"
|
||||||
@closeButtonClicked="selectedAdventurer = null"
|
@closeButtonClicked="selectedAdventurer = null"
|
||||||
|
:show-prestige-button="adventurers[selectedAdventurer?.id] !== undefined"
|
||||||
|
|
||||||
/>
|
/>
|
||||||
<AdventurerRecruitment
|
<AdventurerRecruitment
|
||||||
@@ -11,6 +12,7 @@
|
|||||||
:adventurers-for-hire="adventurersForHire"
|
:adventurers-for-hire="adventurersForHire"
|
||||||
@hireAdventurer="$emit('hireAdventurer', $event)"
|
@hireAdventurer="$emit('hireAdventurer', $event)"
|
||||||
@dismissAdventurer="$emit('dismissAdventurer', $event)"
|
@dismissAdventurer="$emit('dismissAdventurer', $event)"
|
||||||
|
@previewAdventurer="selectedAdventurer = $event"
|
||||||
/>
|
/>
|
||||||
<section class="collection panel pinned-paper">
|
<section class="collection panel pinned-paper">
|
||||||
<h1>
|
<h1>
|
||||||
|
|||||||
Reference in New Issue
Block a user