more balanced math,

adventurer max levels,
recruits duplicate protection
This commit is contained in:
2023-03-25 16:32:14 +01:00
parent c71eeda11f
commit b6e2a7e813
5 changed files with 55 additions and 32 deletions
+38 -2
View File
@@ -5,6 +5,7 @@ export class Adventurer {
level: number;
exp: number;
attackExponent: number;
prestige: number;
busy: boolean;
constructor(
@@ -13,7 +14,8 @@ export class Adventurer {
portrait: string,
attackExponent: number,
level: number = 1,
exp: number = 0
exp: number = 0,
prestige: number = 0
) {
this.id = id;
this.name = name;
@@ -21,6 +23,7 @@ export class Adventurer {
this.attackExponent = attackExponent;
this.level = level;
this.exp = exp;
this.prestige = prestige;
this.busy = false;
}
@@ -29,10 +32,22 @@ export class Adventurer {
this.level += 1;
}
prestigeUp(): void {
this.level = 1;
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;
}
@@ -44,12 +59,33 @@ export class Adventurer {
return (this.exp / this.getNextLevelExpRequirement()) * 100;
}
addExp(exp: number): void {
if (this.isMaxLevel()) return;
this.exp += exp;
if (this.canLevelUp()) {
this.levelUp();
}
}
getAttack(): number {
return Math.floor(2 * this.level ^ this.attackExponent);
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);
}
+13 -13
View File
@@ -40,28 +40,28 @@ export function getQuestWithRewards(quest: Quest) {
switch (quest.rank) {
case QuestRank.S:
// at level 30 adventurers have ~2353 dps, this will take 30 seconds on level 30
maxProgress = 70590
// 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 ~1122 dps, this will take 15 seconds on level 25
maxProgress = 16800
// 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 ~564 dps, this will take 15 seconds on level 20
maxProgress = 8460;
// 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 ~256 dps, this will take 15 seconds on level 15
maxProgress = 3840;
// 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 ~103 dps, this will take 15 seconds on level 10
maxProgress = 1545;
// 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 ~45 dps, this will take 15 seconds on level 5
maxProgress = 675;
// 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
@@ -74,7 +74,7 @@ export function getQuestWithRewards(quest: Quest) {
// 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 * 1.1)));
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);
}