mirror of
https://github.com/YouHaveTrouble/GuildMaster.git
synced 2026-05-12 06:26:59 +00:00
more balanced math,
adventurer max levels, recruits duplicate protection
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@@ -5,6 +5,7 @@ export class Adventurer {
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level: number;
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exp: number;
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attackExponent: number;
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prestige: number;
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busy: boolean;
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constructor(
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@@ -13,7 +14,8 @@ export class Adventurer {
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portrait: string,
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attackExponent: number,
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level: number = 1,
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exp: number = 0
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exp: number = 0,
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prestige: number = 0
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) {
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this.id = id;
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this.name = name;
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@@ -21,6 +23,7 @@ export class Adventurer {
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this.attackExponent = attackExponent;
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this.level = level;
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this.exp = exp;
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this.prestige = prestige;
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this.busy = false;
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}
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@@ -29,10 +32,22 @@ export class Adventurer {
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this.level += 1;
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}
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prestigeUp(): void {
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this.level = 1;
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this.exp = 0;
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this.prestige += 1;
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}
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canLevelUp(): boolean {
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if (this.level >= this.getMaxLevel()) return false;
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return this.exp >= this.getNextLevelExpRequirement();
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}
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canPrestigeUp(): boolean {
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if (this.level < getMaxLevelForPrestige(this.prestige)) return false;
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return this.prestige < 5
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}
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getNextLevelExpRequirement(): number {
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return this.level * 3;
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}
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@@ -44,12 +59,33 @@ export class Adventurer {
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return (this.exp / this.getNextLevelExpRequirement()) * 100;
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}
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addExp(exp: number): void {
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if (this.isMaxLevel()) return;
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this.exp += exp;
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if (this.canLevelUp()) {
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this.levelUp();
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}
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}
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getAttack(): number {
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return Math.floor(2 * this.level ^ this.attackExponent);
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const scalingFactor = Math.pow(1.05, this.level - 1);
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return (2 * scalingFactor) * Math.pow(this.attackExponent, this.level - 1);
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}
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getDPS(): number {
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return this.getAttack() * 4;
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}
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getMaxLevel(): number {
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return getMaxLevelForPrestige(this.prestige);
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}
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isMaxLevel(): boolean {
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return this.level >= this.getMaxLevel();
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}
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}
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function getMaxLevelForPrestige(prestige: number): number {
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return 25 + (prestige * 5);
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}
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+13
-13
@@ -40,28 +40,28 @@ export function getQuestWithRewards(quest: Quest) {
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switch (quest.rank) {
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case QuestRank.S:
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// at level 30 adventurers have ~2353 dps, this will take 30 seconds on level 30
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maxProgress = 70590
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// at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30
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maxProgress = 195390;
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break;
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case QuestRank.A:
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// at level 25 adventurers have ~1122 dps, this will take 15 seconds on level 25
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maxProgress = 16800
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// at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25
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maxProgress = 30770;
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break;
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case QuestRank.B:
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// at level 20 adventurers have ~564 dps, this will take 15 seconds on level 20
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maxProgress = 8460;
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// at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20
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maxProgress = 9690;
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break;
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case QuestRank.C:
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// at level 15 adventurers have ~256 dps, this will take 15 seconds on level 15
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maxProgress = 3840;
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// at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15
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maxProgress = 3045;
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break;
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case QuestRank.D:
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// at level 10 adventurers have ~103 dps, this will take 15 seconds on level 10
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maxProgress = 1545;
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// at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10
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maxProgress = 960;
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break;
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case QuestRank.E:
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// at level 5 adventurers have ~45 dps, this will take 15 seconds on level 5
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maxProgress = 675;
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// at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5
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maxProgress = 300;
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break;
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case QuestRank.F:
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// at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1
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@@ -74,7 +74,7 @@ export function getQuestWithRewards(quest: Quest) {
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// add some randomness to the rewards
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goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1));
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expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.1)));
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expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.2)));
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return new Quest(quest.id, quest.rank, quest.title, quest.text, maxProgress, expReward, goldReward);
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}
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