add quest auto-finish upgrade

This commit is contained in:
2023-05-12 21:47:23 +02:00
parent 4847d22f7e
commit ba4a6cb2a2
5 changed files with 93 additions and 1 deletions
+11 -1
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@@ -40,6 +40,7 @@ import AdventurerCapacityUpgrade from "@/classes/guildUpgrades/AdventurerCapacit
import {getNewAdventurerForHire} from "@/classes/Recruitment"; import {getNewAdventurerForHire} from "@/classes/Recruitment";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade"; import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade"; import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
@@ -81,7 +82,13 @@ export default defineComponent({
missive.progressPoints = 0; missive.progressPoints = 0;
continue; continue;
} }
if (missive.progressPoints >= missive.maxProgress) continue; if (missive.progressPoints >= missive.maxProgress) {
if (this.guild.autoFinishQuestsUpgrade.getRanksToAutoFinishQuestsIn().includes(rank)) {
this.finalizeQuest(missive);
continue;
}
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.getAttack(); const attack = adventurer.getAttack();
@@ -160,6 +167,9 @@ export default defineComponent({
if (saveData.guild.goldModifier) { if (saveData.guild.goldModifier) {
guildUpgrades.goldModifier = new QuestGoldUpgrade(saveData.guild.goldModifier.level); guildUpgrades.goldModifier = new QuestGoldUpgrade(saveData.guild.goldModifier.level);
} }
if (saveData.guild.autoFinishQuestsUpgrade) {
guildUpgrades.autoFinishQuestsUpgrade = new AutoFinishQuestsUpgrade(saveData.guild.autoFinishQuestsUpgrade.level);
}
this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades); this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades);
+3
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@@ -3,6 +3,7 @@ import AdventurerCapacityUpgrade from "@/classes/guildUpgrades/AdventurerCapacit
import {formatGold} from "@/classes/NumberMagic"; import {formatGold} from "@/classes/NumberMagic";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade"; import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade"; import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
const MAX_LEVEL: number = 8; const MAX_LEVEL: number = 8;
@@ -14,6 +15,7 @@ export class Guild {
adventurerCapacity: AdventurerCapacityUpgrade; adventurerCapacity: AdventurerCapacityUpgrade;
expModifier: QuestExpUpgrade; expModifier: QuestExpUpgrade;
goldModifier: QuestGoldUpgrade; goldModifier: QuestGoldUpgrade;
autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) { constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold; this.gold = gold;
@@ -25,6 +27,7 @@ export class Guild {
this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade(); this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade();
this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade(); this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade();
this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade(); this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade();
this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade();
} }
+7
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@@ -0,0 +1,7 @@
export default interface MaxLevellable {
maxLevel: number;
isMaxLevel(): boolean;
}
@@ -0,0 +1,52 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
import type MaxLevellable from "@/classes/MaxLevellable";
import {QuestRank} from "@/classes/QuestRank";
export default class AutoFinishQuestsUpgrade extends GuildUpgrade implements MaxLevellable {
maxLevel: number;
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 7;
this.maxLevel = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(4.2, level - 1);
return Math.floor(25000 * scalingFactor * Math.pow(level, 1.05));
}
isMaxLevel(): boolean {
return this.level >= this.maxLevel;
}
getRanksToAutoFinishQuestsIn(): Array<QuestRank> {
switch (this.level) {
case 1:
default:
return [];
case 2:
return [QuestRank.F];
case 3:
return [QuestRank.F, QuestRank.E];
case 4:
return [QuestRank.F, QuestRank.E, QuestRank.D];
case 5:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C];
case 6:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C, QuestRank.B];
case 7:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C, QuestRank.B, QuestRank.A];
case 8:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C, QuestRank.B, QuestRank.A, QuestRank.S];
}
}
}
+20
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@@ -13,6 +13,18 @@
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold) Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
</button> </button>
</div> </div>
<div class="upgrade" v-if="guild.level >= guild.autoFinishQuestsUpgrade.guildLevelRequirement">
<span>Auto-finish quests (level {{ guild.autoFinishQuestsUpgrade.level - 1 }})</span>
<small>Automatically finish quests when they are completed.</small>
<button
class="button metal"
:disabled="guild.gold < guild.autoFinishQuestsUpgrade.nextLevelCost || guild.autoFinishQuestsUpgrade.isMaxLevel()"
@click="upgradeAutoFinishQuests()"
>
<span v-if="!guild.autoFinishQuestsUpgrade.isMaxLevel()">Upgrade ({{ formatGold(guild.autoFinishQuestsUpgrade.nextLevelCost) }} gold)</span>
<span v-else>Max level</span>
</button>
</div>
<div class="upgrade" v-if="guild.level >= guild.expModifier.guildLevelRequirement"> <div class="upgrade" v-if="guild.level >= guild.expModifier.guildLevelRequirement">
<span>Quest exp modifier (level {{ guild.expModifier.level }})</span> <span>Quest exp modifier (level {{ guild.expModifier.level }})</span>
<small>Increases exp from newly offered quests by 10% per level</small> <small>Increases exp from newly offered quests by 10% per level</small>
@@ -65,6 +77,14 @@ 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();
}, },
upgradeAutoFinishQuests(): void {
if (!this.guild.autoFinishQuestsUpgrade) return;
if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return;
if (!this.guild.autoFinishQuestsUpgrade.nextLevelCost) return;
if (this.guild.gold < this.guild.autoFinishQuestsUpgrade.nextLevelCost) return;
this.guild.gold -= this.guild.autoFinishQuestsUpgrade.nextLevelCost;
this.guild.autoFinishQuestsUpgrade.upgrade();
},
upgradeQuestExpModifier(): void { upgradeQuestExpModifier(): void {
if (!this.guild.expModifier) return; if (!this.guild.expModifier) return;
if (!this.guild.expModifier.nextLevelCost) return; if (!this.guild.expModifier.nextLevelCost) return;