guild upgrades, enum for quest ranks and quests now persist while clicking onto another tab

This commit is contained in:
2023-03-19 13:22:24 +01:00
parent 3ccab02cc8
commit ff5e5e2411
6 changed files with 202 additions and 153 deletions
+80 -7
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@@ -1,6 +1,5 @@
<script setup lang="ts"> <script setup lang="ts">
import {RouterLink, RouterView} from 'vue-router' import {RouterLink, RouterView} from 'vue-router'</script>
</script>
<template> <template>
<header> <header>
@@ -10,7 +9,12 @@ import {RouterLink, RouterView} from 'vue-router'
</nav> </nav>
</header> </header>
<RouterView :guild="guild" :adventurers="adventurers" :quests="quests"/> <RouterView
:guild="guild"
:adventurers="adventurers"
:quests="missives"
@finalizeQuest="finalizeQuest($event)"
/>
</template> </template>
<script lang="ts"> <script lang="ts">
@@ -18,6 +22,7 @@ import {defineComponent} from "vue";
import {Adventurer} from "@/classes/Adventurer"; import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest"; import {Quest} from "@/classes/Quest";
import {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {getFromString, QuestRank} from "@/classes/QuestRank";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
@@ -43,13 +48,81 @@ export default defineComponent({
} as { [key: string]: Adventurer }, } as { [key: string]: Adventurer },
quests: { quests: {
F: { F: {
"1": new Quest("1", "Frog Frenzy", "Kill 10 demon frogs.", 30, 1), "1": new Quest("1", QuestRank.F, "Frog Frenzy", "Kill 10 demon frogs.", 30, 1, 25),
"2": new Quest("2", "Rats!", "Get rid of the rats in someone's basement.", 21, 1), "2": new Quest("2", QuestRank.F, "Rats!", "Get rid of the rats in someone's basement.", 21, 1, 15),
"3": new Quest("3", "Herb gethering", "Colect medicinal herbs.", 25, 1), "3": new Quest("3", QuestRank.F, "Herb gethering", "Colect medicinal herbs.", 25, 1, 19),
} as { [key: string]: Quest }, } as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } }, } as { [key: string]: { [key: string]: Quest } },
missives: {
F: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
S: {} as { [key: string]: Quest },
},
}), }),
methods: {
async updateMissives() {
for (const missiveRank in this.missives) {
const rank = getFromString(missiveRank as QuestRank);
for (const missiveId in this.missives[rank.toString() as QuestRank]) {
const missive = this.missives.F[missiveId];
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
continue;
}
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.attackPerLevel * adventurer.level;
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
}
}
}
},
finalizeQuest(missive: Quest) {
missive.progressPoints = 0;
this.guild.gold += missive.goldReward;
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
adventurer.exp += (missive.expReward / missive.adventurers.length);
adventurer.busy = false;
}
missive.adventurers = [];
delete this.missives[missive.rank.toString() as QuestRank][missive.id];
},
getRandomQuest(rank: QuestRank): Quest | null {
const keys = Object.keys(this.quests[rank]);
if (keys.length <= 0) return null;
const questsForRank = this.quests[rank] as { [key: string]: Quest };
const randomId = keys.length * Math.random() << 0;
const randomIdString = keys[randomId] as string;
return questsForRank[randomIdString];
},
createMissive(questToAdd: Quest, rank: QuestRank) {
const quest = JSON.parse(JSON.stringify(questToAdd));
const newId = Math.random().toString(16).slice(2).toString();
quest.id = newId;
this.missives[rank][newId] = quest;
}
},
mounted() {
setInterval(() => {
this.updateMissives();
}, 1000);
setInterval(() => {
const keys = Object.keys(this.missives[QuestRank.F]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.F);
if (quest !== null) {
this.createMissive(quest, QuestRank.F);
}
}, 10000);
}
}) })
</script> </script>
+27
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@@ -1,9 +1,36 @@
export class Guild { export class Guild {
gold: number; gold: number;
level: number; level: number;
displayUpgradeCost: number|string;
constructor(level: number, gold: number) { constructor(level: number, gold: number) {
this.gold = gold; this.gold = gold;
this.level = level; this.level = level;
this.displayUpgradeCost = this.getUpgradeCost() ?? "Max level";
}
upgrade(): void {
const cost = this.getUpgradeCost();
if (cost === null) return;
if (this.gold < cost) return;
this.gold -= cost;
this.level += 1;
if (this.level > 7) {
this.displayUpgradeCost = "Max level";
}
}
getUpgradeCost(): number|null {
return upgradeCosts[this.level] ?? null;
} }
} }
const upgradeCosts = {
"1": 1000,
"2": 2500,
"3": 5000,
"4": 10000,
"5": 25000,
"6": 50000,
"7": 100000,
} as {[index:string]: number}
+6 -5
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@@ -1,26 +1,27 @@
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {QuestRank} from "@/classes/QuestRank";
export class Quest { export class Quest {
id: string; id: string;
rank: QuestRank;
title: string; title: string;
text: string; text: string;
adventurers: Array<Adventurer>; adventurers: Array<Adventurer>;
progressPoints: number; progressPoints: number;
maxProgress: number; maxProgress: number;
expReward: number; expReward: number;
goldReward: number;
constructor(id: string, title: string, text: string, maxProgress: number, expReward: number) { constructor(id: string, rank: QuestRank, title: string, text: string, maxProgress: number, expReward: number, goldReward: number) {
this.id = id; this.id = id;
this.rank = rank;
this.title = title; this.title = title;
this.text = text; this.text = text;
this.maxProgress = maxProgress; this.maxProgress = maxProgress;
this.expReward = expReward; this.expReward = expReward;
this.goldReward = goldReward;
this.progressPoints = 0; this.progressPoints = 0;
this.adventurers = []; this.adventurers = [];
} }
} }
export function createRandomQuest(budget: number) {
}
+13
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@@ -0,0 +1,13 @@
export enum QuestRank {
S = "S",
A = "A",
B = "B",
C = "C",
D = "D",
E = "E",
F = "F",
}
export function getFromString(string: keyof typeof QuestRank): QuestRank {
return QuestRank[string];
}
+2 -2
View File
@@ -9,9 +9,9 @@
</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"> <button :disabled="guild.gold < 1000" @click="guild.upgrade()">
<span>Upgrade guild level</span><br> <span>Upgrade guild level</span><br>
<span>(1000 gold)</span> <span>({{ guild.displayUpgradeCost }})</span>
</button> </button>
</section> </section>
</main> </main>
+73 -138
View File
@@ -5,25 +5,25 @@
<div <div
class="missive" class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}" :class="{done: missive.maxProgress <= missive.progressPoints}"
v-for="missive in missives.F" v-for="missive in quests.F"
:key="missive.id" :key="missive.id"
@click="() => { @click="() => {
if (missive.progressPoints < missive.maxProgress) return; if (missive.progressPoints < missive.maxProgress) return;
finalizeQuest(missive, 'F'); $emit('finalizeQuest', missive)
}" }"
> >
<h2>{{missive.title}}</h2> <h2>{{ missive.title }}</h2>
<p>{{missive.text}}</p> <p>{{ missive.text }}</p>
<div class="slots"> <div class="slots">
<button class="slot"> <button class="slot">
<AdventurerComponent <AdventurerComponent
:adventurer="missive.adventurers[0]" :adventurer="missive.adventurers[0]"
:all-adventurers="adventurers" :all-adventurers="adventurers"
@hire-adventurer="(id) => { @hire-adventurer="(id) => {
adventurers[id].busy = true; adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id]; missive.adventurers[0] = adventurers[id];
}" }"
@free-adventurer="(id) => { @free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return; if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false; adventurers[id].busy = false;
missive.adventurers.splice(0, 1); missive.adventurers.splice(0, 1);
@@ -44,15 +44,15 @@
<div <div
class="missive" class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}" :class="{done: missive.maxProgress <= missive.progressPoints}"
v-for="missive in missives.E" v-for="missive in quests.E"
:key="missive.id" :key="missive.id"
@click="() => { @click="() => {
if (missive.progressPoints < missive.maxProgress) return; if (missive.progressPoints < missive.maxProgress) return;
finalizeQuest(missive, 'E'); $emit('finalizeQuest', missive)
}" }"
> >
<h2>{{missive.title}}</h2> <h2>{{ missive.title }}</h2>
<p>{{missive.text}}</p> <p>{{ missive.text }}</p>
<div class="slots"> <div class="slots">
<button class="slot"> <button class="slot">
<AdventurerComponent <AdventurerComponent
@@ -83,7 +83,7 @@
import {defineComponent, type PropType} from "vue"; 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";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
@@ -93,153 +93,88 @@ export default defineComponent({
type: Object, type: Object,
}, },
adventurers: { adventurers: {
type: Object as PropType<{[key: string]: Adventurer}>, type: Object as PropType<{ [key: string]: Adventurer }>,
default() { default() {
return {}; return {};
}, },
}, },
quests: { quests: {
type: Object as PropType<{[key: string]: Quest}>, type: Object as PropType<{ [key: string]: Quest }>,
default() { default() {
return {} return {}
}, },
}, },
}, },
data() { data() {
return { return {};
missiveUpdateTask: null as null|number,
newMissiveTask: null as null|number,
missives: {
F: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
S: {} as { [key: string]: Quest },
} ,
}
}, },
methods: { emits: [ 'finalizeQuest' ],
updateMissives() {
for (const missiveId in this.missives.F) {
const missive = this.missives.F[missiveId];
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
continue;
}
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.attackPerLevel * adventurer.level;
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
}
}
},
finalizeQuest(missive: Quest, rank: "F"|"E"|"D"|"C"|"B"|"A"|"S") {
missive.progressPoints = 0;
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
adventurer.exp += (missive.expReward / missive.adventurers.length);
adventurer.busy = false;
}
missive.adventurers = [];
delete this.missives[rank][missive.id];
},
getRandomQuest(rank: "F"|"E"|"D"|"C"|"B"|"A"|"S"): Quest|null {
const keys = Object.keys(this.quests[rank]);
if (keys.length <= 0) return null;
const questsForRank = this.quests[rank] as unknown as { [key: string]: Quest };
const randomId = keys.length * Math.random() << 0;
const randomIdString = keys[randomId] as string;
return questsForRank[randomIdString];
},
createMissive(questToAdd: Quest, rank: "F"|"E"|"D"|"C"|"B"|"A"|"S") {
const quest = JSON.parse(JSON.stringify(questToAdd));
const newId = Math.random().toString(16).slice(2).toString();
quest.id = newId;
this.missives[rank][newId] = quest;
}
},
mounted() {
const quest = this.getRandomQuest("F");
if (quest !== null) {
this.createMissive(quest, "F");
}
this.missiveUpdateTask = setInterval(() => {
this.updateMissives();
}, 1000)
this.newMissiveTask = setInterval(() => {
const keys = Object.keys(this.missives["F"]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest("F");
if (quest !== null) {
this.createMissive(quest, "F");
}
}, 10000)
},
beforeUnmount() {
if (this.missiveUpdateTask) clearInterval(this.missiveUpdateTask);
if (this.newMissiveTask) clearInterval(this.newMissiveTask);
}
}) })
</script> </script>
<style lang="scss" scoped> <style lang="scss" scoped>
.guild { .guild {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
h1 {
font-size: 3rem;
}
.missives {
display: flex; display: flex;
flex-direction: column; flex-direction: row;
flex-wrap: wrap;
width: calc(100% - 2rem);
justify-content: center; justify-content: center;
align-items: center; align-items: center;
width: 100%; padding-inline: 1rem;
h1 { gap: 1rem;
font-size: 3rem;
} .missive {
.missives { width: min(100%, 14rem);
display: flex; text-align: center;
flex-direction: row; border: 2px solid #000;
flex-wrap: wrap; padding: 0.5rem;
width: calc(100% - 2rem); position: relative;
justify-content: center; background-color: rgba(255, 255, 255, 0.2);
align-items: center;
padding-inline: 1rem; &.done {
gap: 1rem; cursor: pointer;
.missive {
width: min(100%, 14rem); &::after {
text-align: center; position: absolute;
border: 2px solid #000; top: 0;
padding: 0.5rem; right: 0;
position: relative; content: "";
background-color: rgba(255,255,255, 0.2); font-size: 5rem;
&.done { color: green;
cursor: pointer; transform: translate(45%, -40%);
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
} }
.slots { }
display: flex;
flex-direction: row; .slots {
flex-wrap: wrap; display: flex;
justify-content: center; flex-direction: row;
align-items: center; flex-wrap: wrap;
.slot { justify-content: center;
padding: 0; align-items: center;
width: 5rem;
height: 5rem; .slot {
border: 2px solid #000; padding: 0;
background-color: rgba(0,0,0, 0.2); width: 5rem;
cursor: pointer; height: 5rem;
border-radius: 0.2rem; border: 2px solid #000;
position: relative; background-color: rgba(0, 0, 0, 0.2);
} cursor: pointer;
border-radius: 0.2rem;
position: relative;
} }
} }
} }
} }
}
</style> </style>