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86 Commits

Author SHA1 Message Date
YouHaveTrouble 6625a5b9de move title styles to global file 2023-06-20 20:06:54 +02:00
YouHaveTrouble cf69b92934 bump version 2023-06-20 19:58:31 +02:00
YouHaveTrouble 005cde4a01 remove debug 2023-06-20 19:57:34 +02:00
YouHaveTrouble 1b94d676e7 minor fixes 2023-06-20 19:56:36 +02:00
YouHaveTrouble 7cda820a99 add metadata 2023-06-20 19:56:28 +02:00
YouHaveTrouble 7281fdab60 dynamically load home view 2023-06-20 19:39:13 +02:00
YouHaveTrouble 3b9441b555 improve loading process 2023-06-20 19:37:27 +02:00
YouHaveTrouble c2abfd6dfd add loading screen to hide loading assets and not yet loaded gamestate 2023-06-20 19:18:50 +02:00
YouHaveTrouble f05c393600 new favicon 2023-06-20 19:18:09 +02:00
YouHaveTrouble 23b6f4b4f8 update packages and fix breaking changes 2023-06-20 18:12:20 +02:00
YouHaveTrouble d5195aa157 bump version 2023-05-12 21:52:06 +02:00
YouHaveTrouble 15072fe2c8 fix up ts errors 2023-05-12 21:52:00 +02:00
YouHaveTrouble ba4a6cb2a2 add quest auto-finish upgrade 2023-05-12 21:47:23 +02:00
YouHaveTrouble 4847d22f7e cancel update and save tasks on main component unload 2023-05-12 19:58:47 +02:00
YouHaveTrouble 2c053cc3eb increased cost of adventurer capacity upgrade 2023-05-12 19:13:48 +02:00
YouHaveTrouble c55e0c8bb6 added quest gold modifier upgrade 2023-05-12 18:41:40 +02:00
YouHaveTrouble 29aafedcfa fix max guild level being displayed on level 7 when upgraded to it 2023-05-12 18:25:45 +02:00
YouHaveTrouble 8070c855a0 drastically reduce price and scaling of exp modifier upgrade 2023-05-12 18:24:59 +02:00
YouHaveTrouble aaf0eb6546 bump version 2023-04-23 15:24:59 +02:00
YouHaveTrouble c14a135c94 display release date of an update next to its title 2023-04-23 15:22:59 +02:00
YouHaveTrouble 40d5a876b8 add quest exp modifier upgrade 2023-04-23 15:22:40 +02:00
YouHaveTrouble 3b47ed1bed bump version 2023-04-09 23:58:14 +02:00
YouHaveTrouble fdc5d370de Merge pull request #8 from YouHaveTrouble/adventurer-details
Adventurer details
2023-04-09 23:57:37 +02:00
YouHaveTrouble 19c4a3f7ac adjust adventurer exp scaling from linear to exponential 2023-04-09 23:55:34 +02:00
YouHaveTrouble 2dad283de9 fix already recruited adventurers showing up again 2023-04-09 16:22:42 +02:00
YouHaveTrouble 61ff80b69f style buttons and fix up number formatting 2023-04-09 15:35:56 +02:00
YouHaveTrouble a185bc2153 prestige feature 2023-04-09 13:59:19 +02:00
YouHaveTrouble b213cae62b fix the game not properly saving/loading adventurers for hire 2023-04-07 22:23:16 +02:00
YouHaveTrouble 19d3dd5515 exit button for adventurer details popup 2023-04-07 22:22:26 +02:00
YouHaveTrouble 4f2d742284 fix lack of gold formatting on guild upgrade button on game load 2023-04-07 20:45:08 +02:00
YouHaveTrouble a0b7db1bf6 popup window with adventurer details 2023-04-05 22:56:52 +02:00
YouHaveTrouble c569a1110c Merge remote-tracking branch 'origin/master' 2023-04-02 21:54:26 +02:00
YouHaveTrouble 56407505ea add formatting to gold display 2023-04-02 21:54:11 +02:00
YouHaveTrouble 5e4a78530a Unfrick the savefile
Unfrick the savefile
2023-04-02 20:38:49 +02:00
YouHaveTrouble 7be4d2b9ca Merge branch 'master' of https://github.com/YouHaveTrouble/adventurers-guild-game into unfrick-the-savefile
# Conflicts:
#	src/views/AdventurerView.vue
2023-03-31 22:25:16 +02:00
YouHaveTrouble eb4b0fba00 bump version 2023-03-31 21:47:32 +02:00
YouHaveTrouble 3f22b4511d Better look for the eyes
Better look for the eyes
2023-03-31 21:46:57 +02:00
YouHaveTrouble 6f777332a4 fix up styles for the pages,
fix up some code formatting to be more consistent
2023-03-31 21:44:56 +02:00
YouHaveTrouble 101ea0ffb5 provide backgrounds for the guild page components 2023-03-31 20:22:10 +02:00
YouHaveTrouble af11324fb7 Merge pull request #4 from RhythmicSys/new_assets
New assets
2023-03-31 19:10:07 +02:00
RhythmicSys 6903774f97 Adds more assets 2023-03-30 20:32:31 -07:00
RhythmicSys 1a9d2d0d9f Adds more assets 2023-03-29 22:37:38 -07:00
YouHaveTrouble 359abd3ab4 make generic panel css class 2023-03-29 22:45:30 +02:00
YouHaveTrouble 1a3a493df4 swap background to better looking wood 2023-03-29 22:06:56 +02:00
YouHaveTrouble 0890efd1ec move recruitment logic from the adventurer view to the main save data 2023-03-29 00:31:14 +02:00
YouHaveTrouble 5b4278cf30 bump version 2023-03-28 19:00:04 +02:00
YouHaveTrouble 8665506160 add settings button, link socials and get the changelog from github 2023-03-28 18:34:41 +02:00
YouHaveTrouble fdd0a8bbb1 add readme 2023-03-27 23:07:13 +02:00
YouHaveTrouble 8499782fdd 0.1.0
0.1.0
2023-03-27 22:06:26 +02:00
YouHaveTrouble 124cc85d82 add more style to the quest board 2023-03-27 22:04:44 +02:00
YouHaveTrouble 2c39bb9eef Merge pull request #2 from RhythmicSys/new_assets
Add to available assets
2023-03-27 19:54:13 +02:00
RhythmicSys e05f47e2cb Remove second wall panel and nail shadow, rename first wall panel to 'wall_panel_diagonal' 2023-03-27 10:42:16 -07:00
YouHaveTrouble 630219a546 move the cname file after build for gh pages 2023-03-27 18:05:17 +02:00
RhythmicSys 7386742c1b Add to available assets 2023-03-26 12:18:57 -07:00
YouHaveTrouble b19ecd29f8 Merge remote-tracking branch 'origin/master' 2023-03-26 20:41:39 +02:00
YouHaveTrouble 0bca77a3c7 change the url base to match gh pages 2023-03-26 20:41:35 +02:00
YouHaveTrouble 6230d4b050 Create CNAME 2023-03-26 20:29:31 +02:00
YouHaveTrouble 54a052bb23 0.0.2
- fixed all previous typescript errors to prepare for automatic deployments
- made available quests and adventurers data driven and imported from json files
- added duplicate protection on recruitment. Now it's guaranteed to get an adventurer every half an hour when there's at least one available
- quest rewards are now generated based on points required to complete them
- completely reworked math behind calculating adventurer speed of completing quests
- removed some unused concept variables from adventurer data
- added adventurer exp bars
- improved the look of quest progress bars and added percentage completion text
- maximum number of adventurers is now limited and can be increased via adventurer capacity (name tbd) upgrade
- adventurers now have a max level of 25. This will be expanded on later to allow increase of their max level.
2023-03-26 20:26:44 +02:00
YouHaveTrouble 9dcb403289 upgrade section and first upgrade,
correctly update guild upgrade cost
2023-03-26 20:16:52 +02:00
YouHaveTrouble fae1faded5 remove redundant loggers 2023-03-26 15:01:15 +02:00
YouHaveTrouble e6654858a1 adventurer limit, base classes for guild upgrades 2023-03-26 14:20:00 +02:00
YouHaveTrouble b6e2a7e813 more balanced math,
adventurer max levels,
recruits duplicate protection
2023-03-25 16:32:14 +01:00
YouHaveTrouble c71eeda11f hook in data sources for adventurers and quests,
programatically generate quest rewards,
change damage math,
2023-03-25 14:42:17 +01:00
YouHaveTrouble 9ac13c4cae cleanup 2023-03-25 02:42:08 +01:00
YouHaveTrouble 4e3f13e77e fix adventurer not being nullable 2023-03-25 02:41:57 +01:00
YouHaveTrouble 5f875af0a6 bump the version 2023-03-25 02:11:48 +01:00
YouHaveTrouble 247a87b41c fix remaining typescript errors 2023-03-25 02:07:05 +01:00
YouHaveTrouble 31bf1d8b8f fix more ts errors 2023-03-25 01:40:17 +01:00
YouHaveTrouble abca7e3cd1 fix possibly null prop 2023-03-25 00:50:23 +01:00
YouHaveTrouble 11d2e831df this fixes 5 ts errors, apparently. don't ask me. 2023-03-25 00:47:07 +01:00
YouHaveTrouble b89d041064 fix over 30 ts errors 2023-03-25 00:36:42 +01:00
YouHaveTrouble 28295e69d5 Merge branch 'master' of https://github.com/YouHaveTrouble/adventurers-guild-game into 0.0.2 2023-03-24 23:34:24 +01:00
YouHaveTrouble e979923712 data driven quests 2023-03-24 02:42:05 +01:00
YouHaveTrouble 189fe142d1 data driven adventurers 2023-03-24 02:00:59 +01:00
YouHaveTrouble 5acc51534d make guild button disable when cannot afford upgrade 2023-03-24 02:00:43 +01:00
YouHaveTrouble 9fb64e7539 save/load logic moved to its own file 2023-03-24 01:43:17 +01:00
YouHaveTrouble 01152a9ad4 remove defense, properly load adventurer exp 2023-03-24 01:42:40 +01:00
YouHaveTrouble f605ef0f08 quest display enchancements 2023-03-23 23:35:07 +01:00
YouHaveTrouble 2131d70d6c click outside adventurer choice closes the choice 2023-03-23 20:19:53 +01:00
YouHaveTrouble 91d91f26f2 export quest missive to its own component 2023-03-23 19:58:47 +01:00
YouHaveTrouble 10cb19c10d make scrollbar always visible to reduce width jumping 2023-03-23 19:46:25 +01:00
YouHaveTrouble 8d8e669bb3 adventurer exp bars 2023-03-23 19:17:31 +01:00
YouHaveTrouble 3864d042ab don't let new players dismiss rincewind. he really wants to join. 2023-03-23 18:25:34 +01:00
YouHaveTrouble fd01ac366d type cleanup 2023-03-23 18:25:08 +01:00
YouHaveTrouble 9ca26e2a7a Revert "properly pass props in routing"
This reverts commit a7d1748c80.
2023-03-23 18:17:54 +01:00
YouHaveTrouble a7d1748c80 properly pass props in routing 2023-03-23 18:09:07 +01:00
67 changed files with 2870 additions and 1236 deletions
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guildmaster.yht.one
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<h1>Guild Master</h1>
<h2>Adventurer's guild management game</h2>
<p>It's a game where you manage an adventurer's guild. You can hire adventurers, assign them to quests to send them on adventures. </p>
<h3>How to play</h3>
Game is playable on <a href="https://guildmaster.yht.one/">guildmaster.yht.one</a> and is always automatically updated when new release is made.
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<link rel="preconnect" href="https://fonts.googleapis.com"> <link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=EB+Garamond&display=swap" rel="stylesheet"> <link href="https://fonts.googleapis.com/css2?family=EB+Garamond&display=swap" rel="stylesheet">
<meta name="description"
content="Guild Master is a browser game where you manage your own adventurer's guild!"/>
<meta property="twitter:title" content="Guild Master - Adventurer's guild management game"/>
<meta property="twitter:image" content="https://guildmaster.yht.one/img/compass_rose.png"/>
<meta property="twitter:description"
content="Guild Master is a browser game where you manage your own adventurer's guild!"/>
<meta property="og:title" content="Guild Master - Adventurer's guild management game"/>
<meta property="og:url" content="https://guildmaster.yht.one/"/>
<meta property="og:description"
content="Guild Master is a browser game where you manage your own adventurer's guild!"/>
<meta property="og:image" content="https://guildmaster.yht.one/img/compass_rose.png"/>
</head> </head>
<body> <body>
<div id="app"></div> <div id="app"></div>
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{ {
"name": "adventurers-guild", "name": "adventurers-guild",
"version": "0.0.1", "version": "0.8.0",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",
"build": "run-p type-check build-only", "build": "run-p type-check build-only && cp -r CNAME dist/CNAME",
"preview": "vite preview", "preview": "vite preview",
"build-only": "vite build", "build-only": "vite build",
"type-check": "vue-tsc --noEmit" "type-check": "vue-tsc --noEmit"
}, },
"dependencies": { "dependencies": {
"sass": "^1.59.3", "@vueuse/components": "^9.13.0",
"vue": "^3.2.45", "sass": "^1.63.4",
"vue-router": "^4.1.6" "vue": "^3.3.4",
"vue-router": "^4.2.2"
}, },
"devDependencies": { "devDependencies": {
"@types/node": "^18.11.12", "@types/node": "^18.16.18",
"@vitejs/plugin-vue": "^4.0.0", "@vitejs/plugin-vue": "^4.2.3",
"@vue/tsconfig": "^0.1.3", "@vue/tsconfig": "^0.4.0",
"eslint": "^8.36.0", "eslint": "^8.43.0",
"eslint-plugin-vue": "^9.9.0", "eslint-plugin-vue": "^9.15.0",
"npm-run-all": "^4.1.5", "npm-run-all": "^4.1.5",
"typescript": "~4.7.4", "typescript": "~5.1.3",
"vite": "^4.0.0", "vite": "4.3.9",
"vue-tsc": "^1.0.12" "vue-tsc": "^1.8.1"
} }
} }
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[
{
"id": "rincewind-diskworld",
"name": "Rincewind",
"portrait": "/img/adventurers/rincewind.png",
"attackExponent": 1.09
},
{
"id": "fran-sword-isekai",
"name": "Fran",
"portrait": "/img/adventurers/fran.png",
"attackExponent": 1.115
},
{
"id": "kazuma-konosuba",
"name": "Kazuma",
"portrait": "/img/adventurers/kazuma.png",
"attackExponent": 1.1
},
{
"id": "rein-beast-tamer",
"name": "Rein",
"portrait": "/img/adventurers/rein.png",
"attackExponent": 1.1
},
{
"id": "momon-overlord",
"name": "Momon",
"portrait": "/img/adventurers/momon.png",
"attackExponent": 1.11
},
{
"id": "goblin-slayer",
"name": "Goblin Slayer",
"portrait": "/img/adventurers/goblin-slayer.png",
"attackExponent": 1.1
}
]
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[
{
"title": "Ogre king",
"text": "Ogres have chosen a new king through democratic vote. They all voted for the strongest ogre."
},
{
"title": "Devilish dungeon",
"text": "New dungeon was discovered. It needs to be mapped and explored so lower rank adventurers can enter."
},
{
"title": "Eater of Worlds",
"text": "A giant worm emerged from the ground and appears to be consuming the ground itself."
}
]
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[
{
"title": "Undead horde",
"text": "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep."
},
{
"title": "Runaway prisoner",
"text": "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell."
},
{
"title": "The aristocrats",
"text": "Royalty wants an escort for one of their carriages."
}
]
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[
{
"title": "Scratchy, the butcher",
"text": "Scratchy turned evil and is terrorizing its victims. Put a stop to it!"
},
{
"title": "Hobgnoblin subjegation",
"text": "Gnoblins evolved and are back for vengeance."
},
{
"title": "Holy",
"text": "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!"
}
]
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[
{
"title": "Caravan escort",
"text": "Escort a merchant caravan."
},
{
"title": "Rare ore",
"text": "Obtain laudanium ore for town's blacksmith."
},
{
"title": "Demonic pests!",
"text": "Clear the fields from cabbage imps."
}
]
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[
{
"title": "Gnoblin subjegation",
"text": "Kill 3 gnoblins."
},
{
"title": "Phantom menace",
"text": "Exorcise ghosts out of someone's apartment."
},
{
"title": "Scratchy in peril",
"text": "Get Scratchy the cat from the tree safe onto the ground."
}
]
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[
{
"title": "Frog Frenzy",
"text": "Kill 10 demon frogs."
},
{
"title": "Rats!",
"text": "Get rid of the rats from someone's basement."
},
{
"title": "Herb gathering",
"text": "Collect medicinal herbs."
},
{
"title": "Big pile of rubble",
"text": "Tavern collapsed. Again. Help clean up the debris."
}
]
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[
{
"title": "The Demon King",
"text": "Demon King has awoken and is a threat to whole existence. Heroes needed."
},
{
"title": "Scratchy, Destruction Incarnate",
"text": "Scratchy was reborn as a machine of pure destruction and needs to be stopped."
},
{
"title": "Jiggly Jungle",
"text": "A jungle south began rapidly expanding and experts think arson is our only option."
}
]
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+230 -88
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@@ -1,50 +1,70 @@
<script setup lang="ts"> <script setup lang="ts">
import {RouterLink, RouterView} from 'vue-router'</script> import {RouterLink, RouterView} from 'vue-router'
import {version} from "../package.json"
</script>
<template> <template>
<section class="loading-screen" :class="{disabled: !loading}">
<div class="title panel note-paper">
<h1>Guild Master</h1>
<h3>Adventurer's guild management game</h3>
<small>v{{ version }}</small>
<div class="lds-ring">
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<h3>Loading assets...</h3>
</div>
</section>
<header> <header>
<nav> <nav>
<RouterLink to="/">Guild</RouterLink> <RouterLink :to="{name: 'guild'}">Guild</RouterLink>
<RouterLink to="/quests">Quests</RouterLink> <RouterLink :to="{name: 'quests'}">Quests</RouterLink>
<RouterLink to="/adventurers">Adventurers</RouterLink> <RouterLink :to="{name: 'adventurers'}">Adventurers</RouterLink>
<RouterLink :to="{name: 'technical'}"><img class="icon" src="/img/icons/cog.svg" alt="Technical"></RouterLink>
</nav> </nav>
</header> </header>
<RouterView <RouterView
:guild="guild" :guild="guild"
:adventurers="adventurers" :adventurers="adventurers"
:quests="missives" :quests="missives"
:lastRecruitTime="lastRecruitHandled" :adventurerForHire="adventurerForHire"
@finalizeQuest="finalizeQuest($event)" @finalizeQuest="finalizeQuest($event)"
@wipeSave="resetSave()" @wipeSave="resetSave()"
@recruitActionTaken="lastRecruitHandled = Number(new Date())" @recruitActionTaken="recruitAction($event)"
/> />
</template> </template>
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import {Adventurer} from "@/classes/Adventurer"; import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest"; import {getQuestWithRewards, Quest} from "@/classes/Quest";
import {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {getFromString, QuestRank} from "@/classes/QuestRank"; import {getFromString, QuestRank} from "@/classes/QuestRank";
import {
GameData,
loadAdventurersForHire,
loadAvailableQuests,
loadGame,
removeAlreadyHiredAdventurers,
saveGame
} from "@/GameData";
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import AdventurerCapacityUpgrade from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
import {getNewAdventurerForHire} from "@/classes/Recruitment";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
watch: {
adventurers: {
deep: true,
handler(newAdventurers) {
for (const adventurerId in newAdventurers) {
const adventurer = newAdventurers[adventurerId] as Adventurer;
if (adventurer.canLevelUp()) {
adventurer.levelUp();
}
}
}
}
},
data: () => ({ data: () => ({
loading: true as boolean,
guild: new Guild(1, 500), guild: new Guild(1, 500),
gameTickTask: null as null | number,
gameSaveTask: null as null | number,
lastQuestGot: { lastQuestGot: {
S: null as null | number, S: null as null | number,
A: null as null | number, A: null as null | number,
@@ -53,48 +73,12 @@ export default defineComponent({
D: null as null | number, D: null as null | number,
E: null as null | number, E: null as null | number,
F: null as null | number, F: null as null | number,
}, } as { [key: string]: null | number },
lastRecruitHandled: null as null | number, lastRecruitHandled: null as null | number,
adventurers: { adventurerForHire: null as Adventurer | null,
} as { [key: string]: Adventurer }, adventurersDatabase: {} as Array<Adventurer>,
quests: { adventurers: {} as { [key: string]: Adventurer },
F: { quests: {} as { [key: string]: { [key: string]: Quest } },
"1": new Quest("1", QuestRank.F, "Frog Frenzy", "Kill 10 demon frogs.", 30, 1, 25),
"2": new Quest("2", QuestRank.F, "Rats!", "Get rid of the rats in someone's basement.", 21, 1, 15),
"3": new Quest("3", QuestRank.F, "Herb gethering", "Colect medicinal herbs.", 25, 1, 19),
"4": new Quest("4", QuestRank.F, "Big pile of rubble", "Tavern collapsed. Again. Help clean up the debris.", 27, 1, 10),
} as { [key: string]: Quest },
E: {
"1": new Quest("1", QuestRank.E, "Gnoblin subjegation", "Kill 3 gnoblins.", 500, 2, 30),
"2": new Quest("2", QuestRank.E, "Phantom menace", "Exorcise ghosts out of someone's apartment.", 510, 2, 28),
"3": new Quest("3", QuestRank.E, "Scratchy in peril", "Get Scratchy the cat from the tree safe to the ground.", 550, 2, 32),
} as { [key: string]: Quest },
D: {
"1": new Quest("1", QuestRank.D, "Caravan escort", "Escort a merchant caravan.", 2000, 3, 47),
"2": new Quest("2", QuestRank.D, "Rare ore", "Obtain laudanium ore for town's blacksmith.", 2200, 3, 54),
"3": new Quest("3", QuestRank.D, "Demonic pests!", "Clear the fields from cabbage imps.", 2149, 3, 49),
} as { [key: string]: Quest },
C: {
"1": new Quest("1", QuestRank.C, "Scratchy, the butcher", "Scratchy turned evil and is terrorizing its victims. Put a stop to it!", 7500, 5, 150),
"2": new Quest("2", QuestRank.C, "Hobgnoblin subjegation", "Gnoblins evolved and are back for vengance.", 7600, 5, 150),
"3": new Quest("3", QuestRank.C, "Holy", "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!", 7777, 5, 49),
} as { [key: string]: Quest },
B: {
"1": new Quest("1", QuestRank.B, "Undead horde", "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep.", 25000, 8, 200),
"2": new Quest("2", QuestRank.B, "Runaway prisoner", "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell.", 26000, 8, 210),
"3": new Quest("3", QuestRank.B, "The aristocrats", "Royalty wants an escort for one of their carriages.", 25000, 8, 200),
} as { [key: string]: Quest },
A: {
"1": new Quest("1", QuestRank.A, "Ogre king", "Ogres have chosen a new king through democratic vote. They all voted for the strongest ogre.", 100000, 12, 200),
"2": new Quest("2", QuestRank.A, "Devilish dungeon", "New dungeon was discovered. It needs to be mapped and explored so lower rank adventurers can enter.", 100000, 12, 210),
"3": new Quest("3", QuestRank.A, "Eater of Worlds", "A giant worm emerged from the ground and appears to be consuming the ground itself.", 100000, 12, 200),
} as { [key: string]: Quest },
S: {
"1": new Quest("1", QuestRank.S, "The Demon King", "Demon King has awoken and is a threat to whole existence. Heroes needed.", 1000000, 20, 200),
"2": new Quest("2", QuestRank.S, "Scratchy, Destruction Incarnate", "Scratchy was reborn as a machine of pure destruction and needs to be stopped.", 1000000, 20, 210),
"3": new Quest("3", QuestRank.S, "Jiggly Jungle", "A jungle south began rapidly expanding and experts think arson is our only option.", 1000000, 20, 200),
} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } },
missives: { missives: {
F: {} as { [key: string]: Quest }, F: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest }, E: {} as { [key: string]: Quest },
@@ -115,21 +99,56 @@ export default defineComponent({
missive.progressPoints = 0; missive.progressPoints = 0;
continue; 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.attackPerLevel * adventurer.level; const attack = adventurer.getAttack();
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress); missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
} }
} }
} }
}, },
async checkForNewRecruit(currentTimestamp: number) {
if (this.lastRecruitHandled == null) {
this.lastRecruitHandled = 0;
}
if (Object.keys(this.adventurers).length <= 0) {
this.adventurerForHire = this.adventurersDatabase[0];
}
if (currentTimestamp - this.lastRecruitHandled >= 1000 * 60 * 30 && this.adventurerForHire == null) {
this.adventurerForHire = getNewAdventurerForHire(this.adventurersDatabase);
}
},
recruitAction(adventurer: Adventurer | null): void {
this.lastRecruitHandled = Number(new Date());
this.adventurerForHire = null;
if (adventurer === null) return;
this.adventurers[adventurer.id] = adventurer;
for (const id in this.adventurersDatabase) {
const databaseAdventurer = this.adventurersDatabase[id];
if (databaseAdventurer.id === adventurer.id) {
this.adventurersDatabase.splice(Number(id), 1);
break;
}
}
},
finalizeQuest(missive: Quest) { finalizeQuest(missive: Quest) {
missive.progressPoints = 0; missive.progressPoints = 0;
this.guild.gold += missive.goldReward; this.guild.gold += missive.goldReward;
for (const adventurerId in missive.adventurers) { for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId]; const adventurer = missive.adventurers[adventurerId];
adventurer.exp += (missive.expReward / missive.adventurers.length); adventurer.addExp(missive.expReward / missive.adventurers.length);
adventurer.busy = false; adventurer.busy = false;
} }
missive.adventurers = []; missive.adventurers = [];
@@ -141,7 +160,7 @@ export default defineComponent({
const questsForRank = this.quests[rank] as { [key: string]: Quest }; const questsForRank = this.quests[rank] as { [key: string]: Quest };
const randomId = keys.length * Math.random() << 0; const randomId = keys.length * Math.random() << 0;
const randomIdString = keys[randomId] as string; const randomIdString = keys[randomId] as string;
return questsForRank[randomIdString]; return getQuestWithRewards(questsForRank[randomIdString], this.guild.expModifier.getModifier());
}, },
createMissive(questToAdd: Quest, rank: QuestRank) { createMissive(questToAdd: Quest, rank: QuestRank) {
const quest = JSON.parse(JSON.stringify(questToAdd)); const quest = JSON.parse(JSON.stringify(questToAdd));
@@ -149,32 +168,46 @@ export default defineComponent({
quest.id = newId; quest.id = newId;
this.missives[rank][newId] = quest; this.missives[rank][newId] = quest;
}, },
saveGame() {
console.debug("Saving game...");
window.localStorage.setItem("savedGame", JSON.stringify({
guild: this.guild,
adventurers: this.adventurers,
missives: this.missives,
lastQuestGot: this.lastQuestGot,
lastRecruitAction: this.lastRecruitHandled,
}));
},
loadGame() { loadGame() {
const rawData = window.localStorage.getItem("savedGame"); const saveData = loadGame();
if (!rawData) return; if (saveData === null) return;
const saveData = JSON.parse(rawData);
this.lastQuestGot = saveData.lastQuestGot; this.lastQuestGot = saveData.lastQuestGot;
this.guild = new Guild(saveData.guild.level, saveData.guild.gold); const guildUpgrades = {} as { [key: string]: GuildUpgrade };
if (saveData.guild.adventurerCapacity) {
guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level);
}
if (saveData.guild.expModifier) {
guildUpgrades.expModifier = new QuestExpUpgrade(saveData.guild.expModifier.level);
}
if (saveData.guild.goldModifier) {
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);
const adventurers = {} as { [key: string]: Adventurer }; const adventurers = {} as { [key: string]: Adventurer };
for (const id in saveData.adventurers) { for (const id in saveData.adventurers) {
const data = saveData.adventurers[id]; const data = saveData.adventurers[id];
const adventurer = new Adventurer(data.id, data.name, data.portrait, data.attackPerLevel, data.defensePerLevel, data.level); try {
const adventurer = new Adventurer(
data.id,
data.name,
data.portrait,
data.attackExponent ?? 1.1,
data.level ?? 1,
data.exp ?? 0,
data.prestige ?? 0,
);
adventurer.busy = data.busy; adventurer.busy = data.busy;
adventurers[data.id] = adventurer; adventurers[data.id] = adventurer;
} catch (e) {
}
} }
this.adventurers = adventurers; this.adventurers = adventurers;
@@ -196,7 +229,17 @@ export default defineComponent({
this.missives = missives; this.missives = missives;
this.lastRecruitHandled = saveData.lastRecruitAction; this.lastRecruitHandled = saveData.lastRecruitAction ?? 0;
if (saveData.adventurerForHireId != null) {
for (const id in this.adventurersDatabase) {
const adventurer = this.adventurersDatabase[id];
if (adventurer.id === saveData.adventurerForHireId) {
this.adventurerForHire = adventurer;
return;
}
}
}
}, },
resetSave() { resetSave() {
if (!confirm("You are about to wipe your save file. Are you sure?")) return; if (!confirm("You are about to wipe your save file. Are you sure?")) return;
@@ -204,18 +247,43 @@ export default defineComponent({
window.location.reload(); window.location.reload();
} }
}, },
mounted() { async mounted() {
console.debug("Loading game data")
const promises = await Promise.all([
loadAvailableQuests(),
loadAdventurersForHire(),
]);
this.quests = promises[0] as { [key: string]: { [key: string]: Quest } };
this.adventurersDatabase = promises[1] as Array<Adventurer>;
console.debug("Game data loaded!")
this.loadGame(); this.loadGame();
this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers);
setInterval(() => { // Wait a second to make sure at least most images load in behind the loader
this.saveGame(); setTimeout(() => {
}, 30*1000) this.loading = false;
}, 1000);
setInterval(() => { this.gameSaveTask = Number(setInterval(() => {
saveGame(new GameData({
adventurers: this.adventurers,
guild: this.guild,
missives: this.missives,
lastQuestGot: this.lastQuestGot,
lastRecruitAction: this.lastRecruitHandled,
adventurerForHireId: this.adventurerForHire?.id ?? null,
}));
}, 10 * 1000));
this.gameTickTask = Number(setInterval(() => {
this.updateMissives(); this.updateMissives();
const now = Number(new Date()); const now = Number(new Date());
this.checkForNewRecruit(now);
for (const id in this.lastQuestGot) { for (const id in this.lastQuestGot) {
const lastTime = this.lastQuestGot[getFromString(id as QuestRank)]; const lastTime = this.lastQuestGot[getFromString(id as QuestRank)];
if (lastTime === null) this.lastQuestGot[getFromString(id as QuestRank)] = 0; if (lastTime === null) this.lastQuestGot[getFromString(id as QuestRank)] = 0;
@@ -297,8 +365,12 @@ export default defineComponent({
} }
} }
}, 1000); }, 250));
},
beforeUnmount() {
if (this.gameSaveTask) clearInterval(this.gameSaveTask);
if (this.gameTickTask) clearInterval(this.gameTickTask);
} }
}) })
</script> </script>
@@ -327,13 +399,83 @@ nav {
background-blend-mode: darken; background-blend-mode: darken;
background-color: rgba(0, 0, 0, 0.65); background-color: rgba(0, 0, 0, 0.65);
.icon {
width: 2rem;
height: 2rem;
fill: white;
filter: invert(1);
transform: translateY(0.35rem);
}
a { a {
font-size: 2rem; font-size: 2rem;
color: #fff; color: #fff;
text-decoration: none;
&.router-link-active {
text-decoration: underline;
}
} }
&.router-link-exact-active { }
.loading-screen {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
z-index: 5;
user-select: none;
background-size: 25rem;
background-color: rgba(87, 50, 20, 0.45);
background-image: url("/img/background/wood/cut_wood_background.png");
background-blend-mode: darken;
background-repeat: repeat;
display: flex;
justify-content: center;
align-items: center;
transition: opacity 0.25s linear;
&.disabled {
opacity: 0;
pointer-events: none;
}
.lds-ring {
display: inline-block;
position: relative;
width: 80px;
height: 80px;
}
.lds-ring div {
box-sizing: border-box;
display: block;
position: absolute;
width: 64px;
height: 64px;
margin: 8px;
border: 8px solid;
border-radius: 50%;
animation: lds-ring 1.2s cubic-bezier(0.5, 0, 0.5, 1) infinite;
border-color: #000 transparent transparent transparent;
}
.lds-ring div:nth-child(1) {
animation-delay: -0.45s;
}
.lds-ring div:nth-child(2) {
animation-delay: -0.3s;
}
.lds-ring div:nth-child(3) {
animation-delay: -0.15s;
}
@keyframes lds-ring {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
} }
} }
+123
View File
@@ -0,0 +1,123 @@
import {Guild} from "@/classes/Guild";
import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest";
import {getFromString, QuestRank} from "@/classes/QuestRank";
export class GameData {
guild: Guild;
adventurers: { [key: string]: Adventurer };
missives: { [key: string]: { [key: string]: Quest } };
lastQuestGot: { [key: string]: null | number };
lastRecruitAction: null | number;
adventurerForHireId: string | null;
constructor(
data: any,
) {
this.guild = data.guild ?? new Guild(1, 0);
this.adventurers = data.adventurers ?? {} as { [key: string]: Adventurer };
this.missives = data.missives ?? {} as { [key: string]: { [key: string]: Quest } };
this.lastQuestGot = data.lastQuestGot ?? {} as { [key: string]: null | number };
this.lastRecruitAction = data.lastRecruitAction ?? null;
this.adventurerForHireId = data.adventurerForHireId ?? null;
}
}
/**
* Save the game to local storage
*/
export function saveGame(
data: GameData
): void {
console.debug("Saving game...");
window.localStorage.setItem("savedGame", JSON.stringify({
guild: data.guild,
adventurers: data.adventurers,
missives: data.missives,
lastQuestGot: data.lastQuestGot,
lastRecruitAction: data.lastRecruitAction,
adventurerForHireId: data.adventurerForHireId,
}));
}
export function loadGame(): GameData | null {
const savedGame = window.localStorage.getItem("savedGame");
if (!savedGame) return null;
const parsedGame = JSON.parse(savedGame);
console.debug("Loading game...");
return new GameData(parsedGame);
}
export async function loadAvailableQuests(): Promise<{ [key: string]: { [key: string]: Quest } }> {
const quests = {
S: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
F: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } };
for (const rank in quests) {
const response = await fetch(`data/quests/Rank${rank}.json`);
if (response.status !== 200) {
console.error("Failed to load quests");
alert("Failed to load quests. Please try refreshing the page.");
return quests;
}
const questData = await response.json();
let id = 0;
for (const quest of questData) {
id++;
quests[rank.toString()][id] = new Quest(
id.toString(),
getFromString(rank as QuestRank),
quest.title,
quest.text,
1,
0,
0
);
}
}
return quests;
}
export async function loadAdventurersForHire(): Promise<Array<Adventurer>> {
const response = await fetch("data/adventurers.json");
if (response.status !== 200) {
console.error("Failed to load adventurers");
alert("Failed to load adventurers. Please try refreshing the page.");
return [];
}
const adventurerData = await response.json();
const adventurers: Array<Adventurer> = [];
for (const adventurer of adventurerData) {
adventurers.push(new Adventurer(
adventurer.id,
adventurer.name,
adventurer.portrait,
adventurer.attackExponent,
adventurer.level,
adventurer.exp,
));
}
return adventurers;
}
export function removeAlreadyHiredAdventurers(
adventurers: Array<Adventurer>,
adventurersHired: { [key: string]: Adventurer }
): Array<Adventurer> {
const adventurersForHire: Array<Adventurer> = [];
for (const adventurer of adventurers) {
if (adventurersHired[adventurer.id]) continue;
adventurersForHire.push(adventurer);
}
return adventurersForHire;
}
File diff suppressed because one or more lines are too long
+114
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@@ -0,0 +1,114 @@
body {
margin: 0;
padding: 0 0 10rem;
min-height: calc(100vh - 10rem);
font-family: 'EB Garamond', serif;
overflow-y: scroll;
user-select: none;
background-size: 25rem;
background-color: rgba(87, 50, 20, 0.45);
background-image: url("/img/background/wood/cut_wood_background.png");
background-blend-mode: darken;
background-repeat: repeat;
}
#app {
width: 100%;
}
.panel {
&.pinned-paper {
background-image: url("/img/quests/backgrounds/paper.png");
position: relative;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.25));
.nail {
position: absolute;
width: 2rem;
height: 2rem;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.5));
&.small {
width: 1rem;
height: 1rem;
}
img {
width: 100%;
height: 100%;
}
&.top-left {
top: 1rem;
left: 1rem;
}
&.top-right {
top: 1rem;
right: 1rem;
}
}
}
&.note-paper {
background-image: url("/img/background/paper/small_tile_paper.png");
position: relative;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.25));
border-image: url("/img/borders/metal_corner.png") 30 round;
}
}
.button {
padding: 0.5rem 1rem;
font-size: 1.2rem;
font-family: 'EB Garamond', serif;
font-weight: bold;
cursor: pointer;
border: 2px solid rgb(0, 0, 0);
transition: filter 0.05s linear;
white-space: nowrap;
&.metal {
background-image: url("/img/borders/metal_strip.png");
background-size: contain;
background-blend-mode: darken;
background-repeat: repeat;
color: #dcdcdc;
}
&:disabled {
opacity: 0.55;
cursor: not-allowed;
}
&:hover:not(:disabled) {
filter: brightness(1.2);
}
}
.title {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding-block: 2.5rem;
text-align: center;
width: 100%;
max-width: 45rem;
gap: 0.5rem;
h1 {
font-size: 4rem;
line-height: 0.75;
white-space: pre-wrap;
margin: 0;
}
h3 {
margin: 0;
line-height: 0.9;
}
small {
font-size: 0.9rem;
font-weight: bold;
line-height: 0.25;
}
}
+69 -8
View File
@@ -4,18 +4,26 @@ export class Adventurer {
portrait: string; portrait: string;
level: number; level: number;
exp: number; exp: number;
attackPerLevel: number; attackExponent: number;
defensePerLevel: number; prestige: number;
busy: boolean; busy: boolean;
constructor(id: string, name: string, portrait: string, attackPerLevel: number, defensePerLevel: number, level: number = 1) { constructor(
id: string,
name: string,
portrait: string,
attackExponent: number,
level: number = 1,
exp: number = 0,
prestige: number = 0
) {
this.id = id; this.id = id;
this.name = name; this.name = name;
this.portrait = portrait; this.portrait = portrait;
this.attackPerLevel = attackPerLevel; this.attackExponent = attackExponent;
this.defensePerLevel = defensePerLevel;
this.level = level; this.level = level;
this.exp = 0; this.exp = exp;
this.prestige = prestige;
this.busy = false; this.busy = false;
} }
@@ -24,8 +32,61 @@ export class Adventurer {
this.level += 1; this.level += 1;
} }
prestigeUp(): void {
this.level = 1;
this.exp = 0;
this.prestige += 1;
}
canLevelUp(): boolean { canLevelUp(): boolean {
const requirement = this.level * 3; if (this.level >= this.getMaxLevel()) return false;
return this.exp >= requirement; return this.exp >= this.getNextLevelExpRequirement();
}
canPrestigeUp(): boolean {
if (this.busy) return false;
if (this.level < getMaxLevelForPrestige(this.prestige)) return false;
return this.prestige < 5
}
getNextLevelExpRequirement(): number {
return Math.max(1, Math.floor((3 * Math.pow(1.2, this.level - 1)) * Math.pow(1.025, this.level - 1)));
}
/**
* Returns the percentage of exp to the next level
*/
getExpPercentage(): number {
return (this.exp / this.getNextLevelExpRequirement()) * 100;
}
addExp(exp: number): void {
if (this.isMaxLevel()) return;
this.exp += exp;
if (this.canLevelUp()) {
this.levelUp();
} }
} }
getAttack(): number {
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);
}
+34 -5
View File
@@ -1,12 +1,34 @@
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import AdventurerCapacityUpgrade from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
import {formatGold} from "@/classes/NumberMagic";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
const MAX_LEVEL: number = 8;
export class Guild { export class Guild {
gold: number; gold: number;
level: number; level: number;
displayUpgradeCost: number|string; displayUpgradeCost: number|string;
upgradeCost: number|null = null;
adventurerCapacity: AdventurerCapacityUpgrade;
expModifier: QuestExpUpgrade;
goldModifier: QuestGoldUpgrade;
autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
constructor(level: number, gold: number) { constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold; this.gold = gold;
this.level = level; this.level = level;
this.displayUpgradeCost = this.getUpgradeCost() ?? "Max level"; const rawDisplayUpgradeCost = this.getUpgradeCost();
this.displayUpgradeCost = rawDisplayUpgradeCost ? formatGold(rawDisplayUpgradeCost) : "Max level";
this.upgradeCost = this.getUpgradeCost();
this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade();
this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade();
this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade();
this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade();
} }
upgrade(): void { upgrade(): void {
@@ -15,18 +37,24 @@ export class Guild {
if (this.gold < cost) return; if (this.gold < cost) return;
this.gold -= cost; this.gold -= cost;
this.level += 1; this.level += 1;
if (this.level >= 7) { if (this.level >= MAX_LEVEL) {
this.displayUpgradeCost = "Max level"; this.displayUpgradeCost = "Max level";
this.upgradeCost = null;
} else { } else {
const newCost = this.getUpgradeCost(); const newCost = this.getUpgradeCost();
if (newCost === null) return; if (newCost === null) return;
this.displayUpgradeCost = newCost; this.displayUpgradeCost = formatGold(newCost);
this.upgradeCost = newCost;
} }
} }
getUpgradeCost(): number|null { getUpgradeCost(): number|null {
return upgradeCosts[this.level] ?? null; return upgradeCosts[this.level] ?? null;
} }
isMaxLevel(): boolean {
return this.level >= MAX_LEVEL;
}
} }
const upgradeCosts = { const upgradeCosts = {
@@ -35,5 +63,6 @@ const upgradeCosts = {
"3": 5000, "3": 5000,
"4": 10000, "4": 10000,
"5": 25000, "5": 25000,
"6": 50000, "6": 100000,
"7": 750000,
} as {[index:string]: number} } as {[index:string]: number}
+7
View File
@@ -0,0 +1,7 @@
export class GuildUpgrade {
level: number = 1;
nextLevelCost: number | null = null;
guildLevelRequirement: number = 1;
}
+7
View File
@@ -0,0 +1,7 @@
export default interface MaxLevellable {
maxLevel: number;
isMaxLevel(): boolean;
}
+21
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@@ -0,0 +1,21 @@
const goldFormatter = new Intl.NumberFormat('en-US', {
maximumFractionDigits: 3,
// @ts-ignore - typescript doesn't know about this option for some godforsaken reason
notation: "compact",
useGrouping: true,
});
const damageFormatter = new Intl.NumberFormat('en-US', {
maximumFractionDigits: 2,
// @ts-ignore - typescript doesn't know about this option for some godforsaken reason
notation: "compact",
});
export function formatGold(number: number | null): string {
if (number === null) return "";
return goldFormatter.format(number);
}
export function formatDamage(number: number): string {
return damageFormatter.format(number);
}
+59 -1
View File
@@ -1,5 +1,5 @@
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {QuestRank} from "@/classes/QuestRank"; import {QuestRank} from "@/classes/QuestRank";
export class Quest { export class Quest {
id: string; id: string;
@@ -24,4 +24,62 @@ export class Quest {
this.adventurers = []; this.adventurers = [];
} }
getPercentProgress(): number {
return Math.round(this.progressPoints / this.maxProgress * 100);
}
}
/**
* Generate rewards for a quest and return it
* @param quest
* @param expModifier - multiplification modifier for the exp reward
*/
export function getQuestWithRewards(quest: Quest, expModifier: number = 1) {
let maxProgress = 1;
switch (quest.rank) {
case QuestRank.S:
// 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 ~2051 dps, this will take 15 seconds on level 25
maxProgress = 30770;
break;
case QuestRank.B:
// 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 ~203 dps, this will take 15 seconds on level 15
maxProgress = 3045;
break;
case QuestRank.D:
// 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 ~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
maxProgress = 120;
break;
}
let goldReward = Math.floor(maxProgress/6);
let expReward = Math.floor((Math.floor(maxProgress/120) - maxProgress/1000) * expModifier);
// 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 * 1.2)));
return new Quest(quest.id, quest.rank, quest.title, quest.text, maxProgress, expReward, goldReward);
}
function randomNumberBetween(min: number, max: number) {
return Math.random() * (max - min) + min;
} }
+13
View File
@@ -0,0 +1,13 @@
import type {Adventurer} from "@/classes/Adventurer";
/**
* Get a random adventurer from the pool
* @param adventurerPool
* @returns {Adventurer|null} null if the pool is empty
*/
export function getNewAdventurerForHire(adventurerPool: Array<Adventurer>): Adventurer|null {
if (adventurerPool.length <= 0) return null;
const randomId = adventurerPool.length * Math.random() << 0;
return adventurerPool[randomId];
}
@@ -0,0 +1,27 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class AdventurerCapacityUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 1;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.35, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.35));
}
/**
* Returns the number of adventurers the guild can have
*/
getAdventurerCapacity(): number {
return 1 + this.level ;
}
}
@@ -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];
}
}
}
@@ -0,0 +1,24 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class QuestExpUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.05, level - 1);
return Math.floor(2500000 * scalingFactor * Math.pow(level, 1.01));
}
getModifier(): number {
return 1 + (this.level * 0.1);
}
}
@@ -0,0 +1,24 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class QuestGoldUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.05, level - 1);
return Math.floor(2500000 * scalingFactor * Math.pow(level, 1.01));
}
getModifier(): number {
return 1 + (this.level * 0.1);
}
}
+144
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@@ -0,0 +1,144 @@
<template>
<dialog ref="modal" class="adventurer-details" v-if="adventurer">
<button class="close" @click="$emit('closeButtonClicked')"></button>
<div class="adventurer-portrait">
<img :src="adventurer.portrait" alt="" draggable="false"/>
</div>
<span class="name">{{ adventurer.name }}</span>
<div class="adventurer-data">
<p>Level: {{ adventurer.level }} / {{ adventurer.getMaxLevel() }}</p>
<p>Prestige level: {{ adventurer.prestige }}</p>
<p>Exp: {{ adventurer.exp }} / {{ adventurer.getNextLevelExpRequirement() }}</p>
<p>DPS: {{ formatDamage(adventurer.getDPS()) }}</p>
</div>
<div class="adventurer-upgrades">
<button
class="button metal"
:disabled="!adventurer.canPrestigeUp()"
:title="!adventurer.canPrestigeUp() ? 'Adventurer needs to be at max level to prestige up' : ''"
@click="() => {
if (adventurer === null) return;
if (!adventurer.canPrestigeUp()) return;
adventurer.prestigeUp();
}"
>
Prestige up
</button>
</div>
</dialog>
</template>
<script lang="ts">
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
import {formatDamage} from "../classes/NumberMagic";
export default defineComponent({
name: "AdventurerDetails",
methods: {formatDamage},
props: {
adventurer: {
type: Object as PropType<Adventurer | null>,
default() {
return null as Adventurer | null;
},
required: true,
},
},
mounted() {
const refs = this.$refs as any;
refs.modal.showModal();
},
});
</script>
<style lang="scss" scoped>
.adventurer-details {
display: flex;
position: absolute;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
min-height: 10rem;
max-width: 45rem;
background-image: url("/img/background/paper/small_tile_paper.png");
background-position: center;
background-size: cover;
user-select: none;
&::backdrop {
background-color: rgba(0, 0, 0, 0.5);
}
.close {
position: absolute;
top: 0.25rem;
right: 0.5rem;
display: flex;
justify-content: center;
align-items: center;
font-size: 3rem;
margin: 0;
cursor: pointer;
color: #ab0707;
background: transparent;
border: none;
font-family: 'EB Garamond', serif;
transition: color 0.05s linear;
&:hover {
color: #ff0000;
}
&:focus {
outline: none;
}
&:focus-visible {
outline: 2px solid #ff0000;
}
}
.adventurer-portrait {
width: 100%;
max-width: 15rem;
aspect-ratio: 1/1;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
.name {
display: flex;
justify-content: center;
font-size: 2rem;
font-weight: bold;
width: 100%;
}
.adventurer-data {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
font-size: 1.2rem;
width: 100%;
& > * {
margin: 0;
width: calc(50% - 1rem);
text-align: center;
padding-inline: 0.5rem;
}
}
}
</style>
+7 -7
View File
@@ -10,7 +10,7 @@
</template> </template>
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent, type PropType} from "vue";
import AdventurerMiniComponent from "@/components/AdventurerMiniComponent.vue"; import AdventurerMiniComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
@@ -22,14 +22,13 @@ export default defineComponent({
}), }),
props: { props: {
adventurers: { adventurers: {
type: Array<Adventurer> type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
}, },
}, },
methods: {
print(a: string) {
console.log(a);
}
}
}) })
</script> </script>
@@ -41,6 +40,7 @@ export default defineComponent({
flex-wrap: wrap; flex-wrap: wrap;
justify-content: center; justify-content: center;
align-items: center; align-items: center;
.slot { .slot {
padding: 0; padding: 0;
width: 5rem; width: 5rem;
+21 -7
View File
@@ -1,3 +1,7 @@
<script setup lang="ts">
import { vOnClickOutside } from '@vueuse/components'
</script>
<template> <template>
<AdventurerTile <AdventurerTile
v-if="adventurer" v-if="adventurer"
@@ -16,7 +20,7 @@
> >
<span>+</span> <span>+</span>
</article> </article>
<div class="selection" v-if="selection"> <div class="selection" v-if="selection" v-on-click-outside="closeSelect">
<button <button
class="slot" class="slot"
v-for="adventurer in allAdventurers" v-for="adventurer in allAdventurers"
@@ -44,23 +48,30 @@ export default defineComponent({
name: "AdventurerMiniComponent", name: "AdventurerMiniComponent",
components: {AdventurerTile}, components: {AdventurerTile},
emits: [ "freeAdventurer", "hireAdventurer" ], emits: [ "freeAdventurer", "hireAdventurer" ],
data() { data: () => {
return { return {
selection: false, selection: false,
} }
}, },
props: { props: {
adventurer: { adventurer: {
type: Object as PropType<Adventurer>, type: Object as PropType<Adventurer|null|any>,
default() {
return null as Adventurer|null;
},
}, },
allAdventurers: { allAdventurers: {
type: Object as PropType<{[key: string]: Adventurer}>, type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
required: true,
}, },
}, },
methods: { methods: {
print(a:string) { closeSelect() {
console.log(a); this.selection = false;
}, }
} }
}) })
</script> </script>
@@ -72,7 +83,7 @@ export default defineComponent({
bottom: 0; bottom: 0;
left: 50%; left: 50%;
width: max-content; width: max-content;
max-width: 16rem; max-width: 17rem;
transform: translateX(-50%) translateY(104%); transform: translateX(-50%) translateY(104%);
display: flex; display: flex;
flex-direction: row; flex-direction: row;
@@ -83,6 +94,9 @@ export default defineComponent({
padding: 0.5rem; padding: 0.5rem;
background-color: rgba(0,0,0, 0.2); background-color: rgba(0,0,0, 0.2);
z-index: 2; z-index: 2;
cursor: default;
max-height: 12rem;
overflow-y: auto;
.slot { .slot {
width: 5rem; width: 5rem;
height: 5rem; height: 5rem;
+35 -1
View File
@@ -4,7 +4,9 @@
:title="adventurer.name + (adventurer.busy ? ' (busy)' : '')" :title="adventurer.name + (adventurer.busy ? ' (busy)' : '')"
> >
<img :src="adventurer.portrait" :alt="adventurer.name" draggable="false"> <img :src="adventurer.portrait" :alt="adventurer.name" draggable="false">
<div class="level">{{adventurer.level}}</div> <div class="level" :title="adventurer.isMaxLevel() ? 'Max level' : ''">{{ adventurer.level }}<span
v-if="adventurer.isMaxLevel()"></span></div>
<div class="exp"></div>
</article> </article>
</template> </template>
@@ -18,7 +20,26 @@ export default defineComponent({
props: { props: {
adventurer: { adventurer: {
type: Object as PropType<Adventurer>, type: Object as PropType<Adventurer>,
default() {
return {} as Adventurer;
},
required: true,
} }
},
data: () => ({
expProgress: "0%",
}),
watch: {
adventurer: {
deep: true,
handler: function (adventurer: Adventurer) {
this.expProgress = adventurer.getExpPercentage() + "%";
},
}
},
mounted() {
if (this.adventurer === undefined) return;
this.expProgress = this.adventurer.getExpPercentage() + "%";
} }
}); });
</script> </script>
@@ -32,16 +53,29 @@ export default defineComponent({
line-height: 1; line-height: 1;
color: rgba(0, 0, 0, 0.75); color: rgba(0, 0, 0, 0.75);
position: relative; position: relative;
.level { .level {
position: absolute; position: absolute;
top: 0; top: 0;
left: 0; left: 0;
font-size: 1rem; font-size: 1rem;
min-width: 1rem;
background-color: rgba(0, 0, 0, 0.75); background-color: rgba(0, 0, 0, 0.75);
border-bottom-right-radius: 0.2rem; border-bottom-right-radius: 0.2rem;
padding: 0.1rem; padding: 0.1rem;
color: #fff; color: #fff;
} }
.exp {
position: absolute;
bottom: 0;
left: 0;
width: v-bind(expProgress);
height: 3.5%;
background-color: rgba(203, 33, 213, 0.75);
transition: width 1s linear;
}
img { img {
width: 100%; width: 100%;
height: 100%; height: 100%;
+113
View File
@@ -0,0 +1,113 @@
<template>
<div class="changelog panel pinned-paper">
<div class="nail top-left">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<h1>Changelog</h1>
<div class="changelog-entry" v-for="release in releases">
<hr>
<h2><span>Version {{ release.name }}</span><small class="date">{{ timeFormat.format(release.createdAt) }}</small></h2>
<pre>{{ release.body }}</pre>
</div>
</div>
</template>
<script lang="ts">
import {defineComponent} from "vue";
export default defineComponent({
name: "ChangelogComponent",
data: () => ({
timeFormat: Intl.DateTimeFormat(Intl.DateTimeFormat().resolvedOptions().locale, {
year: "numeric",
month: "numeric",
day: "numeric",
}),
releases: [] as Array<{body: string, name: string, createdAt: Date}>,
lastPage: 1,
}),
methods: {
async getReleases(page: number): Promise<void> {
const result = await fetch("https://api.github.com/repos/YouHaveTrouble/GuildMaster/releases?per_page=10")
.catch((e) => {
return null;
});
if (result === null) return;
const json = await result.json();
for (const release of json) {
const version = {} as any;
version.body = release.body.trim();
version.name = release.name;
version.createdAt = new Date(release.published_at);
if (release.body.length === 0) continue;
this.releases.push(version);
}
}
},
async mounted() {
this.getReleases(1);
}
});
</script>
<style lang="scss" scoped>
.changelog {
padding-block: 3rem;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
max-width: 45rem;
width: 100%;
h1 {
font-size: 3rem;
line-height: 1;
margin: 0;
text-align: center;
}
.changelog-entry {
width: 100%;
h2 {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: flex-start;
align-items: flex-end;
margin: 0;
padding-inline: 1rem;
gap: 0.5rem;
}
.date {
color: rgba(0,0,0, 0.6);
font-size: 1rem;
}
hr {
border: 0;
width: calc(100% - 2rem);
border-bottom: 1px solid black;
}
pre {
line-height: 1.2;
margin: 0;
white-space: pre-wrap;
font-family: 'EB Garamond', serif;
padding-inline: 1rem;
}
}
}
</style>
+260
View File
@@ -0,0 +1,260 @@
<template>
<article
class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}"
>
<div class="parchment">
<img src="/img/quests/backgrounds/dirty_paper.png" alt="parchment">
</div>
<div class="stain" v-if="stain">
<img src="/img/quests/overlays/water_stain.png" alt="stain">
</div>
<div class="drink-stain" v-if="drinkStain.exists">
<img src="/img/quests/overlays/drink_stain.png" alt="stain">
</div>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/>
</button>
</div>
<div class="progressWrap">
<span class="progress"></span>
<span class="percentage">{{ progressPercentage }}</span>
</div>
<h3>Rewards</h3>
<div class="rewards">
<span>Gold: <b>{{ missive.goldReward }}</b></span>
<span>Exp: <b>{{ missive.expReward }}</b></span>
</div>
</article>
</template>
<script lang="ts">
import type {Quest} from "@/classes/Quest";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "QuestMissive",
components: {AdventurerComponent},
props: {
missive: {
type: Object as PropType<Quest | any>,
default() {
return {} as Quest;
},
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
},
data: () => {
return {
progressPercentage: "0%",
stain: false,
drinkStain: {
exists: false,
offsetX: "0%",
offsetY: "0%",
},
}
},
methods: {
updateProgress() {
if (this.missive === undefined) return;
const progress = (this.missive.progressPoints / this.missive.maxProgress * 100).toFixed(2);
this.progressPercentage = `${progress}%`;
},
randomNumber(min: number, max: number) {
return Math.random() * (max - min) + min;
},
},
mounted() {
this.updateProgress();
this.stain = Math.random() < 0.35;
this.drinkStain.exists = Math.random() < 0.15;
if (this.drinkStain.exists) {
this.drinkStain.offsetX = `${this.randomNumber(-1, 1) * 100}%`;
this.drinkStain.offsetY = `${this.randomNumber(-1, 1) * 100}%`;
}
},
watch: {
missive: {
handler() {
this.updateProgress();
},
deep: true,
}
}
});
</script>
<style lang="scss" scoped>
.missive {
width: min(100%, 14rem);
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
.parchment {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -5;
overflow: hidden;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
h2 {
font-size: 1.5rem;
line-height: 1;
}
h3 {
font-size: 1.15rem;
margin: 0;
}
.progressWrap {
width: 80%;
border: 1px solid #000;
margin: 0.5rem auto;
position: relative;
height: 1.25rem;
.progress {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: block;
width: v-bind(progressPercentage);
background-color: rgba(0, 128, 0, 0.65);
transition: width 250ms linear;
}
.percentage {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
width: 100%;
}
}
.rewards {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
gap: 1rem;
}
&.done {
cursor: pointer;
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
}
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
position: relative;
}
}
.stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-size: contain;
opacity: 1;
z-index: -4;
img {
width: 100%;
height: 100%;
object-fit: cover;
filter: grayscale(0.8);
}
}
.drink-stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
opacity: 0.45;
z-index: -1;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
img {
width: 45%;
height: 35%;
filter: grayscale(0.8);
transform: translate(v-bind("drinkStain.offsetX"), v-bind("drinkStain.offsetY"));
}
}
}
</style>
+137
View File
@@ -0,0 +1,137 @@
<template>
<section class="upgrades">
<h2>Upgrades</h2>
<div class="upgrade">
<span>Adventurer capacity (level {{ guild.adventurerCapacity.level }})</span>
<small>Increases the maximum amount of recruited adventurers</small>
<button
class="button metal"
v-if="guild.adventurerCapacity.nextLevelCost"
:disabled="guild.gold < guild.adventurerCapacity.nextLevelCost"
@click="upgradeAdventurerCapacity()"
>
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
</button>
</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"
v-if="guild.autoFinishQuestsUpgrade.nextLevelCost"
: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">
<span>Quest exp modifier (level {{ guild.expModifier.level }})</span>
<small>Increases exp from newly offered quests by 10% per level</small>
<button
class="button metal"
v-if="guild.expModifier.nextLevelCost"
:disabled="guild.gold < guild.expModifier.nextLevelCost"
@click="upgradeQuestExpModifier()"
>
Upgrade ({{ formatGold(guild.expModifier.nextLevelCost) }} gold)
</button>
</div>
<div class="upgrade" v-if="guild.level >= guild.goldModifier.guildLevelRequirement">
<span>Quest gold modifier (level {{ guild.goldModifier.level }})</span>
<small>Increases gold from newly offered quests by 10% per level</small>
<button
class="button metal"
v-if="guild.goldModifier.nextLevelCost"
:disabled="guild.gold < guild.goldModifier.nextLevelCost"
@click="upgradeQuestGoldModifier()"
>
Upgrade ({{ formatGold(guild.goldModifier.nextLevelCost) }} gold)
</button>
</div>
</section>
</template>
<script lang="ts">
import {Guild} from "@/classes/Guild";
import {defineComponent, type PropType} from "vue";
import {formatGold} from "@/classes/NumberMagic";
export default defineComponent({
name: "UpgradesList",
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return new Guild(1, 0) as Guild;
},
required: true,
}
},
methods: {
formatGold,
upgradeAdventurerCapacity(): void {
if (!this.guild.adventurerCapacity) return;
if (!this.guild.adventurerCapacity.nextLevelCost) return;
if (this.guild.gold < this.guild.adventurerCapacity.nextLevelCost) return;
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
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 {
if (!this.guild.expModifier) return;
if (!this.guild.expModifier.nextLevelCost) return;
if (this.guild.gold < this.guild.expModifier.nextLevelCost) return;
this.guild.gold -= this.guild.expModifier.nextLevelCost;
this.guild.expModifier.upgrade();
},
upgradeQuestGoldModifier(): void {
if (!this.guild.goldModifier) return;
if (!this.guild.goldModifier.nextLevelCost) return;
if (this.guild.gold < this.guild.goldModifier.nextLevelCost) return;
this.guild.gold -= this.guild.goldModifier.nextLevelCost;
this.guild.goldModifier.upgrade();
},
}
});
</script>
<style lang="scss" scoped>
.upgrades {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
h2 {
font-size: 1.75rem;
margin: 2rem 0 0;
padding: 0;
}
.upgrade {
text-align: center;
font-size: 1.25rem;
font-weight: bold;
display: flex;
flex-direction: column;
width: min(25rem, 100%);
justify-content: center;
align-items: center;
gap: 0.2rem;
small {
font-weight: normal;
line-height: 1;
}
}
}
</style>
+1 -1
View File
@@ -2,7 +2,7 @@ import { createApp } from 'vue'
import App from './App.vue' import App from './App.vue'
import router from './router' import router from './router'
import './assets/main.css' import '@/assets/main.scss'
const app = createApp(App) const app = createApp(App)
+8 -4
View File
@@ -1,5 +1,4 @@
import {createRouter, createWebHashHistory} from 'vue-router' import {createRouter, createWebHashHistory} from 'vue-router'
import HomeView from '../views/HomeView.vue'
const router = createRouter({ const router = createRouter({
history: createWebHashHistory(import.meta.env.BASE_URL), history: createWebHashHistory(import.meta.env.BASE_URL),
@@ -7,17 +6,22 @@ const router = createRouter({
{ {
path: '/', path: '/',
name: 'guild', name: 'guild',
component: HomeView component: () => import('@/views/HomeView.vue')
}, },
{ {
path: '/quests', path: '/quests',
name: 'quests', name: 'quests',
component: () => import('../views/QuestView.vue') component: () => import('@/views/QuestView.vue')
}, },
{ {
path: '/adventurers', path: '/adventurers',
name: 'adventurers', name: 'adventurers',
component: () => import('../views/AdventurerView.vue') component: () => import('@/views/AdventurerView.vue')
},
{
path: '/technical',
name: 'technical',
component: () => import('@/views/TechnicalView.vue')
} }
] ]
}) })
+80 -82
View File
@@ -1,19 +1,26 @@
<template> <template>
<div class="adventurer-section"> <div class="adventurer-section">
<section class="recruit"> <AdventurerDetails
:adventurer="selectedAdventurer"
v-if="selectedAdventurer !== null"
@closeButtonClicked="selectedAdventurer = null"
/>
<section class="recruit panel pinned-paper">
<h1>Applying adventurers</h1> <h1>Applying adventurers</h1>
<div class="adventurers"> <div class="adventurers">
<div v-if="currentlyForHire"> <div v-if="adventurerForHire">
<adventurer-tile class="hire-tile" :adventurer="currentlyForHire"/> <adventurer-tile class="hire-tile" :adventurer="adventurerForHire"/>
<div class="decision"> <div class="decision">
<span <span
title="Hire" title="Hire"
@click="hireAdventurer(currentlyForHire)" @click="hireAdventurer()"
:class="{disabled: Object.keys(adventurers).length >= guild.adventurerCapacity.getAdventurerCapacity()}"
> >
</span> </span>
<span <span
title="Dismiss" :title="Object.keys(adventurers).length > 0 ? 'Dismiss' : ''"
:class="{disabled: Object.keys(adventurers).length <= 0}" :class="{disabled: Object.keys(adventurers).length <= 0}"
@click="dismissAdventurer()" @click="dismissAdventurer()"
> >
@@ -27,10 +34,18 @@
</div> </div>
</section> </section>
<section class="collection"> <section class="collection panel pinned-paper">
<h1>Recruited adventurers</h1> <h1>
Recruited adventurers ({{ Object.keys(adventurers).length }} / {{ guild.adventurerCapacity.getAdventurerCapacity() }})
</h1>
<small>Click an adventurer to see details about them</small>
<div class="adventurers"> <div class="adventurers">
<div class="adventurer-tile" v-for="adventurer in adventurers" :key="adventurer.id"> <div
class="adventurer-tile"
v-for="adventurer in adventurers"
:key="adventurer.id"
@click="selectedAdventurer = adventurer"
>
<AdventurerTile class="entry" :adventurer="adventurer"/> <AdventurerTile class="entry" :adventurer="adventurer"/>
<b>{{ adventurer.name }}</b> <b>{{ adventurer.name }}</b>
</div> </div>
@@ -43,94 +58,53 @@
import type {PropType} from "vue"; import type {PropType} from "vue";
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import AdventurerTile from "@/components/AdventurerTile.vue"; import AdventurerTile from "@/components/AdventurerTile.vue";
import {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {Guild} from "@/classes/Guild";
import AdventurerDetails from "@/components/AdventurerDetails.vue";
export default defineComponent({ export default defineComponent({
name: "RecruitView", name: "RecruitView",
components: {AdventurerTile}, components: {AdventurerDetails, AdventurerTile},
data() { data: () => {
return { return {
currentlyForHire: null as Adventurer | null, currentlyForHire: null as Adventurer | null,
adventurersForHire: [ adventurersForHire: [] as Array<Adventurer>,
new Adventurer("rincewind-diskworld", "Rincewind", "/img/adventurers/rincewind.png", 2, 2), selectedAdventurer: null as Adventurer | null,
new Adventurer("fran-sword-isekai", "Fran", "/img/adventurers/fran.png", 3, 1.5),
new Adventurer("kazuma-konosuba", "Kazuma", "/img/adventurers/kazuma.png", 2, 2),
new Adventurer("rein-beast-tamer", "Rein", "/img/adventurers/rein.png", 2, 2),
new Adventurer("momon-overlord", "Momon", "/img/adventurers/momon.png", 2, 2),
] as Array<Adventurer>,
} }
}, },
props: { props: {
guild: {
type: Object as PropType<Guild>,
default() {
return {} as Guild
},
required: true,
},
adventurers: { adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>, type: Object as PropType<{ [key: string]: Adventurer }>,
default() { default() {
return {}; return {} as { [key: string]: Adventurer };
}, },
required: true,
}, },
lastRecruitTime: { adventurerForHire: {
type: Number as PropType<null|number>, type: Object as PropType<Adventurer | null>,
default() { default() {
return null; return null;
} }
}, },
}, },
methods: { methods: {
getRandomAdventurer(): Adventurer|null { hireAdventurer(): void {
if (this.adventurersForHire.length <= 0) return null; if (Object.keys(this.adventurers).length >= this.guild.adventurerCapacity.getAdventurerCapacity()) return;
const randomId = this.adventurersForHire.length * Math.random() << 0; this.$emit("recruitActionTaken", this.adventurerForHire);
return this.adventurersForHire[randomId];
},
getNewAdventurerForHire(): void {
const adventurer = this.getRandomAdventurer();
if (adventurer === null) {
this.currentlyForHire = null;
return;
}
if (this.adventurers[adventurer.id] != null) {
this.currentlyForHire = null;
return;
}
this.currentlyForHire = adventurer;
window.localStorage.setItem("currentlyForHire", adventurer.id);
},
hireAdventurer(adventurer: Adventurer): void {
this.adventurers[adventurer.id] = adventurer;
this.currentlyForHire = null;
window.localStorage.removeItem("currentlyForHire");
this.$emit("recruitActionTaken", adventurer);
}, },
dismissAdventurer() { dismissAdventurer() {
this.currentlyForHire = null; if (Object.keys(this.adventurers).length <= 0) return;
this.$emit("recruitActionTaken", null); this.$emit("recruitActionTaken", null);
window.localStorage.removeItem("currentlyForHire");
} }
}, },
mounted() { async mounted() {
if (Object.keys(this.adventurers).length <= 0) {
this.currentlyForHire = this.adventurersForHire[0];
window.localStorage.setItem("currentlyForHire", this.adventurersForHire[0].id);
return;
}
const savedCurrentForHire = window.localStorage.getItem("currentlyForHire");
if (savedCurrentForHire !== null) {
for (const id in this.adventurersForHire) {
const adventurer = this.adventurersForHire[id];
if (adventurer.id === savedCurrentForHire) {
this.currentlyForHire = adventurer;
return;
}
}
}
const now = Number(new Date());
if (now - this.lastRecruitTime >= 1000 * 60 * 30 && this.currentlyForHire === null) {
this.getNewAdventurerForHire();
}
}, },
emits: ["recruitActionTaken"] emits: ["recruitActionTaken"]
@@ -140,22 +114,36 @@ export default defineComponent({
<style lang="scss" scoped> <style lang="scss" scoped>
.adventurer-section { .adventurer-section {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
section {
max-width: 1280px;
width: 100%;
text-align: center;
padding-block: 1rem; padding-block: 1rem;
display: flex;
justify-content: center;
align-content: center;
flex-direction: column;
gap: 1rem;
width: 100%;
section {
text-align: center;
padding: 1rem;
width: calc(100% - 2rem);
max-width: 45rem;
margin: 0 auto;
} }
h1 { h1 {
font-size: 2rem; font-size: 2rem;
font-weight: bold; font-weight: bold;
margin: 0; margin: 0;
} }
.collection {
small {
font-size: 1rem;
display: block;
margin-bottom: 0.5rem;
}
}
.adventurers { .adventurers {
display: flex; display: flex;
flex-direction: row; flex-direction: row;
@@ -163,6 +151,7 @@ export default defineComponent({
align-items: center; align-items: center;
flex-wrap: wrap; flex-wrap: wrap;
gap: 1rem; gap: 1rem;
.adventurer-tile { .adventurer-tile {
display: flex; display: flex;
justify-content: center; justify-content: center;
@@ -170,10 +159,13 @@ export default defineComponent({
flex-direction: column; flex-direction: column;
gap: 0.25rem; gap: 0.25rem;
font-size: 1.1rem; font-size: 1.1rem;
cursor: pointer;
.entry { .entry {
height: 7rem; height: 7rem;
width: 7rem; width: 7rem;
} }
b { b {
line-height: 1; line-height: 1;
text-align: center; text-align: center;
@@ -184,6 +176,7 @@ export default defineComponent({
} }
} }
} }
.decision { .decision {
display: flex; display: flex;
flex-direction: row; flex-direction: row;
@@ -191,16 +184,21 @@ export default defineComponent({
align-items: center; align-items: center;
font-size: 2rem; font-size: 2rem;
gap: 1rem; gap: 1rem;
span { span {
cursor: pointer; cursor: pointer;
&:hover { &:hover {
color: #fff; color: #fff;
} }
&.disabled { &.disabled {
color: rgba(0,0,0, 0.5) color: rgba(0, 0, 0, 0.5);
cursor: default;
} }
} }
} }
.hire-tile { .hire-tile {
width: 8rem; width: 8rem;
height: 8rem; height: 8rem;
+40 -25
View File
@@ -1,36 +1,56 @@
<template> <template>
<main> <main>
<section class="title"> <section class="title panel note-paper">
<h1>Guild Master</h1> <h1>Guild Master</h1>
<h3>Adventurer's guild management game</h3> <h3>Adventurer's guild management game</h3>
<small>v{{ version }}</small> <small>v{{ version }}</small>
</section> </section>
<section class="upgrades panel pinned-paper">
<div class="nail top-left">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<section class="coffer"> <section class="coffer">
<p>Coffer: {{guild.gold}} gold</p> <p>Coffer: {{ formatGold(guild.gold) }} gold</p>
</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" @click="guild.upgrade()"> <button
<span>Upgrade guild level</span><br> class="button metal"
:disabled="guild.upgradeCost ? guild.gold < guild.upgradeCost : true"
@click="guild.upgrade()"
>
<span>Upgrade guild level </span>
<span>({{ guild.displayUpgradeCost }})</span> <span>({{ guild.displayUpgradeCost }})</span>
</button> </button>
</section> </section>
<section class="upgrade">
<UpgradesList :guild="guild"/>
</section>
<section class="upgrade"> <section class="upgrade">
<span class="wipe-save" @click="$emit('wipeSave')">Wipe your save data</span> <span class="wipe-save" @click="$emit('wipeSave')">Wipe your save data</span>
</section> </section>
</section>
</main> </main>
</template> </template>
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import type {PropType} from "vue"; import type {PropType} from "vue";
import type {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {version} from "../../package.json" import {version} from "../../package.json"
import UpgradesList from "@/components/UpgradesList.vue";
import {formatGold} from "@/classes/NumberMagic";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
data() { methods: {formatGold},
components: {UpgradesList},
data: () => {
return { return {
version: version, version: version,
} }
@@ -38,46 +58,40 @@ export default defineComponent({
props: { props: {
guild: { guild: {
type: Object as PropType<Guild>, type: Object as PropType<Guild>,
default: () => new Guild(1, 0) as Guild,
required: true,
}, },
} }
}); });
</script> </script>
<style lang="scss"> <style lang="scss">
.title { main {
display: flex; display: flex;
flex-direction: column; flex-direction: column;
justify-content: center; justify-content: center;
align-items: center; align-items: center;
padding: 2.5rem; padding-block: 1rem;
text-align: center; gap: 1rem;
gap: 0.5rem; .upgrades {
h1 { max-width: 45rem;
font-size: 4rem; width: 100%;
line-height: 0.75; }
}
margin: 0;
}
h3 {
margin: 0;
line-height: 0.9;
}
small {
font-size: 0.9rem;
font-weight: bold;
line-height: 0.25;
}
}
.coffer { .coffer {
text-align: center; text-align: center;
p { p {
font-size: 1.5rem; font-size: 1.5rem;
font-weight: bold; font-weight: bold;
} }
} }
.upgrade { .upgrade {
text-align: center; text-align: center;
.wipe-save { .wipe-save {
display: inline-flex; display: inline-flex;
font-weight: bold; font-weight: bold;
@@ -85,6 +99,7 @@ export default defineComponent({
color: #d52121; color: #d52121;
cursor: pointer; cursor: pointer;
} }
p { p {
margin: 0; margin: 0;
font-size: 1.5rem; font-size: 1.5rem;
+67 -285
View File
@@ -1,278 +1,90 @@
<template> <template>
<section>
<div class="guild" v-if="guild.level >= 7 && Object.keys(quests.S).length > 0"> <div class="guild" v-if="guild.level >= 7 && Object.keys(quests.S).length > 0">
<h1>Rank S Quests</h1> <h1>Rank S Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.S"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.S" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 6 && Object.keys(quests.A).length > 0"> <div class="guild" v-if="guild.level >= 6 && Object.keys(quests.A).length > 0">
<h1>Rank A Quests</h1> <h1>Rank A Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.A"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.A" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 5 && Object.keys(quests.B).length > 0"> <div class="guild" v-if="guild.level >= 5 && Object.keys(quests.B).length > 0">
<h1>Rank B Quests</h1> <h1>Rank B Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.B"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.B" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 4 && Object.keys(quests.C).length > 0"> <div class="guild" v-if="guild.level >= 4 && Object.keys(quests.C).length > 0">
<h1>Rank C Quests</h1> <h1>Rank C Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.C"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.C" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 3 && Object.keys(quests.D).length > 0"> <div class="guild" v-if="guild.level >= 3 && Object.keys(quests.D).length > 0">
<h1>Rank D Quests</h1> <h1>Rank D Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.D"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.D" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest((missive))"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild" v-if="guild.level >= 2 && Object.keys(quests.E).length > 0"> <div class="guild" v-if="guild.level >= 2 && Object.keys(quests.E).length > 0">
<h1>Rank E Quests</h1> <h1>Rank E Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.E"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.E" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
<div class="guild"> <div class="guild" v-if="Object.keys(quests.F).length > 0">
<h1>Rank F Quests</h1> <h1>Rank F Quests</h1>
<section class="missives"> <section class="missives">
<div <QuestMissive
class="missive" v-for="(missive, key, index) in quests.F"
:class="{done: missive.maxProgress <= missive.progressPoints}" :key="key"
v-for="missive in quests.F" :adventurers="adventurers"
:key="missive.id" :missive="missive"
@click="() => { @click="finalizeQuest(missive)"
if (missive.progressPoints < missive.maxProgress) return;
$emit('finalizeQuest', missive)
}"
>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/> />
</button>
</div>
<progress :max="missive.maxProgress" :value="missive.progressPoints"></progress>
</div>
</section> </section>
</div> </div>
</section>
</template> </template>
<script lang="ts"> <script lang="ts">
@@ -280,38 +92,49 @@ 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";
import type {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import QuestMissive from "@/components/QuestMissive.vue";
export default defineComponent({ export default defineComponent({
name: "QuestView", name: "QuestView",
components: {AdventurerComponent}, components: {QuestMissive, AdventurerComponent},
props: { props: {
guild: { guild: {
type: Object as PropType<Guild>, type: Object as PropType<Guild>,
default() {
return new Guild(1, 0);
},
required: true,
}, },
adventurers: { adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>, type: Object as PropType<{ [key: string]: Adventurer }>,
default() { default() {
return {}; return {} as { [key: string]: Adventurer };
}, },
required: true,
}, },
quests: { quests: {
type: Object as PropType<{ [key: string]: Quest }>, type: Object as PropType<{ [key: string]: Quest }>,
default() { default() {
return {}; return {} as { [key: string]: Quest };
}, },
required: true,
}, },
lastRecruitTime: { lastRecruitTime: {
type: Number as PropType<null|number>, type: Number as PropType<number>,
default() { default() {
return null; return 0;
} }
}, },
}, },
data() {
return {};
},
emits: ['finalizeQuest', 'wipeSave', 'recruitActionTaken'], emits: ['finalizeQuest', 'wipeSave', 'recruitActionTaken'],
methods: {
// This is a workaround for vue not reporting Quest as Quest in v-for
finalizeQuest(quest: any | Quest): void {
if (quest.progressPoints < quest.maxProgress) return;
this.$emit('finalizeQuest', quest)
},
}
}) })
</script> </script>
@@ -326,6 +149,7 @@ export default defineComponent({
h1 { h1 {
font-size: 3rem; font-size: 3rem;
text-align: center;
} }
.missives { .missives {
@@ -334,51 +158,9 @@ export default defineComponent({
flex-wrap: wrap; flex-wrap: wrap;
width: calc(100% - 2rem); width: calc(100% - 2rem);
justify-content: center; justify-content: center;
align-items: center; align-items: stretch;
padding-inline: 1rem; padding-inline: 1rem;
gap: 1rem; gap: 1rem;
.missive {
width: min(100%, 14rem);
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
background-color: rgba(255, 255, 255, 0.2);
&.done {
cursor: pointer;
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
}
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
position: relative;
}
}
}
} }
} }
</style> </style>
+89
View File
@@ -0,0 +1,89 @@
<template>
<section class="technical-view">
<div class="socials panel pinned-paper">
<div class="nail top-left small">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right small">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<h1>Socials</h1>
<div class="links">
<a class="link" href="https://discord.gg/j8KK5dGBps">
<img class="icon" src="/img/icons/discord.svg" alt="Discord"/>
Discord
</a>
<a class="link" href="https://github.com/YouHaveTrouble/GuildMaster">
<img class="icon" src="/img/icons/github.svg" alt="GitHub"/>
GitHub
</a>
</div>
</div>
<ChangelogComponent/>
</section>
</template>
<script lang="ts">
import {defineComponent} from "vue";
import ChangelogComponent from "@/components/ChangelogComponent.vue";
export default defineComponent({
name: "TechnicalView",
components: {ChangelogComponent},
})
</script>
<style lang="scss" scoped>
.technical-view {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
padding-block: 1rem;
h1 {
font-size: 3rem;
line-height: 1;
margin: 0;
}
.socials {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
padding: 1rem;
.links {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
gap: 1rem;
.link {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
gap: 0.05rem;
text-decoration: underline;
font-size: 1.5rem;
color: #000;
font-weight: bold;
}
}
}
.icon {
width: 2rem;
height: 2rem;
}
}
</style>
+1 -1
View File
@@ -1,5 +1,5 @@
{ {
"extends": "@vue/tsconfig/tsconfig.node.json", "extends": "@vue/tsconfig/tsconfig.json",
"include": ["vite.config.*", "vitest.config.*", "cypress.config.*", "playwright.config.*"], "include": ["vite.config.*", "vitest.config.*", "cypress.config.*", "playwright.config.*"],
"compilerOptions": { "compilerOptions": {
"composite": true, "composite": true,
+1 -1
View File
@@ -1,5 +1,5 @@
{ {
"extends": "@vue/tsconfig/tsconfig.web.json", "extends": "@vue/tsconfig/tsconfig.json",
"include": ["env.d.ts", "src/**/*", "src/**/*.vue"], "include": ["env.d.ts", "src/**/*", "src/**/*.vue"],
"compilerOptions": { "compilerOptions": {
"baseUrl": ".", "baseUrl": ".",
+1 -1
View File
@@ -11,5 +11,5 @@ export default defineConfig({
'@': fileURLToPath(new URL('./src', import.meta.url)) '@': fileURLToPath(new URL('./src', import.meta.url))
} }
}, },
base: "/GuildMaster/" base: "/"
}) })