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30 Commits

Author SHA1 Message Date
YouHaveTrouble 4ed35ad807 there are 4 ticks per second, so 0.25 per second base gives 1 point per second. this is to simplify game balance calculations 2025-06-18 19:37:41 +02:00
YouHaveTrouble 89d8396c2a normalize quest completion check 2025-06-18 19:36:55 +02:00
YouHaveTrouble aa33c5b9e0 display correct percentage quest completion again 2025-06-18 19:36:34 +02:00
YouHaveTrouble b18e844ed1 simplify percent progress calculation 2025-06-18 19:35:47 +02:00
YouHaveTrouble d7728bd36b quests need an id 2025-06-18 19:35:15 +02:00
YouHaveTrouble 9a2900c50e only tick one phase at the time 2025-06-18 19:34:54 +02:00
YouHaveTrouble 3972c433bd drop all saved quests if they don't have phases 2025-06-18 19:34:42 +02:00
YouHaveTrouble e321263459 fix creating missives 2025-06-18 15:52:00 +02:00
YouHaveTrouble c836eb4632 switch quest logic to work with phase system 2025-06-16 20:26:05 +02:00
YouHaveTrouble 96eb036a8e somewhat closer to the final product quest phase system 2025-06-15 18:12:41 +02:00
YouHaveTrouble 5274835279 rough draft for quest phase system 2025-06-14 21:34:57 +02:00
YouHaveTrouble b3a0d51ef8 don't let player dismiss adventurers before they hire at least one 2025-06-03 07:46:17 +02:00
YouHaveTrouble d625fa7eee fix infinite loading screen on new save file 2025-06-03 07:43:31 +02:00
YouHaveTrouble 463fc90c9a make text in changelogs selectable 2025-06-03 00:07:30 +02:00
YouHaveTrouble 7da3e91af2 bump version 2025-06-02 23:38:23 +02:00
YouHaveTrouble 03c16126da fix hire button ignoring adventurer cap 2025-06-02 23:37:28 +02:00
YouHaveTrouble d221e8f8f7 better mobile view for changelogs 2025-06-02 23:07:14 +02:00
YouHaveTrouble 28e9df8251 make button not overflow 2025-06-02 23:05:09 +02:00
YouHaveTrouble 2ce333fd63 adjust scaling of instant adventurer recruitment cost 2025-06-02 23:00:57 +02:00
YouHaveTrouble c0b51e8362 drastically improve applying adventurers interface section 2025-06-02 22:16:24 +02:00
YouHaveTrouble 6cc8304018 add a button that instantly finds new recruit 2025-06-02 20:55:03 +02:00
YouHaveTrouble 49baa613bd fix saving recruitment cap upgrade 2025-06-02 20:54:46 +02:00
YouHaveTrouble ae65ff9d51 make sure adventurers for hire don't duplicate on arrival 2025-06-02 20:54:09 +02:00
YouHaveTrouble 4de7ac97d1 bump version 2025-06-02 18:15:55 +02:00
YouHaveTrouble 6e9dc1ada1 ts-ignore the package.json version import 2025-05-31 20:11:39 +02:00
YouHaveTrouble 3368755a31 don't immediately find new recruit after dismissing one with all slots full 2025-05-31 20:10:30 +02:00
YouHaveTrouble a821094513 finish up base recruitment system 2025-05-31 19:53:31 +02:00
YouHaveTrouble 2cb9221da1 allowed more than 1 recruit to show up 2025-05-28 19:52:28 +02:00
YouHaveTrouble 85ed1224c0 update news message 2025-05-28 17:44:56 +02:00
YouHaveTrouble 0d87376270 move quests to a single file 2025-05-12 16:20:03 +02:00
27 changed files with 828 additions and 292 deletions
+1 -1
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@@ -1 +1 @@
I'm working on it... This is alpha version. Saves can lose data across updates.
+1 -1
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@@ -1,6 +1,6 @@
{ {
"name": "adventurers-guild", "name": "adventurers-guild",
"version": "0.14.2", "version": "0.15.4",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",
+106
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@@ -0,0 +1,106 @@
{
"ranks": {
"A": [
{
"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."
}
],
"B": [
{
"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."
}
],
"C": [
{
"title": "Scratchy, the butcher",
"text": "Scratchy turned evil and is terrorizing its victims. Put a stop to it!"
},
{
"title": "Hobgnoblin subjugation",
"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!"
}
],
"D": [
{
"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."
}
],
"E": [
{
"title": "Gnoblin subjugation",
"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."
}
],
"F": [
{
"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."
}
],
"S": [
{
"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."
}
]
}
}
-14
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@@ -1,14 +0,0 @@
[
{
"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."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"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."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"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!"
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"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."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"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."
}
]
-18
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@@ -1,18 +0,0 @@
[
{
"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."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"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."
}
]
+127 -52
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@@ -1,5 +1,6 @@
<script setup lang="ts"> <script setup lang="ts">
import {RouterLink, RouterView} from 'vue-router' import {RouterLink, RouterView} from 'vue-router'
// @ts-ignore
import {version} from "@/../package.json"; import {version} from "@/../package.json";
</script> </script>
@@ -48,17 +49,24 @@ import {version} from "@/../package.json";
:guild="guild" :guild="guild"
:adventurers="adventurers" :adventurers="adventurers"
:quests="missives" :quests="missives"
:adventurerForHire="adventurerForHire" :adventurersForHire="adventurersForHire"
:news="news" :news="news"
@finalizeQuest="finalizeQuest($event)" @finalizeQuest="finalizeQuest($event)"
@recruitActionTaken="recruitAction($event)" @hireAdventurer="recruitAdventurer($event)"
@dismissAdventurer="dismissRecruit($event)"
@findNewRecruit="() => {
const newAdventurerForHire = getNewAdventurerForHire(Object.values(adventurersDatabase), Object.values(adventurers));
if (newAdventurerForHire === null) return;
adventurersForHire[newAdventurerForHire.id] = newAdventurerForHire;
setNextRecruitArrival(new Date().getTime())
}"
/> />
</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 {getQuestWithRewards, Quest} from "@/classes/Quest"; import {getQuestWithRewards, Quest} from "@/classes/quests/Quest";
import {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {getFromString, QuestRank} from "@/classes/QuestRank"; import {getFromString, QuestRank} from "@/classes/QuestRank";
import { import {
@@ -75,6 +83,9 @@ import {getNewAdventurerForHire} from "@/classes/Recruitment";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade"; import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade"; import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade"; import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
import RecruitmentCapacityUpgrade from "@/classes/guildUpgrades/RecruitmentCapacityUpgrade";
import QuestPhase from "@/classes/quests/QuestPhase";
import {PhaseType} from "@/classes/quests/QuestPhaseType";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildView",
@@ -94,67 +105,81 @@ export default defineComponent({
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 }, } as { [key: string]: null | number },
lastRecruitHandled: null as null | number, adventurersForHire: {} as { [key: string]: Adventurer },
adventurerForHire: null as Adventurer | null, adventurersDatabase: {} as { [key: string]: Adventurer },
adventurersDatabase: {} as Array<Adventurer>,
allAdventurers: {} as { [key: string]: Adventurer }, allAdventurers: {} as { [key: string]: Adventurer },
adventurers: {} as { [key: string]: Adventurer }, adventurers: {} as { [key: string]: Adventurer },
quests: {} as { [key: string]: { [key: string]: Quest } }, quests: {} as { [key: string]: { [key: string]: Quest } },
missives: [] as Array<Quest>, missives: [] as Array<Quest>,
nextRecruitArrival: new Date() as Date,
tickCounter: 0 as number,
}), }),
computed: {
recruitmentSlotsFull(): boolean {
return Object.keys(this.adventurersForHire).length >= this.guild.recruitmentCapacity.getRecruitmentCapacity();
},
},
methods: { methods: {
async updateMissives() { async updateMissives() {
for (const missive of this.missives) { for (const missive of this.missives) {
if (missive.adventurers.length < missive.maxAdventurers) { if (missive.adventurers.length < missive.maxAdventurers) {
missive.progressPoints = 0; missive.phases.forEach(phase => {
phase.points = 0;
});
continue; continue;
} }
for (const adventurerId in missive.adventurers) { for (const phase of missive.phases) {
const adventurer = missive.adventurers[adventurerId]; if (phase.completed()) continue;
const attack = adventurer.getAttack(); phase.tick(missive.adventurers);
adventurer.busy = true; break;
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
} }
if ( if (
missive.progressPoints >= missive.maxProgress missive.isCompleted()
&& this.guild.autoFinishQuestsUpgrade.getRanksToAutoFinishQuestsIn().includes(missive.rank) && this.guild.autoFinishQuestsUpgrade.getRanksToAutoFinishQuestsIn().includes(missive.rank)
) { ) {
this.finalizeQuest(missive); this.finalizeQuest(missive);
} }
} }
}, },
async checkForNewRecruit(currentTimestamp: number) { async checkForNewRecruit(currentTimestamp: number, cooldownModifier: number = 1) {
const recruitCapacity = this.guild.recruitmentCapacity.getRecruitmentCapacity();
if (this.lastRecruitHandled == null) { if (Object.keys(this.adventurersForHire).length >= recruitCapacity) return;
this.lastRecruitHandled = 0;
} const deltaTime = this.nextRecruitArrival.getTime() - currentTimestamp;
if (deltaTime > 0) return; // not yet time for a new recruit
if (Object.keys(this.adventurers).length <= 0) { if (Object.keys(this.adventurers).length <= 0) {
this.adventurerForHire = this.adventurersDatabase[0]; const firstAdventurer = this.adventurersDatabase["aldek"];
this.adventurersForHire[firstAdventurer.id] = firstAdventurer;
this.setNextRecruitArrival(currentTimestamp, cooldownModifier)
return;
} }
if (currentTimestamp - this.lastRecruitHandled >= 1000 * 60 * 30 && this.adventurerForHire == null) { const newAdventurerForHire = getNewAdventurerForHire(Object.values(this.adventurersDatabase), Object.values(this.adventurers));
this.adventurerForHire = getNewAdventurerForHire(this.adventurersDatabase); if (newAdventurerForHire === null) return;
} this.adventurersForHire[newAdventurerForHire.id] = newAdventurerForHire;
this.setNextRecruitArrival(currentTimestamp, cooldownModifier)
}, },
recruitAction(adventurer: Adventurer | null): void { setNextRecruitArrival(currentTimestamp: number, cooldownModifier: number = 1): void {
this.lastRecruitHandled = Number(new Date()); const timerValue = ((5 + (Math.random() * 15)) * 60 * 1000) * cooldownModifier;
this.adventurerForHire = null; this.nextRecruitArrival = new Date(currentTimestamp + timerValue);
if (adventurer === null) return; },
recruitAdventurer(adventurer: Adventurer): void {
if (adventurer == null) return;
if (this.recruitmentSlotsFull) this.setNextRecruitArrival(new Date().getTime())
this.adventurers[adventurer.id] = adventurer; this.adventurers[adventurer.id] = adventurer;
for (const id in this.adventurersDatabase) { delete this.adventurersForHire[adventurer.id];
const databaseAdventurer = this.adventurersDatabase[id]; delete this.adventurersDatabase[adventurer.id];
if (databaseAdventurer.id === adventurer.id) { },
this.adventurersDatabase.splice(Number(id), 1); dismissRecruit(adventurer: Adventurer): void {
break; if (adventurer == null) return;
} if (this.recruitmentSlotsFull) this.setNextRecruitArrival(new Date().getTime())
} if (this.adventurersForHire[adventurer.id] == null) return;
delete this.adventurersForHire[adventurer.id];
}, },
finalizeQuest(missive: Quest) { finalizeQuest(missive: Quest) {
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];
@@ -176,7 +201,7 @@ export default defineComponent({
return getQuestWithRewards(questsForRank[randomIdString], this.guild.expModifier.getModifier(), this.guild.goldModifier.getModifier()); return getQuestWithRewards(questsForRank[randomIdString], this.guild.expModifier.getModifier(), this.guild.goldModifier.getModifier());
}, },
createMissive(questToAdd: Quest) { createMissive(questToAdd: Quest) {
const quest = JSON.parse(JSON.stringify(questToAdd)); const quest = Quest.deserialize(questToAdd.serialize());
quest.id = Math.random().toString(16).slice(2).toString(); quest.id = Math.random().toString(16).slice(2).toString();
this.missives.push(quest); this.missives.push(quest);
}, },
@@ -190,6 +215,9 @@ export default defineComponent({
if (saveData.guild.adventurerCapacity) { if (saveData.guild.adventurerCapacity) {
guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level); guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level);
} }
if (saveData.guild.recruitmentCapacity) {
guildUpgrades.recruitmentCapacity = new RecruitmentCapacityUpgrade(saveData.guild.recruitmentCapacity.level);
}
if (saveData.guild.expModifier) { if (saveData.guild.expModifier) {
guildUpgrades.expModifier = new QuestExpUpgrade(saveData.guild.expModifier.level); guildUpgrades.expModifier = new QuestExpUpgrade(saveData.guild.expModifier.level);
} }
@@ -230,9 +258,28 @@ export default defineComponent({
if (Array.isArray(saveData.missives)) { if (Array.isArray(saveData.missives)) {
for (const data of saveData.missives) { for (const data of saveData.missives) {
const quest = new Quest(data.id, getFromString(data.rank), data.title, data.text, data.maxProgress, data.expReward, data.goldReward); const phases: Array<QuestPhase> = [];
quest.progressPoints = data.progressPoints; if (Array.isArray(data.phases) && data.phases.length > 0) {
if (data.adventurers.length > 0) { for (const phaseData of data.phases) {
const types: Array<PhaseType> = [];
if (Array.isArray(phaseData.types)) {
for (const type of phaseData.types) {
try {
const phaseType = PhaseType[type as keyof typeof PhaseType];
types.push(phaseType);
} catch (e) {
console.error("Error creating phase type", e);
}
}
}
const phase = new QuestPhase(types, phaseData.maxPoints, phaseData.points);
phases.push(phase);
}
} else {
continue; // skip this missive if it has no phases
}
const quest = new Quest(data.id, getFromString(data.rank), data.title, data.text, phases, data.expReward, data.goldReward);
if (Array.isArray(data?.adventurers)) {
for (const adventurer of data.adventurers) { for (const adventurer of data.adventurers) {
const adventurerId = adventurer.id; const adventurerId = adventurer.id;
if (this.adventurers[adventurerId] == null) continue; if (this.adventurers[adventurerId] == null) continue;
@@ -243,17 +290,33 @@ export default defineComponent({
} }
} }
this.lastRecruitHandled = saveData.lastRecruitAction ?? 0; this.nextRecruitArrival = saveData.nextRecruitArrival ? new Date(saveData.nextRecruitArrival) : new Date();
if (saveData.adventurerForHireId != null) { const recruits = {} as { [key: string]: Adventurer };
for (const id in this.adventurersDatabase) {
const adventurer = this.adventurersDatabase[id]; for (const id in saveData.adventurersForHire) {
if (adventurer.id === saveData.adventurerForHireId) { const data = saveData.adventurersForHire[id];
this.adventurerForHire = adventurer; let portrait: string = "";
return;
} const adventurer = this.allAdventurers[data.id];
if (adventurer) {
portrait = adventurer.portrait;
}
try {
recruits[data.id] = new Adventurer(
data.id,
data.name,
portrait,
data.attackExponent ?? 1.1,
data.level ?? 1,
data.exp ?? 0,
data.prestige ?? 0,
);
} catch (e) {
} }
} }
this.adventurersForHire = recruits;
}, },
async updateNews() { async updateNews() {
const result = await fetch("https://raw.githubusercontent.com/YouHaveTrouble/GuildMaster/master/news.txt").catch(() => { const result = await fetch("https://raw.githubusercontent.com/YouHaveTrouble/GuildMaster/master/news.txt").catch(() => {
@@ -287,7 +350,7 @@ export default defineComponent({
}); });
this.quests = promises[0] as { [key: string]: { [key: string]: Quest } }; this.quests = promises[0] as { [key: string]: { [key: string]: Quest } };
this.adventurersDatabase = promises[1] as Array<Adventurer>; this.adventurersDatabase = promises[1] as { [key: string]: Adventurer };
for (const adventurerId in this.adventurersDatabase) { for (const adventurerId in this.adventurersDatabase) {
const adventurer = this.adventurersDatabase[adventurerId]; const adventurer = this.adventurersDatabase[adventurerId];
this.allAdventurers[adventurer.id] = new Adventurer(adventurer.id, adventurer.name, adventurer.portrait, adventurer.attackExponent, adventurer.level, adventurer.exp, adventurer.prestige); this.allAdventurers[adventurer.id] = new Adventurer(adventurer.id, adventurer.name, adventurer.portrait, adventurer.attackExponent, adventurer.level, adventurer.exp, adventurer.prestige);
@@ -297,6 +360,17 @@ export default defineComponent({
this.loadGame(); this.loadGame();
this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers); this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers);
if (Object.keys(this.adventurers).length > 0 && Object.keys(this.adventurersForHire).length < this.guild.recruitmentCapacity.getRecruitmentCapacity()) {
// check if more time passed than next recruit arrival and simulate next recruit arrivals up to now
const now = new Date();
if (this.nextRecruitArrival.getTime() < now.getTime()) {
const slotsLeft = this.guild.recruitmentCapacity.getRecruitmentCapacity() - Object.keys(this.adventurersForHire).length;
for (let i = 0; i < slotsLeft; i++) {
await this.checkForNewRecruit(this.nextRecruitArrival.getTime());
}
}
}
// Wait a second to make sure at least most images load in behind the loader // Wait a second to make sure at least most images load in behind the loader
setTimeout(() => { setTimeout(() => {
this.loading = false; this.loading = false;
@@ -308,17 +382,18 @@ export default defineComponent({
guild: this.guild, guild: this.guild,
missives: this.missives, missives: this.missives,
lastQuestGot: this.lastQuestGot, lastQuestGot: this.lastQuestGot,
lastRecruitAction: this.lastRecruitHandled, adventurersForHire: this.adventurersForHire ?? null,
adventurerForHireId: this.adventurerForHire?.id ?? null, nextRecruitArrival: this.nextRecruitArrival,
})); }));
}, 10 * 1000)); }, 10 * 1000));
this.gameTickTask = Number(setInterval(() => { this.gameTickTask = Number(setInterval(() => {
this.tickCounter++;
this.updateMissives(); this.updateMissives();
const now = Number(new Date()); const now = Number(new Date());
this.checkForNewRecruit(now); if (this.tickCounter % 8 === 0) 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)];
+83 -33
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@@ -1,25 +1,30 @@
import {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import {Adventurer} from "@/classes/Adventurer"; import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest"; import {Quest} from "@/classes/quests/Quest";
import {getFromString, QuestRank} from "@/classes/QuestRank"; import {getFromString, QuestRank} from "@/classes/QuestRank";
import QuestPhase from "@/classes/quests/QuestPhase";
import {PhaseType} from "@/classes/quests/QuestPhaseType";
export class GameData { export class GameData {
guild: Guild; guild: Guild;
adventurers: { [key: string]: Adventurer }; adventurers: { [key: string]: Adventurer };
missives: Array<Quest>; missives: Array<Quest>;
lastQuestGot: { [key: string]: null | number }; lastQuestGot: { [key: string]: null | number };
lastRecruitAction: null | number; adventurersForHire: {[key: string]: Adventurer};
adventurerForHireId: string | null; nextRecruitArrival: Date;
constructor( constructor(
data: any, data: any,
) { ) {
this.guild = data.guild ?? new Guild(1, 0); this.guild = data.guild ?? new Guild(1, 0);
this.adventurers = data.adventurers ?? {} as { [key: string]: Adventurer }; this.adventurers = data.adventurers ?? {};
this.missives = data.missives ?? [] as Array<Quest>; this.missives = data.missives ?? [] as Array<Quest>;
this.lastQuestGot = data.lastQuestGot ?? {} as { [key: string]: null | number }; this.lastQuestGot = data.lastQuestGot ?? {};
this.lastRecruitAction = data.lastRecruitAction ?? null; this.adventurersForHire = data.adventurersForHire ?? {};
this.adventurerForHireId = data.adventurerForHireId ?? null; this.nextRecruitArrival = data.nextRecruitArrival ? new Date(data.nextRecruitArrival) : new Date();
if (isNaN(this.nextRecruitArrival.getTime())) {
this.nextRecruitArrival = new Date();
}
} }
} }
@@ -39,13 +44,20 @@ export function saveGame(
adventurers[adventurerId] = adventurer; adventurers[adventurerId] = adventurer;
} }
const adventurersForHire = {} as { [key: string]: any };
for (const adventurerId in data.adventurersForHire) {
const adventurer: {[key: string]: any} = JSON.parse(JSON.stringify(data.adventurersForHire[adventurerId]));
delete adventurer.portrait;
adventurersForHire[adventurerId] = adventurer;
}
window.localStorage.setItem("savedGame", JSON.stringify({ window.localStorage.setItem("savedGame", JSON.stringify({
guild: data.guild, guild: data.guild,
adventurers: adventurers, adventurers: adventurers,
missives: data.missives, missives: data.missives,
lastQuestGot: data.lastQuestGot, lastQuestGot: data.lastQuestGot,
lastRecruitAction: data.lastRecruitAction, adventurersForHire: adventurersForHire,
adventurerForHireId: data.adventurerForHireId, nextRecruitArrival: data.nextRecruitArrival.getTime(),
})); }));
} }
@@ -68,64 +80,102 @@ export async function loadAvailableQuests(): Promise<{ [key: string]: { [key: st
F: {} as { [key: string]: Quest }, F: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } }; } as { [key: string]: { [key: string]: Quest } };
for (const rank in quests) { const questsResponse = await fetch(`data/quests.json`);
const response = await fetch(`data/quests/Rank${rank}.json`);
if (response.status !== 200) { if (questsResponse.status !== 200) {
console.error("Failed to load quests"); console.error("Failed to load quests");
alert("Failed to load quests. Please try refreshing the page."); alert("Failed to load quests. Please try refreshing the page.");
return quests; return quests;
} }
const questData = await response.json();
let id = 0; const questsData = await questsResponse.json();
for (const quest of questData) {
id++; for (const rank of Object.keys(questsData.ranks)) {
quests[rank.toString()][id] = new Quest( const questRank = getFromString(rank as keyof typeof QuestRank);
id.toString(), if (!questRank) {
getFromString(rank as QuestRank), console.error(`Invalid quest rank: ${rank}`);
continue;
}
const questRankData = questsData.ranks[questRank];
for (const quest of questRankData) {
const id = hash(JSON.stringify(quest));
const phases = [] as Array<QuestPhase>;
if (Array.isArray(quest?.phases)) {
for (const phase of quest.phases) {
const phaseTypes: PhaseType[] = [];
if (Array.isArray(phase?.types)) {
for (const type of phase.types) {
const phaseType = PhaseType[type as keyof typeof PhaseType];
if (!phaseType) {
console.error(`Invalid phase type: ${type}`);
continue;
}
phaseTypes.push(phaseType);
}
}
phases.push(new QuestPhase(
phaseTypes,
phase.maxPoints,
0,
));
}
}
quests[questRank][id] = new Quest(
id,
questRank,
quest.title, quest.title,
quest.text, quest.text,
1, phases,
0,
0
); );
} }
} }
return quests; return quests;
} }
export async function loadAdventurersForHire(): Promise<Array<Adventurer>> { export async function loadAdventurersForHire(): Promise<{[key: string]: Adventurer}> {
const response = await fetch("data/adventurers.json"); const response = await fetch("data/adventurers.json");
if (response.status !== 200) { if (response.status !== 200) {
console.error("Failed to load adventurers"); console.error("Failed to load adventurers");
alert("Failed to load adventurers. Please try refreshing the page."); alert("Failed to load adventurers. Please try refreshing the page.");
return []; return {};
} }
const adventurerData = await response.json(); const adventurerData = await response.json();
const adventurers: Array<Adventurer> = []; const adventurers: {[key: string]: Adventurer} = {};
for (const adventurer of adventurerData) { for (const adventurer of adventurerData) {
adventurers.push(new Adventurer( const loadedAdventurer = new Adventurer(
adventurer.id, adventurer.id,
adventurer.name, adventurer.name,
adventurer.portrait, adventurer.portrait,
adventurer.attackExponent, adventurer.attackExponent,
adventurer.level, adventurer.level,
adventurer.exp, adventurer.exp,
)); )
adventurers[loadedAdventurer.id] = loadedAdventurer;
} }
return adventurers; return adventurers;
} }
export function removeAlreadyHiredAdventurers( export function removeAlreadyHiredAdventurers(
adventurers: Array<Adventurer>, adventurers: { [key: string]: Adventurer },
adventurersHired: { [key: string]: Adventurer } adventurersHired: { [key: string]: Adventurer }
): Array<Adventurer> { ): { [key: string]: Adventurer } {
const adventurersForHire: Array<Adventurer> = []; const adventurersForHire: { [key: string]: Adventurer } = {};
for (const adventurer of adventurers) { for (const adventurer of Object.values(adventurers)) {
if (adventurersHired[adventurer.id]) continue; if (adventurersHired[adventurer.id]) continue;
adventurersForHire.push(adventurer); adventurersForHire[adventurer.id] = adventurer;
} }
return adventurersForHire; return adventurersForHire;
} }
function hash(str: string): string {
let hash = 5381;
for (let i = 0; i < str.length; i++) {
hash = (hash * 33) ^ str.charCodeAt(i);
}
return (hash >>> 0).toString(16);
}
+3 -1
View File
@@ -4,6 +4,7 @@ import {formatGold} from "@/classes/NumberMagic";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade"; import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade"; import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade"; import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
import RecruitmentCapacityUpgrade from "@/classes/guildUpgrades/RecruitmentCapacityUpgrade";
const MAX_LEVEL: number = 8; const MAX_LEVEL: number = 8;
@@ -16,6 +17,7 @@ export class Guild {
expModifier: QuestExpUpgrade; expModifier: QuestExpUpgrade;
goldModifier: QuestGoldUpgrade; goldModifier: QuestGoldUpgrade;
autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade; autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
recruitmentCapacity: RecruitmentCapacityUpgrade;
constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) { constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold; this.gold = gold;
@@ -28,7 +30,7 @@ export class Guild {
this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade(); this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade();
this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade(); this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade();
this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade(); this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade();
this.recruitmentCapacity = upgrades.recruitmentCapacity as RecruitmentCapacityUpgrade ?? new RecruitmentCapacityUpgrade();
} }
upgrade(): void { upgrade(): void {
+5 -1
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@@ -4,10 +4,14 @@ import type {Adventurer} from "@/classes/Adventurer";
/** /**
* Get a random adventurer from the pool * Get a random adventurer from the pool
* @param adventurerPool * @param adventurerPool
* @param exceptions
* @returns {Adventurer|null} null if the pool is empty * @returns {Adventurer|null} null if the pool is empty
*/ */
export function getNewAdventurerForHire(adventurerPool: Array<Adventurer>): Adventurer|null { export function getNewAdventurerForHire(adventurerPool: Array<Adventurer>, exceptions: Array<Adventurer> = []): Adventurer|null {
if (adventurerPool.length <= 0) return null; if (adventurerPool.length <= 0) return null;
const pool = Array.from(adventurerPool);
const exceptionSet = new Set(exceptions);
pool.filter((adventurer) => !exceptionSet.has(adventurer));
const randomId = adventurerPool.length * Math.random() << 0; const randomId = adventurerPool.length * Math.random() << 0;
return adventurerPool[randomId]; return adventurerPool[randomId];
} }
@@ -0,0 +1,36 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
import type MaxLevellable from "@/classes/MaxLevellable";
export default class AdventurerCapacityUpgrade extends GuildUpgrade implements MaxLevellable {
maxLevel: number;
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 3;
this.maxLevel = 3;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
if (level === 1) return 1500;
return Math.floor(1500 * (level * 4));
}
/**
* Returns the number of adventurers the guild can have
*/
getRecruitmentCapacity(): number {
return this.level ;
}
isMaxLevel(): boolean {
return this.level >= this.maxLevel;
}
}
@@ -1,5 +1,6 @@
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import {QuestRank} from "@/classes/QuestRank"; import {QuestRank} from "@/classes/QuestRank";
import QuestPhase from "@/classes/quests/QuestPhase";
export class Quest { export class Quest {
id: string; id: string;
@@ -7,9 +8,8 @@ export class Quest {
title: string; title: string;
text: string; text: string;
adventurers: Array<Adventurer>; adventurers: Array<Adventurer>;
phases: QuestPhase[] = [];
maxAdventurers: number; maxAdventurers: number;
progressPoints: number;
maxProgress: number;
expReward: number; expReward: number;
goldReward: number; goldReward: number;
@@ -18,25 +18,84 @@ export class Quest {
rank: QuestRank, rank: QuestRank,
title: string, title: string,
text: string, text: string,
maxProgress: number, phases: QuestPhase[],
expReward: number, expReward: number = 0,
goldReward: number, goldReward: number = 0,
maxAdventurers: number = 1 maxAdventurers: number = 1
) { ) {
this.id = id; this.id = id;
this.rank = rank; this.rank = rank;
this.title = title; this.title = title;
this.text = text; this.text = text;
this.maxProgress = maxProgress;
this.expReward = expReward; this.expReward = expReward;
this.goldReward = goldReward; this.goldReward = goldReward;
this.progressPoints = 0;
this.adventurers = []; this.adventurers = [];
this.maxAdventurers = maxAdventurers; this.maxAdventurers = maxAdventurers;
for (const phase of phases) {
this.phases.push(new QuestPhase(Array.from(phase.types), phase.maxPoints, phase.points));
}
} }
getPercentProgress(): number { getPercentProgress(): number {
return Math.round(this.progressPoints / this.maxProgress * 100); let maxProgress = this.getMaxProgress();
let progressPoints = this.getProgress();
if (maxProgress === 0) return 0;
return progressPoints / maxProgress * 100;
}
isCompleted(): boolean {
for (const phase of this.phases) {
if (!phase.completed()) return false;
}
return true;
}
getMaxProgress(): number {
let maxProgress = 0;
for (const phase of this.phases) {
maxProgress += phase.maxPoints;
}
return maxProgress;
}
getProgress(): number {
let progressPoints = 0;
for (const phase of this.phases) {
progressPoints += phase.points;
}
return progressPoints;
}
serialize(): {[key: string]: any} {
return {
id: this.id,
rank: this.rank,
title: this.title,
text: this.text,
phases: this.phases.map(phase => phase.serialize()),
expReward: this.expReward,
goldReward: this.goldReward,
maxAdventurers: this.maxAdventurers,
};
}
static deserialize(data: {[key: string]: any}): Quest {
if (!data || typeof data !== 'object') {
throw new Error("Invalid data for Quest deserialization");
}
const phases = (data.phases || []).map((phaseData: any) => QuestPhase.deserialize(phaseData));
return new Quest(
data.id,
data.rank,
data.title,
data.text,
phases,
data.expReward || 0,
data.goldReward || 0,
data.maxAdventurers || 1
);
} }
} }
@@ -49,47 +108,47 @@ export class Quest {
*/ */
export function getQuestWithRewards(quest: Quest, expModifier: number = 1, goldModifier: number = 1) { export function getQuestWithRewards(quest: Quest, expModifier: number = 1, goldModifier: number = 1) {
let maxProgress = 1; let rewardValue = 1;
switch (quest.rank) { switch (quest.rank) {
case QuestRank.S: case QuestRank.S:
// at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30 // at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30
maxProgress = 195390; rewardValue = 195390;
break; break;
case QuestRank.A: case QuestRank.A:
// at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25 // at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25
maxProgress = 30770; rewardValue = 30770;
break; break;
case QuestRank.B: case QuestRank.B:
// at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20 // at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20
maxProgress = 9690; rewardValue = 9690;
break; break;
case QuestRank.C: case QuestRank.C:
// at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15 // at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15
maxProgress = 3045; rewardValue = 3045;
break; break;
case QuestRank.D: case QuestRank.D:
// at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10 // at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10
maxProgress = 960; rewardValue = 960;
break; break;
case QuestRank.E: case QuestRank.E:
// at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5 // at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5
maxProgress = 300; rewardValue = 300;
break; break;
case QuestRank.F: case QuestRank.F:
// at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1 // at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1
maxProgress = 120; rewardValue = 120;
break; break;
} }
let goldReward = Math.floor(maxProgress/6 * goldModifier); let goldReward = Math.floor(rewardValue/6 * goldModifier);
let expReward = Math.floor((Math.floor(maxProgress/120) - maxProgress/1000) * expModifier); let expReward = Math.floor((Math.floor(rewardValue/120) - rewardValue/1000) * expModifier);
// add some randomness to the rewards // add some randomness to the rewards
goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1)); goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1));
expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.2))); 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); return new Quest(quest.id, quest.rank, quest.title, quest.text, quest.phases, expReward, goldReward);
} }
function randomNumberBetween(min: number, max: number) { function randomNumberBetween(min: number, max: number) {
+67
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@@ -0,0 +1,67 @@
import type {Adventurer} from "@/classes/Adventurer";
import {PhaseType} from "@/classes/quests/QuestPhaseType";
export default class QuestPhase {
types: Set<PhaseType>;
points: number;
maxPoints: number;
constructor(
types: PhaseType[],
maxPoints: number,
points: number = 0,
) {
this.types = new Set<PhaseType>(types);
this.points = Math.max(0, points);
this.maxPoints = Math.max(1, maxPoints);
}
/**
* Get how many points should be added each tick based on adventurers on a task.
*/
getPointIncrement(adventurers: Array<Adventurer>): number {
// TODO add point multiplier based on adventurer stats
return 0.25;
}
public tick(adventurers: Array<Adventurer> = []) {
if (this.completed()) return;
const pointsToAdd = this.getPointIncrement(adventurers);
this.points = Math.max(Math.min(this.points + pointsToAdd, this.maxPoints), 0);
}
public completed(): boolean {
return this.points >= this.maxPoints;
}
public serialize(): string {
return JSON.stringify({
types: Array.from(this.types),
points: this.points,
maxPoints: this.maxPoints,
});
}
public static deserialize(data: string): QuestPhase {
const parsedData = JSON.parse(data);
if (typeof parsedData?.points !== 'number') {
throw new Error("Invalid data: 'points' must be a number.");
}
if (typeof parsedData?.maxPoints !== 'number') {
throw new Error("Invalid data: 'maxPoints' must be a number.");
}
if (!Array.isArray(parsedData?.types)) {
throw new Error("Invalid data: 'types' must be an array.");
}
const types = parsedData.types.map((type: string) => PhaseType[type as keyof typeof PhaseType]);
return new QuestPhase(
types,
parsedData.maxPoints,
parsedData.points
);
}
}
+9
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@@ -0,0 +1,9 @@
export enum PhaseType {
TRAVEL = "travel",
FIGHT = "fight",
GATHER = "gather",
PHYSICAL = "physical",
MENTAL = "mental",
}
+8 -1
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@@ -13,7 +13,10 @@
<p>Exp: {{ adventurer.exp }} / {{ adventurer.getNextLevelExpRequirement() }}</p> <p>Exp: {{ adventurer.exp }} / {{ adventurer.getNextLevelExpRequirement() }}</p>
<p>DPS: {{ formatDamage(adventurer.getDPS()) }}</p> <p>DPS: {{ formatDamage(adventurer.getDPS()) }}</p>
</div> </div>
<div class="adventurer-upgrades"> <div
v-if="showPrestigeButton"
class="adventurer-upgrades"
>
<button <button
class="button metal" class="button metal"
:disabled="!adventurer.canPrestigeUp()" :disabled="!adventurer.canPrestigeUp()"
@@ -44,6 +47,10 @@ export default defineComponent({
type: Object as PropType<Adventurer | null>, type: Object as PropType<Adventurer | null>,
required: true, required: true,
}, },
showPrestigeButton: {
type: Boolean,
default: true,
},
}, },
mounted() { mounted() {
const refs = this.$refs as any; const refs = this.$refs as any;
+230
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@@ -0,0 +1,230 @@
<template>
<section class="recruit panel pinned-paper">
<h1>Applying adventurers
{{ `(${Object.keys(adventurersForHire).length}/${guild.recruitmentCapacity.getRecruitmentCapacity()})` }}</h1>
<div class="adventurers">
<div class="adventurer-tile" v-for="adventurerForHire in currentlyForHire" :key="adventurerForHire.id">
<adventurer-tile
class="hire-tile"
:adventurer="adventurerForHire"
@click="previewAdventurer(adventurerForHire)"
/>
<div class="decision">
<span
title="Hire"
@click="hireAdventurer(adventurerForHire)"
:class="{disabled: !canRecruitMore}"
>
</span>
<span
:title="Object.keys(adventurersForHire).length > 0 ? 'Dismiss' : ''"
:class="{disabled: Object.keys(adventurers).length <= 0}"
@click="dismissAdventurer(adventurerForHire)"
>
</span>
</div>
</div>
<div v-if="Object.keys(adventurersForHire).length == 0">
<span>No one applied as of now. Check back later!</span>
</div>
</div>
<div>
<button
class="button metal find-recruit"
:disabled="recruitSlotsFilled || guild.gold < newRecruitCost"
@click="findNewRecruit()"
>Find a recruit now {{(`(${formatGold(newRecruitCost)}) gold`)}}</button>
</div>
</section>
</template>
<script lang="ts">
import {defineComponent, type PropType} from "vue";
import AdventurerTile from "@/components/AdventurerTile.vue";
import type {Guild} from "@/classes/Guild";
import type {Adventurer} from "@/classes/Adventurer";
import {formatGold} from "@/classes/NumberMagic";
export default defineComponent({
name: "RecruitView",
components: {AdventurerTile},
computed: {
currentlyForHire(): Array<Adventurer> {
return Object.values(this.adventurersForHire);
},
canRecruitMore() {
return Object.keys(this.adventurers).length < this.guild.adventurerCapacity.getAdventurerCapacity();
},
newRecruitCost(): number {
const guildLevel = this.guild.level;
return Math.max(500, 500 * Math.pow(2.2, guildLevel - 1));
},
recruitSlotsFilled(): boolean {
return Object.keys(this.adventurersForHire).length >= this.guild.recruitmentCapacity.getRecruitmentCapacity();
}
},
methods: {
formatGold,
hireAdventurer(adventurer: Adventurer): void {
if (!this.canRecruitMore) return;
this.$emit("hireAdventurer", adventurer);
},
dismissAdventurer(adventurer: Adventurer) {
if (Object.keys(this.adventurers).length <= 0) return;
this.$emit("dismissAdventurer", adventurer);
},
previewAdventurer(adventurer: Adventurer): void {
this.$emit("previewAdventurer", adventurer);
},
findNewRecruit(): void {
if (this.recruitSlotsFilled) return;
this.$emit("findNewRecruit");
},
},
props: {
guild: {
type: Object as PropType<Guild>,
required: true,
},
adventurersForHire: {
type: Object as PropType<{ [key: string]: Adventurer }>,
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
required: true,
},
},
emits: ["dismissAdventurer", "hireAdventurer", "previewAdventurer", "findNewRecruit"],
})
</script>
<style scoped lang="scss">
section {
display: flex;
flex-direction: column;
align-items: center;
overflow-x: hidden;
}
.find-recruit {
text-wrap: wrap;
}
.adventurers {
display: flex;
flex-direction: row;
justify-content: start;
align-items: center;
flex-wrap: nowrap;
gap: 1rem;
scroll-snap-type: x mandatory;
overflow-x: scroll;
width: 100%;
min-height: 12rem;
@media (min-width: 800px) {
flex-wrap: wrap;
justify-content: center;
overflow-x: hidden;
scroll-snap-type: none;
width: auto;
}
.adventurer-tile {
display: flex;
position: relative;
justify-content: center;
align-items: center;
flex-direction: column;
gap: 0.25rem;
font-size: 1.1rem;
cursor: pointer;
padding-block: 1rem;
padding-inline: 0.5rem;
min-width: 100%;
scroll-snap-align: center;
&:not(:first-of-type) {
&::before {
position: absolute;
left: 0;
top: 4rem;
content: "⇠";
width: 1rem;
height: 1rem;
line-height: 1;
}
}
&:not(:last-of-type) {
&::after {
position: absolute;
right: 0;
top: 4rem;
content: "⇢";
width: 1rem;
height: 1rem;
line-height: 1;
}
}
@media (min-width: 800px) {
min-width: auto;
scroll-snap-align: none;
&::before {
content: none !important;
}
&::after {
content: none !important;
}
}
.hire-tile {
height: 7rem;
width: 7rem;
}
b {
line-height: 1;
text-align: center;
display: flex;
justify-content: center;
align-items: center;
width: 100%;
}
}
}
.decision {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
font-size: 2rem;
gap: 1rem;
line-height: 1;
width: 100%;
span {
cursor: pointer;
&:hover {
color: #fff;
}
&.disabled {
color: rgba(0, 0, 0, 0.5);
cursor: default;
}
}
}
</style>
+1
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@@ -48,6 +48,7 @@ export default defineComponent({
overflow: clip; overflow: clip;
font-size: 5rem; font-size: 5rem;
line-height: 1; line-height: 1;
aspect-ratio: 1/1;
color: rgba(0, 0, 0, 0.75); color: rgba(0, 0, 0, 0.75);
position: relative; position: relative;
background: rgb(2,0,36); background: rgb(2,0,36);
+1 -1
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@@ -63,7 +63,7 @@ h1 {
gap: 1rem; gap: 1rem;
padding-block: 0.5rem; padding-block: 0.5rem;
padding-inline: 5rem; padding-inline: 5rem;
overflow-x: auto; overflow-x: scroll;
scroll-snap-type: x mandatory; scroll-snap-type: x mandatory;
width: 100vw; width: 100vw;
max-width: 100%; max-width: 100%;
+4 -4
View File
@@ -37,7 +37,7 @@
</div> </div>
<div class="progressWrap"> <div class="progressWrap">
<span class="progress"></span> <span class="progress"></span>
<span class="percentage">{{ `${progressPercentage.toFixed(2)}%` }}</span> <span class="percentage">{{ `${missive.getPercentProgress().toFixed(2)}%` }}</span>
</div> </div>
<h3>Rewards</h3> <h3>Rewards</h3>
<div class="rewards"> <div class="rewards">
@@ -48,7 +48,7 @@
</template> </template>
<script lang="ts"> <script lang="ts">
import type {Quest} from "@/classes/Quest"; import type {Quest} from "@/classes/quests/Quest";
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 {defineComponent, type PropType} from "vue"; import {defineComponent, type PropType} from "vue";
@@ -61,7 +61,7 @@ export default defineComponent({
components: {Parchment, WaterStain, DrinkStain, AdventurerComponent}, components: {Parchment, WaterStain, DrinkStain, AdventurerComponent},
computed: { computed: {
progressPercentageValue(): string { progressPercentageValue(): string {
return `${this.missive.progressPoints / this.missive.maxProgress * 100}%`; return `${this.missive.getPercentProgress()}%`;
}, },
notBusyAdventurers(): Adventurer[] { notBusyAdventurers(): Adventurer[] {
return Object.values(this.adventurers).filter(adventurer => !adventurer.busy); return Object.values(this.adventurers).filter(adventurer => !adventurer.busy);
@@ -94,7 +94,7 @@ export default defineComponent({
methods: { methods: {
updateProgress() { updateProgress() {
if (this.missive === undefined) return; if (this.missive === undefined) return;
this.progressPercentage = this.missive.progressPoints / this.missive.maxProgress * 100; this.progressPercentage = this.missive.getPercentProgress();
}, },
randomNumber(min: number, max: number) { randomNumber(min: number, max: number) {
return Math.random() * (max - min) + min; return Math.random() * (max - min) + min;
+21
View File
@@ -13,6 +13,19 @@
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold) Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
</button> </button>
</div> </div>
<div class="upgrade">
<span>Recruitment capacity (level {{ guild.recruitmentCapacity.level }})</span>
<small>Increases the maximum amount of adventurers that await recruitment</small>
<button
class="button metal"
v-if="guild.recruitmentCapacity.nextLevelCost"
:disabled="guild.gold < guild.recruitmentCapacity.nextLevelCost || guild.recruitmentCapacity.isMaxLevel()"
@click="upgradeRecruitmentCapacity()"
>
<span v-if="!guild.recruitmentCapacity.isMaxLevel()">Upgrade ({{ formatGold(guild.recruitmentCapacity.nextLevelCost) }} gold)</span>
<span v-else>Max level</span>
</button>
</div>
<div class="upgrade" v-if="guild.level >= guild.autoFinishQuestsUpgrade.guildLevelRequirement"> <div class="upgrade" v-if="guild.level >= guild.autoFinishQuestsUpgrade.guildLevelRequirement">
<span>Auto-finish quests (level {{ guild.autoFinishQuestsUpgrade.level - 1 }})</span> <span>Auto-finish quests (level {{ guild.autoFinishQuestsUpgrade.level - 1 }})</span>
<small>Automatically finish quests when they are completed.</small> <small>Automatically finish quests when they are completed.</small>
@@ -75,6 +88,14 @@ export default defineComponent({
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost; this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
this.guild.adventurerCapacity.upgrade(); this.guild.adventurerCapacity.upgrade();
}, },
upgradeRecruitmentCapacity(): void {
if (!this.guild.recruitmentCapacity) return;
if (this.guild.recruitmentCapacity.isMaxLevel()) return;
if (!this.guild.recruitmentCapacity.nextLevelCost) return;
if (this.guild.gold < this.guild.recruitmentCapacity.nextLevelCost) return;
this.guild.gold -= this.guild.recruitmentCapacity.nextLevelCost;
this.guild.recruitmentCapacity.upgrade();
},
upgradeAutoFinishQuests(): void { upgradeAutoFinishQuests(): void {
if (!this.guild.autoFinishQuestsUpgrade) return; if (!this.guild.autoFinishQuestsUpgrade) return;
if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return; if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return;
@@ -70,10 +70,13 @@ export default defineComponent({
gap: 1rem; gap: 1rem;
max-width: 45rem; max-width: 45rem;
min-height: 30rem; min-height: 30rem;
max-height: 30rem;
width: 100%; width: 100%;
overflow-y: auto; overflow-y: auto;
@media(min-width: 800px) {
max-height: 30rem;
}
h1 { h1 {
font-size: 3rem; font-size: 3rem;
line-height: 1; line-height: 1;
@@ -88,7 +91,7 @@ export default defineComponent({
align-items: center; align-items: center;
gap: 1rem; gap: 1rem;
width: 100%; width: 100%;
overflow-y: auto; user-select: text;
} }
.changelog-entry { .changelog-entry {
+19 -51
View File
@@ -4,39 +4,21 @@
:adventurer="selectedAdventurer" :adventurer="selectedAdventurer"
v-if="selectedAdventurer !== null" v-if="selectedAdventurer !== null"
@closeButtonClicked="selectedAdventurer = null" @closeButtonClicked="selectedAdventurer = null"
:show-prestige-button="adventurers[selectedAdventurer?.id] !== undefined"
/>
<AdventurerRecruitment
:guild="guild"
:adventurers-for-hire="adventurersForHire"
:adventurers="adventurers"
@hireAdventurer="$emit('hireAdventurer', $event)"
@dismissAdventurer="$emit('dismissAdventurer', $event)"
@previewAdventurer="selectedAdventurer = $event"
@findNewRecruit="$emit('findNewRecruit')"
/> />
<section class="recruit panel pinned-paper">
<h1>Applying adventurers</h1>
<div class="adventurers">
<div v-if="adventurerForHire">
<adventurer-tile class="hire-tile" :adventurer="adventurerForHire"/>
<div class="decision">
<span
title="Hire"
@click="hireAdventurer()"
:class="{disabled: Object.keys(adventurers).length >= guild.adventurerCapacity.getAdventurerCapacity()}"
>
</span>
<span
:title="Object.keys(adventurers).length > 0 ? 'Dismiss' : ''"
:class="{disabled: Object.keys(adventurers).length <= 0}"
@click="dismissAdventurer()"
>
</span>
</div>
</div>
<div v-else>
<span>Noone applied as of now. Check back later!</span>
</div>
</div>
</section>
<section class="collection panel pinned-paper"> <section class="collection panel pinned-paper">
<h1> <h1>
Recruited adventurers ({{ Object.keys(adventurers).length }} / {{ guild.adventurerCapacity.getAdventurerCapacity() }}) Recruited adventurers ({{ Object.keys(adventurers).length }} /
{{ guild.adventurerCapacity.getAdventurerCapacity() }})
</h1> </h1>
<small>Click an adventurer to see details about them</small> <small>Click an adventurer to see details about them</small>
<div class="adventurers"> <div class="adventurers">
@@ -61,14 +43,13 @@ import AdventurerTile from "@/components/AdventurerTile.vue";
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {Guild} from "@/classes/Guild"; import type {Guild} from "@/classes/Guild";
import AdventurerDetails from "@/components/AdventurerDetails.vue"; import AdventurerDetails from "@/components/AdventurerDetails.vue";
import AdventurerRecruitment from "@/components/AdventurerRecruitment.vue";
export default defineComponent({ export default defineComponent({
name: "RecruitView", name: "AdventurerView",
components: {AdventurerDetails, AdventurerTile}, components: {AdventurerDetails, AdventurerTile, AdventurerRecruitment},
data: () => { data: () => {
return { return {
currentlyForHire: null as Adventurer | null,
adventurersForHire: [] as Array<Adventurer>,
selectedAdventurer: null as Adventurer | null, selectedAdventurer: null as Adventurer | null,
} }
}, },
@@ -81,27 +62,14 @@ export default defineComponent({
type: Object as PropType<{ [key: string]: Adventurer }>, type: Object as PropType<{ [key: string]: Adventurer }>,
required: true, required: true,
}, },
adventurerForHire: { adventurersForHire: {
type: Object as PropType<Adventurer | null>, type: Object as PropType<{ [key: string]: Adventurer }>,
default() { default() {
return null; return {};
} }
}, },
}, },
methods: { emits: ["hireAdventurer", "dismissAdventurer", "findNewRecruit"],
hireAdventurer(): void {
if (Object.keys(this.adventurers).length >= this.guild.adventurerCapacity.getAdventurerCapacity()) return;
this.$emit("recruitActionTaken", this.adventurerForHire);
},
dismissAdventurer() {
if (Object.keys(this.adventurers).length <= 0) return;
this.$emit("recruitActionTaken", null);
}
},
async mounted() {
},
emits: ["recruitActionTaken"]
}); });
</script> </script>
+6 -6
View File
@@ -2,17 +2,17 @@
<section> <section>
<QuestGroup <QuestGroup
:adventurers="adventurers" :adventurers="adventurers"
:quests="quests.filter(quest => quest.progressPoints < quest.maxProgress)" :quests="quests.filter(quest => quest.getProgress() < quest.getMaxProgress())"
:finalizeQuest="finalizeQuest" :finalizeQuest="finalizeQuest"
label="Quests" label="Quests"
v-show="quests.filter(quest => quest.progressPoints < quest.maxProgress).length > 0" v-show="quests.filter(quest => quest.getProgress() < quest.getMaxProgress()).length > 0"
/> />
<QuestGroup <QuestGroup
:finalize-quest="finalizeQuest" :finalize-quest="finalizeQuest"
:adventurers="adventurers" :adventurers="adventurers"
:quests="quests.filter(quest => quest.progressPoints >= quest.maxProgress)" :quests="quests.filter(quest => quest.getProgress() >= quest.getMaxProgress())"
label="Completed Quests" label="Completed Quests"
v-show="quests.filter(quest => quest.progressPoints >= quest.maxProgress).length > 0" v-show="quests.filter(quest => quest.getProgress() >= quest.getMaxProgress()).length > 0"
/> />
</section> </section>
</template> </template>
@@ -21,7 +21,7 @@
import {defineComponent, type PropType} from "vue"; import {defineComponent, type PropType} from "vue";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue"; import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer"; import type {Adventurer} from "@/classes/Adventurer";
import type {Quest} from "@/classes/Quest"; import type {Quest} from "@/classes/quests/Quest";
import {Guild} from "@/classes/Guild"; import {Guild} from "@/classes/Guild";
import QuestMissive from "@/components/QuestMissive.vue"; import QuestMissive from "@/components/QuestMissive.vue";
import QuestGroup from "@/components/QuestGroup.vue"; import QuestGroup from "@/components/QuestGroup.vue";
@@ -53,7 +53,7 @@ export default defineComponent({
methods: { methods: {
// This is a workaround for vue not reporting Quest as Quest in v-for // This is a workaround for vue not reporting Quest as Quest in v-for
finalizeQuest(quest: any | Quest): void { finalizeQuest(quest: any | Quest): void {
if (quest.progressPoints < quest.maxProgress) return; if (!quest.isCompleted()) return;
this.$emit('finalizeQuest', quest) this.$emit('finalizeQuest', quest)
}, },
} }