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8 Commits

10 changed files with 162 additions and 11 deletions
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "adventurers-guild",
"version": "0.6.0",
"version": "0.7.0",
"private": true,
"scripts": {
"dev": "vite",
+23 -3
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@@ -39,11 +39,15 @@ 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({
name: "GuildView",
data: () => ({
guild: new Guild(1, 500),
gameTickTask: null as null | number,
gameSaveTask: null as null | number,
lastQuestGot: {
S: null as null | number,
A: null as null | number,
@@ -78,7 +82,13 @@ export default defineComponent({
missive.progressPoints = 0;
continue;
}
if (missive.progressPoints >= missive.maxProgress) continue;
if (missive.progressPoints >= missive.maxProgress) {
if (this.guild.autoFinishQuestsUpgrade.getRanksToAutoFinishQuestsIn().includes(rank)) {
this.finalizeQuest(missive);
continue;
}
continue;
}
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.getAttack();
@@ -154,6 +164,12 @@ export default defineComponent({
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);
@@ -221,7 +237,7 @@ export default defineComponent({
this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers);
setInterval(() => {
this.gameSaveTask = setInterval(() => {
saveGame(new GameData({
adventurers: this.adventurers,
guild: this.guild,
@@ -232,7 +248,7 @@ export default defineComponent({
}));
}, 10 * 1000)
setInterval(() => {
this.gameTickTask = setInterval(() => {
this.updateMissives();
const now = Number(new Date());
@@ -322,6 +338,10 @@ export default defineComponent({
}, 250);
},
beforeUnmount() {
if (this.gameSaveTask) clearInterval(this.gameSaveTask);
if (this.gameTickTask) clearInterval(this.gameTickTask);
}
})
</script>
+9 -2
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@@ -2,7 +2,10 @@ 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 {
gold: number;
@@ -11,6 +14,8 @@ export class Guild {
upgradeCost: number|null = null;
adventurerCapacity: AdventurerCapacityUpgrade;
expModifier: QuestExpUpgrade;
goldModifier: QuestGoldUpgrade;
autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold;
@@ -21,6 +26,8 @@ export class Guild {
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();
}
@@ -30,7 +37,7 @@ export class Guild {
if (this.gold < cost) return;
this.gold -= cost;
this.level += 1;
if (this.level >= 7) {
if (this.level >= MAX_LEVEL) {
this.displayUpgradeCost = "Max level";
this.upgradeCost = null;
} else {
@@ -46,7 +53,7 @@ export class Guild {
}
isMaxLevel(): boolean {
return this.level >= 8;
return this.level >= MAX_LEVEL;
}
}
+7
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@@ -0,0 +1,7 @@
export default interface MaxLevellable {
maxLevel: number;
isMaxLevel(): boolean;
}
+2 -1
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@@ -11,7 +11,8 @@ const damageFormatter = new Intl.NumberFormat('en-US', {
notation: "compact",
});
export function formatGold(number: number): string {
export function formatGold(number: number | null): string {
if (number === null) return "";
return goldFormatter.format(number);
}
@@ -14,8 +14,8 @@ export default class AdventurerCapacityUpgrade extends GuildUpgrade {
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.25, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.25));
const scalingFactor = Math.pow(1.35, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.35));
}
/**
@@ -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];
}
}
}
+2 -2
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@@ -14,8 +14,8 @@ export default class QuestExpUpgrade extends GuildUpgrade {
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.15, level - 1);
return Math.floor(4000000 * scalingFactor * Math.pow(level, 1.1));
const scalingFactor = Math.pow(1.05, level - 1);
return Math.floor(2500000 * scalingFactor * Math.pow(level, 1.01));
}
getModifier(): number {
@@ -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);
}
}
+40
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@@ -13,6 +13,19 @@
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>
@@ -25,6 +38,18 @@
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>
@@ -53,6 +78,14 @@ export default defineComponent({
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;
@@ -60,6 +93,13 @@ export default defineComponent({
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>