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..

46 Commits

Author SHA1 Message Date
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 52144735f7 auto deployment on release 2023-03-24 23:29:44 +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
YouHaveTrouble c659f447ac switch to # routes to avoid issues on live website 2023-03-20 20:28:17 +01:00
YouHaveTrouble ede32735c3 adventurer recruitment 2023-03-20 19:41:28 +01:00
YouHaveTrouble 6533dff020 start working on recruitment feature 2023-03-20 00:21:48 +01:00
YouHaveTrouble e85b28866a add more adventurers 2023-03-19 23:48:46 +01:00
YouHaveTrouble e1159914c6 only display quest tier title if there are actual quests available 2023-03-19 20:08:54 +01:00
YouHaveTrouble 51ca2e0ef1 give the first quest of the tier instantly 2023-03-19 19:55:08 +01:00
YouHaveTrouble c0f9edadef display all quest levels when level is high enough and add some base quests for each tier 2023-03-19 19:48:49 +01:00
YouHaveTrouble 76fb24a948 remove unnecessary logs, update upgrade cost after upgrading 2023-03-19 16:10:10 +01:00
YouHaveTrouble 6323b530ca fix mistake preventing quests from being removed after completion 2023-03-19 15:05:18 +01:00
YouHaveTrouble f4281c7c08 properly pass adventurers to quest missives 2023-03-19 14:59:53 +01:00
YouHaveTrouble 484fe4f2aa saving and loading the game 2023-03-19 13:57:00 +01:00
YouHaveTrouble ff5e5e2411 guild upgrades, enum for quest ranks and quests now persist while clicking onto another tab 2023-03-19 13:22:24 +01:00
YouHaveTrouble 3ccab02cc8 Initial commit 2023-03-18 20:58:14 +01:00
62 changed files with 8017 additions and 357 deletions
+16
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name: Build Vue
on:
release:
types: [published]
jobs:
build_vue:
runs-on: ubuntu-latest
name: Build Vue
steps:
- uses: actions/checkout@v2
- id: Build-Vue
uses: xRealNeon/VuePagesAction@1.0.1
with:
username: 'YouHaveTrouble'
reponame: 'GuildMaster'
token: ${{ secrets.GITHUB_TOKEN }}
+28
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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
.DS_Store
dist
dist-ssr
coverage
*.local
/cypress/videos/
/cypress/screenshots/
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
-1
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index.html
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-106
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{
"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."
}
]
}
}
Vendored
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/// <reference types="vite/client" />
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+9 -23
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@@ -1,33 +1,19 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<link rel="icon" href="/favicon.ico">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Guild Master - Adventurer's guild management game</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=EB+Garamond&display=swap" rel="stylesheet">
<link rel="manifest" href="/manifest.json" />
<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/app-icons/icon.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/app-icons/icon.png"/>
<script type="module" crossorigin src="/assets/index-981baea9.js"></script>
<link rel="stylesheet" href="/assets/index-87987ee1.css">
<meta charset="UTF-8">
<link rel="icon" href="/favicon.ico">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Guild Master - Adventurer's guild management game</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=EB+Garamond&display=swap" rel="stylesheet">
</head>
<body>
<div id="app"></div>
<noscript>
This is a javascript game. You need to enable javascript for it to work.
This is a javascript game. You need to enable javascript for it to work.
</noscript>
<script type="module" src="/src/main.ts"></script>
</body>
</html>
-59
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{
"name": "Guild Master - Adventurer's guild management game",
"short_name": "Guild Master",
"theme_color": "#3C2114",
"background_color": "#d9c8b3",
"display": "standalone",
"scope": "./",
"start_url": "./",
"icons": [
{
"src": "img/app-icons/icon-72x72.png",
"sizes": "72x72",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-96x96.png",
"sizes": "96x96",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-128x128.png",
"sizes": "128x128",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-144x144.png",
"sizes": "144x144",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-152x152.png",
"sizes": "152x152",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-192x192.png",
"sizes": "192x192",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-384x384.png",
"sizes": "384x384",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "maskable any"
}
]
}
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+29
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{
"name": "adventurers-guild",
"version": "0.0.2",
"private": true,
"scripts": {
"dev": "vite",
"build": "run-p type-check build-only",
"preview": "vite preview",
"build-only": "vite build",
"type-check": "vue-tsc --noEmit"
},
"dependencies": {
"@vueuse/components": "^9.13.0",
"sass": "^1.59.3",
"vue": "^3.2.45",
"vue-router": "^4.1.6"
},
"devDependencies": {
"@types/node": "^18.11.12",
"@vitejs/plugin-vue": "^4.0.0",
"@vue/tsconfig": "^0.1.3",
"eslint": "^8.36.0",
"eslint-plugin-vue": "^9.9.0",
"npm-run-all": "^4.1.5",
"typescript": "~4.7.4",
"vite": "^4.0.0",
"vue-tsc": "^1.0.12"
}
}
+38
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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
}
]
+14
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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."
}
]
+14
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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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<script setup lang="ts">
import {RouterLink, RouterView} from 'vue-router'</script>
<template>
<header>
<nav>
<RouterLink to="/">Guild</RouterLink>
<RouterLink to="/quests">Quests</RouterLink>
<RouterLink to="/adventurers">Adventurers</RouterLink>
</nav>
</header>
<RouterView
:guild="guild"
:adventurers="adventurers"
:quests="missives"
:lastRecruitTime="lastRecruitHandled"
@finalizeQuest="finalizeQuest($event)"
@wipeSave="resetSave()"
@recruitActionTaken="lastRecruitHandled = Number(new Date())"
/>
</template>
<script lang="ts">
import {defineComponent} from "vue";
import {Adventurer} from "@/classes/Adventurer";
import {getQuestWithRewards, Quest} from "@/classes/Quest";
import {Guild} from "@/classes/Guild";
import {getFromString, QuestRank} from "@/classes/QuestRank";
import {GameData, loadAvailableQuests, loadGame, saveGame} from "@/GameData";
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import {AdventurerCapacityUpgrade} from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
export default defineComponent({
name: "GuildView",
data: () => ({
guild: new Guild(1, 500),
lastQuestGot: {
S: null as null|number,
A: null as null|number,
B: null as null|number,
C: null as null|number,
D: null as null|number,
E: null as null|number,
F: null as null|number,
} as { [key: string]: null|number },
lastRecruitHandled: null as null|number,
adventurers: {} as { [key: string]: Adventurer },
quests: {} as { [key: string]: { [key: string]: Quest } },
missives: {
F: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
S: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } },
}),
methods: {
async updateMissives() {
for (const missiveRank in this.missives) {
const rank = getFromString(missiveRank as QuestRank);
for (const missiveId in this.missives[rank.toString() as QuestRank]) {
const missive = this.missives[rank.toString()][missiveId];
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
continue;
}
if (missive.progressPoints >= missive.maxProgress) continue;
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.getAttack();
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
}
}
}
},
finalizeQuest(missive: Quest) {
missive.progressPoints = 0;
this.guild.gold += missive.goldReward;
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
adventurer.addExp(missive.expReward / missive.adventurers.length);
adventurer.busy = false;
}
missive.adventurers = [];
delete this.missives[missive.rank.toString() as QuestRank][missive.id];
},
getRandomQuest(rank: QuestRank): Quest | null {
const keys = Object.keys(this.quests[rank]);
if (keys.length <= 0) return null;
const questsForRank = this.quests[rank] as { [key: string]: Quest };
const randomId = keys.length * Math.random() << 0;
const randomIdString = keys[randomId] as string;
return getQuestWithRewards(questsForRank[randomIdString]);
},
createMissive(questToAdd: Quest, rank: QuestRank) {
const quest = JSON.parse(JSON.stringify(questToAdd));
const newId = Math.random().toString(16).slice(2).toString();
quest.id = newId;
this.missives[rank][newId] = quest;
},
loadGame() {
const saveData = loadGame();
if (saveData === null) return;
this.lastQuestGot = saveData.lastQuestGot;
const guildUpgrades = {} as { [key: string]: GuildUpgrade };
if (saveData.guild.adventurerCapacity) {
guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level);
}
this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades);
const adventurers = {} as { [key: string]: Adventurer };
for (const id in saveData.adventurers) {
const data = saveData.adventurers[id];
try {
const adventurer = new Adventurer(
data.id,
data.name,
data.portrait,
data.attackExponent ?? 1.1,
data.level ?? 1,
data.exp ?? 0
);
adventurer.busy = data.busy;
adventurers[data.id] = adventurer;
} catch (e) {}
}
this.adventurers = adventurers;
const missives = {} as { [key: string]: { [key: string]: Quest } };
for (const id in saveData.missives) {
const missiveRank = {} as { [key: string]: Quest }
for (const questId in saveData.missives[id]) {
const data = saveData.missives[id][questId];
const quest = new Quest(questId, getFromString(data.rank), data.title, data.text, data.maxProgress, data.expReward, data.goldReward);
quest.progressPoints = data.progressPoints;
if (data.adventurers.length > 0) {
quest.adventurers.push(this.adventurers[data.adventurers[0].id])
}
missiveRank[questId] = quest;
}
missives[id] = missiveRank;
}
this.missives = missives;
this.lastRecruitHandled = saveData.lastRecruitAction ?? 0;
},
resetSave() {
if (!confirm("You are about to wipe your save file. Are you sure?")) return;
window.localStorage.removeItem("savedGame");
window.location.reload();
}
},
async mounted() {
this.loadGame();
this.quests = await loadAvailableQuests();
setInterval(() => {
saveGame(new GameData(
this.guild,
this.adventurers,
this.missives,
this.lastQuestGot,
this.lastRecruitHandled
)
);
}, 10*1000)
setInterval(() => {
this.updateMissives();
const now = Number(new Date());
for (const id in this.lastQuestGot) {
const lastTime = this.lastQuestGot[getFromString(id as QuestRank)];
if (lastTime === null) this.lastQuestGot[getFromString(id as QuestRank)] = 0;
}
if (Number(now) - Number(this.lastQuestGot.F) >= 12 * 1000) {
this.lastQuestGot.F = now;
const keys = Object.keys(this.missives[QuestRank.F]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.F);
if (quest !== null) {
this.createMissive(quest, QuestRank.F);
}
}
if (this.guild.level < 2) return;
if (Number(now) - Number(this.lastQuestGot.E) >= 20 * 1000) {
this.lastQuestGot.E = now;
const keys = Object.keys(this.missives[QuestRank.E]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.E);
if (quest !== null) {
this.createMissive(quest, QuestRank.E);
}
}
if (this.guild.level < 3) return;
if (Number(now) - Number(this.lastQuestGot.D) >= 50 * 1000) {
this.lastQuestGot.D = now;
const keys = Object.keys(this.missives[QuestRank.D]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.D);
if (quest !== null) {
this.createMissive(quest, QuestRank.D);
}
}
if (this.guild.level < 4) return;
if (Number(now) - Number(this.lastQuestGot.C) >= 2 * 60 * 1000) {
this.lastQuestGot.C = now;
const keys = Object.keys(this.missives[QuestRank.C]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.C);
if (quest !== null) {
this.createMissive(quest, QuestRank.C);
}
}
if (this.guild.level < 5) return;
if (Number(now) - Number(this.lastQuestGot.B) >= 2 * 60 * 1000) {
this.lastQuestGot.B = now;
const keys = Object.keys(this.missives[QuestRank.B]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.B);
if (quest !== null) {
this.createMissive(quest, QuestRank.B);
}
}
if (this.guild.level < 6) return;
if (Number(now) - Number(this.lastQuestGot.A) >= 5 * 60 * 1000) {
this.lastQuestGot.A = now;
const keys = Object.keys(this.missives[QuestRank.A]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.A);
if (quest !== null) {
this.createMissive(quest, QuestRank.A);
}
}
if (this.guild.level < 6) return;
if (Number(now) - Number(this.lastQuestGot.S) >= 30 * 60 * 1000) {
this.lastQuestGot.S = now;
const keys = Object.keys(this.missives[QuestRank.S]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.S);
if (quest !== null) {
this.createMissive(quest, QuestRank.S);
}
}
}, 250);
}
})
</script>
<style lang="scss" scoped>
header {
line-height: 1;
max-height: 100vh;
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
}
nav {
width: max-content;
text-align: center;
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
gap: 1rem;
padding: 2rem;
background-size: 200px;
background-blend-mode: darken;
background-color: rgba(0, 0, 0, 0.65);
a {
font-size: 2rem;
color: #fff;
}
&.router-link-exact-active {
}
}
</style>
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import type {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;
constructor(guild: Guild, adventurers: { [key: string]: Adventurer }, missives: { [key: string]: { [key: string]: Quest } }, lastQuestGot: { [key: string]: null | number }, lastRecruitAction: null | number) {
this.guild = guild;
this.adventurers = adventurers;
this.missives = missives;
this.lastQuestGot = lastQuestGot;
this.lastRecruitAction = lastRecruitAction;
}
}
/**
* 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,
}));
}
export function loadGame(): GameData | null {
const savedGame = window.localStorage.getItem("savedGame");
if (!savedGame) return null;
console.debug("Loading game...");
const parsedGame = JSON.parse(savedGame);
return new GameData(
parsedGame.guild,
parsedGame.adventurers,
parsedGame.missives,
parsedGame.lastQuestGot,
parsedGame.lastRecruitAction
);
}
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(currentAdventurerIds: Array<string> = []): 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 = [] as Array<Adventurer>;
for (const adventurer of adventurerData) {
if (currentAdventurerIds.includes(adventurer.id)) continue;
adventurers.push(new Adventurer(
adventurer.id,
adventurer.name,
adventurer.portrait,
adventurer.attackExponent,
adventurer.level,
adventurer.exp,
));
}
return adventurers;
}
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export class Adventurer {
id: string;
name: string;
portrait: string;
level: number;
exp: number;
attackExponent: number;
prestige: number;
busy: boolean;
constructor(
id: string,
name: string,
portrait: string,
attackExponent: number,
level: number = 1,
exp: number = 0,
prestige: number = 0
) {
this.id = id;
this.name = name;
this.portrait = portrait;
this.attackExponent = attackExponent;
this.level = level;
this.exp = exp;
this.prestige = prestige;
this.busy = false;
}
levelUp(): void {
this.exp = 0;
this.level += 1;
}
prestigeUp(): void {
this.level = 1;
this.exp = 0;
this.prestige += 1;
}
canLevelUp(): boolean {
if (this.level >= this.getMaxLevel()) return false;
return this.exp >= this.getNextLevelExpRequirement();
}
canPrestigeUp(): boolean {
if (this.level < getMaxLevelForPrestige(this.prestige)) return false;
return this.prestige < 5
}
getNextLevelExpRequirement(): number {
return this.level * 3;
}
/**
* 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);
}
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import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import {AdventurerCapacityUpgrade} from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
export class Guild {
gold: number;
level: number;
displayUpgradeCost: number|string;
upgradeCost: number|null = null;
adventurerCapacity: AdventurerCapacityUpgrade;
constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold;
this.level = level;
this.displayUpgradeCost = this.getUpgradeCost() ?? "Max level";
this.upgradeCost = this.getUpgradeCost();
this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade();
}
upgrade(): void {
const cost = this.getUpgradeCost();
if (cost === null) return;
if (this.gold < cost) return;
this.gold -= cost;
this.level += 1;
if (this.level >= 7) {
this.displayUpgradeCost = "Max level";
this.upgradeCost = null;
} else {
const newCost = this.getUpgradeCost();
if (newCost === null) return;
this.displayUpgradeCost = newCost;
this.upgradeCost = newCost;
}
}
getUpgradeCost(): number|null {
return upgradeCosts[this.level] ?? null;
}
isMaxLevel(): boolean {
return this.level >= 7;
}
}
const upgradeCosts = {
"1": 1000,
"2": 2500,
"3": 5000,
"4": 10000,
"5": 25000,
"6": 50000,
} as {[index:string]: number}
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export class GuildUpgrade {
level: number = 1;
nextLevelCost: number | null = null;
guildLevelRequirement: number = 1;
}
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import type {Adventurer} from "@/classes/Adventurer";
import {QuestRank} from "@/classes/QuestRank";
export class Quest {
id: string;
rank: QuestRank;
title: string;
text: string;
adventurers: Array<Adventurer>;
progressPoints: number;
maxProgress: number;
expReward: number;
goldReward: number;
constructor(id: string, rank: QuestRank, title: string, text: string, maxProgress: number, expReward: number, goldReward: number) {
this.id = id;
this.rank = rank;
this.title = title;
this.text = text;
this.maxProgress = maxProgress;
this.expReward = expReward;
this.goldReward = goldReward;
this.progressPoints = 0;
this.adventurers = [];
}
getPercentProgress(): number {
return Math.round(this.progressPoints / this.maxProgress * 100);
}
}
/**
* Generate rewards for a quest and return it
* @param quest
*/
export function getQuestWithRewards(quest: Quest) {
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);
// 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;
}
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export enum QuestRank {
S = "S",
A = "A",
B = "B",
C = "C",
D = "D",
E = "E",
F = "F",
}
export function getFromString(string: keyof typeof QuestRank): QuestRank {
return QuestRank[string];
}
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import {GuildUpgrade} from "@/classes/GuildUpgrade";
export 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(1.25, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.25));
}
/**
* Returns the number of adventurers the guild can have
*/
getAdventurerCapacity(): number {
return 1 + this.level ;
}
}
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<template>
<div class="slots">
<button class="slot" v-for="adventurer in adventurers" :key="adventurer.id">
<AdventurerMiniComponent
:adventurer="currentAdventurer"
:all-adventurers="adventurers"
/>
</button>
</div>
</template>
<script lang="ts">
import {defineComponent, type PropType} from "vue";
import AdventurerMiniComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
export default defineComponent({
name: "AdventurerList",
components: {AdventurerMiniComponent},
data: () => ({
currentAdventurer: null as Adventurer|null
}),
props: {
adventurers: {
type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
},
},
})
</script>
<style lang="scss" scoped>
.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;
}
}
</style>
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<script setup lang="ts">
import { vOnClickOutside } from '@vueuse/components'
</script>
<template>
<AdventurerTile
v-if="adventurer"
:adventurer="adventurer"
@click="() => {
$emit('freeAdventurer', adventurer.id)
}"
/>
<article
class="select"
v-else
@click="() => {
if (Object.keys(allAdventurers).length <= 0) return;
selection = !selection;
}"
>
<span>+</span>
</article>
<div class="selection" v-if="selection" v-on-click-outside="closeSelect">
<button
class="slot"
v-for="adventurer in allAdventurers"
:key="adventurer.id"
:class="{busy: adventurer.busy}"
@click="() => {
if (adventurer.busy) return;
$emit('hireAdventurer', adventurer.id);
selection = false;
}"
>
<AdventurerTile
:adventurer="adventurer"
/>
</button>
</div>
</template>
<script lang="ts">
import {defineComponent, type PropType} from "vue";
import type {Adventurer} from "@/classes/Adventurer";
import AdventurerTile from "@/components/AdventurerTile.vue";
export default defineComponent({
name: "AdventurerMiniComponent",
components: {AdventurerTile},
emits: [ "freeAdventurer", "hireAdventurer" ],
data: () => {
return {
selection: false,
}
},
props: {
adventurer: {
type: Object as PropType<Adventurer|null|any>,
default() {
return null as Adventurer|null;
},
},
allAdventurers: {
type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
},
},
methods: {
print(a:string) {
console.log(a);
},
closeSelect() {
this.selection = false;
}
}
})
</script>
<style lang="scss" scoped>
.selection {
position: absolute;
bottom: 0;
left: 50%;
width: max-content;
max-width: 17rem;
transform: translateX(-50%) translateY(104%);
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
gap: 0.5rem;
padding: 0.5rem;
background-color: rgba(0,0,0, 0.2);
z-index: 2;
cursor: default;
max-height: 12rem;
overflow-y: auto;
.slot {
width: 5rem;
height: 5rem;
cursor: pointer;
padding: 0;
border-color: #000;
background-color: transparent;
background-blend-mode: darken;
transition: background-color 0.25s linear, filter 0.25s linear;
&.busy {
filter: grayscale(1);
background-color: rgba(0,0,0, 0.6);
&:hover {
cursor: not-allowed;
border-color: #000;
}
}
&:hover {
border-color: #fff;
}
img {
width: 100%;
height: 100%;
}
}
}
.select {
display: flex;
justify-content: center;
align-items: center;
width: 100%;
height: 100%;
font-size: 4.5rem;
}
</style>
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<template>
<article
class="adventurer"
:title="adventurer.name + (adventurer.busy ? ' (busy)' : '')"
>
<img :src="adventurer.portrait" :alt="adventurer.name" draggable="false">
<div class="level" :title="adventurer.isMaxLevel() ? 'Max level' : ''">{{adventurer.level}}<span v-if="adventurer.isMaxLevel()"></span></div>
<div class="exp"></div>
</article>
</template>
<script lang="ts">
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType } from "vue";
export default defineComponent({
name: "AdventurerTile",
props: {
adventurer: {
type: Object as PropType<Adventurer>,
default() {
return {} as Adventurer;
},
}
},
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>
<style lang="scss" scoped>
.adventurer {
width: 100%;
height: 100%;
overflow: clip;
font-size: 5rem;
line-height: 1;
color: rgba(0,0,0, 0.75);
position: relative;
.level {
position: absolute;
top: 0;
left: 0;
font-size: 1rem;
min-width: 1rem;
background-color: rgba(0,0,0, 0.75);
border-bottom-right-radius: 0.2rem;
padding: 0.1rem;
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 {
width: 100%;
height: 100%;
}
}
</style>
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<template>
<article
class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}"
>
<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>{{ progressPercentage }}</span>
<span class="progress"></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;
},
},
adventurers: {
type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
},
},
data: () => {
return {
progressPercentage: "0%",
}
},
methods: {
updateProgress() {
if (this.missive === undefined) return;
const progress = (this.missive.progressPoints / this.missive.maxProgress * 100).toFixed(2);
this.progressPercentage = `${progress}%`;
}
},
mounted() {
this.updateProgress();
},
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;
background-color: rgba(255, 255, 255, 0.2);
h2 {
font-size: 1.5rem;
}
h3 {
font-size: 1.15rem;
margin: 0;
}
.progressWrap {
width: 80%;
border: 1px solid #000;
margin: 0.5rem auto;
position: relative;
.progress {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: block;
width: v-bind(progressPercentage);
background-color: rgba(0, 128, 0, 0.75);
transition: width 250ms linear;
z-index: -1;
}
}
.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;
}
}
}
</style>
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<template>
<section class="upgrades">
<h2>Upgrades</h2>
<div class="upgrade">
<span>Adventurer capacity (level {{ guild.adventurerCapacity.level }})</span>
<button
v-if="guild.adventurerCapacity.nextLevelCost"
:disabled="guild.gold < guild.adventurerCapacity.nextLevelCost"
@click="upgradeAdventurerCapacity()"
>
Upgrade ({{guild.adventurerCapacity.nextLevelCost.toFixed(0)}} gold)
</button>
</div>
</section>
</template>
<script lang="ts">
import { Guild } from "@/classes/Guild";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "UpgradesList",
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return new Guild(1, 0) as Guild;
}
}
},
methods: {
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();
}
}
});
</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: row;
flex-wrap: wrap;
width: min(25rem, 100%);
justify-content: center;
align-items: center;
gap: 1rem;
}
}
</style>
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import { createApp } from 'vue'
import App from './App.vue'
import router from './router'
import './assets/main.css'
const app = createApp(App)
app.use(router)
app.mount('#app')
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import {createRouter, createWebHashHistory} from 'vue-router'
import HomeView from '../views/HomeView.vue'
const router = createRouter({
history: createWebHashHistory(import.meta.env.BASE_URL),
routes: [
{
path: '/',
name: 'guild',
component: HomeView
},
{
path: '/quests',
name: 'quests',
component: () => import('../views/QuestView.vue')
},
{
path: '/adventurers',
name: 'adventurers',
component: () => import('../views/AdventurerView.vue')
}
]
})
export default router
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<template>
<div class="adventurer-section">
<section class="recruit">
<h1>Applying adventurers</h1>
<div class="adventurers">
<div v-if="currentlyForHire">
<adventurer-tile class="hire-tile" :adventurer="currentlyForHire"/>
<div class="decision">
<span
title="Hire"
@click="hireAdventurer(currentlyForHire)"
: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">
<h1>Recruited adventurers ({{ Object.keys(adventurers).length }} / {{ guild.adventurerCapacity.getAdventurerCapacity() }})</h1>
<div class="adventurers">
<div class="adventurer-tile" v-for="adventurer in adventurers" :key="adventurer.id">
<AdventurerTile class="entry" :adventurer="adventurer" />
<b>{{ adventurer.name }}</b>
</div>
</div>
</section>
</div>
</template>
<script lang="ts">
import type {PropType} from "vue";
import {defineComponent} from "vue";
import AdventurerTile from "@/components/AdventurerTile.vue";
import type {Adventurer} from "@/classes/Adventurer";
import { loadAdventurersForHire } from "@/GameData";
import type {Guild} from "@/classes/Guild";
export default defineComponent({
name: "RecruitView",
components: {AdventurerTile},
data: () => {
return {
currentlyForHire: null as Adventurer|null,
adventurersForHire: [] as Array<Adventurer>,
}
},
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return {} as Guild
},
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
},
lastRecruitTime: {
type: Number as PropType<number>,
default() {
return 0;
}
},
},
methods: {
getRandomAdventurer(): Adventurer|null {
if (this.adventurersForHire.length <= 0) return null;
const randomId = this.adventurersForHire.length * Math.random() << 0;
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|any): void {
if (Object.keys(this.adventurers).length >= this.guild.adventurerCapacity.getAdventurerCapacity()) return;
this.adventurers[adventurer.id] = adventurer;
this.currentlyForHire = null;
window.localStorage.removeItem("currentlyForHire");
this.$emit("recruitActionTaken", adventurer);
},
dismissAdventurer() {
if (Object.keys(this.adventurers).length <= 0) return;
this.currentlyForHire = null;
this.$emit("recruitActionTaken", null);
window.localStorage.removeItem("currentlyForHire");
}
},
async mounted() {
this.adventurersForHire = await loadAdventurersForHire(Object.keys(this.adventurers));
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"]
});
</script>
<style lang="scss" scoped>
.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;
}
h1 {
font-size: 2rem;
font-weight: bold;
margin: 0;
}
.adventurers {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
gap: 1rem;
.adventurer-tile {
display: flex;
justify-content: center;
align-items: center;
flex-direction: column;
gap: 0.25rem;
font-size: 1.1rem;
.entry {
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;
span {
cursor: pointer;
&:hover {
color: #fff;
}
&.disabled {
color: rgba(0,0,0, 0.5);
cursor: default;
}
}
}
.hire-tile {
width: 8rem;
height: 8rem;
}
}
</style>
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<template>
<main>
<section class="title">
<h1>Guild Master</h1>
<h3>Adventurer's guild management game</h3>
<small>v{{version}}</small>
</section>
<section class="coffer">
<p>Coffer: {{guild.gold}} gold</p>
</section>
<section class="upgrade">
<p>Guild level: {{ guild.level }}</p>
<button :disabled="guild.upgradeCost ? guild.gold < guild.upgradeCost : true" @click="guild.upgrade()">
<span>Upgrade guild level</span><br>
<span>({{ guild.displayUpgradeCost }})</span>
</button>
</section>
<section class="upgrade">
<UpgradesList :guild="guild" />
</section>
<section class="upgrade">
<span class="wipe-save" @click="$emit('wipeSave')">Wipe your save data</span>
</section>
</main>
</template>
<script lang="ts">
import {defineComponent} from "vue";
import type {PropType} from "vue";
import {Guild} from "@/classes/Guild";
import {version} from "../../package.json"
import UpgradesList from "@/components/UpgradesList.vue";
export default defineComponent({
name: "GuildView",
components: {UpgradesList},
data: () => {
return {
version: version,
}
},
props: {
guild: {
type: Object as PropType<Guild>,
default: () => new Guild(1, 0) as Guild,
},
}
});
</script>
<style lang="scss">
.title {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding: 2.5rem;
text-align: center;
gap: 0.5rem;
h1 {
font-size: 4rem;
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 {
text-align: center;
p {
font-size: 1.5rem;
font-weight: bold;
}
}
.upgrade {
text-align: center;
.wipe-save {
display: inline-flex;
font-weight: bold;
margin-block: 1rem;
color: #d52121;
cursor: pointer;
}
p {
margin: 0;
font-size: 1.5rem;
font-weight: bold;
}
}
</style>
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<template>
<div class="guild" v-if="guild.level >= 7 && Object.keys(quests.S).length > 0">
<h1>Rank S Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.S"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
<div class="guild" v-if="guild.level >= 6 && Object.keys(quests.A).length > 0">
<h1>Rank A Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.A"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
<div class="guild" v-if="guild.level >= 5 && Object.keys(quests.B).length > 0">
<h1>Rank B Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.B"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
<div class="guild" v-if="guild.level >= 4 && Object.keys(quests.C).length > 0">
<h1>Rank C Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.C"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
<div class="guild" v-if="guild.level >= 3 && Object.keys(quests.D).length > 0">
<h1>Rank D Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.D"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest((missive))"
/>
</section>
</div>
<div class="guild" v-if="guild.level >= 2 && Object.keys(quests.E).length > 0">
<h1>Rank E Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.E"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
<div class="guild" v-if="Object.keys(quests.F).length > 0">
<h1>Rank F Quests</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key, index) in quests.F"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
</template>
<script lang="ts">
import {defineComponent, type PropType} from "vue";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
import type {Quest} from "@/classes/Quest";
import {Guild} from "@/classes/Guild";
import QuestMissive from "@/components/QuestMissive.vue";
export default defineComponent({
name: "QuestView",
components: {QuestMissive, AdventurerComponent},
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return new Guild(1, 0);
},
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
},
quests: {
type: Object as PropType<{ [key: string]: Quest }>,
default() {
return {} as { [key: string]: Quest };
},
},
lastRecruitTime: {
type: Number as PropType<number>,
default() {
return 0;
}
},
},
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>
<style lang="scss" scoped>
.guild {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
padding-bottom: 0.5rem;
h1 {
font-size: 3rem;
text-align: center;
}
.missives {
display: flex;
flex-direction: row;
flex-wrap: wrap;
width: calc(100% - 2rem);
justify-content: center;
align-items: stretch;
padding-inline: 1rem;
gap: 1rem;
}
}
</style>
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{
"extends": "@vue/tsconfig/tsconfig.node.json",
"include": ["vite.config.*", "vitest.config.*", "cypress.config.*", "playwright.config.*"],
"compilerOptions": {
"composite": true,
"types": ["node"]
}
}
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{
"extends": "@vue/tsconfig/tsconfig.web.json",
"include": ["env.d.ts", "src/**/*", "src/**/*.vue"],
"compilerOptions": {
"baseUrl": ".",
"paths": {
"@/*": ["./src/*"]
}
},
"references": [
{
"path": "./tsconfig.config.json"
}
]
}
+15
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@@ -0,0 +1,15 @@
import { fileURLToPath, URL } from 'node:url'
import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
// https://vitejs.dev/config/
export default defineConfig({
plugins: [vue()],
resolve: {
alias: {
'@': fileURLToPath(new URL('./src', import.meta.url))
}
},
base: "/"
})