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168 Commits

Author SHA1 Message Date
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
YouHaveTrouble ae89704380 fix a type error 2025-05-11 17:03:28 +02:00
YouHaveTrouble 972b9251c3 bump version 2025-05-11 17:00:18 +02:00
YouHaveTrouble 2f10f940d8 bump version 2025-05-11 16:52:02 +02:00
YouHaveTrouble d962c85629 better quest adventurer choice ux 2025-05-11 16:37:58 +02:00
YouHaveTrouble e71326d89b update busy status dynamically 2025-05-11 14:36:10 +02:00
YouHaveTrouble 20567be96d new experimental quest view 2025-05-08 21:08:03 +02:00
YouHaveTrouble 3c79074c4c create GDD for the next iteration of the game 2024-11-19 20:35:55 +01:00
YouHaveTrouble 571dee6cc9 update news 2024-08-23 23:55:24 +02:00
YouHaveTrouble b49a30bb6e actually bearable mobile view for quests board 2023-09-23 15:29:47 +02:00
YouHaveTrouble 2a38461a47 move icon svgs to components, so they can load along everything else 2023-09-16 15:58:54 +02:00
YouHaveTrouble 52c340be26 bump version 2023-09-16 15:39:23 +02:00
YouHaveTrouble f2c5304643 don't load paths dynamically to allow offline play 2023-09-16 15:26:36 +02:00
YouHaveTrouble b6aefde9da add / to the path 2023-09-16 14:29:29 +02:00
YouHaveTrouble f31a0013a9 Merge pull request #11 from xYundy/fix-quest-button-on-ios
Fix select button color for iOS Safari
2023-09-15 12:04:09 +02:00
Wojciech 'xYundy' Zięciak e4af877358 Add missing empty line at EOF 2023-09-15 12:03:48 +02:00
YouHaveTrouble d162771749 Merge pull request #10 from xYundy/public-testing
Add script which allow to test app on external devices
2023-09-15 12:03:15 +02:00
YouHaveTrouble f53644119a Merge pull request #9 from xYundy/pwa-mobile-icon
Add PWA icons and manifest
2023-09-15 12:02:21 +02:00
Wojciech 'xYundy' Zięciak 34999a27b7 add PWA icons and manifest 2023-09-15 11:59:11 +02:00
Wojciech 'xYundy' Zięciak 6e23f9a7b4 Fix select button color for iOS Safar 2023-09-15 11:55:27 +02:00
Wojciech 'xYundy' Zięciak d852f6fd96 Add script which allow to test app on ext. devices 2023-09-15 11:47:43 +02:00
YouHaveTrouble 0e0c133f6f swap meta image 2023-09-07 19:06:29 +02:00
YouHaveTrouble 8a6b581981 bump version 2023-09-07 18:39:53 +02:00
YouHaveTrouble 5497717605 have enough portraits for now 2023-09-07 18:38:11 +02:00
YouHaveTrouble 85fa53b16e add gradient background for adventurer portraits 2023-09-07 18:23:36 +02:00
YouHaveTrouble 9feab73fd2 small tool to automatically merge data and portraits into one file 2023-09-07 18:23:17 +02:00
YouHaveTrouble ed7c9e66ec add new adventurers and their assets 2023-09-07 18:22:22 +02:00
YouHaveTrouble 82350c6c42 new loading screen 2023-08-28 19:33:44 +02:00
YouHaveTrouble 0b7489b21f add new assets 2023-08-28 19:33:29 +02:00
YouHaveTrouble 21fb2c5f72 update depends 2023-08-20 17:20:29 +02:00
YouHaveTrouble 20e7af41ae bump version 2023-07-26 00:24:44 +02:00
YouHaveTrouble 17a091bec8 stop changelog from bumping the page when loading 2023-07-26 00:18:57 +02:00
YouHaveTrouble 13cb2c5a55 don't save possibly heavy adventurer portraits and load them from global data 2023-07-26 00:01:24 +02:00
YouHaveTrouble 28fe055f32 cleanup 2023-07-23 22:38:59 +02:00
YouHaveTrouble b35de64cea move most assets to components and use base64 versions of them 2023-07-23 22:24:43 +02:00
YouHaveTrouble 1e7eb5c750 move adventurer portraits to the data to make sure they load along with everything else 2023-07-23 17:27:20 +02:00
YouHaveTrouble 1b1695bf1f bump version 2023-07-03 23:52:34 +02:00
YouHaveTrouble f524ce5e2e make a and s rank quests appear more often 2023-07-03 23:51:25 +02:00
YouHaveTrouble d14ef20fb1 rebalance adventurer capacity cost 2023-07-03 23:25:27 +02:00
YouHaveTrouble 83070b632b update depends 2023-07-03 23:25:16 +02:00
YouHaveTrouble 2723801c9c update depends 2023-07-03 22:51:40 +02:00
YouHaveTrouble 5d1ce0a262 make gold update actually work 2023-07-03 22:38:50 +02:00
YouHaveTrouble 74ebac9862 rebalance upgrades 2023-07-03 22:38:38 +02:00
YouHaveTrouble 2a5b162605 bump version 2023-06-26 19:44:57 +02:00
YouHaveTrouble d6e897c289 save data export and import 2023-06-26 19:44:32 +02:00
YouHaveTrouble a2b8b40464 download news once per hour 2023-06-26 18:02:38 +02:00
YouHaveTrouble bdaa3bc029 news 2023-06-26 17:43:12 +02:00
YouHaveTrouble 816c1fb0e7 make adventurer choice closeable by clicking on the slot again 2023-06-26 17:12:46 +02:00
YouHaveTrouble acdd8f6964 prevent phones from turning off display when the game's running 2023-06-26 16:03:39 +02:00
YouHaveTrouble 5fa8f2cf15 tooltip on technical menu 2023-06-26 15:54:14 +02:00
YouHaveTrouble 5a818fb142 prototype tooltips 2023-06-22 14:18:08 +02:00
YouHaveTrouble 6625a5b9de move title styles to global file 2023-06-20 20:06:54 +02:00
YouHaveTrouble cf69b92934 bump version 2023-06-20 19:58:31 +02:00
YouHaveTrouble 005cde4a01 remove debug 2023-06-20 19:57:34 +02:00
YouHaveTrouble 1b94d676e7 minor fixes 2023-06-20 19:56:36 +02:00
YouHaveTrouble 7cda820a99 add metadata 2023-06-20 19:56:28 +02:00
YouHaveTrouble 7281fdab60 dynamically load home view 2023-06-20 19:39:13 +02:00
YouHaveTrouble 3b9441b555 improve loading process 2023-06-20 19:37:27 +02:00
YouHaveTrouble c2abfd6dfd add loading screen to hide loading assets and not yet loaded gamestate 2023-06-20 19:18:50 +02:00
YouHaveTrouble f05c393600 new favicon 2023-06-20 19:18:09 +02:00
YouHaveTrouble 23b6f4b4f8 update packages and fix breaking changes 2023-06-20 18:12:20 +02:00
YouHaveTrouble d5195aa157 bump version 2023-05-12 21:52:06 +02:00
YouHaveTrouble 15072fe2c8 fix up ts errors 2023-05-12 21:52:00 +02:00
YouHaveTrouble ba4a6cb2a2 add quest auto-finish upgrade 2023-05-12 21:47:23 +02:00
YouHaveTrouble 4847d22f7e cancel update and save tasks on main component unload 2023-05-12 19:58:47 +02:00
YouHaveTrouble 2c053cc3eb increased cost of adventurer capacity upgrade 2023-05-12 19:13:48 +02:00
YouHaveTrouble c55e0c8bb6 added quest gold modifier upgrade 2023-05-12 18:41:40 +02:00
YouHaveTrouble 29aafedcfa fix max guild level being displayed on level 7 when upgraded to it 2023-05-12 18:25:45 +02:00
YouHaveTrouble 8070c855a0 drastically reduce price and scaling of exp modifier upgrade 2023-05-12 18:24:59 +02:00
YouHaveTrouble aaf0eb6546 bump version 2023-04-23 15:24:59 +02:00
YouHaveTrouble c14a135c94 display release date of an update next to its title 2023-04-23 15:22:59 +02:00
YouHaveTrouble 40d5a876b8 add quest exp modifier upgrade 2023-04-23 15:22:40 +02:00
YouHaveTrouble 3b47ed1bed bump version 2023-04-09 23:58:14 +02:00
YouHaveTrouble fdc5d370de Merge pull request #8 from YouHaveTrouble/adventurer-details
Adventurer details
2023-04-09 23:57:37 +02:00
YouHaveTrouble 19c4a3f7ac adjust adventurer exp scaling from linear to exponential 2023-04-09 23:55:34 +02:00
YouHaveTrouble 2dad283de9 fix already recruited adventurers showing up again 2023-04-09 16:22:42 +02:00
YouHaveTrouble 61ff80b69f style buttons and fix up number formatting 2023-04-09 15:35:56 +02:00
YouHaveTrouble a185bc2153 prestige feature 2023-04-09 13:59:19 +02:00
YouHaveTrouble b213cae62b fix the game not properly saving/loading adventurers for hire 2023-04-07 22:23:16 +02:00
YouHaveTrouble 19d3dd5515 exit button for adventurer details popup 2023-04-07 22:22:26 +02:00
YouHaveTrouble 4f2d742284 fix lack of gold formatting on guild upgrade button on game load 2023-04-07 20:45:08 +02:00
YouHaveTrouble a0b7db1bf6 popup window with adventurer details 2023-04-05 22:56:52 +02:00
YouHaveTrouble c569a1110c Merge remote-tracking branch 'origin/master' 2023-04-02 21:54:26 +02:00
YouHaveTrouble 56407505ea add formatting to gold display 2023-04-02 21:54:11 +02:00
YouHaveTrouble 5e4a78530a Unfrick the savefile
Unfrick the savefile
2023-04-02 20:38:49 +02:00
YouHaveTrouble 7be4d2b9ca Merge branch 'master' of https://github.com/YouHaveTrouble/adventurers-guild-game into unfrick-the-savefile
# Conflicts:
#	src/views/AdventurerView.vue
2023-03-31 22:25:16 +02:00
YouHaveTrouble eb4b0fba00 bump version 2023-03-31 21:47:32 +02:00
YouHaveTrouble 3f22b4511d Better look for the eyes
Better look for the eyes
2023-03-31 21:46:57 +02:00
YouHaveTrouble 6f777332a4 fix up styles for the pages,
fix up some code formatting to be more consistent
2023-03-31 21:44:56 +02:00
YouHaveTrouble 101ea0ffb5 provide backgrounds for the guild page components 2023-03-31 20:22:10 +02:00
YouHaveTrouble af11324fb7 Merge pull request #4 from RhythmicSys/new_assets
New assets
2023-03-31 19:10:07 +02:00
RhythmicSys 6903774f97 Adds more assets 2023-03-30 20:32:31 -07:00
RhythmicSys 1a9d2d0d9f Adds more assets 2023-03-29 22:37:38 -07:00
YouHaveTrouble 359abd3ab4 make generic panel css class 2023-03-29 22:45:30 +02:00
YouHaveTrouble 1a3a493df4 swap background to better looking wood 2023-03-29 22:06:56 +02:00
YouHaveTrouble 0890efd1ec move recruitment logic from the adventurer view to the main save data 2023-03-29 00:31:14 +02:00
YouHaveTrouble 5b4278cf30 bump version 2023-03-28 19:00:04 +02:00
YouHaveTrouble 8665506160 add settings button, link socials and get the changelog from github 2023-03-28 18:34:41 +02:00
YouHaveTrouble fdd0a8bbb1 add readme 2023-03-27 23:07:13 +02:00
YouHaveTrouble 8499782fdd 0.1.0
0.1.0
2023-03-27 22:06:26 +02:00
YouHaveTrouble 124cc85d82 add more style to the quest board 2023-03-27 22:04:44 +02:00
YouHaveTrouble 2c39bb9eef Merge pull request #2 from RhythmicSys/new_assets
Add to available assets
2023-03-27 19:54:13 +02:00
RhythmicSys e05f47e2cb Remove second wall panel and nail shadow, rename first wall panel to 'wall_panel_diagonal' 2023-03-27 10:42:16 -07:00
YouHaveTrouble 630219a546 move the cname file after build for gh pages 2023-03-27 18:05:17 +02:00
RhythmicSys 7386742c1b Add to available assets 2023-03-26 12:18:57 -07:00
YouHaveTrouble b19ecd29f8 Merge remote-tracking branch 'origin/master' 2023-03-26 20:41:39 +02:00
YouHaveTrouble 0bca77a3c7 change the url base to match gh pages 2023-03-26 20:41:35 +02:00
YouHaveTrouble 6230d4b050 Create CNAME 2023-03-26 20:29:31 +02:00
YouHaveTrouble 54a052bb23 0.0.2
- fixed all previous typescript errors to prepare for automatic deployments
- made available quests and adventurers data driven and imported from json files
- added duplicate protection on recruitment. Now it's guaranteed to get an adventurer every half an hour when there's at least one available
- quest rewards are now generated based on points required to complete them
- completely reworked math behind calculating adventurer speed of completing quests
- removed some unused concept variables from adventurer data
- added adventurer exp bars
- improved the look of quest progress bars and added percentage completion text
- maximum number of adventurers is now limited and can be increased via adventurer capacity (name tbd) upgrade
- adventurers now have a max level of 25. This will be expanded on later to allow increase of their max level.
2023-03-26 20:26:44 +02:00
YouHaveTrouble 9dcb403289 upgrade section and first upgrade,
correctly update guild upgrade cost
2023-03-26 20:16:52 +02:00
YouHaveTrouble fae1faded5 remove redundant loggers 2023-03-26 15:01:15 +02:00
YouHaveTrouble e6654858a1 adventurer limit, base classes for guild upgrades 2023-03-26 14:20:00 +02:00
YouHaveTrouble b6e2a7e813 more balanced math,
adventurer max levels,
recruits duplicate protection
2023-03-25 16:32:14 +01:00
YouHaveTrouble c71eeda11f hook in data sources for adventurers and quests,
programatically generate quest rewards,
change damage math,
2023-03-25 14:42:17 +01:00
YouHaveTrouble 9ac13c4cae cleanup 2023-03-25 02:42:08 +01:00
YouHaveTrouble 4e3f13e77e fix adventurer not being nullable 2023-03-25 02:41:57 +01:00
YouHaveTrouble 5f875af0a6 bump the version 2023-03-25 02:11:48 +01:00
YouHaveTrouble 247a87b41c fix remaining typescript errors 2023-03-25 02:07:05 +01:00
YouHaveTrouble 31bf1d8b8f fix more ts errors 2023-03-25 01:40:17 +01:00
YouHaveTrouble abca7e3cd1 fix possibly null prop 2023-03-25 00:50:23 +01:00
YouHaveTrouble 11d2e831df this fixes 5 ts errors, apparently. don't ask me. 2023-03-25 00:47:07 +01:00
YouHaveTrouble b89d041064 fix over 30 ts errors 2023-03-25 00:36:42 +01:00
YouHaveTrouble 28295e69d5 Merge branch 'master' of https://github.com/YouHaveTrouble/adventurers-guild-game into 0.0.2 2023-03-24 23:34:24 +01:00
YouHaveTrouble 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
116 changed files with 9799 additions and 10 deletions
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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 }}
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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?
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index.html
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# Game Design Document
## 1. Introduction
Guild Master is a game simulating being a fantasy guild master. The player will be able to recruit adventurers,
send them on quests, and manage the guild's resources.
## 2. Gameplay
Player will recruit adventurers and assign then to quests. Adventurers will have different statistics and a passive
ability that will make each character unique. Player will have to manage guild's resources to complete more and more
resource intensive quests and assignments.
## 3. Mechanics
Menus. Lots of menus. Possibly with fancy animations.
## 4. Characters
Set amount of available adventurers. Each with their own inventory and passive ability. Items in the inventory will
boost specific statistics of the character. They will be scaled based on level and the xp curve will be exponential.
## 5. Quests
There will always be a minimum set amount of quests available. Adventurers will have to be assigned to a quest that is
within their level range. Quests will come in different difficulties within the level range.
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<h1>Guild Master</h1>
<h2>Adventurer's guild management game</h2>
<p>It's a game where you manage an adventurer's guild. You can hire adventurers, assign them to quests to send them on adventures. </p>
<h3>How to play</h3>
Game is playable on <a href="https://guildmaster.yht.one/">guildmaster.yht.one</a> and is always automatically updated when new release is made.
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/**
* This file is used to import the character portraits to base64 from raw assets
*/
const fs = require('fs');
const characterData = require('./rawAssets/data/adventurers.json');
for (const character of characterData) {
try {
const base64 = base64_encode(`./rawAssets/img/portraits/${character.id}.png`);
character.portrait = "data:image/png;base64,"+base64;
} catch (e) {
console.error(`Error: Didn't find portrait for ${character.id}`);
}
}
fs.writeFileSync('./public/data/adventurers.json', JSON.stringify(characterData, null, 2), "utf-8");
function base64_encode(file) {
return fs.readFileSync(file, "base64");
}
Vendored
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/// <reference types="vite/client" />
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<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">
</head>
<body>
<div id="app"></div>
<noscript>
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>
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This is alpha version. Saves can lose data across updates.
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{
"name": "adventurers-guild",
"version": "0.15.3",
"private": true,
"scripts": {
"dev": "vite",
"dev-public": "vite --host",
"build": "run-p type-check build-only && cp -r CNAME dist/CNAME",
"preview": "vite preview",
"build-only": "vite build",
"type-check": "vue-tsc --noEmit",
"gen-character-data": "node characterDataGenerator.js"
},
"dependencies": {
"@vueuse/components": "^9.13.0",
"sass": "^1.66.1",
"vue": "^3.3.4",
"vue-router": "^4.2.4"
},
"devDependencies": {
"@types/node": "^18.17.6",
"@vitejs/plugin-vue": "^4.3.1",
"@vue/tsconfig": "^0.4.0",
"eslint": "^8.47.0",
"eslint-plugin-vue": "^9.17.0",
"npm-run-all": "^4.1.5",
"typescript": "~5.1.6",
"vite": "4.4.9",
"vue-tsc": "^1.8.3"
}
}
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[
{
"id": "aldek",
"name": "Aldek",
"attackExponent": 1.1
},
{
"id": "aria",
"name": "Aria",
"attackExponent": 1.1
},
{
"id": "burnett",
"name": "Burnett",
"attackExponent": 1.1
},
{
"id": "charlotte",
"name": "Charlotte",
"attackExponent": 1.1
},
{
"id": "ella",
"name": "Ella",
"attackExponent": 1.1
},
{
"id": "elyza",
"name": "Elyza",
"attackExponent": 1.1
},
{
"id": "emille",
"name": "Emille",
"attackExponent": 1.1
},
{
"id": "garret",
"name": "Garret",
"attackExponent": 1.1
},
{
"id": "gryza",
"name": "Gryza",
"attackExponent": 1.1
},
{
"id": "lestat",
"name": "Lestat",
"attackExponent": 1.1
},
{
"id": "lydia",
"name": "Lydia",
"attackExponent": 1.1
},
{
"id": "noor",
"name": "Noor",
"attackExponent": 1.1
},
{
"id": "noron",
"name": "Noron",
"attackExponent": 1.1
},
{
"id": "oola",
"name": "Oola",
"attackExponent": 1.1
},
{
"id": "owen",
"name": "Owen",
"attackExponent": 1.1
},
{
"id": "ryslette",
"name": "Ryslette",
"attackExponent": 1.1
},
{
"id": "sally",
"name": "Sally",
"attackExponent": 1.1
},
{
"id": "tovu",
"name": "Tovu",
"attackExponent": 1.1
},
{
"id": "wrydio",
"name": "Wrydio",
"attackExponent": 1.1
},
{
"id": "xarya",
"name": "Xarya",
"attackExponent": 1.1
}
]
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import {Guild} from "@/classes/Guild";
import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest";
import {getFromString, QuestRank} from "@/classes/QuestRank";
export class GameData {
guild: Guild;
adventurers: { [key: string]: Adventurer };
missives: Array<Quest>;
lastQuestGot: { [key: string]: null | number };
adventurersForHire: {[key: string]: Adventurer};
nextRecruitArrival: Date;
constructor(
data: any,
) {
this.guild = data.guild ?? new Guild(1, 0);
this.adventurers = data.adventurers ?? {};
this.missives = data.missives ?? [] as Array<Quest>;
this.lastQuestGot = data.lastQuestGot ?? {};
this.adventurersForHire = data.adventurersForHire ?? {};
this.nextRecruitArrival = data.nextRecruitArrival ? new Date(data.nextRecruitArrival) : new Date();
if (isNaN(this.nextRecruitArrival.getTime())) {
this.nextRecruitArrival = new Date();
}
}
}
/**
* Save the game to local storage
*/
export function saveGame(
data: GameData
): void {
console.debug("Saving game...");
const adventurers = {} as { [key: string]: any };
for (const adventurerId in data.adventurers) {
const adventurer: {[key: string]: any} = JSON.parse(JSON.stringify(data.adventurers[adventurerId]));
delete adventurer.portrait;
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({
guild: data.guild,
adventurers: adventurers,
missives: data.missives,
lastQuestGot: data.lastQuestGot,
adventurersForHire: adventurersForHire,
nextRecruitArrival: data.nextRecruitArrival.getTime(),
}));
}
export function loadGame(): GameData | null {
const savedGame = window.localStorage.getItem("savedGame");
if (!savedGame) return null;
const parsedGame = JSON.parse(savedGame);
console.debug("Loading game...");
return new GameData(parsedGame);
}
export async function loadAvailableQuests(): Promise<{ [key: string]: { [key: string]: Quest } }> {
const quests = {
S: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
F: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } };
const questsResponse = await fetch(`data/quests.json`);
if (questsResponse.status !== 200) {
console.error("Failed to load quests");
alert("Failed to load quests. Please try refreshing the page.");
return quests;
}
const questsData = await questsResponse.json();
for (const rank of Object.keys(questsData.ranks)) {
const questRank = getFromString(rank as keyof typeof QuestRank);
if (!questRank) {
console.error(`Invalid quest rank: ${rank}`);
continue;
}
const questRankData = questsData.ranks[questRank];
for (const quest of questRankData) {
const id = quest.id;
quests[questRank][id] = new Quest(
id,
questRank,
quest.title,
quest.text,
);
}
}
return quests;
}
export async function loadAdventurersForHire(): Promise<{[key: string]: 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: {[key: string]: Adventurer} = {};
for (const adventurer of adventurerData) {
const loadedAdventurer = new Adventurer(
adventurer.id,
adventurer.name,
adventurer.portrait,
adventurer.attackExponent,
adventurer.level,
adventurer.exp,
)
adventurers[loadedAdventurer.id] = loadedAdventurer;
}
return adventurers;
}
export function removeAlreadyHiredAdventurers(
adventurers: { [key: string]: Adventurer },
adventurersHired: { [key: string]: Adventurer }
): { [key: string]: Adventurer } {
const adventurersForHire: { [key: string]: Adventurer } = {};
for (const adventurer of Object.values(adventurers)) {
if (adventurersHired[adventurer.id]) continue;
adventurersForHire[adventurer.id] = adventurer;
}
return adventurersForHire;
}
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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.busy) return false;
if (this.level < getMaxLevelForPrestige(this.prestige)) return false;
return this.prestige < 5
}
getNextLevelExpRequirement(): number {
return Math.max(1, Math.floor((3 * Math.pow(1.2, this.level - 1)) * Math.pow(1.025, this.level - 1)));
}
/**
* Returns the percentage of exp to the next level
*/
getExpPercentage(): number {
return (this.exp / this.getNextLevelExpRequirement()) * 100;
}
addExp(exp: number): void {
if (this.isMaxLevel()) return;
this.exp += exp;
if (this.canLevelUp()) {
this.levelUp();
}
}
getAttack(): number {
const scalingFactor = Math.pow(1.05, this.level - 1);
return (2 * scalingFactor) * Math.pow(this.attackExponent, this.level - 1);
}
getDPS(): number {
return this.getAttack() * 4;
}
getMaxLevel(): number {
return getMaxLevelForPrestige(this.prestige);
}
isMaxLevel(): boolean {
return this.level >= this.getMaxLevel();
}
}
function getMaxLevelForPrestige(prestige: number): number {
return 25 + (prestige * 5);
}
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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";
import RecruitmentCapacityUpgrade from "@/classes/guildUpgrades/RecruitmentCapacityUpgrade";
const MAX_LEVEL: number = 8;
export class Guild {
gold: number;
level: number;
displayUpgradeCost: number|string;
upgradeCost: number|null = null;
adventurerCapacity: AdventurerCapacityUpgrade;
expModifier: QuestExpUpgrade;
goldModifier: QuestGoldUpgrade;
autoFinishQuestsUpgrade: AutoFinishQuestsUpgrade;
recruitmentCapacity: RecruitmentCapacityUpgrade;
constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold;
this.level = level;
const rawDisplayUpgradeCost = this.getUpgradeCost();
this.displayUpgradeCost = rawDisplayUpgradeCost ? formatGold(rawDisplayUpgradeCost) : "Max level";
this.upgradeCost = this.getUpgradeCost();
this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade();
this.expModifier = upgrades.expModifier as QuestExpUpgrade ?? new QuestExpUpgrade();
this.goldModifier = upgrades.goldModifier as QuestGoldUpgrade ?? new QuestGoldUpgrade();
this.autoFinishQuestsUpgrade = upgrades.autoFinishQuestsUpgrade as AutoFinishQuestsUpgrade ?? new AutoFinishQuestsUpgrade();
this.recruitmentCapacity = upgrades.recruitmentCapacity as RecruitmentCapacityUpgrade ?? new RecruitmentCapacityUpgrade();
}
upgrade(): void {
const cost = this.getUpgradeCost();
if (cost === null) return;
if (this.gold < cost) return;
this.gold -= cost;
this.level += 1;
if (this.level >= MAX_LEVEL) {
this.displayUpgradeCost = "Max level";
this.upgradeCost = null;
} else {
const newCost = this.getUpgradeCost();
if (newCost === null) return;
this.displayUpgradeCost = formatGold(newCost);
this.upgradeCost = newCost;
}
}
getUpgradeCost(): number|null {
return upgradeCosts[this.level] ?? null;
}
isMaxLevel(): boolean {
return this.level >= MAX_LEVEL;
}
}
const upgradeCosts = {
"1": 1000,
"2": 2500,
"3": 5000,
"4": 10000,
"5": 25000,
"6": 100000,
"7": 750000,
} 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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export default interface MaxLevellable {
maxLevel: number;
isMaxLevel(): boolean;
}
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const goldFormatter = new Intl.NumberFormat('en-US', {
maximumFractionDigits: 3,
// @ts-ignore - typescript doesn't know about this option for some godforsaken reason
notation: "compact",
useGrouping: true,
});
const damageFormatter = new Intl.NumberFormat('en-US', {
maximumFractionDigits: 2,
// @ts-ignore - typescript doesn't know about this option for some godforsaken reason
notation: "compact",
});
export function formatGold(number: number | null): string {
if (number === null) return "";
return goldFormatter.format(number);
}
export function formatDamage(number: number): string {
return damageFormatter.format(number);
}
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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>;
maxAdventurers: number;
progressPoints: number;
maxProgress: number;
expReward: number;
goldReward: number;
constructor(
id: string,
rank: QuestRank,
title: string,
text: string,
maxProgress: number = 1,
expReward: number = 0,
goldReward: number = 0,
maxAdventurers: number = 1
) {
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 = [];
this.maxAdventurers = maxAdventurers;
}
getPercentProgress(): number {
return Math.round(this.progressPoints / this.maxProgress * 100);
}
}
/**
* Generate rewards for a quest and return it
* @param quest
* @param expModifier - multiplification modifier for the exp reward
* @param goldModifier - multiplification modifier for the gold reward
*/
export function getQuestWithRewards(quest: Quest, expModifier: number = 1, goldModifier: number = 1) {
let maxProgress = 1;
switch (quest.rank) {
case QuestRank.S:
// at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30
maxProgress = 195390;
break;
case QuestRank.A:
// at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25
maxProgress = 30770;
break;
case QuestRank.B:
// at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20
maxProgress = 9690;
break;
case QuestRank.C:
// at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15
maxProgress = 3045;
break;
case QuestRank.D:
// at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10
maxProgress = 960;
break;
case QuestRank.E:
// at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5
maxProgress = 300;
break;
case QuestRank.F:
// at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1
maxProgress = 120;
break;
}
let goldReward = Math.floor(maxProgress/6 * goldModifier);
let expReward = Math.floor((Math.floor(maxProgress/120) - maxProgress/1000) * expModifier);
// add some randomness to the rewards
goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1));
expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.2)));
return new Quest(quest.id, quest.rank, quest.title, quest.text, maxProgress, expReward, goldReward);
}
function randomNumberBetween(min: number, max: number) {
return Math.random() * (max - min) + min;
}
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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 type {Adventurer} from "@/classes/Adventurer";
/**
* Get a random adventurer from the pool
* @param adventurerPool
* @param exceptions
* @returns {Adventurer|null} null if the pool is empty
*/
export function getNewAdventurerForHire(adventurerPool: Array<Adventurer>, exceptions: Array<Adventurer> = []): Adventurer|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;
return adventurerPool[randomId];
}
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import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class AdventurerCapacityUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 1;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
if (level === 1) return 1500;
return Math.floor(1500 * (level * 4));
}
/**
* Returns the number of adventurers the guild can have
*/
getAdventurerCapacity(): number {
return 1 + this.level ;
}
}
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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 {
switch (level) {
case 1:
return 25000;
case 2:
return 50000;
case 3:
return 75000;
case 4:
return 150000;
case 5:
return 275000;
case 6:
return 750000;
case 7:
return 1500000;
case 8:
return 2500000;
default:
return 0;
}
}
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];
}
}
}
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import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class QuestExpUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
if (level === 1) return 1000000;
return Math.floor(1000000 * (level * 1.05));
}
getModifier(): number {
return 1 + (this.level * 0.1);
}
}
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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 {
if (level === 1) return 1000000;
return Math.floor(1000000 * (level * 1.05));
}
getModifier(): number {
return 1 + (this.level * 0.1);
}
}
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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;
}
}
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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<Array<Adventurer>>,
default() {
return [] as Array<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">
<span>Choose adventurer</span>
<div class="list">
<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>
</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<Array<Adventurer>>,
default() {
return [] as Array<Adventurer>;
},
},
},
methods: {
closeSelect() {
setTimeout(() => {
this.selection = false;
}, 0);
}
}
})
</script>
<style lang="scss" scoped>
.selection {
position: absolute;
bottom: 0;
left: 0;
width: 100%;
max-width: 100%;
display: flex;
flex-direction: row;
justify-content: center;
align-items: flex-start;
flex-wrap: wrap;
gap: 0.5rem;
padding: 0.5rem;
background-color: rgba(0,0,0, 0.6);
backdrop-filter: blur(4px);
z-index: 2;
cursor: default;
height: 100%;
overflow-y: scroll;
scrollbar-gutter: stable;
.list {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
gap: 1rem;
max-width: 100%;
}
span {
font-size: 1.5rem;
color: #fff;
}
.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;
color: #000;
span {
transform: translateY(-0.5rem);
}
}
</style>
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<template>
<section class="recruit panel pinned-paper">
<h1>Applying adventurers
{{ `(${Object.keys(adventurersForHire).length}/${guild.recruitmentCapacity.getRecruitmentCapacity()})` }}</h1>
<div class="adventurers">
<div class="adventurer-tile" v-for="adventurerForHire in currentlyForHire" :key="adventurerForHire.id">
<adventurer-tile
class="hire-tile"
:adventurer="adventurerForHire"
@click="previewAdventurer(adventurerForHire)"
/>
<div class="decision">
<span
title="Hire"
@click="hireAdventurer(adventurerForHire)"
:class="{disabled: !canRecruitMore}"
>
</span>
<span
:title="Object.keys(adventurersForHire).length > 0 ? 'Dismiss' : ''"
:class="{disabled: Object.keys(adventurersForHire).length <= 0}"
@click="dismissAdventurer(adventurerForHire)"
>
</span>
</div>
</div>
<div v-if="Object.keys(adventurersForHire).length == 0">
<span>No one applied as of now. Check back later!</span>
</div>
</div>
<div>
<button
class="button metal find-recruit"
:disabled="recruitSlotsFilled || guild.gold < newRecruitCost"
@click="findNewRecruit()"
>Find a recruit now {{(`(${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.$emit("hireAdventurer", adventurer);
},
dismissAdventurer(adventurer: Adventurer) {
if (Object.keys(this.adventurersForHire).length <= 0) return;
this.$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>
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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>,
required: true,
}
},
data: () => ({
expProgress: "0%",
}),
watch: {
adventurer: {
deep: true,
handler: function (adventurer: Adventurer) {
this.expProgress = adventurer.getExpPercentage() + "%";
},
}
},
mounted() {
if (this.adventurer === undefined) return;
this.expProgress = this.adventurer.getExpPercentage() + "%";
}
});
</script>
<style lang="scss" scoped>
.adventurer {
width: 100%;
height: 100%;
overflow: clip;
font-size: 5rem;
line-height: 1;
aspect-ratio: 1/1;
color: rgba(0, 0, 0, 0.75);
position: relative;
background: rgb(2,0,36);
background: radial-gradient(circle, rgba(2,0,36,1) 0%, rgb(69, 69, 84) 57%, rgb(85, 112, 117) 100%);
.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>
<div class="missives-wrapper">
<h1 v-if="label !== undefined">{{ label }}</h1>
<section class="missives">
<QuestMissive
v-for="(missive, key) in quests"
:key="key"
:adventurers="adventurers"
:missive="missive"
@click="finalizeQuest(missive)"
/>
</section>
</div>
</template>
<script lang="ts">
import {defineComponent} from 'vue'
import QuestMissive from "@/components/QuestMissive.vue";
export default defineComponent({
name: "QuestGroup",
components: {QuestMissive},
props: {
quests: {
type: Object,
required: true,
},
adventurers: {
type: Object,
required: true,
},
finalizeQuest: {
type: Function,
required: true,
},
label: {
type: String,
default: undefined,
}
},
})
</script>
<style scoped lang="scss">
h1 {
text-align: center;
}
.missives-wrapper {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
.missives {
display: flex;
flex-direction: row;
flex-wrap: nowrap;
justify-content: flex-start;
gap: 1rem;
padding-block: 0.5rem;
padding-inline: 5rem;
overflow-x: scroll;
scroll-snap-type: x mandatory;
width: 100vw;
max-width: 100%;
}
@media(min-width: 800px) {
.missives-wrapper {
padding-inline: 1rem;
max-width: 100vw;
overflow-x: hidden;
}
.missives {
display: grid;
padding-inline: 0;
max-width: 1200px;
grid-template-columns: repeat(auto-fill, minmax(14rem, 1fr));
grid-auto-rows: auto;
gap: 1rem;
overflow-x: visible;
}
}
</style>
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<template>
<article
class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}"
>
<div class="parchment">
<Parchment/>
</div>
<div class="stain" v-if="stain">
<WaterStain/>
</div>
<div class="drink-stain" v-if="drinkStain.exists">
<DrinkStain/>
</div>
<div class="rank">{{missive.rank}}</div>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="notBusyAdventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/>
</button>
</div>
<div class="progressWrap">
<span class="progress"></span>
<span class="percentage">{{ `${progressPercentage.toFixed(2)}%` }}</span>
</div>
<h3>Rewards</h3>
<div class="rewards">
<span>Gold: <b>{{ missive.goldReward }}</b></span>
<span>Exp: <b>{{ missive.expReward }}</b></span>
</div>
</article>
</template>
<script lang="ts">
import type {Quest} from "@/classes/Quest";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
import DrinkStain from "@/components/misc/DrinkStain.vue";
import WaterStain from "@/components/misc/WaterStain.vue";
import Parchment from "@/components/misc/Parchment.vue";
export default defineComponent({
name: "QuestMissive",
components: {Parchment, WaterStain, DrinkStain, AdventurerComponent},
computed: {
progressPercentageValue(): string {
return `${this.missive.progressPoints / this.missive.maxProgress * 100}%`;
},
notBusyAdventurers(): Adventurer[] {
return Object.values(this.adventurers).filter(adventurer => !adventurer.busy);
},
},
props: {
missive: {
type: Object as PropType<Quest | any>,
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
},
data: () => {
return {
progressPercentage: 0,
stain: false,
drinkStain: {
exists: false,
offsetX: "0%",
offsetY: "0%",
},
}
},
methods: {
updateProgress() {
if (this.missive === undefined) return;
this.progressPercentage = this.missive.progressPoints / this.missive.maxProgress * 100;
},
randomNumber(min: number, max: number) {
return Math.random() * (max - min) + min;
},
},
mounted() {
this.updateProgress();
this.stain = Math.random() < 0.35;
this.drinkStain.exists = Math.random() < 0.15;
if (this.drinkStain.exists) {
this.drinkStain.offsetX = `${this.randomNumber(-1, 1) * 100}%`;
this.drinkStain.offsetY = `${this.randomNumber(-1, 1) * 100}%`;
}
},
watch: {
"missive.progressPoints": {
handler() {
this.updateProgress();
},
deep: true,
}
}
});
</script>
<style lang="scss" scoped>
.missive {
width: 14rem;
min-width: 14rem;
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
scroll-snap-align: center;
margin: 0 auto;
.parchment {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -5;
overflow: hidden;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
h2 {
font-size: 1.5rem;
line-height: 1;
}
h3 {
font-size: 1.15rem;
margin: 0;
}
.progressWrap {
width: 80%;
border: 1px solid #000;
margin: 0.5rem auto;
position: relative;
height: 1.25rem;
.progress {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: block;
width: v-bind(progressPercentageValue);
background-color: rgba(0, 128, 0, 0.65);
transition: width 250ms linear;
}
.percentage {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
width: 100%;
}
}
.rank {
position: absolute;
top: -0.5rem;
left: 0.25rem;
font-size: 3rem;
font-weight: bold;
color: #ab0707;
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;
}
}
.stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-size: contain;
opacity: 1;
z-index: -4;
img {
width: 100%;
height: 100%;
object-fit: cover;
filter: grayscale(0.8);
}
}
.drink-stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
opacity: 0.45;
z-index: -1;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
img {
width: 45%;
height: 35%;
filter: grayscale(0.8);
transform: translate(v-bind("drinkStain.offsetX"), v-bind("drinkStain.offsetY"));
}
}
}
</style>
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<template>
<section class="upgrades">
<h2>Upgrades</h2>
<div class="upgrade">
<span>Adventurer capacity (level {{ guild.adventurerCapacity.level }})</span>
<small>Increases the maximum amount of recruited adventurers</small>
<button
class="button metal"
v-if="guild.adventurerCapacity.nextLevelCost"
:disabled="guild.gold < guild.adventurerCapacity.nextLevelCost"
@click="upgradeAdventurerCapacity()"
>
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
</button>
</div>
<div class="upgrade">
<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">
<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 - 1 }})</span>
<small>Increases exp from newly offered quests by 10% per level</small>
<button
class="button metal"
v-if="guild.expModifier.nextLevelCost"
:disabled="guild.gold < guild.expModifier.nextLevelCost"
@click="upgradeQuestExpModifier()"
>
Upgrade ({{ formatGold(guild.expModifier.nextLevelCost) }} gold)
</button>
</div>
<div class="upgrade" v-if="guild.level >= guild.goldModifier.guildLevelRequirement">
<span>Quest gold modifier (level {{ guild.goldModifier.level - 1 }})</span>
<small>Increases gold from newly offered quests by 10% per level</small>
<button
class="button metal"
v-if="guild.goldModifier.nextLevelCost"
:disabled="guild.gold < guild.goldModifier.nextLevelCost"
@click="upgradeQuestGoldModifier()"
>
Upgrade ({{ formatGold(guild.goldModifier.nextLevelCost) }} gold)
</button>
</div>
</section>
</template>
<script lang="ts">
import {Guild} from "@/classes/Guild";
import {defineComponent, type PropType} from "vue";
import {formatGold} from "@/classes/NumberMagic";
export default defineComponent({
name: "UpgradesList",
props: {
guild: {
type: Object as PropType<Guild>,
required: true,
}
},
methods: {
formatGold,
upgradeAdventurerCapacity(): void {
if (!this.guild.adventurerCapacity) return;
if (!this.guild.adventurerCapacity.nextLevelCost) return;
if (this.guild.gold < this.guild.adventurerCapacity.nextLevelCost) return;
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
this.guild.adventurerCapacity.upgrade();
},
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 {
if (!this.guild.autoFinishQuestsUpgrade) return;
if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return;
if (!this.guild.autoFinishQuestsUpgrade.nextLevelCost) return;
if (this.guild.gold < this.guild.autoFinishQuestsUpgrade.nextLevelCost) return;
this.guild.gold -= this.guild.autoFinishQuestsUpgrade.nextLevelCost;
this.guild.autoFinishQuestsUpgrade.upgrade();
},
upgradeQuestExpModifier(): void {
if (!this.guild.expModifier) return;
if (!this.guild.expModifier.nextLevelCost) return;
if (this.guild.gold < this.guild.expModifier.nextLevelCost) return;
this.guild.gold -= this.guild.expModifier.nextLevelCost;
this.guild.expModifier.upgrade();
},
upgradeQuestGoldModifier(): void {
if (!this.guild.goldModifier) return;
if (!this.guild.goldModifier.nextLevelCost) return;
if (this.guild.gold < this.guild.goldModifier.nextLevelCost) return;
this.guild.gold -= this.guild.goldModifier.nextLevelCost;
this.guild.goldModifier.upgrade();
},
}
});
</script>
<style lang="scss" scoped>
.upgrades {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
h2 {
font-size: 1.75rem;
margin: 2rem 0 0;
padding: 0;
}
.upgrade {
text-align: center;
font-size: 1.25rem;
font-weight: bold;
display: flex;
flex-direction: column;
width: min(25rem, 100%);
justify-content: center;
align-items: center;
gap: 0.2rem;
small {
font-weight: normal;
line-height: 1;
}
}
}
</style>
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<script lang="ts">
import {defineComponent} from 'vue'
export default defineComponent({
name: "DiscordLogo",
props: {
width: {
type: String,
default: "2rem",
},
height: {
type: String,
default: "2rem",
},
},
})
</script>
<template>
<svg
:width="width"
:height="height"
role="img"
viewBox="0 0 24 24"
xmlns="http://www.w3.org/2000/svg"
>
<title>Discord</title>
<path d="M20.317 4.3698a19.7913 19.7913 0 00-4.8851-1.5152.0741.0741 0 00-.0785.0371c-.211.3753-.4447.8648-.6083 1.2495-1.8447-.2762-3.68-.2762-5.4868 0-.1636-.3933-.4058-.8742-.6177-1.2495a.077.077 0 00-.0785-.037 19.7363 19.7363 0 00-4.8852 1.515.0699.0699 0 00-.0321.0277C.5334 9.0458-.319 13.5799.0992 18.0578a.0824.0824 0 00.0312.0561c2.0528 1.5076 4.0413 2.4228 5.9929 3.0294a.0777.0777 0 00.0842-.0276c.4616-.6304.8731-1.2952 1.226-1.9942a.076.076 0 00-.0416-.1057c-.6528-.2476-1.2743-.5495-1.8722-.8923a.077.077 0 01-.0076-.1277c.1258-.0943.2517-.1923.3718-.2914a.0743.0743 0 01.0776-.0105c3.9278 1.7933 8.18 1.7933 12.0614 0a.0739.0739 0 01.0785.0095c.1202.099.246.1981.3728.2924a.077.077 0 01-.0066.1276 12.2986 12.2986 0 01-1.873.8914.0766.0766 0 00-.0407.1067c.3604.698.7719 1.3628 1.225 1.9932a.076.076 0 00.0842.0286c1.961-.6067 3.9495-1.5219 6.0023-3.0294a.077.077 0 00.0313-.0552c.5004-5.177-.8382-9.6739-3.5485-13.6604a.061.061 0 00-.0312-.0286zM8.02 15.3312c-1.1825 0-2.1569-1.0857-2.1569-2.419 0-1.3332.9555-2.4189 2.157-2.4189 1.2108 0 2.1757 1.0952 2.1568 2.419 0 1.3332-.9555 2.4189-2.1569 2.4189zm7.9748 0c-1.1825 0-2.1569-1.0857-2.1569-2.419 0-1.3332.9554-2.4189 2.1569-2.4189 1.2108 0 2.1757 1.0952 2.1568 2.419 0 1.3332-.946 2.4189-2.1568 2.4189Z"/>
</svg>
</template>
<style scoped lang="scss">
svg {
}
</style>

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