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90 Commits

Author SHA1 Message Date
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
91 changed files with 8899 additions and 317 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 }}
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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
+6
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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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-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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<!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": "0.7.0",
"private": true,
"scripts": {
"dev": "vite",
"build": "run-p type-check build-only && cp -r CNAME dist/CNAME",
"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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@@ -0,0 +1,14 @@
[
{
"title": "Undead horde",
"text": "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep."
},
{
"title": "Runaway prisoner",
"text": "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell."
},
{
"title": "The aristocrats",
"text": "Royalty wants an escort for one of their carriages."
}
]
+14
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[
{
"title": "Scratchy, the butcher",
"text": "Scratchy turned evil and is terrorizing its victims. Put a stop to it!"
},
{
"title": "Hobgnoblin subjegation",
"text": "Gnoblins evolved and are back for vengeance."
},
{
"title": "Holy",
"text": "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!"
}
]
+14
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[
{
"title": "Caravan escort",
"text": "Escort a merchant caravan."
},
{
"title": "Rare ore",
"text": "Obtain laudanium ore for town's blacksmith."
},
{
"title": "Demonic pests!",
"text": "Clear the fields from cabbage imps."
}
]
+14
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[
{
"title": "Gnoblin subjegation",
"text": "Kill 3 gnoblins."
},
{
"title": "Phantom menace",
"text": "Exorcise ghosts out of someone's apartment."
},
{
"title": "Scratchy in peril",
"text": "Get Scratchy the cat from the tree safe onto the ground."
}
]
+18
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[
{
"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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<?xml version="1.0" encoding="utf-8"?>
<svg width="800px" height="800px" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg">
<rect width="24" height="24" fill="none"/>
<path d="M12,2A10,10,0,0,0,8.84,21.5c.5.08.66-.23.66-.5V19.31C6.73,19.91,6.14,18,6.14,18A2.69,2.69,0,0,0,5,16.5c-.91-.62.07-.6.07-.6a2.1,2.1,0,0,1,1.53,1,2.15,2.15,0,0,0,2.91.83,2.16,2.16,0,0,1,.63-1.34C8,16.17,5.62,15.31,5.62,11.5a3.87,3.87,0,0,1,1-2.71,3.58,3.58,0,0,1,.1-2.64s.84-.27,2.75,1a9.63,9.63,0,0,1,5,0c1.91-1.29,2.75-1,2.75-1a3.58,3.58,0,0,1,.1,2.64,3.87,3.87,0,0,1,1,2.71c0,3.82-2.34,4.66-4.57,4.91a2.39,2.39,0,0,1,.69,1.85V21c0,.27.16.59.67.5A10,10,0,0,0,12,2Z"/>
</svg>

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<script setup lang="ts">
import {RouterLink, RouterView} from 'vue-router'</script>
<template>
<header>
<nav>
<RouterLink :to="{name: 'guild'}">Guild</RouterLink>
<RouterLink :to="{name: 'quests'}">Quests</RouterLink>
<RouterLink :to="{name: 'adventurers'}">Adventurers</RouterLink>
<RouterLink :to="{name: 'technical'}"><img class="icon" src="/img/icons/cog.svg" alt="Technical"></RouterLink>
</nav>
</header>
<RouterView
:guild="guild"
:adventurers="adventurers"
:quests="missives"
:adventurerForHire="adventurerForHire"
@finalizeQuest="finalizeQuest($event)"
@wipeSave="resetSave()"
@recruitActionTaken="recruitAction($event)"
/>
</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,
loadAdventurersForHire,
loadAvailableQuests,
loadGame,
removeAlreadyHiredAdventurers,
saveGame
} from "@/GameData";
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import AdventurerCapacityUpgrade from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
import {getNewAdventurerForHire} from "@/classes/Recruitment";
import QuestExpUpgrade from "@/classes/guildUpgrades/QuestExpUpgrade";
import QuestGoldUpgrade from "@/classes/guildUpgrades/QuestGoldUpgrade";
import AutoFinishQuestsUpgrade from "@/classes/guildUpgrades/AutoFinishQuestsUpgrade";
export default defineComponent({
name: "GuildView",
data: () => ({
guild: new Guild(1, 500),
gameTickTask: null as null | number,
gameSaveTask: null as null | number,
lastQuestGot: {
S: null as null | number,
A: null as null | number,
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,
adventurerForHire: null as Adventurer | null,
adventurersDatabase: {} as Array<Adventurer>,
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) {
if (this.guild.autoFinishQuestsUpgrade.getRanksToAutoFinishQuestsIn().includes(rank)) {
this.finalizeQuest(missive);
continue;
}
continue;
}
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.getAttack();
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
}
}
}
},
async checkForNewRecruit(currentTimestamp: number) {
if (this.lastRecruitHandled == null) {
this.lastRecruitHandled = 0;
}
if (Object.keys(this.adventurers).length <= 0) {
this.adventurerForHire = this.adventurersDatabase[0];
}
if (currentTimestamp - this.lastRecruitHandled >= 1000 * 60 * 30 && this.adventurerForHire == null) {
this.adventurerForHire = getNewAdventurerForHire(this.adventurersDatabase);
}
},
recruitAction(adventurer: Adventurer | null): void {
this.lastRecruitHandled = Number(new Date());
this.adventurerForHire = null;
if (adventurer === null) return;
this.adventurers[adventurer.id] = adventurer;
for (const id in this.adventurersDatabase) {
const databaseAdventurer = this.adventurersDatabase[id];
if (databaseAdventurer.id === adventurer.id) {
this.adventurersDatabase.splice(Number(id), 1);
break;
}
}
},
finalizeQuest(missive: Quest) {
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], this.guild.expModifier.getModifier());
},
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);
}
if (saveData.guild.expModifier) {
guildUpgrades.expModifier = new QuestExpUpgrade(saveData.guild.expModifier.level);
}
if (saveData.guild.goldModifier) {
guildUpgrades.goldModifier = new QuestGoldUpgrade(saveData.guild.goldModifier.level);
}
if (saveData.guild.autoFinishQuestsUpgrade) {
guildUpgrades.autoFinishQuestsUpgrade = new AutoFinishQuestsUpgrade(saveData.guild.autoFinishQuestsUpgrade.level);
}
this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades);
const adventurers = {} as { [key: string]: Adventurer };
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,
data.prestige ?? 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;
if (saveData.adventurerForHireId != null) {
for (const id in this.adventurersDatabase) {
const adventurer = this.adventurersDatabase[id];
if (adventurer.id === saveData.adventurerForHireId) {
this.adventurerForHire = adventurer;
return;
}
}
}
},
resetSave() {
if (!confirm("You are about to wipe your save file. Are you sure?")) return;
window.localStorage.removeItem("savedGame");
window.location.reload();
}
},
async mounted() {
this.quests = await loadAvailableQuests();
this.adventurersDatabase = await loadAdventurersForHire();
this.loadGame();
this.adventurersDatabase = removeAlreadyHiredAdventurers(this.adventurersDatabase, this.adventurers);
this.gameSaveTask = setInterval(() => {
saveGame(new GameData({
adventurers: this.adventurers,
guild: this.guild,
missives: this.missives,
lastQuestGot: this.lastQuestGot,
lastRecruitAction: this.lastRecruitHandled,
adventurerForHireId: this.adventurerForHire?.id ?? null,
}));
}, 10 * 1000)
this.gameTickTask = setInterval(() => {
this.updateMissives();
const now = Number(new Date());
this.checkForNewRecruit(now);
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);
},
beforeUnmount() {
if (this.gameSaveTask) clearInterval(this.gameSaveTask);
if (this.gameTickTask) clearInterval(this.gameTickTask);
}
})
</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);
.icon {
width: 2rem;
height: 2rem;
fill: white;
filter: invert(1);
transform: translateY(0.35rem);
}
a {
font-size: 2rem;
color: #fff;
text-decoration: none;
&.router-link-active {
text-decoration: underline;
}
}
}
</style>
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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: { [key: string]: { [key: string]: Quest } };
lastQuestGot: { [key: string]: null | number };
lastRecruitAction: null | number;
adventurerForHireId: string | null;
constructor(
data: any,
) {
this.guild = data.guild ?? new Guild(1, 0);
this.adventurers = data.adventurers ?? {} as { [key: string]: Adventurer };
this.missives = data.missives ?? {} as { [key: string]: { [key: string]: Quest } };
this.lastQuestGot = data.lastQuestGot ?? {} as { [key: string]: null | number };
this.lastRecruitAction = data.lastRecruitAction ?? null;
this.adventurerForHireId = data.adventurerForHireId ?? null;
}
}
/**
* Save the game to local storage
*/
export function saveGame(
data: GameData
): void {
console.debug("Saving game...");
window.localStorage.setItem("savedGame", JSON.stringify({
guild: data.guild,
adventurers: data.adventurers,
missives: data.missives,
lastQuestGot: data.lastQuestGot,
lastRecruitAction: data.lastRecruitAction,
adventurerForHireId: data.adventurerForHireId,
}));
}
export function loadGame(): GameData | null {
const savedGame = window.localStorage.getItem("savedGame");
if (!savedGame) return null;
const parsedGame = JSON.parse(savedGame);
console.debug("Loading game...");
return new GameData(parsedGame);
}
export async function loadAvailableQuests(): Promise<{ [key: string]: { [key: string]: Quest } }> {
const quests = {
S: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
F: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } };
for (const rank in quests) {
const response = await fetch(`data/quests/Rank${rank}.json`);
if (response.status !== 200) {
console.error("Failed to load quests");
alert("Failed to load quests. Please try refreshing the page.");
return quests;
}
const questData = await response.json();
let id = 0;
for (const quest of questData) {
id++;
quests[rank.toString()][id] = new Quest(
id.toString(),
getFromString(rank as QuestRank),
quest.title,
quest.text,
1,
0,
0
);
}
}
return quests;
}
export async function loadAdventurersForHire(): Promise<Array<Adventurer>> {
const response = await fetch("data/adventurers.json");
if (response.status !== 200) {
console.error("Failed to load adventurers");
alert("Failed to load adventurers. Please try refreshing the page.");
return [];
}
const adventurerData = await response.json();
const adventurers: Array<Adventurer> = [];
for (const adventurer of adventurerData) {
adventurers.push(new Adventurer(
adventurer.id,
adventurer.name,
adventurer.portrait,
adventurer.attackExponent,
adventurer.level,
adventurer.exp,
));
}
return adventurers;
}
export function removeAlreadyHiredAdventurers(
adventurers: Array<Adventurer>,
adventurersHired: { [key: string]: Adventurer }
): Array<Adventurer> {
const adventurersForHire: Array<Adventurer> = [];
for (const adventurer of adventurers) {
if (adventurersHired[adventurer.id]) continue;
adventurersForHire.push(adventurer);
}
return adventurersForHire;
}
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body {
margin: 0;
padding: 0 0 10rem;
min-height: calc(100vh - 10rem);
font-family: 'EB Garamond', serif;
overflow-y: scroll;
user-select: none;
background-size: 25rem;
background-color: rgba(87, 50, 20, 0.45);
background-image: url("/img/background/wood/cut_wood_background.png");
background-blend-mode: darken;
background-repeat: repeat;
}
#app {
width: 100%;
}
.panel {
&.pinned-paper {
background-image: url("/img/quests/backgrounds/paper.png");
position: relative;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.25));
.nail {
position: absolute;
width: 2rem;
height: 2rem;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.5));
&.small {
width: 1rem;
height: 1rem;
}
img {
width: 100%;
height: 100%;
}
&.top-left {
top: 1rem;
left: 1rem;
}
&.top-right {
top: 1rem;
right: 1rem;
}
}
}
&.note-paper {
background-image: url("/img/background/paper/small_tile_paper.png");
position: relative;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.25));
border-image: url("/img/borders/metal_corner.png") 30 round;
}
}
.button {
padding: 0.5rem 1rem;
font-size: 1.2rem;
font-family: 'EB Garamond', serif;
font-weight: bold;
cursor: pointer;
border: 2px solid rgb(0, 0, 0);
transition: filter 0.05s linear;
white-space: nowrap;
&.metal {
background-image: url("/img/borders/metal_strip.png");
background-size: contain;
background-blend-mode: darken;
background-repeat: repeat;
color: #dcdcdc;
}
&:disabled {
opacity: 0.55;
cursor: not-allowed;
}
&:hover:not(:disabled) {
filter: brightness(1.2);
}
}
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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";
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;
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();
}
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>;
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
* @param expModifier - multiplification modifier for the exp reward
*/
export function getQuestWithRewards(quest: Quest, expModifier: number = 1) {
let maxProgress = 1;
switch (quest.rank) {
case QuestRank.S:
// at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30
maxProgress = 195390;
break;
case QuestRank.A:
// at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25
maxProgress = 30770;
break;
case QuestRank.B:
// at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20
maxProgress = 9690;
break;
case QuestRank.C:
// at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15
maxProgress = 3045;
break;
case QuestRank.D:
// at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10
maxProgress = 960;
break;
case QuestRank.E:
// at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5
maxProgress = 300;
break;
case QuestRank.F:
// at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1
maxProgress = 120;
break;
}
let goldReward = Math.floor(maxProgress/6);
let expReward = Math.floor((Math.floor(maxProgress/120) - maxProgress/1000) * expModifier);
// add some randomness to the rewards
goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1));
expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.2)));
return new Quest(quest.id, quest.rank, quest.title, quest.text, maxProgress, expReward, goldReward);
}
function randomNumberBetween(min: number, max: number) {
return Math.random() * (max - min) + min;
}
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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
* @returns {Adventurer|null} null if the pool is empty
*/
export function getNewAdventurerForHire(adventurerPool: Array<Adventurer>): Adventurer|null {
if (adventurerPool.length <= 0) return null;
const randomId = adventurerPool.length * Math.random() << 0;
return adventurerPool[randomId];
}
@@ -0,0 +1,27 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class AdventurerCapacityUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 1;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.35, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.35));
}
/**
* Returns the number of adventurers the guild can have
*/
getAdventurerCapacity(): number {
return 1 + this.level ;
}
}
@@ -0,0 +1,52 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
import type MaxLevellable from "@/classes/MaxLevellable";
import {QuestRank} from "@/classes/QuestRank";
export default class AutoFinishQuestsUpgrade extends GuildUpgrade implements MaxLevellable {
maxLevel: number;
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 7;
this.maxLevel = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(4.2, level - 1);
return Math.floor(25000 * scalingFactor * Math.pow(level, 1.05));
}
isMaxLevel(): boolean {
return this.level >= this.maxLevel;
}
getRanksToAutoFinishQuestsIn(): Array<QuestRank> {
switch (this.level) {
case 1:
default:
return [];
case 2:
return [QuestRank.F];
case 3:
return [QuestRank.F, QuestRank.E];
case 4:
return [QuestRank.F, QuestRank.E, QuestRank.D];
case 5:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C];
case 6:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C, QuestRank.B];
case 7:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C, QuestRank.B, QuestRank.A];
case 8:
return [QuestRank.F, QuestRank.E, QuestRank.D, QuestRank.C, QuestRank.B, QuestRank.A, QuestRank.S];
}
}
}
@@ -0,0 +1,24 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class QuestExpUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.05, level - 1);
return Math.floor(2500000 * scalingFactor * Math.pow(level, 1.01));
}
getModifier(): number {
return 1 + (this.level * 0.1);
}
}
@@ -0,0 +1,24 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export default class QuestGoldUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 8;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.05, level - 1);
return Math.floor(2500000 * scalingFactor * Math.pow(level, 1.01));
}
getModifier(): number {
return 1 + (this.level * 0.1);
}
}
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<template>
<dialog ref="modal" class="adventurer-details" v-if="adventurer">
<button class="close" @click="$emit('closeButtonClicked')"></button>
<div class="adventurer-portrait">
<img :src="adventurer.portrait" alt="" draggable="false"/>
</div>
<span class="name">{{ adventurer.name }}</span>
<div class="adventurer-data">
<p>Level: {{ adventurer.level }} / {{ adventurer.getMaxLevel() }}</p>
<p>Prestige level: {{ adventurer.prestige }}</p>
<p>Exp: {{ adventurer.exp }} / {{ adventurer.getNextLevelExpRequirement() }}</p>
<p>DPS: {{ formatDamage(adventurer.getDPS()) }}</p>
</div>
<div class="adventurer-upgrades">
<button
class="button metal"
:disabled="!adventurer.canPrestigeUp()"
:title="!adventurer.canPrestigeUp() ? 'Adventurer needs to be at max level to prestige up' : ''"
@click="() => {
if (adventurer === null) return;
if (!adventurer.canPrestigeUp()) return;
adventurer.prestigeUp();
}"
>
Prestige up
</button>
</div>
</dialog>
</template>
<script lang="ts">
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
import {formatDamage} from "../classes/NumberMagic";
export default defineComponent({
name: "AdventurerDetails",
methods: {formatDamage},
props: {
adventurer: {
type: Object as PropType<Adventurer | null>,
default() {
return null as Adventurer | null;
},
required: true,
},
},
mounted() {
const refs = this.$refs as any;
refs.modal.showModal();
},
});
</script>
<style lang="scss" scoped>
.adventurer-details {
display: flex;
position: absolute;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
min-height: 10rem;
max-width: 45rem;
background-image: url("/img/background/paper/small_tile_paper.png");
background-position: center;
background-size: cover;
user-select: none;
&::backdrop {
background-color: rgba(0, 0, 0, 0.5);
}
.close {
position: absolute;
top: 0.25rem;
right: 0.5rem;
display: flex;
justify-content: center;
align-items: center;
font-size: 3rem;
margin: 0;
cursor: pointer;
color: #ab0707;
background: transparent;
border: none;
font-family: 'EB Garamond', serif;
transition: color 0.05s linear;
&:hover {
color: #ff0000;
}
&:focus {
outline: none;
}
&:focus-visible {
outline: 2px solid #ff0000;
}
}
.adventurer-portrait {
width: 100%;
max-width: 15rem;
aspect-ratio: 1/1;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
.name {
display: flex;
justify-content: center;
font-size: 2rem;
font-weight: bold;
width: 100%;
}
.adventurer-data {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
font-size: 1.2rem;
width: 100%;
& > * {
margin: 0;
width: calc(50% - 1rem);
text-align: center;
padding-inline: 0.5rem;
}
}
}
</style>
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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 };
},
required: true,
},
},
})
</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};
},
required: true,
},
},
methods: {
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;
},
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;
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>
<div class="changelog panel pinned-paper">
<div class="nail top-left">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<h1>Changelog</h1>
<div class="changelog-entry" v-for="release in releases">
<hr>
<h2><span>Version {{ release.name }}</span><small class="date">{{ timeFormat.format(release.createdAt) }}</small></h2>
<pre>{{ release.body }}</pre>
</div>
</div>
</template>
<script lang="ts">
import {defineComponent} from "vue";
export default defineComponent({
name: "ChangelogComponent",
data: () => ({
timeFormat: Intl.DateTimeFormat(Intl.DateTimeFormat().resolvedOptions().locale, {
year: "numeric",
month: "numeric",
day: "numeric",
}),
releases: [] as Array<{body: string, name: string, createdAt: Date}>,
lastPage: 1,
}),
methods: {
async getReleases(page: number): Promise<void> {
const result = await fetch("https://api.github.com/repos/YouHaveTrouble/GuildMaster/releases?per_page=10")
.catch((e) => {
return null;
});
if (result === null) return;
const json = await result.json();
for (const release of json) {
const version = {} as any;
version.body = release.body.trim();
version.name = release.name;
version.createdAt = new Date(release.published_at);
if (release.body.length === 0) continue;
this.releases.push(version);
}
}
},
async mounted() {
this.getReleases(1);
}
});
</script>
<style lang="scss" scoped>
.changelog {
padding-block: 3rem;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
max-width: 45rem;
width: 100%;
h1 {
font-size: 3rem;
line-height: 1;
margin: 0;
text-align: center;
}
.changelog-entry {
width: 100%;
h2 {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: flex-start;
align-items: flex-end;
margin: 0;
padding-inline: 1rem;
gap: 0.5rem;
}
.date {
color: rgba(0,0,0, 0.6);
font-size: 1rem;
}
hr {
border: 0;
width: calc(100% - 2rem);
border-bottom: 1px solid black;
}
pre {
line-height: 1.2;
margin: 0;
white-space: pre-wrap;
font-family: 'EB Garamond', serif;
padding-inline: 1rem;
}
}
}
</style>
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<template>
<article
class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}"
>
<div class="parchment">
<img src="/img/quests/backgrounds/dirty_paper.png" alt="parchment">
</div>
<div class="stain" v-if="stain">
<img src="/img/quests/overlays/water_stain.png" alt="stain">
</div>
<div class="drink-stain" v-if="drinkStain.exists">
<img src="/img/quests/overlays/drink_stain.png" alt="stain">
</div>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/>
</button>
</div>
<div class="progressWrap">
<span class="progress"></span>
<span class="percentage">{{ progressPercentage }}</span>
</div>
<h3>Rewards</h3>
<div class="rewards">
<span>Gold: <b>{{ missive.goldReward }}</b></span>
<span>Exp: <b>{{ missive.expReward }}</b></span>
</div>
</article>
</template>
<script lang="ts">
import type {Quest} from "@/classes/Quest";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "QuestMissive",
components: {AdventurerComponent},
props: {
missive: {
type: Object as PropType<Quest | any>,
default() {
return {} as Quest;
},
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
},
data: () => {
return {
progressPercentage: "0%",
stain: false,
drinkStain: {
exists: false,
offsetX: "0%",
offsetY: "0%",
},
}
},
methods: {
updateProgress() {
if (this.missive === undefined) return;
const progress = (this.missive.progressPoints / this.missive.maxProgress * 100).toFixed(2);
this.progressPercentage = `${progress}%`;
},
randomNumber(min: number, max: number) {
return Math.random() * (max - min) + min;
},
},
mounted() {
this.updateProgress();
this.stain = Math.random() < 0.35;
this.drinkStain.exists = Math.random() < 0.15;
if (this.drinkStain.exists) {
this.drinkStain.offsetX = `${this.randomNumber(-1, 1) * 100}%`;
this.drinkStain.offsetY = `${this.randomNumber(-1, 1) * 100}%`;
}
},
watch: {
missive: {
handler() {
this.updateProgress();
},
deep: true,
}
}
});
</script>
<style lang="scss" scoped>
.missive {
width: min(100%, 14rem);
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
.parchment {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -5;
overflow: hidden;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
h2 {
font-size: 1.5rem;
line-height: 1;
}
h3 {
font-size: 1.15rem;
margin: 0;
}
.progressWrap {
width: 80%;
border: 1px solid #000;
margin: 0.5rem auto;
position: relative;
height: 1.25rem;
.progress {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: block;
width: v-bind(progressPercentage);
background-color: rgba(0, 128, 0, 0.65);
transition: width 250ms linear;
}
.percentage {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
width: 100%;
}
}
.rewards {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
gap: 1rem;
}
&.done {
cursor: pointer;
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
}
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
position: relative;
}
}
.stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-size: contain;
opacity: 1;
z-index: -4;
img {
width: 100%;
height: 100%;
object-fit: cover;
filter: grayscale(0.8);
}
}
.drink-stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
opacity: 0.45;
z-index: -1;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
img {
width: 45%;
height: 35%;
filter: grayscale(0.8);
transform: translate(v-bind("drinkStain.offsetX"), v-bind("drinkStain.offsetY"));
}
}
}
</style>
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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" v-if="guild.level >= guild.autoFinishQuestsUpgrade.guildLevelRequirement">
<span>Auto-finish quests (level {{ guild.autoFinishQuestsUpgrade.level - 1 }})</span>
<small>Automatically finish quests when they are completed.</small>
<button
class="button metal"
v-if="guild.autoFinishQuestsUpgrade.nextLevelCost"
:disabled="guild.gold < guild.autoFinishQuestsUpgrade.nextLevelCost || guild.autoFinishQuestsUpgrade.isMaxLevel()"
@click="upgradeAutoFinishQuests()"
>
<span v-if="!guild.autoFinishQuestsUpgrade.isMaxLevel()">Upgrade ({{ formatGold(guild.autoFinishQuestsUpgrade.nextLevelCost) }} gold)</span>
<span v-else>Max level</span>
</button>
</div>
<div class="upgrade" v-if="guild.level >= guild.expModifier.guildLevelRequirement">
<span>Quest exp modifier (level {{ guild.expModifier.level }})</span>
<small>Increases exp from newly offered quests by 10% per level</small>
<button
class="button metal"
v-if="guild.expModifier.nextLevelCost"
:disabled="guild.gold < guild.expModifier.nextLevelCost"
@click="upgradeQuestExpModifier()"
>
Upgrade ({{ formatGold(guild.expModifier.nextLevelCost) }} gold)
</button>
</div>
<div class="upgrade" v-if="guild.level >= guild.goldModifier.guildLevelRequirement">
<span>Quest gold modifier (level {{ guild.goldModifier.level }})</span>
<small>Increases gold from newly offered quests by 10% per level</small>
<button
class="button metal"
v-if="guild.goldModifier.nextLevelCost"
:disabled="guild.gold < guild.goldModifier.nextLevelCost"
@click="upgradeQuestGoldModifier()"
>
Upgrade ({{ formatGold(guild.goldModifier.nextLevelCost) }} gold)
</button>
</div>
</section>
</template>
<script lang="ts">
import {Guild} from "@/classes/Guild";
import {defineComponent, type PropType} from "vue";
import {formatGold} from "@/classes/NumberMagic";
export default defineComponent({
name: "UpgradesList",
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return new Guild(1, 0) as Guild;
},
required: true,
}
},
methods: {
formatGold,
upgradeAdventurerCapacity(): void {
if (!this.guild.adventurerCapacity) return;
if (!this.guild.adventurerCapacity.nextLevelCost) return;
if (this.guild.gold < this.guild.adventurerCapacity.nextLevelCost) return;
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
this.guild.adventurerCapacity.upgrade();
},
upgradeAutoFinishQuests(): void {
if (!this.guild.autoFinishQuestsUpgrade) return;
if (this.guild.autoFinishQuestsUpgrade.isMaxLevel()) return;
if (!this.guild.autoFinishQuestsUpgrade.nextLevelCost) return;
if (this.guild.gold < this.guild.autoFinishQuestsUpgrade.nextLevelCost) return;
this.guild.gold -= this.guild.autoFinishQuestsUpgrade.nextLevelCost;
this.guild.autoFinishQuestsUpgrade.upgrade();
},
upgradeQuestExpModifier(): void {
if (!this.guild.expModifier) return;
if (!this.guild.expModifier.nextLevelCost) return;
if (this.guild.gold < this.guild.expModifier.nextLevelCost) return;
this.guild.gold -= this.guild.expModifier.nextLevelCost;
this.guild.expModifier.upgrade();
},
upgradeQuestGoldModifier(): void {
if (!this.guild.goldModifier) return;
if (!this.guild.goldModifier.nextLevelCost) return;
if (this.guild.gold < this.guild.goldModifier.nextLevelCost) return;
this.guild.gold -= this.guild.goldModifier.nextLevelCost;
this.guild.goldModifier.upgrade();
},
}
});
</script>
<style lang="scss" scoped>
.upgrades {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
h2 {
font-size: 1.75rem;
margin: 2rem 0 0;
padding: 0;
}
.upgrade {
text-align: center;
font-size: 1.25rem;
font-weight: bold;
display: flex;
flex-direction: column;
width: min(25rem, 100%);
justify-content: center;
align-items: center;
gap: 0.2rem;
small {
font-weight: normal;
line-height: 1;
}
}
}
</style>
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import { createApp } from 'vue'
import App from './App.vue'
import router from './router'
import './assets/main.scss'
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')
},
{
path: '/technical',
name: 'technical',
component: () => import('../views/TechnicalView.vue')
}
]
})
export default router
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<template>
<div class="adventurer-section">
<AdventurerDetails
:adventurer="selectedAdventurer"
v-if="selectedAdventurer !== null"
@closeButtonClicked="selectedAdventurer = null"
/>
<section class="recruit panel pinned-paper">
<h1>Applying adventurers</h1>
<div class="adventurers">
<div v-if="adventurerForHire">
<adventurer-tile class="hire-tile" :adventurer="adventurerForHire"/>
<div class="decision">
<span
title="Hire"
@click="hireAdventurer()"
:class="{disabled: Object.keys(adventurers).length >= guild.adventurerCapacity.getAdventurerCapacity()}"
>
</span>
<span
:title="Object.keys(adventurers).length > 0 ? 'Dismiss' : ''"
:class="{disabled: Object.keys(adventurers).length <= 0}"
@click="dismissAdventurer()"
>
</span>
</div>
</div>
<div v-else>
<span>Noone applied as of now. Check back later!</span>
</div>
</div>
</section>
<section class="collection panel pinned-paper">
<h1>
Recruited adventurers ({{ Object.keys(adventurers).length }} / {{ guild.adventurerCapacity.getAdventurerCapacity() }})
</h1>
<small>Click an adventurer to see details about them</small>
<div class="adventurers">
<div
class="adventurer-tile"
v-for="adventurer in adventurers"
:key="adventurer.id"
@click="selectedAdventurer = adventurer"
>
<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 type {Guild} from "@/classes/Guild";
import AdventurerDetails from "@/components/AdventurerDetails.vue";
export default defineComponent({
name: "RecruitView",
components: {AdventurerDetails, AdventurerTile},
data: () => {
return {
currentlyForHire: null as Adventurer | null,
adventurersForHire: [] as Array<Adventurer>,
selectedAdventurer: null as Adventurer | null,
}
},
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return {} as Guild
},
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
adventurerForHire: {
type: Object as PropType<Adventurer | null>,
default() {
return null;
}
},
},
methods: {
hireAdventurer(): void {
if (Object.keys(this.adventurers).length >= this.guild.adventurerCapacity.getAdventurerCapacity()) return;
this.$emit("recruitActionTaken", this.adventurerForHire);
},
dismissAdventurer() {
if (Object.keys(this.adventurers).length <= 0) return;
this.$emit("recruitActionTaken", null);
}
},
async mounted() {
},
emits: ["recruitActionTaken"]
});
</script>
<style lang="scss" scoped>
.adventurer-section {
padding-block: 1rem;
display: flex;
justify-content: center;
align-content: center;
flex-direction: column;
gap: 1rem;
width: 100%;
section {
text-align: center;
padding: 1rem;
width: calc(100% - 2rem);
max-width: 45rem;
margin: 0 auto;
}
h1 {
font-size: 2rem;
font-weight: bold;
margin: 0;
}
.collection {
small {
font-size: 1rem;
display: block;
margin-bottom: 0.5rem;
}
}
.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;
cursor: pointer;
.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 panel note-paper">
<h1>Guild Master</h1>
<h3>Adventurer's guild management game</h3>
<small>v{{ version }}</small>
</section>
<section class="upgrades panel pinned-paper">
<div class="nail top-left">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<section class="coffer">
<p>Coffer: {{ formatGold(guild.gold) }} gold</p>
</section>
<section class="upgrade">
<p>Guild level: {{ guild.level }}</p>
<button
class="button metal"
:disabled="guild.upgradeCost ? guild.gold < guild.upgradeCost : true"
@click="guild.upgrade()"
>
<span>Upgrade guild level </span>
<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>
</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";
import {formatGold} from "@/classes/NumberMagic";
export default defineComponent({
name: "GuildView",
methods: {formatGold},
components: {UpgradesList},
data: () => {
return {
version: version,
}
},
props: {
guild: {
type: Object as PropType<Guild>,
default: () => new Guild(1, 0) as Guild,
required: true,
},
}
});
</script>
<style lang="scss">
main {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding-block: 1rem;
gap: 1rem;
.upgrades {
max-width: 45rem;
width: 100%;
}
}
.title {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding-block: 2.5rem;
text-align: center;
width: 100%;
max-width: 45rem;
gap: 0.5rem;
h1 {
font-size: 4rem;
line-height: 0.75;
white-space: pre-wrap;
margin: 0;
}
h3 {
margin: 0;
line-height: 0.9;
}
small {
font-size: 0.9rem;
font-weight: bold;
line-height: 0.25;
}
}
.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>
<section>
<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>
</section>
</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);
},
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
quests: {
type: Object as PropType<{ [key: string]: Quest }>,
default() {
return {} as { [key: string]: Quest };
},
required: true,
},
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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<template>
<section class="technical-view">
<div class="socials panel pinned-paper">
<div class="nail top-left small">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right small">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<h1>Socials</h1>
<div class="links">
<a class="link" href="https://discord.gg/j8KK5dGBps">
<img class="icon" src="/img/icons/discord.svg" alt="Discord"/>
Discord
</a>
<a class="link" href="https://github.com/YouHaveTrouble/GuildMaster">
<img class="icon" src="/img/icons/github.svg" alt="GitHub"/>
GitHub
</a>
</div>
</div>
<ChangelogComponent/>
</section>
</template>
<script lang="ts">
import {defineComponent} from "vue";
import ChangelogComponent from "@/components/ChangelogComponent.vue";
export default defineComponent({
name: "TechnicalView",
components: {ChangelogComponent},
})
</script>
<style lang="scss" scoped>
.technical-view {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
padding-block: 1rem;
h1 {
font-size: 3rem;
line-height: 1;
margin: 0;
}
.socials {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
padding: 1rem;
.links {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
gap: 1rem;
.link {
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
gap: 0.05rem;
text-decoration: underline;
font-size: 1.5rem;
color: #000;
font-weight: bold;
}
}
}
.icon {
width: 2rem;
height: 2rem;
}
}
</style>
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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"
}
]
}
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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: "/"
})