Files
GuildMaster/src/App.vue
T

370 lines
12 KiB
Vue

<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";
export default defineComponent({
name: "GuildView",
data: () => ({
guild: new Guild(1, 500),
lastQuestGot: {
S: null as null | number,
A: null as null | number,
B: null as null | number,
C: null as null | number,
D: null as null | number,
E: null as null | number,
F: null as null | number,
} as { [key: string]: null | number },
lastRecruitHandled: null as null | number,
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) 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]);
},
createMissive(questToAdd: Quest, rank: QuestRank) {
const quest = JSON.parse(JSON.stringify(questToAdd));
const newId = Math.random().toString(16).slice(2).toString();
quest.id = newId;
this.missives[rank][newId] = quest;
},
loadGame() {
const saveData = loadGame();
if (saveData === null) return;
this.lastQuestGot = saveData.lastQuestGot;
const guildUpgrades = {} as { [key: string]: GuildUpgrade };
if (saveData.guild.adventurerCapacity) {
guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level);
}
this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades);
const adventurers = {} as { [key: string]: Adventurer };
for (const id in saveData.adventurers) {
const data = saveData.adventurers[id];
try {
const adventurer = new Adventurer(
data.id,
data.name,
data.portrait,
data.attackExponent ?? 1.1,
data.level ?? 1,
data.exp ?? 0,
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);
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)
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);
}
})
</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>