Profectus-Demo/src/data/projEntry.tsx

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import Spacer from "components/layout/Spacer.vue";
import { jsx } from "features/feature";
import { createResource, trackBest, trackOOMPS, trackTotal } from "features/resources/resource";
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import type { GenericTree } from "features/trees/tree";
import { branchedResetPropagation, createTree } from "features/trees/tree";
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import { globalBus } from "game/events";
import type { BaseLayer, GenericLayer } from "game/layers";
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import { createLayer } from "game/layers";
import type { PlayerData } from "game/player";
import player from "game/player";
import type { DecimalSource } from "util/bignum";
import Decimal, { format, formatTime } from "util/bignum";
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import { render } from "util/vue";
import { computed, toRaw } from "vue";
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import prestige from "./layers/prestige";
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/**
* @hidden
*/
export const main = createLayer("main", function (this: BaseLayer) {
const points = createResource<DecimalSource>(10);
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const best = trackBest(points);
const total = trackTotal(points);
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const pointGain = computed(() => {
// eslint-disable-next-line prefer-const
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let gain = new Decimal(1);
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return gain;
});
globalBus.on("update", diff => {
points.value = Decimal.add(points.value, Decimal.times(pointGain.value, diff));
});
const oomps = trackOOMPS(points, pointGain);
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const tree = createTree(() => ({
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nodes: [[prestige.treeNode]],
branches: [],
onReset() {
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points.value = toRaw(this.resettingNode.value) === toRaw(prestige.treeNode) ? 0 : 10;
best.value = points.value;
total.value = points.value;
},
resetPropagation: branchedResetPropagation
})) as GenericTree;
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return {
name: "Tree",
links: tree.links,
display: jsx(() => (
<>
{player.devSpeed === 0 ? <div>Game Paused</div> : null}
{player.devSpeed != null && player.devSpeed !== 1 ? (
<div>Dev Speed: {format(player.devSpeed)}x</div>
) : null}
{player.offlineTime != null && player.offlineTime !== 0 ? (
<div>Offline Time: {formatTime(player.offlineTime)}</div>
) : null}
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<div>
{Decimal.lt(points.value, "1e1000") ? <span>You have </span> : null}
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<h2>{format(points.value)}</h2>
{Decimal.lt(points.value, "1e1e6") ? <span> points</span> : null}
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</div>
{Decimal.gt(pointGain.value, 0) ? <div>({oomps.value})</div> : null}
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<Spacer />
{render(tree)}
</>
)),
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points,
best,
total,
oomps,
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tree
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};
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});
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/**
* Given a player save data object being loaded, return a list of layers that should currently be enabled.
* If your project does not use dynamic layers, this should just return all layers.
*/
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export const getInitialLayers = (
/* eslint-disable-next-line @typescript-eslint/no-unused-vars */
player: Partial<PlayerData>
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): Array<GenericLayer> => [main, prestige];
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/**
* A computed ref whose value is true whenever the game is over.
*/
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export const hasWon = computed(() => {
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return false;
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});
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/**
* Given a player save data object being loaded with a different version, update the save data object to match the structure of the current version.
* @param oldVersion The version of the save being loaded in
* @param player The save data being loaded in
*/
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/* eslint-disable @typescript-eslint/no-unused-vars */
export function fixOldSave(
oldVersion: string | undefined,
player: Partial<PlayerData>
// eslint-disable-next-line @typescript-eslint/no-empty-function
): void {}
/* eslint-enable @typescript-eslint/no-unused-vars */