129 lines
4.8 KiB
TypeScript
129 lines
4.8 KiB
TypeScript
import Profectus from "components/Profectus.vue";
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import Spacer from "components/layout/Spacer.vue";
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import { jsx } from "features/feature";
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import { createResource, trackBest, trackOOMPS, trackTotal } from "features/resources/resource";
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import type { GenericTree } from "features/trees/tree";
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import { branchedResetPropagation, createTree } from "features/trees/tree";
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import { globalBus } from "game/events";
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import type { GenericLayer } from "game/layers";
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import { setupLayerModal } from "game/layers";
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import { createLayer } from "game/layers";
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import type { PlayerData } from "game/player";
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import player from "game/player";
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import type { DecimalSource } from "util/bignum";
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import Decimal, { format, formatTime } from "util/bignum";
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import { render } from "util/vue";
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import { computed, toRaw } from "vue";
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import a from "./layers/aca/a";
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import c from "./layers/aca/c";
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import f from "./layers/aca/f";
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/**
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* @hidden
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*/
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export const main = createLayer("main", () => {
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const points = createResource<DecimalSource>(10);
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const best = trackBest(points);
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const total = trackTotal(points);
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const pointGain = computed(() => {
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if (!c.generatorUpgrade.bought.value) return new Decimal(0);
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let gain = new Decimal(3.19);
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if (c.lollipopMultiplierUpgrade.bought.value)
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gain = gain.times(c.lollipopMultiplierEffect.value);
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return gain;
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});
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globalBus.on("update", diff => {
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points.value = Decimal.add(points.value, Decimal.times(pointGain.value, diff));
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});
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const oomps = trackOOMPS(points, pointGain);
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const { openModal, modal } = setupLayerModal(a);
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// Note: Casting as generic tree to avoid recursive type definitions
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const tree = createTree(() => ({
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nodes: [[c.treeNode], [f.treeNode, c.spook]],
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leftSideNodes: [a.treeNode, c.h],
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branches: [
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{
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startNode: f.treeNode,
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endNode: c.treeNode,
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stroke: "blue",
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"stroke-width": "25px",
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style: {
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filter: "blur(5px)"
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}
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}
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],
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onReset() {
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points.value = toRaw(this.resettingNode.value) === toRaw(c.treeNode) ? 0 : 10;
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best.value = points.value;
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total.value = points.value;
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},
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resetPropagation: branchedResetPropagation
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})) as GenericTree;
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// Note: layers don't _need_ a reference to everything,
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// but I'd recommend it over trying to remember what does and doesn't need to be included.
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// Officially all you need are anything with persistency or that you want to access elsewhere
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return {
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name: "Tree",
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display: jsx(() => (
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<>
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{player.devSpeed === 0 ? <div>Game Paused</div> : null}
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{player.devSpeed && player.devSpeed !== 1 ? (
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<div>Dev Speed: {format(player.devSpeed)}x</div>
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) : null}
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{player.offlineTime ? (
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<div>Offline Time: {formatTime(player.offlineTime)}</div>
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) : null}
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<div>
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{Decimal.lt(points.value, "1e1000") ? <span>You have </span> : null}
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<h2>{format(points.value)}</h2>
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{Decimal.lt(points.value, "1e1e6") ? <span> points</span> : null}
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</div>
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{Decimal.gt(pointGain.value, 0) ? <div>({oomps.value})</div> : null}
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<Spacer />
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<button onClick={openModal}>open achievements</button>
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{render(modal)}
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{render(tree)}
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<Profectus height="200px" style="margin: 10px auto; display: block" />
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</>
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)),
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points,
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best,
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total,
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oomps,
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tree,
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showAchievements: openModal
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};
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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.
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* If your project does not use dynamic layers, this should just return all layers.
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*/
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export const getInitialLayers = (
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/* eslint-disable-next-line @typescript-eslint/no-unused-vars */
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player: Partial<PlayerData>
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): Array<GenericLayer> => [main, f, c, a];
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/**
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* A computed ref whose value is true whenever the game is over.
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*/
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export const hasWon = computed(() => {
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return Decimal.gt(main.points.value, 25);
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});
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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.
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* @param oldVersion The version of the save being loaded in
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* @param player The save data being loaded in
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*/
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/* eslint-disable @typescript-eslint/no-unused-vars */
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export function fixOldSave(
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oldVersion: string | undefined,
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player: Partial<PlayerData>
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// eslint-disable-next-line @typescript-eslint/no-empty-function
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): void {}
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/* eslint-enable @typescript-eslint/no-unused-vars */
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