Revert changes in /data. Check the board-example branch for them instead
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2 changed files with 142 additions and 405 deletions
73
src/data/layers/prestige.tsx
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73
src/data/layers/prestige.tsx
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@ -0,0 +1,73 @@
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/**
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* @module
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* @hidden
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*/
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import { main } from "data/projEntry";
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import { createCumulativeConversion } from "features/conversion";
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import { jsx } from "features/feature";
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import { createHotkey } from "features/hotkey";
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import { createReset } from "features/reset";
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import MainDisplay from "features/resources/MainDisplay.vue";
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import { createResource } from "features/resources/resource";
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import { addTooltip } from "features/tooltips/tooltip";
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import { createResourceTooltip } from "features/trees/tree";
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import { BaseLayer, createLayer } from "game/layers";
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import type { DecimalSource } from "util/bignum";
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import { render } from "util/vue";
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import { createLayerTreeNode, createResetButton } from "../common";
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const id = "p";
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const layer = createLayer(id, function (this: BaseLayer) {
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const name = "Prestige";
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const color = "#4BDC13";
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const points = createResource<DecimalSource>(0, "prestige points");
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const conversion = createCumulativeConversion(() => ({
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formula: x => x.div(10).sqrt(),
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baseResource: main.points,
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gainResource: points
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}));
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const reset = createReset(() => ({
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thingsToReset: (): Record<string, unknown>[] => [layer]
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}));
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const treeNode = createLayerTreeNode(() => ({
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layerID: id,
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color,
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reset
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}));
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const tooltip = addTooltip(treeNode, {
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display: createResourceTooltip(points),
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pinnable: true
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});
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const resetButton = createResetButton(() => ({
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conversion,
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tree: main.tree,
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treeNode
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}));
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const hotkey = createHotkey(() => ({
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description: "Reset for prestige points",
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key: "p",
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onPress: resetButton.onClick
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}));
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return {
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name,
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color,
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points,
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tooltip,
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display: jsx(() => (
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<>
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<MainDisplay resource={points} color={color} />
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{render(resetButton)}
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</>
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)),
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treeNode,
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hotkey
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};
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});
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export default layer;
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@ -1,428 +1,92 @@
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import Board from "game/boards/Board.vue";
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import Node from "components/Node.vue";
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import CircleProgress from "game/boards/CircleProgress.vue";
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import Spacer from "components/layout/Spacer.vue";
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import SVGNode from "game/boards/SVGNode.vue";
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import SquareProgress from "game/boards/SquareProgress.vue";
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import {
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NodePosition,
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makeDraggable,
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placeInAvailableSpace,
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setupActions,
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setupDraggableNode,
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setupUniqueIds
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} from "game/boards/board";
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import { jsx } from "features/feature";
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import { jsx } from "features/feature";
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import { createResource } from "features/resources/resource";
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import { createResource, trackBest, trackOOMPS, trackTotal } from "features/resources/resource";
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import { createUpgrade } from "features/upgrades/upgrade";
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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 { BaseLayer, GenericLayer } from "game/layers";
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import type { BaseLayer, GenericLayer } from "game/layers";
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import { createLayer } from "game/layers";
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import { createLayer } from "game/layers";
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import { Persistent, persistent } from "game/persistence";
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import type { Player } from "game/player";
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import type { Player } from "game/player";
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import { createCostRequirement } from "game/requirements";
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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 { render } from "util/vue";
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import { ComponentPublicInstance, computed, ref, watch } from "vue";
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import { computed, toRaw } from "vue";
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import { setupSelectable } from "./common";
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import prestige from "./layers/prestige";
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import "./common.css";
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/**
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/**
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* @hidden
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* @hidden
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*/
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*/
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export const main = createLayer("main", function (this: BaseLayer) {
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export const main = createLayer("main", function (this: BaseLayer) {
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type ANode = NodePosition & { id: number; links: number[]; type: "anode"; z: number };
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const points = createResource<DecimalSource>(10);
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type BNode = NodePosition & { id: number; links: number[]; type: "bnode"; z: number };
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const best = trackBest(points);
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type CNode = typeof cNode & { position: Persistent<NodePosition> };
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const total = trackTotal(points);
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type NodeTypes = ANode | BNode;
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const board = ref<ComponentPublicInstance<typeof Board>>();
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const pointGain = computed(() => {
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// eslint-disable-next-line prefer-const
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const { select, deselect, selected } = setupSelectable<number>();
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let gain = new Decimal(1);
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const {
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return gain;
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select: selectAction,
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deselect: deselectAction,
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selected: selectedAction
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} = setupSelectable<number>();
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watch(selected, selected => {
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if (selected == null) {
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deselectAction();
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}
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});
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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 {
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const tree = createTree(() => ({
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startDrag,
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nodes: [[prestige.treeNode]],
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endDrag,
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branches: [],
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drag,
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onReset() {
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nodeBeingDragged,
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points.value = toRaw(this.resettingNode.value) === toRaw(prestige.treeNode) ? 0 : 10;
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hasDragged,
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best.value = points.value;
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receivingNodes,
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total.value = points.value;
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receivingNode,
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dragDelta
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} = setupDraggableNode<number | "cnode">({
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board,
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getPosition(id) {
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return nodesById.value[id] ?? (cNode as CNode).position.value;
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},
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},
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setPosition(id, position) {
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resetPropagation: branchedResetPropagation
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const node = nodesById.value[id] ?? (cNode as CNode).position.value;
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})) as GenericTree;
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node.x = position.x;
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node.y = position.y;
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}
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});
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// a nodes can be slotted into b nodes to draw a branch between them, with limited connections
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// a nodes can be selected and have an action to spawn a b node, and vice versa
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// Newly spawned nodes should find a safe spot to spawn, and display a link to their creator
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// a nodes use all the stuff circles used to have, and b diamonds
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// c node also exists but is a single Upgrade element that cannot be selected, but can be dragged
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// d nodes are a performance test - 1000 simple nodes that have no interactions
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// Make all nodes animate in (decorator? `fadeIn(feature)?)
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const nodes = persistent<(ANode | BNode)[]>([
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{ id: 0, x: 0, y: 0, z: 0, links: [], type: "anode" }
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]);
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const nodesById = computed<Record<string, NodeTypes>>(() =>
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nodes.value.reduce((acc, curr) => ({ ...acc, [curr.id]: curr }), {})
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);
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function mouseDownNode(e: MouseEvent | TouchEvent, node: NodeTypes) {
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const oldZ = node.z;
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nodes.value.forEach(node => {
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if (node.z > oldZ) {
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node.z--;
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}
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});
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node.z = nextId.value;
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if (nodeBeingDragged.value == null) {
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startDrag(e, node.id);
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}
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deselect();
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}
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function mouseUpNode(e: MouseEvent | TouchEvent, node: NodeTypes) {
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if (!hasDragged.value) {
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endDrag();
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if (typeof node.id === "number") {
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select(node.id);
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}
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e.stopPropagation();
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}
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}
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function translate(node: NodePosition, isDragging: boolean) {
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let x = node.x;
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let y = node.y;
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if (isDragging) {
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x += dragDelta.value.x;
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y += dragDelta.value.y;
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}
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return ` translate(${x}px,${y}px)`;
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}
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function rotate(rotation: number) {
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return ` rotate(${rotation}deg) `;
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}
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function scale(nodeOrBool: NodeTypes | boolean) {
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const isSelected =
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typeof nodeOrBool === "boolean" ? nodeOrBool : selected.value === nodeOrBool.id;
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return isSelected ? " scale(1.2)" : "";
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}
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function opacity(node: NodeTypes) {
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const isDragging = selected.value !== node.id && nodeBeingDragged.value === node.id;
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if (isDragging) {
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return "; opacity: 0.5;";
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}
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return "";
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}
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function zIndex(node: NodeTypes) {
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if (selected.value === node.id || nodeBeingDragged.value === node.id) {
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return "; z-index: 100000000";
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}
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return "; z-index: " + node.z;
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}
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const renderANode = function (node: ANode) {
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return (
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<SVGNode
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style={`transform: ${translate(node, nodeBeingDragged.value === node.id)}${opacity(
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node
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)}${zIndex(node)}`}
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onMouseDown={e => mouseDownNode(e, node)}
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onMouseUp={e => mouseUpNode(e, node)}
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>
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<g style={`transform: ${scale(node)}`}>
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{receivingNodes.value.includes(node.id) && (
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<circle
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r="58"
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fill="var(--background)"
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stroke={receivingNode.value === node.id ? "#0F0" : "#0F03"}
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stroke-width="2"
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/>
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)}
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<CircleProgress r={54.5} progress={0.5} stroke="var(--accent2)" />
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<circle
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r="50"
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fill="var(--raised-background)"
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stroke="var(--outline)"
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stroke-width="4"
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/>
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</g>
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{selected.value === node.id && selectedAction.value === 0 && (
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<text y="140" fill="var(--foreground)" class="node-text">
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Spawn B Node
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</text>
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)}
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<text fill="var(--foreground)" class="node-text">
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A
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</text>
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</SVGNode>
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);
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};
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const aActions = setupActions({
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node: () => nodesById.value[selected.value ?? ""],
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shouldShowActions: node => node.type === "anode",
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actions(node) {
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return [
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p => (
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<g
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style={`transform: ${translate(p, selectedAction.value === 0)}${scale(
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selectedAction.value === 0
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)}`}
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onClick={() => {
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if (selectedAction.value === 0) {
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spawnBNode(node as ANode);
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} else {
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selectAction(0);
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}
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}}
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>
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<circle fill="black" r="20"></circle>
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<text fill="white" class="material-icons" x="-12" y="12">
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add
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</text>
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</g>
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)
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];
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},
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distance: 100
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});
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const sqrtTwo = Math.sqrt(2);
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const renderBNode = function (node: BNode) {
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return (
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<SVGNode
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style={`transform: ${translate(node, nodeBeingDragged.value === node.id)}${opacity(
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node
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)}${zIndex(node)}`}
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onMouseDown={e => mouseDownNode(e, node)}
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onMouseUp={e => mouseUpNode(e, node)}
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>
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<g style={`transform: ${scale(node)}${rotate(45)}`}>
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{receivingNodes.value.includes(node.id) && (
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<rect
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width={50 * sqrtTwo + 16}
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height={50 * sqrtTwo + 16}
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style={`translate(${(-50 * sqrtTwo + 16) / 2}, ${
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(-50 * sqrtTwo + 16) / 2
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})`}
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fill="var(--background)"
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stroke={receivingNode.value === node.id ? "#0F0" : "#0F03"}
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stroke-width="2"
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/>
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)}
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<SquareProgress
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size={50 * sqrtTwo + 9}
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progress={0.5}
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stroke="var(--accent2)"
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/>
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<rect
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width={50 * sqrtTwo}
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height={50 * sqrtTwo}
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style={`transform: translate(${(-50 * sqrtTwo) / 2}px, ${
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(-50 * sqrtTwo) / 2
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}px)`}
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fill="var(--raised-background)"
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stroke="var(--outline)"
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stroke-width="4"
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/>
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</g>
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{selected.value === node.id && selectedAction.value === 0 && (
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<text y="140" fill="var(--foreground)" class="node-text">
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Spawn A Node
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</text>
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)}
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<text fill="var(--foreground)" class="node-text">
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B
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</text>
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</SVGNode>
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);
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};
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const bActions = setupActions({
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node: () => nodesById.value[selected.value ?? ""],
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shouldShowActions: node => node.type === "bnode",
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actions(node) {
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return [
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p => (
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<g
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style={`transform: ${translate(p, selectedAction.value === 0)}${scale(
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selectedAction.value === 0
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)}`}
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onClick={() => {
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if (selectedAction.value === 0) {
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spawnANode(node as BNode);
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} else {
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selectAction(0);
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}
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}}
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>
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<circle fill="white" r="20"></circle>
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<text fill="black" class="material-icons" x="-12" y="12">
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add
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</text>
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</g>
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)
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];
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},
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distance: 100
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});
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function spawnANode(parent: ANode | BNode) {
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const node: ANode = {
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x: parent.x,
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y: parent.y,
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z: nextId.value,
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type: "anode",
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links: [parent.id],
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id: nextId.value
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};
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placeInAvailableSpace(node, nodes.value);
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nodes.value.push(node);
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}
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function spawnBNode(parent: ANode | BNode) {
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const node: BNode = {
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|
||||||
x: parent.x,
|
|
||||||
y: parent.y,
|
|
||||||
z: nextId.value,
|
|
||||||
type: "bnode",
|
|
||||||
links: [parent.id],
|
|
||||||
id: nextId.value
|
|
||||||
};
|
|
||||||
placeInAvailableSpace(node, nodes.value);
|
|
||||||
nodes.value.push(node);
|
|
||||||
}
|
|
||||||
|
|
||||||
const points = createResource(10);
|
|
||||||
const cNode = createUpgrade(() => ({
|
|
||||||
display: "<h1>C</h1>",
|
|
||||||
// Purposefully not using noPersist
|
|
||||||
requirements: createCostRequirement(() => ({ cost: 10, resource: points })),
|
|
||||||
style: {
|
|
||||||
x: "100px",
|
|
||||||
y: "100px",
|
|
||||||
pointerEvents: "none"
|
|
||||||
}
|
|
||||||
}));
|
|
||||||
makeDraggable(cNode, {
|
|
||||||
id: "cnode",
|
|
||||||
endDrag,
|
|
||||||
startDrag,
|
|
||||||
hasDragged,
|
|
||||||
nodeBeingDragged,
|
|
||||||
dragDelta,
|
|
||||||
onMouseUp() {
|
|
||||||
if (!hasDragged.value) {
|
|
||||||
cNode.purchase();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
const dNodesPerAxis = 50;
|
|
||||||
const dNodes = jsx(() => (
|
|
||||||
<>
|
|
||||||
{new Array(dNodesPerAxis * dNodesPerAxis).fill(0).map((_, i) => {
|
|
||||||
const x = (Math.floor(i / dNodesPerAxis) - dNodesPerAxis / 2) * 100;
|
|
||||||
const y = ((i % dNodesPerAxis) - dNodesPerAxis / 2) * 100;
|
|
||||||
return (
|
|
||||||
<path
|
|
||||||
fill="var(--bought)"
|
|
||||||
style={`transform: translate(${x}px, ${y}px) scale(0.05)`}
|
|
||||||
d="M62.43,122.88h-1.98c0-16.15-6.04-30.27-18.11-42.34C30.27,68.47,16.16,62.43,0,62.43v-1.98 c16.16,0,30.27-6.04,42.34-18.14C54.41,30.21,60.45,16.1,60.45,0h1.98c0,16.15,6.04,30.27,18.11,42.34 c12.07,12.07,26.18,18.11,42.34,18.11v1.98c-16.15,0-30.27,6.04-42.34,18.11C68.47,92.61,62.43,106.72,62.43,122.88L62.43,122.88z"
|
|
||||||
/>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</>
|
|
||||||
));
|
|
||||||
|
|
||||||
const links = jsx(() => (
|
|
||||||
<>
|
|
||||||
{nodes.value
|
|
||||||
.reduce(
|
|
||||||
(acc, curr) => [
|
|
||||||
...acc,
|
|
||||||
...curr.links.map(l => ({ from: curr, to: nodesById.value[l] }))
|
|
||||||
],
|
|
||||||
[] as { from: NodeTypes; to: NodeTypes }[]
|
|
||||||
)
|
|
||||||
.map(link => (
|
|
||||||
<line
|
|
||||||
stroke="white"
|
|
||||||
stroke-width={4}
|
|
||||||
x1={
|
|
||||||
nodeBeingDragged.value === link.from.id
|
|
||||||
? dragDelta.value.x + link.from.x
|
|
||||||
: link.from.x
|
|
||||||
}
|
|
||||||
y1={
|
|
||||||
nodeBeingDragged.value === link.from.id
|
|
||||||
? dragDelta.value.y + link.from.y
|
|
||||||
: link.from.y
|
|
||||||
}
|
|
||||||
x2={
|
|
||||||
nodeBeingDragged.value === link.to.id
|
|
||||||
? dragDelta.value.x + link.to.x
|
|
||||||
: link.to.x
|
|
||||||
}
|
|
||||||
y2={
|
|
||||||
nodeBeingDragged.value === link.to.id
|
|
||||||
? dragDelta.value.y + link.to.y
|
|
||||||
: link.to.y
|
|
||||||
}
|
|
||||||
/>
|
|
||||||
))}
|
|
||||||
</>
|
|
||||||
));
|
|
||||||
|
|
||||||
const nextId = setupUniqueIds(() => nodes.value);
|
|
||||||
|
|
||||||
function renderNode(node: NodeTypes | typeof cNode) {
|
|
||||||
if (node.type === "anode") {
|
|
||||||
return renderANode(node);
|
|
||||||
} else if (node.type === "bnode") {
|
|
||||||
return renderBNode(node);
|
|
||||||
} else {
|
|
||||||
return render(node);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
return {
|
||||||
name: "Tree",
|
name: "Tree",
|
||||||
color: "var(--accent1)",
|
links: tree.links,
|
||||||
display: jsx(() => (
|
display: jsx(() => (
|
||||||
<>
|
<>
|
||||||
<Board
|
{player.devSpeed === 0 ? (
|
||||||
onDrag={drag}
|
<div>
|
||||||
onMouseDown={deselect}
|
Game Paused
|
||||||
onMouseUp={endDrag}
|
<Node id="paused" />
|
||||||
onMouseLeave={endDrag}
|
</div>
|
||||||
ref={board}
|
) : null}
|
||||||
>
|
{player.devSpeed != null && player.devSpeed !== 0 && player.devSpeed !== 1 ? (
|
||||||
<SVGNode>
|
<div>
|
||||||
{dNodes()}
|
Dev Speed: {format(player.devSpeed)}x
|
||||||
{links()}
|
<Node id="devspeed" />
|
||||||
</SVGNode>
|
</div>
|
||||||
{nodes.value.map(renderNode)}
|
) : null}
|
||||||
{render(cNode)}
|
{player.offlineTime != null && player.offlineTime !== 0 ? (
|
||||||
<SVGNode>
|
<div>
|
||||||
{aActions()}
|
Offline Time: {formatTime(player.offlineTime)}
|
||||||
{bActions()}
|
<Node id="offline" />
|
||||||
</SVGNode>
|
</div>
|
||||||
</Board>
|
) : null}
|
||||||
|
<div>
|
||||||
|
{Decimal.lt(points.value, "1e1000") ? <span>You have </span> : null}
|
||||||
|
<h2>{format(points.value)}</h2>
|
||||||
|
{Decimal.lt(points.value, "1e1e6") ? <span> points</span> : null}
|
||||||
|
</div>
|
||||||
|
{Decimal.gt(pointGain.value, 0) ? (
|
||||||
|
<div>
|
||||||
|
({oomps.value})
|
||||||
|
<Node id="oomps" />
|
||||||
|
</div>
|
||||||
|
) : null}
|
||||||
|
<Spacer />
|
||||||
|
{render(tree)}
|
||||||
</>
|
</>
|
||||||
)),
|
)),
|
||||||
boardNodes: nodes,
|
points,
|
||||||
cNode,
|
best,
|
||||||
selected: persistent(selected)
|
total,
|
||||||
|
oomps,
|
||||||
|
tree
|
||||||
};
|
};
|
||||||
});
|
});
|
||||||
|
|
||||||
|
@ -433,7 +97,7 @@ export const main = createLayer("main", function (this: BaseLayer) {
|
||||||
export const getInitialLayers = (
|
export const getInitialLayers = (
|
||||||
/* eslint-disable-next-line @typescript-eslint/no-unused-vars */
|
/* eslint-disable-next-line @typescript-eslint/no-unused-vars */
|
||||||
player: Partial<Player>
|
player: Partial<Player>
|
||||||
): Array<GenericLayer> => [main];
|
): Array<GenericLayer> => [main, prestige];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A computed ref whose value is true whenever the game is over.
|
* A computed ref whose value is true whenever the game is over.
|
||||||
|
|
Loading…
Reference in a new issue