thepaperpilot
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121 lines
4.4 KiB
TypeScript
121 lines
4.4 KiB
TypeScript
import Node from "components/Node.vue";
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import Spacer from "components/layout/Spacer.vue";
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import { createResource, trackBest, trackOOMPS, trackTotal } from "features/resources/resource";
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import { branchedResetPropagation, createTree, Tree } from "features/trees/tree";
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import type { Layer } from "game/layers";
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import { createLayer } from "game/layers";
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import { noPersist } from "game/persistence";
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import player, { 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 prestige from "./layers/prestige";
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/**
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* @hidden
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*/
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export const main = createLayer("main", layer => {
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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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// eslint-disable-next-line prefer-const
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let gain = new Decimal(1);
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return gain;
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});
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layer.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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// Note: Casting as generic tree to avoid recursive type definitions
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const tree = createTree(() => ({
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nodes: noPersist([[prestige.treeNode]]),
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branches: [],
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onReset() {
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points.value = toRaw(tree.resettingNode.value) === toRaw(prestige.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 Tree;
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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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links: tree.links,
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display: () => (
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<>
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{player.devSpeed === 0 ? (
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<div>
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Game Paused
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<Node id="paused" />
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</div>
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) : null}
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{player.devSpeed != null && player.devSpeed !== 0 && player.devSpeed !== 1 ? (
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<div>
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Dev Speed: {format(player.devSpeed)}x
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<Node id="devspeed" />
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</div>
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) : null}
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{player.offlineTime != null && player.offlineTime !== 0 ? (
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<div>
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Offline Time: {formatTime(player.offlineTime)}
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<Node id="offline" />
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</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) ? (
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<div>
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({oomps.value})
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<Node id="oomps" />
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</div>
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) : null}
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<Spacer />
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{render(tree)}
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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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};
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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<Player>
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): Array<Layer> => [main, prestige];
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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 false;
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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<Player>
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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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