Implemented force sleep and rest actions
This commit is contained in:
parent
116e6a47ec
commit
f516a3a092
2 changed files with 207 additions and 68 deletions
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@ -1,6 +1,7 @@
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<template>
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<g
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class="boardnode"
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:class="node.type"
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:style="{ opacity: dragging?.id === node.id && hasDragged ? 0.5 : 1 }"
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:transform="`translate(${position.x},${position.y})`"
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>
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@ -56,15 +57,23 @@
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<g v-if="shape === Shape.Circle">
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<circle
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v-if="canAccept"
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class="receiver"
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:r="size + 8"
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:fill="backgroundColor"
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:stroke="receivingNode ? '#0F0' : '#0F03'"
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:stroke-width="2"
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/>
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<circle :r="size" :fill="fillColor" :stroke="outlineColor" :stroke-width="4" />
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<circle
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class="body"
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:r="size"
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:fill="fillColor"
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:stroke="outlineColor"
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:stroke-width="4"
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/>
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<circle
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class="progressFill"
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v-if="progressDisplay === ProgressDisplay.Fill"
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:r="Math.max(size * progress - 2, 0)"
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:fill="progressColor"
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@ -85,6 +94,7 @@
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<g v-else-if="shape === Shape.Diamond" transform="rotate(45, 0, 0)">
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<rect
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v-if="canAccept"
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class="receiver"
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:width="size * sqrtTwo + 16"
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:height="size * sqrtTwo + 16"
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:transform="
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@ -96,6 +106,7 @@
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/>
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<rect
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class="body"
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:width="size * sqrtTwo"
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:height="size * sqrtTwo"
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:transform="`translate(${(-size * sqrtTwo) / 2}, ${(-size * sqrtTwo) / 2})`"
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@ -106,6 +117,7 @@
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<rect
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v-if="progressDisplay === ProgressDisplay.Fill"
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class="progressFill"
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:width="Math.max(size * sqrtTwo * progress - 2, 0)"
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:height="Math.max(size * sqrtTwo * progress - 2, 0)"
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:transform="
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@ -118,6 +130,7 @@
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/>
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<rect
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v-else
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class="progressDiamond"
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:width="size * sqrtTwo + 9"
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:height="size * sqrtTwo + 9"
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:transform="
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@ -31,7 +31,7 @@ type ItemNodeData = {
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display: string;
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};
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type ActionNodeData = {
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export type ActionNodeData = {
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actionType: string;
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log: LogEntry[];
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};
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@ -147,14 +147,14 @@ function createItem(resource: string, amount: DecimalSource, display?: string) {
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}
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type Action = {
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icon: string;
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icon?: string;
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fillColor?: string;
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tooltip?: string;
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events: Array<{
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events?: Array<{
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event: () => LogEntry;
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weight: number;
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}>;
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baseChanges: Array<{
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baseChanges?: Array<{
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resource: string;
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amount: DecimalSource;
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assign?: boolean;
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@ -194,11 +194,15 @@ const actions = {
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tooltip: "Sleep",
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events: [
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{
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event: () => ({ description: "You have a normal evening of undisturbed sleep" }),
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event: () => {
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player.day = (player.day as Decimal).add(1);
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return { description: "You have a normal evening of undisturbed sleep" };
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},
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weight: 90
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},
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{
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event: () => {
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player.day = (player.day as Decimal).add(1);
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resources.energy.amount = 50;
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return {
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description: "You had a very restless sleep filled with nightmares :(",
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@ -211,6 +215,7 @@ const actions = {
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},
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{
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event: () => {
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player.day = (player.day as Decimal).add(1);
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createItem("energy", 25, "Refreshed");
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return {
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description:
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@ -224,10 +229,28 @@ const actions = {
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}
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],
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baseChanges: [
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{ resource: "time", amount: -8 * 30 * 60 },
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{ resource: "time", amount: 16 * 60 * 60, assign: true },
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{ resource: "energy", amount: 100, assign: true }
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]
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},
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forcedSleep: {
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events: [
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{
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event: () => {
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const amount = resources.time.amount;
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resources.time.amount = 16 * 60 * 60;
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resources.energy.amount = Decimal.sub(100, Decimal.div(amount, 6 * 60));
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resources.mental.amount = Decimal.sub(resources.mental.amount, 10);
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player.day = (player.day as Decimal).add(1);
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return {
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description: `You passed out! That was <span style="font-style: italicize">not</span> a good night's sleep`
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};
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},
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weight: 1
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}
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],
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baseChanges: [{ resource: "mental", amount: -10 }]
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},
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rest: {
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icon: "chair",
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tooltip: "Rest",
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@ -259,18 +282,33 @@ const actions = {
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return {
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description:
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"You take an incredible power nap and wake up significantly more refreshed",
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effectDescription: `+50% effectvie <span style="color: ${resources.energy.color};">Energy</span> restoration`
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effectDescription: `+50% effective <span style="color: ${resources.energy.color};">Energy</span> restoration`
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};
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},
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weight: 5
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}
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],
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baseChanges: [
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{ resource: "time", amount: -4 * 30 * 60 },
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{ resource: "time", amount: -4 * 60 * 60 },
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// 30 is the lowest it can be from any event
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// typically you'll get 40 though
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{ resource: "energy", amount: 30 }
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]
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},
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forcedRest: {
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events: [
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{
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event: () => ({
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description: `You drag yourself to the couch before collapsing. You wake back up but still feel oddly drained`
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}),
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weight: 1
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}
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],
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baseChanges: [
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{ resource: "time", amount: -6 * 60 * 60 },
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{ resource: "energy", amount: 30 },
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{ resource: "mental", amount: -5 }
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]
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}
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} as Record<string, Action>;
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@ -378,21 +416,21 @@ const resourceNodeType = {
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(resource.node.data as ResourceNodeData).currentFocus ===
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selectedAction.value?.id;
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return {
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text: currentFocus ? "10%" : "X",
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text: "10%",
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color: currentFocus ? "green" : "white",
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pulsing: true
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};
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}
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const action = actions[selectedAction.value.id];
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const change = action.baseChanges.find(change => change.resource === resource.name);
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const change = action.baseChanges?.find(change => change.resource === resource.name);
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if (change != null) {
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let text;
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let text = Decimal.gt(change.amount, 0) ? "+" : "";
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if (resource.name === "time") {
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text = formatTime(change.amount);
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text += formatTime(change.amount);
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} else if (Decimal.eq(resource.maxAmount, 100)) {
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text = formatWhole(change.amount) + "%";
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text += formatWhole(change.amount) + "%";
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} else {
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text = format(change.amount);
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text += format(change.amount);
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}
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let color;
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if (change.assign) {
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@ -470,6 +508,44 @@ const resourceNodeType = {
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actions: [pinAction]
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} as RawFeature<NodeType>;
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function performAction(id: string, action: Action, node: BoardNode) {
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if (
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player.layers.main.forcedAction &&
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(player.layers.main.forcedAction as { action: string }).action !== id
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) {
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return;
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}
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const focusData = resources.focus.node.data as ResourceNodeData;
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if (focusData.currentFocus === id) {
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resources.focus.amount = Decimal.add(resources.focus.amount, 10);
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} else {
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focusData.currentFocus = id;
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resources.focus.amount = 10;
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}
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if (action.baseChanges) {
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for (const change of action.baseChanges) {
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if (change.assign) {
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resources[change.resource].amount = change.amount;
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} else if (change.resource === "time") {
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// Time isn't affected by focus multiplier
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resources.time.amount = Decimal.add(resources.time.amount, change.amount);
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} else {
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resources[change.resource].amount = Decimal.add(
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resources[change.resource].amount,
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Decimal.times(change.amount, focusMult.value)
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);
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}
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}
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}
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player.layers.main.boards.main.selectedAction = null;
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if (action.events) {
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const logEntry = getRandomEvent(action.events);
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if (logEntry) {
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(node.data as ActionNodeData).log.push(logEntry);
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}
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}
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}
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const actionNodeType = {
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title(node) {
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return actionNodes[(node.data as ActionNodeData).actionType].display;
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shape: Shape.Diamond,
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progressColor: "#000",
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progressDisplay: ProgressDisplay.Outline,
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progress(node) {
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const forcedAction = player.layers.main.forcedAction as {
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resource: string;
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node: number;
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action: string;
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progress: number;
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} | null;
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if (forcedAction && node.id === forcedAction.node) {
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return forcedAction.progress;
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}
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},
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actions(node) {
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const actionNode = actionNodes[(node.data as ActionNodeData).actionType];
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return [
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@ -495,38 +582,11 @@ const actionNodeType = {
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icon: action.icon,
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tooltip: action.tooltip,
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fillColor: action.fillColor,
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onClick(node) {
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if (selectedAction.value?.id === this.id) {
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const focusData = resources.focus.node.data as ResourceNodeData;
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if (focusData.currentFocus === id) {
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resources.focus.amount = Decimal.add(resources.focus.amount, 10);
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} else {
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focusData.currentFocus = id;
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resources.focus.amount = 10;
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}
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for (const change of action.baseChanges) {
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if (change.assign) {
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resources[change.resource].amount = change.amount;
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} else if (change.resource === "time") {
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// Time isn't affected by focus multiplier
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resources.time.amount = Decimal.add(
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resources.time.amount,
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change.amount
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);
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} else {
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resources.time.amount = Decimal.add(
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resources.time.amount,
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Decimal.times(change.amount, focusMult.value)
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);
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}
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}
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player.layers.main.boards.main.selectedAction = null;
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const logEntry = getRandomEvent(action.events);
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if (logEntry) {
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(node.data as ActionNodeData).log.push(logEntry);
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}
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onClick: node => {
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if (selectedAction.value?.id === id) {
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performAction(id, action, node);
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} else {
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player.layers.main.boards.main.selectedAction = this.id;
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player.layers.main.boards.main.selectedAction = id;
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}
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},
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links(node) {
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@ -542,7 +602,7 @@ const actionNodeType = {
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"stroke-width": 4,
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pulsing: true
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},
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...action.baseChanges.map(change => {
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...(action.baseChanges || []).map(change => {
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let color;
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if (change.assign) {
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color = "white";
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@ -565,6 +625,32 @@ const actionNodeType = {
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}
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} as RawFeature<NodeType>;
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function registerResourceDepletedAction(resource: string, nodeID: string, action: string) {
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watch(
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() => ({
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amount: resources[resource].amount,
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forcedAction: player.layers.main?.forcedAction
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}),
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({ amount, forcedAction }) => {
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if (Decimal.eq(amount, 0) && forcedAction == null) {
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player.layers.main.forcedAction = {
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resource,
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node: layers.main.boards!.data.main.nodes.find(
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node =>
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node.type === "action" &&
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(node.data as ActionNodeData).actionType === nodeID
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)!.id,
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action,
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progress: 0
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};
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}
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}
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);
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}
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registerResourceDepletedAction("time", "bed", "forcedSleep");
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registerResourceDepletedAction("energy", "bed", "forcedRest");
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export default {
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id: "main",
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display: Main,
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@ -572,10 +658,17 @@ export default {
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startData() {
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return {
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openNode: null,
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showModal: false
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showModal: false,
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forcedAction: null
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} as {
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openNode: string | null;
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showModal: boolean;
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forcedAction: {
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resource: string;
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node: number;
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action: string;
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progress: number;
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} | null;
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};
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},
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minimizable: false,
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@ -586,6 +679,25 @@ export default {
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left: "0"
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}
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},
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update(diff) {
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const forcedAction = player.layers.main.forcedAction as {
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resource: string;
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node: number;
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action: string;
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progress: number;
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} | null;
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if (forcedAction) {
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forcedAction.progress += new Decimal(diff).div(4).toNumber();
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if (forcedAction.progress >= 1) {
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performAction(
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forcedAction.action,
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actions[forcedAction.action],
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this.boards!.data.main.nodes.find(node => node.id === forcedAction.node)!
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);
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player.layers.main.forcedAction = null;
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}
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}
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},
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boards: {
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data: {
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main: {
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@ -676,35 +788,49 @@ export default {
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}
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},
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links(this: Board) {
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const links: BoardNodeLink[] = [];
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const forcedAction = player.layers.main.forcedAction as {
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resource: string;
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node: number;
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action: string;
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progress: number;
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} | null;
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if (forcedAction) {
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links.push({
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from: resources[forcedAction.resource].node,
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to: this.nodes.find(node => node.id === forcedAction.node)!,
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stroke: "black",
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"stroke-width": 4
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});
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}
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if (this.selectedNode && this.selectedAction?.links) {
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if (typeof this.selectedAction.links === "function") {
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return this.selectedAction.links(this.selectedNode);
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}
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return this.selectedAction.links;
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links.push(...this.selectedAction.links);
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}
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if (selectedNode.value == null) {
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return null;
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}
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if (selectedNode.value.type === "resource") {
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if (selectedNode.value && selectedNode.value.type === "resource") {
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const resource = getResource(selectedNode.value);
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if (resource.links) {
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return resource.links.map(link => {
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const linkResource = resources[link.resource];
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let negativeLink = Decimal.lt(link.amount, 0);
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if (link.linkType === LinkType.LossOnly) {
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negativeLink = !negativeLink;
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}
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return {
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from: selectedNode.value,
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to: linkResource.node,
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stroke: negativeLink ? "red" : "green",
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"stroke-width": 4,
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pulsing: true
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};
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});
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links.push(
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...resource.links.map(link => {
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const linkResource = resources[link.resource];
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let negativeLink = Decimal.lt(link.amount, 0);
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if (link.linkType === LinkType.LossOnly) {
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negativeLink = !negativeLink;
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}
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return {
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from: selectedNode.value,
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to: linkResource.node,
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stroke: negativeLink ? "red" : "green",
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"stroke-width": 4,
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pulsing: true
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} as BoardNodeLink;
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})
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);
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}
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}
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return null;
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return links;
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}
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}
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}
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