AntimatterDimensionsSourceCode/public/fungame/depression.js
2021-11-14 18:52:45 +03:00

314 lines
6.9 KiB
JavaScript
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

"use strict";
const UPDATE_INTERVAL = 33;
const SAVE_INTERVAL = 5000;
const notation = new ADNotations.ScientificNotation();
let uiUpdateHooks = [];
function updateUI() {
for (const hook of uiUpdateHooks) {
hook.update();
}
}
let game = {
amounts: [new Decimal(0)],
purchases: [new Decimal(0)],
depression: new Decimal(1),
prestige: [new Decimal(1)]
};
class StuffState {
constructor(id) {
this._id = id;
}
get id() {
return this._id;
}
get previousStuff() {
return this.id > 1 ? Stuff(this.id - 1) : undefined;
}
get nextStuff() {
return Stuff(this.id + 1);
}
get isUnlocked() {
return Stuffs.count >= this.id;
}
get amount() {
return game.amounts[this.id - 1];
}
set amount(value) {
game.amounts[this.id - 1] = value;
}
get purchases() {
return game.purchases[this.id - 1];
}
set purchases(value) {
game.purchases[this.id - 1] = value;
}
get cost() {
const baseCost = Decimal.pow(100, this.id - 1);
const costIncrease = Decimal.pow(2, this.purchases);
return baseCost.times(costIncrease);
}
get isAffordable() {
return game.depression.gte(this.cost);
}
purchase() {
if (!this.isAffordable) return;
game.depression = game.depression.minus(this.cost);
const nextStuff = this.nextStuff;
if (!nextStuff.isUnlocked) {
nextStuff.amount = new Decimal(0);
nextStuff.purchases = new Decimal(0);
nextStuff.prestige = new Decimal(1);
}
this.amount = this.amount.plus(1).max(this.amount.times(1.05).min(nextStuff.amount.times(10000)));
this.purchases = this.purchases.plus(1);
updateUI();
}
get prestige() {
return game.prestige[this.id - 1];
}
set prestige(value) {
game.prestige[this.id - 1] = Decimal.max(this.prestige, value);
}
get canPrestige() {
return Stuff(this.id + 6).isUnlocked;
}
get nextPrestige() {
return Decimal.max(Stuffs.count - this.id - 5, 1);
}
doPrestige() {
this.prestige = this.nextPrestige;
game = {
amounts: [new Decimal(0)],
purchases: [new Decimal(0)],
depression: new Decimal(1),
prestige: game.prestige
};
updateUI();
}
tick() {
const production = this.amount.times(this.prestige.dividedBy(UPDATE_INTERVAL));
if (this.id === 1) {
game.depression = game.depression.plus(production);
} else {
this.previousStuff.amount = this.previousStuff.amount.plus(production);
}
}
}
const Stuff = id => new StuffState(id);
const Stuffs = {
get count() {
return game.amounts.length;
},
get unlocked() {
return Stuffs.range(Stuffs.count);
},
range(count) {
const stuffs = [];
for (let i = 1; i < count + 1; i++) {
stuffs.push(Stuff(i));
}
return stuffs;
},
tick() {
for (const stuff of Stuffs.unlocked) {
stuff.tick();
}
},
get last() {
return Stuff(Stuffs.count);
}
};
function save() {
localStorage.setItem("funsave", JSON.stringify(game));
}
function load() {
const saveData = JSON.parse(localStorage.getItem("funsave"));
if (saveData === null) return;
saveData.depression = new Decimal(saveData.depression);
for (let i = 0; i < Object.keys(saveData.amounts).length; i++) {
saveData.amounts[i] = new Decimal(saveData.amounts[i]);
}
for (let i = 0; i < Object.keys(saveData.prestige).length; i++) {
saveData.prestige[i] = new Decimal(saveData.prestige[i]);
}
if (saveData.purchases !== undefined) {
for (let i = 0; i < Object.keys(saveData.purchases).length; i++) {
saveData.purchases[i] = new Decimal(saveData.purchases[i]);
}
}
if (saveData.costs !== undefined) {
saveData.purchases = [];
for (let i = 0; i < Object.keys(saveData.costs).length; i++) {
const cost = new Decimal(saveData.costs[i]);
const baseCost = Decimal.pow(100, i);
const costIncrease = cost.dividedBy(baseCost);
saveData.purchases[i] = Decimal.floor(Decimal.log2(costIncrease)).max(0);
}
}
game = saveData;
}
// eslint-disable-next-line prefer-const
let cheat = false;
function gameLoop() {
Stuffs.tick();
if (cheat) {
const preLastStuff = Stuffs.last.previousStuff;
if (preLastStuff !== undefined && preLastStuff.amount.lessThan(5)) {
preLastStuff.purchase();
}
Stuffs.last.purchase();
}
updateUI();
}
function format(value, places, placesUnder1000) {
return notation.format(value, places, placesUnder1000);
}
function formatX(value, places, placesUnder1000) {
return `×${format(value, places, placesUnder1000)}`;
}
Vue.mixin({
methods: {
format,
formatX
},
created() {
if (this.update) {
uiUpdateHooks.push(this);
this.update();
}
},
destroyed() {
uiUpdateHooks = uiUpdateHooks.filter(h => h !== this);
}
});
const StuffButton = {
props: {
stuff: Object
},
data: () => ({
amount: new Decimal(0),
cost: new Decimal(0),
prestige: new Decimal(1)
}),
methods: {
update() {
if (!this.stuff.isUnlocked) return;
this.amount.fromDecimal(this.stuff.amount);
this.cost.fromDecimal(this.stuff.cost);
this.prestige.fromDecimal(this.stuff.prestige);
}
},
template: `
<button class="button button--stuff" @click="stuff.purchase()">
Amount: {{ format(amount, 2) }}
<br>
Power: {{ formatX(prestige, 2) }}
<br>
Cost: {{ format(cost, 2) }}
</button>`
};
const PrestigeButton = {
props: {
stuff: Object
},
data: () => ({
canPrestige: false,
nextPrestige: new Decimal(1)
}),
methods: {
update() {
if (!this.stuff.isUnlocked) return;
this.canPrestige = this.stuff.canPrestige;
this.nextPrestige.fromDecimal(this.stuff.nextPrestige);
}
},
template: `
<button v-if="canPrestige" class="button button--prestige" @click="stuff.doPrestige()">
Reset to increase bonus to {{ formatX(nextPrestige, 2) }} boost.
</button>`
};
const Depression = {
components: {
"stuff-button": StuffButton,
"prestige-button": PrestigeButton
},
data: () => ({
depression: new Decimal(1),
stuffCount: 0
}),
computed: {
stuffs() {
return Stuffs.range(this.stuffCount);
}
},
methods: {
update() {
this.depression.fromDecimal(game.depression);
this.stuffCount = Stuffs.count;
}
},
template: `
<div class="app">
<p class="depression">You have <span class="depression-amount">{{ format(depression, 2) }}</span> depression</p>
<div class="stuff-container">
<template v-for="stuff in stuffs">
<br v-if="stuff.id > 1">
<stuff-button :stuff="stuff" />
<prestige-button :stuff="stuff" />
</template>
</div>
</div>`
};
let vue;
window.onload = () => {
load();
setInterval(gameLoop, UPDATE_INTERVAL);
setInterval(save, SAVE_INTERVAL);
vue = new Vue({
el: "#depression",
components: {
depression: Depression
},
template: "<depression/>"
});
};