feat: improved missions UI and more sophisticated unlock options
This commit is contained in:
parent
e65587bbb7
commit
4f0b3c7741
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@ -0,0 +1,20 @@
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<template>
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<div class="rounded-lg border text-center py-1">
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{{ mission.name }}
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</div>
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</template>
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<script>
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export default {
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props: {
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mission: { type: Object, required: true },
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},
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}
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</script>
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<style scoped>
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div {
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border-color: currentColor;
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background-color: rgba(0, 0, 0, 0.1);
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}
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</style>
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@ -4,8 +4,8 @@
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:description="mission.description"
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:description="mission.description"
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:max="max"
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:max="max"
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:value="value"
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:value="value"
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:unit="unit"
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:unit="mission.completionCriteria.unit"
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@click="complete"
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@click="$emit('click')"
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/>
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/>
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</template>
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</template>
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@ -16,22 +16,21 @@ export default {
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},
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},
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computed: {
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computed: {
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value() {
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value() {
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return 'cost' in this.mission.completionCriteria
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const { unit } = this.mission.completionCriteria
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? this.$store.state.currency
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: this.$store.state.playerAge
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if (unit === 'maxAge') {
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return this.$store.state.playerAge
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} else if (unit === 'spareTime') {
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return this.$store.state.currency
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} else {
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// (unit === 'apprenticeLevels')
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return this.$store.getters.apprenticeLevels
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}
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},
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},
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max() {
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max() {
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return 'cost' in this.mission.completionCriteria
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return this.mission.completionCriteria.unit === 'maxAge'
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? this.mission.completionCriteria.cost
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? this.$store.state.playerAgeMax
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: this.$store.state.playerAgeMax
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: this.mission.completionCriteria.value
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},
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unit() {
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return 'cost' in this.mission.completionCriteria ? 'spareTime' : 'age'
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},
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},
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methods: {
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complete() {
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this.$store.commit('completeMission', this.mission)
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},
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},
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},
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},
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}
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}
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@ -1,9 +1,80 @@
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<template>
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<template>
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<responsive-grid>
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<div class="missions grid">
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<mission-button
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<responsive-grid
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v-for="(mission, index) in $store.state.missions"
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v-if="incomplete.length"
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:key="index"
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:class="
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:mission="mission"
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completed.length &&
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/>
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`pb-6 border-b-2 border-${$store.getters.activeTab.darkColor}`
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</responsive-grid>
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"
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>
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<mission-button
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v-for="(mission, index) in incomplete"
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:key="index"
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:mission="mission"
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@click="complete(mission)"
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/>
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</responsive-grid>
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<div
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v-else
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:class="
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completed.length &&
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`pt-6 pb-10 border-b-2 border-${$store.getters.activeTab.darkColor}`
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"
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>
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<h3 class="text-center">No Missions Currently Available</h3>
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</div>
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<template v-if="completed.length">
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<h2 class="pt-2 pb-2 text-center text-xl">Completed Missions</h2>
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<responsive-grid min="1" mid="3" max="6">
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<completed-mission
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v-for="(mission, index) in completed"
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:key="index"
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:mission="mission"
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/>
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</responsive-grid>
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</template>
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</div>
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</template>
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</template>
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<script>
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export default {
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computed: {
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unlocked() {
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return this.$store.state.missions.filter(({ unlockCriteria }) => {
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if (unlockCriteria.unit === 'instruments') {
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return unlockCriteria.value <= this.$store.getters.instruments
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} else if (unlockCriteria.unit === 'apprenticeLevels') {
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return unlockCriteria.value <= this.$store.getters.apprenticeLevels
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} else if (unlockCriteria.unit === 'missionsCompleted') {
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return unlockCriteria.value.every((name) =>
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this.$store.getters.missionIsCompleted(name)
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)
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} else if (unlockCriteria.unit === 'timeJumpsBackwards') {
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return unlockCriteria.value <= this.$store.state.timeJumpsBackwards
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} else {
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return false
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}
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})
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},
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incomplete() {
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return this.unlocked.filter((m) => !m.complete)
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},
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completed() {
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return this.unlocked.filter((m) => m.complete)
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},
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},
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methods: {
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complete(mission) {
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this.$store.commit('completeMission', mission.name)
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},
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},
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}
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</script>
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<style scoped>
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.missions {
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grid-template-rows: minmax(0, 1fr) auto auto;
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}
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</style>
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100
store/index.js
100
store/index.js
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@ -65,6 +65,7 @@ export const state = () => ({
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instrument: 'Mechanical Clock',
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instrument: 'Mechanical Clock',
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worker: 'Engineer',
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worker: 'Engineer',
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unlocked: true,
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cost: 10,
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cost: 10,
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created: false,
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created: false,
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@ -73,7 +74,7 @@ export const state = () => ({
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baseReward: 5, // currency added when the bar is completed
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baseReward: 5, // currency added when the bar is completed
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workerLevel: 0, // 0 = not hired; 1+ = hired
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workerLevel: 0, // 0 = not hired; 1+ = hired
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nextWorkerCost: 25, // currency cost of next worker
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nextWorkerCost: 50, // currency cost of next worker
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nextWorkerFactor: 1.5, // worker cost *= this factor after each purchase
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nextWorkerFactor: 1.5, // worker cost *= this factor after each purchase
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unlockThreshold: { tech: null, currency: 0 },
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unlockThreshold: { tech: null, currency: 0 },
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@ -82,6 +83,8 @@ export const state = () => ({
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instrument: 'Hourglass',
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instrument: 'Hourglass',
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worker: 'Glassblower',
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worker: 'Glassblower',
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unlocked: false,
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minDateUnlocked: 1100 * 12,
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cost: 100,
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cost: 100,
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created: false,
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created: false,
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@ -90,7 +93,7 @@ export const state = () => ({
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baseReward: 35,
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baseReward: 35,
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workerLevel: 0,
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workerLevel: 0,
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nextWorkerCost: 200,
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nextWorkerCost: 250,
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nextWorkerFactor: 1.6,
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nextWorkerFactor: 1.6,
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unlockThreshold: { tech: null, currency: 10000 },
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unlockThreshold: { tech: null, currency: 10000 },
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@ -99,6 +102,8 @@ export const state = () => ({
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instrument: 'Pocket Watch',
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instrument: 'Pocket Watch',
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worker: 'Miniaturist',
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worker: 'Miniaturist',
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unlocked: false,
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minDateUnlocked: 1600 * 12,
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cost: 1000,
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cost: 1000,
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created: false,
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created: false,
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@ -107,7 +112,7 @@ export const state = () => ({
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baseReward: 80,
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baseReward: 80,
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workerLevel: 0,
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workerLevel: 0,
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nextWorkerCost: 2000,
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nextWorkerCost: 500,
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nextWorkerFactor: 1.8,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: 0, currency: new Decimal(10e5) },
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unlockThreshold: { tech: 0, currency: new Decimal(10e5) },
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@ -124,12 +129,50 @@ export const state = () => ({
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missions: [
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missions: [
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{
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{
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name: 'Create the Time Machine',
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name: 'Train an Apprentice',
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description: 'Soon you will be able to control time itself.',
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description:
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completionCriteria: {
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'One man can only spend so much time staring at clocks each day. Hiring a second may make this easier.',
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cost: 6000,
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unlockCriteria: {
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unit: 'instruments',
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value: 1,
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},
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},
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available: true,
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completionCriteria: {
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unit: 'apprenticeLevels',
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value: 5,
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},
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unlocked: true,
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viewed: false,
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complete: false,
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},
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{
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name: 'Study Time Magic',
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description:
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"As time ticks away you begin to ponder the mysteries of time's origins and possibilities.",
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unlockCriteria: {
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unit: 'apprenticeLevels',
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value: 1,
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},
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completionCriteria: {
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unit: 'spareTime',
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value: 250,
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},
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unlocked: true,
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viewed: false,
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complete: false,
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},
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{
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name: 'Create the Time Machine',
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description:
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'Your magnum opus. Soon you will be able to control time itself.',
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unlockCriteria: {
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unit: 'missionsCompleted',
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value: ['Train an Apprentice', 'Study Time Magic'],
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},
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completionCriteria: {
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unit: 'spareTime',
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value: 1000,
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},
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unlocked: false,
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viewed: false,
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viewed: false,
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complete: false,
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complete: false,
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},
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},
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'Your body seems to be failing you. ' +
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'Your body seems to be failing you. ' +
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'Write a book to pass your knowedge to your younger self through the time machine. ' +
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'Write a book to pass your knowedge to your younger self through the time machine. ' +
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"Now where's your pen...",
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"Now where's your pen...",
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appearanceCriteria: {
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unlockCriteria: {
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age: 100,
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unit: 'timeJumpsBackwards',
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value: 1,
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},
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},
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completionCriteria: {
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completionCriteria: {
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maxAge: true,
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unit: 'maxAge',
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},
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},
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available: true,
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unlocked: false,
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viewed: false,
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viewed: false,
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complete: false,
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complete: false,
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},
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},
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],
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],
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gameDate: 1991 * 12,
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playerAge: 34 * 12,
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gameDate: 1400 * 12,
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playerAgeMax: 80 * 12,
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playerAge: 30 * 12,
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playerAgeMax: 60 * 12,
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playerLivedTotal: 0,
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playerLivedTotal: 0,
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wisdomGained: 0, // wisdom gained so far on this run, not applied until player sends the book.
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wisdomGained: 0, // wisdom gained so far on this run, not applied until player sends the book.
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wisdomApplied: 0, // wisdom from previous runs
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wisdomApplied: 0, // wisdom from previous runs
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totalLifetimes: 1,
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totalLifetimes: 1,
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timeJumpsBackwards: 0,
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})
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})
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export const getters = {
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export const getters = {
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@ -205,6 +251,22 @@ export const getters = {
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return `${year}y${month}m`
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return `${year}y${month}m`
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},
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},
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missionIsCompleted: (state) => (missionName) => {
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const mission = state.missions.find((m) => m.name === missionName)
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return mission && mission.complete
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},
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apprenticeLevels: (state) =>
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state.processes.reduce(
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(totalLevels, process) => (totalLevels += process.workerLevel),
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0
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),
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instruments: (state) =>
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state.processes.reduce(
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(totalInstruments, process) =>
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process.created ? totalInstruments + 1 : totalInstruments,
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0
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),
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}
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}
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export const mutations = {
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export const mutations = {
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@ -229,10 +291,14 @@ export const mutations = {
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setMissionViewed: (state, missionIndex) => {
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setMissionViewed: (state, missionIndex) => {
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Vue.set(state.missions[missionIndex], 'viewed', true)
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Vue.set(state.missions[missionIndex], 'viewed', true)
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},
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},
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completeMission: (state, mission) => {
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completeMission: (state, missionName) => {
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const index = state.missions.findIndex((m) => m.name === mission.name)
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const index = state.missions.findIndex((m) => m.name === missionName)
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Vue.set(state.missions[index], 'complete', true)
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Vue.set(state.missions[index], 'complete', true)
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},
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},
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unlockMission: (state, missionName) => {
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const index = state.missions.findIndex((m) => m.name === missionName)
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Vue.set(state.missions[index], 'unlocked', true)
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},
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levelUpApprentice: (state, process) => {
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levelUpApprentice: (state, process) => {
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if (process.nextWorkerCost > state.currency) {
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if (process.nextWorkerCost > state.currency) {
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return
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return
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