import Decimal from 'break_infinity.js' import Vue from 'vue' export const state = () => ({ tabs: [ { route: '/', label: 'fas fa-clock', title: 'Timekeeping Instruments', darkColor: 'amber-900', color: 'amber-400', lightColor: 'amber-200', locked: false, }, { route: '/apprentices', label: 'fas fa-user-friends', title: 'Apprentices', darkColor: 'rose-900', color: 'rose-400', lightColor: 'rose-200', locked: false, }, { route: '/missions', label: 'fas fa-th-list', title: 'Missions', darkColor: 'sky-900', color: 'sky-400', lightColor: 'sky-200', locked: false, }, { route: '/timemachine', label: 'fas fa-fast-forward', title: 'Time Machine', darkColor: 'lime-900', color: 'lime-400', lightColor: 'lime-200', locked: false, }, { route: '/timemagic', label: 'fas fa-eye', title: 'Time Magic', darkColor: 'violet-900', color: 'violet-400', lightColor: 'violet-200', locked: false, }, { route: '/wisdom', label: 'fas fa-book-open', title: 'Wisdom', darkColor: 'teal-900', color: 'teal-400', lightColor: 'teal-100', locked: false, }, ], currency: new Decimal(0), currencyTotal: new Decimal(0), processes: [ { instrument: 'Atlantean Clock', worker: 'Chronomancer', unlocked: true, minDateUnlocked: -12000 * 12, unlockEra: 'Prehistoric', cost: 1000000000000, created: false, completion: 0, completionRequired: 320, baseReward: 500000000000, workerLevel: 0, nextWorkerCost: 5000000000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Sundial', worker: 'Shaman', unlocked: true, minDateUnlocked: -1500 * 12, unlockEra: 'Antiquity', cost: 10000000000, created: false, completion: 0, completionRequired: 160, baseReward: 50000000000, workerLevel: 0, nextWorkerCost: 50000000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Star Chart', worker: 'Astrologer', unlocked: true, minDateUnlocked: -500 * 12, unlockEra: 'Early Classical', cost: 100000000, created: false, completion: 0, completionRequired: 80, baseReward: 50000000, workerLevel: 0, nextWorkerCost: 500000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Incense Clock', worker: 'Oracle', unlocked: true, minDateUnlocked: 400 * 12, unlockEra: 'Classical', cost: 1000000, created: false, completion: 0, completionRequired: 40, baseReward: 500000, workerLevel: 0, nextWorkerCost: 5000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Astrolabe', worker: 'Mathematician', unlocked: true, minDateUnlocked: 700 * 12, unlockEra: 'Late Classical', cost: 10000, created: false, completion: 0, completionRequired: 20, baseReward: 5000, workerLevel: 0, nextWorkerCost: 50000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Hourglass', worker: 'Glassblower', unlocked: true, minDateUnlocked: 1100 * 12, unlockEra: 'Middle Ages', cost: 100, created: false, completion: 0, completionRequired: 10, baseReward: 50, workerLevel: 0, nextWorkerCost: 500, nextWorkerFactor: 1.6, unlockThreshold: { tech: null, currency: 10000 }, }, { instrument: 'Mechanical Clock', worker: 'Machinist', unlocked: true, minDateUnlocked: 1400 * 12, unlockEra: 'Early Modern', cost: 10, created: false, completion: 0, // how close it is to giving currency. 10 gained per second. completionRequired: 10, // should be divisible by 10 baseReward: 5, // currency added when the bar is completed workerLevel: 0, // 0 = not hired; 1+ = hired nextWorkerCost: 50, // currency cost of next worker nextWorkerFactor: 1.5, // worker cost *= this factor after each purchase unlockThreshold: { tech: null, currency: 0 }, }, { instrument: 'Pocket Watch', worker: 'Engineer', unlocked: true, minDateUnlocked: 1600 * 12, unlockEra: 'Modern', cost: 1000, created: false, completion: 0, completionRequired: 8, baseReward: 500, workerLevel: 0, nextWorkerCost: 5000, nextWorkerFactor: 1.8, unlockThreshold: { tech: 0, currency: new Decimal(10e5) }, }, { instrument: 'Electric Clock', worker: 'Electrician', unlocked: true, minDateUnlocked: 1840 * 12, unlockEra: 'Late Modern', cost: 100000, created: false, completion: 0, completionRequired: 6, baseReward: 50000, workerLevel: 0, nextWorkerCost: 500000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Atomic Clock', worker: 'Scientist', unlocked: true, minDateUnlocked: 1950 * 12, unlockEra: 'Post-Modern', cost: 10000000, created: false, completion: 0, completionRequired: 4, baseReward: 5000000, workerLevel: 0, nextWorkerCost: 50000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Quantum Clock', worker: 'Artificial Intelligence', unlocked: true, minDateUnlocked: 2200 * 12, unlockEra: 'Near Future', cost: 1000000000, created: false, completion: 0, completionRequired: 3, baseReward: 500000000, workerLevel: 0, nextWorkerCost: 5000000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Non-Euclidian Clock', worker: 'Befuddled Scientist', unlocked: true, minDateUnlocked: 3333 * 12, unlockEra: 'Future', cost: 100000000000, created: false, completion: 0, completionRequired: 2, baseReward: 50000000000, workerLevel: 0, nextWorkerCost: 500000000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, { instrument: 'Pulsar Clock', worker: 'Deep-Space Satellite', unlocked: true, minDateUnlocked: 9000 * 12, unlockEra: 'Deep Future', cost: 10000000000000, created: false, completion: 0, completionRequired: 1, baseReward: 5000000000000, workerLevel: 0, nextWorkerCost: 50000000000000, nextWorkerFactor: 1.8, unlockThreshold: { tech: null, currency: new Decimal(1e1) }, }, ], upgrades: [ { name: 'Mathematics', price: 100, purchased: false, }, ], missions: [ { name: 'Train an Apprentice', description: 'One man can only spend so much time staring at clocks each day. Hiring a second may make this easier.', unlockCriteria: { unit: 'instruments', value: 1, }, completionCriteria: { unit: 'apprenticeLevels', value: 5, }, unlocked: true, viewed: false, complete: false, resetOnPrestige: false, }, { name: 'Study Time Magic', description: "As time ticks away you begin to ponder the mysteries of time's origins and possibilities.", unlockCriteria: { unit: 'apprenticeLevels', value: 1, }, completionCriteria: { unit: 'spareTime', value: 250, }, unlocked: true, viewed: false, complete: false, resetOnPrestige: true, }, { name: 'Create the Time Machine', description: 'Your magnum opus. Soon you will be able to control time itself.', unlockCriteria: { unit: 'missionsCompleted', value: ['Train an Apprentice', 'Study Time Magic'], }, completionCriteria: { unit: 'spareTime', value: 1000, }, unlocked: false, viewed: false, complete: false, resetOnPrestige: false, }, { name: 'Time to Cheat Death', description: 'Your body seems to be failing you. ' + 'Write a book to pass your knowedge to your younger self through the time machine. ' + "Now where's your pen...", unlockCriteria: { unit: 'timeJumpsBackwards', value: 1, }, completionCriteria: { unit: 'maxAge', }, unlocked: false, viewed: false, complete: false, resetOnPrestige: false, }, { // update doPrestige (mutation) if this is renamed name: 'Time Travel Precision', description: 'The time machine could target a certain month instead of a decade, ' + 'with the proper calibration.', unlockCriteria: { unit: 'missionsCompleted', value: ['Time to Cheat Death', 'Create the Time Machine'], }, completionCriteria: { unit: 'spareTime', value: 10000, }, unlocked: false, viewed: false, complete: false, resetOnPrestige: false, }, { name: 'Time to Cheat Death... Again', description: 'Another life well lived. ' + 'Add a few chapters to the tome you received and send it back again.', unlockCriteria: { unit: 'missionsCompleted', value: ['Time to Cheat Death', 'Create the Time Machine'], }, completionCriteria: { unit: 'maxAge', }, unlocked: false, viewed: false, complete: false, resetOnPrestige: true, }, ], gameDate: 1400 * 12, playerAge: 30 * 12, playerAgeMax: 60 * 12, playerLivedTotal: 0, wisdomGained: 0, // wisdom gained so far on this run, not applied until player sends the book. wisdomApplied: 0, // wisdom from previous runs totalLifetimes: 1, timeJumpsBackwards: 0, }) export const getters = { activeTab(state) { return state.tabs.find( // eslint-disable-next-line no-undef (tab) => tab.route === $nuxt.$route.path ) }, canTimeTravel: (state) => { if (state.playerAge.year < state.playerAgeMax.year) return true if (state.playerAge.year > state.playerAgeMax.year) return false return state.playerAge.month < state.playerAgeMax.month }, gameMonth: (state) => { return { 1: 'Jan.', 2: 'Feb.', 3: 'Mar.', 4: 'Apr.', 5: 'May.', 6: 'Jun.', 7: 'Jul.', 8: 'Aug.', 9: 'Sep.', 10: 'Oct.', 11: 'Nov.', 12: 'Dec.', }[(state.gameDate % 12) + 1] }, gameYear: (state) => { return Math.floor(state.gameDate / 12) }, currencySpent: (state) => { return Decimal.subtract(state.currencyTotal, state.currency) }, ageText: (state) => { const year = Math.floor(state.playerAge / 12) const month = state.playerAge % 12 return `${year}y${month}m` }, ageMaxText: (state) => { const year = Math.floor(state.playerAgeMax / 12) const month = state.playerAgeMax % 12 return `${year}y${month}m` }, missionIsCompleted: (state) => (missionName) => { const mission = state.missions.find((m) => m.name === missionName) return mission && mission.complete }, apprenticeLevels: (state) => state.processes.reduce( (totalLevels, process) => (totalLevels += process.workerLevel), 0 ), instruments: (state) => state.processes.reduce( (totalInstruments, process) => process.created ? totalInstruments + 1 : totalInstruments, 0 ), currentEra: (state) => { if (state.gameDate < 100 * 12) { return 'prehistoric' } else if (state.gameDate < 999 * 12) { return 'classical' } else if (state.gameDate < 1400 * 12) { return 'middle ages' } else if (state.gameDate < 1750 * 12) { return 'early modern' } else if (state.gameDate < 2100 * 12) { return 'modern' } else if (state.gameDate < 2500 * 12) { return 'future' } else { return 'distant future' } }, } export const mutations = { addCurrency: (state, value) => { state.currency = Decimal.add(state.currency, value) state.currencyTotal = Decimal.add(state.currencyTotal, value) }, spendCurrency: (state, value) => { value = Decimal.mul(value, -1) state.currency = Decimal.add(state.currency, value) }, createInstrument: (state, instrument) => { const index = state.processes.findIndex((p) => p.instrument === instrument) Vue.set(state.processes[index], 'created', true) }, tickProcess: (state, { process }) => { const index = state.processes.findIndex( (p) => p.instrument === process.instrument ) Vue.set(state.processes[index], 'completion', process.completion + 1) }, resetProcess: (state, { process }) => { const index = state.processes.findIndex( (p) => p.instrument === process.instrument ) Vue.set(state.processes[index], 'completion', 0) }, setMissionAvailable: (state, missionIndex) => { Vue.set(state.missions[missionIndex], 'available', true) }, setMissionViewed: (state, missionIndex) => { Vue.set(state.missions[missionIndex], 'viewed', true) }, completeMission: (state, missionName) => { const index = state.missions.findIndex((m) => m.name === missionName) Vue.set(state.missions[index], 'complete', true) }, unlockMission: (state, missionName) => { const index = state.missions.findIndex((m) => m.name === missionName) Vue.set(state.missions[index], 'unlocked', true) }, levelUpApprentice: (state, process) => { if (process.nextWorkerCost > state.currency) { return } const index = state.processes.findIndex((p) => p.worker === process.worker) state.currency = Decimal.subtract(state.currency, process.nextWorkerCost) Vue.set(state.processes[index], 'workerLevel', process.workerLevel + 1) Vue.set( state.processes[index], 'nextWorkerCost', Math.floor(process.nextWorkerCost * process.nextWorkerFactor) ) }, tickGameDate: (state) => { state.gameDate += 1 state.playerAge += 1 if (!(state.playerAge % 12)) state.wisdomGained++ }, travelGameDate: (state, month) => { state.gameDate = month }, doPrestige: (state) => { state.currency = new Decimal(0) state.wisdomApplied += state.wisdomGained state.wisdomGained = 0 state.totalLifetimes += 1 state.timeJumpsBackwards += 1 state.playerLivedTotal += state.playerAge // TODO: refactor next 3 lines if getters can be used in mutators: missionIsCompleted('Time Travel Precision') const precisionMissionIndex = state.missions.findIndex( (m) => m.name === 'Time Travel Precision' ) const precisionMission = state.missions[precisionMissionIndex] if (precisionMission.completed) { state.playerAge = 30 * 12 state.gameDate = 1400 * 12 } else { state.playerAge = 8 * 12 state.gameDate = 1378 * 12 } }, doTimeTravel: (state, monthNumber) => {}, }