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',
unlocked: true,
},
{
route: '/apprentices',
label: 'fas fa-user-friends',
title: 'Apprentices',
darkColor: 'rose-900',
color: 'rose-400',
lightColor: 'rose-200',
unlocked: false,
},
{
route: '/missions',
label: 'fas fa-th-list',
title: 'Missions',
darkColor: 'sky-900',
color: 'sky-400',
lightColor: 'sky-200',
unlocked: false,
},
{
route: '/timemachine',
label: 'fas fa-fast-forward',
title: 'Time Machine',
darkColor: 'lime-900',
color: 'lime-400',
lightColor: 'lime-200',
unlocked: false,
},
{
route: '/timemagic',
label: 'fas fa-eye',
title: 'Time Magic',
darkColor: 'violet-900',
color: 'violet-400',
lightColor: 'violet-200',
unlocked: false,
},
{
route: '/wisdom',
label: 'fas fa-book-open',
title: 'Wisdom',
darkColor: 'teal-900',
color: 'teal-400',
lightColor: 'teal-100',
unlocked: false,
},
],
modalText:
'{{ Premise }}' +
'
' +
'{{ Click to generate Spare Time }}',
modalIsOpen: true,
gameStopped: false,
currency: new Decimal(0),
currencyTotal: new Decimal(0),
gameDate: 1400 * 12,
gameEra: 'Early Modern',
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
lifetimes: 0, // comleted lifetimes
timeJumpsBackwards: 0,
processes: [
{
instrument: 'Atlantean Clock',
worker: 'Chronomancer',
created: false,
cost: 1000000000000,
unlockEra: 'Prehistoric',
minDateUnlocked: -12000 * 12,
travelCost: 2400,
visited: 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',
created: false,
cost: 10000000000,
unlockEra: 'Antiquity',
minDateUnlocked: -1500 * 12,
travelCost: 2200,
visited: 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',
cost: 100000000,
created: false,
unlockEra: 'Early Classical',
minDateUnlocked: -500 * 12,
travelCost: 1800,
visited: 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',
cost: 1000000,
created: false,
unlockEra: 'Classical',
minDateUnlocked: 400 * 12,
travelCost: 1400,
visited: 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',
cost: 10000,
created: false,
unlockEra: 'Late Classical',
minDateUnlocked: 700 * 12,
travelCost: 1000,
visited: 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',
cost: 100,
created: false,
unlockEra: 'Middle Ages',
minDateUnlocked: 1100 * 12,
travelCost: 600,
visited: false,
completion: 0,
completionRequired: 10,
baseReward: 50,
workerLevel: 0,
nextWorkerCost: 500,
nextWorkerFactor: 1.6,
unlockThreshold: { tech: null, currency: 10000 },
},
{
instrument: 'Mechanical Clock',
worker: 'Machinist',
cost: 10,
created: false,
minDateUnlocked: 1400 * 12,
unlockEra: 'Early Modern',
travelCost: 400,
visited: true,
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',
cost: 1000,
created: false,
unlockEra: 'Modern',
minDateUnlocked: 1600 * 12,
travelCost: 800,
visited: 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',
cost: 100000,
created: false,
unlockEra: 'Late Modern',
minDateUnlocked: 1840 * 12,
travelCost: 1200,
visited: 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',
cost: 10000000,
created: false,
unlockEra: 'Post-Modern',
minDateUnlocked: 1950 * 12,
travelCost: 1600,
visited: 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',
cost: 1000000000,
created: false,
unlockEra: 'Near Future',
minDateUnlocked: 2200 * 12,
travelCost: 2000,
visited: 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',
cost: 100000000000,
created: false,
unlockEra: 'Future',
minDateUnlocked: 3333 * 12,
travelCost: 2400,
visited: 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',
created: false,
cost: 10000000000000,
unlockEra: 'Deep Future',
minDateUnlocked: 9000 * 12,
travelCost: 2800,
visited: 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
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: 3,
},
unlocked: true,
viewed: false,
complete: false,
resetOnPrestige: false,
},
{
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'],
},
completionCriteria: {
unit: 'spareTime',
value: 300,
},
unlocked: false,
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: 'eraVisited',
value: 'Middle Ages',
},
completionCriteria: {
unit: 'spareTime',
value: 250,
},
unlocked: true,
viewed: false,
complete: false,
resetOnPrestige: true,
},
{
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: 'missionsCompleted',
value: ['Create the Time Machine'],
},
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: 'Live Forever',
// description:
// "Seek out the philosopher's stone so that you can extend your lifespan.",
// unlockCriteria: {
// unit: 'eraVisited',
// value: 'Middle Ages',
// },
// completionCriteria: {
// unit: 'spareTime',
// value: 2000,
// },
// unlocked: false,
// viewed: false,
// complete: false,
// resetOnPrestige: false,
// },
{
name: '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,
},
],
// Time Machine
energy: 0,
energyMax: 600, // 60 seconds
fluxCapacitorLevel: 1,
nextFluxCapacitorCost: 500,
timeMachineActions: [
{
name: 'Activate!',
description: 'Will it work?? Only one way to find out!',
cost: 600,
unlocked: true,
},
{
name: 'Jump Forwards a Lot',
description: 'This time is boring. You yearn for more interesting times.',
cost: 1000,
unlocked: true,
},
{
name: 'Loop Back Around',
description: '...',
cost: 2000,
unlocked: true,
},
{
name: 'Jump Forwards a Little',
description:
'Visit your apprentices a few years into the future to benefit from the fruits of their labor.',
cost: 300,
unlocked: true,
},
],
// Time Magic
mana: 0,
manaMax: 100,
philosophersStoneUnlocked: false,
spells: [
{
name: 'Chrono Deluge',
description:
'For 30 seconds, your taps gain additional spare time equal to the total level of your Apprentices. (x{{apprenticeLevels}})',
cost: 100,
duration: 300,
elapsed: 0,
unlocked: true,
},
{
name: 'Electric Touch',
description: 'For 15 seconds, your taps gain 5 energy as well.',
cost: 100,
duration: 150,
elapsed: 0,
unlocked: false,
},
{
name: 'Thermodynamic Loophole',
description: 'For 60 seconds, your taps gain triple mana.',
cost: 100,
duration: 600,
elapsed: 0,
unlocked: false,
},
],
philosophersStoneActions: [
{
name: 'Empower the Stone',
description:
'Increase the number of months the stone adds or subtracts to your lifespan.',
},
{
name: 'Forever Young',
description: 'Decrease curreny age.',
},
{
name: 'Necromancy',
description: 'Increase maximum lifespan.',
},
],
philosophersStoneIncrement: 6,
})
export const getters = {
activeTab(state) {
return state.tabs.find(
// eslint-disable-next-line no-undef
(tab) => tab.route === $nuxt.$route.path
)
},
isTabUnlocked: (state) => (title) => {
return state.tabs.find((t) => t.title === title).unlocked
},
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) => {
const gd = state.gameDate < 0 ? state.gameDate + 1440000 : state.gameDate
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.',
}[(gd % 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
),
suffixedDecimalText: (state) => (n) => {
const DIGITS_AFTER_DP = 2
const suffixValues = { Z: 0, k: 1e3, M: 1e6, B: 1e9, T: 1e12, X: 1e15 }
n = new Decimal(n)
// iterate over object above to find text suffix and divsior value
let largestSuffix = ''
let largestValue = 0
for (const suffix in suffixValues) {
if (
n.greaterThanOrEqualTo(suffixValues[suffix]) &&
suffixValues[suffix] > largestValue
) {
largestSuffix = suffix
largestValue = suffixValues[suffix]
}
}
// Special case: Small numbers are just displayed
if (largestValue === 0) return Math.floor(n)
// Special case: wicked large numbers are shown in scientific notation
if (largestSuffix === 'X') {
largestSuffix = 'e' + n.exponent
largestValue = new Decimal.fromMantissaExponent(1, n.exponent) // eslint-disable-line new-cap
}
// display value is always in [1, 1000)
let displayValue = n.divide(largestValue).toString()
// whole exact millions, billions, etc. have no decimal part, and need one built from text
if (!displayValue.includes('.')) displayValue += '.'
// All suffixes should always show exactly DIGITS_AFTER_DP digits; add zeros or truncate
const valuesBeforeDP = displayValue.substr(
0,
displayValue.indexOf('.')
).length
let valuesAfterDP = displayValue.substr(displayValue.indexOf('.')).length
if (valuesAfterDP > DIGITS_AFTER_DP - 1) {
displayValue = displayValue.substr(
0,
valuesBeforeDP + DIGITS_AFTER_DP + 1
)
}
while (valuesAfterDP < DIGITS_AFTER_DP + 1) {
valuesAfterDP += 1
displayValue += '0'
}
return displayValue + largestSuffix
},
}
export const mutations = {
// UI
unlockTab: (state, title) => {
const index = state.tabs.findIndex((t) => t.title === title)
Vue.set(state.tabs[index], 'unlocked', true)
},
openModal: (state, text) => {
state.modalText = text
state.modalIsOpen = true
},
closeModal: (state) => {
state.modalIsOpen = false
state.modalText = ''
},
stopGame: (state) => {
state.gameStopped = true
},
startGame: (state) => {
state.gameStopped = false
},
// Currency
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)
},
// Dates
tickGameDate: (state) => {
state.gameDate += 1
state.playerAge += 1
if (!(state.playerAge % 12)) state.wisdomGained++
},
setPlayerAge: (state, { year, month = 0 }) => {
state.playerAge = year * 12 + month
},
tickLifetime: (state) => {
state.lifetimes += 1
},
// Instruments
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)
},
// Apprentices
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)
)
},
// Missions
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)
},
// Time Machine
tickEnergy: (state) => {
state.energy += 1
},
spendEnergy: (state, amount) => {
if (amount <= state.energy) {
state.energy -= amount
}
},
upgradeMaxEnergy: (state) => {
state.energyMax += 200
state.fluxCapacitorLevel += 1
state.nextFluxCapacitorCost *= 10
},
unlockTimeMachineAction: (state, name) => {
const index = state.timeMachineActions.findIndex((t) => t.name === name)
Vue.set(state.tabs[index], 'unlocked', true)
},
travelGameDate: (state, month) => {
state.gameDate = month
},
doPrestige: (state) => {
state.currency = new Decimal(0)
state.wisdomApplied += state.wisdomGained
state.wisdomGained = 0
state.lifetimes += 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
}
},
timeTravel: (state, { era, year = 0, month = 0 }) => {
const newYear = year * 12 + month
if (newYear < state.gameDate) {
state.timeJumpsBackwards += 1
}
state.gameDate = newYear
state.gameEra = era
const processIndex = state.processes.findIndex((p) => p.unlockEra === era)
Vue.set(state.processes[processIndex], 'visited', true)
},
// Time Magic
unlockSpell: (state, name) => {
const index = state.spells.findIndex((s) => s.name === name)
Vue.set(state.spells[index], 'unlocked', true)
},
tickMana: (state) => {
state.mana += 1
},
spendMana: (state, amount) => {
if (amount <= state.mana) {
state.mana -= amount
}
},
// Philosper's Stone
unlockPhilosophersStone: (state) => {
state.philosophersStoneUnlocked = true
},
increasePhilosophersStoneIncrement: (state, months) => {
state.philosophersStoneIncrement += months
},
extendLifespan: (state, months) => {
state.playerAgeMax += months
},
decreaseAge: (state, months) => {
state.playerAge -= months
},
}