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 }, }