681 lines
17 KiB
JavaScript
681 lines
17 KiB
JavaScript
import Decimal from 'break_infinity.js'
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import Vue from 'vue'
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export const state = () => ({
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tabs: [
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{
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route: '/',
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label: 'fas fa-clock',
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title: 'Timekeeping Instruments',
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darkColor: 'amber-900',
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color: 'amber-400',
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lightColor: 'amber-200',
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unlocked: true,
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},
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{
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route: '/apprentices',
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label: 'fas fa-user-friends',
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title: 'Apprentices',
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darkColor: 'rose-900',
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color: 'rose-400',
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lightColor: 'rose-200',
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unlocked: false,
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},
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{
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route: '/missions',
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label: 'fas fa-th-list',
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title: 'Missions',
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darkColor: 'sky-900',
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color: 'sky-400',
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lightColor: 'sky-200',
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unlocked: false,
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},
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{
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route: '/timemachine',
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label: 'fas fa-fast-forward',
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title: 'Time Machine',
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darkColor: 'lime-900',
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color: 'lime-400',
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lightColor: 'lime-200',
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unlocked: false,
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},
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{
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route: '/timemagic',
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label: 'fas fa-eye',
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title: 'Time Magic',
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darkColor: 'violet-900',
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color: 'violet-400',
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lightColor: 'violet-200',
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unlocked: false,
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},
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{
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route: '/wisdom',
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label: 'fas fa-book-open',
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title: 'Wisdom',
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darkColor: 'teal-900',
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color: 'teal-400',
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lightColor: 'teal-100',
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unlocked: false,
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},
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],
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currency: new Decimal(10000),
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currencyTotal: new Decimal(0),
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energy: 0,
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energyMax: 600, // 60 seconds
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processes: [
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{
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instrument: 'Atlantean Clock',
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worker: 'Chronomancer',
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unlocked: false,
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minDateUnlocked: -12000 * 12,
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unlockEra: 'Prehistoric',
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cost: 1000000000000,
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created: false,
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completion: 0,
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completionRequired: 320,
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baseReward: 500000000000,
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workerLevel: 0,
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nextWorkerCost: 5000000000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Sundial',
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worker: 'Shaman',
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unlocked: false,
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minDateUnlocked: -1500 * 12,
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unlockEra: 'Antiquity',
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cost: 10000000000,
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created: false,
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completion: 0,
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completionRequired: 160,
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baseReward: 50000000000,
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workerLevel: 0,
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nextWorkerCost: 50000000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Star Chart',
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worker: 'Astrologer',
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unlocked: false,
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minDateUnlocked: -500 * 12,
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unlockEra: 'Early Classical',
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cost: 100000000,
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created: false,
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completion: 0,
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completionRequired: 80,
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baseReward: 50000000,
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workerLevel: 0,
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nextWorkerCost: 500000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Incense Clock',
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worker: 'Oracle',
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unlocked: false,
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minDateUnlocked: 400 * 12,
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unlockEra: 'Classical',
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cost: 1000000,
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created: false,
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completion: 0,
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completionRequired: 40,
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baseReward: 500000,
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workerLevel: 0,
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nextWorkerCost: 5000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Astrolabe',
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worker: 'Mathematician',
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unlocked: false,
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minDateUnlocked: 700 * 12,
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unlockEra: 'Late Classical',
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cost: 10000,
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created: false,
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completion: 0,
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completionRequired: 20,
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baseReward: 5000,
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workerLevel: 0,
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nextWorkerCost: 50000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Hourglass',
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worker: 'Glassblower',
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unlocked: false,
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minDateUnlocked: 1100 * 12,
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unlockEra: 'Middle Ages',
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cost: 100,
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created: false,
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completion: 0,
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completionRequired: 10,
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baseReward: 50,
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workerLevel: 0,
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nextWorkerCost: 500,
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nextWorkerFactor: 1.6,
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unlockThreshold: { tech: null, currency: 10000 },
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},
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{
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instrument: 'Mechanical Clock',
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worker: 'Machinist',
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unlocked: true,
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minDateUnlocked: 1400 * 12,
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unlockEra: 'Early Modern',
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cost: 10,
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created: false,
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completion: 0, // how close it is to giving currency. 10 gained per second.
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completionRequired: 10, // should be divisible by 10
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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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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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unlockThreshold: { tech: null, currency: 0 },
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},
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{
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instrument: 'Pocket Watch',
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worker: 'Engineer',
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unlocked: false,
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minDateUnlocked: 1600 * 12,
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unlockEra: 'Modern',
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cost: 1000,
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created: false,
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completion: 0,
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completionRequired: 8,
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baseReward: 500,
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workerLevel: 0,
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nextWorkerCost: 5000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: 0, currency: new Decimal(10e5) },
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},
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{
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instrument: 'Electric Clock',
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worker: 'Electrician',
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unlocked: false,
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minDateUnlocked: 1840 * 12,
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unlockEra: 'Late Modern',
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cost: 100000,
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created: false,
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completion: 0,
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completionRequired: 6,
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baseReward: 50000,
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workerLevel: 0,
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nextWorkerCost: 500000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Atomic Clock',
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worker: 'Scientist',
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unlocked: false,
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minDateUnlocked: 1950 * 12,
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unlockEra: 'Post-Modern',
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cost: 10000000,
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created: false,
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completion: 0,
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completionRequired: 4,
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baseReward: 5000000,
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workerLevel: 0,
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nextWorkerCost: 50000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Quantum Clock',
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worker: 'Artificial Intelligence',
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unlocked: false,
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minDateUnlocked: 2200 * 12,
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unlockEra: 'Near Future',
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cost: 1000000000,
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created: false,
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completion: 0,
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completionRequired: 3,
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baseReward: 500000000,
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workerLevel: 0,
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nextWorkerCost: 5000000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Non-Euclidian Clock',
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worker: 'Befuddled Scientist',
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unlocked: false,
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minDateUnlocked: 3333 * 12,
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unlockEra: 'Future',
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cost: 100000000000,
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created: false,
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completion: 0,
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completionRequired: 2,
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baseReward: 50000000000,
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workerLevel: 0,
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nextWorkerCost: 500000000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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{
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instrument: 'Pulsar Clock',
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worker: 'Deep-Space Satellite',
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unlocked: false,
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minDateUnlocked: 9000 * 12,
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unlockEra: 'Deep Future',
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cost: 10000000000000,
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created: false,
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completion: 0,
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completionRequired: 1,
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baseReward: 5000000000000,
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workerLevel: 0,
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nextWorkerCost: 50000000000000,
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nextWorkerFactor: 1.8,
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unlockThreshold: { tech: null, currency: new Decimal(1e1) },
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},
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],
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upgrades: [
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{
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name: 'Mathematics',
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price: 100,
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purchased: false,
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},
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],
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missions: [
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{
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name: 'Train an Apprentice',
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description:
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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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unlockCriteria: {
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unit: 'instruments',
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value: 1,
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},
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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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resetOnPrestige: 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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resetOnPrestige: true,
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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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complete: false,
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resetOnPrestige: false,
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},
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{
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name: 'Time to Cheat Death',
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description:
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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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"Now where's your pen...",
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unlockCriteria: {
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unit: 'missionsCompleted',
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value: ['Create the Time Machine'],
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},
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completionCriteria: {
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unit: 'maxAge',
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},
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unlocked: false,
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viewed: false,
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complete: false,
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resetOnPrestige: false,
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},
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{
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// update doPrestige (mutation) if this is renamed
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name: 'Time Travel Precision',
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description:
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'The time machine could target a certain month instead of a decade, ' +
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'with the proper calibration.',
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unlockCriteria: {
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unit: 'missionsCompleted',
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value: ['Time to Cheat Death', 'Create the Time Machine'],
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},
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completionCriteria: {
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unit: 'spareTime',
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value: 10000,
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},
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unlocked: false,
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viewed: false,
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complete: false,
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resetOnPrestige: false,
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},
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{
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name: 'Cheat Death... Again',
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description:
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'Another life well lived. ' +
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'Add a few chapters to the tome you received and send it back again.',
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unlockCriteria: {
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unit: 'missionsCompleted',
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value: ['Time to Cheat Death', 'Create the Time Machine'],
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},
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completionCriteria: {
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unit: 'maxAge',
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},
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unlocked: false,
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viewed: false,
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complete: false,
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resetOnPrestige: true,
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},
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],
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timeMachineActions: [
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{
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name: 'Activate!',
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description: 'Will it work?? Only one way to find out!',
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cost: 600,
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unlocked: true,
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},
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{
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name: 'Jump Forwards a Lot',
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description: 'This time is boring. You yearn for more interesting times.',
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cost: 1000,
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unlocked: true,
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},
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{
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name: 'Loop Back Around',
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description: '...',
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cost: 2000,
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unlocked: true,
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},
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{
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name: 'Jump Forwards a Little',
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description:
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'Visit your apprentices a few years into the future to benefit from the fruits of their labor.',
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cost: 300,
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unlocked: true,
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},
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],
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gameDate: 1400 * 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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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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lifetimes: 0, // comleted lifetimes
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timeJumpsBackwards: 0,
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})
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export const getters = {
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activeTab(state) {
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return state.tabs.find(
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// eslint-disable-next-line no-undef
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(tab) => tab.route === $nuxt.$route.path
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)
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},
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isTabUnlocked: (state) => (title) => {
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return state.tabs.find((t) => t.title === title).unlocked
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},
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canTimeTravel: (state) => {
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if (state.playerAge.year < state.playerAgeMax.year) return true
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if (state.playerAge.year > state.playerAgeMax.year) return false
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return state.playerAge.month < state.playerAgeMax.month
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},
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gameMonth: (state) => {
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return {
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1: 'Jan.',
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2: 'Feb.',
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3: 'Mar.',
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4: 'Apr.',
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5: 'May.',
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6: 'Jun.',
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7: 'Jul.',
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8: 'Aug.',
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9: 'Sep.',
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10: 'Oct.',
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11: 'Nov.',
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12: 'Dec.',
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}[(state.gameDate % 12) + 1]
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},
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gameYear: (state) => {
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return Math.floor(state.gameDate / 12)
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},
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currencySpent: (state) => {
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return Decimal.subtract(state.currencyTotal, state.currency)
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},
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ageText: (state) => {
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const year = Math.floor(state.playerAge / 12)
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const month = state.playerAge % 12
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return `${year}y${month}m`
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},
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ageMaxText: (state) => {
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const year = Math.floor(state.playerAgeMax / 12)
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const month = state.playerAgeMax % 12
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return `${year}y${month}m`
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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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currentEra: (state) => {
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if (state.gameDate < 100 * 12) {
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return 'prehistoric'
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} else if (state.gameDate < 999 * 12) {
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return 'classical'
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} else if (state.gameDate < 1400 * 12) {
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return 'middle ages'
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} else if (state.gameDate < 1750 * 12) {
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return 'early modern'
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} else if (state.gameDate < 2100 * 12) {
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return 'modern'
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} else if (state.gameDate < 2500 * 12) {
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return 'future'
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} else {
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return 'distant future'
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}
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},
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}
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export const mutations = {
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addCurrency: (state, value) => {
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state.currency = Decimal.add(state.currency, value)
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state.currencyTotal = Decimal.add(state.currencyTotal, value)
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},
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spendCurrency: (state, value) => {
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value = Decimal.mul(value, -1)
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state.currency = Decimal.add(state.currency, value)
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},
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unlockTab: (state, title) => {
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const index = state.tabs.findIndex((t) => t.title === title)
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Vue.set(state.tabs[index], 'unlocked', true)
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},
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createInstrument: (state, instrument) => {
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const index = state.processes.findIndex((p) => p.instrument === instrument)
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Vue.set(state.processes[index], 'created', true)
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},
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tickProcess: (state, { process }) => {
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const index = state.processes.findIndex(
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(p) => p.instrument === process.instrument
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)
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Vue.set(state.processes[index], 'completion', process.completion + 1)
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},
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resetProcess: (state, { process }) => {
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const index = state.processes.findIndex(
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(p) => p.instrument === process.instrument
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)
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Vue.set(state.processes[index], 'completion', 0)
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},
|
|
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++
|
|
},
|
|
tickEnergy: (state) => {
|
|
state.energy += 1
|
|
},
|
|
spendEnergy: (state, amount) => {
|
|
if (amount <= state.energy) {
|
|
state.energy -= amount
|
|
}
|
|
},
|
|
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, { year, month = 0 }) => {
|
|
const newYear = year * 12 + month
|
|
|
|
if (newYear < state.gameDate) {
|
|
state.timeJumpsBackwards += 1
|
|
}
|
|
|
|
state.gameDate = newYear
|
|
},
|
|
setPlayerAge: (state, { year, month = 0 }) => {
|
|
state.playerAge = year * 12 + month
|
|
},
|
|
tickLifetime: (state) => {
|
|
state.lifetimes += 1
|
|
},
|
|
}
|