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let game = new Vue({
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el: '#root',
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data: {
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money: 0,
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resources: {
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wood: 2,
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stone: 2,
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iron: 0,
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bricks: 0,
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corn: 0
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},
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buildings: [
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{
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name: 'Bank',
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resource: 'gold',
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icon: 'medieval_largeCastle',
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level: 1,
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maxLevel: 20,
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isOwned: true,
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isUpgradeable: true,
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amount: 100,
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amountMultiplicator: 1.5,
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intervalInSeconds: 30,
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intervalMultiplicator: 1,
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price: 1000,
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priceMultiplicator: 10,
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},
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{
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name: 'Lumberjack',
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resource: 'wood',
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icon: 'medieval_lumber',
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level: 0,
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maxLevel: 15,
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isOwned: false,
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isUpgradeable: true,
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amount: 2,
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amountMultiplicator: 1,
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intervalInSeconds: 10,
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intervalMultiplicator: 0.95,
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price: 100,
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priceMultiplicator: 2
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},
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{
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name: 'Quarry',
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resource: 'stone',
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icon: 'medieval_mine',
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level: 0,
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maxLevel: 15,
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isOwned: false,
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isUpgradeable: true,
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amount: 2,
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amountMultiplicator: 1,
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intervalInSeconds: 20,
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intervalMultiplicator: 0.95,
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price: 250,
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priceMultiplicator: 2
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},
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{
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name: 'Farm',
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resource: 'corn',
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icon: 'medieval_farm',
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level: 0,
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maxLevel: 25,
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isOwned: false,
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isUpgradeable: true,
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amount: 5,
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amountMultiplicator: 2,
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price: 500,
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priceMultiplicator: 2,
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intervalInSeconds: 60,
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intervalMultiplicator: 1
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},
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],
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currentQuest: null,
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loadedIntervals: []
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},
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created() {
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this.money = this.getSavedMoney();
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this.saveMoney();
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this.reloadBuildings();
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},
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methods: {
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saveMoney() {
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localStorage.setItem('money', String(this.money));
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return this.getSavedMoney();
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},
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getSavedMoney() {
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this.money = Number(localStorage.getItem('money') ?? 0);
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return this.money;
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},
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add(amount = 0, resource = 'gold') {
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switch (resource) {
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case 'wood':
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this.resources.wood += amount;
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break;
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case 'stone':
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this.resources.stone += amount;
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break;
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case 'corn':
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this.resources.corn += amount;
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break;
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case 'gold':
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this.money += amount;
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break;
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}
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return this.saveMoney();
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},
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sub(amount = 0, resource = false) {
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this.money -= amount;
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return this.saveMoney();
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},
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getAmount() {
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return this.money.toFixed(0);
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},
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getAmountFormatted() {
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return Intl.NumberFormat('de-DE', {style: 'currency', currency: 'EUR'}).format(this.money);
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},
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reloadBuildings() {
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this.killIntervals();
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let game = this;
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this.buildings.forEach((building) => {
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if (building.isOwned) {
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game.initiateIntervals(building);
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}
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});
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},
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initiateIntervals(building) {
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building.intervalEarnID = setInterval(() => {
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game.add(building.amount, building.resource);
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}, building.intervalInSeconds * 1000);
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building.intervalLoadingID = setInterval(() => {
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if (building.loader < 100) {
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building.loader += 10;
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} else {
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building.loader = 10;
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}
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game.$forceUpdate()
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}, building.intervalInSeconds / 10 * 1000)
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this.loadedIntervals.push(building.intervalEarnID, building.intervalLoadingID);
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},
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killIntervals() {
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this.buildings.forEach((building) => {
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building.loader = 0;
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});
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this.loadedIntervals.forEach((interval) => {
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clearInterval(interval)
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});
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},
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buyBuilding(building) {
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if (this.money >= building.price) {
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this.sub(building.price);
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building.isOwned = true;
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this.upgradeBuilding(building, true);
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this.saveBuildings();
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} else {
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alert('Not enough money');
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}
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},
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buyUpgrade(building) {
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if (building.level === 'MAX') {
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alert('Already at MAX-Level');
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return false;
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}
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if (this.money >= building.price) {
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this.sub(building.price);
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this.upgradeBuilding(building);
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} else {
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alert('Not enough money');
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}
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},
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upgradeBuilding(building, first = false) {
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// this.killIntervals();
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if (building.level < (building.maxLevel - 1)) {
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building.level++;
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} else {
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building.level = 'MAX';
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building.isUpgradeable = false;
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}
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building.price = Number(building.price * building.priceMultiplicator).toFixed(2);
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if (first === false) {
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building.intervalInSeconds = Number(building.intervalInSeconds * building.intervalMultiplicator).toFixed(2);
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}
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// this.reloadBuildings();
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this.reloadSingleBuilding(building);
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this.saveBuildings();
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},
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reloadSingleBuilding(building) {
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clearInterval(building.intervalEarnID);
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clearInterval(building.intervalLoadingID);
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building.loader = 10;
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this.initiateIntervals(building);
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},
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saveBuildings() {
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localStorage.setItem('buildings', JSON.stringify(this.buildings));
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},
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loadBuildings: function () {
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let savedBuildings = JSON.parse(localStorage.getItem('buildings'));
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if (savedBuildings.length > 0) {
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this.buildings = savedBuildings;
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}
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},
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generateQuest() {
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let possibleAmountsForQuest = [
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0, 5, 10, 15, 20, 25, 30, 35
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];
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let randomWood = 0;
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let randomStone = 0;
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let randomIron = 0;
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let randomBricks = 0;
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let randomCorn = 0;
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let rewardSum = 0;
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if (this.resources.wood > 0) {
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randomWood = this.getRandomElement(possibleAmountsForQuest);
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rewardSum += (randomWood * 5);
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}
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if (this.resources.stone > 0) {
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randomStone = this.getRandomElement(possibleAmountsForQuest);
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rewardSum += (randomStone * 7);
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}
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if (this.resources.iron > 0) {
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randomIron = this.getRandomElement(possibleAmountsForQuest);
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rewardSum += (randomIron * 15);
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}
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if (this.resources.bricks > 0) {
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randomBricks = this.getRandomElement(possibleAmountsForQuest);
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rewardSum += (randomBricks * 25);
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}
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if (this.resources.corn > 0) {
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randomCorn = this.getRandomElement(possibleAmountsForQuest);
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rewardSum += (randomCorn * 30);
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}
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if (rewardSum > 0) {
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this.currentQuest = {
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wood: randomWood,
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stone: randomStone,
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iron: randomIron,
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bricks: randomBricks,
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corn: randomCorn,
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reward: rewardSum
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};
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} else {
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this.currentQuest = null;
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}
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return this.currentQuest;
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},
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getRandomElement(possibleValues) {
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return possibleValues[Math.floor(Math.random() * possibleValues.length)];
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},
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isQuestRedeemable() {
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return (
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this.wood >= this.currentQuest.wood &&
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this.stone >= this.currentQuest.stone &&
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this.iron >= this.currentQuest.iron &&
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this.bricks >= this.currentQuest.bricks &&
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this.corn >= this.currentQuest.corn
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);
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},
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redeemQuest() {
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if (this.isQuestRedeemable()) {
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this.money += this.currentQuest.reward;
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this.generateQuest();
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} else {
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return false;
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}
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}
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},
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});
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