|
|
|
|
Storage.prototype.setObj = function(key, obj) {
|
|
|
|
|
return this.setItem(key, JSON.stringify(obj))
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Storage.prototype.getObj = function(key) {
|
|
|
|
|
return JSON.parse(this.getItem(key))
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let game = new Vue({
|
|
|
|
|
el: '#root',
|
|
|
|
|
data: {
|
|
|
|
|
version: 0.7,
|
|
|
|
|
debug: {
|
|
|
|
|
levelSandbox: false,
|
|
|
|
|
buildingsSandbox: false
|
|
|
|
|
},
|
|
|
|
|
resources: {
|
|
|
|
|
gold: {
|
|
|
|
|
amount: 500,
|
|
|
|
|
name: 'Gold',
|
|
|
|
|
worth: 1,
|
|
|
|
|
icon: 'img/gold.png',
|
|
|
|
|
unlocked: true
|
|
|
|
|
},
|
|
|
|
|
wood: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Wood',
|
|
|
|
|
worth: 5,
|
|
|
|
|
icon: 'img/wood.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
},
|
|
|
|
|
stone: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Stone',
|
|
|
|
|
worth: 10,
|
|
|
|
|
icon: 'img/stone.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
},
|
|
|
|
|
iron: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Iron',
|
|
|
|
|
worth: 25,
|
|
|
|
|
icon: 'img/iron.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
},
|
|
|
|
|
bricks: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Bricks',
|
|
|
|
|
worth: 50,
|
|
|
|
|
icon: 'img/bricks.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
},
|
|
|
|
|
corn: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Corn',
|
|
|
|
|
worth: 35,
|
|
|
|
|
icon: 'img/corn.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
},
|
|
|
|
|
coal: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Coal',
|
|
|
|
|
worth: 30,
|
|
|
|
|
icon: 'img/coal.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
},
|
|
|
|
|
planks: {
|
|
|
|
|
amount: 0,
|
|
|
|
|
name: 'Planks',
|
|
|
|
|
worth: 75,
|
|
|
|
|
icon: 'img/planks.png',
|
|
|
|
|
unlocked: false
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
storageNames: null,
|
|
|
|
|
buildings: {
|
|
|
|
|
bank: {
|
|
|
|
|
name: 'Bank',
|
|
|
|
|
resource: 'gold',
|
|
|
|
|
icon: 'medieval_largeCastle',
|
|
|
|
|
level: 1,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: true,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 100,
|
|
|
|
|
intervalInSeconds: 15,
|
|
|
|
|
price: 500,
|
|
|
|
|
amountPerLevel: [100, 150, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000],
|
|
|
|
|
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
|
|
|
|
|
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
},
|
|
|
|
|
lumberjack: {
|
|
|
|
|
name: 'Lumberjack',
|
|
|
|
|
resource: 'wood',
|
|
|
|
|
icon: 'medieval_lumber',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
intervalInSeconds: 10,
|
|
|
|
|
price: 250,
|
|
|
|
|
resourcesToBuild: {
|
|
|
|
|
gold: 250
|
|
|
|
|
},
|
|
|
|
|
amountPerLevel: [10, 15, 20, 25, 30, 30, 30, 30, 30, 30],
|
|
|
|
|
pricePerLevel: [250, 500, 1000, 1250, 1500, 2000, 3000, 4000, 5000, 6000],
|
|
|
|
|
intervalPerLevel: [15, 15, 15, 15, 15, 15, 10, 10, 5, 5],
|
|
|
|
|
},
|
|
|
|
|
carpenter: {
|
|
|
|
|
name: 'Carpenter',
|
|
|
|
|
resource: 'planks',
|
|
|
|
|
icon: 'medieval_lumber',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 5,
|
|
|
|
|
intervalInSeconds: 25,
|
|
|
|
|
price: 500,
|
|
|
|
|
hasRequirements: true,
|
|
|
|
|
requires: {
|
|
|
|
|
wood: 2
|
|
|
|
|
},
|
|
|
|
|
resourcesToBuild: {
|
|
|
|
|
wood: 600,
|
|
|
|
|
stone: 250
|
|
|
|
|
},
|
|
|
|
|
amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000],
|
|
|
|
|
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
|
|
|
|
|
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
},
|
|
|
|
|
quarry: {
|
|
|
|
|
name: 'Quarry',
|
|
|
|
|
resource: 'stone',
|
|
|
|
|
icon: 'medieval_mine',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
intervalInSeconds: 20,
|
|
|
|
|
price: 500,
|
|
|
|
|
resourcesToBuild: {
|
|
|
|
|
wood: 500
|
|
|
|
|
},
|
|
|
|
|
amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000],
|
|
|
|
|
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
|
|
|
|
|
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
},
|
|
|
|
|
coalmine: {
|
|
|
|
|
name: 'Coal Mine',
|
|
|
|
|
resource: 'coal',
|
|
|
|
|
icon: 'medieval_mine',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
intervalInSeconds: 20,
|
|
|
|
|
price: 500,
|
|
|
|
|
resourcesToBuild: {
|
|
|
|
|
stone: 600
|
|
|
|
|
},
|
|
|
|
|
amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000],
|
|
|
|
|
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
|
|
|
|
|
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
},
|
|
|
|
|
blacksmith: {
|
|
|
|
|
name: 'Blacksmith',
|
|
|
|
|
resource: 'iron',
|
|
|
|
|
icon: 'medieval_blacksmith',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
intervalInSeconds: 20,
|
|
|
|
|
price: 500,
|
|
|
|
|
hasRequirements: true,
|
|
|
|
|
requires: {
|
|
|
|
|
stone: 2,
|
|
|
|
|
coal: 1
|
|
|
|
|
},
|
|
|
|
|
resourcesToBuild: {
|
|
|
|
|
gold: 6000,
|
|
|
|
|
wood: 200,
|
|
|
|
|
stone: 750
|
|
|
|
|
},
|
|
|
|
|
amountPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
|
|
|
|
|
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
},
|
|
|
|
|
farm: {
|
|
|
|
|
name: 'Farm',
|
|
|
|
|
resource: 'corn',
|
|
|
|
|
icon: 'medieval_farm',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 10,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 5,
|
|
|
|
|
price: 500,
|
|
|
|
|
resourcesToBuild: {
|
|
|
|
|
wood: 400,
|
|
|
|
|
stone: 350
|
|
|
|
|
},
|
|
|
|
|
intervalInSeconds: 15,
|
|
|
|
|
amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000],
|
|
|
|
|
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
|
|
|
|
|
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
currentQuest: null,
|
|
|
|
|
questSkipCounter: 0,
|
|
|
|
|
loadedIntervals: []
|
|
|
|
|
},
|
|
|
|
|
created() {
|
|
|
|
|
this.storageNames = {
|
|
|
|
|
lastVersion: 'lastVersion',
|
|
|
|
|
resources: 'resources' + this.version,
|
|
|
|
|
buildings: 'buildings' + this.version,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.checkVersion();
|
|
|
|
|
|
|
|
|
|
this.checkBuildings();
|
|
|
|
|
this.loadResourcesFromStorage();
|
|
|
|
|
this.loadBuildingsFromStorage();
|
|
|
|
|
this.reloadBuildings();
|
|
|
|
|
},
|
|
|
|
|
methods: {
|
|
|
|
|
// System & Saving
|
|
|
|
|
// Check if a new version is played and notify the user of the loss of his beloved score & progress
|
|
|
|
|
checkVersion() {
|
|
|
|
|
let lastVersion = localStorage.getItem(this.storageNames.lastVersion);
|
|
|
|
|
|
|
|
|
|
if (lastVersion && lastVersion < this.version) {
|
|
|
|
|
this.sendSystemNotification('Your beta-progress has been resetted due to a new version of the game, we\'re very sorry about that.')
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
localStorage.setItem(this.storageNames.lastVersion, this.version);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Check if buildings-array is outdated
|
|
|
|
|
checkBuildings() {
|
|
|
|
|
let savedBuildings = JSON.parse(localStorage.getItem(this.storageNames.buildings));
|
|
|
|
|
|
|
|
|
|
if (!savedBuildings) {
|
|
|
|
|
localStorage.setItem(this.storageNames.buildings, JSON.stringify(this.buildings));
|
|
|
|
|
} else if (savedBuildings.length !== this.buildings.length) {
|
|
|
|
|
localStorage.setItem(this.storageNames.buildings, JSON.stringify(this.buildings));
|
|
|
|
|
this.sendInfo('Buildings have been resetted due to an important update.');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Save buildings with progress -> has to resetted while in beta via version
|
|
|
|
|
saveBuildingsToStorage() {
|
|
|
|
|
localStorage.setItem(this.storageNames.buildings, JSON.stringify(this.buildings));
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
loadBuildingsFromStorage() {
|
|
|
|
|
let game = this;
|
|
|
|
|
let savedBuildings = JSON.parse(localStorage.getItem(this.storageNames.buildings));
|
|
|
|
|
|
|
|
|
|
if (savedBuildings) {
|
|
|
|
|
Object.keys(savedBuildings).forEach((building) => {
|
|
|
|
|
if (savedBuildings[building].isOwned) {
|
|
|
|
|
savedBuildings[building].loader = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (savedBuildings[building].hasMissingResources) {
|
|
|
|
|
savedBuildings[building].loader = 100;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (savedBuildings[building].level > savedBuildings[building].maxLevel) {
|
|
|
|
|
savedBuildings[building].level = savedBuildings[building].maxLevel;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
game.buildings = savedBuildings;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Save resources a user has
|
|
|
|
|
saveResourcesToStorage() {
|
|
|
|
|
localStorage.setItem(this.storageNames.resources, JSON.stringify(this.resources));
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
loadResourcesFromStorage: function () {
|
|
|
|
|
let savedResources = JSON.parse(localStorage.getItem(this.storageNames.resources));
|
|
|
|
|
|
|
|
|
|
if (savedResources) {
|
|
|
|
|
this.resources = savedResources;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Resource-Management
|
|
|
|
|
// add resources
|
|
|
|
|
add(amount = 0, resource = 'gold') {
|
|
|
|
|
let resourceName = this.resources[resource].name.toLowerCase();
|
|
|
|
|
|
|
|
|
|
this.resources[resourceName].amount += amount;
|
|
|
|
|
this.resources[resourceName].unlocked = true;
|
|
|
|
|
|
|
|
|
|
this.sendResourceMessage(amount, resourceName);
|
|
|
|
|
this.$forceUpdate();
|
|
|
|
|
this.saveResourcesToStorage();
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// decrease resource
|
|
|
|
|
sub(amount = 0, resource = 'gold') {
|
|
|
|
|
this.resources[resource].amount -= amount;
|
|
|
|
|
return this.saveResourcesToStorage();
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Buying & upgrading buildings + checks + interval-generators
|
|
|
|
|
reloadBuildings() {
|
|
|
|
|
let game = this;
|
|
|
|
|
|
|
|
|
|
Object.keys(this.buildings).forEach((building) => {
|
|
|
|
|
if (game.buildings[building].isOwned && !game.buildings[building].hasMissingResources) {
|
|
|
|
|
game.buildings[building].price = game.buildings[building].pricePerLevel[game.buildings[building].level - 1];
|
|
|
|
|
game.buildings[building].amount = game.buildings[building].amountPerLevel[game.buildings[building].level - 1];
|
|
|
|
|
game.buildings[building].interval = game.buildings[building].intervalPerLevel[game.buildings[building].level - 1];
|
|
|
|
|
game.initiateIntervals(game.buildings[building]);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
initiateIntervals(building) {
|
|
|
|
|
building.intervalEarnID = setInterval(() => {
|
|
|
|
|
if (building.hasRequirements) {
|
|
|
|
|
if (
|
|
|
|
|
game.buildingHasEnoughResourcesToStart(building)
|
|
|
|
|
) {
|
|
|
|
|
building.hasMissingResources = false;
|
|
|
|
|
building.loader = 0;
|
|
|
|
|
|
|
|
|
|
game.sendNotification(building.name + ' has resumed production of ' + building.resource + '.')
|
|
|
|
|
game.useRequiredResources(building);
|
|
|
|
|
game.add(building.amount, building.resource);
|
|
|
|
|
game.reloadSingleBuilding(building);
|
|
|
|
|
game.saveBuildingsToStorage();
|
|
|
|
|
} else {
|
|
|
|
|
if (building.hasMissingResources === false) {
|
|
|
|
|
building.hasMissingResources = true;
|
|
|
|
|
|
|
|
|
|
game.sendWarning(building.name + ' has stopped production of ' + building.resource + ' due to missing resources.')
|
|
|
|
|
clearInterval(building.intervalLoadingID);
|
|
|
|
|
game.saveBuildingsToStorage();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
game.add(building.amount, building.resource);
|
|
|
|
|
}
|
|
|
|
|
}, building.intervalInSeconds * 1000);
|
|
|
|
|
|
|
|
|
|
if (this.buildingHasEnoughResourcesToStart(building)) {
|
|
|
|
|
building.intervalLoadingID = setInterval(() => {
|
|
|
|
|
if (building.loader < 100) {
|
|
|
|
|
building.loader += 10;
|
|
|
|
|
} else {
|
|
|
|
|
building.loader = 10;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
game.$forceUpdate()
|
|
|
|
|
}, building.intervalInSeconds / 10 * 1000)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.loadedIntervals.push(building.intervalEarnID, building.intervalLoadingID);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
buyBuilding(building) {
|
|
|
|
|
if (building.resourcesToBuild) {
|
|
|
|
|
if (this.buildingIsBuildable(building)) {
|
|
|
|
|
Object.keys(building.resourcesToBuild).forEach((resourceToBuild) => {
|
|
|
|
|
game.resources[resourceToBuild].amount -= building.resourcesToBuild[resourceToBuild];
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
building.isOwned = true;
|
|
|
|
|
building.price = building.pricePerLevel[0];
|
|
|
|
|
building.amount = building.amountPerLevel[0];
|
|
|
|
|
building.interval = building.intervalPerLevel[0];
|
|
|
|
|
|
|
|
|
|
this.upgradeBuilding(building, true);
|
|
|
|
|
this.saveBuildingsToStorage();
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (this.resources.gold.amount >= building.price) {
|
|
|
|
|
this.sub(building.price);
|
|
|
|
|
building.isOwned = true;
|
|
|
|
|
building.price = building.pricePerLevel[0];
|
|
|
|
|
building.amount = building.amountPerLevel[0];
|
|
|
|
|
building.interval = building.intervalPerLevel[0];
|
|
|
|
|
|
|
|
|
|
this.upgradeBuilding(building, true);
|
|
|
|
|
this.saveBuildingsToStorage();
|
|
|
|
|
} else {
|
|
|
|
|
this.sendWarning('Not enough gold');
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
buildingIsBuildable(building) {
|
|
|
|
|
let game = this;
|
|
|
|
|
let resourcesMissing = [];
|
|
|
|
|
|
|
|
|
|
Object.keys(building.resourcesToBuild).forEach((resourceToBuild) => {
|
|
|
|
|
if (building.resourcesToBuild[resourceToBuild] > game.resources[resourceToBuild].amount) {
|
|
|
|
|
resourcesMissing.push(resourceToBuild);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if (resourcesMissing.length) {
|
|
|
|
|
resourcesMissing.forEach((resource) => {
|
|
|
|
|
game.sendNotEnoughResourceToBuildWarning(
|
|
|
|
|
'Not enough ' + resource + ' to build ' + building.name + '!',
|
|
|
|
|
building
|
|
|
|
|
);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
buyUpgrade(building) {
|
|
|
|
|
if (building.level === building.maxLevel) {
|
|
|
|
|
this.sendWarning('Already at MAX-Level');
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (this.resources.gold.amount >= building.price) {
|
|
|
|
|
this.sub(building.price);
|
|
|
|
|
this.upgradeBuilding(building);
|
|
|
|
|
} else {
|
|
|
|
|
this.sendWarning('Not enough gold');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
upgradeBuilding(building, first = false) {
|
|
|
|
|
if (building.level < (building.maxLevel)) {
|
|
|
|
|
building.level++;
|
|
|
|
|
this.sendBuildingUpgradedNotification(
|
|
|
|
|
building.name + ' has been upgraded to level ' + building.level + '!',
|
|
|
|
|
building
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
if (building.level === building.maxLevel) {
|
|
|
|
|
building.isUpgradeable = false;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
building.isUpgradeable = false;
|
|
|
|
|
this.sendWarning('Building is already at max-level.')
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
building.price = building.pricePerLevel[building.level - 1];
|
|
|
|
|
building.amount = building.amountPerLevel[building.level - 1];
|
|
|
|
|
|
|
|
|
|
if (first === false) {
|
|
|
|
|
building.intervalInSeconds = building.intervalPerLevel[building.level - 1];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
this.reloadSingleBuilding(building);
|
|
|
|
|
this.saveBuildingsToStorage();
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
reloadSingleBuilding(building) {
|
|
|
|
|
clearInterval(building.intervalEarnID);
|
|
|
|
|
clearInterval(building.intervalLoadingID);
|
|
|
|
|
building.loader = 0;
|
|
|
|
|
|
|
|
|
|
this.initiateIntervals(building);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
buildingHasEnoughResourcesToStart(building) {
|
|
|
|
|
let resourcesMissing = [];
|
|
|
|
|
let game = this;
|
|
|
|
|
|
|
|
|
|
if (building.requires) {
|
|
|
|
|
Object.keys(building.requires).forEach((resource) => {
|
|
|
|
|
if (building.requires[resource] > game.resources[resource].amount) {
|
|
|
|
|
resourcesMissing.push(resource);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if (resourcesMissing.length) {
|
|
|
|
|
resourcesMissing.forEach((resource) => {
|
|
|
|
|
game.sendWarning(
|
|
|
|
|
'Not enough ' + resource + ' to produce ' + building.resource + '!'
|
|
|
|
|
);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Quests
|
|
|
|
|
generateQuestWithRandomItems(skip = false) {
|
|
|
|
|
if (skip && this.questSkipCounter >= 3) {
|
|
|
|
|
this.sendWarning('You can only skip 3 quests in a row!');
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let game = this;
|
|
|
|
|
let quest = [];
|
|
|
|
|
let rewardSum = 0;
|
|
|
|
|
|
|
|
|
|
const maxResourcesPerQuest = 3;
|
|
|
|
|
|
|
|
|
|
let unlockedResources = [];
|
|
|
|
|
Object.keys(game.resources).forEach((resource) => {
|
|
|
|
|
if (game.resources[resource].unlocked && resource !== 'gold') {
|
|
|
|
|
unlockedResources.push(resource);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if (unlockedResources.length > 1) {
|
|
|
|
|
unlockedResources = unlockedResources.sort(() => 0.5 - Math.random());
|
|
|
|
|
unlockedResources = unlockedResources.slice(
|
|
|
|
|
1,
|
|
|
|
|
(maxResourcesPerQuest > unlockedResources.length) ? unlockedResources.length : maxResourcesPerQuest
|
|
|
|
|
);
|
|
|
|
|
} else if (unlockedResources.length === 1) {
|
|
|
|
|
unlockedResources = [unlockedResources[0]];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
unlockedResources.forEach((resource) => {
|
|
|
|
|
if (resource !== 'gold') {
|
|
|
|
|
let amount = game.getRandomAmountForQuestResource();
|
|
|
|
|
|
|
|
|
|
if (amount) {
|
|
|
|
|
quest[resource] = amount;
|
|
|
|
|
rewardSum += (quest[resource] * game.resources[resource].worth);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if (rewardSum > 0) {
|
|
|
|
|
if (skip) {
|
|
|
|
|
if (game.resources.gold.amount > 250) {
|
|
|
|
|
game.resources.gold.amount -= 250;
|
|
|
|
|
game.questSkipCounter++;
|
|
|
|
|
} else {
|
|
|
|
|
game.sendWarning('Not enough gold to skip this quest');
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
quest['reward'] = rewardSum;
|
|
|
|
|
game.currentQuest = quest;
|
|
|
|
|
game.$forceUpdate();
|
|
|
|
|
} else {
|
|
|
|
|
game.currentQuest = null;
|
|
|
|
|
game.sendInfo('You haven\'t unlocked any resources yet.');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getRandomAmountForQuestResource() {
|
|
|
|
|
// defines the rates of possible amounts of resources for quests
|
|
|
|
|
let possibleAmountsForQuest = [
|
|
|
|
|
5, 10, 15, 20, 25, 30, 35, 50, 100, 150, 200, 250, 300, 350, 400, 450, 500, 550, 600
|
|
|
|
|
];
|
|
|
|
|
|
|
|
|
|
return possibleAmountsForQuest[Math.floor(Math.random() * possibleAmountsForQuest.length)];
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
isQuestRedeemable() {
|
|
|
|
|
let game = this;
|
|
|
|
|
let resourcesMissing = [];
|
|
|
|
|
let atLeastOneResourceIsMissing = false;
|
|
|
|
|
|
|
|
|
|
Object.keys(game.currentQuest).forEach((resource) => {
|
|
|
|
|
if (resource !== 'reward' && game.resources[resource].amount < game.currentQuest[resource]) {
|
|
|
|
|
resourcesMissing.push(resource);
|
|
|
|
|
atLeastOneResourceIsMissing = true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
if (atLeastOneResourceIsMissing) {
|
|
|
|
|
resourcesMissing.forEach((resource) => {
|
|
|
|
|
game.sendWarning(
|
|
|
|
|
'Not enough ' + resource + ' to end quest.'
|
|
|
|
|
);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
} else {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
redeemReward() {
|
|
|
|
|
let game = this;
|
|
|
|
|
|
|
|
|
|
if (game.isQuestRedeemable()) {
|
|
|
|
|
Object.keys(game.currentQuest).forEach((resource) => {
|
|
|
|
|
if (resource !== 'reward') {
|
|
|
|
|
game.resources[resource].amount -= game.currentQuest[resource];
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
game.add(game.currentQuest['reward']);
|
|
|
|
|
game.sendRewardMessage(game.currentQuest['reward']);
|
|
|
|
|
game.questSkipCounter = 0;
|
|
|
|
|
game.generateQuestWithRandomItems();
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
useRequiredResources(building) {
|
|
|
|
|
this.resources.wood.amount -= (building.requires.wood ? building.requires.wood : 0);
|
|
|
|
|
this.resources.stone.amount -= (building.requires.stone ? building.requires.stone : 0);
|
|
|
|
|
this.resources.iron.amount -= (building.requires.iron ? building.requires.iron : 0);
|
|
|
|
|
this.resources.bricks.amount -= (building.requires.bricks ? building.requires.bricks : 0);
|
|
|
|
|
this.resources.corn.amount -= (building.requires.corn ? building.requires.corn : 0);
|
|
|
|
|
this.resources.coal.amount -= (building.requires.coal ? building.requires.coal : 0);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Templating
|
|
|
|
|
getFormattedNumber(value) {
|
|
|
|
|
return value.toLocaleString();
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getResourceIconForBuilding(building) {
|
|
|
|
|
return this.getResourceIcon(building.resource);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getResourceIcon(resource) {
|
|
|
|
|
return '<img class="resource-icon" src="img/' + resource + '.png" title="' + resource + '" alt="' + resource + '">';
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getRequirementsText(building) {
|
|
|
|
|
let requirementList = '<br/>Uses';
|
|
|
|
|
|
|
|
|
|
requirementList += building.requires.wood ? ' ' + building.requires.wood + ' ' + this.getResourceIcon('wood') : '';
|
|
|
|
|
requirementList += building.requires.stone ? ' ' + building.requires.stone + ' ' + this.getResourceIcon('stone') : '';
|
|
|
|
|
requirementList += building.requires.iron ? ' ' + building.requires.iron + ' ' + this.getResourceIcon('iron') : '';
|
|
|
|
|
requirementList += building.requires.bricks ? ' ' + building.requires.bricks + ' ' + this.getResourceIcon('bricks') : '';
|
|
|
|
|
requirementList += building.requires.coal ? ' ' + building.requires.coal + ' ' + this.getResourceIcon('coal') : '';
|
|
|
|
|
requirementList += building.requires.corn ? ' ' + building.requires.corn + ' ' + this.getResourceIcon('corn') : '';
|
|
|
|
|
|
|
|
|
|
return requirementList + ' for ' + building.amount + ' ' + this.getResourceIconForBuilding(building);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getColorForQuestResource(needed, has) {
|
|
|
|
|
return (has >= needed) ? 'lightgreen' : 'red';
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
// Alerts
|
|
|
|
|
sendRewardMessage(reward) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
image: 'img/gold.png',
|
|
|
|
|
color: 'green',
|
|
|
|
|
message: 'You got a reward of ' + reward + ' gold!',
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
timeout: 1500,
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendResourceMessage(amount, resource) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
image: 'img/' + resource + '.png',
|
|
|
|
|
theme: 'dark',
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
message: amount + ' ' + resource,
|
|
|
|
|
timeout: 1000,
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendNotification(message) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
color: 'green',
|
|
|
|
|
message: message,
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendSystemNotification(message) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
color: 'red',
|
|
|
|
|
message: message,
|
|
|
|
|
position: 'topCenter',
|
|
|
|
|
timeout: 7000,
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendNotEnoughResourceToBuildWarning(message, building) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
color: 'red',
|
|
|
|
|
message: message,
|
|
|
|
|
image: 'img/' + building.icon + '.png',
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendBuildingUpgradedNotification(message, building) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
color: 'green',
|
|
|
|
|
message: message,
|
|
|
|
|
image: 'img/' + building.icon + '.png',
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendWarning(message) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
color: 'red',
|
|
|
|
|
message: message,
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
sendInfo(message) {
|
|
|
|
|
iziToast.show({
|
|
|
|
|
color: 'blue',
|
|
|
|
|
message: message,
|
|
|
|
|
position: 'bottomCenter',
|
|
|
|
|
transitionIn: 'boundInRight',
|
|
|
|
|
transitionInMobile: 'boundInRight'
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
reset(hard = false) {
|
|
|
|
|
localStorage.removeItem('buildings' + this.version);
|
|
|
|
|
localStorage.removeItem('currentQuest' + this.version);
|
|
|
|
|
|
|
|
|
|
if (hard) {
|
|
|
|
|
localStorage.removeItem('resources' + this.version);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
location.reload();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|