churches and pastors
This commit is contained in:
parent
4e1386225f
commit
03ffdf0380
|
@ -42,6 +42,9 @@ body, html {
|
|||
#resource-container-religion .resource {
|
||||
background-color: #ccf;
|
||||
}
|
||||
#resource-container-job .resource {
|
||||
background-color: #fcf;
|
||||
}
|
||||
#resource-container-consumable .resource {
|
||||
background-color: #cfc;
|
||||
}
|
||||
|
|
|
@ -29,9 +29,11 @@ function startGame (state: GameState, renderer: IRenderer): void {
|
|||
const config: GameConfig = new GameConfig();
|
||||
|
||||
// debug values to make the game play faster while testing
|
||||
config.baseTitheAmount = 1000;
|
||||
config.baseCryptoReturnAmount = 100;
|
||||
config.baseCredibilityRestoreRate = 5;
|
||||
config.cfgTitheAmount = 1000;
|
||||
config.cfgTimeBetweenTithes = 5000;
|
||||
config.cfgCryptoReturnAmount = 100;
|
||||
config.cfgCredibilityRestoreRate = 5;
|
||||
config.cfgPastorRecruitRate = 0.5;
|
||||
|
||||
const renderer: IRenderer = new DebugRenderer();
|
||||
const state: GameState = config.generateState();
|
||||
|
|
|
@ -1,12 +1,14 @@
|
|||
/// <reference path="./GameState.ts" />
|
||||
/// <reference path="./resource/Church.ts" />
|
||||
/// <reference path="./resource/Compound.ts" />
|
||||
/// <reference path="./resource/Credibility.ts" />
|
||||
/// <reference path="./resource/CryptoCurrency.ts" />
|
||||
/// <reference path="./resource/House.ts" />
|
||||
/// <reference path="./resource/Money.ts" />
|
||||
/// <reference path="./resource/Pastor.ts" />
|
||||
/// <reference path="./resource/PlayerOrg.ts" />
|
||||
/// <reference path="./resource/Religion.ts" />
|
||||
/// <reference path="./resource/Tent.ts" />
|
||||
/// <reference path="./resource/House.ts" />
|
||||
/// <reference path="./resource/Compound.ts" />
|
||||
|
||||
class GameConfig {
|
||||
public worldPopulation: number = 790000000;
|
||||
|
@ -21,12 +23,15 @@ class GameConfig {
|
|||
public relOtherShare: number = 0.02;
|
||||
public relNoneShare: number = 0.16;
|
||||
|
||||
public baseTitheAmount: number = 10;
|
||||
public baseCryptoReturnAmount: number = 1;
|
||||
public baseCredibilityRestoreRate: number = 0.25;
|
||||
public cfgTitheAmount: number = 10;
|
||||
public cfgTimeBetweenTithes: number = 30000;
|
||||
public cfgCryptoReturnAmount: number = 1;
|
||||
public cfgCredibilityRestoreRate: number = 0.25;
|
||||
public cfgPastorRecruitRate: number = 0.01;
|
||||
|
||||
public generateState (): GameState {
|
||||
const state: GameState = new GameState();
|
||||
state.config = this;
|
||||
|
||||
// create player organization
|
||||
state.addResource('plorg', new PlayerOrg());
|
||||
|
@ -64,17 +69,19 @@ class GameConfig {
|
|||
'Non-Religious', 'Atheists and agnostics.',
|
||||
this.relNoneShare * this.worldPopulation));
|
||||
|
||||
// add jobs
|
||||
state.addResource('pstor', new Pastor());
|
||||
|
||||
// add resources
|
||||
state.addResource('money', new Money(3.50,
|
||||
this.baseTitheAmount, this.baseCryptoReturnAmount));
|
||||
state.addResource('money', new Money(3.50));
|
||||
state.addResource('crpto', new CryptoCurrency());
|
||||
state.addResource('tents', new Tent());
|
||||
state.addResource('house', new House());
|
||||
state.addResource('cmpnd', new Compound());
|
||||
state.addResource('chrch', new Church());
|
||||
|
||||
// add passive resources
|
||||
state.addResource('creds', new Credibility(
|
||||
this.baseCredibilityRestoreRate));
|
||||
state.addResource('creds', new Credibility());
|
||||
|
||||
return state;
|
||||
}
|
||||
|
|
|
@ -2,6 +2,8 @@ class GameState {
|
|||
private _versionMaj: number = 0;
|
||||
private _versionMin: number = 1;
|
||||
|
||||
public config: GameConfig;
|
||||
|
||||
private _timeSinceSave: number = 0;
|
||||
private readonly _timeBetweenSaves: number = 10000;
|
||||
|
||||
|
|
|
@ -0,0 +1,11 @@
|
|||
/// <reference path="./Infrastructure.ts" />
|
||||
|
||||
class Church extends Infrastructure {
|
||||
constructor () {
|
||||
super('Churches',
|
||||
'Preaching grounds for 2 pastors.');
|
||||
this.cost.money = 10000;
|
||||
this._costMultiplier.money = 1.01;
|
||||
this._baseMax = 2;
|
||||
}
|
||||
}
|
|
@ -11,7 +11,7 @@ class Compound extends Infrastructure {
|
|||
public isUnlocked (state: GameState): boolean {
|
||||
if (this._isUnlocked) return true;
|
||||
const tents: IResource = state.getResource('tents');
|
||||
if (tents.value === tents.max(state)) {
|
||||
if (tents.value >= 5) {
|
||||
this._isUnlocked = true;
|
||||
}
|
||||
return this._isUnlocked;
|
||||
|
|
|
@ -3,8 +3,7 @@
|
|||
class Credibility extends Passive {
|
||||
private _lastValue: number = 100;
|
||||
|
||||
constructor (
|
||||
private _baseRestoreRate: number) {
|
||||
constructor () {
|
||||
super(
|
||||
'Credibility',
|
||||
'Affects your ability to recruit and retain followers.',
|
||||
|
@ -16,6 +15,6 @@ class Credibility extends Passive {
|
|||
}
|
||||
|
||||
public inc (state: GameState): number {
|
||||
return this._baseRestoreRate;
|
||||
return state.config.cfgCredibilityRestoreRate;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
/// <reference path="./Purchasable.ts" />
|
||||
|
||||
class CryptoCurrency extends Purchasable {
|
||||
public readonly valueInWholeNumbers: boolean = false;
|
||||
|
||||
constructor () {
|
||||
super('Faithcoin',
|
||||
"A crypto coin that can't be spent directly, but provides a steady stream of passive income.");
|
||||
|
|
|
@ -17,8 +17,8 @@ class House extends Infrastructure {
|
|||
|
||||
public isUnlocked (state: GameState): boolean {
|
||||
if (this._isUnlocked) return true;
|
||||
const tents: IResource = state.getResource('tents');
|
||||
if (tents.value === tents.max(state)) {
|
||||
const compounds: IResource = state.getResource('cmpnd');
|
||||
if (compounds.value > 0) {
|
||||
this._isUnlocked = true;
|
||||
}
|
||||
return this._isUnlocked;
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
enum ResourceType {
|
||||
Religion = 'religion',
|
||||
Job = 'job',
|
||||
Consumable = 'consumable',
|
||||
Infrastructure = 'infrastructure',
|
||||
Passive = 'passive'
|
||||
|
@ -11,6 +12,7 @@ interface IResource {
|
|||
|
||||
resourceType: ResourceType;
|
||||
value: number;
|
||||
valueInWholeNumbers: boolean;
|
||||
|
||||
clickText: string;
|
||||
clickDescription: string;
|
||||
|
|
|
@ -0,0 +1,69 @@
|
|||
/// <reference path="./IResource.ts" />
|
||||
|
||||
abstract class Job implements IResource {
|
||||
public readonly resourceType: ResourceType = ResourceType.Job;
|
||||
public value: number = 0;
|
||||
public readonly valueInWholeNumbers: boolean = true;
|
||||
|
||||
public clickText: string = 'Hire';
|
||||
public clickDescription: string = 'Promote one of your followers.';
|
||||
|
||||
public cost: { [key: string]: number } = { };
|
||||
|
||||
protected _costMultiplier: { [key: string]: number } = { };
|
||||
protected _isUnlocked: boolean = false;
|
||||
|
||||
constructor (
|
||||
public readonly name: string,
|
||||
public readonly description: string
|
||||
) { }
|
||||
|
||||
public clickAction (state: GameState): void {
|
||||
if (this._availableJobs(state) <= 0) {
|
||||
state.log('You have no unemployed followers to promote.');
|
||||
return;
|
||||
}
|
||||
if (this.value < this.max(state) && state.deductCost(this.cost)) {
|
||||
this.value++;
|
||||
state.log(this._hireLog(1, state));
|
||||
for (const rkey of Object.keys(this._costMultiplier)) {
|
||||
this.cost[rkey] *= this._costMultiplier[rkey];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public inc (state: GameState): number | null {
|
||||
return null;
|
||||
}
|
||||
|
||||
public max (state: GameState): number | null {
|
||||
return null;
|
||||
}
|
||||
|
||||
public advanceAction (time: number, state: GameState): void {
|
||||
return;
|
||||
}
|
||||
|
||||
public isUnlocked (state: GameState): boolean {
|
||||
return this._isUnlocked;
|
||||
}
|
||||
|
||||
protected _availableJobs (state: GameState): number {
|
||||
// number of followers minus the number of filled jobs
|
||||
const followers: number = state.getResource('plorg').value;
|
||||
const hired: number = state.getResources()
|
||||
.reduce((tot: number, rkey: string): number => {
|
||||
const res: IResource = state.getResource(rkey);
|
||||
return res.resourceType === ResourceType.Job
|
||||
? tot + res.value
|
||||
: tot;
|
||||
}, 0);
|
||||
let max: number = followers - hired;
|
||||
if (max < 0) max = 0;
|
||||
return max;
|
||||
}
|
||||
|
||||
protected _hireLog (amount: number, state: GameState): string {
|
||||
return `You hired ${amount} x ${this.name}.`;
|
||||
}
|
||||
}
|
|
@ -5,11 +5,10 @@ class Money extends Purchasable {
|
|||
|
||||
public resourceType: ResourceType = ResourceType.Consumable;
|
||||
public cost: { [key: string]: number } = { };
|
||||
public readonly valueInWholeNumbers: boolean = false;
|
||||
|
||||
constructor (
|
||||
public value: number,
|
||||
private readonly _baseTitheAmount: number,
|
||||
private readonly _baseCryptoReturnAmount: number
|
||||
public value: number
|
||||
) {
|
||||
super('Money', 'Used to purchase goods and services.');
|
||||
this.clickText = 'Collect Tithes';
|
||||
|
@ -22,8 +21,13 @@ class Money extends Purchasable {
|
|||
}
|
||||
|
||||
public inc (state: GameState): number {
|
||||
let inc: number = 0;
|
||||
|
||||
// crypto currency
|
||||
return state.getResource('crpto').value * this._baseCryptoReturnAmount;
|
||||
inc += state.getResource('crpto').value
|
||||
* state.config.cfgCryptoReturnAmount;
|
||||
|
||||
return inc;
|
||||
}
|
||||
|
||||
protected _purchaseAmount (state: GameState): number {
|
||||
|
@ -33,12 +37,12 @@ class Money extends Purchasable {
|
|||
return 0;
|
||||
}
|
||||
const diff: number = state.now - this._lastCollectionTime;
|
||||
if (diff < 30000) {
|
||||
const lost: number = 30000 / diff / 3;
|
||||
if (diff < state.config.cfgTimeBetweenTithes) {
|
||||
const lost: number = state.config.cfgTimeBetweenTithes / diff / 3;
|
||||
state.getResource('creds').value -= lost;
|
||||
}
|
||||
// each follower gives you $10
|
||||
const tithings: number = plorg.value * this._baseTitheAmount;
|
||||
const tithings: number = plorg.value * state.config.cfgTitheAmount;
|
||||
this._lastCollectionTime = state.now;
|
||||
return tithings;
|
||||
}
|
||||
|
|
|
@ -6,6 +6,7 @@ abstract class Passive implements IResource {
|
|||
public readonly clickDescription: null = null;
|
||||
public readonly cost: null = null;
|
||||
public readonly clickAction: null = null;
|
||||
public readonly valueInWholeNumbers: boolean = false;
|
||||
|
||||
protected _baseMax: number | null;
|
||||
protected _baseInc: number | null;
|
||||
|
|
|
@ -0,0 +1,37 @@
|
|||
/// <reference path="./Job.ts" />
|
||||
|
||||
class Pastor extends Job {
|
||||
private _timeSinceLastTithe: number = 0;
|
||||
|
||||
constructor () {
|
||||
super('Pastors', 'Leaders of the faith.');
|
||||
}
|
||||
|
||||
public max (state: GameState): number {
|
||||
return state.getResource('chrch').value * 2;
|
||||
}
|
||||
|
||||
public isUnlocked (state: GameState): boolean {
|
||||
if (this._isUnlocked) return true;
|
||||
this._isUnlocked = state.getResource('chrch').isUnlocked(state);
|
||||
}
|
||||
|
||||
public advanceAction (time: number, state: GameState): void {
|
||||
this._timeSinceLastTithe += time;
|
||||
if (this._timeSinceLastTithe >= state.config.cfgTimeBetweenTithes) {
|
||||
const money: IResource = state.getResource('money');
|
||||
const plorg: IResource = state.getResource('plorg');
|
||||
// each pastor can collect from up to 100 followers
|
||||
let tithed: number = this.value * 100;
|
||||
if (plorg.value < tithed) tithed = plorg.value;
|
||||
let collected: number = tithed * state.config.cfgTitheAmount;
|
||||
if (collected > money.max(state) - money.value)
|
||||
collected = money.max(state) - money.value;
|
||||
if (collected > 0) {
|
||||
money.value += collected;
|
||||
state.log(`Your pastors collected $${state.formatNumber(collected)} in tithings from ${state.formatNumber(tithed)} followers.`);
|
||||
}
|
||||
this._timeSinceLastTithe = 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -6,9 +6,9 @@ class PlayerOrg implements IResource {
|
|||
public readonly description: string = 'In you they trust.';
|
||||
|
||||
public cost: { [key: string]: number } = { };
|
||||
public readonly inc: null = null;
|
||||
|
||||
public value: number = 0;
|
||||
public readonly valueInWholeNumbers: boolean = true;
|
||||
|
||||
public clickText: string = 'Recruit';
|
||||
public clickDescription: string = 'Gather new followers.';
|
||||
|
@ -53,6 +53,16 @@ class PlayerOrg implements IResource {
|
|||
}
|
||||
}
|
||||
|
||||
public inc (state: GameState): number {
|
||||
let inc: number = 0;
|
||||
|
||||
// pastor auto-recruit
|
||||
inc += state.getResource('pstor').value
|
||||
* state.config.cfgPastorRecruitRate;
|
||||
|
||||
return inc;
|
||||
}
|
||||
|
||||
public advanceAction (time: number, state: GameState): void {
|
||||
// chance to lose some followers every 10s if credibility < 100%
|
||||
if (state.now - this._lastLostTime > 10000) {
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
abstract class Purchasable implements IResource {
|
||||
public readonly resourceType: ResourceType = ResourceType.Consumable;
|
||||
public value: number = 0;
|
||||
public valueInWholeNumbers: boolean = true;
|
||||
|
||||
public clickText: string = 'Purchase';
|
||||
public clickDescription: string = 'Purchase';
|
||||
|
|
|
@ -9,6 +9,7 @@ class Religion implements IResource {
|
|||
public readonly cost: null = null;
|
||||
public readonly max: null = null;
|
||||
public readonly inc: null = null;
|
||||
public readonly valueInWholeNumbers: boolean = true;
|
||||
|
||||
constructor (
|
||||
public readonly name: string,
|
||||
|
|
|
@ -82,7 +82,10 @@ class DebugRenderer implements IRenderer {
|
|||
el.getElementsByClassName('resource-value')[0];
|
||||
const elT: Element =
|
||||
el.getElementsByClassName('resource-max')[0];
|
||||
elV.innerHTML = state.formatNumber(resource.value);
|
||||
const value: number = resource.valueInWholeNumbers
|
||||
? Math.floor(resource.value)
|
||||
: resource.value;
|
||||
elV.innerHTML = state.formatNumber(value);
|
||||
elT.innerHTML = resource.max !== null
|
||||
&& resource.max(state) !== null
|
||||
? ` / ${state.formatNumber(resource.max(state))}`
|
||||
|
|
Reference in New Issue