added crypto currency resource
This commit is contained in:
parent
70fa078579
commit
0758d8276b
13 changed files with 147 additions and 80 deletions
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@ -3,8 +3,20 @@
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flex-wrap: wrap;
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}
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.resource {
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min-width: 8em;
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min-width: 12em;
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border: 2px solid black;
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padding: 0.25em 0.5em;
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margin: 0 0.5em 0.5em 0;
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}
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#resource-container-religion .resource {
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background-color: #ccf;
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}
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#resource-container-consumable .resource {
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background-color: #cfc;
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}
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#resource-container-infrastructure .resource {
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background-color: #fcc;
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}
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#resource-container-passive .resource {
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background-color: #ffc;
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}
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@ -12,8 +12,8 @@ function gameLoop (state: GameState, renderer: IRenderer): void {
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const elapsedTime: number = globalStartTime > 0
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? (new Date()).getTime() - globalStartTime : 0;
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renderer.render(state);
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state.advance(elapsedTime);
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renderer.render(state);
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// run again in 1sec
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globalStartTime = (new Date()).getTime();
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@ -1,5 +1,6 @@
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/// <reference path="./GameState.ts" />
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/// <reference path="./resource/Credibility.ts" />
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/// <reference path="./resource/CryptoCurrency.ts" />
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/// <reference path="./resource/Money.ts" />
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/// <reference path="./resource/PlayerOrg.ts" />
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/// <reference path="./resource/Religion.ts" />
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@ -57,10 +58,11 @@ class GameConfig {
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this.relNoneShare * this.worldPopulation));
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// add hidden resources
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state.addResource('creds', new Credibility(2));
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state.addResource('creds', new Credibility());
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// add resources
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state.addResource('money', new Money(100));
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state.addResource('money', new Money(3.50));
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state.addResource('crpto', new CryptoCurrency());
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return state;
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}
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@ -21,13 +21,16 @@ class GameState {
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// advance each resource
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for (const rkey of this._resourceKeys) {
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if (this._resources[rkey].advanceAction !== null) {
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if (this._resources[rkey].isUnlocked(this)
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&& this._resources[rkey].advanceAction !== null) {
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this._resources[rkey].advanceAction(time, this);
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}
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}
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// perform auto increments
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for (const rkey of this._resourceKeys) {
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if (!this._resources[rkey].isUnlocked(this)) continue;
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const max: number = this._resources[rkey].max
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? this._resources[rkey].max(this)
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: null;
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@ -41,6 +44,9 @@ class GameState {
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if (max !== null && this._resources[rkey].value > max) {
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this._resources[rkey].value = max;
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}
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if (this._resources[rkey].value < 0) {
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this._resources[rkey].value = 0;
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}
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}
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}
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@ -1,27 +1,20 @@
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/// <reference path="./Hidden.ts" />
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/// <reference path="./Passive.ts" />
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class Credibility extends Hidden {
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private _lastValue: number;
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class Credibility extends Passive {
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private _lastValue: number = 100;
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constructor (public value: number) {
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super(value);
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this._lastValue = value;
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constructor () {
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super(
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'Credibility',
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'How trustworthy you are perceived to be. Affects your ability to recruit and retain followers.',
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100, 100, 0.25);
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}
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public max (state: GameState): number {
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return 2;
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return 100;
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}
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public inc (state: GameState): number {
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return 0.01;
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}
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public advanceAction (time: number, state: GameState): void {
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if (Math.ceil(this._lastValue) < Math.ceil(this.value)) {
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state.log('Your credibility has gone up.');
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} else if (Math.ceil(this._lastValue) > Math.ceil(this.value)) {
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state.log('Your credibility has gone down.');
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}
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this._lastValue = this.value;
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return 0.25;
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}
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}
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11
src/model/resource/CryptoCurrency.ts
Normal file
11
src/model/resource/CryptoCurrency.ts
Normal file
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@ -0,0 +1,11 @@
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/// <reference path="./Purchasable.ts" />
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class CryptoCurrency extends Purchasable {
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constructor () {
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super('CryptoCurrency',
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"Can't be spent directly, but provides a steady stream of passive income.");
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this.cost.money = 100;
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this._costMultiplier.money = 1.1;
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this._baseMax = 1000;
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}
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}
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@ -2,7 +2,7 @@ enum ResourceType {
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Religion = 'religion',
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Consumable = 'consumable',
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Infrastructure = 'infrastructure',
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Hidden = 'hidden'
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Passive = 'passive'
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}
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interface IResource {
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@ -3,6 +3,7 @@
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class Money extends Purchasable {
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private _lastCollectionTime: number = 0;
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public resourceType: ResourceType = ResourceType.Consumable;
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public cost: { [key: string]: number } = { };
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constructor (
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@ -11,22 +12,28 @@ class Money extends Purchasable {
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super('Money', 'Used to purchase goods and services.');
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this.clickText = 'Collect Tithes';
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this.clickDescription = 'Voluntary contributions from followers.';
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this._baseMax = 10000;
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}
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public isUnlocked (state: GameState): boolean {
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return true;
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}
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protected _incrementAmount (state: GameState): number {
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public inc (state: GameState): number {
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// crypto currency
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return state.getResource('crpto').value * 0.5;
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}
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protected _purchaseAmount (state: GameState): number {
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const plorg: IResource = state.getResource('plorg');
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if (plorg.value === 0) {
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state.log('You have no followers to collect from!');
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return 0;
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}
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if (state.now - this._lastCollectionTime < 30000) {
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this.cost.creds = 0.05;
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state.deductCost(this.cost);
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delete this.cost.creds;
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const diff: number = state.now - this._lastCollectionTime;
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if (diff < 30000) {
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const lost: number = 30000 / diff / 3;
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state.getResource('creds').value -= lost;
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}
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// each follower gives you $10
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const tithings: number = plorg.value * 10;
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@ -1,22 +1,28 @@
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/// <reference path="./IResource.ts" />
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abstract class Hidden implements IResource {
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public readonly resourceType: ResourceType = ResourceType.Hidden;
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abstract class Passive implements IResource {
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public readonly resourceType: ResourceType = ResourceType.Passive;
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public readonly clickText: null = null;
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public readonly clickDescription: null = null;
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public readonly cost: null = null;
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public readonly clickAction: null = null;
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public readonly name: null = null;
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public readonly description: null = null;
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protected _baseMax: number | null = null;
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protected _baseMax: number | null;
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protected _baseInc: number | null;
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constructor (
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public value: number
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) { }
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public name: string,
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public description: string,
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public value: number,
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max: number | null,
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inc: number | null
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) {
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this._baseMax = max;
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this._baseInc = inc;
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}
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public inc (state: GameState): number | null {
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return null;
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return this._baseInc;
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}
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public max (state: GameState): number | null {
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@ -6,7 +6,6 @@ class PlayerOrg implements IResource {
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public readonly description: string = 'In you they trust.';
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public cost: { [key: string]: number } = { };
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public readonly max: null = null;
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public readonly inc: null = null;
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public value: number = 0;
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public clickDescription: string = 'Gather new followers.';
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private _lastLostTime: number = 0;
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private _baseMax: number = 5;
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public isUnlocked (state: GameState): boolean {
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return true;
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}
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public max (state: GameState): number {
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return this._baseMax;
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}
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public clickAction (state: GameState): void {
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const creds: number =
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Math.pow(Math.ceil(state.getResource('creds').value), 2);
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if (this.value >= creds) {
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// don't exceed max
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if (this.value >= this.max(state)) {
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state.log('You have no room for more followers.');
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return;
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}
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// chance to fail increases as credibility decreases
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const creds: IResource = state.getResource('creds');
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const ratio: number = Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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state.log('Your recruiting efforts failed.');
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return;
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}
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const source: [string, IResource] = this._getRandomReligion(state);
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this.cost[source[0]] = 1;
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if (state.deductCost(this.cost)) {
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this.value++;
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delete this.cost[source[0]];
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state.log(`You converted one new follower from ${source[1].name}!`);
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} else {
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const source: [string, IResource] = this._getRandomReligion(state);
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this.cost[source[0]] = 1;
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if (state.deductCost(this.cost)) {
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this.value++;
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delete this.cost[source[0]];
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state.log(`You converted one new follower from ${source[1].name}!`);
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} else {
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state.log('Your recruiting efforts failed.');
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}
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state.log('Your recruiting efforts failed.');
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}
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}
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public advanceAction (time: number, state: GameState): void {
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const creds: number =
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Math.pow(Math.ceil(state.getResource('creds').value), 2);
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if (this.value > creds) {
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if (state.now - this._lastLostTime > 10000) {
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const lost: number =
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Math.ceil((this.value - creds) / 10 * Math.random());
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this.value -= lost;
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const dest: [string, IResource] = this._getRandomReligion(state);
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dest[1].value += lost;
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state.log(`You lost ${lost} followers to ${dest[1].name}.`);
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this._lastLostTime = state.now;
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// chance to lose some followers every 10s if credibility < 100%
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if (state.now - this._lastLostTime > 10000) {
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if (this.value > 0) {
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const creds: IResource = state.getResource('creds');
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const ratio: number = Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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const lost: number = Math.ceil(this.value / 25 * (1 - ratio));
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this.value -= lost;
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const dest: [string, IResource] = this._getRandomReligion(state);
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dest[1].value += lost;
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state.log(`You lost ${lost} followers to ${dest[1].name}.`);
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}
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}
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this._lastLostTime = state.now;
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}
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}
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@ -7,10 +7,11 @@ abstract class Purchasable implements IResource {
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public clickText: string = 'Purchase';
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public clickDescription: string = 'Purchase';
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public cost: { [key: string]: number } | null = null;
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public cost: { [key: string]: number } = { };
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protected _costMultiplier: { [key: string]: number } | null = null;
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protected _costMultiplier: { [key: string]: number } = { };
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protected _baseMax: number | null = null;
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protected _isUnlocked: boolean = false;
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constructor (
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public readonly name: string,
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public clickAction (state: GameState): void {
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if (this.max(state) !== null && this.value >= this.max(state)) return;
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if (state.deductCost(this.cost)) {
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this.value += this._incrementAmount(state);
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if (this._costMultiplier !== null
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&& Object.keys(this._costMultiplier !== null)) {
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for (const rkey of Object.keys(this._costMultiplier)) {
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this.cost[rkey] *= this._costMultiplier[rkey];
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}
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this.value += this._purchaseAmount(state);
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for (const rkey of Object.keys(this._costMultiplier)) {
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this.cost[rkey] *= this._costMultiplier[rkey];
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}
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}
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}
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}
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public isUnlocked (state: GameState): boolean {
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return false;
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if (!this._isUnlocked && state.isPurchasable(this.cost)) {
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this._isUnlocked = true;
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}
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return this._isUnlocked;
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}
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protected _incrementAmount (state: GameState): number {
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protected _purchaseAmount (state: GameState): number {
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return 1;
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}
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}
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@ -22,8 +22,7 @@ class DebugRenderer implements IRenderer {
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head.appendChild(style);
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// create containers for each resource type
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for (const item in ResourceType) {
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if (isNaN(Number(item))
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&& ResourceType[item] !== ResourceType.Hidden) {
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if (isNaN(Number(item))) {
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const el: HTMLElement = document.createElement('div');
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el.id = `resource-container-${ResourceType[item]}`;
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el.className = 'resource-type-container';
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const rkeys: string[] = state.getResources();
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for (const rkey of rkeys) {
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const resource: IResource = state.getResource(rkey);
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if (resource.resourceType === ResourceType.Hidden) continue;
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const container: HTMLElement = document
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.getElementById(`resource-container-${resource.resourceType}`);
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if (resource.isUnlocked(state)) {
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el.className = 'resource';
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el.id = `resource-details-${rkey}`;
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let content: string = `
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<span class='resource-title' title='${resource.description}'>
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${resource.name}</span><br>
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<span class='resource-title'
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title='${this._escape(resource.description)}'>
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${this._escape(resource.name
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? resource.name
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: rkey)}</span><br>
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<span class='resource-value'></span>
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<span class='resource-max'></span>
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<span class='resource-inc'></span>
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if (resource.clickText !== null) {
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content += `<br>
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<button class='resource-btn'
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title='${resource.clickDescription}'>
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${resource.clickText}</button>`;
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title='${this._escape(resource.clickDescription)}'>
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${this._escape(resource.clickText)}</button>`;
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}
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if (resource.cost !== null
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&& Object.keys(resource.cost).length !== 0) {
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const elC: HTMLCollectionOf<Element> =
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el.getElementsByClassName('resource-cost');
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if (elC.length > 0) {
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elC[0].innerHTML = this.getCostStr(resource, state);
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elC[0].innerHTML = this._getCostStr(resource, state);
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}
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}
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}
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this._handleClick = false;
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}
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private getCostStr (resource: IResource, state: GameState): string {
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private _escape (text: string): string {
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const escapes: { [key: string]: string } = {
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'&': '&',
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'<': '<',
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'>': '>',
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'"': '"',
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"'": ''',
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'/': '/'
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}
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const escaper: RegExp = /[&<>"'\/]/g;
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return text.replace(escaper, (match: string): string =>
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escapes[match]);
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}
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private _getCostStr (resource: IResource, state: GameState): string {
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let cost: string = '';
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for (const rkey of state.getResources()) {
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if (resource.cost[rkey] !== undefined) {
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true, {
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"limit": 75,
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"check-strings": true,
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"ignore-pattern": "\\s+state\\.log\\("
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"ignore-pattern": "(^\\s+state\\.log\\(|^\\s+['\"`])"
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}
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],
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"whitespace": [
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Reference in a new issue