collecting tithes via increment
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@ -44,12 +44,6 @@ The game's source code on <a href='https://github.com/rudism/irreligious'>Github
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((): void => {
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const config = new GameConfig(versionMajor, versionMinor);
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// debug values to make the game play faster while testing
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config.cfgCredibilityRestoreRate = 5;
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config.cfgPastorRecruitRate = 0.5;
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config.cfgTimeBetweenTithes = 5000;
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config.cfgTitheAmount = 1000;
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const renderer = new DebugRenderer();
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renderer.onInitialRender = initialRender;
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const state = config.generateState();
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@ -59,8 +59,7 @@ class GameConfig {
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};
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public cfgSalary: ResourceNumber = {
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pastors: 250,
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compoundManagers: 1000,
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compoundManagers: 100,
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};
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public cfgCapacity: { [key in ResourceKey]?: ResourceNumber } = {
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@ -85,8 +84,6 @@ class GameConfig {
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},
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};
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public cfgCredibilityFollowerLossRatio = 0.04;
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public cfgCredibilityFollowerLossTime = 10000;
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public cfgCredibilityRestoreRate = 0.25;
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public cfgCryptoCurrencyMinimumValue = 1;
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public cfgCryptoMarketAdjustAmount = 0.1;
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@ -98,9 +95,8 @@ class GameConfig {
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public cfgNoMoneyQuitTime = 10000;
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public cfgPassiveMax = 100;
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public cfgPastorRecruitRate = 0.01;
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public cfgPastorTitheCollectionFollowerMax = 100;
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public cfgTimeBetweenTithes = 30000;
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public cfgTitheAmount = 10;
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public cfgTimeBetweenTithes = 10000;
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public cfgTitheAmount = 10000;
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public cfgTitheCredibilityHitFactor = 3;
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constructor(public versionMajor: number, public versionMinor: number) {}
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@ -11,8 +11,8 @@ class CompoundManager extends Job {
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}
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public max: (state: GameState) => number = (state) => {
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return Math.floor(
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(state.resource.compounds?.value ?? 0) *
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return (
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Math.floor(state.resource.compounds?.value ?? 0) *
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(state.config.cfgCapacity.compounds?.compoundManagers ?? 0)
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);
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};
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@ -11,6 +11,17 @@ class Credibility extends Passive {
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this.value = config.cfgPassiveMax;
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}
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public static ratio(state: GameState): number {
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const cred = state.resource.credibility;
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return cred === undefined
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? 0
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: cred.max === undefined
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? 0
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: cred.max(state) === 0
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? 0
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: cred.value / cred.max(state);
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}
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public max: (state: GameState) => number = (state) =>
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state.config.cfgPassiveMax;
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@ -31,10 +31,10 @@ class Follower implements IResource {
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public max(state: GameState): number {
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let max = state.config.cfgInitialMax.followers ?? 0;
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max +=
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(state.resource.tents?.value ?? 0) *
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Math.floor(state.resource.tents?.value ?? 0) *
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(state.config.cfgCapacity.tents?.followers ?? 0);
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max +=
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(state.resource.houses?.value ?? 0) *
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Math.floor(state.resource.houses?.value ?? 0) *
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(state.config.cfgCapacity.houses?.followers ?? 0);
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return max;
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}
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@ -87,26 +87,6 @@ class Follower implements IResource {
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}
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public advanceAction(time: number, state: GameState): void {
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// chance to lose some followers if credibility < 100%
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this._timeSinceLastLost += time;
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if (this._timeSinceLastLost > state.config.cfgCredibilityFollowerLossTime) {
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if (this.value > 0) {
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const creds = state.resource.credibility;
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if (creds?.max !== undefined) {
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const ratio = Math.ceil(creds.value) / creds.max(state);
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if (Math.random() > ratio) {
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const lost = Math.ceil(
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this.value *
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state.config.cfgCredibilityFollowerLossRatio *
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(1 - ratio)
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);
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this.addValue(lost * -1, state);
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}
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}
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}
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this._timeSinceLastLost = 0;
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}
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// chance for some followers to quit their jobs if money === 0
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const money = state.resource.money;
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const totalJobs = Job.totalJobs(state);
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@ -42,13 +42,17 @@ class Money implements IResource {
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public inc: (state: GameState) => number = (state) => {
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let inc = 0;
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// tithings
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inc +=
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(Math.floor(state.resource.pastors?.value ?? 0) *
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Math.floor(state.resource.followers?.value ?? 0) *
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(state.config.cfgTitheAmount ?? 0) *
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Credibility.ratio(state)) /
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state.config.cfgTimeBetweenTithes;
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// salaries
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inc -=
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(state.resource.pastors?.value ?? 0) *
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(state.config.cfgSalary.pastors ?? 0);
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inc -=
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(state.resource.compoundManagers?.value ?? 0) *
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Math.floor(state.resource.compoundManagers?.value ?? 0) *
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(state.config.cfgSalary.compoundManagers ?? 0);
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return inc;
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@ -57,7 +61,11 @@ class Money implements IResource {
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protected _collectTithes(state: GameState): void {
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if (this.value >= this.max(state)) return;
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const followers = state.resource.followers?.value ?? 0;
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// can't tithe your pastors
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const followers =
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(state.resource.followers?.value ?? 0) -
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(state.resource.pastors?.value ?? 0);
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if (followers <= 0) return;
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// collecting too frequently hurts credibility
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@ -1,8 +1,6 @@
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/// <reference path="./Job.ts" />
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class Pastor extends Job {
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private _timeSinceLastTithe = 0;
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constructor() {
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super(
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'Pastors',
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@ -14,10 +12,10 @@ class Pastor extends Job {
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public max: (state: GameState) => number = (state) => {
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let max =
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(state.resource.churches?.value ?? 0) *
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Math.floor(state.resource.churches?.value ?? 0) *
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(state.config.cfgCapacity.churches?.pastors ?? 0);
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max +=
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(state.resource.megaChurches?.value ?? 0) *
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Math.floor(state.resource.megaChurches?.value ?? 0) *
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(state.config.cfgCapacity.megaChurches?.pastors ?? 0);
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return Math.floor(max);
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};
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@ -27,42 +25,4 @@ class Pastor extends Job {
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this._isUnlocked = state.resource.churches?.isUnlocked(state) === true;
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return this._isUnlocked;
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}
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public advanceAction(time: number, state: GameState): void {
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super.advanceAction(time, state);
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this._timeSinceLastTithe += time;
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if (this._timeSinceLastTithe >= state.config.cfgTimeBetweenTithes) {
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const money = state.resource.money;
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const followers = state.resource.followers;
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let tithable = Math.floor((followers?.value ?? 0) - this.value);
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// bad credibility makes people not tithe
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const creds = state.resource.credibility;
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if (creds?.max !== undefined) {
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tithable = Math.floor(tithable * (creds.value / creds.max(state)));
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}
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let tithed = Math.floor(
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this.value * state.config.cfgPastorTitheCollectionFollowerMax
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);
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if (tithable < tithed) tithed = tithable;
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let collected = tithed * state.config.cfgTitheAmount;
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if (
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money?.max !== undefined &&
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collected > money.max(state) - money.value
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)
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collected = money.max(state) - money.value;
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if (collected > 0) {
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money?.addValue(collected, state);
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if (followers !== undefined) {
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state.log(
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`Your pastors collected $${formatNumber(
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collected
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)} in tithings from ${formatNumber(tithed)} ${
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tithed > 1 ? followers.pluralName : followers.singularName
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}.`
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);
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}
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}
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this._timeSinceLastTithe = 0;
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}
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}
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}
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