removed unnecessary type specifications
This commit is contained in:
parent
3e767b396b
commit
caf5152551
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@ -15,6 +15,7 @@
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"ignoreRegExpLiterals": true}],
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"@typescript-eslint/triple-slash-reference": "off",
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"@typescript-eslint/no-unused-vars": "off",
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"@typescript-eslint/no-inferrable-types": "warn",
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"@typescript-eslint/array-type": ["warn", {"default": "array-simple"}],
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"@typescript-eslint/consistent-indexed-object-style": ["warn", "index-signature"],
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"@typescript-eslint/consistent-type-assertions": ["warn", {
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@ -27,7 +27,7 @@ function startGame (state: GameState, renderer: IRenderer): void {
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// run with default config at startup
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((): void => {
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const config: GameConfig = new GameConfig();
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const config = new GameConfig();
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// debug values to make the game play faster while testing
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config.cfgTitheAmount = 1000;
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@ -36,8 +36,8 @@ function startGame (state: GameState, renderer: IRenderer): void {
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config.cfgCredibilityRestoreRate = 5;
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config.cfgPastorRecruitRate = 0.5;
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const renderer: IRenderer = new DebugRenderer();
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const state: GameState = config.generateState();
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const renderer = new DebugRenderer();
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const state = config.generateState();
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// re-run main loop immediately on user clicks
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state.onResourceClick.push((): void => {
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@ -38,7 +38,7 @@ class GameConfig {
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public cfgPastorRecruitRate = 0.01;
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public generateState (): GameState {
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const state: GameState = new GameState(this);
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const state = new GameState(this);
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// create player organization
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state.addResource('plorg', new PlayerOrg());
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@ -7,11 +7,11 @@ class GameState {
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public now = 0;
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private readonly _versionMaj: number = 0;
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private readonly _versionMin: number = 1;
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private readonly _versionMaj = 0;
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private readonly _versionMin = 1;
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private _timeSinceSave = 0;
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private readonly _timeBetweenSaves: number = 10000;
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private readonly _timeBetweenSaves = 10000;
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private _resources: { [key: string]: IResource } = { };
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private readonly _resourceKeys: string[] = [];
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@ -6,7 +6,7 @@ class DebugLogger implements ILogger {
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}
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public msg (text: string): void {
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const p: HTMLElement = document.createElement('p');
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const p = document.createElement('p');
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p.innerText = text;
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this._container.appendChild(p);
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if (this._container.parentElement !== null) {
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@ -9,7 +9,7 @@ class BuildingPermit extends Research {
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public isUnlocked (state: GameState): boolean {
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if (this._isUnlocked) return true;
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const compounds: IResource = state.getResource('cmpnd');
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const compounds = state.getResource('cmpnd');
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if (compounds.value > 0) {
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this._isUnlocked = true;
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}
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@ -13,7 +13,7 @@ class Church extends Infrastructure {
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public isUnlocked (state: GameState): boolean {
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if (this._isUnlocked) return true;
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const compounds: IResource = state.getResource('cmpnd');
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const compounds = state.getResource('cmpnd');
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if (compounds.value > 0) {
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this._isUnlocked = true;
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}
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@ -10,7 +10,7 @@ class Compound extends Infrastructure {
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public isUnlocked (state: GameState): boolean {
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if (this._isUnlocked) return true;
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const tents: IResource = state.getResource('tents');
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const tents = state.getResource('tents');
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if (tents.value >= 5) {
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this._isUnlocked = true;
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}
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@ -14,7 +14,7 @@ class House extends Infrastructure {
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public isUnlocked (state: GameState): boolean {
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if (this._isUnlocked) return true;
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const compounds: IResource = state.getResource('cmpnd');
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const compounds = state.getResource('cmpnd');
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if (compounds.value > 0) {
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this._isUnlocked = true;
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}
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@ -1,5 +1,5 @@
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/// <reference path="./Purchasable.ts" />
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abstract class Infrastructure extends Purchasable {
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public readonly resourceType: ResourceType = ResourceType.infrastructure;
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public readonly resourceType = ResourceType.infrastructure;
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}
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@ -1,10 +1,10 @@
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/// <reference path="./IResource.ts" />
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abstract class Job implements IResource {
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public readonly resourceType: ResourceType = ResourceType.job;
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public readonly valueInWholeNumbers: boolean = true;
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public readonly clickText: string = 'Hire';
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public readonly clickDescription: string = 'Promote one of your followers.';
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public readonly resourceType = ResourceType.job;
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public readonly valueInWholeNumbers = true;
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public readonly clickText = 'Hire';
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public readonly clickDescription = 'Promote one of your followers.';
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public value = 0;
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public readonly cost: { [key: string]: number } = { };
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@ -49,15 +49,15 @@ abstract class Job implements IResource {
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protected _availableJobs (state: GameState): number {
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// number of followers minus the number of filled jobs
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const followers: number = state.getResource('plorg').value;
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const hired: number = state.getResources().reduce(
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const followers = state.getResource('plorg').value;
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const hired = state.getResources().reduce(
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(tot: number, rkey: string): number => {
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const res: IResource = state.getResource(rkey);
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const res = state.getResource(rkey);
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return res.resourceType === ResourceType.job
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? tot + res.value
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: tot;
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}, 0);
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let max: number = followers - hired;
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let max = followers - hired;
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if (max < 0) max = 0;
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return max;
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}
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@ -13,7 +13,7 @@ class MegaChurch extends Infrastructure {
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public isUnlocked (state: GameState): boolean {
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if (this._isUnlocked) return true;
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const permit: IResource = state.getResource('blpmt');
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const permit = state.getResource('blpmt');
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if (permit.value > 0) {
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this._isUnlocked = true;
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}
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@ -1,7 +1,7 @@
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/// <reference path="./Purchasable.ts" />
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class Money extends Purchasable {
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public readonly resourceType: ResourceType = ResourceType.consumable;
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public readonly resourceType = ResourceType.consumable;
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private _lastCollectionTime = 0;
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@ -16,7 +16,7 @@ class Money extends Purchasable {
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}
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public max: (state: GameState) => number = (state: GameState) => {
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let max: number = state.config.cfgStartingMoneyMax;
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let max = state.config.cfgStartingMoneyMax;
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max += state.getResource('cmpnd').value * 500000;
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return max;
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};
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@ -32,24 +32,24 @@ class Money extends Purchasable {
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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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const plorg = 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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const diff: number = state.now - this._lastCollectionTime;
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const diff = state.now - this._lastCollectionTime;
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if (diff < state.config.cfgTimeBetweenTithes) {
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const lost: number = state.config.cfgTimeBetweenTithes / diff / 3;
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const lost = state.config.cfgTimeBetweenTithes / diff / 3;
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state.getResource('creds').addValue(lost * -1, state);
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}
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// each follower gives you $10
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const tithings: number = plorg.value * state.config.cfgTitheAmount;
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const tithings = plorg.value * state.config.cfgTitheAmount;
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this._lastCollectionTime = state.now;
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return tithings;
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}
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protected _purchaseLog (amount: number, state: GameState): string {
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const followers: number = state.getResource('plorg').value;
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const followers = state.getResource('plorg').value;
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return `You collected $${state.formatNumber(amount)} from ${state.formatNumber(followers)} followers.`;
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}
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}
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@ -1,18 +1,19 @@
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/// <reference path="./IResource.ts" />
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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 valueInWholeNumbers: boolean = false;
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public readonly clickText: null = null;
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public readonly clickDescription: null = null;
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public readonly resourceType = ResourceType.passive;
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public readonly valueInWholeNumbers = false;
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public readonly clickText = null;
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public readonly clickDescription = null;
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public value = 0;
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public readonly cost: null = null;
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public readonly cost = null;
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public readonly clickAction: null = null;
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public readonly clickAction = null;
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public max: ((state: GameState) => number) | null = null;
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public inc: ((state: GameState) => number) | null = null;
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public advanceAction: ((time: number, state: GameState) => void) | null = null;
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public advanceAction: (
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(time: number, state: GameState) => void) | null = null;
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constructor (
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public readonly name: string,
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@ -9,7 +9,7 @@ class Pastor extends Job {
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}
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public max: (state: GameState) => number = (state) => {
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let max: number = state.getResource('chrch').value * 2;
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let max = state.getResource('chrch').value * 2;
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max += state.getResource('mchch').value * 5;
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return max;
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};
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@ -23,13 +23,13 @@ class Pastor extends Job {
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public advanceAction (time: number, state: GameState): void {
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this._timeSinceLastTithe += time;
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if (this._timeSinceLastTithe >= state.config.cfgTimeBetweenTithes) {
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const money: IResource = state.getResource('money');
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const plorg: IResource = state.getResource('plorg');
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const money = state.getResource('money');
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const plorg = state.getResource('plorg');
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// each pastor can collect from up to 100 followers
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let tithed: number = this.value * 100;
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let tithed = this.value * 100;
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if (Math.floor(plorg.value) < tithed)
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tithed = Math.floor(plorg.value);
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let collected: number = tithed * state.config.cfgTitheAmount;
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let collected = tithed * state.config.cfgTitheAmount;
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if (money.max !== null && collected > money.max(state) - money.value)
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collected = money.max(state) - money.value;
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if (collected > 0) {
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@ -1,14 +1,14 @@
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/// <reference path="./IResource.ts" />
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class PlayerOrg implements IResource {
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public readonly resourceType: ResourceType = ResourceType.religion;
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public readonly name: string = 'Player';
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public readonly description: string = 'In you they trust.';
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public readonly valueInWholeNumbers: boolean = true;
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public readonly clickText: string = 'Recruit';
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public readonly clickDescription: string = 'Gather new followers.';
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public readonly resourceType = ResourceType.religion;
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public readonly name = 'Player';
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public readonly description = 'In you they trust.';
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public readonly valueInWholeNumbers = true;
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public readonly clickText = 'Recruit';
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public readonly clickDescription = 'Gather new followers.';
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public value = 0;
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public readonly cost: null = null;
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public readonly cost = null;
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private _timeSinceLastLost = 0;
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private _lastRecruitmentLog = 0;
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@ -16,7 +16,7 @@ class PlayerOrg implements IResource {
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private _followerDests: { [key: string]: number } = { };
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public max (state: GameState): number {
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let max: number = state.config.cfgStartingPlayerMax;
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let max = state.config.cfgStartingPlayerMax;
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max += state.getResource('tents').value * 2;
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max += state.getResource('house').value * 10;
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return max;
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@ -44,9 +44,9 @@ class PlayerOrg implements IResource {
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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 creds = state.getResource('creds');
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if (creds.max !== null) {
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const ratio: number = Math.ceil(creds.value) / creds.max(state);
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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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state.log('Your recruitment efforts failed.');
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return;
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@ -75,9 +75,9 @@ class PlayerOrg implements IResource {
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} else {
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// lost followers must return to other faiths
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for (let i = 0; i < diff * -1; i++) {
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const dest: [string, IResource] = this._getRandomReligion(state);
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const dest = this._getRandomReligion(state);
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dest[1].addValue(1, state);
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const curFollowers: number = this._followerDests[dest[0]];
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const curFollowers = this._followerDests[dest[0]];
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this._followerDests[dest[0]] = !isNaN(curFollowers)
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? curFollowers + 1
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: 1;
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@ -96,9 +96,9 @@ class PlayerOrg implements IResource {
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if (this.value > 0) {
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const creds = state.getResource('creds');
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if (creds.max !== null) {
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const ratio: number = Math.ceil(creds.value) / creds.max(state);
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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: number = Math.ceil(this.value / 25 * (1 - ratio));
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const lost = Math.ceil(this.value / 25 * (1 - ratio));
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this.addValue(lost * -1, state);
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}
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}
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@ -115,7 +115,7 @@ class PlayerOrg implements IResource {
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let total = 0;
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for (const rkey of Object.keys(this._followerDests)) {
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if (msg !== '') msg += ', ';
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const religion: IResource = state.getResource(rkey);
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const religion = state.getResource(rkey);
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msg += `${state.formatNumber(this._followerDests[rkey])} to ${religion.name}`;
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total += this._followerDests[rkey];
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delete this._followerDests[rkey];
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@ -127,7 +127,7 @@ class PlayerOrg implements IResource {
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let total = 0;
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for (const rkey of Object.keys(this._followerSources)) {
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if (msg !== '') msg += ', ';
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const religion: IResource = state.getResource(rkey);
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const religion = state.getResource(rkey);
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msg +=
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`${state.formatNumber(this._followerSources[rkey])} from ${religion.name}`;
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total += this._followerSources[rkey];
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@ -140,9 +140,9 @@ class PlayerOrg implements IResource {
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}
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private _getRandomReligion (state: GameState): [string, IResource] {
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const religs: string[] = ['xtian', 'islam', 'hindu',
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const religs = ['xtian', 'islam', 'hindu',
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'buddh', 'sikhi', 'judah', 'other', 'agnos'];
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const source: string = religs[Math.floor(Math.random() * 8)];
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const source = religs[Math.floor(Math.random() * 8)];
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return [source, state.getResource(source)];
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}
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}
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@ -23,7 +23,7 @@ abstract class Purchasable implements IResource {
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public clickAction (state: GameState): void {
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if (this.max !== null && this.value >= this.max(state)) return;
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if (state.deductCost(this.cost)) {
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const amount: number = this._purchaseAmount(state);
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const amount = this._purchaseAmount(state);
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if (amount > 0) {
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this.value += amount;
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state.log(this._purchaseLog(amount, state));
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@ -45,15 +45,15 @@ abstract class Purchasable implements IResource {
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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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public advanceAction (_time: number, _state: GameState): void {
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return;
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}
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protected _purchaseAmount (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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protected _purchaseLog (amount: number, state: GameState): string {
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protected _purchaseLog (amount: number, _state: GameState): string {
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return `You purchased ${amount} x ${this.name}.`;
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}
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}
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@ -1,16 +1,16 @@
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/// <reference path="./IResource.ts" />
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class Religion implements IResource {
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public readonly resourceType: ResourceType = ResourceType.religion;
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public readonly valueInWholeNumbers: boolean = true;
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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 resourceType = ResourceType.religion;
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public readonly valueInWholeNumbers = true;
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public readonly clickText = null;
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public readonly clickDescription = null;
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public readonly cost = null;
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public readonly max: null = null;
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public readonly inc: null = null;
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public readonly clickAction: null = null;
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public readonly advanceAction: null = null;
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public readonly max = null;
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public readonly inc = null;
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public readonly clickAction = null;
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public readonly advanceAction = null;
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constructor (
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public readonly name: string,
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@ -1,7 +1,7 @@
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/// <reference path="./Purchasable.ts" />
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abstract class Research extends Purchasable {
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public readonly resourceType: ResourceType = ResourceType.research;
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public readonly resourceType = ResourceType.research;
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constructor (
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public readonly name: string,
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@ -13,5 +13,5 @@ abstract class Research extends Purchasable {
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this.clickDescription = 'Complete this research.';
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}
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public max: (_state: GameState) => number = (_state) => 1;
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public max: (state: GameState) => number = (_state) => 1;
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}
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@ -10,7 +10,7 @@ class Tent extends Infrastructure {
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public max: (state: GameState) => number = (state) => {
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// ten extra tents per compound
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let max: number = state.config.cfgStartingTentMax;
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let max = state.config.cfgStartingTentMax;
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max += state.getResource('cmpnd').value * 10;
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return max;
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};
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Reference in New Issue