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irreligious/src/model/GameConfig.ts

200 lines
5.2 KiB
TypeScript

/// <reference path="./GameState.ts" />
/// <reference path="./resource/BuildingPermit.ts" />
/// <reference path="./resource/Church.ts" />
/// <reference path="./resource/Compound.ts" />
/// <reference path="./resource/Credibility.ts" />
/// <reference path="./resource/CryptoCurrency.ts" />
/// <reference path="./resource/Follower.ts" />
/// <reference path="./resource/House.ts" />
/// <reference path="./resource/Megachurch.ts" />
/// <reference path="./resource/Money.ts" />
/// <reference path="./resource/Pastor.ts" />
/// <reference path="./resource/Religion.ts" />
/// <reference path="./resource/Tent.ts" />
class GameConfig {
public worldPopulation = 790000000;
// religion configs
public cfgReligion: ResourceNumber = {
christianity: 0.325,
islam: 0.215,
hinduism: 0.16,
buddhism: 0.06,
sikhism: 0.04,
judaism: 0.02,
other: 0.02,
atheism: 0.16,
};
// general configs
public cfgInitialMax: ResourceNumber = {
cryptoCurrency: 1000,
megaChurches: 2,
money: 500000,
followers: 5,
tents: 5,
};
public cfgInitialCost: ResourceNumber = {
buildingPermit: 250000,
churches: 150000,
compounds: 15000,
cryptoCurrency: 100,
houses: 75000,
megaChurches: 750000,
tents: 250,
};
public cfgCostMultiplier: ResourceNumber = {
churches: 1.01,
compounds: 1.5,
cryptoCurrency: 1.1,
houses: 1.01,
megaChurches: 1.01,
tents: 1.05,
};
public cfgSalary: ResourceNumber = {
pastors: 7.5,
};
public cfgCapacity: { [key in ResourceKey]?: ResourceNumber } = {
churches: { pastors: 2 },
compounds: { churches: 1, houses: 2, money: 500000, tents: 10 },
houses: { followers: 10 },
megaChurches: { pastors: 5 },
tents: { followers: 2 },
};
public cfgCredibilityFollowerLossRatio = 0.04;
public cfgCredibilityFollowerLossTime = 10000;
public cfgCredibilityRestoreRate = 0.25;
public cfgCryptoReturnAmount = 1;
public cfgFollowerGainLossLogTimer = 10000;
public cfgPassiveMax = 100;
public cfgPastorRecruitRate = 0.01;
public cfgPastorTitheCollectionFollowerMax = 100;
public cfgTimeBetweenTithes = 30000;
public cfgTitheAmount = 10;
public cfgTitheCredibilityHitFactor = 3;
constructor(public versionMajor: number, public versionMinor: number) {}
public generateState(): GameState {
const state = new GameState(this);
// create player organization
state.addResource(ResourceKey.followers, new Follower());
// create world religions
state.addResource(
ResourceKey.christianity,
new Religion(
'Christianity',
'christian',
'christians',
'God, Jesus, Bible, churches.',
(this.cfgReligion.christianity ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.islam,
new Religion(
'Islam',
'muslim',
'muslims',
'God, Muhammad, Quran, mosques.',
(this.cfgReligion.islam ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.hinduism,
new Religion(
'Hinduism',
'hindu',
'hindus',
'Dogma-free spiritualism.',
(this.cfgReligion.hinduism ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.buddhism,
new Religion(
'Buddhism',
'buddhist',
'buddhists',
'The minimization of suffering.',
(this.cfgReligion.buddhism ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.sikhism,
new Religion(
'Sikhism',
'sikh',
'sikhs',
'Meditation and ten Gurus',
(this.cfgReligion.sikhism ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.judaism,
new Religion(
'Judaism',
'jew',
'jews',
'God, Abraham, Torah, synagogues.',
(this.cfgReligion.judaism ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.other,
new Religion(
'Other',
'person from other faiths',
'people from other faiths',
'A variety of belief systems.',
(this.cfgReligion.other ?? 0) * this.worldPopulation
)
);
state.addResource(
ResourceKey.atheism,
new Religion(
'Non-Religious',
'atheist',
'atheists',
'Atheists and agnostics.',
(this.cfgReligion.atheism ?? 0) * this.worldPopulation
)
);
// add jobs
state.addResource(ResourceKey.pastors, new Pastor());
// add resources
state.addResource(ResourceKey.money, new Money(3.5));
state.addResource(ResourceKey.cryptoCurrency, new CryptoCurrency(this));
state.addResource(ResourceKey.tents, new Tent(this));
state.addResource(ResourceKey.houses, new House(this));
state.addResource(ResourceKey.churches, new Church(this));
state.addResource(ResourceKey.compounds, new Compound(this));
state.addResource(ResourceKey.megaChurches, new Megachurch(this));
// add research
state.addResource(ResourceKey.buildingPermit, new BuildingPermit(this));
// add passive resources
state.addResource(ResourceKey.credibility, new Credibility(this));
return state;
}
}