full generation and upgrade rules revamp

This commit is contained in:
azykov@mail.ru
2026-02-14 13:37:17 +03:00
parent c9c9f03526
commit 52f75c74c0
19 changed files with 374 additions and 204 deletions
+6 -1
View File
@@ -15,10 +15,15 @@ export class Game {
) {
this.rules = rules;
this.initResources();
this.initGenerators();
}
private initGenerators(): void {
public initResources(): void {
this.resources.setMany(ResourceSet.from(this.rules.startResources));
}
public initGenerators(): void {
this.generators.splice(0);
this.generators.push(...this.rules.generators.map((rule) => new ResourceGenerator(this, rule)));
}
+57 -46
View File
@@ -5,8 +5,8 @@ import { ResourceSet } from "./ResourceSet";
export class ResourceGenerator {
private _level: number;
private _progress: number;
private _level!: number;
private _progress!: number;
public readonly game: Game;
public readonly rule: ResourceGeneratorRule;
@@ -21,80 +21,91 @@ export class ResourceGenerator {
) {
this.game = game;
this.rule = rule;
this._level = this.rule.startingLevel;
this._progress = 0;
this.reset();
}
public tick(time: number): void {
if (this.period === 0) {
const period = this.getPeriod();
if (period === 0) {
this._progress = 0;
return;
}
if (this.rule.manualProgressReset) {
this._progress = Math.min(this._progress + time, this.period);
}
let progress = this._progress + time;
if (this.rule.manualGeneration)
this._progress = Math.min(progress, period);
else {
this._progress = (this._progress + time) % this.period;
this.game.resources.add(this.generation.times(time / this.period));
this._progress = progress % period;
const times = Math.floor(progress / period);
if (times > 0)
this.generate(times);
}
}
public upgrade(): boolean {
if (this.rule.manualProgressReset && this._progress < this.period) {
public reset(): void {
this._level = this.rule.startingLevel;
this._progress = 0;
}
public manualGenerate(): boolean {
if (this.rule.manualGeneration && !this.isFull)
return false;
}
if (this.isOpen && this.canAffordUpgrade) {
console.log('ok to upgrade');
this.game.resources.remove(this.upgradePrice);
this.increaseLevel();
this._progress = 0;
this.generate(1);
return true;
}
if (this.rule.manualProgressReset)
this.game.resources.add(this.generation);
private generate(times: number): void {
const gain = this.getGain();
this.rule.onGenerate(this.level, this.game, gain.mul(times));
}
if (this.rule.resetProgressOnUpgrade)
this._progress = 0;
return true;
}
return false;
public upgrade(): void {
this.rule.onUpgrade?.(this.level, this.game);
this.increaseLevel();
}
private increaseLevel() {
this._level++;
}
public get period(): number {
return this.rule.period(this.level);
public get isFull(): boolean {
const period = this.getPeriod();
return period === 0 || this._progress === period;
}
public get generation(): ResourceSet {
return ResourceSet.from(this.rule.generation(this.level));
}
public get visibilityPrice(): ResourceSet {
return ResourceSet.from(this.rule.visibilityPrice(this.level));
}
public get openPrice(): ResourceSet {
return ResourceSet.from(this.rule.openPrice(this.level));
}
public get upgradePrice(): ResourceSet {
return ResourceSet.from(this.rule.upgradePrice(this.level));
public getPeriod(level?: number): number {
return this.rule.period(level ?? this.level, this.game);
}
public get isVisible(): boolean {
return this.game.resources.gte(this.visibilityPrice);
return this.rule.isVisible(this.level, this.game);
}
public get isOpen(): boolean {
return this.game.resources.gte(this.openPrice);
public getUpgradePrice(level?: number): ResourceSet {
return this.rule.upgradePrice(level ?? this.level, this.game);
}
public get canAffordUpgrade(): boolean {
return this.game.resources.gte(this.upgradePrice);
public upgradableToLevel(limit: number = 100000): number {
for (let idx = 0; idx < limit; idx++) {
const level = this.level + idx;
if (!this.rule.isUpgradable(level, this.game, this.getUpgradePrice(level)))
return level;
}
return -1;
}
public get isUpgradable(): boolean {
return this.rule.isUpgradable(this.level, this.game, this.getUpgradePrice());
}
public getGain(level?: number): ResourceSet {
return this.rule.generationGain(level ?? this.level, this.game);
}
public snapshot(): ResourceGeneratorSnapshot {
+39 -15
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@@ -1,57 +1,81 @@
import Decimal from "break_eternity.js";
import { ResourceNames, type PartialResources, type Resource } from "../types";
import { type PartialResources } from "../types";
export class ResourceSet {
private items = new Map<Resource, Decimal>();
private items = new Map<string, Decimal>();
public static get zero(): ResourceSet {
return new ResourceSet();
}
public static from(source: PartialResources): ResourceSet {
const inst = new ResourceSet();
inst.items = new Map<Resource, Decimal>(Object.entries(source) as [Resource, Decimal][]);
inst.items = new Map<string, Decimal>(Object.entries(source) as [string, Decimal][]);
return inst;
}
public clear(): void {
this.items.clear();
}
public clone(): ResourceSet {
return ResourceSet.from(this.toObject());
}
public get(key: Resource): Decimal {
public keys(mergeWith?: ResourceSet): string[] {
const keys = Array.from(this.items.keys());
const mergeWithKeys = mergeWith ? mergeWith.keys() : [];
return [...keys, ...mergeWithKeys.filter((mk) => !keys.includes(mk))];
}
public get(key: string): Decimal {
return this.items.get(key) ?? Decimal.dZero;
}
public set(key: Resource, value: Decimal): void {
public set(key: string, value: Decimal): void {
this.items.set(key, value);
}
public predicate(predicate: (res: Resource) => boolean): boolean {
return ResourceNames.every((res) => predicate(res));
public setMany(values: ResourceSet): void {
this.items.clear();
[...values.items.entries()].forEach(([k, v]) => this.items.set(k, v));
}
public get isZero(): boolean {
return this.predicate(this.keys(), (res) => this.get(res).eq(0));
}
public predicate(keys: string[], predicate: (res: string) => boolean): boolean {
return keys.every((res) => predicate(res));
}
public gte(arg: ResourceSet): boolean {
return this.predicate((res) => this.get(res).gte(arg.get(res)));
return this.predicate(this.keys(arg), (res) => this.get(res).gte(arg.get(res)));
}
public static transform(target: ResourceSet, predicate: (res: Resource) => Decimal): void {
for (const res of ResourceNames)
public static transform(keys: string[], target: ResourceSet, predicate: (res: string) => Decimal): void {
for (const res of keys)
target.set(res, predicate(res));
}
public sum(arg: ResourceSet): ResourceSet {
const inst = new ResourceSet();
ResourceSet.transform(inst, (res) => this.get(res).plus(arg.get(res)));
ResourceSet.transform(this.keys(arg), inst, (res) => this.get(res).plus(arg.get(res)));
return inst;
}
public add(arg: ResourceSet): void {
ResourceSet.transform(this, (res) => this.get(res).plus(arg.get(res)));
ResourceSet.transform(this.keys(arg), this, (res) => this.get(res).plus(arg.get(res)));
}
public remove(arg: ResourceSet): void {
ResourceSet.transform(this, (res) => this.get(res).minus(arg.get(res)));
ResourceSet.transform(this.keys(arg), this, (res) => this.get(res).minus(arg.get(res)));
}
public times(factor: number): ResourceSet {
public mul(factor: number): ResourceSet {
const inst = new ResourceSet();
ResourceSet.transform(inst, (res) => this.get(res).multiply(factor));
ResourceSet.transform(this.keys(), inst, (res) => this.get(res).multiply(factor));
return inst;
}
+2
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@@ -1,5 +1,7 @@
import type { Resources } from "../types";
import type { ResourceGeneratorRule } from "./ResourceGeneratorRule";
export type GameRules = {
startResources: Resources,
generators: ResourceGeneratorRule[],
}
+9 -7
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@@ -1,13 +1,15 @@
import type { PartialResources } from "../types";
import type { Game, ResourceSet } from "../game";
export type ResourceGeneratorRule = {
name: string,
startingLevel: number, // usually zero
period: (level: number) => number,
generation: (level: number) => PartialResources, // per period
visibilityPrice: (level: number) => PartialResources;
openPrice: (level: number) => PartialResources;
upgradePrice: (level: number) => PartialResources;
period: (level: number, game: Game) => number,
isVisible: (level: number, game: Game) => boolean;
upgradePrice: (level: number, game: Game) => ResourceSet;
isUpgradable: (level: number, game: Game, upgradePrice: ResourceSet) => boolean;
generationGain: (level: number, game: Game) => ResourceSet,
onGenerate: (level: number, game: Game, gain: ResourceSet) => void,
onUpgrade?: (level: number, game: Game) => void,
resetProgressOnUpgrade: boolean;
manualProgressReset: boolean;
manualGeneration: boolean;
};
+40 -10
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@@ -1,33 +1,63 @@
import Decimal from "break_eternity.js";
import type { GameRules } from "../rules/GameRules";
import { simpleResGen, resourceGen } from './utils';
import { ResourceSet } from "../game";
export const rules: GameRules = {
startResources: { prestigeMul: new Decimal(1) },
generators: [
{
name: 'white',
startingLevel: 1,
resetProgressOnUpgrade: true,
manualProgressReset: true,
period: (level) => level ? 0.5 : 0,
generation: resourceGen({ RED: { offset: 14, power: 2, factor: 1 } }),
visibilityPrice: () => ({}),
openPrice: () => ({}),
upgradePrice: () => ({}),
manualGeneration: true,
period: (level) => level ? 3 : 0,
isVisible: () => true,
upgradePrice: () => ResourceSet.zero,
isUpgradable: () => false,
generationGain: (level, game) => resourceGen({ RED: { offset: 14, power: 2, factor: 1 } }, level),
onGenerate: (level, game, gain) => game.resources.add(gain),
},
simpleResGen({
name: 'red',
startingLevel: 1,
period: 1,
generation: { RED: { offset: 3, power: 1.5, factor: 1 } },
openPrice: { RED: { offset: 3, power: 2.1, factor: 10 } }
upgradePrice: { RED: { offset: 3, power: 2.1, factor: 10 } },
generatesResources: { RED: { offset: 3, power: 1.5, factor: 1 } },
}),
...['orange', 'yellow', 'green', 'cyan', 'blue', 'violet']
.map((color, idx) => simpleResGen({
name: color,
period: idx + 2,
generation: { RED: { power: 1.5, factor: (idx + 2) ** 2 } },
generatesResources: { RED: { power: 1.5, factor: (idx + 2) ** 2 } },
// visibilityPrice: { RED: { offset: 5 * 10 ** (idx + 1) } },
openPrice: { RED: { offset: 10 ** (idx + 2), power: 2.1, factor: 10 * 5 ** (idx + 1) } }
upgradePrice: { RED: { offset: 10 ** (idx + 2), power: 2.1, factor: 10 * 5 ** (idx + 1) } }
})),
// {
// name: 'prestige',
// startingLevel: 0,
// period: () => 0,
// // generation: resourceGen({ prestigeMul: { offset: 0, power: 0.2, factor: 1 } }),
// openPrice: (level) => ({ RED: new Decimal(50) }),
// upgradePrice: () => ({}),
// visibilityPrice: () => ({}),
// manualProgressReset: true,
// resetProgressOnUpgrade: true,
// generation: (level, game, dryRun) => {
// if (!dryRun) {
// console.log('prestige ' + level);
// game.generators.filter((gen) => gen.rule.name !== 'prestige').forEach((gen) => gen.reset());
// ResourceSet.transform(
// game.resources.keys().filter((res) => res != 'prestigeMul'),
// game.resources,
// () => Decimal.dZero,
// );
// }
// return resourceGen({ prestigeMul: { offset: 0, power: 1, factor: 1 } })(level, game);
// // game.resources.clear();
// }
// }
],
}
+47 -19
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@@ -1,6 +1,7 @@
import Decimal from "break_eternity.js";
import type { PartialResources, Resource, Resources } from "../types";
import type { PartialResources, Resources } from "../types";
import type { ResourceGeneratorRule } from "../rules/ResourceGeneratorRule";
import { ResourceSet, type Game } from "../game";
type ResourceGenParams = {
offset?: number,
@@ -12,23 +13,49 @@ type SimpleResGenParams = {
name: string,
startingLevel?: number,
period: number,
generation: Partial<Record<Resource, ResourceGenParams>>,
visibilityPrice?: Partial<Record<Resource, ResourceGenParams>>,
openPrice: Partial<Record<Resource, ResourceGenParams>>,
upgradePrice?: Partial<Record<Resource, ResourceGenParams>>,
visibilityPrice?: Partial<Record<string, ResourceGenParams>>,
// openPrice: Partial<Record<string, ResourceGenParams>>,
upgradePrice: Partial<Record<string, ResourceGenParams>>,
generatesResources: Partial<Record<string, ResourceGenParams>>,
}
export function resourceGen(p?: Partial<Record<Resource, ResourceGenParams>>): (lvl: number) => PartialResources {
if (!p)
return () => ({});
// export function resourceGen(p?: Partial<Record<string, ResourceGenParams>>, multiplyByResource?: string): (lvl: number, game: Game) => PartialResources {
// if (!p)
// return () => ({});
return (lvl) => Object.fromEntries(
// return (lvl, game) => Object.fromEntries(
// Object.entries(p)
// .map(([res, rp]) => {
// const value = rp
// ? new Decimal((rp.offset ?? 0) + Math.pow(lvl, rp.power ?? 1) * (rp.factor ?? 0))
// : Decimal.dZero;
// return [
// res,
// multiplyByResource
// ? value.mul(game.resources.get(multiplyByResource))
// : value,
// ];
// })
// ) as Resources;
// }
export function resourceGen(p: Partial<Record<string, ResourceGenParams>> | undefined, level: number): ResourceSet {
if (!p)
return ResourceSet.zero;
return ResourceSet.from(Object.fromEntries(
Object.entries(p)
.map(([res, rp]) => [
res,
new Decimal((rp.offset ?? 0) + Math.pow(lvl, rp.power ?? 1) * (rp.factor ?? 0)),
])
) as Resources;
.map(([res, rp]) => {
const value = rp
? new Decimal((rp.offset ?? 0) + Math.pow(level, rp.power ?? 1) * (rp.factor ?? 0))
: Decimal.dZero;
return [
res,
value,
];
})
));
}
export function simpleResGen(params: SimpleResGenParams): ResourceGeneratorRule {
@@ -37,11 +64,12 @@ export function simpleResGen(params: SimpleResGenParams): ResourceGeneratorRule
name: params.name,
startingLevel: params.startingLevel ?? 0,
resetProgressOnUpgrade: true,
manualProgressReset: false,
manualGeneration: false,
period: (level) => level ? params.period : 0,
generation: resourceGen(params.generation),
visibilityPrice: resourceGen(params.visibilityPrice),
openPrice: resourceGen(params.openPrice),
upgradePrice: resourceGen(params.upgradePrice),
isVisible: (level, game) => game.resources.gte(resourceGen(params.visibilityPrice, level)),
upgradePrice: (level, game) => resourceGen(params.upgradePrice, level),
isUpgradable: (level, game, upgradePrice) => game.resources.gte(upgradePrice),
generationGain: (level, game) => resourceGen(params.generatesResources, level),
onGenerate: (level, game, gain) => game.resources.add(gain),
}
}
+3 -3
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@@ -1,7 +1,7 @@
import Decimal from "break_eternity.js";
export const ResourceNames = ['RED'] as const;
export type Resource = (typeof ResourceNames)[number];
// export const ResourceNames = ['RED'] as const;
// export type Resource = (typeof ResourceNames)[number];
export type Resources = Record<Resource, Decimal>;
export type Resources = Record<string, Decimal>;
export type PartialResources = Partial<Resources>;