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, 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, 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, generatesResources: { RED: { power: 1.5, factor: (idx + 2) ** 2 } }, // visibilityPrice: { RED: { offset: 5 * 10 ** (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(); // } // } ], }