Enables the counter to display sub zero amounts per second + prices and profits adjusted to match the contract
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@ -4,14 +4,24 @@ import styles from '../styles/Army.module.css';
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import { calculateBalance, toReadable } from './Counter';
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const PRECISION = BigInt(10000);
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const BASE_PRICE = BigInt(380000);
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const PRICE_FACTOR = BigInt(11500);
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const APPRENTICE_PROFIT = BigInt(61000);
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const ANOINTED_PROFIT = BigInt(6 * 64000);
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const CHAMPION_PROFIT = BigInt(BigInt(67000 * 61000 * 64000) / PRECISION / PRECISION);
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const base_cost: Record<UnitType, bigint> = {
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0: BigInt(380000),
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1: BigInt(3420000),
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2: BigInt(30096000),
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3: BigInt(255816000),
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}
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const profits: Record<UnitType, bigint> = {
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0: BigInt(2533),
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1: BigInt(27863),
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2: BigInt(306493),
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3: BigInt(3371423),
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}
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function calculateUnitPrice(unit: UnitType, currentLevel: number, units: number) {
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let rollingPriceCalculation = BigInt(unit + 1) * BASE_PRICE;
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let rollingPriceCalculation = base_cost[unit];
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let price = BigInt(0);
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// Each level costs 15% more than previous
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@ -26,12 +36,7 @@ function calculateUnitPrice(unit: UnitType, currentLevel: number, units: number)
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function calculateProfitPerSecond(unit: UnitType, level: number) {
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// Each next unit scales progressivelly better
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switch (unit) {
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case 0: return BigInt(level) * PRECISION
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case 1: return BigInt(level) * APPRENTICE_PROFIT
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case 2: return BigInt(level) * ANOINTED_PROFIT
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case 3: return BigInt(level) * CHAMPION_PROFIT
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}
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return BigInt(level) * profits[unit]
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}
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const unitTypeToCss: Record<UnitType, string> = {
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@ -79,8 +84,8 @@ interface UnitProps {
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const Unit = ({ addUnit, unitType, canPurchase, isShrouded, n_units }: UnitProps) => {
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const [unitPrice, unitProfit] = useMemo(() => {
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return [
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toReadable(calculateUnitPrice(unitType, n_units, 1)) + " geld",
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toReadable(calculateProfitPerSecond(unitType, n_units)) + " geld / sec"
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toReadable(calculateUnitPrice(unitType, n_units, 1)),
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toReadable(calculateProfitPerSecond(unitType, n_units))
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]
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}, [n_units, unitType]);
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return <div onClick={() => addUnit(unitType)} className={`${styles.armyUnit} ${canPurchase ? "" : styles.isUnavailable}`}>
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@ -91,9 +96,9 @@ const Unit = ({ addUnit, unitType, canPurchase, isShrouded, n_units }: UnitProps
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${isShrouded ? styles.isShrouded : ""}
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`} />
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<span className={`${styles.unitName} ${styles.uiElement}`}>{isShrouded ? "???????" : unitTypeToName[unitType]}</span>
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{isShrouded ? null : <span className={`${styles.unitPrice} ${styles.uiElement}`}>{unitPrice}</span>}
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{isShrouded ? null : <span className={`${styles.unitPrice} ${styles.uiElement}`}>{unitPrice} <small>GELD</small></span>}
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{n_units > 0 ? <span className={`${styles.unitSupply} ${styles.uiElement}`}>{n_units}</span> : null}
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{n_units > 0 ? <span className={`${styles.unitProfit} ${styles.uiElement}`}>{unitProfit}</span> : null}
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{n_units > 0 ? <span className={`${styles.unitProfit} ${styles.uiElement}`}>{unitProfit} <small>per sec</small></span> : null}
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</div>
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}
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@ -1,6 +1,7 @@
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import { useEffect, useReducer, useRef } from "react";
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import { usePlayer } from "../providers/PlayerProvider"
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import styles from "../styles/Header.module.css"
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import { formatUnits } from "viem";
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export const calculateBalance = (balance: bigint, perSecond: bigint, lastRaidedAt: bigint) => {
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// convert to milliseconds trick so we get a more smooth counter
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@ -12,8 +13,8 @@ export const calculateBalance = (balance: bigint, perSecond: bigint, lastRaidedA
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/ BigInt(1000) /* deduct milliseconds*/))
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}
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export const toReadable = (value: bigint) => {
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value = value / BigInt(10000);
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export const toReadable = (rawValue: bigint) => {
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const value = rawValue / BigInt(10000);
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const suffixes = [
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{ value: BigInt('1000'), suffix: 'thousand' },
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{ value: BigInt('1000000'), suffix: 'million' },
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@ -38,7 +39,7 @@ export const toReadable = (value: bigint) => {
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for (let i = 0; i < suffixes.length; i++) {
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if (value < suffixes[i].value) {
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if (i == 0) {
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return value.toString();
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return formatUnits(rawValue, 4);
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} else {
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const divided = value / suffixes[i - 1].value;
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const numStr = (value % suffixes[i - 1].value).toString().slice(0, 3);
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