Added shrouding of units & display of per second profits on units plus fixed calc bug on unit costs
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This commit is contained in:
mic0 2024-10-26 13:12:30 +02:00
parent eb318972b8
commit c1e6494937
Signed by: mico
GPG Key ID: A3F8023524CF1C8D
7 changed files with 243 additions and 63 deletions

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@ -1,26 +1,161 @@
import { usePlayer } from '../providers/PlayerProvider'; import { useEffect, useMemo, useState } from 'react';
import { UnitType, usePlayer } from '../providers/PlayerProvider';
import styles from '../styles/Army.module.css'; import styles from '../styles/Army.module.css';
import { toReadable } from './Counter';
const Army = () => { const PRECISION = BigInt(10000);
const { army, addUnit, isRegistered } = usePlayer() const BASE_PRICE = BigInt(380000);
return <div className="styles.armyGathering"> const PRICE_FACTOR = BigInt(11500);
<div className={`${styles.tavern_keeper} ${styles.person} ${styles.static}`} /> const APPRENTICE_PROFIT = BigInt(61000);
{isRegistered && <> const ANOINTED_PROFIT = BigInt(6 * 64000);
<div onClick={() => addUnit(0)} className={`${styles.scribe} ${styles.person} ${styles.moloch_denier} ${styles.static}`}> const CHAMPION_PROFIT = BigInt(BigInt(67000 * 61000 * 64000) / PRECISION / PRECISION);
<div className={styles.supply}>Moloch denier: {army?.moloch_denier.level}</div>
</div>
<div onClick={() => addUnit(1)} className={`${styles.druid} ${styles.person} ${styles.apprentice} ${styles.static}`} >
<div className={styles.supply}>Apprentice: {army?.apprentice.level}</div>
</div>
<div onClick={() => addUnit(2)} className={`${styles.ranger} ${styles.person} ${styles.anointed} ${styles.static}`} >
<div className={styles.supply}>Anointed: {army?.anointed.level}</div>
</div>
<div onClick={() => addUnit(3)} className={`${styles.warrior} ${styles.person} ${styles.champion} ${styles.static}`} >
<div className={styles.supply}>Champion: {army?.champion.level}</div>
</div>
</>} function calculateUnitPrice(unit: UnitType, currentLevel: number, units: number) {
let rollingPriceCalculation = BigInt(unit + 1) * BASE_PRICE;
let price = BigInt(0);
// Each level costs 15% more than previous
for (let i = 0; i < currentLevel + units; i++) {
if (i >= currentLevel) {
price += rollingPriceCalculation;
}
rollingPriceCalculation = rollingPriceCalculation * PRICE_FACTOR / PRECISION;
}
return price;
}
function calculateProfitPerSecond(unit: UnitType, level: number) {
// Each next unit scales progressivelly better
switch (unit) {
case 0: return BigInt(level) * PRECISION
case 1: return BigInt(level) * APPRENTICE_PROFIT
case 2: return BigInt(level) * ANOINTED_PROFIT
case 3: return BigInt(level) * CHAMPION_PROFIT
}
}
const unitTypeToCss: Record<UnitType, string> = {
0: styles.moloch_denier,
1: styles.apprentice,
2: styles.anointed,
3: styles.champion
}
const unitTypeToName: Record<UnitType, string> = {
0: "Moloch denier",
1: "Apprentice",
2: "Anointed",
3: "Champion"
}
const defaultAvailabilityMap: Record<UnitType, boolean> = {
0: false,
1: false,
2: false,
3: false
}
const unitDiscoveredAt: Record<UnitType, bigint> = {
0: BigInt(0),
1: BigInt(2_000_0000),
2: BigInt(2_000_000_0000),
3: BigInt(200_000_000_0000)
}
const unitAvailableToDiscoverAt: Record<UnitType, bigint> = {
0: BigInt(0),
1: BigInt(1_000_0000),
2: BigInt(1_000_000_0000),
3: BigInt(100_000_000_0000),
}
interface UnitProps {
addUnit: (unitType: UnitType) => void;
unitType: UnitType;
canPurchase: boolean;
isShrouded: boolean;
n_units: number
}
const Unit = ({ addUnit, unitType, canPurchase, isShrouded, n_units }: UnitProps) => {
const [unitPrice, unitProfit] = useMemo(() => {
return [
toReadable(calculateUnitPrice(unitType, n_units, 1)) + " geld",
toReadable(calculateProfitPerSecond(unitType, n_units)) + " geld / sec"
]
}, [n_units, unitType]);
return <div onClick={() => addUnit(unitType)} className={`${styles.armyUnit} ${canPurchase ? "" : styles.isUnavailable}`}>
<div className={`
${unitTypeToCss[unitType]}
${styles.person}
${styles.static}
${isShrouded ? styles.isShrouded : ""}
`} />
<span className={`${styles.unitName} ${styles.uiElement}`}>{isShrouded ? "???????" : unitTypeToName[unitType]}</span>
{isShrouded ? null : <span className={`${styles.unitPrice} ${styles.uiElement}`}>{unitPrice}</span>}
{n_units > 0 ? <span className={`${styles.unitSupply} ${styles.uiElement}`}>{n_units}</span> : null}
{n_units > 0 ? <span className={`${styles.unitProfit} ${styles.uiElement}`}>{unitProfit}</span> : null}
</div> </div>
} }
const Army = () => {
const { army, addUnit, isRegistered, player, balance } = usePlayer()
const [canPurchase, setCanPurchase] = useState<Record<UnitType, boolean>>(defaultAvailabilityMap);
const [isShrouded, setIsShrouded] = useState<Record<UnitType, boolean>>(defaultAvailabilityMap);
const [canKnowAbout, setCanKnowAbout] = useState<Record<UnitType, boolean>>(defaultAvailabilityMap);
console.log(canPurchase, "\nshroud", isShrouded, "\ncanknowabout", canKnowAbout)
useEffect(() => {
if (isRegistered) {
const totalMinted = player?.total_minted ?? BigInt(0);
const n_units: Record<UnitType, number> = {
0: army?.moloch_denier.level ?? 0,
1: army?.apprentice.level ?? 0,
2: army?.anointed.level ?? 0,
3: army?.champion.level ?? 0,
}
const inShroud = {
0: totalMinted < unitDiscoveredAt[0],
1: totalMinted < unitDiscoveredAt[1],
2: totalMinted < unitDiscoveredAt[2],
3: totalMinted < unitDiscoveredAt[3],
}
const isKnown = {
0: totalMinted >= unitAvailableToDiscoverAt[0],
1: totalMinted >= unitAvailableToDiscoverAt[1],
2: totalMinted >= unitAvailableToDiscoverAt[2],
3: totalMinted >= unitAvailableToDiscoverAt[3],
}
const canActuallyBuy = {
0: balance >= calculateUnitPrice(0, n_units[0], 1) && isKnown[0] && !inShroud[0],
1: balance >= calculateUnitPrice(1, n_units[1], 1) && isKnown[1] && !inShroud[1],
2: balance >= calculateUnitPrice(2, n_units[2], 1) && isKnown[2] && !inShroud[2],
3: balance >= calculateUnitPrice(3, n_units[3], 1) && isKnown[3] && !inShroud[3],
};
setCanPurchase(canActuallyBuy)
setIsShrouded(inShroud)
setCanKnowAbout(isKnown)
} else {
setCanPurchase(defaultAvailabilityMap)
setIsShrouded(defaultAvailabilityMap)
setCanKnowAbout(defaultAvailabilityMap)
}
}, [
balance,
army,
isRegistered,
player?.total_minted
])
return <>
<div className={`${styles.tavern_keeper} ${styles.person} ${styles.static}`} />
<div className={styles.armyUnits}>
{canKnowAbout[0] && <Unit n_units={army?.moloch_denier.level ?? 0} addUnit={addUnit} unitType={0} canPurchase={canPurchase[0]} isShrouded={isShrouded[0]} />}
{canKnowAbout[1] && <Unit n_units={army?.apprentice.level ?? 0} addUnit={addUnit} unitType={1} canPurchase={canPurchase[1]} isShrouded={isShrouded[1]} />}
{canKnowAbout[2] && <Unit n_units={army?.anointed.level ?? 0} addUnit={addUnit} unitType={2} canPurchase={canPurchase[2]} isShrouded={isShrouded[2]} />}
{canKnowAbout[3] && <Unit n_units={army?.champion.level ?? 0} addUnit={addUnit} unitType={3} canPurchase={canPurchase[3]} isShrouded={isShrouded[3]} />}
</div>
</>
}
export default Army export default Army

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@ -73,7 +73,7 @@ const Counter = () => {
<p className={styles.counter}> <p className={styles.counter}>
{balanceCount.current} GELD {balanceCount.current} GELD
</p> </p>
<p className={styles.counter_available}>available on chain: {availableBalance.current} GELD</p> <p className={styles.counter_available}>in wallet: {availableBalance.current} GELD</p>
</> </>
} }

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@ -1,5 +1,6 @@
import React, { useCallback, useMemo } from "react" import React, { useCallback, useMemo } from "react"
import styles from "../styles/Header.module.css" import styles from "../styles/Header.module.css"
import bgStyles from "../styles/Background.module.css"
import { usePlayer } from "../providers/PlayerProvider"; import { usePlayer } from "../providers/PlayerProvider";
import { useAccount } from 'wagmi'; import { useAccount } from 'wagmi';
import dynamic from "next/dynamic"; import dynamic from "next/dynamic";
@ -36,7 +37,7 @@ const Header = () => {
}, [isRegistered, register]) }, [isRegistered, register])
return <header onClick={onRegister} className={styles.header}> return <header onClick={onRegister} className={styles.header}>
<h1 className={styles.title}>{title}</h1> <h1 className={`${styles.title} ${isConnected && !isRegistered ? bgStyles.excited : ""}`}>{title}</h1>
{subtitle} {subtitle}
{perSecondParagraph} {perSecondParagraph}
</header> </header>

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@ -6,6 +6,8 @@ import contractAddress from '../../contract_address'
const abi = contractAbi.abi const abi = contractAbi.abi
export type UnitType = 0 | 1 | 2 | 3
export interface Player { export interface Player {
created_at: bigint, created_at: bigint,
last_raided_at: bigint, last_raided_at: bigint,
@ -26,7 +28,7 @@ export interface PlayerContextType {
balance: bigint, balance: bigint,
register: () => void, register: () => void,
raid: () => void, raid: () => void,
addUnit: (unit: number) => void addUnit: (unit: UnitType) => void
} }
const PlayerContext = createContext<PlayerContextType>({ const PlayerContext = createContext<PlayerContextType>({
@ -91,7 +93,7 @@ const PlayerProvider = ({ children }: { children: ReactNode }) => {
} }
}); });
console.log(player, army) console.log(balance, player, army)
const register = useCallback(() => { const register = useCallback(() => {
writeContract({ writeContract({
@ -110,7 +112,7 @@ const PlayerProvider = ({ children }: { children: ReactNode }) => {
}) })
}, [writeContract]) }, [writeContract])
const addUnit = useCallback((unit: number) => { const addUnit = useCallback((unit: UnitType) => {
writeContract({ writeContract({
abi, abi,
address: contractAddress, address: contractAddress,

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@ -108,6 +108,72 @@
.hunter { .hunter {
background-image: url("/roles/hunter.svg"); background-image: url("/roles/hunter.svg");
} }
.moloch_denier {
filter: sepia(0.1);
}
.apprentice {
}
.anointed {
filter: saturate(1.1);
}
.champion {
filter: saturate(2);
}
.armyUnits {
position: absolute;
bottom: 22px;
left: 22px;
right: 22px;
height: 180px;
display: flex;
justify-content: center;
align-items: center;
}
.armyUnit {
position: relative;
height: 100%;
width: 120px;
margin-right: 20px;
.person {
&.isShrouded {
filter: brightness(0);
}
}
&.isUnavailable {
filter: sepia(1);
pointer-events: none;
}
}
.uiElement {
position: absolute;
border-radius: 10px;
background: rgba(0, 0, 0, 0.89);
padding: 0.1rem 1rem;
font-size: 0.8rem;
user-select: none;
text-align: center;
}
.unitSupply {
top: 0;
right: 0;
}
.unitName {
left: 0;
right: 0;
bottom: 45px;
}
.unitPrice {
left: 0;
right: 0;
bottom: 25px;
}
.unitProfit {
left: 0;
right: 0;
bottom: 5px;
}
.static { .static {
width: 110px; width: 110px;
height: 110px; height: 110px;
@ -129,47 +195,18 @@
height: 90px; height: 90px;
} }
.static.moloch_denier { .static.moloch_denier {
left: calc(20% - 60px);
bottom: 70px;
background-image: url("/roles/scribe2.png"); background-image: url("/roles/scribe2.png");
} }
.static.apprentice { .static.apprentice {
left: calc(36% - 60px);
background-image: url("/roles/druid2.png"); background-image: url("/roles/druid2.png");
bottom: 72px;
} }
.static.anointed { .static.anointed {
left: calc(50% - 60px);
bottom: 64px;
background-image: url("/roles/ranger2.png"); background-image: url("/roles/ranger2.png");
} }
.static.champion { .static.champion {
left: calc(64% - 60px);
bottom: 66px;
background-image: url("/roles/warrior2.png"); background-image: url("/roles/warrior2.png");
} }
.moloch_denier {
filter: sepia(0.1);
}
.apprentice {
}
.anointed {
filter: saturate(1.1);
}
.champion {
filter: saturate(2);
}
.supply {
position: absolute;
bottom: -40px;
background: rgba(0, 0, 0, 0.89);
padding: 0.5rem 1rem;
font-size: 0.8rem;
user-select: none;
}
@keyframes marching { @keyframes marching {
0% { 0% {
transform: translate(-100px, -84px); transform: translate(-100px, -84px);

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@ -48,7 +48,7 @@
background-image: url("/background/tower.png"); background-image: url("/background/tower.png");
width: 218px; width: 218px;
height: 240px; height: 240px;
top: 200px; top: 150px;
animation: thunder_hue_hard 12s linear infinite; animation: thunder_hue_hard 12s linear infinite;
transition: all 0.1s cubic-bezier(0.265, 1.4, 0.68, 1.65); transition: all 0.1s cubic-bezier(0.265, 1.4, 0.68, 1.65);
transform-origin: bottom center; transform-origin: bottom center;
@ -82,7 +82,10 @@
} }
.tower::after { .tower::after {
position: absolute; position: absolute;
content: "RAID"; content: "RAID\A(collect to wallet)";
text-align: center;
white-space: pre;
word-wrap: break-word;
left: 50px; left: 50px;
top: 22px; top: 22px;
} }
@ -225,6 +228,10 @@
} }
} }
.excited {
animation: excited 0.5s infinite linear;
}
@keyframes excited { @keyframes excited {
0%, 0%,
100% { 100% {

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@ -7,22 +7,23 @@ library RaidGeldUtils {
uint256 public constant PRECISION = 10000; uint256 public constant PRECISION = 10000;
uint256 constant BASE_PRICE = 380000; uint256 constant BASE_PRICE = 380000;
uint256 constant PRICE_FACTOR = 11500; uint256 constant PRICE_FACTOR = 11500;
uint256 constant MOLOCH_DENIER_PROFIT = 10000;
uint256 constant APPRENTICE_PROFIT = 61000; uint256 constant APPRENTICE_PROFIT = 61000;
uint256 constant ANOINTED_PROFIT = 6 * 64000; uint256 constant ANOINTED_PROFIT = 6 * 64000;
uint256 constant CHAMPION_PROFIT = 67000 * 61000 * 64000 / PRECISION / PRECISION; uint256 constant CHAMPION_PROFIT = 36 * 67000;
function calculateUnitPrice(uint8 unit, uint16 currentLevel, uint16 units) internal pure returns (uint256) { function calculateUnitPrice(uint8 unit, uint16 currentLevel, uint16 units) internal pure returns (uint256) {
require(unit <= 3, "No matching unit found"); require(unit <= 3, "No matching unit found");
uint256 rollingPriceCalculation = uint256(unit + 1) * BASE_PRICE; uint256 rollingPriceCalculation = uint256(unit + 1) * BASE_PRICE;
uint256 price = rollingPriceCalculation; uint256 price = 0;
// Each level costs 15% more than previous // Each level costs 15% more than previous
for (uint256 i = 1; i < currentLevel + units; i++) { for (uint256 i = 0; i < currentLevel + units; i++) {
rollingPriceCalculation = rollingPriceCalculation * PRICE_FACTOR / PRECISION;
if (i >= currentLevel) { if (i >= currentLevel) {
price += rollingPriceCalculation; price += rollingPriceCalculation;
} }
rollingPriceCalculation = rollingPriceCalculation * PRICE_FACTOR / PRECISION;
} }
return price; return price;
} }
@ -30,12 +31,9 @@ library RaidGeldUtils {
function calculateProfitsPerSecond(Army memory army) internal pure returns (uint256) { function calculateProfitsPerSecond(Army memory army) internal pure returns (uint256) {
// Each next unit scales progressivelly better // Each next unit scales progressivelly better
uint256 moloch_denier_profit = army.moloch_denier.level * PRECISION; uint256 moloch_denier_profit = army.moloch_denier.level * MOLOCH_DENIER_PROFIT;
uint256 apprentice_profit = army.apprentice.level * APPRENTICE_PROFIT; uint256 apprentice_profit = army.apprentice.level * APPRENTICE_PROFIT;
uint256 anointed_profit = army.anointed.level * ANOINTED_PROFIT; uint256 anointed_profit = army.anointed.level * ANOINTED_PROFIT;
uint256 champion_profit = army.champion.level * CHAMPION_PROFIT; uint256 champion_profit = army.champion.level * CHAMPION_PROFIT;
return moloch_denier_profit + apprentice_profit + anointed_profit + champion_profit; return moloch_denier_profit + apprentice_profit + anointed_profit + champion_profit;