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5491598dfc
| Author | SHA1 | Date | |
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| 5491598dfc | |||
| 5bb2b5f97b | |||
| 0ea4ba320c | |||
| 26b2480b52 | |||
| 54b370f41b | |||
| 84c0aeff03 |
@ -1,17 +1,27 @@
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import { useEffect, useMemo, useState } from 'react';
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
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import { UnitType, usePlayer } from '../providers/PlayerProvider';
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import styles from '../styles/Army.module.css';
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import { toReadable } from './Counter';
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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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@ -57,15 +62,15 @@ const defaultAvailabilityMap: Record<UnitType, boolean> = {
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const unitDiscoveredAt: Record<UnitType, bigint> = {
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0: BigInt(0),
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1: BigInt(2_000_0000),
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2: BigInt(2_000_000_0000),
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3: BigInt(200_000_000_0000)
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1: BigInt(300_0000),
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2: BigInt(2800_0000),
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3: BigInt(24000_0000)
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}
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const unitAvailableToDiscoverAt: Record<UnitType, bigint> = {
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0: BigInt(0),
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1: BigInt(1_000_0000),
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2: BigInt(1_000_000_0000),
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3: BigInt(100_000_000_0000),
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1: BigInt(200_0000),
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2: BigInt(2000_0000),
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3: BigInt(25000_0000),
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}
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interface UnitProps {
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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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@ -102,12 +107,11 @@ const Army = () => {
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const [canPurchase, setCanPurchase] = useState<Record<UnitType, boolean>>(defaultAvailabilityMap);
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const [isShrouded, setIsShrouded] = useState<Record<UnitType, boolean>>(defaultAvailabilityMap);
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const [canKnowAbout, setCanKnowAbout] = useState<Record<UnitType, boolean>>(defaultAvailabilityMap);
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const balanceCount = useRef(BigInt(balance ?? 0))
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console.log(canPurchase, "\nshroud", isShrouded, "\ncanknowabout", canKnowAbout)
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useEffect(() => {
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const setAvailabilities = useCallback(() => {
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if (isRegistered) {
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const totalMinted = player?.total_minted ?? BigInt(0);
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const totalMinted = (player?.total_minted ?? BigInt(0)) + (balanceCount.current - (balance ?? BigInt(0)));
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const n_units: Record<UnitType, number> = {
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0: army?.moloch_denier.level ?? 0,
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1: army?.apprentice.level ?? 0,
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@ -127,10 +131,10 @@ const Army = () => {
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3: totalMinted >= unitAvailableToDiscoverAt[3],
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}
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const canActuallyBuy = {
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0: balance >= calculateUnitPrice(0, n_units[0], 1) && isKnown[0] && !inShroud[0],
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1: balance >= calculateUnitPrice(1, n_units[1], 1) && isKnown[1] && !inShroud[1],
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2: balance >= calculateUnitPrice(2, n_units[2], 1) && isKnown[2] && !inShroud[2],
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3: balance >= calculateUnitPrice(3, n_units[3], 1) && isKnown[3] && !inShroud[3],
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0: balanceCount.current >= calculateUnitPrice(0, n_units[0], 1) && isKnown[0] && !inShroud[0],
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1: balanceCount.current >= calculateUnitPrice(1, n_units[1], 1) && isKnown[1] && !inShroud[1],
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2: balanceCount.current >= calculateUnitPrice(2, n_units[2], 1) && isKnown[2] && !inShroud[2],
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3: balanceCount.current >= calculateUnitPrice(3, n_units[3], 1) && isKnown[3] && !inShroud[3],
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};
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setCanPurchase(canActuallyBuy)
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setIsShrouded(inShroud)
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@ -141,12 +145,24 @@ const Army = () => {
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setCanKnowAbout(defaultAvailabilityMap)
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}
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}, [
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balance,
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army,
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balance,
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isRegistered,
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player?.total_minted
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])
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useEffect(() => {
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const tickInterval = setInterval(() => {
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balanceCount.current = calculateBalance(
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balance ?? BigInt(0),
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army?.profit_per_second ?? BigInt(0),
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player?.last_raided_at ?? BigInt(0)
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);
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setAvailabilities()
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}, 100);
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return () => clearInterval(tickInterval)
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}, [balance, army?.profit_per_second, player?.last_raided_at, setAvailabilities])
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return <>
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<div className={`${styles.tavern_keeper} ${styles.person} ${styles.static}`} />
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<div className={styles.armyUnits}>
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@ -1,8 +1,9 @@
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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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const calculateBalance = (balance: bigint, perSecond: bigint, lastRaidedAt: bigint) => {
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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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const millisecondsSinceLastRaid =
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(new Date()).getTime() - parseInt(lastRaidedAt.toString()) * 1000;
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@ -12,8 +13,8 @@ const calculateBalance = (balance: bigint, perSecond: bigint, lastRaidedAt: bigi
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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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@ -145,6 +145,11 @@
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filter: sepia(1);
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pointer-events: none;
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}
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&:hover {
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.unitProfit {
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display: block;
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}
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}
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}
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.uiElement {
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position: absolute;
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@ -173,6 +178,7 @@
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left: 0;
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right: 0;
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bottom: 5px;
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display: none;
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}
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.static {
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width: 110px;
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@ -61,14 +61,13 @@ contract RaidGeld is ERC20, Ownable {
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// Helper so we can use it when buying units too
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function performRaid(address player) private {
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uint256 time_past = block.timestamp - players[player].last_raided_at;
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uint256 new_geld = armies[player].profit_per_second * time_past;
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// TODO: Pink noise, make it so sometimes its better than expected
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_mint(player, new_geld);
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players[player].last_raided_at = block.timestamp;
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players[player].total_minted = new_geld;
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players[player].total_minted += new_geld;
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}
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// Function to get Player struct
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@ -108,8 +107,11 @@ contract RaidGeld is ERC20, Ownable {
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uint256 cost = RaidGeldUtils.calculateUnitPrice(unit, currentLevel, n_units);
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// First trigger a raid so player receives what he is due at to this moment
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uint256 time_past = block.timestamp - players[msg.sender].last_raided_at;
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uint256 new_geld = armies[msg.sender].profit_per_second * time_past;
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require(balanceOf(msg.sender) + new_geld > cost, "Not enough GELD to add this unit");
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performRaid(msg.sender);
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require(balanceOf(msg.sender) > cost, "Not enough GELD to add this much");
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// TODO: Since we are first minting then burning the token, this could be simplified
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// by first calculating the difference and then minting / burning in just one operation
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@ -5,18 +5,31 @@ import {Army} from "../src/RaidGeldStructs.sol";
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library RaidGeldUtils {
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uint256 public constant PRECISION = 10000;
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uint256 constant BASE_PRICE = 380000;
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uint256 constant PRICE_FACTOR = 11500;
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uint256 constant MOLOCH_DENIER_PROFIT = 10000;
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uint256 constant APPRENTICE_PROFIT = 61000;
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uint256 constant ANOINTED_PROFIT = 6 * 64000;
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uint256 constant CHAMPION_PROFIT = 36 * 67000;
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// base price * (0.00666) * 11 per each next unit
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uint256 constant MOLOCH_DENIER_PROFIT = 2533;
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uint256 constant APPRENTICE_PROFIT = 27863;
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uint256 constant ANOINTED_PROFIT = 306493;
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uint256 constant CHAMPION_PROFIT = 3371423;
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// each costs 10 times plus a bit more
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uint256 constant MOLOCH_DENIER_BASE_COST = 380000;
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uint256 constant APPRENTICE_BASE_COST = 3420000;
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uint256 constant ANOINTED_BASE_COST = 30096000;
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uint256 constant CHAMPION_BASE_COST = 255816000;
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function calculateUnitPrice(uint8 unit, uint16 currentLevel, uint16 units) internal pure returns (uint256) {
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require(unit <= 3, "No matching unit found");
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uint256 rollingPriceCalculation = uint256(unit + 1) * BASE_PRICE;
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uint256 rollingPriceCalculation = MOLOCH_DENIER_BASE_COST;
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uint256 price = 0;
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if (unit == 1) {
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rollingPriceCalculation = APPRENTICE_BASE_COST;
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} else if (unit == 2) {
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rollingPriceCalculation = ANOINTED_BASE_COST;
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} else if (unit == 3) {
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rollingPriceCalculation = CHAMPION_BASE_COST;
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}
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// Each level costs 15% more than previous
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for (uint256 i = 0; i < currentLevel + units; i++) {
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@ -161,7 +161,7 @@ contract raid_geldTest is Test {
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uint256 last_raided_at = player.last_raided_at;
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assertLt(balance, newBalance);
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// After wait time passes raid should bring in profits again
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// After wait time passes raid should bring in profits again
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vm.warp(block.timestamp + 15);
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raid_geld.raid();
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@ -9,7 +9,7 @@ contract raid_geldTest is Test {
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function test_0_unit_price() public pure {
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// buying 1 unit of moloch_denier
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uint256 basePriceMolochDenier = RaidGeldUtils.calculateUnitPrice(0, 0, 1);
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assertEq(basePriceMolochDenier, RaidGeldUtils.BASE_PRICE);
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assertEq(basePriceMolochDenier, RaidGeldUtils.MOLOCH_DENIER_BASE_COST);
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// buying 3 units
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// has to be a bit more than 3 * 38 = 114
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@ -37,7 +37,7 @@ contract raid_geldTest is Test {
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profit_per_second: 0 // irrelevant for this test
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});
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uint256 profits_per_second = RaidGeldUtils.calculateProfitsPerSecond(army);
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assertEq(profits_per_second, RaidGeldUtils.PRECISION);
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assertEq(profits_per_second, RaidGeldUtils.MOLOCH_DENIER_PROFIT);
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army = Army({
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moloch_denier: Raider({level: _dLvl}),
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@ -47,7 +47,7 @@ contract raid_geldTest is Test {
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profit_per_second: 0 // irrelevant for this test
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});
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profits_per_second = RaidGeldUtils.calculateProfitsPerSecond(army);
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uint256 expected = _dLvl * RaidGeldUtils.PRECISION + _apLvl * RaidGeldUtils.APPRENTICE_PROFIT
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uint256 expected = _dLvl * RaidGeldUtils.MOLOCH_DENIER_PROFIT + _apLvl * RaidGeldUtils.APPRENTICE_PROFIT
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+ _anLvl * RaidGeldUtils.ANOINTED_PROFIT + _cLvl * RaidGeldUtils.CHAMPION_PROFIT;
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assertEq(profits_per_second, expected);
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}
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