import { useCallback, useEffect, useMemo, useRef, useState } from 'react'; import { UnitType, usePlayer } from '../providers/PlayerProvider'; import styles from '../styles/Army.module.css'; import { calculateBalance, toReadable } from './Counter'; const PRECISION = BigInt(10000); const PRICE_FACTOR = BigInt(11500); const base_cost: Record = { 0: BigInt(380000), 1: BigInt(3420000), 2: BigInt(30096000), 3: BigInt(255816000), } const profits: Record = { 0: BigInt(2533), 1: BigInt(27863), 2: BigInt(306493), 3: BigInt(3371423), } function calculateUnitPrice(unit: UnitType, currentLevel: number, units: number) { let rollingPriceCalculation = base_cost[unit]; 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 return BigInt(level) * profits[unit] } const unitTypeToCss: Record = { 0: styles.moloch_denier, 1: styles.apprentice, 2: styles.anointed, 3: styles.champion } const unitTypeToName: Record = { 0: "Moloch denier", 1: "Apprentice", 2: "Anointed", 3: "Champion" } const defaultAvailabilityMap: Record = { 0: false, 1: false, 2: false, 3: false } const unitDiscoveredAt: Record = { 0: BigInt(0), 1: BigInt(300_0000), 2: BigInt(2800_0000), 3: BigInt(24000_0000) } const unitAvailableToDiscoverAt: Record = { 0: BigInt(0), 1: BigInt(200_0000), 2: BigInt(2000_0000), 3: BigInt(25000_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)), toReadable(calculateProfitPerSecond(unitType, n_units)) ] }, [n_units, unitType]); return
addUnit(unitType)} className={`${styles.armyUnit} ${canPurchase ? "" : styles.isUnavailable}`}>
{isShrouded ? "???????" : unitTypeToName[unitType]} {isShrouded ? null : {unitPrice} GELD} {n_units > 0 ? {n_units} : null} {n_units > 0 ? {unitProfit} per sec : null}
} const Army = () => { const { army, addUnit, isRegistered, player, balance } = usePlayer() const [canPurchase, setCanPurchase] = useState>(defaultAvailabilityMap); const [isShrouded, setIsShrouded] = useState>(defaultAvailabilityMap); const [canKnowAbout, setCanKnowAbout] = useState>(defaultAvailabilityMap); const balanceCount = useRef(BigInt(balance ?? 0)) const setAvailabilities = useCallback(() => { if (isRegistered) { const totalMinted = (player?.total_minted ?? BigInt(0)) + (balanceCount.current - (balance ?? BigInt(0))); const n_units: Record = { 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: balanceCount.current >= calculateUnitPrice(0, n_units[0], 1) && isKnown[0] && !inShroud[0], 1: balanceCount.current >= calculateUnitPrice(1, n_units[1], 1) && isKnown[1] && !inShroud[1], 2: balanceCount.current >= calculateUnitPrice(2, n_units[2], 1) && isKnown[2] && !inShroud[2], 3: balanceCount.current >= calculateUnitPrice(3, n_units[3], 1) && isKnown[3] && !inShroud[3], }; setCanPurchase(canActuallyBuy) setIsShrouded(inShroud) setCanKnowAbout(isKnown) } else { setCanPurchase(defaultAvailabilityMap) setIsShrouded(defaultAvailabilityMap) setCanKnowAbout(defaultAvailabilityMap) } }, [ army, balance, isRegistered, player?.total_minted ]) useEffect(() => { const tickInterval = setInterval(() => { balanceCount.current = calculateBalance( balance ?? BigInt(0), army?.profit_per_second ?? BigInt(0), player?.last_raided_at ?? BigInt(0) ); setAvailabilities() }, 100); return () => clearInterval(tickInterval) }, [balance, army?.profit_per_second, player?.last_raided_at, setAvailabilities]) return <>
{canKnowAbout[0] && } {canKnowAbout[1] && } {canKnowAbout[2] && } {canKnowAbout[3] && }
} export default Army