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forked from mico/idle_moloch
idle_moloch/app/src/components/Army.tsx

178 lines
6.3 KiB
TypeScript

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<UnitType, bigint> = {
0: BigInt(380000),
1: BigInt(3420000),
2: BigInt(30096000),
3: BigInt(255816000),
}
const profits: Record<UnitType, bigint> = {
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<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(300_0000),
2: BigInt(2800_0000),
3: BigInt(24000_0000)
}
const unitAvailableToDiscoverAt: Record<UnitType, bigint> = {
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 <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} ${styles.uiElement}`}>{unitPrice} <small>GELD</small></span>}
{n_units > 0 ? <span className={`${styles.unitSupply} ${styles.uiElement}`}>{n_units}</span> : null}
{n_units > 0 ? <span className={`${styles.unitProfit} ${styles.uiElement}`}>{unitProfit} <small>per sec</small></span> : null}
</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);
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<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: 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 <>
<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