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/** |
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elements |
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Component that handles the periodic table tab. |
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It includes the logic to purchase and display elements. |
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@namespace Components |
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*/ |
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'use strict'; |
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angular.module('game').component('elements', { |
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templateUrl: 'views/elements.html', |
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controller: ['$timeout', 'state', 'data', 'util', elements], |
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controllerAs: 'ct' |
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}); |
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function elements($timeout, state, data, util) { |
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let ct = this; |
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ct.state = state; |
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ct.data = data; |
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ct.util = util; |
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ct.outcome = {}; |
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ct.buyAmount = [1, 10, 25, 100, 1000]; |
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ct.getChance = function(element) { |
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let bonus = 0; |
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for(let resource of data.elements[element].includes){ |
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bonus += state.player.resources[resource].number*data.constants.ELEMENT_CHANCE_BONUS; |
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} |
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let singleChance = data.elements[element].abundance*(1+bonus); |
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let chance = 1 - Math.pow(Math.max(0, 1-singleChance), Math.min(state.player.resources.dark_matter.number, ct.buyAmount[state.player.options.elementBuyIndex])); |
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return Math.min(1, chance); |
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}; |
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ct.buyElement = function (element) { |
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if (state.player.elements[element]) { |
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return; |
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} |
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if(Math.random() < ct.getChance(element)){ |
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state.player.elements[element] = true; |
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state.player.exotic_upgrades[element] = {}; |
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for(let up in data.exotic_upgrades){ |
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state.player.exotic_upgrades[element][up] = false; |
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} |
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state.player.elements_unlocked++; |
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ct.outcome[element] = 'Success'; |
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}else{ |
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ct.outcome[element] = 'Fail'; |
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} |
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state.player.resources.dark_matter.number -= Math.min(state.player.resources.dark_matter.number, ct.buyAmount[state.player.options.elementBuyIndex]); |
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$timeout(function(){ct.clearMessage(element);}, 1000); |
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}; |
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ct.clearMessage = function (element) { |
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ct.outcome[element] = ''; |
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}; |
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/* This function returns the class that determines on which |
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colour an element card */ |
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ct.elementClass = function (element) { |
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if (state.player.elements[element]) { |
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return 'element_purchased'; |
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} |
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if (isElementAvailable(element)) { |
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return 'element_available'; |
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} |
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return 'element_unavailable'; |
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}; |
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function isElementAvailable(element) { |
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for(let resource of data.elements[element].includes){ |
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if(state.player.resources[resource].unlocked){ |
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return true; |
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} |
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} |
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return false; |
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} |
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/* This function returns the class that determines the secondary |
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colour of an element card */ |
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ct.elementSecondaryClass = function (element) { |
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return ct.elementClass(element) + '_dark'; |
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}; |
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} |
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