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'use strict'; |
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angular.module('game').component('matter', { |
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templateUrl: 'views/matter.html', |
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controller: 'ct_matter', |
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controllerAs: 'ct' |
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}); |
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angular.module('game').controller('ct_matter', ['state', 'visibility', 'data', 'util', |
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function (state, visibility, data, util) { |
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let ct = this; |
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ct.state = state; |
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ct.visibility = visibility; |
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ct.data = data; |
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function processDecay(player) { |
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for (let i = 0; i < data.radioisotopes.length; i++) { |
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let resource = data.radioisotopes[i]; |
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if (player.resources[resource].unlocked) { |
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let number = player.resources[resource].number; |
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let halfLife = data.resources[resource].decay.half_life; |
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let production = util.randomDraw(number, Math.log(2) / halfLife); |
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if (production === 0) { |
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continue; |
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} |
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// we decrease the number of radioactive element |
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player.resources[resource].number -= production; |
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// and decay products |
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for (let type of data.resources[resource].decay.decay_types) { |
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for (let product of type.decay_product) { |
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player.resources[product].number += Math.floor(product * production * type.ratio); |
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if (!player.resources[product].unlocked) { |
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player.resources[product].unlocked = true; |
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visibility.addNew(product); |
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} |
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} |
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} |
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} |
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} |
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} |
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function processGenerators(player) { |
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// We will simulate the production of isotopes proportional to their ratio |
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for (let element in player.elements) { |
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if (player.elements[element].unlocked === false) { |
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continue; |
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} |
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// Prepare an array with the isotopes |
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let isotopes = Object.keys(data.elements[element].isotopes); |
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let remaining = ct.elementProduction(element); |
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// We will create a random draw recalculate the mean and std |
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for (let i = 0; i < isotopes.length - 1; i++) { |
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// First we need to adjust the ratio for the remaining isotopes |
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let remainingRatioSum = 0; |
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for (let j = i; j < isotopes.length; j++) { |
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remainingRatioSum += data.resources[isotopes[j]].ratio; |
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} |
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let p = data.resources[isotopes[i]].ratio / remainingRatioSum; |
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let production = util.randomDraw(remaining, p); |
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if (production > 0) { |
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player.resources[isotopes[i]].number += production; |
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if (!player.resources[isotopes[i]].unlocked) { |
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player.resources[isotopes[i]].unlocked = true; |
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visibility.addNew(isotopes[i]); |
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} |
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} |
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remaining -= production; |
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} |
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// The last isotope is just the remaining production that hasn't been consumed |
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if (remaining > 0) { |
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let last = isotopes[isotopes.length - 1]; |
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player.resources[last].number += remaining; |
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if (!player.resources[last].unlocked) { |
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player.resources[last].unlocked = true; |
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visibility.addNew(last); |
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} |
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} |
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} |
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} |
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function update(player) { |
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processDecay(player); |
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processGenerators(player); |
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} |
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ct.generatorPrice = function(name, element) { |
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let level = state.player.elements[element].generators[name]; |
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let price = data.generators[name].price * Math.pow(data.generators[name].priceIncrease, level); |
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return Math.ceil(price); |
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}; |
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ct.buyGenerators = function(name, element, number) { |
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let price = this.generatorPrice(name, element); |
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let i = 0; |
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// we need a loop since we use the ceil operator |
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let currency = data.elements[element].main; |
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while (i < number && state.player.resources[currency].number >= price) { |
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state.player.resources[currency].number -= price; |
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state.player.elements[element].generators[name]++; |
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price = this.generatorPrice(name, element); |
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i++; |
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} |
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}; |
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ct.generatorProduction = function(name, element) { |
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let baseProduction = data.generators[name].power; |
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return upgradedProduction(baseProduction, name, element); |
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}; |
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ct.tierProduction = function(name, element) { |
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let baseProduction = data.generators[name].power * |
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state.player.elements[element].generators[name]; |
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return upgradedProduction(baseProduction, name, element); |
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}; |
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function upgradedProduction(production, name, element) { |
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for (let up in data.generators[name].upgrades) { |
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if (state.player.elements[element].upgrades[data.generators[name].upgrades[up]]) { |
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let power = data.upgrades[data.generators[name].upgrades[up]].power; |
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production = upgradeApply(production, power); |
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} |
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} |
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let exotic = data.elements[element].exotic; |
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production += production * state.player.resources[exotic].number * data.constants.EXOTIC_POWER; |
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return Math.floor(production); |
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} |
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function upgradeApply(resource, power) { |
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return resource * power; |
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} |
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ct.elementProduction = function(element) { |
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let total = 0; |
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for (let tier in data.generators) { |
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total += ct.tierProduction(tier, element); |
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} |
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return total; |
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}; |
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state.registerUpdate('matter', update); |
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}]); |
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