angarg12 /
nucleogenesis
| 1 | /** |
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| 2 | elements |
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| 3 | Component that handles the periodic table tab. |
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| 4 | It includes the logic to purchase and display elements. |
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| 5 | |||
| 6 | @namespace Components |
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| 7 | */ |
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| 8 | 'use strict'; |
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| 9 | |||
| 10 | angular.module('game').component('elements', { |
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| 11 | templateUrl: 'views/elements.html', |
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| 12 | controller: ['$timeout', 'state', 'data', 'util', elements], |
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| 13 | controllerAs: 'ct' |
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| 14 | }); |
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| 15 | |||
| 16 | function elements($timeout, state, data, util) { |
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| 17 | let ct = this; |
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| 18 | ct.state = state; |
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| 19 | ct.data = data; |
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| 20 | ct.util = util; |
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| 21 | ct.outcome = {}; |
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| 22 | ct.keys = Object.keys; |
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| 23 | ct.buyAmount = [1, 10, 25, 100, 1000]; |
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| 24 | |||
| 25 | ct.getChance = function(element) { |
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| 26 | let bonus = 0; |
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| 27 | for(let resource of data.elements[element].includes){ |
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| 28 | bonus += (state.player.statistics.all_time[resource] || 0)*data.constants.ELEMENT_CHANCE_BONUS; |
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| 29 | } |
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| 30 | console.log(bonus, state.player.statistics.all_time['16O'], data.constants.ELEMENT_CHANCE_BONUS, element) |
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| 31 | let singleChance = data.elements[element].abundance*(1+bonus); |
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| 32 | 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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| 33 | |||
| 34 | return Math.min(1, chance); |
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| 35 | }; |
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| 36 | |||
| 37 | ct.buyElement = function (element) { |
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| 38 | if (state.player.elements[element]) { |
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| 39 | return; |
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| 40 | } |
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| 41 | if(Math.random() < ct.getChance(element)){ |
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| 42 | state.player.elements[element] = true; |
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| 43 | state.player.exotic_upgrades[element] = {}; |
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| 44 | for(let up in data.exotic_upgrades){ |
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| 45 | state.player.exotic_upgrades[element][up] = false; |
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| 46 | } |
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| 47 | state.player.elements_unlocked++; |
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| 48 | ct.outcome[element] = 'Success'; |
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| 49 | }else{ |
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| 50 | ct.outcome[element] = 'Fail'; |
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| 51 | } |
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| 52 | state.player.resources.dark_matter.number -= Math.min(state.player.resources.dark_matter.number, ct.buyAmount[state.player.options.elementBuyIndex]); |
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| 53 | |||
| 54 | util.delayedExec(performance.now(),performance.now(), 1000, () => ct.clearMessage(element)); |
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| 55 | }; |
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| 56 | |||
| 57 | ct.clearMessage = function (element) { |
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| 58 | ct.outcome[element] = ''; |
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| 59 | }; |
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| 60 | |||
| 61 | /* This function returns the class that determines on which |
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| 62 | colour an element card */ |
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| 63 | ct.elementClass = function (element) { |
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| 64 | if (state.player.elements[element]) { |
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| 65 | return 'element_purchased'; |
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| 66 | } |
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| 67 | if (isElementAvailable(element)) { |
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| 68 | return 'element_available'; |
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| 69 | } |
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| 70 | return 'element_unavailable'; |
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| 71 | }; |
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| 72 | |||
| 73 | function isElementAvailable(element) { |
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| 74 | for(let resource of data.elements[element].includes){ |
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| 75 | if(state.player.resources[resource].unlocked){ |
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| 76 | return true; |
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| 77 | } |
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| 78 | } |
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| 79 | return false; |
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| 80 | } |
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| 81 | |||
| 82 | /* This function returns the class that determines the secondary |
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| 83 | colour of an element card */ |
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| 84 | ct.elementSecondaryClass = function (element) { |
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| 85 | return ct.elementClass(element) + '_dark'; |
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| 86 | }; |
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| 87 | } |
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| 88 |