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/** |
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reactions |
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Component that handles reactions and molecules. |
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@namespace Components |
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*/ |
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'use strict'; |
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angular.module('game').component('reactions', { |
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templateUrl: 'views/reactions.html', |
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controller: 'ct_reactions', |
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controllerAs: 'ct' |
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}); |
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angular.module('game').controller('ct_reactions', ['state', 'data', 'visibility', 'util', 'format', 'reaction', |
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function (state, data, visibility, util, format, reactionService) { |
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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.format = format; |
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ct.adjustAmount = [1, 10, 25, 100]; |
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function update(player) { |
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for(let slot of player.element_slots){ |
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if(!slot){ |
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continue; |
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} |
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for (let reaction of slot.reactions) { |
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if (!reaction.active) { |
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continue; |
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} |
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reactionService.react(numberToReact(player, reaction.reaction), reaction.reaction, player); |
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} |
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} |
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} |
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function numberToReact(player, reaction) { |
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let power = ct.reactionPower(player); |
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let number = power; |
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for(let resource in reaction.reactants){ |
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number = Math.min(number, player.resources[resource].number); |
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} |
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return number; |
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} |
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/* Calculates the reaction power based on the reaction upgrades */ |
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ct.reactionPower = function(player) { |
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let level = player.global_upgrades_current.reaction_bandwidth; |
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let upgrade = data.global_upgrades.reaction_bandwidth; |
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let basePower = upgrade.power; |
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let polynomial = upgrade.power_poly; |
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return basePower * Math.floor(Math.pow(level, polynomial)); |
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}; |
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/* Calculates the number of reaction slots based on the reaction upgrades */ |
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ct.reactionSlots = function (player) { |
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let level = player.global_upgrades.reaction_slots; |
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let upgrade = data.global_upgrades.reaction_slots; |
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let basePower = upgrade.power; |
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let multiplier = upgrade.power_mult; |
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return basePower * Math.floor(multiplier * level); |
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}; |
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ct.reactionSize = function (player) { |
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let size = 0; |
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for(let slot of player.element_slots){ |
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if(!slot){ |
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continue; |
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} |
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size += slot.reactions.length; |
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} |
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return size; |
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}; |
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/* Adds a new reaction to the player list */ |
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ct.addReaction = function (player, slot, key) { |
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if(ct.reactionSize(player) >= ct.reactionSlots(player)){ |
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return; |
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} |
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let reaction = data.reactions[key]; |
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slot.reactions.push({ |
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active: false, |
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reaction: angular.copy(reaction) |
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}); |
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}; |
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ct.removeReaction = function (slot, item) { |
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for(let i = 0; i < slot.reactions.length; i++){ |
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if(slot.reactions[i] === item){ |
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slot.reactions.splice(i, 1); |
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} |
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} |
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}; |
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ct.visibleReactions = function(slot) { |
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return slot.reactions; |
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}; |
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ct.availableReactions = function(slot) { |
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return visibility.visible(data.reactions, isReactionAvailable, slot.element); |
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}; |
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function isReactionAvailable(entry, currentElement) { |
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let available = true; |
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let reaction = data.reactions[entry]; |
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for(let resource in reaction.reactant){ |
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available = available && state.player.resources[resource].unlocked; |
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} |
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// Workaround to reuse the visibility function. It expects an object with the |
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// reaction inside |
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let reactionObject = {reaction:reaction}; |
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return available && isReactionVisible(reactionObject, currentElement); |
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} |
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function isReactionVisible(entry, currentElement) { |
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let reaction = entry.reaction; |
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if(reaction.elements.length === 0){ |
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return true; |
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} |
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for(let element of reaction.elements){ |
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if(element === currentElement){ |
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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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ct.adjustLevel = function(player, upgrade, amount){ |
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player.global_upgrades_current[upgrade] += amount; |
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// We cap it between 1 and the current max level |
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player.global_upgrades_current[upgrade] = Math.max(1, Math.min(player.global_upgrades_current[upgrade], player.global_upgrades[upgrade])); |
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}; |
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state.registerUpdate('reactions', update); |
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}]); |
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