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/** |
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mechanics |
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Component that handles the logic of purchasing new mechancs, plus global upgrades. |
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@namespace Components |
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*/ |
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'use strict'; |
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angular.module('game').component('mechanics', { |
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templateUrl: 'views/mechanics.html', |
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controller: ['state', 'visibility', 'data', mechanics |
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], |
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controllerAs: 'ct' |
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}); |
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function mechanics (state, visibility, data) { |
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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.unlockMechanic = function(player, mechanic) { |
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if(ct.unlockedMechanics(player) >= player.mechanic_slots){ |
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return; |
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} |
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player.mechanics[mechanic] = true; |
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}; |
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ct.unlockedMechanics = function(player) { |
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let count = 0; |
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for(let key in player.mechanics){ |
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if(player.mechanics[key]){ |
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count++; |
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} |
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} |
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return count; |
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}; |
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/* Global upgrades are non-resource specific, repeatable upgrades */ |
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ct.buyGlobalUpgrade = function (name) { |
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if (!ct.canBuyGlobalUpgrade(name)) { |
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return; |
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} |
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let up = data.global_upgrades[name]; |
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for (let currency in up.price) { |
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let value = up.price[currency] * ct.priceMultiplier(name); |
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state.player.resources[currency].number -= value; |
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} |
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state.player.global_upgrades[name]++; |
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}; |
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ct.canBuyGlobalUpgrade = function (name) { |
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let up = data.global_upgrades[name]; |
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for (let currency in up.price) { |
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let value = up.price[currency] * ct.priceMultiplier(name); |
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if (state.player.resources[currency].number < value) { |
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return false; |
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} |
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} |
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return true; |
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}; |
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ct.priceMultiplier = function (name) { |
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let level = state.player.global_upgrades[name]; |
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return Math.ceil(Math.pow(data.global_upgrades[name].price_exp, level)); |
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}; |
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ct.visibleMechanicUpgrades = function() { |
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return visibility.visible(data.global_upgrades, isMechanicUpgradeVisible); |
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}; |
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function isMechanicUpgradeVisible(name) { |
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let mechanic = data.global_upgrades[name].mechanic; |
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return state.player.mechanics[mechanic]; |
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} |
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} |
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