1
|
|
|
/** |
2
|
|
|
exotic |
3
|
|
|
Component that handles the exotic matter and prestige logic. |
4
|
|
|
It includes exotic matter production, exotic upgrades, and infusion of |
5
|
|
|
subatomic particles to boost exotic production. |
6
|
|
|
A prestige erases the progress of a single element, and produces exotic |
7
|
|
|
matter for said element. |
8
|
|
|
|
9
|
|
|
@namespace Components |
10
|
|
|
*/ |
11
|
|
|
'use strict'; |
12
|
|
|
|
13
|
|
|
angular.module('game').component('exotic', { |
14
|
|
|
templateUrl: 'views/exotic.html', |
15
|
|
|
controller: 'ct_exotic', |
16
|
|
|
controllerAs: 'ct' |
17
|
|
|
}); |
18
|
|
|
|
19
|
|
|
angular.module('game').controller('ct_exotic', ['state', 'format', 'visibility', 'upgrade', 'data', 'util', |
20
|
|
|
function (state, format, visibility, upgrade, data, util) { |
21
|
|
|
let ct = this; |
22
|
|
|
ct.state = state; |
23
|
|
|
ct.data = data; |
24
|
|
|
ct.util = util; |
25
|
|
|
ct.format = format; |
26
|
|
|
ct.infuse = {}; |
27
|
|
|
|
28
|
|
|
function update(player){ |
29
|
|
|
for(let key in player.cooldowns){ |
30
|
|
|
if(player.cooldowns[key] > 0){ |
31
|
|
|
player.cooldowns[key]--; |
32
|
|
|
} |
33
|
|
|
} |
34
|
|
|
} |
35
|
|
|
|
36
|
|
|
/* Exotic production is a function of the different resources of each |
37
|
|
|
element. Additionally, multi-element molecules count double, once for |
38
|
|
|
each participating element. */ |
39
|
|
|
ct.exoticProduction = function(element) { |
40
|
|
|
let production = {}; |
41
|
|
|
let exoticResource = data.elements[element].exotic; |
42
|
|
|
production[exoticResource] = 0; |
43
|
|
|
for (let resource of data.elements[element].includes) { |
44
|
|
|
if (!state.player.resources[resource].unlocked) { |
45
|
|
|
continue; |
46
|
|
|
} |
47
|
|
|
for (let elem in data.resources[resource].elements) { |
48
|
|
|
let numberAtoms = data.resources[resource].elements[elem]; |
49
|
|
|
let prod = prestigeFormula(state.player.resources[resource].number*numberAtoms); |
50
|
|
|
|
51
|
|
|
let args = { |
52
|
|
|
production: prod, |
53
|
|
|
resource: resource |
54
|
|
|
} |
55
|
|
|
|
56
|
|
|
upgrade.executeAll(data.exotic_upgrades, state.player.exotic_upgrades[elem], ['production', 'exotic'], args); |
57
|
|
|
|
58
|
|
|
// extract back the value from applying the upgrades |
59
|
|
|
let newExotic = data.elements[elem].exotic; |
60
|
|
|
production[newExotic] = (production[newExotic] || 0) + args.production; |
61
|
|
|
} |
62
|
|
|
} |
63
|
|
|
for (let key in production) { |
64
|
|
|
// we adjust the infusion |
65
|
|
|
production[key] = Math.floor(production[key]*ct.totalInfuseBoost()); |
66
|
|
|
} |
67
|
|
|
|
68
|
|
|
return production; |
69
|
|
|
}; |
70
|
|
|
|
71
|
|
|
function prestigeFormula(resource){ |
72
|
|
|
let stepFactor = Math.max(Math.pow(10, Math.floor(Math.log10(resource))), 1); |
73
|
|
|
let step = stepFactor/data.constants.EXOTIC_STEP_QUOTIENT; |
74
|
|
|
let sigmoidQuotient = 1+Math.pow(Math.E, -(resource/stepFactor-data.constants.EXOTIC_SIGMOID_MAGIC)); |
75
|
|
|
let sigmoid = 1/sigmoidQuotient+0.1; |
76
|
|
|
return Math.floor(step * sigmoid); |
77
|
|
|
} |
78
|
|
|
|
79
|
|
|
ct.exoticPrestige = function(index) { |
80
|
|
|
let slot = state.player.element_slots[index]; |
81
|
|
|
let resources = state.player.resources; |
82
|
|
|
let cooldown = state.player.cooldowns[index]; |
83
|
|
|
let production = 0; |
84
|
|
|
if(cooldown === 0){ |
85
|
|
|
production = ct.exoticProduction(slot.element); |
86
|
|
|
} |
87
|
|
|
|
88
|
|
|
for (let key in production) { |
89
|
|
|
resources[key].number += production[key]; |
90
|
|
|
resources[key].unlocked = true; |
91
|
|
|
} |
92
|
|
|
|
93
|
|
|
for(let resource in ct.infuse){ |
94
|
|
|
state.player.resources[resource].number -= ct.infuse[resource]; |
95
|
|
|
} |
96
|
|
|
|
97
|
|
|
upgrade.resetElement(state.player, slot.element); |
98
|
|
|
|
99
|
|
|
// we deactivate reactions and redoxes |
100
|
|
|
for (let reaction of slot.reactions) { |
101
|
|
|
reaction.active = false; |
102
|
|
|
} |
103
|
|
|
|
104
|
|
|
for (let redox of slot.redoxes) { |
105
|
|
|
redox.active = false; |
106
|
|
|
} |
107
|
|
|
|
108
|
|
|
// we cache them in case players want to pick up the same element |
109
|
|
|
// the cache only lasts the current session |
110
|
|
|
state.reactionsCache[slot.element] = slot.reactions; |
111
|
|
|
state.redoxesCache[slot.element] = slot.redoxes; |
112
|
|
|
|
113
|
|
|
state.player.element_slots[index] = null; |
114
|
|
|
|
115
|
|
|
if(cooldown === 0){ |
116
|
|
|
state.player.cooldowns[index] = 60*60; |
117
|
|
|
} |
118
|
|
|
}; |
119
|
|
|
|
120
|
|
|
ct.buyExoticUpgrade = function(name, slot) { |
121
|
|
|
let price = data.exotic_upgrades[name].price; |
122
|
|
|
let currency = data.elements[slot.element].exotic; |
123
|
|
|
upgrade.buyUpgrade(state.player, |
124
|
|
|
state.player.exotic_upgrades[slot.element], |
125
|
|
|
data.exotic_upgrades[name], |
126
|
|
|
name, |
127
|
|
|
price, |
128
|
|
|
currency); |
129
|
|
|
}; |
130
|
|
|
|
131
|
|
|
ct.setPercentage = function(resource, percentage) { |
132
|
|
|
ct.infuse[resource] = Math.floor(state.player.resources[resource].number*(percentage/100)); |
133
|
|
|
}; |
134
|
|
|
|
135
|
|
|
ct.fixNumber = function(resource) { |
136
|
|
|
ct.infuse[resource] = Math.max(0, Math.min(state.player.resources[resource].number, ct.infuse[resource])); |
137
|
|
|
}; |
138
|
|
|
|
139
|
|
|
/* This function checks that values inserted in the text boxes are |
140
|
|
|
valid numbers */ |
141
|
|
|
ct.isValidInfusion = function() { |
142
|
|
|
let valid = true; |
143
|
|
|
for(let resource in ct.infuse){ |
144
|
|
|
valid = valid && Number.isFinite(ct.infuse[resource]); |
145
|
|
|
} |
146
|
|
|
return valid; |
147
|
|
|
}; |
148
|
|
|
|
149
|
|
|
ct.infuseBoost = function(resource) { |
150
|
|
|
let number = Math.min(ct.infuse[resource], state.player.resources[resource].number); |
151
|
|
|
if(number === 0){ |
152
|
|
|
return 1; |
153
|
|
|
} |
154
|
|
|
// log adds diminishing returns to the infusion |
155
|
|
|
return 1 + Math.log(number)/Math.log(1.25)*ct.data.constants.INFUSE_POWER; |
156
|
|
|
}; |
157
|
|
|
|
158
|
|
|
/* The infusion boosts are multiplicative with respect to each other */ |
159
|
|
|
ct.totalInfuseBoost = function() { |
160
|
|
|
let total = 1; |
161
|
|
|
for(let resource in ct.infuse){ |
162
|
|
|
total *= ct.infuseBoost(resource); |
163
|
|
|
} |
164
|
|
|
return total; |
165
|
|
|
}; |
166
|
|
|
|
167
|
|
|
ct.visibleExoticUpgrades = function(slot) { |
168
|
|
|
return visibility.visible(data.exotic_upgrades, isExoticUpgradeVisible, slot); |
169
|
|
|
}; |
170
|
|
|
|
171
|
|
|
function isExoticUpgradeVisible(name, slot) { |
172
|
|
|
return visibility.isUpgradeVisible(name, slot, data.exotic_upgrades[name]); |
173
|
|
|
} |
174
|
|
|
|
175
|
|
|
ct.visibleSubatomic = function() { |
176
|
|
|
return visibility.visible(data.resources, isSubatomicVisible, ''); |
177
|
|
|
}; |
178
|
|
|
|
179
|
|
|
function isSubatomicVisible(name) { |
180
|
|
|
if (!state.player.resources[name].unlocked) { |
181
|
|
|
return false; |
182
|
|
|
} |
183
|
|
|
|
184
|
|
|
if(data.resources[name].type && |
185
|
|
|
data.resources[name].type.indexOf('subatomic') !== -1){ |
186
|
|
|
return true; |
187
|
|
|
} |
188
|
|
|
|
189
|
|
|
return false; |
190
|
|
|
} |
191
|
|
|
|
192
|
|
|
state.registerUpdate('exotic', update); |
193
|
|
|
} |
194
|
|
|
]); |
195
|
|
|
|