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Fix quest-generation for no unlocked resources;

master
Nero Ignis 4 years ago
parent
commit
6a2aa11b41
  1. 49
      js/app.js

49
js/app.js

@ -156,26 +156,31 @@ let game = new Vue({
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
}, },
// blacksmith: { blacksmith: {
// name: 'Blacksmith', name: 'Blacksmith',
// resource: 'iron', resource: 'iron',
// icon: 'medieval_blacksmith', icon: 'medieval_blacksmith',
// level: 0, level: 0,
// maxLevel: 10, maxLevel: 10,
// isOwned: false, isOwned: false,
// isUpgradeable: true, isUpgradeable: true,
// amount: 2, amount: 2,
// intervalInSeconds: 20, intervalInSeconds: 20,
// price: 500, price: 500,
// hasRequirements: true, hasRequirements: true,
// requires: { requires: {
// stone: 2, stone: 2,
// coal: 1 coal: 1
// }, },
// amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], resourcesToBuild: {
// pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], gold: 6000,
// intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], wood: 200,
// }, stone: 750
},
amountPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000],
intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120],
},
farm: { farm: {
name: 'Farm', name: 'Farm',
resource: 'corn', resource: 'corn',
@ -509,12 +514,12 @@ let game = new Vue({
1, 1,
(maxResourcesPerQuest > unlockedResources.length) ? unlockedResources.length : maxResourcesPerQuest (maxResourcesPerQuest > unlockedResources.length) ? unlockedResources.length : maxResourcesPerQuest
); );
} else { } else if (unlockedResources.length === 1) {
unlockedResources = [unlockedResources[0]]; unlockedResources = [unlockedResources[0]];
} }
unlockedResources.forEach((resource) => { unlockedResources.forEach((resource) => {
if (game.resources[resource].unlocked === true && resource !== 'gold') { if (resource !== 'gold') {
let amount = game.getRandomAmountForQuestResource(); let amount = game.getRandomAmountForQuestResource();
if (amount) { if (amount) {

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