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@ -99,10 +99,10 @@ let game = new Vue({
@@ -99,10 +99,10 @@ let game = new Vue({
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isUpgradeable: true, |
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amount: 2, |
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intervalInSeconds: 10, |
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price: 500, |
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amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], |
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price: 250, |
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amountPerLevel: [10, 15, 20, 25, 30, 35, 40, 45, 50, 55], |
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pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], |
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intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], |
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intervalPerLevel: [15, 15, 15, 15, 15, 15, 15, 15, 15, 15], |
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}, |
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carpenter: { |
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name: 'Carpenter', |
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@ -149,6 +149,9 @@ let game = new Vue({
@@ -149,6 +149,9 @@ let game = new Vue({
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amount: 2, |
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intervalInSeconds: 20, |
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price: 500, |
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resourcesToBuild: { |
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stone: 600 |
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}, |
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amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], |
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pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], |
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intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], |
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@ -490,9 +493,27 @@ let game = new Vue({
@@ -490,9 +493,27 @@ let game = new Vue({
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let game = this; |
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let quest = []; |
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let rewardSum = 0; |
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let resources = Object.keys(game.resources); |
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resources.forEach((resource) => { |
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const maxResourcesPerQuest = 3; |
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let unlockedResources = []; |
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Object.keys(game.resources).forEach((resource) => { |
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if (game.resources[resource].unlocked && resource !== 'gold') { |
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unlockedResources.push(resource); |
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} |
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}); |
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if (unlockedResources.length > 1) { |
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unlockedResources = unlockedResources.sort(() => 0.5 - Math.random()); |
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unlockedResources = unlockedResources.slice( |
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1, |
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(maxResourcesPerQuest > unlockedResources.length) ? unlockedResources.length : maxResourcesPerQuest |
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); |
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} else { |
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unlockedResources = [unlockedResources[0]]; |
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} |
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unlockedResources.forEach((resource) => { |
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if (game.resources[resource].unlocked === true && resource !== 'gold') { |
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let amount = game.getRandomAmountForQuestResource(); |
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@ -510,7 +531,6 @@ let game = new Vue({
@@ -510,7 +531,6 @@ let game = new Vue({
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quest['reward'] = rewardSum; |
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game.currentQuest = quest; |
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console.log(game.currentQuest); |
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game.$forceUpdate(); |
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} else { |
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game.currentQuest = null; |
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