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@ -1,12 +1,7 @@
@@ -1,12 +1,7 @@
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const storage = { |
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resources: 'resources', |
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buildings: 'buildings', |
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currentQuest: 'currentQuest' |
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}; |
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let game = new Vue({ |
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el: '#root', |
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data: { |
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version: 0.5, |
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resources: { |
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gold: 0, |
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wood: 0, |
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@ -17,6 +12,7 @@ let game = new Vue({
@@ -17,6 +12,7 @@ let game = new Vue({
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coal: 0, |
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planks: 0 |
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}, |
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storageNames: null, |
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buildings: [ |
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{ |
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name: 'Bank', |
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@ -137,6 +133,12 @@ let game = new Vue({
@@ -137,6 +133,12 @@ let game = new Vue({
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loadedIntervals: [] |
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}, |
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created() { |
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this.storageNames = { |
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resources: 'resources' + this.version, |
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buildings: 'buildings' + this.version, |
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currentQuest: 'currentQuest' + this.version |
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} |
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this.checkBuildings(); |
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this.loadResourcesFromStorage(); |
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this.currentQuest = JSON.parse(localStorage.getItem('currentQuest')); |
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@ -239,10 +241,11 @@ let game = new Vue({
@@ -239,10 +241,11 @@ let game = new Vue({
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}, |
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reloadBuildings() { |
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let game = this; |
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let vue = this; |
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this.buildings.forEach((building) => { |
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if (building.isOwned && !building.hasMissingResources) { |
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game.initiateIntervals(building); |
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vue.initiateIntervals(building); |
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} |
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}); |
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}, |
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@ -251,12 +254,7 @@ let game = new Vue({
@@ -251,12 +254,7 @@ let game = new Vue({
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building.intervalEarnID = setInterval(() => { |
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if (building.requires) { |
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if ( |
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building.requires.wood > game.resources.wood || |
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building.requires.stone > game.resources.stone || |
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building.requires.iron > game.resources.iron || |
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building.requires.bricks > game.resources.bricks || |
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building.requires.coal > game.resources.coal || |
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building.requires.corn > game.resources.corn |
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game.buildingHasEnoughResourcesToStart(building) |
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) { |
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building.hasMissingResources = true; |
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game.sendWarning(building.name + ' has stopped production of ' + building.resource + ' due to missing resources.') |
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@ -274,20 +272,36 @@ let game = new Vue({
@@ -274,20 +272,36 @@ let game = new Vue({
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} |
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}, building.intervalInSeconds * 1000); |
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building.intervalLoadingID = setInterval(() => { |
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if (building.loader < 100) { |
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building.loader += 10; |
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} else { |
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building.loader = 10; |
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} |
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game.$forceUpdate() |
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}, building.intervalInSeconds / 10 * 1000) |
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if (this.buildingHasEnoughResourcesToStart(building)) { |
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building.intervalLoadingID = setInterval(() => { |
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if (building.loader < 100) { |
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building.loader += 10; |
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} else { |
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building.loader = 10; |
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} |
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game.$forceUpdate() |
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}, building.intervalInSeconds / 10 * 1000) |
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} |
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this.loadedIntervals.push(building.intervalEarnID, building.intervalLoadingID); |
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}, |
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buildingHasEnoughResourcesToStart(building) { |
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if (building.requires) { |
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return ( |
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building.requires.wood > this.resources.wood || |
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building.requires.stone > this.resources.stone || |
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building.requires.iron > this.resources.iron || |
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building.requires.bricks > this.resources.bricks || |
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building.requires.coal > this.resources.coal || |
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building.requires.corn > this.resources.corn |
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); |
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} else { |
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return true; |
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} |
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}, |
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buyBuilding(building) { |
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if (this.resources.gold >= building.price) { |
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this.sub(building.price); |
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