feat: Making the game harder to 'beat'
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
import { clamp } from './formulas.js';
|
||||
|
||||
export const STATE_VERSION = 2;
|
||||
// 3: legacy points come from lifetime production and the passive bonus no longer compounds.
|
||||
export const STATE_VERSION = 3;
|
||||
|
||||
const MAX_NUMBER = 1e300;
|
||||
const MAX_OWNED = 4000; // keeps cost formulas (growth ** owned) finite
|
||||
@@ -17,6 +18,7 @@ const TRANSIENT = [
|
||||
'contractTimer',
|
||||
'eventTimer',
|
||||
'gambleCooldown',
|
||||
'repaired',
|
||||
];
|
||||
|
||||
// What a legacy reset keeps (the "meta" progression); everything else is the run.
|
||||
@@ -81,6 +83,7 @@ export function createState(ctx, now = Date.now()) {
|
||||
contractTimer: contracts.offerEverySeconds,
|
||||
eventTimer: events.minSeconds,
|
||||
gambleCooldown: 0,
|
||||
repaired: false, // set when an old save had to be rebalanced, so the game can say so
|
||||
};
|
||||
}
|
||||
|
||||
@@ -168,7 +171,7 @@ function sanitizeEvents(raw, ctx) {
|
||||
* Unknown ids are dropped and numbers are clamped; returns null if `raw` is not an object.
|
||||
* Saves from older versions are upgraded: missing fields take their defaults.
|
||||
*/
|
||||
export function sanitizeState(raw, ctx, now = Date.now()) {
|
||||
function parseState(raw, ctx, now) {
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return null;
|
||||
const { market, materialMarket, gamble } = ctx.rules;
|
||||
const base = createState(ctx, now);
|
||||
@@ -228,3 +231,46 @@ export function serializeState(state) {
|
||||
typeof value === 'number' && Number.isFinite(value) ? Number(value.toPrecision(10)) : value,
|
||||
);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------- repairing old saves
|
||||
|
||||
const MAX_LEGIT_POINTS = 25; // more than this in a save older than v3 can only come from the old runaway bonus
|
||||
const RUNAWAY_PRODUCTION = 1e40;
|
||||
const REPAIRED_POINTS = 10; // what a runaway save is brought back to
|
||||
const REPAIRED_PERK_LEVEL = 3;
|
||||
|
||||
/**
|
||||
* Before version 3 every legacy point multiplied output by 1.05 on top of the
|
||||
* others, so a few thousand points gave 1e100 and runs were over in seconds.
|
||||
* Such a save keeps its research and achievements but gets its legacy points
|
||||
* and perks capped and its (meaningless) run restarted. Any older save also has
|
||||
* its lifetime production capped, so an inflated total cannot hand out a pile
|
||||
* of points at the next restart.
|
||||
*/
|
||||
function repairOlderSave(state, ctx, now) {
|
||||
const runaway = state.legacy.earned > MAX_LEGIT_POINTS || state.lifetimeProduced > RUNAWAY_PRODUCTION;
|
||||
|
||||
if (runaway) {
|
||||
state.legacy.earned = Math.min(state.legacy.earned, REPAIRED_POINTS);
|
||||
state.legacy.points = 0;
|
||||
for (const id of Object.keys(state.legacy.perks)) {
|
||||
state.legacy.perks[id] = Math.min(state.legacy.perks[id], REPAIRED_PERK_LEVEL);
|
||||
}
|
||||
const fresh = createState(ctx, now);
|
||||
for (const key of Object.keys(fresh)) {
|
||||
if (!META_KEYS.includes(key) && key !== 'v' && key !== 'savedAt') state[key] = fresh[key];
|
||||
}
|
||||
state.repaired = true;
|
||||
}
|
||||
|
||||
const { threshold, exponent } = ctx.rules.legacy;
|
||||
state.lifetimeProduced = Math.min(state.lifetimeProduced, threshold * (state.legacy.earned + 3) ** (1 / exponent));
|
||||
return state;
|
||||
}
|
||||
|
||||
/** Untrusted data (cookie, imported file) in, valid and up-to-date state out; null if unusable. */
|
||||
export function sanitizeState(raw, ctx, now = Date.now()) {
|
||||
const state = parseState(raw, ctx, now);
|
||||
if (!state) return null;
|
||||
return (Number(raw.v) || 1) < STATE_VERSION ? repairOlderSave(state, ctx, now) : state;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user