Files
idle_clicker/public/js/engine/modifiers.js
T

40 lines
1.6 KiB
JavaScript

// Gathers every source of bonuses for the current state and folds them.
import { foldEffects } from './effects.js';
import { chipDemandBonus } from './formulas.js';
/** All `{ effect, times }` entries that apply to `state`. */
export function collectEffects(state, ctx) {
const entries = [];
for (const id of state.upgrades) entries.push({ effect: ctx.upgradesById.get(id)?.effect });
for (const [id, level] of Object.entries(state.endless)) {
entries.push({ effect: ctx.endlessById.get(id)?.effect, times: level });
}
for (const id of state.research) entries.push({ effect: ctx.researchById.get(id)?.effect });
for (const id of state.achievements) entries.push({ effect: ctx.achievementsById.get(id)?.effect });
for (const [id, level] of Object.entries(state.legacy.perks)) {
entries.push({ effect: ctx.perksById.get(id)?.effect, times: level });
}
// Every legacy point ever earned gives a small passive bonus.
const passive = 1 + ctx.rules.legacy.passivePerPoint;
entries.push({ effect: { type: 'global_mult', value: passive }, times: state.legacy.earned });
entries.push({ effect: { type: 'demand_mult', value: passive }, times: state.legacy.earned });
// Chips make the brand more attractive, with diminishing returns.
entries.push({
effect: { type: 'demand_mult', value: chipDemandBonus(state.chips, ctx.rules.gamble) },
});
// Temporary buffs from events and contracts.
for (const buff of state.events.buffs) entries.push({ effect: { type: buff.type, value: buff.value } });
return entries;
}
export function modifiersFor(state, ctx) {
return foldEffects(collectEffects(state, ctx));
}