var maxPop=0; var pop=0; var working=0; var resources={}; var maxResources=50; var numResources=0; var buildings={}; var unlockedBuildings=[]; var has_shelter=false; var research_enabled=false; var researches={}; var unlockedResearch=[]; var research_points=0; var max_research_points=0; var workers={ lumberjack:0, miner:0, scientist:0 }; var all_buildings={ hut:{ ings:{ wood:15 }, build_effects:{ maxPop:2 } }, house:{ ings:{ wood:30, metal:5 }, build_effects:{ maxPop:4 } }, lab:{ ings:{ wood:30, metal:15 }, build_effects:{ research_enabled:true, max_research_points:150 } }, storehouse:{ ings:{ wood:40 }, build_effects: { max_resources:50 } } }; var worker_resource={ lumberjack:"wood", miner:"metal", scientist:"research_points" }; var worker_rate=0.5; var all_researches={ "Faster Workers":{ maxLevel:3, cost:100, effects:{ worker_rate:0.5 } } }; var multiplier=1.17; function updateShown() { var has_resources=Object.keys(resources).length>0; $(".shelter_required").toggle(has_shelter); $("#link_population").toggle(has_shelter); $(".resources_required").toggle(has_resources); $("#link_buildings").toggle(has_resources); $("#link_research").toggle(research_enabled); $(".research_required").toggle(research_enabled); } function incResource(name,amount=1) { if (name=="research_points") { if (research_points>max_research_points) { return; } research_points+=amount; if (research_points>max_research_points) { research_points-=amount; return; } updateResearchPointInfo(); updateResearchButtons(); } else { if (numResources>maxResources) { return; } if (resources[name]) { resources[name]+=amount; } else { resources[name]=amount; } numResources+=amount; if (numResources>maxResources) { decResource(name,amount); return; } updateResourceInfo(); updateCraftButtons(); } updateShown(); } function decResource(name,amount) { if (resources[name]=ings[ing])) { enough=false; break; } } if (enough) { for (var ing in ings) { var amount=ings[ing]; decResource(ing,amount); } updateResourceInfo(); updateCraftButtons(); incBuilding(name); } } function capitalizeFirst(str) { return str.charAt(0).toUpperCase()+str.slice(1); } function updateResourceInfo() { $("#resources").html(""); for (var name in resources) { var capName=capitalizeFirst(name); $("#resources").append("

"+capName+": "+resources[name]+"

"); } $("#max_resources").text("Resources: ("+numResources+"/"+maxResources+")"); } function updateBuildingInfo() { $("#buildings").html(""); for (var name in buildings) { var capName=capitalizeFirst(name); $("#buildings").append("

"+capName+": "+buildings[name]+"

"); } } function updateCraftButtons() { $("#craft_buttons").html(""); for (var name in all_buildings) { var ings=buildingCost(name); var show=true; var disabled=false; if (!unlockedBuildings.includes(name)) { for (var ing in ings) { if (!(resources[ing]>=(ings[ing]/2))) { show=false; break; } if (!(resources[ing]>=ings[ing])) { disabled=true; } } } else { for (var ing in ings) { if (!(resources[ing]>=ings[ing])) { disabled=true; } } } if (show) { if (!unlockedBuildings.includes(name)) { unlockedBuildings.push(name); } var btext=name+" ("; var i=0; var ingsize=Object.keys(ings).length; for (var ing in ings) { if (i==(ingsize-1)) { btext+=ings[ing]+" "+ing+")"; } else { btext+=ings[ing]+" "+ing+", " } i++; } if (disabled) { $("#craft_buttons").append("
"); } else { $("#craft_buttons").append("
"); } } } } function updatePopulation() { if(pop>0) { updateWorkerInfo(); } if (pop"+name+" ("+cost+" points)
"); } else { $("#research_buttons").append("
"); } } } } function hire(type) { workers[type]+=1; working+=1; updateWorkerInfo(); } function fire(type) { workers[type]-=1; working-=1; updateWorkerInfo(); } function autoInc() { for (var worker in workers) { worker_amount=workers[worker]; amount=worker_rate*worker_amount; if (amount>0) { if (worker=="scientist") { var usedMetal=Math.ceil(worker_amount*0.4); if (resources["metal"]>=usedMetal) { incResource(worker_resource[worker],amount); decResource("metal",usedMetal); } } else { incResource(worker_resource[worker],amount); } } } } function save() { gamestate={ maxPop:maxPop, pop:pop, working:working, workers:workers, resources:resources, maxResources:maxResources, numResources:numResources, buildings:buildings, unlockedBuildings:unlockedBuildings, has_shelter:has_shelter, research_enabled:research_enabled, researches:researches, unlockedResearch:unlockedResearch, research_points:research_points, max_research_points:max_research_points } localStorage.setItem("game",JSON.stringify(gamestate)); } function load() { var gamestate=JSON.parse(localStorage.getItem("game")); if (gamestate==null) { return false; } maxPop=gamestate.maxPop; pop=gamestate.pop; working=gamestate.working; workers=gamestate.workers; resources=gamestate.resources; maxResources=gamestate.maxResources; numResources=gamestate.numResources; buildings=gamestate.buildings; unlockedBuildings=gamestate.unlockedBuildings; has_shelter=gamestate.has_shelter; research_enabled=gamestate.research_enabled; researches=gamestate.researches; unlockedResearch=gamestate.unlockedResearch; research_points=gamestate.research_points; max_research_points=gamestate.max_research_points; return true; } function reset() { localStorage.removeItem("game"); if (load()!=false) { alert("Unable to reset game"); } init(); } function init() { if (!load()) { maxPop=0; maxResources=50; pop=0; working=0; resources={}; buildings={}; unlockedBuildings=[]; has_shelter=false; research_enabled=false; researches={}; unlockedResearch=[]; research_points=0; workers={ lumberjack:0, miner:0, scientist:0 }; } set_tab("main"); updateShown(); updateResourceInfo(); updateBuildingInfo(); updatePopulationInfo(); updateWorkerInfo(); updateCraftButtons(); updateResearchPointInfo(); updateResearchButtons(); updateResearchInfo(); applyResearches(); } function set_tab(tab) { if ($("#link_"+tab).is(":visible")) { $("[id^='tab_']").hide(); $("[id^='link_']").removeClass("active"); $("#tab_"+tab).show(); $("#link_"+tab).addClass("active"); } } function applyResearches() { for (var research in researches) { var effects=all_researches[research].effects; var level=researches[research]; for (var effect in effects) { if (effect=="worker_rate") { worker_rate=0.5; worker_rate+=effects[effect]*level; } } } } function updateResearchInfo() { $("#researches").html(""); for (var name in researches) { $("#researches").append("

"+name+": Level "+researches[name]+"

"); } } $(document).ready(function() { init(); $(window).on("unload",function(e){ save(); }); window.setInterval(function() { updatePopulation(); }, 10000); window.setInterval(function() { autoInc(); }, 2000); });