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- -- COMES AFTER UI.LUA
- Stones = 30.0 -- Current Stone Stock
- StonesSec = 0
- currentTier = 0
- crafter = {}
- for i=0, 49 do
- local dig = {}
- dig.title = "D"
- dig.own = false -- is it bought ?
- dig.active = false -- is it active yet ?
- dig.readyTime = 10 -- time until active in Sec
- dig.ready = 0 -- current time until readyTime
- dig.speed = 0.3 -- Speed in Sec
- dig.amount = 0.1 -- Amount by Sec
- dig.cost = 10
- dig.tier = math.floor(i/8)
- local xg = (i%10)*100
- local yg = 50 + math.floor(i/10)*100
- dig.ui = {color = colorBlue, x = xg, y = yg, w = 100, h = 100}
- dig.uiready = {color = colorOrange, x = xg, y = yg+100, w = 100, h = 0}
- table.insert(crafter, dig)
- end
- function updateCraft(sec)
- for i=1, #crafter do
- local crft = crafter[i]
- if not crft.active and crft.own then
- if crft.ready >= crft.readyTime then
- crft.active = true
- recalcStonesSec()
- end
- crft.ready = crft.ready + sec
- end
- end
- end
- function recalcStonesSec()
- local stsec = 0
-
- for i=1, #crafter do
- local crft = crafter[i]
-
- if crft.active then
- stsec = stsec + crft.amount * crft.speed
- end
- end
- StonesSec = stsec
- end
- function upgradeCrafter(crft)
- -- BUY CRAFTER
- if not crft.own then
- if pay(crft.cost) then
- crft.own = true
- end
- -- UPGRADE CRAFTER
- elseif crft.active and pay(crft.cost) then
- crft.amount = crft.amount + 0.05
- crft.cost = math.floor(crft.cost * 1.5)
- end
- end
- function pay(cost)
- if Stones >= cost then
- Stones = Stones - cost
- return true
- else
- return false
- end
- end
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