Add quests that give resources as reward.
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@ -37,9 +37,6 @@ h1 {
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}
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#app {
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max-width: 1280px;
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margin: 0 auto;
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padding: 2rem;
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text-align: center;
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}
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@ -40,7 +40,6 @@
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.outside-map {
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display: grid;
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height: 100%;
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margin-top: 0.8em;
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position: relative;
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}
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@ -43,7 +43,6 @@
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.village-map {
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display: grid;
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height: 100%;
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margin-top: 0.8em;
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position: relative;
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}
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@ -17,7 +17,9 @@
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<style>
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.worldmap {
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display: flex;
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justify-content: space-between;
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justify-content: space-around;
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flex-wrap: wrap;
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gap: 1em;
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}
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.region {
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@ -1,6 +1,6 @@
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import buildings from "./data/buildings";
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import { Hex } from "./hexgrid";
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import type { BuildingType, BuildingSource } from "./types";
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import type { BuildingSource, BuildingType } from "./types";
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let uid = 0;
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@ -13,6 +13,7 @@
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import Resources from "./Resources.svelte";
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import Units from "./Units.svelte";
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import Victory from "./Victory.svelte";
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import Quests from "./Quests.svelte";
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onMount(() => {
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@ -36,10 +37,13 @@
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<section class="hud">
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<header>
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<Units />
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<Resources />
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<Navigation { setTab } />
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<Resources />
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</header>
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<div class="side">
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<Units />
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<Quests />
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</div>
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<div class="board">
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{ #if $gameTab === 'village' }
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<Village />
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@ -57,9 +61,19 @@
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</section>
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<style>
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header {
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.hud {
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display: grid;
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grid-template-columns: 20vw 1fr 20vw;
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grid-template-rows: 20vh 1fr;
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height: 100vh;
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width: 100vw;
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}
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.hud header {
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display: flex;
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justify-content: space-around;
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justify-content: center;
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flex-direction: column;
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grid-area: 1 / span 3;
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}
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.overlay {
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50
src/hud/Quests.svelte
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50
src/hud/Quests.svelte
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@ -0,0 +1,50 @@
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<script lang="ts">
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import { fly } from "svelte/transition";
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import moves from "../moves";
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import village from "../village";
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import Reward from "./Reward.svelte";
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import { flip } from "svelte/animate";
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$: isQuestStarted = $village.quests.some(q => q.started);
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function startQuest(id: number) {
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moves.startQuest(id);
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}
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</script>
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<section>
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{ #each $village.quests as quest (quest.id) }
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<div
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class="quest"
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in:fly={{ duration: 200, delay: 100, x: -500 }}
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out:fly={{ duration: 200, x: 500 }}
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animate:flip={{ duration: 100 }}
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>
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<p>
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<Reward reward={ quest.reward } />
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</p>
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<p>
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<img src="/img/icons/time.png" alt="Duration">
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{ #if quest.started }
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{ Math.ceil((quest.remainingTime || 0) / 1000) }
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{ :else }
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{ quest.duration }
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<button
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on:click={ () => startQuest(quest.id) }
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disabled={ isQuestStarted }
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>
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Start quest
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</button>
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{ /if }
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</p>
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</div>
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{ /each }
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</section>
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<style>
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.quest {
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text-align: left;
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}
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</style>
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@ -38,8 +38,8 @@
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<style>
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.resources {
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display: flex;
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justify-content: space-around;
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gap: 1em;
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justify-content: center;
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gap: 2em;
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}
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.resources div {
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53
src/hud/Reward.svelte
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53
src/hud/Reward.svelte
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@ -0,0 +1,53 @@
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<script lang="ts">
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import type { ResourcesType } from "../types";
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export let reward: ResourcesType;
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</script>
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<div class="reward">
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{ #if reward.wood > 0 }
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<div>
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<img src="/img/icons/wood.png" alt="Wood" />
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{ reward.wood }
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</div>
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{ /if }
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{ #if reward.stone > 0 }
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<div>
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<img src="/img/icons/stone.png" alt="Stone" />
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{ reward.stone }
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</div>
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{ /if }
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{ #if reward.iron > 0 }
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<div>
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<img src="/img/icons/iron.png" alt="Iron" />
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{ reward.iron }
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</div>
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{ /if }
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{ #if reward.food > 0 }
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<div>
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<img src="/img/icons/food.png" alt="Food" />
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{ reward.food }
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</div>
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{ /if }
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{ #if reward.culture > 0 }
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<div>
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<img src="/img/icons/culture.png" alt="Culture" />
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{ reward.culture }
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</div>
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{ /if }
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</div>
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<style>
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.reward {
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align-items: center;
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display: flex;
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gap: 1em;
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justify-content: center;
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}
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.reward div {
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display: flex;
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align-items: center;
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gap: 0.2em;
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}
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</style>
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@ -2,9 +2,10 @@ import { produce } from 'immer';
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import village, { type VillageState } from '../village';
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import build from './build';
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import upgradeBuilding from './upgradeBuilding';
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import recruitUnits from './recruitUnits';
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import pillage from './pillage';
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import recruitUnits from './recruitUnits';
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import startQuest from './startQuest';
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import upgradeBuilding from './upgradeBuilding';
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// Encapsulates a move function into a store update, where the data is made
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@ -34,4 +35,5 @@ export default {
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upgradeBuilding: makeMove(upgradeBuilding),
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pillage: makeMove(pillage),
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recruitUnits: makeMove(recruitUnits),
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startQuest: makeMove(startQuest),
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};
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13
src/moves/startQuest.ts
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13
src/moves/startQuest.ts
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@ -0,0 +1,13 @@
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import type { VillageState } from "../village";
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export default function startQuest(V: VillageState, questId: number) {
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const quest = V.quests.find(q => q.id === questId);
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if (!quest) {
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return false;
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}
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quest.started = true;
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quest.remainingTime = quest.duration * 1000;
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return true;
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}
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src/quests.ts
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34
src/quests.ts
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@ -0,0 +1,34 @@
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import type { QuestType, ResourcesType } from "./types";
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import { getEmptyResources, random } from "./utils";
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let uid = 0;
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export function createQuest(level: number): QuestType {
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const reward = getEmptyResources();
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const adjustedLevel = level * 2 + 5;
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const duration = random(adjustedLevel - 2, adjustedLevel + 2);
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Object.keys(reward).forEach(r => {
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const resource = r as keyof ResourcesType;
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reward[resource] = random(
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duration * 5 - level * 10,
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duration * 5 + level * 10,
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);
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if (resource === 'food') {
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reward[resource] = Math.round(reward[resource] / 3);
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}
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else if (resource === 'culture') {
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reward[resource] = Math.round(reward[resource] / 20);
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}
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});
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return {
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id: uid++,
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duration,
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reward,
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level,
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started: false,
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};
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}
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src/types.ts
15
src/types.ts
@ -95,3 +95,18 @@ export interface BourgadeType extends BaseRegionType {
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export type RegionType = OasisType | BourgadeType;
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export interface HeroType {
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id: number;
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}
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export interface QuestType {
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id: number;
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duration: number;
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reward: ResourcesType;
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level: number;
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started: boolean;
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remainingTime?: number;
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}
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@ -5,6 +5,7 @@ import { resolveMission } from './missions';
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import type { ProductionType } from './types';
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import { getProduction, getStorage, shuffle } from './utils';
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import village, { type VillageState } from "./village";
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import { createQuest } from './quests';
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let lastFrame: number;
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@ -46,6 +47,26 @@ export default function update(timestamp: number) {
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}
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});
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// Advance quests.
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V.quests.filter(q => q.started).forEach(quest => {
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if (!quest.remainingTime) {
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return;
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}
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quest.remainingTime -= delta;
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if (quest.remainingTime <= 0) {
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V.resources.wood += quest.reward.wood;
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V.resources.stone += quest.reward.stone;
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V.resources.iron += quest.reward.iron;
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V.resources.food += quest.reward.food;
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V.resources.culture += quest.reward.culture;
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// Replace the finished quest with a new one.
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V.quests = V.quests.filter(q => q.id !== quest.id);
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V.quests.push(createQuest(quest.level + 1));
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}
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});
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// Make all buildings and units produce and consume.
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const productionPerMinute = getProduction(V);
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const storage = getStorage(V);
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15
src/utils.ts
15
src/utils.ts
@ -130,6 +130,21 @@ export function shuffle<T>(array: Array<T>): Array<T> {
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}
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/**
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* Return a random integer in the range [ min, max ] (min and max can be returned).
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* @param min integer
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* @param max integer
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* @returns integer
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*/
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export function random(min: number, max?: number) {
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if (max == null) {
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max = min;
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min = 0;
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}
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return min + Math.floor(Math.random() * (max - min + 1.0));
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}
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export function getBuildingUpgradeCost(_V: VillageState, building: BuildingType): CostType {
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const level = building.level + 1;
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return building.cost(level);
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@ -3,8 +3,9 @@ import { writable } from "svelte/store";
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import { createBuilding } from "./create";
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import worldmap from "./data/worldmap";
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import { getTilesAtDistance, Hex } from "./hexgrid";
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import type { BuildingType, RegionType, ResourcesType } from "./types";
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import type { BuildingType, QuestType, RegionType, ResourcesType } from "./types";
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import { getKeysAsNumbers, shuffle } from "./utils";
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import { createQuest } from "./quests";
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type Board = {
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@ -23,6 +24,7 @@ export interface VillageState {
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villageTiles: Board;
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outsideTiles: Board;
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worldmap: RegionType[];
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quests: QuestType[];
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victory: boolean;
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}
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@ -78,6 +80,15 @@ function getInitialWorldmap(): RegionType[] {
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}
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function getInitialQuests(): QuestType[] {
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return [
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createQuest(1),
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createQuest(1),
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createQuest(1),
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];
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}
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function getInitialState() {
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const state: VillageState = {
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buildings: [],
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@ -92,6 +103,7 @@ function getInitialState() {
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villageTiles: getInitialVillageBoard(),
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outsideTiles: getInitialOutsideBoard(),
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worldmap: getInitialWorldmap(),
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quests: getInitialQuests(),
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victory: false,
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};
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