Remove the queue of building construction and instead make buildings upgrade in parallel.
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4768e22a39
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3587196bd9
@ -7,8 +7,8 @@
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export let building: BuildingType;
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$: isUpgrading = $village.queue.find(q => q.id === building.id);
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$: canUpgrade = canPayBuildingCost($village, building);
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$: isUpgrading = building.state.upgrade.isUpgrading;
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$: canUpgrade = !isUpgrading && canPayBuildingCost($village, building);
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function upgradeBuilding() {
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@ -27,6 +27,11 @@
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on:click|stopPropagation={ upgradeBuilding }
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>
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{ building.level }
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{ #if building.state.upgrade.isUpgrading }
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<span>
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({ Math.ceil(building.state.upgrade.remainingTime / 1000) }’)
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</span>
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{ /if }
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</button>
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</p>
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</div>
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@ -43,6 +48,10 @@
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font-size: 1.2em;
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}
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.level span {
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font-size: 0.9em;
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}
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.level.can-upgrade {
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border-color: hsl(90, 99%, 36%);
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}
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@ -50,8 +59,4 @@
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.level.is-upgrading {
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border-color: hsl(56, 99%, 43%);
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}
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.level:hover.can-upgrade {
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border-color: hsl(90, 99%, 36%);
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}
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</style>
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@ -25,6 +25,11 @@ export function createBuilding(buildingType: string): BuildingType {
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id: uid++,
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level: 1,
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tile: new Hex(0, 0),
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state: {},
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state: {
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upgrade: {
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isUpgrading: false,
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remainingTime: 0,
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}
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},
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};
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}
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@ -9,7 +9,6 @@
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import BuildingCreator from "./BuildingCreator.svelte";
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import BuildingPanel from "./BuildingPanel.svelte";
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import Navigation from "./Navigation.svelte";
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import Queue from "./Queue.svelte";
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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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@ -47,9 +46,6 @@
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<Outside />
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{ /if }
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</div>
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<div class="queue">
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<Queue />
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</div>
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</section>
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<section class="overlay">
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<BuildingCreator />
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@ -1,50 +0,0 @@
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<script lang="ts">
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import { getBuilding } from "../utils";
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import village from "../village";
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$: queue = $village.queue.map(q => {
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return {
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...q,
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building: getBuilding($village, q.id),
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};
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});
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</script>
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<section class="queue">
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{ #each queue as item }
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<div>
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<p>{ item.building.name }</p>
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<p class="time">{ Math.ceil(item.remainingTime / 1000) }’</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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.queue {
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display: flex;
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gap: 1em;
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}
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.queue div {
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aspect-ratio: 1;
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border: 0.4em solid grey;
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border-radius: 100%;
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height: 4em;
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max-width: 4em;
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position: relative;
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}
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.queue div p {
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overflow-wrap: break-word;
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}
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.queue div .time {
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background: hsl(0, 0%, 20%);
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border-radius: 100%;
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bottom: 0;
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left: 50%;
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padding: 0.2em 0.4em;
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position: absolute;
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translate: -50% 150%;
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}
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</style>
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@ -1,7 +1,5 @@
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import buildings from "../data/buildings";
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import { createBuilding, getBuildingSource } from "../create";
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import type { Hex } from "../hexgrid";
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import { enqueueBuilding } from "../utils";
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import { DEFAULT_TILE, type VillageState } from "../village";
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@ -30,10 +28,11 @@ export default function build(V: VillageState, buildingType: string, tile: Hex)
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const newBuilding = createBuilding(buildingType);
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newBuilding.tile = tile;
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newBuilding.level = 0;
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newBuilding.state.upgrade.isUpgrading = true;
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newBuilding.state.upgrade.remainingTime = 1000 * (newBuilding.level + 1);
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V.buildings.push(newBuilding);
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V.villageTiles[tile.y][tile.x] = newBuilding.id;
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enqueueBuilding(V, newBuilding);
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return true;
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}
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@ -1,4 +1,4 @@
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import { canPayBuildingCost, enqueueBuilding, getBuildingUpgradeCost } from "../utils";
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import { canPayBuildingCost, getBuildingUpgradeCost } from "../utils";
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import type { VillageState } from "../village";
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@ -8,6 +8,10 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
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return false;
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}
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if (building.state.upgrade.isUpgrading) {
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return false;
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}
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if (!canPayBuildingCost(V, building)) {
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return false;
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}
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@ -18,7 +22,9 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
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V.resources.stone -= cost.stone;
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V.resources.iron -= cost.iron;
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V.resources.food -= cost.food;
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enqueueBuilding(V, building);
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building.state.upgrade.isUpgrading = true;
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building.state.upgrade.remainingTime = 1000 * (building.level + 1);
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return true;
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}
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@ -41,6 +41,10 @@ export interface BuildingType extends BuildingSource {
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level: number;
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tile: Hex;
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state: {
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upgrade: {
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isUpgrading: boolean,
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remainingTime: number;
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}
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recruitment?: {
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count: number;
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elapsedTime: number;
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@ -23,14 +23,13 @@ export default function update(timestamp: number) {
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return produce(state, (V: VillageState) => {
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// Advance building construction.
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if (V.queue.length) {
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V.queue[0].remainingTime -= delta;
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if (V.queue[0].remainingTime <= 0) {
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const building = getBuilding(V, V.queue[0].id);
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building.level++;
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V.queue.shift();
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V.buildings.filter(b => b.state.upgrade.isUpgrading).forEach(b => {
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b.state.upgrade.remainingTime -= delta;
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if (b.state.upgrade.remainingTime <= 0) {
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b.level++;
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b.state.upgrade.isUpgrading = false;
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}
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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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17
src/utils.ts
17
src/utils.ts
@ -122,21 +122,8 @@ export function shuffle<T>(array: Array<T>): Array<T> {
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}
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export function enqueueBuilding(V: VillageState, building: BuildingType) {
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const ongoingUpgrades = V.queue.filter(q => q.id === building.id);
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const level = building.level + 1 + ongoingUpgrades.length;
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const remainingTime = 1000 * level;
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V.queue.push({
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id: building.id,
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remainingTime,
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});
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}
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export function getBuildingUpgradeCost(V: VillageState, building: BuildingType): CostType {
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const ongoingUpgrades = V.queue.filter(q => q.id === building.id);
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const level = building.level + ongoingUpgrades.length + 1;
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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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}
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@ -13,12 +13,6 @@ type Board = {
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}
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interface QueuedBuilding {
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id: number;
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remainingTime: number;
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}
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export interface VillageState {
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buildings: BuildingType[];
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units: {
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@ -27,7 +21,6 @@ export interface VillageState {
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resources: ResourcesType;
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villageTiles: Board;
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outsideTiles: Board;
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queue: QueuedBuilding[];
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victory: boolean;
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}
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@ -83,7 +76,6 @@ function getInitialState() {
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},
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villageTiles: getInitialVillageBoard(),
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outsideTiles: getInitialOutsideBoard(),
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queue: [],
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victory: false,
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};
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