Make debug easier by pushing config to the constants file.
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4151e68b10
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@ -1,3 +1,7 @@
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export const CULTURE_TO_WIN = 20000;
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export const WORLD_MAP_HEIGHT = 9;
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export const WORLD_MAP_WIDTH = 9;
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// Debug values.
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export const TOWN_HALL_START_LEVEL = 1;
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export const RESOURCE_BUILDINGS_START_LEVEL = 1;
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@ -5,7 +5,7 @@ import worldmap from "./data/worldmap";
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import { getTilesAtDistance, Hex } from "./hexgrid";
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import { WORLDMAP_TYPES, type BuildingType, type CostType, type HeroType, type QuestType, type RegionType, type ResourcesType } from "./types";
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import { distanceBetweenCells, getAdjacentWorldmapCells, getKeysAsNumbers, indexToPoint, shuffle } from "./utils";
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import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
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import { RESOURCE_BUILDINGS_START_LEVEL, TOWN_HALL_START_LEVEL, WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
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type Board = {
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@ -122,7 +122,7 @@ function getInitialState() {
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wood: 60,
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stone: 60,
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iron: 60,
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food: 50,
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food: 60,
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culture: 0,
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},
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villageTiles: getInitialVillageBoard(),
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@ -137,7 +137,7 @@ function getInitialState() {
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// Create the Town hall.
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const townhall = createBuilding('townhall');
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townhall.level = 20;
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townhall.level = TOWN_HALL_START_LEVEL;
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state.villageTiles[0][0] = townhall.id;
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state.buildings.push(townhall);
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@ -160,7 +160,7 @@ function getInitialState() {
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}
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const newBuilding = createBuilding(type);
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newBuilding.tile = new Hex(x, y);
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newBuilding.level = 20; //newBuilding.type === 'field' ? 1 : 10;
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newBuilding.level = RESOURCE_BUILDINGS_START_LEVEL;
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state.outsideTiles[y][x] = newBuilding.id;
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state.buildings.push(newBuilding);
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});
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