Show an actual board for the village and allow building on specific tiles.
This commit is contained in:
parent
d6f6a0bd00
commit
5a7fb8ddcb
@ -1,63 +1,7 @@
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<script lang="ts">
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import { onMount } from "svelte";
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import Resources from "./hud/Resources.svelte";
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import moves from "./moves";
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import update from "./update";
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import village from "./village";
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import BuildingCreator from "./hud/BuildingCreator.svelte";
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onMount(() => {
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let frame: number;
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function loop(timestamp: number) {
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frame = requestAnimationFrame(loop);
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update(timestamp);
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}
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frame = requestAnimationFrame(loop);
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return () => {
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cancelAnimationFrame(frame);
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}
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});
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function upgradeBuilding(id: number) {
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moves.upgradeBuilding(id);
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}
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let showBuildingCreator = false;
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import Game from "./hud/Game.svelte";
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</script>
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{ #if showBuildingCreator }
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<BuildingCreator close={ () => { showBuildingCreator = false } } />
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{ /if }
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<main>
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<header>
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<Resources />
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</header>
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<div>
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<button on:click={ () => { showBuildingCreator = true } }>Create building</button>
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</div>
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<div class="buildings">
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{ #each $village.buildings as building }
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<div>
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<p>{ building.name } ({ building.level })</p>
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<p>
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<button on:click={ () => upgradeBuilding(building.id) }>
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Upgrade
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</button>
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</p>
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</div>
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{ /each }
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</div>
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<Game />
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</main>
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<style>
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.buildings {
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display: grid;
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gap: 1em;
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grid-template-columns: repeat(4, 1fr);
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}
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</style>
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@ -62,6 +62,13 @@ button:focus-visible {
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outline: 4px auto -webkit-focus-ring-color;
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}
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button.invisible,
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button:disabled.invisible,
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button:active.invisible,
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button:focus.invisible {
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all: unset;
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}
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@media (prefers-color-scheme: light) {
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:root {
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color: #213547;
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88
src/board/Tile.svelte
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88
src/board/Tile.svelte
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@ -0,0 +1,88 @@
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<script lang="ts">
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export let empty = false;
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export let onTileClick: () => void;
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</script>
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<button
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class="invisible"
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on:click={ onTileClick }
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>
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<div
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class={ "hexagon" }
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class:empty
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>
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<div class="content">
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<slot></slot>
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</div>
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</div>
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</button>
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<style>
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/* Source: https://codepen.io/gpyne/pen/iElhp */
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.hexagon {
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background-color: hsl(220, 75%, 75%);
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cursor: pointer;
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display: inline-block;
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font-size: 1.2vmin;
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margin: -0.8em 2.7em;
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position: relative;
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text-align: center;
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rotate: 90deg;
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}
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.hexagon,
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.hexagon::before,
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.hexagon::after {
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width: 6.7em;
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height: 11.6em;
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border-radius: 20%/5%;
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}
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.hexagon::before {
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background-color: inherit;
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content: "";
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position: absolute;
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left: 0;
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transform: rotate(-60deg);
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}
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.hexagon::after {
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background-color: inherit;
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content: "";
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position: absolute;
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left: 0;
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transform: rotate(60deg);
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}
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.hexagon:nth-child(even) {
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top: 5.9em;
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}
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.hexagon:hover {
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background-color: hsl(60, 75%, 75%);
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z-index: 105;
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}
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.hexagon:active {
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background-color: hsl(60, 75%, 50%);
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z-index: 110;
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}
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.hexagon.empty {
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position: relative;
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display: none;
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width: 6.7em;
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height: 11.6em;
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margin: 0.1em 1.8em;
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}
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.hexagon.empty:nth-child(even) {
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top: 5.9em;
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}
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.hexagon .content {
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position: absolute;
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display: grid;
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top: 5%;
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left: -40%;
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font-size: 4vmin;
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height: 90%;
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line-height: 1.2;
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width: 180%;
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z-index: 100;
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}
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.hexagon .content > * {
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margin: auto;
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}
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</style>
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52
src/board/Village.svelte
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52
src/board/Village.svelte
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@ -0,0 +1,52 @@
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<script lang="ts">
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import { Hex } from "../hexgrid";
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import moves from "../moves";
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import showBuildingCreator from "../stores/showBuildingCreator";
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import { getKeysAsNumbers } from "../utils";
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import village from "../village";
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import Tile from "./Tile.svelte";
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function upgradeBuilding(id: number) {
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moves.upgradeBuilding(id);
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}
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function openBuildingCreator(tile: Hex) {
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showBuildingCreator.set(tile);
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}
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</script>
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<section class="village-map">
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<div>
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{ #each getKeysAsNumbers($village.villageTiles) as y }
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<div>
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{ #each getKeysAsNumbers($village.villageTiles[y]) as x }
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{ #if $village.villageTiles[y][x] >= 0 }
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<Tile
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onTileClick={ () => {} }
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>
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<p>{ $village.buildings.find(b => b.id === $village.villageTiles[y][x])?.name }</p>
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</Tile>
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{ :else }
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<Tile
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onTileClick={ () => openBuildingCreator(new Hex(x, y)) }
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/>
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{ /if }
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{ /each }
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</div>
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{ /each }
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</div>
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</section>
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<style>
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.village-map {
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display: grid;
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height: 100%;
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position: relative;
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}
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.village-map > div {
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margin: auto;
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}
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</style>
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@ -1,3 +1,4 @@
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import { Hex } from "./hexgrid";
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import type { Building, BuildingSource } from "./types";
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@ -7,7 +8,8 @@ let uid = 0;
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export function createBuilding(building: BuildingSource): Building {
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return {
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...building,
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level: 1,
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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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};
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}
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135
src/hexgrid.ts
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135
src/hexgrid.ts
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@ -0,0 +1,135 @@
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/**
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* A class representing coordinates in a hexagonal grid with 2 dimensions.
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* Offset system is "odd-r".
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*/
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export class Hex {
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x: number;
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y: number;
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constructor(x: number | { x: number, y: number }, y?: number) {
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if (typeof x === "number") {
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this.x = x as number;
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this.y = y || 0;
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}
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else {
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this.x = x.x;
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this.y = x.y;
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}
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}
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toCube() {
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const q = this.x - (this.y - (this.y&1)) / 2;
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const r = this.y;
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return new Cube(q, r, -q - r);
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}
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}
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/**
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* A class representing coordinates in a hexagonal grid with 3 dimensions.
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* Mostly used as a transient value for easier algorithms.
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*/
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class Cube {
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q: number;
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r: number;
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s: number;
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constructor(q: number, r: number, s: number) {
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this.q = q;
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this.r = r;
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this.s = s;
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}
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toHex() {
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return new Hex(
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this.q + (this.r - (this.r&1)) / 2,
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this.r
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);
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}
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add(cube: Cube) {
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return new Cube(this.q + cube.q, this.r + cube.r, this.s + cube.s);
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}
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subtract(cube: Cube) {
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return new Cube(this.q - cube.q, this.r - cube.r, this.s - cube.s);
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}
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}
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export function getCornersAtDistance(distance: number) {
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const results: Hex[] = [];
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for (let q = -distance; q <= distance; q++) {
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for (let r = Math.max(-distance, -q - distance); r <= Math.min(distance, -q + distance); r++) {
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const s = -q - r;
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if (
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(q === 0 || r === 0 || s === 0)
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&& Math.max(Math.abs(q), Math.abs(r), Math.abs(s)) === distance
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) {
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const cube = new Cube(q, r, s);
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results.push(cube.toHex());
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}
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}
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}
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return results;
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}
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export function getTilesAtDistance(distance: number) {
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const results: Hex[] = [];
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for (let q = -distance; q <= distance; q++) {
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for (let r = Math.max(-distance, -q - distance); r <= Math.min(distance, -q + distance); r++) {
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const s = -q - r;
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if (Math.max(Math.abs(q), Math.abs(r), Math.abs(s)) === distance) {
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const cube = new Cube(q, r, s);
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results.push(cube.toHex());
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}
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}
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}
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return results;
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}
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const adjacentVectors = [
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new Cube(+1, 0, -1), new Cube(+1, -1, 0), new Cube(0, -1, +1),
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new Cube(-1, 0, +1), new Cube(-1, +1, 0), new Cube(0, +1, -1),
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];
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/**
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* Return all coordinates adjacent to a given one.
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* @param tile Hex - 2D coordinates in a hexagonal grid.
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* @returns Array of 6 2D coordinates.
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*/
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export function getAdjacentCoords(tile: Hex): Hex[] {
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const origin = tile.toCube();
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return adjacentVectors.map(vec => origin.add(vec).toHex());
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}
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/**
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* Return a position on the 3D board based on coordinates of a tile on our grid.
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* @param x The x coordinate in the grid.
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* @param y The y coordinate in the grid.
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* @returns An array containing the 3 coordinates (x, y, z) of that tile on a 3D board.
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*/
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export function getPositionOnBoard(x: number, y: number): [number, number, number] {
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const posX = x * 2 + (y % 2 ? 1 : 0);
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const posY = 0;
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const posZ = y * 1.72;
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return [ posX, posY, posZ ];
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}
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/**
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* Return the distance between two cells.
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* @param a Hex - 2D coordinates in a hexagonal grid.
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* @param b Hex - 2D coordinates in a hexagonal grid.
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* @returns Distance between the two coordinates.
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*/
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export function distanceBetween(a: Hex, b: Hex): number {
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const aCube = a.toCube();
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const bCube = b.toCube();
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const vector = aCube.subtract(bCube);
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return (Math.abs(vector.q) + Math.abs(vector.r) + Math.abs(vector.s)) / 2;
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}
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@ -1,17 +1,25 @@
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<script lang="ts">
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import buildings from "../buildings";
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import moves from "../moves";
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import showBuildingCreator from "../stores/showBuildingCreator";
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export let close: () => void;
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function close() {
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showBuildingCreator.set(null);
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}
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function build(type: string) {
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if (moves.build(type)) {
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if ($showBuildingCreator === null) {
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return;
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}
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if (moves.build(type, $showBuildingCreator)) {
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close();
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}
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}
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</script>
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{ #if $showBuildingCreator !== null }
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<section>
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<div class="building-creator">
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<header>
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@ -30,6 +38,7 @@
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</div>
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</div>
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</section>
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{ /if }
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<style>
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section {
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47
src/hud/Game.svelte
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47
src/hud/Game.svelte
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@ -0,0 +1,47 @@
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<script lang="ts">
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import { onMount } from "svelte";
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import Village from "../board/Village.svelte";
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import update from "../update";
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import BuildingCreator from "./BuildingCreator.svelte";
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import Resources from "./Resources.svelte";
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onMount(() => {
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let frame: number;
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function loop(timestamp: number) {
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frame = requestAnimationFrame(loop);
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update(timestamp);
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}
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frame = requestAnimationFrame(loop);
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return () => {
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cancelAnimationFrame(frame);
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}
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});
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</script>
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<section class="hud">
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<header>
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<Resources />
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</header>
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<div class="buildings">
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<Village />
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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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</section>
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<style>
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.buildings {
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margin-top: 2em;
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}
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.overlay {
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left: 0;
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position: absolute;
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top: 0;
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}
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</style>
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@ -1,9 +1,10 @@
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import buildings from "../buildings";
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import { createBuilding } from "../create";
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import type { VillageState } from "../village";
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import type { Hex } from "../hexgrid";
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import { DEFAULT_TILE, type VillageState } from "../village";
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export default function build(V: VillageState, buildingType: keyof typeof buildings) {
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export default function build(V: VillageState, buildingType: keyof typeof buildings, tile: Hex) {
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const building = buildings[buildingType];
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const cost = building.cost(1);
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@ -16,12 +17,20 @@ export default function build(V: VillageState, buildingType: keyof typeof buildi
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return false;
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}
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if (V.villageTiles[tile.y][tile.x] !== DEFAULT_TILE) {
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return false;
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}
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V.resources.wood -= cost.wood;
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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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V.buildings.push(createBuilding(building));
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const newBuilding = createBuilding(building);
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newBuilding.tile = tile;
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V.buildings.push(newBuilding);
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V.villageTiles[tile.y][tile.x] = newBuilding.id;
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return true;
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}
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5
src/stores/showBuildingCreator.ts
Normal file
5
src/stores/showBuildingCreator.ts
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@ -0,0 +1,5 @@
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import { writable } from "svelte/store";
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import type { Hex } from "../hexgrid";
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export default writable<Hex | null>(null);
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@ -1,3 +1,5 @@
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import type { Hex } from "./hexgrid";
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export interface Cost {
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wood: number;
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stone: number;
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@ -22,4 +24,5 @@ export interface BuildingSource {
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export interface Building extends BuildingSource {
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id: number;
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level: number;
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tile: Hex;
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}
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@ -44,3 +44,8 @@ export function getStorage(villageState: VillageState): Production {
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})
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.reduce(_reduceResources, getEmptyResources());
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}
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export function getKeysAsNumbers(dict: Object): Array<number> {
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return Object.keys(dict).map(i => parseInt(i)).sort((a, b) => a - b);
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}
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@ -3,6 +3,14 @@ import { writable } from "svelte/store";
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import buildings from "./buildings";
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import { createBuilding } from "./create";
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import type { Building } from "./types";
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import { getTilesAtDistance } from "./hexgrid";
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type Board = {
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[key: number]: {
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[key: number]: number;
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}
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||||
}
|
||||
|
||||
|
||||
export interface VillageState {
|
||||
@ -14,25 +22,73 @@ export interface VillageState {
|
||||
food: number;
|
||||
culture: number;
|
||||
};
|
||||
villageTiles: Board;
|
||||
outsideTiles: Board;
|
||||
}
|
||||
|
||||
|
||||
const village = writable<VillageState>({
|
||||
buildings: [
|
||||
createBuilding(buildings.townhall),
|
||||
createBuilding(buildings.woodcutter),
|
||||
createBuilding(buildings.pit),
|
||||
createBuilding(buildings.mine),
|
||||
createBuilding(buildings.field),
|
||||
],
|
||||
resources: {
|
||||
wood: 60,
|
||||
stone: 60,
|
||||
iron: 60,
|
||||
food: 50,
|
||||
culture: 0,
|
||||
},
|
||||
});
|
||||
export const DEFAULT_TILE = -1;
|
||||
export const VILLAGE_TILE = -2;
|
||||
|
||||
|
||||
function getInitialVillageBoard() {
|
||||
const board: Board = {
|
||||
0: { 0: DEFAULT_TILE },
|
||||
};
|
||||
for (let i = 1; i <= 2; i++) {
|
||||
getTilesAtDistance(i).forEach(tile => {
|
||||
if (board[tile.y] === undefined) {
|
||||
board[tile.y] = {};
|
||||
}
|
||||
|
||||
board[tile.y][tile.x] = DEFAULT_TILE;
|
||||
});
|
||||
}
|
||||
return board;
|
||||
}
|
||||
|
||||
|
||||
function getInitialOutsideBoard() {
|
||||
const board: Board = {
|
||||
0: { 0: VILLAGE_TILE },
|
||||
};
|
||||
for (let i = 1; i <= 2; i++) {
|
||||
getTilesAtDistance(i).forEach(tile => {
|
||||
if (board[tile.y] === undefined) {
|
||||
board[tile.y] = {};
|
||||
}
|
||||
|
||||
board[tile.y][tile.x] = DEFAULT_TILE;
|
||||
});
|
||||
}
|
||||
return board;
|
||||
}
|
||||
|
||||
|
||||
function getInitialState() {
|
||||
const townhall = createBuilding(buildings.townhall);
|
||||
const state = {
|
||||
buildings: [
|
||||
townhall,
|
||||
],
|
||||
resources: {
|
||||
wood: 60,
|
||||
stone: 60,
|
||||
iron: 60,
|
||||
food: 50,
|
||||
culture: 0,
|
||||
},
|
||||
villageTiles: getInitialVillageBoard(),
|
||||
outsideTiles: getInitialOutsideBoard(),
|
||||
};
|
||||
|
||||
state.villageTiles[0][0] = townhall.id;
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
|
||||
const village = writable<VillageState>(getInitialState());
|
||||
|
||||
|
||||
export default village;
|
||||
|
Loading…
Reference in New Issue
Block a user