Add a Palace that gives new heroes, and allow different heroes to be sent on quests at the same time.

This commit is contained in:
Adrian 2024-11-12 17:21:19 +01:00
parent 620bfb7581
commit a21585280a
11 changed files with 131 additions and 22 deletions

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@ -1,6 +1,8 @@
import buildings from "./data/buildings"; import buildings from "./data/buildings";
import { NAMES } from "./data/heroes";
import { Hex } from "./hexgrid"; import { Hex } from "./hexgrid";
import type { BuildingSource, BuildingType } from "./types"; import type { BuildingSource, BuildingType, HeroType, QuestType, ResourcesType } from "./types";
import { getEmptyResources, random, shuffle } from "./utils";
let uid = 0; let uid = 0;
@ -33,3 +35,37 @@ export function createBuilding(buildingType: string): BuildingType {
}, },
}; };
} }
export function createQuest(level: number): QuestType {
const reward = getEmptyResources();
const adjustedLevel = level * level + 3;
const duration = random(adjustedLevel - 2, adjustedLevel + 2);
Object.keys(reward).forEach(r => {
const resource = r as keyof ResourcesType;
reward[resource] = random(
Math.round((duration * 5 - level * 10) * (1 + level / 3)),
Math.round((duration * 5 + level * 10) * (1 + level / 3)),
);
if (resource === 'culture') {
reward[resource] = Math.round(reward[resource] / 20);
}
});
return {
id: uid++,
duration,
reward,
level,
started: false,
};
}
export function createHero(): HeroType {
return {
id: uid++,
name: shuffle(NAMES)[0],
};
}

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@ -1,3 +1,4 @@
import { createHero } from "../create";
import type { BuildingType } from "../types"; import type { BuildingType } from "../types";
import { getEmptyResources } from "../utils"; import { getEmptyResources } from "../utils";
import type { VillageState } from "../village"; import type { VillageState } from "../village";
@ -31,10 +32,10 @@ export default [
maxLevel: 20, maxLevel: 20,
cost: (level: number) => { cost: (level: number) => {
return { return {
wood: level * 10, wood: getResourceBuildingCost(level, 10),
stone: level * 10, stone: getResourceBuildingCost(level, 15),
iron: level * 10, iron: getResourceBuildingCost(level, 20),
food: 0, food: getResourceBuildingCost(level, 5),
}; };
}, },
timeToBuild: getStandardTimeToBuild, timeToBuild: getStandardTimeToBuild,
@ -258,4 +259,34 @@ export default [
}, },
}, },
}, },
{
type: 'palace',
name: 'Palace',
maxLevel: 20,
unique: true,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 200),
stone: getStorageBuildingCost(level, 240),
iron: getStorageBuildingCost(level, 110),
food: getStorageBuildingCost(level, 70),
};
},
timeToBuild: getStandardTimeToBuild,
behavior: {
production: (V: VillageState, self: BuildingType) => {
const prod = getEmptyResources();
prod.food = self.level * -30;
return prod;
},
triggers: {
onLevelUp: (V: VillageState, self: BuildingType) => {
if (self.level === 10 || self.level === 20) {
// Create a new hero.
V.heroes.push(createHero());
}
},
},
},
},
]; ];

12
src/data/heroes.ts Normal file
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@ -0,0 +1,12 @@
export const NAMES = [
'Adosinda',
'Garsendis',
'Amalfriede',
'Seda',
'Amalgard',
'Samocenus',
'Licno',
'Vercombogious',
'Elusconos',
'Excingullus',
];

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@ -4,7 +4,7 @@
import moves from "../moves"; import moves from "../moves";
import showBuildingCreator from "../stores/showBuildingCreator"; import showBuildingCreator from "../stores/showBuildingCreator";
import { canPayBuildingCost } from "../utils"; import { canPayBuildingCost } from "../utils";
import village from "../village"; import village, { type VillageState } from "../village";
import Cost from "./Cost.svelte"; import Cost from "./Cost.svelte";
function close() { function close() {
@ -22,11 +22,14 @@
} }
} }
const constructible = buildings.filter(b => !b.autoBuilt).map(b =>{ $: constructible = buildings
const building = createBuilding(b.type); .filter(b => !b.autoBuilt)
building.level = 0; .filter(b => !(b.unique && $village.buildings.some(b2 => b2.type === b.type)))
return building; .map(b =>{
}); const building = createBuilding(b.type);
building.level = 0;
return building;
});
</script> </script>
{ #if $showBuildingCreator !== null } { #if $showBuildingCreator !== null }

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@ -7,10 +7,10 @@
import { flip } from "svelte/animate"; import { flip } from "svelte/animate";
$: isQuestStarted = $village.quests.some(q => q.started); $: availableHeroes = $village.heroes.filter(h => !$village.quests.some(q => q.hero === h.id));
function startQuest(id: number) { function startQuest(id: number, heroId: number) {
moves.startQuest(id); moves.startQuest(id, heroId);
} }
</script> </script>
@ -31,12 +31,15 @@
{ Math.ceil((quest.remainingTime || 0) / 1000) } { Math.ceil((quest.remainingTime || 0) / 1000) }
{ :else } { :else }
{ quest.duration } { quest.duration }
{ #each availableHeroes as hero }
<button <button
on:click={ () => startQuest(quest.id) } on:click={ () => startQuest(quest.id, hero.id) }
disabled={ isQuestStarted }
> >
Start quest Send { hero.name }
</button> </button>
{ :else }
<span>No heroes available</span>
{ /each }
{ /if } { /if }
</p> </p>
</div> </div>

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@ -17,6 +17,9 @@
</script> </script>
<section> <section>
{ #each $village.heroes as hero }
<p>{ hero.name }</p>
{ /each }
{ #each currentUnits as unit } { #each currentUnits as unit }
<p>{ unit.name }: { getRemainingUnitCount($village, unit.type) } / { unit.count }</p> <p>{ unit.name }: { getRemainingUnitCount($village, unit.type) } / { unit.count }</p>
{ /each } { /each }

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@ -1,12 +1,23 @@
import type { VillageState } from "../village"; import type { VillageState } from "../village";
export default function startQuest(V: VillageState, questId: number) { export default function startQuest(V: VillageState, questId: number, heroId: number) {
const quest = V.quests.find(q => q.id === questId); const quest = V.quests.find(q => q.id === questId);
if (!quest) { if (!quest) {
return false; return false;
} }
const hero = V.heroes.find(h => h.id === heroId);
if (!hero) {
return false;
}
// Make sure the hero is not already on a quest.
if (V.quests.some(q => q.hero === heroId)) {
return false;
}
quest.started = true; quest.started = true;
quest.hero = heroId;
quest.remainingTime = quest.duration * 1000; quest.remainingTime = quest.duration * 1000;
return true; return true;

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@ -24,6 +24,7 @@ export interface BuildingSource {
name: string; name: string;
type: string; type: string;
autoBuilt?: boolean; autoBuilt?: boolean;
unique?: boolean;
maxLevel: number; maxLevel: number;
cost: (level: number) => CostType; cost: (level: number) => CostType;
timeToBuild: (level: number) => number; timeToBuild: (level: number) => number;
@ -35,6 +36,9 @@ export interface BuildingSource {
recruitmentTime: Function; recruitmentTime: Function;
}; };
constructionTimeReductionPerLevel?: number; constructionTimeReductionPerLevel?: number;
triggers?: {
onLevelUp?: Function;
};
}; };
} }
@ -101,6 +105,7 @@ export type RegionType = OasisType | BourgadeType;
export interface HeroType { export interface HeroType {
id: number; id: number;
name: string;
} }
@ -110,5 +115,6 @@ export interface QuestType {
reward: ResourcesType; reward: ResourcesType;
level: number; level: number;
started: boolean; started: boolean;
hero?: number;
remainingTime?: number; remainingTime?: number;
} }

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@ -31,6 +31,7 @@ export default function update(timestamp: number) {
if (b.state.upgrade.remainingTime <= 0) { if (b.state.upgrade.remainingTime <= 0) {
b.level++; b.level++;
b.state.upgrade.isUpgrading = false; b.state.upgrade.isUpgrading = false;
b.behavior.triggers?.onLevelUp?.(V, b);
} }
}); });

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@ -1,11 +1,10 @@
import { writable } from "svelte/store"; import { writable } from "svelte/store";
import { createBuilding } from "./create"; import { createBuilding, createHero, createQuest } from "./create";
import worldmap from "./data/worldmap"; import worldmap from "./data/worldmap";
import { getTilesAtDistance, Hex } from "./hexgrid"; import { getTilesAtDistance, Hex } from "./hexgrid";
import type { BuildingType, QuestType, RegionType, ResourcesType } from "./types"; import type { BuildingType, HeroType, QuestType, RegionType, ResourcesType } from "./types";
import { getKeysAsNumbers, shuffle } from "./utils"; import { getKeysAsNumbers, shuffle } from "./utils";
import { createQuest } from "./quests";
type Board = { type Board = {
@ -24,6 +23,7 @@ export interface VillageState {
villageTiles: Board; villageTiles: Board;
outsideTiles: Board; outsideTiles: Board;
worldmap: RegionType[]; worldmap: RegionType[];
heroes: HeroType[];
quests: QuestType[]; quests: QuestType[];
victory: boolean; victory: boolean;
} }
@ -103,6 +103,9 @@ function getInitialState() {
villageTiles: getInitialVillageBoard(), villageTiles: getInitialVillageBoard(),
outsideTiles: getInitialOutsideBoard(), outsideTiles: getInitialOutsideBoard(),
worldmap: getInitialWorldmap(), worldmap: getInitialWorldmap(),
heroes: [
createHero(),
],
quests: getInitialQuests(), quests: getInitialQuests(),
victory: false, victory: false,
}; };
@ -131,7 +134,7 @@ function getInitialState() {
} }
const newBuilding = createBuilding(type); const newBuilding = createBuilding(type);
newBuilding.tile = new Hex(x, y); newBuilding.tile = new Hex(x, y);
newBuilding.level = 1; //newBuilding.type === 'field' ? 1 : 10; newBuilding.level = 20; //newBuilding.type === 'field' ? 1 : 10;
state.outsideTiles[y][x] = newBuilding.id; state.outsideTiles[y][x] = newBuilding.id;
state.buildings.push(newBuilding); state.buildings.push(newBuilding);
}); });