Add resource production buildings and a way to upgrade them.
This commit is contained in:
parent
d5058c4cbe
commit
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11
package-lock.json
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11
package-lock.json
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@ -10,6 +10,7 @@
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"devDependencies": {
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"devDependencies": {
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"@sveltejs/vite-plugin-svelte": "^3.1.2",
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"@sveltejs/vite-plugin-svelte": "^3.1.2",
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"@tsconfig/svelte": "^5.0.4",
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"@tsconfig/svelte": "^5.0.4",
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"immer": "^10.1.1",
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"svelte": "^4.2.19",
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"svelte": "^4.2.19",
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"svelte-check": "^4.0.4",
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"svelte-check": "^4.0.4",
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"tslib": "^2.7.0",
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"tslib": "^2.7.0",
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@ -877,6 +878,16 @@
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"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
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"node": "^8.16.0 || ^10.6.0 || >=11.0.0"
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}
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}
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},
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},
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"node_modules/immer": {
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"version": "10.1.1",
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"resolved": "https://registry.npmjs.org/immer/-/immer-10.1.1.tgz",
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"integrity": "sha512-s2MPrmjovJcoMaHtx6K11Ra7oD05NT97w1IC5zpMkT6Atjr7H8LjaDd81iIxUYpMKSRRNMJE703M1Fhr/TctHw==",
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"dev": true,
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"funding": {
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"type": "opencollective",
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"url": "https://opencollective.com/immer"
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}
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},
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"node_modules/is-reference": {
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"node_modules/is-reference": {
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"version": "3.0.2",
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"version": "3.0.2",
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"resolved": "https://registry.npmjs.org/is-reference/-/is-reference-3.0.2.tgz",
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"resolved": "https://registry.npmjs.org/is-reference/-/is-reference-3.0.2.tgz",
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@ -12,6 +12,7 @@
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"devDependencies": {
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"devDependencies": {
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"@sveltejs/vite-plugin-svelte": "^3.1.2",
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"@sveltejs/vite-plugin-svelte": "^3.1.2",
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"@tsconfig/svelte": "^5.0.4",
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"@tsconfig/svelte": "^5.0.4",
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"immer": "^10.1.1",
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"svelte": "^4.2.19",
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"svelte": "^4.2.19",
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"svelte-check": "^4.0.4",
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"svelte-check": "^4.0.4",
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"tslib": "^2.7.0",
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"tslib": "^2.7.0",
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@ -1,8 +1,58 @@
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<script lang="ts">
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<script lang="ts">
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import { onMount } from "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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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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</script>
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</script>
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<main>
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<main>
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<div>
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<ul>
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<li>Wood: { Math.floor($village.resources.wood) }</li>
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<li>Stone: { Math.floor($village.resources.stone) }</li>
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<li>Iron: { Math.floor($village.resources.iron) }</li>
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<li>Food: { Math.floor($village.resources.food) }</li>
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</ul>
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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 }</p>
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<p>Level: { 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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</main>
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</main>
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<style>
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<style>
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.buildings {
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display: flex;
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gap: 1em;
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}
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</style>
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</style>
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@ -4,8 +4,8 @@
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font-weight: 400;
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font-weight: 400;
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color-scheme: light dark;
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color-scheme: light dark;
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color: rgba(255, 255, 255, 0.87);
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color: hsla(0, 0%, 100%, 0.87);
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background-color: #242424;
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background-color: hsl(0, 0%, 14%);
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font-synthesis: none;
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font-synthesis: none;
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text-rendering: optimizeLegibility;
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text-rendering: optimizeLegibility;
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62
src/buildings.ts
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62
src/buildings.ts
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import type { VillageState } from "./village";
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export default {
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'woodcutter': {
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name: 'Woodcutter',
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level: 1,
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cost: (level: number) => {
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return {
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wood: level * 10,
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stone: level * 10,
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iron: level * 10,
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food: 0,
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};
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},
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behavior: {
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production: (V: VillageState, self: any, delta: number) => {
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const outputPerMinute = 5 * (self.level * self.level);
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources.wood += outputPerMilisecond * delta;
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}
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}
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},
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'mine': {
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name: 'Mine',
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level: 1,
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cost: (level: number) => {
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return {
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wood: level * 10,
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stone: level * 10,
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iron: level * 10,
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food: 0,
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};
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},
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behavior: {
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production: (V: VillageState, self: any, delta: number) => {
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const outputPerMinute = 5 * (self.level * self.level);
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources.iron += outputPerMilisecond * delta;
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}
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}
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},
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'pit': {
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name: 'Pit',
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level: 1,
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cost: (level: number) => {
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return {
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wood: level * 10,
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stone: level * 10,
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iron: level * 10,
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food: 0,
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};
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},
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behavior: {
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production: (V: VillageState, self: any, delta: number) => {
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const outputPerMinute = 5 * (self.level * self.level);
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const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
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V.resources.stone += outputPerMilisecond * delta;
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}
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}
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},
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};
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10
src/main.ts
10
src/main.ts
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import './app.css'
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import './app.css'
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import App from './App.svelte'
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import App from './App.svelte'
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const app = new App({
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target: document.getElementById('app')!,
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})
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export default app
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const app = new App({
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target: document.getElementById('app')!,
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});
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export default app;
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31
src/moves/index.ts
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31
src/moves/index.ts
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import { produce } from 'immer';
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import village, { type VillageState } from '../village';
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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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// immutable by immer. This allows moves to be much, much simpler to write,
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// while ensuring that states are always immutable. We'll benefit from this
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// when we want to implement an undo option.
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export function makeMove(move: (...args: any[]) => boolean) {
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// Create a new function.
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return (...args: any[]) => {
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let result: boolean = false;
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// That updates the game state.
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village.update(state => {
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// With an immutable state.
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return produce(state, (G: VillageState) => {
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result = move(G, ...args);
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});
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});
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return result;
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};
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}
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export default {
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upgradeBuilding: makeMove(upgradeBuilding),
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};
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29
src/moves/upgradeBuilding.ts
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29
src/moves/upgradeBuilding.ts
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import type { VillageState } from "../village";
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export default function upgradeBuilding(V: VillageState, buildingId: number) {
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const building = V.buildings.find(b => b.id === buildingId);
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if (!building) {
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return false;
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}
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const cost = building.cost(building.level);
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if (
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cost.wood > V.resources.wood
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|| cost.stone > V.resources.stone
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|| cost.iron > V.resources.iron
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|| cost.food > V.resources.food
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) {
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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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building.level++;
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return true;
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}
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21
src/types.ts
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21
src/types.ts
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export interface Cost {
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wood: number;
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stone: number;
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iron: number;
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food: number;
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}
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export interface BuildingSource {
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name: string;
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level: number;
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cost: (level: number) => Cost;
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behavior: {
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production?: Function;
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};
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}
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export interface Building extends BuildingSource {
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id: number;
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}
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29
src/update.ts
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29
src/update.ts
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import { produce } from 'immer';
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import village, { type VillageState } from "./village";
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let lastFrame: number;
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export default function update(timestamp: number) {
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if (!lastFrame) {
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lastFrame = timestamp;
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return;
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}
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const delta = timestamp - lastFrame;
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village.update(state => {
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return produce(state, (V: VillageState) => {
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V.buildings.forEach(b => {
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if (b.behavior.production) {
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b.behavior.production(V, b, delta);
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}
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});
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return V;
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});
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});
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lastFrame = timestamp;
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}
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44
src/village.ts
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44
src/village.ts
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import { writable } from "svelte/store";
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import buildings from "./buildings";
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import type { Building } from "./types";
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export interface VillageState {
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buildings: Building[];
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resources: {
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wood: number;
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stone: number;
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iron: number;
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food: number;
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culture: number;
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}
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}
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let uid = 0;
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const village = writable<VillageState>({
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buildings: [
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.woodcutter, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.mine, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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{ ...buildings.pit, id: uid++ },
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],
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resources: {
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wood: 100,
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stone: 100,
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iron: 100,
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food: 0,
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culture: 0,
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},
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});
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export default village;
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