Give heroes some health, a level and experience points. Make them lose health and gain experience when finishing a quest.
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@ -1,7 +1,7 @@
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import buildings from "./data/buildings";
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import buildings from "./data/buildings";
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import { NAMES } from "./data/heroes";
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import { NAMES } from "./data/heroes";
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import { Hex } from "./hexgrid";
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import { Hex } from "./hexgrid";
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import type { BuildingSource, BuildingType, HeroType, QuestType, ResourcesType } from "./types";
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import type { BuildingSource, BuildingType, HeroType, QuestType, Resource } from "./types";
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import { random, shuffle } from "./utils";
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import { random, shuffle } from "./utils";
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@ -37,7 +37,7 @@ export function createBuilding(buildingType: string): BuildingType {
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}
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}
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export function createQuest(resource: keyof ResourcesType, level: number): QuestType {
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export function createQuest(resource: Resource, level: number): QuestType {
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const adjustedLevel = Math.ceil((level * level + 3) / 3);
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const adjustedLevel = Math.ceil((level * level + 3) / 3);
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const duration = Math.max(1, random(adjustedLevel - 2, adjustedLevel + 2));
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const duration = Math.max(1, random(adjustedLevel - 2, adjustedLevel + 2));
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const reward = Math.max(10, random(
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const reward = Math.max(10, random(
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@ -60,5 +60,8 @@ export function createHero(): HeroType {
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return {
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return {
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id: uid++,
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id: uid++,
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name: shuffle(NAMES)[0],
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name: shuffle(NAMES)[0],
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health: 100.0,
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level: 1,
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experience: 0,
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};
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};
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}
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}
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@ -58,7 +58,7 @@ export default [
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},
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},
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description: {
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description: {
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short: '',
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short: '',
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long: 'Increases the construction time of buildings by 2,5% per level, and unlocks new buildings.'
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long: 'Reduces the construction time of buildings by 2,5% per level, and unlocks new buildings.'
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},
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},
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},
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},
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{
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{
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41
src/hud/Hero.svelte
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41
src/hud/Hero.svelte
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@ -0,0 +1,41 @@
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<script lang="ts">
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import heroes from "../modules/heroes";
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import type { HeroType } from "../types";
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export let hero: HeroType;
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</script>
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<div class="hero">
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<span class="level">{ hero.level }</span>
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<p class="name">{ hero.name }</p>
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<p>Exp: { hero.experience } / { heroes.getExperienceNeeded(hero) }</p>
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<div class="health" style="--health-percent: { Math.floor(hero.health) }%;"></div>
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</div>
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<style>
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.hero {
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margin: 1em auto;
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width: 80%;
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}
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.health {
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background-color: hsl(0, 86%, 33%);
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border: 1px solid hsl(61, 83%, 14%);
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width: 100%;
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height: 1em;
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position: relative;
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}
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.health::after {
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content: '';
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background-color: hsl(120, 41%, 53%);
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width: 100%;
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height: 1em;
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position: absolute;
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top: 0;
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left: 0;
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scale: var(--health-percent) 1;
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transform-origin: left;
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transition: scale 400ms ease-in-out;
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}
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</style>
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@ -2,6 +2,7 @@
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import units from "../data/units";
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import units from "../data/units";
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import { getRemainingUnitCount } from "../utils";
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import { getRemainingUnitCount } from "../utils";
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import village from "../village";
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import village from "../village";
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import Hero from "./Hero.svelte";
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$: currentUnits = Object.entries($village.units).map(([type, count]) => {
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$: currentUnits = Object.entries($village.units).map(([type, count]) => {
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const unit = units.find(u => u.type === type);
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const unit = units.find(u => u.type === type);
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@ -18,7 +19,7 @@
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<section>
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<section>
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{ #each $village.heroes as hero }
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{ #each $village.heroes as hero }
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<p>{ hero.name }</p>
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<Hero { hero } />
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{ /each }
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{ /each }
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{ #each currentUnits as unit }
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{ #each currentUnits as unit }
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<p>{ unit.name }: { getRemainingUnitCount($village, unit.type) } / { unit.count }</p>
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<p>{ unit.name }: { getRemainingUnitCount($village, unit.type) } / { unit.count }</p>
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79
src/modules/heroes.ts
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79
src/modules/heroes.ts
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import type { HeroType } from "../types";
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import type { VillageState } from "../village";
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const LEVELS = [
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0,
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10,
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25,
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50,
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100,
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250,
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500,
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1000,
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2500,
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5000,
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10000,
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];
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export function getHero(V: VillageState, heroId: number) {
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const hero = V.heroes.find(h => h.id === heroId);
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if (!hero) {
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throw new Error(`Cannot find hero with id "${heroId}"`);
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}
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return hero;
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}
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export function getMaxHealth(hero: HeroType): number {
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return 100.0 + (hero.level - 1) * 5.0;
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}
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export function hurt(hero: HeroType, damage: number) {
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hero.health -= damage;
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if (hero.health <= 0) {
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hero.health = 0.0;
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// Do something to show that the hero is dead.
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}
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}
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export function heal(hero: HeroType, health: number) {
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hero.health -= health;
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const maxHealth = getMaxHealth(hero);
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if (hero.health > maxHealth) {
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hero.health = maxHealth;
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}
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}
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export function gainExperience(hero: HeroType, xp: number) {
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hero.experience += xp;
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if (hero.experience >= LEVELS[hero.level]) {
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hero.experience -= LEVELS[hero.level];
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hero.level++;
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hero.health = getMaxHealth(hero);
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}
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}
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export function getExperienceNeeded(hero: HeroType) {
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return LEVELS[hero.level];
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}
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export default {
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getHero,
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getExperienceNeeded,
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getMaxHealth,
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heal,
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hurt,
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gainExperience,
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};
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@ -136,6 +136,9 @@ export type RegionType = EmptyRegionType | OasisType | BourgadeType;
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export interface HeroType {
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export interface HeroType {
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id: number;
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id: number;
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name: string;
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name: string;
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level: number;
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health: number;
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experience: number;
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}
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}
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@ -6,6 +6,7 @@ import { resolveMission } from './missions';
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import type { ProductionType } from './types';
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import type { ProductionType } from './types';
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import { getProduction, getRegionsWithMissions, getStorage, shuffle } from './utils';
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import { getProduction, getRegionsWithMissions, getStorage, shuffle } from './utils';
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import village, { type VillageState } from "./village";
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import village, { type VillageState } from "./village";
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import heroes from './modules/heroes';
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let lastFrame: number;
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let lastFrame: number;
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@ -58,6 +59,10 @@ export default function update(timestamp: number) {
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if (quest.remainingTime <= 0) {
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if (quest.remainingTime <= 0) {
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V.resources[quest.resource] += quest.reward;
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V.resources[quest.resource] += quest.reward;
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const hero = heroes.getHero(V, quest.hero as number);
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heroes.hurt(hero, 10.0);
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heroes.gainExperience(hero, 2);
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// Replace the finished quest with a new one.
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// Replace the finished quest with a new one.
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const index = V.quests.findIndex(q => q.id === quest.id);
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const index = V.quests.findIndex(q => q.id === quest.id);
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V.quests[index] = createQuest(quest.resource, quest.level + 1);
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V.quests[index] = createQuest(quest.resource, quest.level + 1);
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@ -116,6 +121,11 @@ export default function update(timestamp: number) {
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}
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}
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});
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});
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// Heal heroes.
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V.heroes.forEach(h => {
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heroes.heal(h, delta / 5000.0)
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});
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// Check if the game is won.
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// Check if the game is won.
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if (V.resources.culture >= CULTURE_TO_WIN) {
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if (V.resources.culture >= CULTURE_TO_WIN) {
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V.victory = true;
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V.victory = true;
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@ -1,6 +1,6 @@
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import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
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import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
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import units from "./data/units";
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import units from "./data/units";
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import { WORLDMAP_TYPES, type BuildingType, type CostType, type OasisType, type Point, type ProductionType, type ResourcesType } from "./types";
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import { WORLDMAP_TYPES, type BuildingType, type CostType, type HeroType, type OasisType, type Point, type ProductionType, type ResourcesType } from "./types";
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import type { VillageState } from "./village";
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import type { VillageState } from "./village";
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