Change quests to only offer one resource, but there is always one quest per type of resource.
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@ -1,7 +1,12 @@
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import type { Resource } from "./types";
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export const CULTURE_TO_WIN = 20000;
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export const CULTURE_TO_WIN = 20000;
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export const WORLD_MAP_HEIGHT = 9;
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export const WORLD_MAP_HEIGHT = 9;
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export const WORLD_MAP_WIDTH = 9;
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export const WORLD_MAP_WIDTH = 9;
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export const RESOURCES: Resource[] = ['wood', 'stone', 'iron', 'food', 'culture'];
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// Debug values.
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// Debug values.
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export const TOWN_HALL_START_LEVEL = 1;
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export const TOWN_HALL_START_LEVEL = 1;
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export const RESOURCE_BUILDINGS_START_LEVEL = 1;
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export const RESOURCE_BUILDINGS_START_LEVEL = 1;
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@ -2,7 +2,7 @@ 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, ResourcesType } from "./types";
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import { getEmptyResources, random, shuffle } from "./utils";
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import { random, shuffle } from "./utils";
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let uid = 0;
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let uid = 0;
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@ -37,25 +37,18 @@ export function createBuilding(buildingType: string): BuildingType {
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}
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}
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export function createQuest(level: number): QuestType {
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export function createQuest(resource: keyof ResourcesType, level: number): QuestType {
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const reward = getEmptyResources();
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const adjustedLevel = Math.ceil((level * level + 3) / 3);
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const adjustedLevel = level * level + 3;
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const duration = Math.max(1, random(adjustedLevel - 2, adjustedLevel + 2));
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const duration = random(adjustedLevel - 2, adjustedLevel + 2);
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const reward = Math.max(10, random(
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Object.keys(reward).forEach(r => {
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const resource = r as keyof ResourcesType;
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reward[resource] = random(
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Math.round((duration * 5 - level * 10) * (1 + level / 3)),
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Math.round((duration * 5 - level * 10) * (1 + level / 3)),
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Math.round((duration * 5 + level * 10) * (1 + level / 3)),
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Math.round((duration * 5 + level * 10) * (1 + level / 3)),
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);
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));
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if (resource === 'culture') {
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reward[resource] = Math.round(reward[resource] / 20);
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}
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});
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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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duration,
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duration,
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resource,
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reward,
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reward,
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level,
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level,
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started: false,
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started: false,
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@ -3,7 +3,8 @@
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import { fly } from "svelte/transition";
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import { fly } from "svelte/transition";
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import moves from "../moves";
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import moves from "../moves";
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import { getPrettyTime } from "../utils";
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import type { Resource, ResourcesType } from "../types";
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import { getEmptyResources, getPrettyTime } from "../utils";
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import village from "../village";
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import village from "../village";
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import Reward from "./Reward.svelte";
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import Reward from "./Reward.svelte";
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@ -13,6 +14,12 @@
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function startQuest(id: number, heroId: number) {
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function startQuest(id: number, heroId: number) {
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moves.startQuest(id, heroId);
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moves.startQuest(id, heroId);
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}
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}
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function getRewardAsResources(resource: Resource, reward: number): ResourcesType {
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const output = getEmptyResources();
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output[resource] = reward;
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return output;
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}
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</script>
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</script>
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<section>
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<section>
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@ -23,15 +30,19 @@
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out:fly={{ duration: 200, x: 500 }}
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out:fly={{ duration: 200, x: 500 }}
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animate:flip={{ duration: 100 }}
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animate:flip={{ duration: 100 }}
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>
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>
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<p>
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<p class="reward">
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<Reward reward={ quest.reward } />
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<span>
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</p>
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<p>
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<img src="./img/icons/time.png" alt="Duration">
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<img src="./img/icons/time.png" alt="Duration">
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{ #if quest.started }
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{ #if quest.started }
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{ getPrettyTime(quest.remainingTime || 0) }
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{ getPrettyTime(quest.remainingTime || 0) }
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{ :else }
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{ :else }
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{ quest.duration }
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{ quest.duration }
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{ /if }
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</span>
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<Reward reward={ getRewardAsResources(quest.resource, quest.reward) } />
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</p>
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{ #if !quest.started }
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<p>
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{ #each availableHeroes as hero }
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{ #each availableHeroes as hero }
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<button
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<button
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on:click={ () => startQuest(quest.id, hero.id) }
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on:click={ () => startQuest(quest.id, hero.id) }
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@ -41,14 +52,29 @@
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{ :else }
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{ :else }
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<span>No heroes available</span>
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<span>No heroes available</span>
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{ /each }
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{ /each }
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{ /if }
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</p>
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</p>
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{ /if }
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</div>
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</div>
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{ /each }
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{ /each }
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</section>
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</section>
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<style>
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<style>
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.quest {
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.quest {
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border: 1px solid hsl(0, 0%, 20%);
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border-radius: 1em;
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margin-bottom: 0.5em;
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padding: 0 1em;
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text-align: left;
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text-align: left;
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}
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}
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.quest .reward {
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display: flex;
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justify-content: space-between;
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}
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.quest .reward span {
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display: flex;
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align-items: center;
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gap: 0.5em;
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}
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</style>
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</style>
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@ -1,5 +1,6 @@
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import type { VillageState } from "../village";
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import type { VillageState } from "../village";
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export default function startQuest(V: VillageState, questId: number, heroId: number) {
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export default function startQuest(V: VillageState, questId: number, heroId: number) {
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const quest = V.quests.find(q => q.id === questId);
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const quest = V.quests.find(q => q.id === questId);
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if (!quest) {
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if (!quest) {
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@ -26,6 +26,9 @@ export interface ResourcesType extends CostType {
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}
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}
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export type Resource = keyof ResourcesType;
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export interface BuildingSource {
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export interface BuildingSource {
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name: string;
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name: string;
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type: string;
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type: string;
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@ -139,7 +142,8 @@ export interface HeroType {
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export interface QuestType {
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export interface QuestType {
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id: number;
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id: number;
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duration: number;
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duration: number;
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reward: ResourcesType;
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resource: keyof ResourcesType
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reward: number;
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level: number;
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level: number;
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started: boolean;
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started: boolean;
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hero?: number;
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hero?: number;
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@ -56,15 +56,11 @@ export default function update(timestamp: number) {
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quest.remainingTime -= delta;
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quest.remainingTime -= delta;
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if (quest.remainingTime <= 0) {
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if (quest.remainingTime <= 0) {
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V.resources.wood += quest.reward.wood;
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V.resources[quest.resource] += quest.reward;
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V.resources.stone += quest.reward.stone;
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V.resources.iron += quest.reward.iron;
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V.resources.food += quest.reward.food;
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V.resources.culture += quest.reward.culture;
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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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V.quests = V.quests.filter(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.push(createQuest(quest.level + 1));
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V.quests[index] = createQuest(quest.resource, quest.level + 1);
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}
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}
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});
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});
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@ -1,11 +1,11 @@
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import { writable } from "svelte/store";
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import { writable } from "svelte/store";
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import { RESOURCE_BUILDINGS_START_LEVEL, RESOURCES, TOWN_HALL_START_LEVEL, WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
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import { createBuilding, createHero, createQuest } from "./create";
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import { createBuilding, createHero, createQuest } from "./create";
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import worldmap from "./data/worldmap";
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import worldmap from "./data/worldmap";
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import { getTilesAtDistance, Hex } from "./hexgrid";
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import { getTilesAtDistance, Hex } from "./hexgrid";
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import { WORLDMAP_TYPES, type BuildingType, type CostType, type HeroType, type QuestType, type RegionType, type ResourcesType } from "./types";
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import { WORLDMAP_TYPES, type BuildingType, type CostType, type HeroType, type QuestType, type RegionType, type ResourcesType } from "./types";
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import { distanceBetweenCells, getAdjacentWorldmapCells, getKeysAsNumbers, indexToPoint, shuffle } from "./utils";
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import { distanceBetweenCells, getKeysAsNumbers, indexToPoint, shuffle } from "./utils";
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import { RESOURCE_BUILDINGS_START_LEVEL, TOWN_HALL_START_LEVEL, WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
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type Board = {
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type Board = {
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@ -106,11 +106,9 @@ function getInitialWorldmap(): RegionType[] {
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function getInitialQuests(): QuestType[] {
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function getInitialQuests(): QuestType[] {
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return [
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return RESOURCES.map(r => {
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createQuest(1),
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return createQuest(r, 1);
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createQuest(1),
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});
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createQuest(1),
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];
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}
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}
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