Change quests to only offer one resource, but there is always one quest per type of resource.

This commit is contained in:
Adrian 2025-03-08 18:41:32 +01:00
parent 3b38d16868
commit f7f86db510
7 changed files with 63 additions and 40 deletions

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@ -1,7 +1,12 @@
import type { Resource } from "./types";
export const CULTURE_TO_WIN = 20000;
export const WORLD_MAP_HEIGHT = 9;
export const WORLD_MAP_WIDTH = 9;
export const RESOURCES: Resource[] = ['wood', 'stone', 'iron', 'food', 'culture'];
// Debug values.
export const TOWN_HALL_START_LEVEL = 1;
export const RESOURCE_BUILDINGS_START_LEVEL = 1;

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@ -2,7 +2,7 @@ import buildings from "./data/buildings";
import { NAMES } from "./data/heroes";
import { Hex } from "./hexgrid";
import type { BuildingSource, BuildingType, HeroType, QuestType, ResourcesType } from "./types";
import { getEmptyResources, random, shuffle } from "./utils";
import { random, shuffle } from "./utils";
let uid = 0;
@ -37,25 +37,18 @@ 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(
export function createQuest(resource: keyof ResourcesType, level: number): QuestType {
const adjustedLevel = Math.ceil((level * level + 3) / 3);
const duration = Math.max(1, random(adjustedLevel - 2, adjustedLevel + 2));
const reward = Math.max(10, 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,
resource,
reward,
level,
started: false,

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@ -3,7 +3,8 @@
import { fly } from "svelte/transition";
import moves from "../moves";
import { getPrettyTime } from "../utils";
import type { Resource, ResourcesType } from "../types";
import { getEmptyResources, getPrettyTime } from "../utils";
import village from "../village";
import Reward from "./Reward.svelte";
@ -13,6 +14,12 @@
function startQuest(id: number, heroId: number) {
moves.startQuest(id, heroId);
}
function getRewardAsResources(resource: Resource, reward: number): ResourcesType {
const output = getEmptyResources();
output[resource] = reward;
return output;
}
</script>
<section>
@ -23,15 +30,19 @@
out:fly={{ duration: 200, x: 500 }}
animate:flip={{ duration: 100 }}
>
<p>
<Reward reward={ quest.reward } />
</p>
<p>
<p class="reward">
<span>
<img src="./img/icons/time.png" alt="Duration">
{ #if quest.started }
{ getPrettyTime(quest.remainingTime || 0) }
{ :else }
{ quest.duration }
{ /if }
</span>
<Reward reward={ getRewardAsResources(quest.resource, quest.reward) } />
</p>
{ #if !quest.started }
<p>
{ #each availableHeroes as hero }
<button
on:click={ () => startQuest(quest.id, hero.id) }
@ -41,14 +52,29 @@
{ :else }
<span>No heroes available</span>
{ /each }
{ /if }
</p>
{ /if }
</div>
{ /each }
</section>
<style>
.quest {
border: 1px solid hsl(0, 0%, 20%);
border-radius: 1em;
margin-bottom: 0.5em;
padding: 0 1em;
text-align: left;
}
.quest .reward {
display: flex;
justify-content: space-between;
}
.quest .reward span {
display: flex;
align-items: center;
gap: 0.5em;
}
</style>

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@ -1,5 +1,6 @@
import type { VillageState } from "../village";
export default function startQuest(V: VillageState, questId: number, heroId: number) {
const quest = V.quests.find(q => q.id === questId);
if (!quest) {

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@ -26,6 +26,9 @@ export interface ResourcesType extends CostType {
}
export type Resource = keyof ResourcesType;
export interface BuildingSource {
name: string;
type: string;
@ -139,7 +142,8 @@ export interface HeroType {
export interface QuestType {
id: number;
duration: number;
reward: ResourcesType;
resource: keyof ResourcesType
reward: number;
level: number;
started: boolean;
hero?: number;

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@ -56,15 +56,11 @@ export default function update(timestamp: number) {
quest.remainingTime -= delta;
if (quest.remainingTime <= 0) {
V.resources.wood += quest.reward.wood;
V.resources.stone += quest.reward.stone;
V.resources.iron += quest.reward.iron;
V.resources.food += quest.reward.food;
V.resources.culture += quest.reward.culture;
V.resources[quest.resource] += quest.reward;
// Replace the finished quest with a new one.
V.quests = V.quests.filter(q => q.id !== quest.id);
V.quests.push(createQuest(quest.level + 1));
const index = V.quests.findIndex(q => q.id === quest.id);
V.quests[index] = createQuest(quest.resource, quest.level + 1);
}
});

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@ -1,11 +1,11 @@
import { writable } from "svelte/store";
import { RESOURCE_BUILDINGS_START_LEVEL, RESOURCES, TOWN_HALL_START_LEVEL, WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
import { createBuilding, createHero, createQuest } from "./create";
import worldmap from "./data/worldmap";
import { getTilesAtDistance, Hex } from "./hexgrid";
import { WORLDMAP_TYPES, type BuildingType, type CostType, type HeroType, type QuestType, type RegionType, type ResourcesType } from "./types";
import { distanceBetweenCells, getAdjacentWorldmapCells, getKeysAsNumbers, indexToPoint, shuffle } from "./utils";
import { RESOURCE_BUILDINGS_START_LEVEL, TOWN_HALL_START_LEVEL, WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
import { distanceBetweenCells, getKeysAsNumbers, indexToPoint, shuffle } from "./utils";
type Board = {
@ -106,11 +106,9 @@ function getInitialWorldmap(): RegionType[] {
function getInitialQuests(): QuestType[] {
return [
createQuest(1),
createQuest(1),
createQuest(1),
];
return RESOURCES.map(r => {
return createQuest(r, 1);
});
}