Add Great Warehouse and Great Granary, make buildings be unlocked at some Townhall levels.
This commit is contained in:
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a21585280a
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@ -30,6 +30,7 @@ export default [
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name: 'Town Hall',
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name: 'Town Hall',
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autoBuilt: true,
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autoBuilt: true,
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getResourceBuildingCost(level, 10),
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wood: getResourceBuildingCost(level, 10),
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@ -56,6 +57,7 @@ export default [
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name: 'Woodcutter',
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name: 'Woodcutter',
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autoBuilt: true,
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autoBuilt: true,
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getResourceBuildingCost(level, 6),
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wood: getResourceBuildingCost(level, 6),
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@ -83,6 +85,7 @@ export default [
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name: 'Mine',
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name: 'Mine',
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autoBuilt: true,
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autoBuilt: true,
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getResourceBuildingCost(level, 10),
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wood: getResourceBuildingCost(level, 10),
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@ -110,6 +113,7 @@ export default [
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name: 'Pit',
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name: 'Pit',
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autoBuilt: true,
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autoBuilt: true,
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getResourceBuildingCost(level, 14),
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wood: getResourceBuildingCost(level, 14),
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@ -137,6 +141,7 @@ export default [
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name: 'Field',
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name: 'Field',
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autoBuilt: true,
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autoBuilt: true,
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getResourceBuildingCost(level, 14),
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wood: getResourceBuildingCost(level, 14),
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@ -159,6 +164,7 @@ export default [
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type: 'warehouse',
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type: 'warehouse',
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name: 'Warehouse',
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name: 'Warehouse',
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getStorageBuildingCost(level, 15),
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wood: getStorageBuildingCost(level, 15),
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@ -185,6 +191,7 @@ export default [
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type: 'granary',
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type: 'granary',
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name: 'Granary',
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name: 'Granary',
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getStorageBuildingCost(level, 12),
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wood: getStorageBuildingCost(level, 12),
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@ -207,10 +214,65 @@ export default [
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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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{
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type: 'great-warehouse',
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name: 'Great Warehouse',
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maxLevel: 20,
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requiredTownhallLevel: 15,
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cost: (level: number) => {
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return {
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wood: getStorageBuildingCost(level, 150),
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stone: getStorageBuildingCost(level, 200),
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iron: getStorageBuildingCost(level, 100),
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food: getStorageBuildingCost(level, 150),
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};
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},
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timeToBuild: (level: number) => getStandardTimeToBuild(level) * 2,
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behavior: {
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storage: (V: VillageState, self: BuildingType) => {
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const x = self.level;
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const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 250;
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return {
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'wood': capacity,
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'stone': capacity,
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'iron': capacity,
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'food': 0,
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};
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},
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},
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},
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{
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type: 'great-granary',
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name: 'Great Granary',
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maxLevel: 20,
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requiredTownhallLevel: 15,
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cost: (level: number) => {
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return {
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wood: getStorageBuildingCost(level, 120),
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stone: getStorageBuildingCost(level, 220),
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iron: getStorageBuildingCost(level, 100),
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food:getStorageBuildingCost(level, 60),
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};
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},
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timeToBuild: (level: number) => getStandardTimeToBuild(level) * 2,
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behavior: {
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storage: (V: VillageState, self: BuildingType) => {
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const x = self.level;
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const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 250;
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return {
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'wood': 0,
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'stone': 0,
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'iron': 0,
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'food': capacity,
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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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type: 'university',
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type: 'university',
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name: 'University',
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name: 'University',
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 5,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getUnitBuildingCost(level, 75),
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wood: getUnitBuildingCost(level, 75),
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@ -237,6 +299,7 @@ export default [
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type: 'barracks',
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type: 'barracks',
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name: 'Barracks',
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name: 'Barracks',
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maxLevel: 20,
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maxLevel: 20,
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requiredTownhallLevel: 3,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getUnitBuildingCost(level, 60),
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wood: getUnitBuildingCost(level, 60),
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@ -264,6 +327,7 @@ export default [
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name: 'Palace',
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name: 'Palace',
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maxLevel: 20,
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maxLevel: 20,
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unique: true,
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unique: true,
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requiredTownhallLevel: 10,
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cost: (level: number) => {
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cost: (level: number) => {
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return {
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return {
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wood: getStorageBuildingCost(level, 200),
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wood: getStorageBuildingCost(level, 200),
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@ -3,8 +3,8 @@
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import buildings from "../data/buildings";
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import buildings from "../data/buildings";
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import moves from "../moves";
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import moves from "../moves";
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import showBuildingCreator from "../stores/showBuildingCreator";
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import showBuildingCreator from "../stores/showBuildingCreator";
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import { canPayBuildingCost } from "../utils";
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import { canPayBuildingCost, getTownhall } from "../utils";
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import village, { type VillageState } from "../village";
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import village from "../village";
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import Cost from "./Cost.svelte";
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import Cost from "./Cost.svelte";
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function close() {
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function close() {
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@ -25,11 +25,13 @@
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$: constructible = buildings
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$: constructible = buildings
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.filter(b => !b.autoBuilt)
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.filter(b => !b.autoBuilt)
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.filter(b => !(b.unique && $village.buildings.some(b2 => b2.type === b.type)))
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.filter(b => !(b.unique && $village.buildings.some(b2 => b2.type === b.type)))
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.filter(b => !b.requiredTownhallLevel || getTownhall($village).level >= b.requiredTownhallLevel)
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.map(b =>{
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.map(b =>{
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const building = createBuilding(b.type);
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const building = createBuilding(b.type);
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building.level = 0;
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building.level = 0;
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return building;
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return building;
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});
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})
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.sort((a, b) => a.requiredTownhallLevel - b.requiredTownhallLevel);
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</script>
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</script>
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{ #if $showBuildingCreator !== null }
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{ #if $showBuildingCreator !== null }
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@ -1,31 +0,0 @@
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import type { QuestType, ResourcesType } from "./types";
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import { getEmptyResources, random } from "./utils";
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let uid = 0;
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export function createQuest(level: number): QuestType {
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const reward = getEmptyResources();
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const adjustedLevel = level * level + 3;
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const duration = random(adjustedLevel - 2, adjustedLevel + 2);
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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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);
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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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id: uid++,
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duration,
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reward,
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level,
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started: false,
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};
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}
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@ -26,6 +26,7 @@ export interface BuildingSource {
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autoBuilt?: boolean;
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autoBuilt?: boolean;
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unique?: boolean;
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unique?: boolean;
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maxLevel: number;
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maxLevel: number;
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requiredTownhallLevel: number;
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cost: (level: number) => CostType;
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cost: (level: number) => CostType;
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timeToBuild: (level: number) => number;
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timeToBuild: (level: number) => number;
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behavior: {
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behavior: {
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@ -1,11 +1,11 @@
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import { produce } from 'immer';
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import { produce } from 'immer';
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import { CULTURE_TO_WIN } from './constants';
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import { CULTURE_TO_WIN } from './constants';
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import { createQuest } from './create';
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import { resolveMission } from './missions';
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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, getStorage, shuffle } from './utils';
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import { getProduction, 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 { createQuest } from './quests';
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let lastFrame: number;
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let lastFrame: number;
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@ -161,3 +161,12 @@ export function canPayBuildingCost(V: VillageState, building: BuildingType): boo
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|| cost.food > V.resources.food
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);
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);
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}
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}
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export function getTownhall(V: VillageState): BuildingType {
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const townhall = V.buildings.find(b => b.type === 'townhall');
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if (!townhall) {
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throw new Error("Unable to find the Town hall");
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}
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return townhall;
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}
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