Add a button to upgrade a building from the village map.

This commit is contained in:
Adrian 2024-11-04 19:04:12 +01:00
parent dd50d9b80d
commit fbe48f925d
3 changed files with 75 additions and 15 deletions

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@ -1,8 +1,57 @@
<script lang="ts"> <script lang="ts">
import moves from "../moves";
import type { BuildingType } from "../types"; import type { BuildingType } from "../types";
import { canPayBuildingCost } from "../utils";
import village from "../village";
export let building: BuildingType; export let building: BuildingType;
$: isUpgrading = $village.queue.find(q => q.id === building.id);
$: canUpgrade = canPayBuildingCost($village, building);
function upgradeBuilding() {
moves.upgradeBuilding(building.id);
return false;
}
</script> </script>
<p>{ building.name }</p> <div>
<p>{ building.level }</p> <p>{ building.name }</p>
<p>
<button
class="level"
class:can-upgrade={ canUpgrade }
class:is-upgrading={ isUpgrading }
on:click|stopPropagation={ upgradeBuilding }
>
{ building.level }
</button>
</p>
</div>
<style>
.level {
aspect-ratio: 1;
background-color: hsl(208, 100%, 97%);
border: 0.4em solid hsl(0, 0%, 45%);
border-radius: 100%;
box-sizing: border-box;
box-shadow: 0 0 0.2em black;
color: hsl(0, 0%, 10%);
font-size: 1.2em;
}
.level.can-upgrade {
border-color: hsl(90, 99%, 36%);
}
.level.is-upgrading {
border-color: hsl(56, 99%, 43%);
}
.level:hover.can-upgrade {
border-color: hsl(90, 99%, 36%);
}
</style>

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@ -1,4 +1,4 @@
import { enqueueBuilding } from "../utils"; import { canPayBuildingCost, enqueueBuilding, getBuildingUpgradeCost } from "../utils";
import type { VillageState } from "../village"; import type { VillageState } from "../village";
@ -8,20 +8,12 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
return false; return false;
} }
const ongoingUpgrades = V.queue.filter(q => q.id === building.id); if (!canPayBuildingCost(V, building)) {
const level = building.level + 1 + ongoingUpgrades.length;
const cost = building.cost(level);
if (
cost.wood > V.resources.wood
|| cost.stone > V.resources.stone
|| cost.iron > V.resources.iron
|| cost.food > V.resources.food
) {
return false; return false;
} }
const cost = getBuildingUpgradeCost(V, building);
V.resources.wood -= cost.wood; V.resources.wood -= cost.wood;
V.resources.stone -= cost.stone; V.resources.stone -= cost.stone;
V.resources.iron -= cost.iron; V.resources.iron -= cost.iron;

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@ -1,5 +1,5 @@
import units from "./data/units"; import units from "./data/units";
import type { BuildingType, ProductionType } from "./types"; import type { BuildingType, CostType, ProductionType } from "./types";
import type { VillageState } from "./village"; import type { VillageState } from "./village";
@ -109,3 +109,22 @@ export function enqueueBuilding(V: VillageState, building: BuildingType) {
remainingTime, remainingTime,
}); });
} }
export function getBuildingUpgradeCost(V: VillageState, building: BuildingType): CostType {
const ongoingUpgrades = V.queue.filter(q => q.id === building.id);
const level = building.level + ongoingUpgrades.length + 1;
return building.cost(level);
}
export function canPayBuildingCost(V: VillageState, building: BuildingType): boolean {
const cost = getBuildingUpgradeCost(V, building);
return !(
cost.wood > V.resources.wood
|| cost.stone > V.resources.stone
|| cost.iron > V.resources.iron
|| cost.food > V.resources.food
);
}