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387e980f5d
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933796bb4a
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933796bb4a | |||
9062d7b626 | |||
c984b5b0c5 |
@ -8,6 +8,7 @@
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let numberOfUnits = 0;
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let numberOfUnits = 0;
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let repeatMission = false;
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$: maximumUnits = getRemainingUnitCount($village, 'soldier');
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$: maximumUnits = getRemainingUnitCount($village, 'soldier');
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$: if (numberOfUnits > maximumUnits) {
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$: if (numberOfUnits > maximumUnits) {
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numberOfUnits = maximumUnits || 0;
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numberOfUnits = maximumUnits || 0;
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@ -20,7 +21,12 @@
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function pillage() {
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function pillage() {
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moves.pillage(region.state.index, numberOfUnits);
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moves.pillage(region.state.index, numberOfUnits, repeatMission);
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}
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function toggleMissionRepeat() {
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moves.toggleMissionRepeat(region.state.index);
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}
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}
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</script>
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</script>
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@ -34,6 +40,10 @@
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<div>
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<div>
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<p>{ region.state.mission.unitCount } soldiers are on a mission here.</p>
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<p>{ region.state.mission.unitCount } soldiers are on a mission here.</p>
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<p>Remaining: { Math.ceil(region.state.mission.remainingTime / 1000) }</p>
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<p>Remaining: { Math.ceil(region.state.mission.remainingTime / 1000) }</p>
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<label>
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<input type="checkbox" checked={ region.state.mission.repeat } on:change={ toggleMissionRepeat }>
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<span title="Send the same troops again when they come back">Repeat</span>
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</label>
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</div>
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</div>
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{ :else }
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{ :else }
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<div>
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<div>
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@ -44,15 +54,13 @@
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max={ maximumUnits }
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max={ maximumUnits }
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bind:value={ numberOfUnits }
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bind:value={ numberOfUnits }
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/>
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/>
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<input
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{ numberOfUnits }
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type="number"
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name="units"
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min="0"
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max={ maximumUnits }
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bind:value={ numberOfUnits }
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/>
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<button on:click={ setMaxUnits }>↑</button>
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<button on:click={ setMaxUnits }>↑</button>
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<button on:click={ pillage } disabled={ numberOfUnits === 0 }>Pillage</button>
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<button on:click={ pillage } disabled={ numberOfUnits === 0 }>Pillage</button>
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<label>
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<input type="checkbox" bind:value={ repeatMission }>
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<span title="Send the same troops again when they come back">Repeat</span>
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</label>
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</div>
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</div>
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{ /if }
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{ /if }
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</div>
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</div>
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@ -25,5 +25,6 @@
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.region {
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.region {
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border: 1px solid white;
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border: 1px solid white;
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padding: 1em;
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padding: 1em;
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width: 40%;
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}
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}
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</style>
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</style>
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@ -5,7 +5,7 @@ import type { VillageState } from "../village";
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function getStandardTimeToBuild(level: number) {
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function getStandardTimeToBuild(level: number) {
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return Math.round(Math.pow(level, 1 / 1.2) + 1);
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return Math.round(Math.pow(level, 1 / 0.8) + 2);
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}
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}
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@ -325,7 +325,7 @@ export default [
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{
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{
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type: 'palace',
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type: 'palace',
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name: 'Palace',
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name: 'Palace',
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maxLevel: 20,
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maxLevel: 10,
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unique: true,
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unique: true,
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requiredTownhallLevel: 10,
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requiredTownhallLevel: 10,
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cost: (level: number) => {
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cost: (level: number) => {
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@ -345,7 +345,7 @@ export default [
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},
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},
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triggers: {
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triggers: {
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onLevelUp: (V: VillageState, self: BuildingType) => {
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onLevelUp: (V: VillageState, self: BuildingType) => {
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if (self.level === 10 || self.level === 20) {
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if (self.level === 5 || self.level === 10) {
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// Create a new hero.
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// Create a new hero.
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V.heroes.push(createHero());
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V.heroes.push(createHero());
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}
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}
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@ -18,6 +18,13 @@ export function resolveMission(V: VillageState, region: RegionType) {
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default:
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default:
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throw new Error(`Unknown mission type: "${ mission.type }"`);
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throw new Error(`Unknown mission type: "${ mission.type }"`);
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}
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}
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if (mission.repeat) {
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mission.remainingTime = region.distance * 10 * 1000;
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}
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else {
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delete region.state.mission;
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}
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}
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}
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@ -30,5 +37,4 @@ function resolvePillageOasis(V: VillageState, region: OasisType) {
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const unit = getUnitSource('soldier');
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const unit = getUnitSource('soldier');
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V.resources[region.resource] += mission.unitCount * unit.behavior.caryingCapacity;
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V.resources[region.resource] += mission.unitCount * unit.behavior.caryingCapacity;
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delete region.state.mission;
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}
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}
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@ -5,6 +5,7 @@ import build from './build';
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import pillage from './pillage';
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import pillage from './pillage';
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import recruitUnits from './recruitUnits';
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import recruitUnits from './recruitUnits';
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import startQuest from './startQuest';
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import startQuest from './startQuest';
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import toggleMissionRepeat from './toggleMissionRepeat';
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import upgradeBuilding from './upgradeBuilding';
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import upgradeBuilding from './upgradeBuilding';
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@ -36,4 +37,5 @@ export default {
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pillage: makeMove(pillage),
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pillage: makeMove(pillage),
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recruitUnits: makeMove(recruitUnits),
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recruitUnits: makeMove(recruitUnits),
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startQuest: makeMove(startQuest),
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startQuest: makeMove(startQuest),
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toggleMissionRepeat: makeMove(toggleMissionRepeat),
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};
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};
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@ -2,7 +2,7 @@ import { getRemainingUnitCount } from "../utils";
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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 pillage(V: VillageState, regionIndex: number, soldiersCount: number) {
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export default function pillage(V: VillageState, regionIndex: number, soldiersCount: number, repeat: boolean) {
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if (soldiersCount > getRemainingUnitCount(V, 'soldier')) {
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if (soldiersCount > getRemainingUnitCount(V, 'soldier')) {
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return false;
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return false;
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}
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}
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@ -18,6 +18,7 @@ export default function pillage(V: VillageState, regionIndex: number, soldiersCo
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unitType: 'soldier',
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unitType: 'soldier',
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unitCount: soldiersCount,
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unitCount: soldiersCount,
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remainingTime: region.distance * 10 * 1000,
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remainingTime: region.distance * 10 * 1000,
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repeat,
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};
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};
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return true;
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return true;
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14
src/moves/toggleMissionRepeat.ts
Normal file
14
src/moves/toggleMissionRepeat.ts
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@ -0,0 +1,14 @@
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import type { VillageState } from "../village";
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export default function toggleMissionRepeat(V: VillageState, regionIndex: number) {
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const region = V.worldmap[regionIndex];
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if (!region.state.mission) {
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return false;
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}
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region.state.mission.repeat = !region.state.mission.repeat;
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return true;
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}
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@ -78,6 +78,7 @@ export interface MissionType {
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unitType: string;
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unitType: string;
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unitCount: number;
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unitCount: number;
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remainingTime: number;
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remainingTime: number;
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repeat: boolean;
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}
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}
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interface BaseRegionType {
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interface BaseRegionType {
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