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12 changed files with 36 additions and 113 deletions

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@ -30,7 +30,6 @@ export default [
name: 'Town Hall',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 10),
@ -57,7 +56,6 @@ export default [
name: 'Woodcutter',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 6),
@ -85,7 +83,6 @@ export default [
name: 'Mine',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 10),
@ -113,7 +110,6 @@ export default [
name: 'Pit',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 14),
@ -141,7 +137,6 @@ export default [
name: 'Field',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 14),
@ -164,7 +159,6 @@ export default [
type: 'warehouse',
name: 'Warehouse',
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 15),
@ -191,7 +185,6 @@ export default [
type: 'granary',
name: 'Granary',
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 12),
@ -214,65 +207,10 @@ export default [
},
},
},
{
type: 'great-warehouse',
name: 'Great Warehouse',
maxLevel: 20,
requiredTownhallLevel: 15,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 150),
stone: getStorageBuildingCost(level, 200),
iron: getStorageBuildingCost(level, 100),
food: getStorageBuildingCost(level, 150),
};
},
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 2,
behavior: {
storage: (V: VillageState, self: BuildingType) => {
const x = self.level;
const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 250;
return {
'wood': capacity,
'stone': capacity,
'iron': capacity,
'food': 0,
};
},
},
},
{
type: 'great-granary',
name: 'Great Granary',
maxLevel: 20,
requiredTownhallLevel: 15,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 120),
stone: getStorageBuildingCost(level, 220),
iron: getStorageBuildingCost(level, 100),
food:getStorageBuildingCost(level, 60),
};
},
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 2,
behavior: {
storage: (V: VillageState, self: BuildingType) => {
const x = self.level;
const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 250;
return {
'wood': 0,
'stone': 0,
'iron': 0,
'food': capacity,
};
},
},
},
{
type: 'university',
name: 'University',
maxLevel: 20,
requiredTownhallLevel: 5,
cost: (level: number) => {
return {
wood: getUnitBuildingCost(level, 75),
@ -299,7 +237,6 @@ export default [
type: 'barracks',
name: 'Barracks',
maxLevel: 20,
requiredTownhallLevel: 3,
cost: (level: number) => {
return {
wood: getUnitBuildingCost(level, 60),
@ -327,7 +264,6 @@ export default [
name: 'Palace',
maxLevel: 20,
unique: true,
requiredTownhallLevel: 10,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 200),
@ -353,35 +289,4 @@ export default [
},
},
},
{
type: 'wonder',
name: 'World Wonder',
maxLevel: 1,
unique: true,
requiredTownhallLevel: 20,
cost: () => {
return {
wood: 42000,
stone: 42000,
iron: 42000,
food: 38000,
};
},
timeToBuild: () => 120,
behavior: {
production: (V: VillageState, self: BuildingType) => {
const prod = getEmptyResources();
prod.food = self.level * -300;
return prod;
},
triggers: {
onLevelUp: (V: VillageState, self: BuildingType) => {
if (self.level === 1) {
// Gain a lot of culture.
V.resources.culture += 18000;
}
},
},
},
},
];

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@ -3,8 +3,8 @@
import buildings from "../data/buildings";
import moves from "../moves";
import showBuildingCreator from "../stores/showBuildingCreator";
import { canPayBuildingCost, getTownhall } from "../utils";
import village from "../village";
import { canPayBuildingCost } from "../utils";
import village, { type VillageState } from "../village";
import Cost from "./Cost.svelte";
function close() {
@ -25,13 +25,11 @@
$: constructible = buildings
.filter(b => !b.autoBuilt)
.filter(b => !(b.unique && $village.buildings.some(b2 => b2.type === b.type)))
.filter(b => !b.requiredTownhallLevel || getTownhall($village).level >= b.requiredTownhallLevel)
.map(b =>{
const building = createBuilding(b.type);
building.level = 0;
return building;
})
.sort((a, b) => a.requiredTownhallLevel - b.requiredTownhallLevel);
});
</script>
{ #if $showBuildingCreator !== null }

31
src/quests.ts Normal file
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@ -0,0 +1,31 @@
import type { QuestType, ResourcesType } from "./types";
import { getEmptyResources, random } from "./utils";
let uid = 0;
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(
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,
reward,
level,
started: false,
};
}

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@ -26,7 +26,6 @@ export interface BuildingSource {
autoBuilt?: boolean;
unique?: boolean;
maxLevel: number;
requiredTownhallLevel: number;
cost: (level: number) => CostType;
timeToBuild: (level: number) => number;
behavior: {

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@ -1,11 +1,11 @@
import { produce } from 'immer';
import { CULTURE_TO_WIN } from './constants';
import { createQuest } from './create';
import { resolveMission } from './missions';
import type { ProductionType } from './types';
import { getProduction, getStorage, shuffle } from './utils';
import village, { type VillageState } from "./village";
import { createQuest } from './quests';
let lastFrame: number;

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@ -161,12 +161,3 @@ export function canPayBuildingCost(V: VillageState, building: BuildingType): boo
|| cost.food > V.resources.food
);
}
export function getTownhall(V: VillageState): BuildingType {
const townhall = V.buildings.find(b => b.type === 'townhall');
if (!townhall) {
throw new Error("Unable to find the Town hall");
}
return townhall;
}

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@ -112,7 +112,6 @@ function getInitialState() {
// Create the Town hall.
const townhall = createBuilding('townhall');
// townhall.level = 20;
state.villageTiles[0][0] = townhall.id;
state.buildings.push(townhall);
@ -135,7 +134,7 @@ function getInitialState() {
}
const newBuilding = createBuilding(type);
newBuilding.tile = new Hex(x, y);
newBuilding.level = 1; //20; //newBuilding.type === 'field' ? 1 : 10;
newBuilding.level = 20; //newBuilding.type === 'field' ? 1 : 10;
state.outsideTiles[y][x] = newBuilding.id;
state.buildings.push(newBuilding);
});