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10 changed files with 27 additions and 172 deletions

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@ -1,7 +1,7 @@
<script lang="ts">
import moves from "../moves";
import type { BuildingType } from "../types";
import { canPayBuildingCost, getPrettyTime } from "../utils";
import { canPayBuildingCost } from "../utils";
import village from "../village";
export let building: BuildingType;
@ -23,6 +23,7 @@
<img src="/img/buildings/{ building.type }.png" alt="">
</div>
<div class="content">
<!-- <p>{ building.name }</p> -->
<div class="level">
<button
class:can-upgrade={ canUpgrade }
@ -33,7 +34,7 @@
{ building.level }
{ #if building.state.upgrade.isUpgrading }
<span>
({ getPrettyTime(building.state.upgrade.remainingTime) })
({ Math.ceil(building.state.upgrade.remainingTime / 1000) })
</span>
{ /if }
</button>

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@ -56,10 +56,6 @@ export default [
},
constructionTimeReductionPerLevel: 0.025,
},
description: {
short: '',
long: 'Increases the construction time of buildings by 2,5% per level, and unlocks new buildings.'
},
},
{
type: 'woodcutter',
@ -88,10 +84,6 @@ export default [
return prod;
},
},
description: {
short: '',
long: 'Produces wood.'
},
},
{
type: 'mine',
@ -120,10 +112,6 @@ export default [
return prod;
},
},
description: {
short: '',
long: 'Produces iron.'
},
},
{
type: 'pit',
@ -152,10 +140,6 @@ export default [
return prod;
},
},
description: {
short: '',
long: 'Produces stone.'
},
},
{
type: 'field',
@ -180,10 +164,6 @@ export default [
return prod;
},
},
description: {
short: '',
long: 'Produces food.'
},
},
{
type: 'warehouse',
@ -211,10 +191,6 @@ export default [
};
},
},
description: {
short: 'Stores wood, stone and iron',
long: 'Stores wood, stone and iron.'
},
},
{
type: 'granary',
@ -242,10 +218,6 @@ export default [
};
},
},
description: {
short: 'Stores food',
long: 'Stores food.'
},
},
{
type: 'great-warehouse',
@ -273,10 +245,6 @@ export default [
};
},
},
description: {
short: 'Stores great quantities of wood, stone and iron',
long: 'Stores great quantities of wood, stone and iron.'
},
},
{
type: 'great-granary',
@ -304,16 +272,12 @@ export default [
};
},
},
description: {
short: 'Stores great quantities of food',
long: 'Stores great quantities of food.'
},
},
{
type: 'university',
name: 'University',
maxLevel: 20,
requiredTownhallLevel: 3,
requiredTownhallLevel: 5,
cost: (level: number) => {
return {
wood: getUnitBuildingCost(level, 75),
@ -332,19 +296,15 @@ export default [
},
units: {
type: 'philosopher',
recruitmentTime: (V: VillageState, self: BuildingType) => 3 - 0.06 * self.level,
recruitmentTime: (V: VillageState, self: BuildingType) => 2 - 0.06 * self.level,
},
},
description: {
short: 'To recruit philosophers',
long: 'Recruit philosophers. Recruitment time is lowered by 2% per level.'
},
},
{
type: 'barracks',
name: 'Barracks',
maxLevel: 20,
requiredTownhallLevel: 0,
requiredTownhallLevel: 3,
cost: (level: number) => {
return {
wood: getUnitBuildingCost(level, 60),
@ -363,13 +323,9 @@ export default [
},
units: {
type: 'soldier',
recruitmentTime: (V: VillageState, self: BuildingType) => 2 - 0.04 * self.level,
recruitmentTime: (V: VillageState, self: BuildingType) => 1 - 0.03 * self.level,
},
},
description: {
short: 'To recruit soldiers',
long: 'Recruit soldiers. Recruitment time is lowered by 2% per level.'
},
},
{
type: 'palace',
@ -401,10 +357,6 @@ export default [
},
},
},
description: {
short: 'Attracts heroes',
long: 'Attracts a new hero at levels 5 and 10.'
},
},
{
type: 'sawmill',
@ -432,10 +384,6 @@ export default [
return prod;
},
},
description: {
short: 'Improves wood production',
long: 'Improves wood production by 5% per level.'
},
},
{
type: 'stonecutter',
@ -463,10 +411,6 @@ export default [
return prod;
},
},
description: {
short: 'Improves stone production',
long: 'Improves stone production by 5% per level.'
},
},
{
type: 'blacksmith',
@ -494,10 +438,6 @@ export default [
return prod;
},
},
description: {
short: 'Improves iron production',
long: 'Improves iron production by 5% per level.'
},
},
{
type: 'bakery',
@ -525,10 +465,6 @@ export default [
return prod;
},
},
description: {
short: 'Improves food production',
long: 'Improves food production by 5% per level.'
},
},
{
type: 'wonder',
@ -560,9 +496,5 @@ export default [
},
},
},
description: {
short: 'Provides a huge culture boost',
long: 'Gives 18,000 culture points upon construction.'
},
},
];

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@ -1,10 +1,9 @@
<script lang="ts">
import { createBuilding } from "../create";
import buildings from "../data/buildings";
import { getTimeToBuild } from "../logic";
import moves from "../moves";
import showBuildingCreator from "../stores/showBuildingCreator";
import { canPayBuildingCost, getPrettyTime, getTownhall } from "../utils";
import { canPayBuildingCost, getTownhall } from "../utils";
import village from "../village";
import Cost from "./Cost.svelte";
@ -39,27 +38,21 @@
<section>
<div class="building-creator">
<header>
<h1>Choose a new building</h1>
<h1>Build</h1>
<span class="close">
<button on:click={ close }>X</button>
</span>
</header>
<div class="buildings">
{ #each constructible as building }
<div class="building">
<div class="content">
<img src="/img/buildings/{building.type}.png" alt="">
<div>
<h3>{ building.name }</h3>
<p>{ building.description.short }</p>
</div>
</div>
<p>{ building.name }</p>
<Cost cost={ building.cost(1) } />
<button
on:click={ () => build(building.type) }
disabled={ !canPayBuildingCost($village, building) }
>
Build ({ getPrettyTime(getTimeToBuild($village, building, 1)) })
Build
</button>
</div>
{ /each }
@ -82,60 +75,25 @@
.building-creator {
background-color: hsl(0, 0%, 20%);
border: 0.2em solid hsl(0, 0%, 40%);
border: 0.2em solid grey;
border-radius: .4em;
box-sizing: border-box;
width: 80%;
height: 60%;
}
.building-creator header {
align-items: center;
border-bottom: 2px solid hsl(0, 0%, 40%);
box-sizing: border-box;
display: flex;
height: 15%;
justify-content: center;
position: relative;
}
.building-creator header h1 {
margin: 0;
}
.building-creator header .close {
position: absolute;
right: 1em;
top: 1em;
top: 0;
}
.building-creator .buildings {
box-sizing: border-box;
display: grid;
gap: 1em;
grid-template-columns: repeat(4, 1fr);
height: 85%;
overflow: hidden;
overflow-y: scroll;
padding: 0.5em;
}
.building {
background-color: hsl(0, 0%, 22%);
box-shadow: 0 0 0.2em hsl(0, 0%, 15%);
padding: 0.4em 0.2em;
}
.building .content {
display: flex;
text-align: left;
}
.building .content img {
height: 10em;
}
.building .content h3 {
margin: 0;
}
</style>

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@ -1,8 +1,7 @@
<script lang="ts">
import { getTimeToBuild } from "../logic";
import moves from "../moves";
import showBuildingPanel from "../stores/showBuildingPanel";
import { canPayBuildingCost, getBuilding, getBuildingUpgradeCost, getPrettyTime } from "../utils";
import { getBuilding, getBuildingUpgradeCost } from "../utils";
import village from "../village";
import BuildingRecruitment from "./BuildingRecruitment.svelte";
import Cost from "./Cost.svelte";
@ -34,9 +33,6 @@
<button on:click={ close }>X</button>
</span>
</header>
<div class="description">
<p>{ building.description.long }</p>
</div>
<div class="content">
{ #if building.level === 0 }
<p>Building in construction…</p>
@ -48,19 +44,14 @@
{ #if building.state.upgrade.isUpgrading }
<p>
Upgrading to level { building.level + 1 }
({ getPrettyTime(building.state.upgrade.remainingTime) })
({ Math.ceil(building.state.upgrade.remainingTime / 1000) })
</p>
{ :else if building.level === building.maxLevel }
<p>Max level reached!</p>
{ :else }
<div>
<Cost cost={ getBuildingUpgradeCost($village, building) } />
<button
disabled={ !canPayBuildingCost($village, building) }
on:click={ () => upgrade() }
>
Upgrade ({ getPrettyTime(getTimeToBuild($village, building, building.level + 1)) })
</button>
<button on:click={ () => upgrade() }>Upgrade</button>
</div>
{ /if }
</div>

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@ -2,7 +2,6 @@
import { Duration } from 'luxon';
import type { CostType } from "../types";
import village from '../village';
export let cost: CostType;
export let duration: number | null = null;
@ -12,30 +11,19 @@
</script>
<div class="cost">
<div
class:short={ $village.resources.wood < cost.wood }
>
<div>
<img src="/img/icons/wood.png" alt="Wood" />
{ cost.wood }
</div>
<div
class:short={ $village.resources.stone < cost.stone }
>
<div>
<img src="/img/icons/stone.png" alt="Stone" />
{ cost.stone }
</div>
<div
class:short={ $village.resources.iron < cost.iron }
>
<div>
<img src="/img/icons/iron.png" alt="Iron" />
{ cost.iron }
</div>
<div
class:short={ $village.resources.food < cost.food }
>
<div>
<img src="/img/icons/food.png" alt="Food" />
{ cost.food }
</div>
@ -60,8 +48,4 @@
align-items: center;
gap: 0.2em;
}
.cost .short {
color: red;
}
</style>

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@ -1,11 +1,10 @@
<script lang="ts">
import { flip } from "svelte/animate";
import { fly } from "svelte/transition";
import moves from "../moves";
import { getPrettyTime } from "../utils";
import village from "../village";
import Reward from "./Reward.svelte";
import { flip } from "svelte/animate";
$: availableHeroes = $village.heroes.filter(h => !$village.quests.some(q => q.hero === h.id));
@ -29,7 +28,7 @@
<p>
<img src="/img/icons/time.png" alt="Duration">
{ #if quest.started }
{ getPrettyTime(quest.remainingTime || 0) }
{ Math.ceil((quest.remainingTime || 0) / 1000) }
{ :else }
{ quest.duration }
{ #each availableHeroes as hero }

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@ -1,6 +1,5 @@
<script lang="ts">
import type { BuildingType } from "../types";
import { getPrettyTime } from "../utils";
import village from "../village";
export let building: BuildingType;
@ -10,11 +9,12 @@
$: recruitmentTime = building.behavior.units?.recruitmentTime($village, building) || 0;
$: currentRecruitTime = building.state.recruitment?.elapsedTime || 0;
$: timeToNextRecruit = recruitmentTime * 1000 - currentRecruitTime;
$: prettyDuration = Math.ceil(timeToNextRecruit / 1000);
</script>
{ #if unitsCount > 0 }
<div>
{ unitsCount }
({ getPrettyTime(timeToNextRecruit) })
({ prettyDuration })
</div>
{ /if }

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@ -47,10 +47,6 @@ export interface BuildingSource {
onLevelUp?: Function;
};
};
description: {
short: string;
long: string;
};
}

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@ -216,9 +216,3 @@ export function indexToPoint(index: number): Point {
y: Math.floor(index / WORLD_MAP_WIDTH),
};
}
export function getPrettyTime(milliseconds: number) {
const timeInSeconds = Math.ceil(milliseconds / 1000.0);
return `${timeInSeconds}s`;
}

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@ -137,7 +137,7 @@ function getInitialState() {
// Create the Town hall.
const townhall = createBuilding('townhall');
townhall.level = 20;
// townhall.level = 20;
state.villageTiles[0][0] = townhall.id;
state.buildings.push(townhall);
@ -160,7 +160,7 @@ function getInitialState() {
}
const newBuilding = createBuilding(type);
newBuilding.tile = new Hex(x, y);
newBuilding.level = 20; //newBuilding.type === 'field' ? 1 : 10;
newBuilding.level = 1; //20; //newBuilding.type === 'field' ? 1 : 10;
state.outsideTiles[y][x] = newBuilding.id;
state.buildings.push(newBuilding);
});