Compare commits
3 Commits
8bed89b6dc
...
4151e68b10
Author | SHA1 | Date | |
---|---|---|---|
4151e68b10 | |||
0ee34e6831 | |||
fc02fefa80 |
@ -1,7 +1,7 @@
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<script lang="ts">
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import moves from "../moves";
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import type { BuildingType } from "../types";
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import { canPayBuildingCost } from "../utils";
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import { canPayBuildingCost, getPrettyTime } from "../utils";
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import village from "../village";
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export let building: BuildingType;
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@ -23,7 +23,6 @@
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<img src="/img/buildings/{ building.type }.png" alt="">
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</div>
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<div class="content">
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<!-- <p>{ building.name }</p> -->
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<div class="level">
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<button
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class:can-upgrade={ canUpgrade }
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@ -34,7 +33,7 @@
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{ building.level }
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{ #if building.state.upgrade.isUpgrading }
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<span>
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({ Math.ceil(building.state.upgrade.remainingTime / 1000) }’)
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({ getPrettyTime(building.state.upgrade.remainingTime) })
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</span>
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{ /if }
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</button>
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@ -56,6 +56,10 @@ export default [
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},
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constructionTimeReductionPerLevel: 0.025,
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},
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description: {
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short: '',
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long: 'Increases the construction time of buildings by 2,5% per level, and unlocks new buildings.'
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},
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},
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{
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type: 'woodcutter',
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@ -84,6 +88,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: '',
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long: 'Produces wood.'
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},
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},
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{
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type: 'mine',
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@ -112,6 +120,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: '',
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long: 'Produces iron.'
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},
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},
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{
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type: 'pit',
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@ -140,6 +152,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: '',
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long: 'Produces stone.'
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},
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},
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{
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type: 'field',
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@ -164,6 +180,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: '',
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long: 'Produces food.'
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},
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},
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{
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type: 'warehouse',
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@ -191,6 +211,10 @@ export default [
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};
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},
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},
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description: {
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short: 'Stores wood, stone and iron',
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long: 'Stores wood, stone and iron.'
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},
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},
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{
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type: 'granary',
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@ -218,6 +242,10 @@ export default [
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};
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},
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},
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description: {
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short: 'Stores food',
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long: 'Stores food.'
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},
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},
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{
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type: 'great-warehouse',
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@ -245,6 +273,10 @@ export default [
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};
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},
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},
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description: {
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short: 'Stores great quantities of wood, stone and iron',
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long: 'Stores great quantities of wood, stone and iron.'
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},
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},
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{
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type: 'great-granary',
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@ -272,12 +304,16 @@ export default [
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};
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},
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},
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description: {
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short: 'Stores great quantities of food',
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long: 'Stores great quantities of food.'
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},
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},
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{
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type: 'university',
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name: 'University',
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maxLevel: 20,
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requiredTownhallLevel: 5,
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requiredTownhallLevel: 3,
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cost: (level: number) => {
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return {
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wood: getUnitBuildingCost(level, 75),
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@ -296,15 +332,19 @@ export default [
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},
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units: {
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type: 'philosopher',
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recruitmentTime: (V: VillageState, self: BuildingType) => 2 - 0.06 * self.level,
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recruitmentTime: (V: VillageState, self: BuildingType) => 3 - 0.06 * self.level,
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},
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},
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description: {
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short: 'To recruit philosophers',
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long: 'Recruit philosophers. Recruitment time is lowered by 2% per level.'
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},
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},
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{
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type: 'barracks',
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name: 'Barracks',
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maxLevel: 20,
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requiredTownhallLevel: 3,
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requiredTownhallLevel: 0,
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cost: (level: number) => {
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return {
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wood: getUnitBuildingCost(level, 60),
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@ -323,9 +363,13 @@ export default [
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},
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units: {
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type: 'soldier',
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recruitmentTime: (V: VillageState, self: BuildingType) => 1 - 0.03 * self.level,
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recruitmentTime: (V: VillageState, self: BuildingType) => 2 - 0.04 * self.level,
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},
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},
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description: {
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short: 'To recruit soldiers',
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long: 'Recruit soldiers. Recruitment time is lowered by 2% per level.'
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},
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},
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{
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type: 'palace',
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@ -357,6 +401,10 @@ export default [
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},
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},
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},
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description: {
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short: 'Attracts heroes',
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long: 'Attracts a new hero at levels 5 and 10.'
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},
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},
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{
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type: 'sawmill',
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@ -384,6 +432,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: 'Improves wood production',
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long: 'Improves wood production by 5% per level.'
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},
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},
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{
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type: 'stonecutter',
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@ -411,6 +463,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: 'Improves stone production',
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long: 'Improves stone production by 5% per level.'
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},
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},
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{
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type: 'blacksmith',
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@ -438,6 +494,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: 'Improves iron production',
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long: 'Improves iron production by 5% per level.'
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},
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},
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{
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type: 'bakery',
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@ -465,6 +525,10 @@ export default [
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return prod;
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},
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},
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description: {
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short: 'Improves food production',
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long: 'Improves food production by 5% per level.'
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},
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},
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{
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type: 'wonder',
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@ -496,5 +560,9 @@ export default [
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},
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},
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},
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description: {
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short: 'Provides a huge culture boost',
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long: 'Gives 18,000 culture points upon construction.'
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},
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},
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];
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@ -1,9 +1,10 @@
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<script lang="ts">
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import { createBuilding } from "../create";
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import buildings from "../data/buildings";
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import { getTimeToBuild } from "../logic";
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import moves from "../moves";
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import showBuildingCreator from "../stores/showBuildingCreator";
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import { canPayBuildingCost, getTownhall } from "../utils";
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import { canPayBuildingCost, getPrettyTime, getTownhall } from "../utils";
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import village from "../village";
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import Cost from "./Cost.svelte";
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@ -38,21 +39,27 @@
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<section>
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<div class="building-creator">
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<header>
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<h1>Build</h1>
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<h1>Choose a new building</h1>
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<span class="close">
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<button on:click={ close }>X</button>
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</span>
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</header>
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<div class="buildings">
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{ #each constructible as building }
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<div class="building">
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<div class="content">
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<img src="/img/buildings/{building.type}.png" alt="">
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<div>
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<p>{ building.name }</p>
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<h3>{ building.name }</h3>
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<p>{ building.description.short }</p>
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</div>
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</div>
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<Cost cost={ building.cost(1) } />
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<button
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on:click={ () => build(building.type) }
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disabled={ !canPayBuildingCost($village, building) }
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>
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Build
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Build ({ getPrettyTime(getTimeToBuild($village, building, 1)) })
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</button>
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</div>
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{ /each }
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@ -75,25 +82,60 @@
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.building-creator {
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background-color: hsl(0, 0%, 20%);
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border: 0.2em solid grey;
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border: 0.2em solid hsl(0, 0%, 40%);
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border-radius: .4em;
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box-sizing: border-box;
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width: 80%;
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height: 60%;
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}
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.building-creator header {
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align-items: center;
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border-bottom: 2px solid hsl(0, 0%, 40%);
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box-sizing: border-box;
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display: flex;
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height: 15%;
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justify-content: center;
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position: relative;
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}
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.building-creator header h1 {
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margin: 0;
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}
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.building-creator header .close {
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position: absolute;
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right: 1em;
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top: 0;
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top: 1em;
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}
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.building-creator .buildings {
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box-sizing: border-box;
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display: grid;
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gap: 1em;
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grid-template-columns: repeat(4, 1fr);
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height: 85%;
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overflow: hidden;
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overflow-y: scroll;
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padding: 0.5em;
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}
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.building {
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background-color: hsl(0, 0%, 22%);
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box-shadow: 0 0 0.2em hsl(0, 0%, 15%);
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padding: 0.4em 0.2em;
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}
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.building .content {
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display: flex;
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text-align: left;
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}
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.building .content img {
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height: 10em;
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}
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.building .content h3 {
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margin: 0;
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}
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</style>
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@ -1,7 +1,8 @@
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<script lang="ts">
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import { getTimeToBuild } from "../logic";
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import moves from "../moves";
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import showBuildingPanel from "../stores/showBuildingPanel";
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import { getBuilding, getBuildingUpgradeCost } from "../utils";
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import { canPayBuildingCost, getBuilding, getBuildingUpgradeCost, getPrettyTime } from "../utils";
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import village from "../village";
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import BuildingRecruitment from "./BuildingRecruitment.svelte";
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import Cost from "./Cost.svelte";
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@ -33,6 +34,9 @@
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<button on:click={ close }>X</button>
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</span>
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</header>
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<div class="description">
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<p>{ building.description.long }</p>
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</div>
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<div class="content">
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{ #if building.level === 0 }
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<p>Building in construction…</p>
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@ -44,14 +48,19 @@
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{ #if building.state.upgrade.isUpgrading }
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<p>
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Upgrading to level { building.level + 1 }
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({ Math.ceil(building.state.upgrade.remainingTime / 1000) }’)
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({ getPrettyTime(building.state.upgrade.remainingTime) })
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</p>
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{ :else if building.level === building.maxLevel }
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<p>Max level reached!</p>
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{ :else }
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<div>
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<Cost cost={ getBuildingUpgradeCost($village, building) } />
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<button on:click={ () => upgrade() }>Upgrade</button>
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<button
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disabled={ !canPayBuildingCost($village, building) }
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on:click={ () => upgrade() }
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>
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Upgrade ({ getPrettyTime(getTimeToBuild($village, building, building.level + 1)) })
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</button>
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</div>
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{ /if }
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</div>
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@ -2,6 +2,7 @@
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import { Duration } from 'luxon';
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import type { CostType } from "../types";
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import village from '../village';
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export let cost: CostType;
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export let duration: number | null = null;
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@ -11,19 +12,30 @@
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</script>
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<div class="cost">
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<div>
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<div
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class:short={ $village.resources.wood < cost.wood }
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>
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<img src="/img/icons/wood.png" alt="Wood" />
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{ cost.wood }
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</div>
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<div>
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<div
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class:short={ $village.resources.stone < cost.stone }
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>
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<img src="/img/icons/stone.png" alt="Stone" />
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{ cost.stone }
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</div>
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<div>
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<div
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class:short={ $village.resources.iron < cost.iron }
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>
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<img src="/img/icons/iron.png" alt="Iron" />
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{ cost.iron }
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</div>
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<div>
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<div
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class:short={ $village.resources.food < cost.food }
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>
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<img src="/img/icons/food.png" alt="Food" />
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{ cost.food }
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</div>
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@ -48,4 +60,8 @@
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align-items: center;
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gap: 0.2em;
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}
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.cost .short {
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color: red;
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}
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</style>
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@ -1,10 +1,11 @@
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<script lang="ts">
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import { flip } from "svelte/animate";
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import { fly } from "svelte/transition";
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import moves from "../moves";
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import { getPrettyTime } from "../utils";
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import village from "../village";
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import Reward from "./Reward.svelte";
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import { flip } from "svelte/animate";
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$: availableHeroes = $village.heroes.filter(h => !$village.quests.some(q => q.hero === h.id));
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@ -28,7 +29,7 @@
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<p>
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<img src="/img/icons/time.png" alt="Duration">
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{ #if quest.started }
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{ Math.ceil((quest.remainingTime || 0) / 1000) }
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{ getPrettyTime(quest.remainingTime || 0) }
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{ :else }
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{ quest.duration }
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{ #each availableHeroes as hero }
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|
@ -1,5 +1,6 @@
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<script lang="ts">
|
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import type { BuildingType } from "../types";
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import { getPrettyTime } from "../utils";
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import village from "../village";
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|
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export let building: BuildingType;
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@ -9,12 +10,11 @@
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$: recruitmentTime = building.behavior.units?.recruitmentTime($village, building) || 0;
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$: currentRecruitTime = building.state.recruitment?.elapsedTime || 0;
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$: timeToNextRecruit = recruitmentTime * 1000 - currentRecruitTime;
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$: prettyDuration = Math.ceil(timeToNextRecruit / 1000);
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</script>
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|
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{ #if unitsCount > 0 }
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<div>
|
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{ unitsCount }
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({ prettyDuration }’)
|
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({ getPrettyTime(timeToNextRecruit) })
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</div>
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{ /if }
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|
@ -47,6 +47,10 @@ export interface BuildingSource {
|
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onLevelUp?: Function;
|
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};
|
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};
|
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description: {
|
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short: string;
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long: string;
|
||||
};
|
||||
}
|
||||
|
||||
|
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|
@ -216,3 +216,9 @@ export function indexToPoint(index: number): Point {
|
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y: Math.floor(index / WORLD_MAP_WIDTH),
|
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};
|
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}
|
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|
||||
|
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export function getPrettyTime(milliseconds: number) {
|
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const timeInSeconds = Math.ceil(milliseconds / 1000.0);
|
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return `${timeInSeconds}s`;
|
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}
|
||||
|
@ -137,7 +137,7 @@ function getInitialState() {
|
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|
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// Create the Town hall.
|
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const townhall = createBuilding('townhall');
|
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// townhall.level = 20;
|
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townhall.level = 20;
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state.villageTiles[0][0] = townhall.id;
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state.buildings.push(townhall);
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|
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@ -160,7 +160,7 @@ function getInitialState() {
|
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}
|
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const newBuilding = createBuilding(type);
|
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newBuilding.tile = new Hex(x, y);
|
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newBuilding.level = 1; //20; //newBuilding.type === 'field' ? 1 : 10;
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newBuilding.level = 20; //newBuilding.type === 'field' ? 1 : 10;
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state.outsideTiles[y][x] = newBuilding.id;
|
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state.buildings.push(newBuilding);
|
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});
|
||||
|
Loading…
Reference in New Issue
Block a user