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74
src/board/OasisRegion.svelte
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74
src/board/OasisRegion.svelte
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@ -0,0 +1,74 @@
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<script lang="ts">
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import moves from "../moves";
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import type { OasisType } from "../types";
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import { getRemainingUnitCount } from "../utils";
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import village from "../village";
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export let region: OasisType;
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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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$: if (numberOfUnits > maximumUnits) {
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numberOfUnits = maximumUnits || 0;
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}
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function setMaxUnits() {
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numberOfUnits = maximumUnits;
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}
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function pillage() {
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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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</script>
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<div>
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<h2>
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<img src="/img/icons/{ region.resource }.png" alt="{ region.resource }">
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Oasis
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(→ { region.distance })
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</h2>
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{ #if region.state.mission }
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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>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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{ :else }
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<div>
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<input
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type="range"
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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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{ numberOfUnits }
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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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<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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{ /if }
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</div>
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<style>
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h2 {
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align-items: center;
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display: flex;
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gap: 0.4em;
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}
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</style>
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@ -1,138 +0,0 @@
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<script lang="ts">
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import moves from "../moves";
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import showOasisPanel from "../stores/showOasisPanel";
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import type { OasisType } from "../types";
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import { getRemainingUnitCount } from "../utils";
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import village from "../village";
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$: region = ($showOasisPanel !== null) ? $village.worldmap[$showOasisPanel] as OasisType : null;
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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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$: if (numberOfUnits > maximumUnits) {
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numberOfUnits = maximumUnits || 0;
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}
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function setMaxUnits() {
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numberOfUnits = maximumUnits;
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}
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function pillage() {
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if (!region) return;
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moves.pillage(region.id, numberOfUnits, repeatMission);
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}
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function clear() {
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if (!region) return;
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moves.clear(region.id, numberOfUnits);
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}
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function toggleMissionRepeat() {
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if (!region) return;
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moves.toggleMissionRepeat(region.id);
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}
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function close() {
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showOasisPanel.set(null);
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}
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</script>
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{ #if region !== null }
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<section>
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<div class="oasis-panel">
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<header>
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<h1>
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<img src="/img/icons/{ region.resource }.png" alt="{ region.resource }">
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Oasis
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</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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{ #if region.state.cleared }
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<p>Region cleared</p>
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{ :else }
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<p>Defensive strength: { region.strength }</p>
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{ /if }
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{ #if region.state.mission }
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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>Remaining: { Math.ceil(region.state.mission.remainingTime / 1000) }</p>
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{ #if region.state.mission.type === 'pillage' }
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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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{ /if }
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</div>
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{ :else if !region.state.cleared }
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<div>
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<input
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type="range"
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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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{ numberOfUnits }
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<button on:click={ setMaxUnits }>↑</button>
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<button on:click={ clear } disabled={ numberOfUnits === 0 }>Clear</button>
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</div>
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{ :else }
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<div>
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<input
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type="range"
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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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{ numberOfUnits }
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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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<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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{ /if }
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</div>
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</section>
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{ /if }
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<style>
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section {
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background-color: hsl(0, 0%, 10%, 0.8);
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display: grid;
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place-items: center;
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height: 100vh;
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left: 0;
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position: absolute;
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top: 0;
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width: 100vw;
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}
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.oasis-panel {
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background-color: hsl(0, 0%, 20%);
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border: 0.2em solid grey;
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border-radius: .4em;
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width: 80%;
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height: 60%;
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}
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.oasis-panel header {
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position: relative;
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}
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.oasis-panel header .close {
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position: absolute;
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right: 1em;
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top: 0;
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}
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</style>
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@ -1,33 +1,14 @@
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<script lang="ts">
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import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "../constants";
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import gameTab from "../stores/gameTab";
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import showOasisPanel from "../stores/showOasisPanel";
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import { WORLDMAP_TYPES } from "../types";
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import village from "../village";
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import OasisRegion from "./OasisRegion.svelte";
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</script>
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<section
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class="worldmap"
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style="--map-height: {WORLD_MAP_HEIGHT}; --map-width: {WORLD_MAP_WIDTH};"
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>
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<section class="worldmap">
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{ #each $village.worldmap as region }
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<div
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class="region"
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class:empty={ region.type === WORLDMAP_TYPES.EMPTY }
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class:bourgade={ region.type === WORLDMAP_TYPES.BOURGADE }
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class:oasis={ region.type === WORLDMAP_TYPES.OASIS }
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class:cleared={ region.type === WORLDMAP_TYPES.OASIS && region.state.cleared }
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>
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{ #if region.type === WORLDMAP_TYPES.BOURGADE }
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<button class="invisible" on:click={ () => gameTab.set('resources') }>
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<img src="/img/icons/field.svg" alt="">
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</button>
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{ :else if region.type === WORLDMAP_TYPES.OASIS }
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<button class="invisible" on:click={ () => showOasisPanel.set(region.id) }>
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<img src="/img/icons/{region.resource}.png" alt="">
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</button>
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{ :else }
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{ region.id }
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<div class="region">
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{ #if region.type === 'oasis' }
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<OasisRegion { region } />
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{ /if }
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</div>
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{ /each }
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@ -35,39 +16,15 @@
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<style>
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.worldmap {
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aspect-ratio: 1;
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display: grid;
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grid-template-columns: repeat(var(--map-width), 1fr);
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grid-template-rows: repeat(var(--map-height), 1fr);
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height: 80vh;
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margin: auto;
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display: flex;
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justify-content: space-around;
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flex-wrap: wrap;
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gap: 1em;
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}
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.region {
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border: 1px solid white;
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padding: 0;
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margin: 0;
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}
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.region > button {
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cursor: pointer;
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height: 100%;
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width: 100%;
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}
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.region.bourgade {
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background-color: black;
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}
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.region.empty {
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background-color: grey;
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}
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.region.oasis {
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background-color: red;
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}
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.region.oasis.cleared {
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background-color: cyan;
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padding: 1em;
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width: 40%;
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}
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</style>
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|
@ -1,3 +1 @@
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export const CULTURE_TO_WIN = 20000;
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export const WORLD_MAP_HEIGHT = 9;
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export const WORLD_MAP_WIDTH = 9;
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|
@ -24,11 +24,6 @@ function getUnitBuildingCost(level: number, initial: number) {
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}
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function getMultiplierBuildingCost(level: number, initial: number) {
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return initial * Math.round( (level + level * level) / 3);
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}
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export default [
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{
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type: 'townhall',
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@ -358,114 +353,6 @@ export default [
|
||||
},
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||||
},
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||||
},
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||||
{
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||||
type: 'sawmill',
|
||||
name: 'Sawmill',
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maxLevel: 5,
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||||
unique: true,
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requiredTownhallLevel: 7,
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cost: (level: number) => {
|
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return {
|
||||
wood: getMultiplierBuildingCost(level, 440),
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||||
stone: getMultiplierBuildingCost(level, 610),
|
||||
iron: getMultiplierBuildingCost(level, 870),
|
||||
food: getMultiplierBuildingCost(level, 700),
|
||||
};
|
||||
},
|
||||
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 3,
|
||||
behavior: {
|
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production: (V: VillageState, self: BuildingType) => {
|
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const resourceProd = V.buildings
|
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.filter(b => b.type === 'woodcutter')
|
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.map(f => f.behavior.production?.(V, f).wood)
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.reduce((acc, f) => acc + f, 0);
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const prod = getEmptyResources();
|
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prod.wood = resourceProd * self.level * 0.05;
|
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return prod;
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
type: 'stonecutter',
|
||||
name: 'Stonecutter',
|
||||
maxLevel: 5,
|
||||
unique: true,
|
||||
requiredTownhallLevel: 7,
|
||||
cost: (level: number) => {
|
||||
return {
|
||||
wood: getMultiplierBuildingCost(level, 870),
|
||||
stone: getMultiplierBuildingCost(level, 440),
|
||||
iron: getMultiplierBuildingCost(level, 610),
|
||||
food: getMultiplierBuildingCost(level, 700),
|
||||
};
|
||||
},
|
||||
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 3,
|
||||
behavior: {
|
||||
production: (V: VillageState, self: BuildingType) => {
|
||||
const resourceProd = V.buildings
|
||||
.filter(b => b.type === 'pit')
|
||||
.map(f => f.behavior.production?.(V, f).stone)
|
||||
.reduce((acc, f) => acc + f, 0);
|
||||
const prod = getEmptyResources();
|
||||
prod.stone = resourceProd * self.level * 0.05;
|
||||
return prod;
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
type: 'blacksmith',
|
||||
name: 'Blacksmith',
|
||||
maxLevel: 5,
|
||||
unique: true,
|
||||
requiredTownhallLevel: 7,
|
||||
cost: (level: number) => {
|
||||
return {
|
||||
wood: getMultiplierBuildingCost(level, 610),
|
||||
stone: getMultiplierBuildingCost(level, 870),
|
||||
iron: getMultiplierBuildingCost(level, 440),
|
||||
food: getMultiplierBuildingCost(level, 700),
|
||||
};
|
||||
},
|
||||
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 3,
|
||||
behavior: {
|
||||
production: (V: VillageState, self: BuildingType) => {
|
||||
const resourceProd = V.buildings
|
||||
.filter(b => b.type === 'mine')
|
||||
.map(f => f.behavior.production?.(V, f).iron)
|
||||
.reduce((acc, f) => acc + f, 0);
|
||||
const prod = getEmptyResources();
|
||||
prod.iron = resourceProd * self.level * 0.05;
|
||||
return prod;
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
type: 'bakery',
|
||||
name: 'Bakery',
|
||||
maxLevel: 5,
|
||||
unique: true,
|
||||
requiredTownhallLevel: 7,
|
||||
cost: (level: number) => {
|
||||
return {
|
||||
wood: getMultiplierBuildingCost(level, 670),
|
||||
stone: getMultiplierBuildingCost(level, 740),
|
||||
iron: getMultiplierBuildingCost(level, 670),
|
||||
food: getMultiplierBuildingCost(level, 520),
|
||||
};
|
||||
},
|
||||
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 3,
|
||||
behavior: {
|
||||
production: (V: VillageState, self: BuildingType) => {
|
||||
const fields = V.buildings.filter(b => b.type === 'field');
|
||||
const fieldFoodProd = fields
|
||||
.map(f => f.behavior.production?.(V, f).food)
|
||||
.reduce((acc, f) => acc + f, 0);
|
||||
const prod = getEmptyResources();
|
||||
prod.food = fieldFoodProd * self.level * 0.05;
|
||||
return prod;
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
type: 'wonder',
|
||||
name: 'World Wonder',
|
||||
|
@ -2,81 +2,21 @@ export default [
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'food',
|
||||
distance: [1, 2],
|
||||
distance: 1,
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'wood',
|
||||
distance: [1, 2],
|
||||
distance: 1,
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'stone',
|
||||
distance: [1, 2],
|
||||
distance: 1,
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'iron',
|
||||
distance: [1, 2],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'food',
|
||||
distance: [2, 3],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'wood',
|
||||
distance: [2, 3],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'stone',
|
||||
distance: [2, 3],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'iron',
|
||||
distance: [2, 3],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'food',
|
||||
distance: [3, 4],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'wood',
|
||||
distance: [3, 4],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'stone',
|
||||
distance: [3, 4],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'iron',
|
||||
distance: [3, 4],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'food',
|
||||
distance: [4, 5],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'wood',
|
||||
distance: [4, 5],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'stone',
|
||||
distance: [4, 5],
|
||||
},
|
||||
{
|
||||
type: 'oasis',
|
||||
resource: 'iron',
|
||||
distance: [4, 5],
|
||||
distance: 1,
|
||||
},
|
||||
];
|
||||
|
@ -6,11 +6,11 @@
|
||||
import BuildingRecruitment from "./BuildingRecruitment.svelte";
|
||||
import Cost from "./Cost.svelte";
|
||||
|
||||
|
||||
function close() {
|
||||
showBuildingPanel.set(null);
|
||||
}
|
||||
|
||||
|
||||
function upgrade() {
|
||||
if ($showBuildingPanel === null) {
|
||||
return;
|
||||
|
@ -14,7 +14,6 @@
|
||||
import Units from "./Units.svelte";
|
||||
import Victory from "./Victory.svelte";
|
||||
import Quests from "./Quests.svelte";
|
||||
import OasisRegionPanel from "../board/OasisRegionPanel.svelte";
|
||||
|
||||
|
||||
onMount(() => {
|
||||
@ -58,7 +57,6 @@
|
||||
<section class="overlay">
|
||||
<BuildingCreator />
|
||||
<BuildingPanel />
|
||||
<OasisRegionPanel />
|
||||
<Victory />
|
||||
</section>
|
||||
|
||||
|
@ -1,11 +1,9 @@
|
||||
import { WORLDMAP_TYPES, type OasisType, type RegionType } from "./types";
|
||||
import { assert, getUnitSource } from "./utils";
|
||||
import type { OasisType, RegionType } from "./types";
|
||||
import { getUnitSource } from "./utils";
|
||||
import type { VillageState } from "./village";
|
||||
|
||||
|
||||
export function resolveMission(V: VillageState, region: RegionType) {
|
||||
assert(region.type === WORLDMAP_TYPES.OASIS);
|
||||
|
||||
const mission = region.state.mission;
|
||||
if (!mission) {
|
||||
return;
|
||||
@ -13,21 +11,16 @@ export function resolveMission(V: VillageState, region: RegionType) {
|
||||
|
||||
switch (mission.type) {
|
||||
case 'pillage':
|
||||
if (region.type === WORLDMAP_TYPES.OASIS) {
|
||||
if (region.type === 'oasis') {
|
||||
resolvePillageOasis(V, region);
|
||||
}
|
||||
break;
|
||||
case 'clear':
|
||||
if (region.type === WORLDMAP_TYPES.OASIS) {
|
||||
resolveClearOasis(V, region);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new Error(`Unknown mission type: "${ mission.type }"`);
|
||||
}
|
||||
|
||||
if (mission.repeat) {
|
||||
mission.remainingTime = 1 * 10 * 1000;
|
||||
mission.remainingTime = region.distance * 10 * 1000;
|
||||
}
|
||||
else {
|
||||
delete region.state.mission;
|
||||
@ -35,36 +28,6 @@ export function resolveMission(V: VillageState, region: RegionType) {
|
||||
}
|
||||
|
||||
|
||||
function resolveClearOasis(V: VillageState, region: OasisType) {
|
||||
const mission = region.state.mission;
|
||||
if (!mission) {
|
||||
return;
|
||||
}
|
||||
|
||||
const ratio = mission.unitCount / region.strength;
|
||||
const lostRatio = 1 / (ratio * ratio);
|
||||
const lostUnits = Math.min(
|
||||
Math.round(mission.unitCount * lostRatio),
|
||||
mission.unitCount
|
||||
);
|
||||
|
||||
mission.unitCount -= lostUnits;
|
||||
V.units.soldier -= lostUnits;
|
||||
|
||||
if (ratio >= 1) {
|
||||
region.state.cleared = true;
|
||||
}
|
||||
|
||||
const unit = getUnitSource('soldier');
|
||||
const maxResources = region.distance * region.distance * 100;
|
||||
|
||||
V.resources[region.resource] += Math.min(
|
||||
mission.unitCount * unit.behavior.caryingCapacity,
|
||||
maxResources
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
function resolvePillageOasis(V: VillageState, region: OasisType) {
|
||||
const mission = region.state.mission;
|
||||
if (!mission) {
|
||||
@ -72,10 +35,6 @@ function resolvePillageOasis(V: VillageState, region: OasisType) {
|
||||
}
|
||||
|
||||
const unit = getUnitSource('soldier');
|
||||
const maxResources = region.distance * region.distance * 100;
|
||||
|
||||
V.resources[region.resource] += Math.min(
|
||||
mission.unitCount * unit.behavior.caryingCapacity,
|
||||
maxResources
|
||||
);
|
||||
V.resources[region.resource] += mission.unitCount * unit.behavior.caryingCapacity;
|
||||
}
|
||||
|
@ -1,28 +0,0 @@
|
||||
import { WORLDMAP_TYPES } from "../types";
|
||||
import { assert, getRemainingUnitCount } from "../utils";
|
||||
import type { VillageState } from "../village";
|
||||
|
||||
|
||||
export default function clear(
|
||||
V: VillageState, regionIndex: number, soldiersCount: number
|
||||
) {
|
||||
if (soldiersCount > getRemainingUnitCount(V, 'soldier')) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const region = V.worldmap[regionIndex];
|
||||
assert(region.type === WORLDMAP_TYPES.OASIS);
|
||||
|
||||
if (region.state.mission) {
|
||||
return false;
|
||||
}
|
||||
|
||||
region.state.mission = {
|
||||
type: 'clear',
|
||||
unitType: 'soldier',
|
||||
unitCount: soldiersCount,
|
||||
remainingTime: region.distance * 10 * 1000,
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
@ -2,7 +2,6 @@ import { produce } from 'immer';
|
||||
|
||||
import village, { type VillageState } from '../village';
|
||||
import build from './build';
|
||||
import clear from './clear';
|
||||
import pillage from './pillage';
|
||||
import recruitUnits from './recruitUnits';
|
||||
import startQuest from './startQuest';
|
||||
@ -34,7 +33,6 @@ export function makeMove(move: (...args: any[]) => boolean) {
|
||||
|
||||
export default {
|
||||
build: makeMove(build),
|
||||
clear: makeMove(clear),
|
||||
upgradeBuilding: makeMove(upgradeBuilding),
|
||||
pillage: makeMove(pillage),
|
||||
recruitUnits: makeMove(recruitUnits),
|
||||
|
@ -1,19 +1,14 @@
|
||||
import { WORLDMAP_TYPES } from "../types";
|
||||
import { assert, getRemainingUnitCount } from "../utils";
|
||||
import { getRemainingUnitCount } from "../utils";
|
||||
import type { VillageState } from "../village";
|
||||
|
||||
|
||||
export default function pillage(
|
||||
V: VillageState, regionIndex: number, soldiersCount: number, repeat: boolean
|
||||
) {
|
||||
export default function pillage(V: VillageState, regionIndex: number, soldiersCount: number, repeat: boolean) {
|
||||
if (soldiersCount > getRemainingUnitCount(V, 'soldier')) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const region = V.worldmap[regionIndex];
|
||||
|
||||
assert(region.type === WORLDMAP_TYPES.OASIS);
|
||||
|
||||
if (region.state.mission) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1,13 +1,9 @@
|
||||
import { WORLDMAP_TYPES } from "../types";
|
||||
import { assert } from "../utils";
|
||||
import type { VillageState } from "../village";
|
||||
|
||||
|
||||
export default function toggleMissionRepeat(V: VillageState, regionIndex: number) {
|
||||
const region = V.worldmap[regionIndex];
|
||||
|
||||
assert(region.type === WORLDMAP_TYPES.OASIS);
|
||||
|
||||
if (!region.state.mission) {
|
||||
return false;
|
||||
}
|
||||
|
@ -1,4 +0,0 @@
|
||||
import { writable } from "svelte/store";
|
||||
|
||||
|
||||
export default writable<number | null>(null);
|
47
src/types.ts
47
src/types.ts
@ -1,12 +1,6 @@
|
||||
import type { Hex } from "./hexgrid";
|
||||
|
||||
|
||||
export interface Point {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
|
||||
export type GameTab = 'village' | 'resources' | 'world';
|
||||
|
||||
|
||||
@ -80,50 +74,35 @@ export interface UnitType {
|
||||
|
||||
|
||||
export interface MissionType {
|
||||
type: 'pillage' | 'clear';
|
||||
type: string;
|
||||
unitType: string;
|
||||
unitCount: number;
|
||||
remainingTime: number;
|
||||
repeat?: boolean;
|
||||
repeat: boolean;
|
||||
}
|
||||
|
||||
|
||||
export enum WORLDMAP_TYPES {
|
||||
EMPTY,
|
||||
OASIS,
|
||||
BOURGADE,
|
||||
}
|
||||
|
||||
|
||||
interface BaseRegionType {
|
||||
id: number;
|
||||
type: WORLDMAP_TYPES;
|
||||
distance: number;
|
||||
}
|
||||
|
||||
|
||||
export interface EmptyRegionType extends BaseRegionType {
|
||||
type: WORLDMAP_TYPES.EMPTY;
|
||||
}
|
||||
|
||||
|
||||
export interface OasisType extends BaseRegionType {
|
||||
type: WORLDMAP_TYPES.OASIS;
|
||||
resource: keyof CostType;
|
||||
strength: number;
|
||||
state: {
|
||||
cleared: boolean;
|
||||
index: number;
|
||||
mission?: MissionType;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
export interface BourgadeType extends BaseRegionType {
|
||||
type: WORLDMAP_TYPES.BOURGADE;
|
||||
export interface OasisType extends BaseRegionType {
|
||||
type: 'oasis';
|
||||
resource: keyof CostType;
|
||||
}
|
||||
|
||||
|
||||
export type RegionType = EmptyRegionType | OasisType | BourgadeType;
|
||||
export interface BourgadeType extends BaseRegionType {
|
||||
type: 'bourgade';
|
||||
distance: number;
|
||||
}
|
||||
|
||||
|
||||
export type RegionType = OasisType | BourgadeType;
|
||||
|
||||
|
||||
export interface HeroType {
|
||||
|
@ -4,7 +4,7 @@ import { CULTURE_TO_WIN } from './constants';
|
||||
import { createQuest } from './create';
|
||||
import { resolveMission } from './missions';
|
||||
import type { ProductionType } from './types';
|
||||
import { getProduction, getRegionsWithMissions, getStorage, shuffle } from './utils';
|
||||
import { getProduction, getStorage, shuffle } from './utils';
|
||||
import village, { type VillageState } from "./village";
|
||||
|
||||
|
||||
@ -36,7 +36,7 @@ export default function update(timestamp: number) {
|
||||
});
|
||||
|
||||
// Advance missions.
|
||||
getRegionsWithMissions(V).forEach(region => {
|
||||
V.worldmap.forEach(region => {
|
||||
if (!region.state.mission) {
|
||||
return;
|
||||
}
|
||||
|
50
src/utils.ts
50
src/utils.ts
@ -1,6 +1,5 @@
|
||||
import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
|
||||
import units from "./data/units";
|
||||
import { WORLDMAP_TYPES, type BuildingType, type CostType, type OasisType, type Point, type ProductionType, type ResourcesType } from "./types";
|
||||
import type { BuildingType, CostType, MissionType, ProductionType, ResourcesType } from "./types";
|
||||
import type { VillageState } from "./village";
|
||||
|
||||
|
||||
@ -89,16 +88,9 @@ export function getUnitSource(unitType: string) {
|
||||
}
|
||||
|
||||
|
||||
export function getRegionsWithMissions(V: VillageState): OasisType[] {
|
||||
return V.worldmap.filter(r => r.type === WORLDMAP_TYPES.OASIS);
|
||||
}
|
||||
|
||||
|
||||
export function getRemainingUnitCount(V: VillageState, unitType: string) {
|
||||
let total = V.units[unitType] || 0;
|
||||
const missions = getRegionsWithMissions(V)
|
||||
.filter(r => r.state.mission?.unitType === unitType)
|
||||
.map(r => r.state.mission);
|
||||
const missions = V.worldmap.filter(r => r.state.mission?.unitType === unitType).map(r => r.state.mission);
|
||||
missions.forEach(m => total -= m?.unitCount || 0);
|
||||
return total;
|
||||
}
|
||||
@ -178,41 +170,3 @@ export function getTownhall(V: VillageState): BuildingType {
|
||||
}
|
||||
return townhall;
|
||||
}
|
||||
|
||||
export function assert(condition: any, msg?: string): asserts condition {
|
||||
if (!condition) {
|
||||
throw new Error(msg);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
export function getAdjacentWorldmapCells(cellIndex: number) {
|
||||
const cells = [
|
||||
cellIndex - WORLD_MAP_WIDTH - 1,
|
||||
cellIndex - WORLD_MAP_WIDTH,
|
||||
cellIndex - WORLD_MAP_WIDTH + 1,
|
||||
cellIndex - 1,
|
||||
cellIndex + 1,
|
||||
cellIndex + WORLD_MAP_WIDTH - 1,
|
||||
cellIndex + WORLD_MAP_WIDTH,
|
||||
cellIndex + WORLD_MAP_WIDTH + 1,
|
||||
];
|
||||
|
||||
return cells.filter(c => c >= 0 && c < WORLD_MAP_WIDTH * WORLD_MAP_HEIGHT);
|
||||
}
|
||||
|
||||
|
||||
export function distanceBetweenCells(a: Point, b: Point) {
|
||||
return Math.sqrt(
|
||||
Math.pow(b.x - a.x, 2)
|
||||
+ Math.pow(b.y - a.y, 2)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
export function indexToPoint(index: number): Point {
|
||||
return {
|
||||
x: index % WORLD_MAP_WIDTH,
|
||||
y: Math.floor(index / WORLD_MAP_WIDTH),
|
||||
};
|
||||
}
|
||||
|
@ -3,9 +3,8 @@ import { writable } from "svelte/store";
|
||||
import { createBuilding, createHero, createQuest } from "./create";
|
||||
import worldmap from "./data/worldmap";
|
||||
import { getTilesAtDistance, Hex } from "./hexgrid";
|
||||
import { WORLDMAP_TYPES, type BuildingType, type CostType, type HeroType, type QuestType, type RegionType, type ResourcesType } from "./types";
|
||||
import { distanceBetweenCells, getAdjacentWorldmapCells, getKeysAsNumbers, indexToPoint, shuffle } from "./utils";
|
||||
import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
|
||||
import type { BuildingType, HeroType, QuestType, RegionType, ResourcesType } from "./types";
|
||||
import { getKeysAsNumbers, shuffle } from "./utils";
|
||||
|
||||
|
||||
type Board = {
|
||||
@ -69,39 +68,15 @@ function getInitialOutsideBoard() {
|
||||
|
||||
|
||||
function getInitialWorldmap(): RegionType[] {
|
||||
const board: RegionType[] = [];
|
||||
const centerIndex = Math.floor((WORLD_MAP_WIDTH * WORLD_MAP_HEIGHT) / 2);
|
||||
const centerPoint = indexToPoint(centerIndex);
|
||||
|
||||
for (let i = 0; i < WORLD_MAP_WIDTH * WORLD_MAP_HEIGHT; i++) {
|
||||
board[i] = {
|
||||
id: i,
|
||||
type: WORLDMAP_TYPES.EMPTY,
|
||||
distance: distanceBetweenCells(indexToPoint(i), centerPoint),
|
||||
};
|
||||
}
|
||||
board[centerIndex].type = WORLDMAP_TYPES.BOURGADE;
|
||||
|
||||
worldmap.forEach(region => {
|
||||
const candidates = board.filter(c =>
|
||||
c.type === WORLDMAP_TYPES.EMPTY
|
||||
&& c.distance >= region.distance[0]
|
||||
&& c.distance < region.distance[1]
|
||||
);
|
||||
const cell = shuffle(candidates)[0];
|
||||
board[cell.id] = {
|
||||
type: WORLDMAP_TYPES.OASIS,
|
||||
id: cell.id,
|
||||
resource: region.resource as keyof CostType,
|
||||
distance: cell.distance,
|
||||
strength: Math.round(cell.distance * cell.distance * 50),
|
||||
return worldmap.map((r, index) => {
|
||||
const region = r as RegionType;
|
||||
return {
|
||||
...region,
|
||||
state: {
|
||||
cleared: false,
|
||||
index,
|
||||
},
|
||||
};
|
||||
});
|
||||
|
||||
return board;
|
||||
}
|
||||
|
||||
|
||||
@ -142,7 +117,7 @@ function getInitialState() {
|
||||
state.buildings.push(townhall);
|
||||
|
||||
// Create all the resource buildings.
|
||||
const resourceBuildingTypes = shuffle([
|
||||
const resourceBuildingTypes: Array<string> = shuffle([
|
||||
'woodcutter', 'woodcutter', 'woodcutter', 'woodcutter',
|
||||
'mine', 'mine', 'mine', 'mine',
|
||||
'pit', 'pit', 'pit', 'pit',
|
||||
|
Loading…
Reference in New Issue
Block a user