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22 changed files with 582 additions and 122 deletions

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@ -1,74 +0,0 @@
<script lang="ts">
import moves from "../moves";
import type { OasisType } from "../types";
import { getRemainingUnitCount } from "../utils";
import village from "../village";
export let region: OasisType;
let numberOfUnits = 0;
let repeatMission = false;
$: maximumUnits = getRemainingUnitCount($village, 'soldier');
$: if (numberOfUnits > maximumUnits) {
numberOfUnits = maximumUnits || 0;
}
function setMaxUnits() {
numberOfUnits = maximumUnits;
}
function pillage() {
moves.pillage(region.state.index, numberOfUnits, repeatMission);
}
function toggleMissionRepeat() {
moves.toggleMissionRepeat(region.state.index);
}
</script>
<div>
<h2>
<img src="/img/icons/{ region.resource }.png" alt="{ region.resource }">
Oasis
(→ { region.distance })
</h2>
{ #if region.state.mission }
<div>
<p>{ region.state.mission.unitCount } soldiers are on a mission here.</p>
<p>Remaining: { Math.ceil(region.state.mission.remainingTime / 1000) }</p>
<label>
<input type="checkbox" checked={ region.state.mission.repeat } on:change={ toggleMissionRepeat }>
<span title="Send the same troops again when they come back">Repeat</span>
</label>
</div>
{ :else }
<div>
<input
type="range"
name="units"
min="0"
max={ maximumUnits }
bind:value={ numberOfUnits }
/>
{ numberOfUnits }
<button on:click={ setMaxUnits }>↑</button>
<button on:click={ pillage } disabled={ numberOfUnits === 0 }>Pillage</button>
<label>
<input type="checkbox" bind:value={ repeatMission }>
<span title="Send the same troops again when they come back">Repeat</span>
</label>
</div>
{ /if }
</div>
<style>
h2 {
align-items: center;
display: flex;
gap: 0.4em;
}
</style>

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@ -0,0 +1,138 @@
<script lang="ts">
import moves from "../moves";
import showOasisPanel from "../stores/showOasisPanel";
import type { OasisType } from "../types";
import { getRemainingUnitCount } from "../utils";
import village from "../village";
$: region = ($showOasisPanel !== null) ? $village.worldmap[$showOasisPanel] as OasisType : null;
let numberOfUnits = 0;
let repeatMission = false;
$: maximumUnits = getRemainingUnitCount($village, 'soldier');
$: if (numberOfUnits > maximumUnits) {
numberOfUnits = maximumUnits || 0;
}
function setMaxUnits() {
numberOfUnits = maximumUnits;
}
function pillage() {
if (!region) return;
moves.pillage(region.id, numberOfUnits, repeatMission);
}
function clear() {
if (!region) return;
moves.clear(region.id, numberOfUnits);
}
function toggleMissionRepeat() {
if (!region) return;
moves.toggleMissionRepeat(region.id);
}
function close() {
showOasisPanel.set(null);
}
</script>
{ #if region !== null }
<section>
<div class="oasis-panel">
<header>
<h1>
<img src="/img/icons/{ region.resource }.png" alt="{ region.resource }">
Oasis
</h1>
<span class="close">
<button on:click={ close }>X</button>
</span>
</header>
{ #if region.state.cleared }
<p>Region cleared</p>
{ :else }
<p>Defensive strength: { region.strength }</p>
{ /if }
{ #if region.state.mission }
<div>
<p>{ region.state.mission.unitCount } soldiers are on a mission here.</p>
<p>Remaining: { Math.ceil(region.state.mission.remainingTime / 1000) }</p>
{ #if region.state.mission.type === 'pillage' }
<label>
<input type="checkbox" checked={ region.state.mission.repeat } on:change={ toggleMissionRepeat }>
<span title="Send the same troops again when they come back">Repeat</span>
</label>
{ /if }
</div>
{ :else if !region.state.cleared }
<div>
<input
type="range"
name="units"
min="0"
max={ maximumUnits }
bind:value={ numberOfUnits }
/>
{ numberOfUnits }
<button on:click={ setMaxUnits }>↑</button>
<button on:click={ clear } disabled={ numberOfUnits === 0 }>Clear</button>
</div>
{ :else }
<div>
<input
type="range"
name="units"
min="0"
max={ maximumUnits }
bind:value={ numberOfUnits }
/>
{ numberOfUnits }
<button on:click={ setMaxUnits }>↑</button>
<button on:click={ pillage } disabled={ numberOfUnits === 0 }>Pillage</button>
<label>
<input type="checkbox" bind:value={ repeatMission }>
<span title="Send the same troops again when they come back">Repeat</span>
</label>
</div>
{ /if }
</div>
</section>
{ /if }
<style>
section {
background-color: hsl(0, 0%, 10%, 0.8);
display: grid;
place-items: center;
height: 100vh;
left: 0;
position: absolute;
top: 0;
width: 100vw;
}
.oasis-panel {
background-color: hsl(0, 0%, 20%);
border: 0.2em solid grey;
border-radius: .4em;
width: 80%;
height: 60%;
}
.oasis-panel header {
position: relative;
}
.oasis-panel header .close {
position: absolute;
right: 1em;
top: 0;
}
</style>

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@ -1,14 +1,33 @@
<script lang="ts">
import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "../constants";
import gameTab from "../stores/gameTab";
import showOasisPanel from "../stores/showOasisPanel";
import { WORLDMAP_TYPES } from "../types";
import village from "../village";
import OasisRegion from "./OasisRegion.svelte";
</script>
<section class="worldmap">
<section
class="worldmap"
style="--map-height: {WORLD_MAP_HEIGHT}; --map-width: {WORLD_MAP_WIDTH};"
>
{ #each $village.worldmap as region }
<div class="region">
{ #if region.type === 'oasis' }
<OasisRegion { region } />
<div
class="region"
class:empty={ region.type === WORLDMAP_TYPES.EMPTY }
class:bourgade={ region.type === WORLDMAP_TYPES.BOURGADE }
class:oasis={ region.type === WORLDMAP_TYPES.OASIS }
class:cleared={ region.type === WORLDMAP_TYPES.OASIS && region.state.cleared }
>
{ #if region.type === WORLDMAP_TYPES.BOURGADE }
<button class="invisible" on:click={ () => gameTab.set('resources') }>
<img src="/img/icons/field.svg" alt="">
</button>
{ :else if region.type === WORLDMAP_TYPES.OASIS }
<button class="invisible" on:click={ () => showOasisPanel.set(region.id) }>
<img src="/img/icons/{region.resource}.png" alt="">
</button>
{ :else }
{ region.id }
{ /if }
</div>
{ /each }
@ -16,15 +35,39 @@
<style>
.worldmap {
display: flex;
justify-content: space-around;
flex-wrap: wrap;
gap: 1em;
aspect-ratio: 1;
display: grid;
grid-template-columns: repeat(var(--map-width), 1fr);
grid-template-rows: repeat(var(--map-height), 1fr);
height: 80vh;
margin: auto;
}
.region {
border: 1px solid white;
padding: 1em;
width: 40%;
padding: 0;
margin: 0;
}
.region > button {
cursor: pointer;
height: 100%;
width: 100%;
}
.region.bourgade {
background-color: black;
}
.region.empty {
background-color: grey;
}
.region.oasis {
background-color: red;
}
.region.oasis.cleared {
background-color: cyan;
}
</style>

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@ -1 +1,3 @@
export const CULTURE_TO_WIN = 20000;
export const WORLD_MAP_HEIGHT = 9;
export const WORLD_MAP_WIDTH = 9;

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@ -24,6 +24,11 @@ function getUnitBuildingCost(level: number, initial: number) {
}
function getMultiplierBuildingCost(level: number, initial: number) {
return initial * Math.round( (level + level * level) / 3);
}
export default [
{
type: 'townhall',
@ -353,6 +358,114 @@ export default [
},
},
},
{
type: 'sawmill',
name: 'Sawmill',
maxLevel: 5,
unique: true,
requiredTownhallLevel: 7,
cost: (level: number) => {
return {
wood: getMultiplierBuildingCost(level, 440),
stone: getMultiplierBuildingCost(level, 610),
iron: getMultiplierBuildingCost(level, 870),
food: getMultiplierBuildingCost(level, 700),
};
},
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 3,
behavior: {
production: (V: VillageState, self: BuildingType) => {
const resourceProd = V.buildings
.filter(b => b.type === 'woodcutter')
.map(f => f.behavior.production?.(V, f).wood)
.reduce((acc, f) => acc + f, 0);
const prod = getEmptyResources();
prod.wood = resourceProd * self.level * 0.05;
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',

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@ -2,21 +2,81 @@ export default [
{
type: 'oasis',
resource: 'food',
distance: 1,
distance: [1, 2],
},
{
type: 'oasis',
resource: 'wood',
distance: 1,
distance: [1, 2],
},
{
type: 'oasis',
resource: 'stone',
distance: 1,
distance: [1, 2],
},
{
type: 'oasis',
resource: 'iron',
distance: 1,
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],
},
];

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@ -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;

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@ -14,6 +14,7 @@
import Units from "./Units.svelte";
import Victory from "./Victory.svelte";
import Quests from "./Quests.svelte";
import OasisRegionPanel from "../board/OasisRegionPanel.svelte";
onMount(() => {
@ -57,6 +58,7 @@
<section class="overlay">
<BuildingCreator />
<BuildingPanel />
<OasisRegionPanel />
<Victory />
</section>

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@ -1,9 +1,11 @@
import type { OasisType, RegionType } from "./types";
import { getUnitSource } from "./utils";
import { WORLDMAP_TYPES, type OasisType, type RegionType } from "./types";
import { assert, 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;
@ -11,16 +13,21 @@ export function resolveMission(V: VillageState, region: RegionType) {
switch (mission.type) {
case 'pillage':
if (region.type === 'oasis') {
if (region.type === WORLDMAP_TYPES.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 = region.distance * 10 * 1000;
mission.remainingTime = 1 * 10 * 1000;
}
else {
delete region.state.mission;
@ -28,6 +35,36 @@ 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) {
@ -35,6 +72,10 @@ function resolvePillageOasis(V: VillageState, region: OasisType) {
}
const unit = getUnitSource('soldier');
const maxResources = region.distance * region.distance * 100;
V.resources[region.resource] += mission.unitCount * unit.behavior.caryingCapacity;
V.resources[region.resource] += Math.min(
mission.unitCount * unit.behavior.caryingCapacity,
maxResources
);
}

28
src/moves/clear.ts Normal file
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@ -0,0 +1,28 @@
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;
}

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@ -2,6 +2,7 @@ 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';
@ -33,6 +34,7 @@ export function makeMove(move: (...args: any[]) => boolean) {
export default {
build: makeMove(build),
clear: makeMove(clear),
upgradeBuilding: makeMove(upgradeBuilding),
pillage: makeMove(pillage),
recruitUnits: makeMove(recruitUnits),

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@ -1,14 +1,19 @@
import { getRemainingUnitCount } from "../utils";
import { WORLDMAP_TYPES } from "../types";
import { assert, 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;
}

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@ -1,9 +1,13 @@
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;
}

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@ -0,0 +1,4 @@
import { writable } from "svelte/store";
export default writable<number | null>(null);

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@ -1,6 +1,12 @@
import type { Hex } from "./hexgrid";
export interface Point {
x: number;
y: number;
}
export type GameTab = 'village' | 'resources' | 'world';
@ -74,35 +80,50 @@ export interface UnitType {
export interface MissionType {
type: string;
type: 'pillage' | 'clear';
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: {
index: number;
cleared: boolean;
mission?: MissionType;
};
}
export interface OasisType extends BaseRegionType {
type: 'oasis';
resource: keyof CostType;
}
export interface BourgadeType extends BaseRegionType {
type: 'bourgade';
distance: number;
type: WORLDMAP_TYPES.BOURGADE;
}
export type RegionType = OasisType | BourgadeType;
export type RegionType = EmptyRegionType | OasisType | BourgadeType;
export interface HeroType {

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@ -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, getStorage, shuffle } from './utils';
import { getProduction, getRegionsWithMissions, getStorage, shuffle } from './utils';
import village, { type VillageState } from "./village";
@ -36,7 +36,7 @@ export default function update(timestamp: number) {
});
// Advance missions.
V.worldmap.forEach(region => {
getRegionsWithMissions(V).forEach(region => {
if (!region.state.mission) {
return;
}

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@ -1,5 +1,6 @@
import { WORLD_MAP_HEIGHT, WORLD_MAP_WIDTH } from "./constants";
import units from "./data/units";
import type { BuildingType, CostType, MissionType, ProductionType, ResourcesType } from "./types";
import { WORLDMAP_TYPES, type BuildingType, type CostType, type OasisType, type Point, type ProductionType, type ResourcesType } from "./types";
import type { VillageState } from "./village";
@ -88,9 +89,16 @@ 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 = V.worldmap.filter(r => r.state.mission?.unitType === unitType).map(r => r.state.mission);
const missions = getRegionsWithMissions(V)
.filter(r => r.state.mission?.unitType === unitType)
.map(r => r.state.mission);
missions.forEach(m => total -= m?.unitCount || 0);
return total;
}
@ -170,3 +178,41 @@ 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),
};
}

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@ -3,8 +3,9 @@ import { writable } from "svelte/store";
import { createBuilding, createHero, createQuest } from "./create";
import worldmap from "./data/worldmap";
import { getTilesAtDistance, Hex } from "./hexgrid";
import type { BuildingType, HeroType, QuestType, RegionType, ResourcesType } from "./types";
import { getKeysAsNumbers, shuffle } from "./utils";
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";
type Board = {
@ -68,15 +69,39 @@ function getInitialOutsideBoard() {
function getInitialWorldmap(): RegionType[] {
return worldmap.map((r, index) => {
const region = r as RegionType;
return {
...region,
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),
state: {
index,
cleared: false,
},
};
});
return board;
}
@ -117,7 +142,7 @@ function getInitialState() {
state.buildings.push(townhall);
// Create all the resource buildings.
const resourceBuildingTypes: Array<string> = shuffle([
const resourceBuildingTypes = shuffle([
'woodcutter', 'woodcutter', 'woodcutter', 'woodcutter',
'mine', 'mine', 'mine', 'mine',
'pit', 'pit', 'pit', 'pit',