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30 changed files with 601 additions and 30 deletions

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@ -0,0 +1 @@
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After

Width:  |  Height:  |  Size: 1.2 KiB

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@ -37,9 +37,6 @@ h1 {
}
#app {
max-width: 1280px;
margin: 0 auto;
padding: 2rem;
text-align: center;
}

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@ -9,6 +9,7 @@
$: isUpgrading = building.state.upgrade.isUpgrading;
$: canUpgrade = !isUpgrading && canPayBuildingCost($village, building);
$: maxLevelReached = building.level === building.maxLevel;
function upgradeBuilding() {
@ -24,6 +25,7 @@
class="level"
class:can-upgrade={ canUpgrade }
class:is-upgrading={ isUpgrading }
class:max-level={ maxLevelReached }
on:click|stopPropagation={ upgradeBuilding }
>
{ building.level }
@ -59,4 +61,8 @@
.level.is-upgrading {
border-color: hsl(56, 99%, 43%);
}
.level.max-level {
border-color: hsl(209, 70%, 52%);
}
</style>

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@ -0,0 +1,66 @@
<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;
$: maximumUnits = getRemainingUnitCount($village, 'soldier');
$: if (numberOfUnits > maximumUnits) {
numberOfUnits = maximumUnits || 0;
}
function setMaxUnits() {
numberOfUnits = maximumUnits;
}
function pillage() {
moves.pillage(region.state.index, numberOfUnits);
}
</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>
</div>
{ :else }
<div>
<input
type="range"
name="units"
min="0"
max={ maximumUnits }
bind:value={ numberOfUnits }
/>
<input
type="number"
name="units"
min="0"
max={ maximumUnits }
bind:value={ numberOfUnits }
/>
<button on:click={ setMaxUnits }>↑</button>
<button on:click={ pillage } disabled={ numberOfUnits === 0 }>Pillage</button>
</div>
{ /if }
</div>
<style>
h2 {
align-items: center;
display: flex;
gap: 0.4em;
}
</style>

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@ -40,7 +40,6 @@
.outside-map {
display: grid;
height: 100%;
margin-top: 0.8em;
position: relative;
}

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@ -43,7 +43,6 @@
.village-map {
display: grid;
height: 100%;
margin-top: 0.8em;
position: relative;
}

29
src/board/Worldmap.svelte Normal file
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@ -0,0 +1,29 @@
<script lang="ts">
import village from "../village";
import OasisRegion from "./OasisRegion.svelte";
</script>
<section class="worldmap">
{ #each $village.worldmap as region }
<div class="region">
{ #if region.type === 'oasis' }
<OasisRegion { region } />
{ /if }
</div>
{ /each }
</section>
<style>
.worldmap {
display: flex;
justify-content: space-around;
flex-wrap: wrap;
gap: 1em;
}
.region {
border: 1px solid white;
padding: 1em;
}
</style>

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@ -1,6 +1,6 @@
import buildings from "./data/buildings";
import { Hex } from "./hexgrid";
import type { BuildingType, BuildingSource } from "./types";
import type { BuildingSource, BuildingType } from "./types";
let uid = 0;

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@ -8,6 +8,7 @@ export default [
type: 'townhall',
name: 'Town Hall',
autoBuilt: true,
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -31,6 +32,7 @@ export default [
type: 'woodcutter',
name: 'Woodcutter',
autoBuilt: true,
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -56,6 +58,7 @@ export default [
type: 'mine',
name: 'Mine',
autoBuilt: true,
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -81,6 +84,7 @@ export default [
type: 'pit',
name: 'Pit',
autoBuilt: true,
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -106,6 +110,7 @@ export default [
type: 'field',
name: 'Field',
autoBuilt: true,
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -126,6 +131,7 @@ export default [
{
type: 'warehouse',
name: 'Warehouse',
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -150,6 +156,7 @@ export default [
{
type: 'granary',
name: 'Granary',
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
@ -174,6 +181,7 @@ export default [
{
type: 'university',
name: 'University',
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 100,
@ -194,5 +202,30 @@ export default [
recruitmentTime: (V: VillageState, self: BuildingType) => 2 - 0.06 * self.level,
},
},
}
},
{
type: 'barracks',
name: 'Barracks',
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 100,
stone: level * 100,
iron: level * 100,
food: 0,
};
},
behavior: {
production: (V: VillageState, self: BuildingType) => {
const prod = getEmptyResources();
const intakePerMinute = Math.ceil(self.level / 3) * 3;
prod.food = -intakePerMinute;
return prod;
},
units: {
type: 'soldier',
recruitmentTime: (V: VillageState, self: BuildingType) => 1 - 0.03 * self.level,
},
},
},
];

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@ -9,8 +9,23 @@ export default [
food: 0,
},
behavior: {
caryingCapacity: 2,
culturePerMinute: 1,
foodIntakePerMinute: 2,
},
},
{
type: 'soldier',
name: 'Soldier',
cost: {
wood: 15,
stone: 5,
iron: 40,
food: 0,
},
behavior: {
caryingCapacity: 4,
foodIntakePerMinute: 1,
},
},
];

22
src/data/worldmap.ts Normal file
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@ -0,0 +1,22 @@
export default [
{
type: 'oasis',
resource: 'food',
distance: 1,
},
{
type: 'oasis',
resource: 'wood',
distance: 1,
},
{
type: 'oasis',
resource: 'stone',
distance: 1,
},
{
type: 'oasis',
resource: 'iron',
distance: 1,
},
];

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@ -1,7 +1,11 @@
<script lang="ts">
import { createBuilding } from "../create";
import buildings from "../data/buildings";
import moves from "../moves";
import showBuildingCreator from "../stores/showBuildingCreator";
import { canPayBuildingCost } from "../utils";
import village from "../village";
import Cost from "./Cost.svelte";
function close() {
showBuildingCreator.set(null);
@ -18,7 +22,11 @@
}
}
const constructible = buildings.filter(b => !b.autoBuilt);
const constructible = buildings.filter(b => !b.autoBuilt).map(b =>{
const building = createBuilding(b.type);
building.level = 0;
return building;
});
</script>
{ #if $showBuildingCreator !== null }
@ -34,7 +42,13 @@
{ #each constructible as building }
<div>
<p>{ building.name }</p>
<button on:click={ () => build(building.type) }>Build</button>
<Cost cost={ building.cost(1) } />
<button
on:click={ () => build(building.type) }
disabled={ !canPayBuildingCost($village, building) }
>
Build
</button>
</div>
{ /each }
</div>

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@ -1,9 +1,10 @@
<script lang="ts">
import moves from "../moves";
import showBuildingPanel from "../stores/showBuildingPanel";
import { getBuilding } from "../utils";
import { getBuilding, getBuildingUpgradeCost } from "../utils";
import village from "../village";
import UniversityPanel from "./UniversityPanel.svelte";
import BuildingRecruitment from "./BuildingRecruitment.svelte";
import Cost from "./Cost.svelte";
function close() {
showBuildingPanel.set(null);
@ -35,14 +36,24 @@
<div class="content">
{ #if building.level === 0 }
<p>Building in construction…</p>
{ :else if building.type === 'university' }
<UniversityPanel { building } />
{ :else if building.behavior.units }
<BuildingRecruitment { building } />
{ /if }
</div>
<div class="upgrade">
{ #if building.state.upgrade.isUpgrading }
<p>
Upgrading to level { building.level + 1 }
({ Math.ceil(building.state.upgrade.remainingTime / 1000) })
</p>
{ :else if building.level === building.maxLevel }
<p>Max level reached!</p>
{ :else }
<div>
<Cost cost={ getBuildingUpgradeCost($village, building) } />
<button on:click={ () => upgrade() }>Upgrade</button>
</div>
{ /if }
</div>
</div>
</section>

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@ -49,8 +49,8 @@
}
</script>
<div class="university">
<p>Create Philosophers</p>
<div class="recruitment">
<p>Recruit { unit.name }s</p>
<div class="cost">
<Cost { cost } duration={ timeToRecruit } />
</div>
@ -77,7 +77,7 @@
</div>
<style>
.university .cost {
.recruitment .cost {
margin: 1em;
}
</style>

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@ -3,6 +3,7 @@
import Outside from "../board/Outside.svelte";
import Village from "../board/Village.svelte";
import Worldmap from "../board/Worldmap.svelte";
import gameTab from "../stores/gameTab";
import type { GameTab } from "../types";
import update from "../update";
@ -12,6 +13,7 @@
import Resources from "./Resources.svelte";
import Units from "./Units.svelte";
import Victory from "./Victory.svelte";
import Quests from "./Quests.svelte";
onMount(() => {
@ -35,15 +37,20 @@
<section class="hud">
<header>
<Units />
<Resources />
<Navigation { setTab } />
<Resources />
</header>
<div class="side">
<Units />
<Quests />
</div>
<div class="board">
{ #if $gameTab === 'village' }
<Village />
{ :else if $gameTab === 'resources' }
<Outside />
{ :else if $gameTab === 'world' }
<Worldmap />
{ /if }
</div>
</section>
@ -54,9 +61,19 @@
</section>
<style>
header {
.hud {
display: grid;
grid-template-columns: 20vw 1fr 20vw;
grid-template-rows: 20vh 1fr;
height: 100vh;
width: 100vw;
}
.hud header {
display: flex;
justify-content: space-around;
justify-content: center;
flex-direction: column;
grid-area: 1 / span 3;
}
.overlay {

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@ -19,6 +19,13 @@
<img src="/img/icons/field.svg" alt="">
<span>Resources</span>
</button>
<button
class="invisible"
on:click={ () => setTab('world') }
>
<img src="/img/icons/world.svg" alt="">
<span>Worldmap</span>
</button>
</nav>
<style>

50
src/hud/Quests.svelte Normal file
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@ -0,0 +1,50 @@
<script lang="ts">
import { fly } from "svelte/transition";
import moves from "../moves";
import village from "../village";
import Reward from "./Reward.svelte";
import { flip } from "svelte/animate";
$: isQuestStarted = $village.quests.some(q => q.started);
function startQuest(id: number) {
moves.startQuest(id);
}
</script>
<section>
{ #each $village.quests as quest (quest.id) }
<div
class="quest"
in:fly={{ duration: 200, delay: 100, x: -500 }}
out:fly={{ duration: 200, x: 500 }}
animate:flip={{ duration: 100 }}
>
<p>
<Reward reward={ quest.reward } />
</p>
<p>
<img src="/img/icons/time.png" alt="Duration">
{ #if quest.started }
{ Math.ceil((quest.remainingTime || 0) / 1000) }
{ :else }
{ quest.duration }
<button
on:click={ () => startQuest(quest.id) }
disabled={ isQuestStarted }
>
Start quest
</button>
{ /if }
</p>
</div>
{ /each }
</section>
<style>
.quest {
text-align: left;
}
</style>

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@ -38,8 +38,8 @@
<style>
.resources {
display: flex;
justify-content: space-around;
gap: 1em;
justify-content: center;
gap: 2em;
}
.resources div {

53
src/hud/Reward.svelte Normal file
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@ -0,0 +1,53 @@
<script lang="ts">
import type { ResourcesType } from "../types";
export let reward: ResourcesType;
</script>
<div class="reward">
{ #if reward.wood > 0 }
<div>
<img src="/img/icons/wood.png" alt="Wood" />
{ reward.wood }
</div>
{ /if }
{ #if reward.stone > 0 }
<div>
<img src="/img/icons/stone.png" alt="Stone" />
{ reward.stone }
</div>
{ /if }
{ #if reward.iron > 0 }
<div>
<img src="/img/icons/iron.png" alt="Iron" />
{ reward.iron }
</div>
{ /if }
{ #if reward.food > 0 }
<div>
<img src="/img/icons/food.png" alt="Food" />
{ reward.food }
</div>
{ /if }
{ #if reward.culture > 0 }
<div>
<img src="/img/icons/culture.png" alt="Culture" />
{ reward.culture }
</div>
{ /if }
</div>
<style>
.reward {
align-items: center;
display: flex;
gap: 1em;
justify-content: center;
}
.reward div {
display: flex;
align-items: center;
gap: 0.2em;
}
</style>

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@ -1,9 +1,14 @@
<script lang="ts">
import units from "../data/units";
import { getRemainingUnitCount } from "../utils";
import village from "../village";
$: currentUnits = Object.entries($village.units).map(([type, count]) => {
const unit = units.find(u => u.type === type);
if (!unit) {
throw new Error(`Unable to find unit: "${type}"`);
}
return {
...unit,
count,
@ -13,6 +18,6 @@
<section>
{ #each currentUnits as unit }
<p>{ unit.name }: { unit.count }</p>
<p>{ unit.name }: { getRemainingUnitCount($village, unit.type) } / { unit.count }</p>
{ /each }
</section>

34
src/missions.ts Normal file
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@ -0,0 +1,34 @@
import type { OasisType, RegionType } from "./types";
import { getUnitSource } from "./utils";
import type { VillageState } from "./village";
export function resolveMission(V: VillageState, region: RegionType) {
const mission = region.state.mission;
if (!mission) {
return;
}
switch (mission.type) {
case 'pillage':
if (region.type === 'oasis') {
resolvePillageOasis(V, region);
}
break;
default:
throw new Error(`Unknown mission type: "${ mission.type }"`);
}
}
function resolvePillageOasis(V: VillageState, region: OasisType) {
const mission = region.state.mission;
if (!mission) {
return;
}
const unit = getUnitSource('soldier');
V.resources[region.resource] += mission.unitCount * unit.behavior.caryingCapacity;
delete region.state.mission;
}

View File

@ -2,8 +2,10 @@ import { produce } from 'immer';
import village, { type VillageState } from '../village';
import build from './build';
import upgradeBuilding from './upgradeBuilding';
import pillage from './pillage';
import recruitUnits from './recruitUnits';
import startQuest from './startQuest';
import upgradeBuilding from './upgradeBuilding';
// Encapsulates a move function into a store update, where the data is made
@ -31,5 +33,7 @@ export function makeMove(move: (...args: any[]) => boolean) {
export default {
build: makeMove(build),
upgradeBuilding: makeMove(upgradeBuilding),
pillage: makeMove(pillage),
recruitUnits: makeMove(recruitUnits),
startQuest: makeMove(startQuest),
};

24
src/moves/pillage.ts Normal file
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@ -0,0 +1,24 @@
import { getRemainingUnitCount } from "../utils";
import type { VillageState } from "../village";
export default function pillage(V: VillageState, regionIndex: number, soldiersCount: number) {
if (soldiersCount > getRemainingUnitCount(V, 'soldier')) {
return false;
}
const region = V.worldmap[regionIndex];
if (region.state.mission) {
return false;
}
region.state.mission = {
type: 'pillage',
unitType: 'soldier',
unitCount: soldiersCount,
remainingTime: region.distance * 10 * 1000,
};
return true;
}

13
src/moves/startQuest.ts Normal file
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@ -0,0 +1,13 @@
import type { VillageState } from "../village";
export default function startQuest(V: VillageState, questId: number) {
const quest = V.quests.find(q => q.id === questId);
if (!quest) {
return false;
}
quest.started = true;
quest.remainingTime = quest.duration * 1000;
return true;
}

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@ -12,6 +12,10 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
return false;
}
if (building.level >= building.maxLevel) {
return false;
}
if (!canPayBuildingCost(V, building)) {
return false;
}

34
src/quests.ts Normal file
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@ -0,0 +1,34 @@
import type { QuestType, ResourcesType } from "./types";
import { getEmptyResources, random } from "./utils";
let uid = 0;
export function createQuest(level: number): QuestType {
const reward = getEmptyResources();
const adjustedLevel = level * 2 + 5;
const duration = random(adjustedLevel - 2, adjustedLevel + 2);
Object.keys(reward).forEach(r => {
const resource = r as keyof ResourcesType;
reward[resource] = random(
duration * 5 - level * 10,
duration * 5 + level * 10,
);
if (resource === 'food') {
reward[resource] = Math.round(reward[resource] / 3);
}
else if (resource === 'culture') {
reward[resource] = Math.round(reward[resource] / 20);
}
});
return {
id: uid++,
duration,
reward,
level,
started: false,
};
}

View File

@ -1,7 +1,7 @@
import type { Hex } from "./hexgrid";
export type GameTab = 'village' | 'resources';
export type GameTab = 'village' | 'resources' | 'world';
export interface CostType {
@ -24,6 +24,7 @@ export interface BuildingSource {
name: string;
type: string;
autoBuilt?: boolean;
maxLevel: number;
cost: (level: number) => CostType;
behavior: {
production?: Function;
@ -58,7 +59,54 @@ export interface UnitType {
name: string;
cost: CostType;
behavior: {
caryingCapacity: number;
foodIntakePerMinute: number;
culturePerMinute?: number;
}
}
export interface MissionType {
type: string;
unitType: string;
unitCount: number;
remainingTime: number;
}
interface BaseRegionType {
distance: number;
state: {
index: number;
mission?: MissionType;
};
}
export interface OasisType extends BaseRegionType {
type: 'oasis';
resource: keyof CostType;
}
export interface BourgadeType extends BaseRegionType {
type: 'bourgade';
distance: number;
}
export type RegionType = OasisType | BourgadeType;
export interface HeroType {
id: number;
}
export interface QuestType {
id: number;
duration: number;
reward: ResourcesType;
level: number;
started: boolean;
remainingTime?: number;
}

View File

@ -1,9 +1,11 @@
import { produce } from 'immer';
import { CULTURE_TO_WIN } from './constants';
import { resolveMission } from './missions';
import type { ProductionType } from './types';
import { getProduction, getStorage, shuffle } from './utils';
import village, { type VillageState } from "./village";
import { createQuest } from './quests';
let lastFrame: number;
@ -32,6 +34,39 @@ export default function update(timestamp: number) {
}
});
// Advance missions.
V.worldmap.forEach(region => {
if (!region.state.mission) {
return;
}
const mission = region.state.mission;
mission.remainingTime -= delta;
if (mission.remainingTime <= 0) {
resolveMission(V, region);
}
});
// Advance quests.
V.quests.filter(q => q.started).forEach(quest => {
if (!quest.remainingTime) {
return;
}
quest.remainingTime -= delta;
if (quest.remainingTime <= 0) {
V.resources.wood += quest.reward.wood;
V.resources.stone += quest.reward.stone;
V.resources.iron += quest.reward.iron;
V.resources.food += quest.reward.food;
V.resources.culture += quest.reward.culture;
// Replace the finished quest with a new one.
V.quests = V.quests.filter(q => q.id !== quest.id);
V.quests.push(createQuest(quest.level + 1));
}
});
// Make all buildings and units produce and consume.
const productionPerMinute = getProduction(V);
const storage = getStorage(V);

View File

@ -1,5 +1,5 @@
import units from "./data/units";
import type { BuildingType, CostType, ProductionType, ResourcesType } from "./types";
import type { BuildingType, CostType, MissionType, ProductionType, ResourcesType } from "./types";
import type { VillageState } from "./village";
@ -39,7 +39,7 @@ export function getProduction(villageState: VillageState): ResourcesType {
.reduce(_reduceResources, production);
// Add units production and intake.
['philosopher'].forEach(type => {
['philosopher', 'soldier'].forEach(type => {
const unit = getUnitSource(type);
const unitCount = villageState.units[type] || 0;
@ -49,7 +49,7 @@ export function getProduction(villageState: VillageState): ResourcesType {
// Add culture production for Philosophers.
if (type === 'philosopher') {
const outputPerMinute = unit.behavior.culturePerMinute;
const outputPerMinute = unit.behavior.culturePerMinute || 0;
production.culture += outputPerMinute * unitCount;
}
});
@ -88,6 +88,14 @@ export function getUnitSource(unitType: string) {
}
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);
missions.forEach(m => total -= m?.unitCount || 0);
return total;
}
export function getKeysAsNumbers(dict: Object): Array<number> {
return Object.keys(dict).map(i => parseInt(i)).sort((a, b) => a - b);
}
@ -122,6 +130,21 @@ export function shuffle<T>(array: Array<T>): Array<T> {
}
/**
* Return a random integer in the range [ min, max ] (min and max can be returned).
* @param min integer
* @param max integer
* @returns integer
*/
export function random(min: number, max?: number) {
if (max == null) {
max = min;
min = 0;
}
return min + Math.floor(Math.random() * (max - min + 1.0));
}
export function getBuildingUpgradeCost(_V: VillageState, building: BuildingType): CostType {
const level = building.level + 1;
return building.cost(level);

View File

@ -1,9 +1,11 @@
import { writable } from "svelte/store";
import { createBuilding } from "./create";
import worldmap from "./data/worldmap";
import { getTilesAtDistance, Hex } from "./hexgrid";
import type { BuildingType, ResourcesType } from "./types";
import type { BuildingType, QuestType, RegionType, ResourcesType } from "./types";
import { getKeysAsNumbers, shuffle } from "./utils";
import { createQuest } from "./quests";
type Board = {
@ -21,6 +23,8 @@ export interface VillageState {
resources: ResourcesType;
villageTiles: Board;
outsideTiles: Board;
worldmap: RegionType[];
quests: QuestType[];
victory: boolean;
}
@ -63,6 +67,28 @@ function getInitialOutsideBoard() {
}
function getInitialWorldmap(): RegionType[] {
return worldmap.map((r, index) => {
const region = r as RegionType;
return {
...region,
state: {
index,
},
};
});
}
function getInitialQuests(): QuestType[] {
return [
createQuest(1),
createQuest(1),
createQuest(1),
];
}
function getInitialState() {
const state: VillageState = {
buildings: [],
@ -76,6 +102,8 @@ function getInitialState() {
},
villageTiles: getInitialVillageBoard(),
outsideTiles: getInitialOutsideBoard(),
worldmap: getInitialWorldmap(),
quests: getInitialQuests(),
victory: false,
};
@ -103,7 +131,7 @@ function getInitialState() {
}
const newBuilding = createBuilding(type);
newBuilding.tile = new Hex(x, y);
newBuilding.level = newBuilding.type === 'field' ? 1 : 10;
newBuilding.level = 1; //newBuilding.type === 'field' ? 1 : 10;
state.outsideTiles[y][x] = newBuilding.id;
state.buildings.push(newBuilding);
});