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No commits in common. "f427f4e2b6d360c07d25242719a892827cc45aef" and "fbe48f925d7a53557c2e715403f1bfc2085661a6" have entirely different histories.
f427f4e2b6
...
fbe48f925d
17
package-lock.json
generated
17
package-lock.json
generated
@ -10,9 +10,7 @@
|
||||
"devDependencies": {
|
||||
"@sveltejs/vite-plugin-svelte": "^3.1.2",
|
||||
"@tsconfig/svelte": "^5.0.4",
|
||||
"@types/luxon": "^3.4.2",
|
||||
"immer": "^10.1.1",
|
||||
"luxon": "^3.5.0",
|
||||
"svelte": "^4.2.19",
|
||||
"svelte-check": "^4.0.4",
|
||||
"tslib": "^2.7.0",
|
||||
@ -708,12 +706,6 @@
|
||||
"integrity": "sha512-AYnb1nQyY49te+VRAVgmzfcgjYS91mY5P0TKUDCLEM+gNnA+3T6rWITXRLYCpahpqSQbN5cE+gHpnPyXjHWxcw==",
|
||||
"dev": true
|
||||
},
|
||||
"node_modules/@types/luxon": {
|
||||
"version": "3.4.2",
|
||||
"resolved": "https://registry.npmjs.org/@types/luxon/-/luxon-3.4.2.tgz",
|
||||
"integrity": "sha512-TifLZlFudklWlMBfhubvgqTXRzLDI5pCbGa4P8a3wPyUQSW+1xQ5eDsreP9DWHX3tjq1ke96uYG/nwundroWcA==",
|
||||
"dev": true
|
||||
},
|
||||
"node_modules/acorn": {
|
||||
"version": "8.13.0",
|
||||
"resolved": "https://registry.npmjs.org/acorn/-/acorn-8.13.0.tgz",
|
||||
@ -920,15 +912,6 @@
|
||||
"integrity": "sha512-SW13ws7BjaeJ6p7Q6CO2nchbYEc3X3J6WrmTTDto7yMPqVSZTUyY5Tjbid+Ab8gLnATtygYtiDIJGQRRn2ZOiA==",
|
||||
"dev": true
|
||||
},
|
||||
"node_modules/luxon": {
|
||||
"version": "3.5.0",
|
||||
"resolved": "https://registry.npmjs.org/luxon/-/luxon-3.5.0.tgz",
|
||||
"integrity": "sha512-rh+Zjr6DNfUYR3bPwJEnuwDdqMbxZW7LOQfUN4B54+Cl+0o5zaU9RJ6bcidfDtC1cWCZXQ+nvX8bf6bAji37QQ==",
|
||||
"dev": true,
|
||||
"engines": {
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/magic-string": {
|
||||
"version": "0.30.12",
|
||||
"resolved": "https://registry.npmjs.org/magic-string/-/magic-string-0.30.12.tgz",
|
||||
|
@ -12,9 +12,7 @@
|
||||
"devDependencies": {
|
||||
"@sveltejs/vite-plugin-svelte": "^3.1.2",
|
||||
"@tsconfig/svelte": "^5.0.4",
|
||||
"@types/luxon": "^3.4.2",
|
||||
"immer": "^10.1.1",
|
||||
"luxon": "^3.5.0",
|
||||
"svelte": "^4.2.19",
|
||||
"svelte-check": "^4.0.4",
|
||||
"tslib": "^2.7.0",
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||||
|
Binary file not shown.
Before Width: | Height: | Size: 1.5 KiB |
@ -7,8 +7,8 @@
|
||||
export let building: BuildingType;
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||||
|
||||
|
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$: isUpgrading = building.state.upgrade.isUpgrading;
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$: canUpgrade = !isUpgrading && canPayBuildingCost($village, building);
|
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$: isUpgrading = $village.queue.find(q => q.id === building.id);
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$: canUpgrade = canPayBuildingCost($village, building);
|
||||
|
||||
|
||||
function upgradeBuilding() {
|
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@ -27,11 +27,6 @@
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on:click|stopPropagation={ upgradeBuilding }
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>
|
||||
{ building.level }
|
||||
{ #if building.state.upgrade.isUpgrading }
|
||||
<span>
|
||||
({ Math.ceil(building.state.upgrade.remainingTime / 1000) }’)
|
||||
</span>
|
||||
{ /if }
|
||||
</button>
|
||||
</p>
|
||||
</div>
|
||||
@ -48,10 +43,6 @@
|
||||
font-size: 1.2em;
|
||||
}
|
||||
|
||||
.level span {
|
||||
font-size: 0.9em;
|
||||
}
|
||||
|
||||
.level.can-upgrade {
|
||||
border-color: hsl(90, 99%, 36%);
|
||||
}
|
||||
@ -59,4 +50,8 @@
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||||
.level.is-upgrading {
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border-color: hsl(56, 99%, 43%);
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||||
}
|
||||
|
||||
.level:hover.can-upgrade {
|
||||
border-color: hsl(90, 99%, 36%);
|
||||
}
|
||||
</style>
|
||||
|
@ -1 +0,0 @@
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||||
export const CULTURE_TO_WIN = 20000;
|
@ -25,11 +25,6 @@ export function createBuilding(buildingType: string): BuildingType {
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||||
id: uid++,
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||||
level: 1,
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||||
tile: new Hex(0, 0),
|
||||
state: {
|
||||
upgrade: {
|
||||
isUpgrading: false,
|
||||
remainingTime: 0,
|
||||
}
|
||||
},
|
||||
state: {},
|
||||
};
|
||||
}
|
||||
|
@ -27,7 +27,7 @@
|
||||
<section>
|
||||
<div class="building-panel">
|
||||
<header>
|
||||
<h1>{ building.name } ({ building.level })</h1>
|
||||
<h1>Building</h1>
|
||||
<span class="close">
|
||||
<button on:click={ close }>X</button>
|
||||
</span>
|
||||
@ -41,6 +41,7 @@
|
||||
</div>
|
||||
<div class="upgrade">
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<div>
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||||
<p>{ building.name } ({ building.level })</p>
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||||
<button on:click={ () => upgrade() }>Upgrade</button>
|
||||
</div>
|
||||
</div>
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||||
|
@ -1,13 +1,7 @@
|
||||
<script lang="ts">
|
||||
import { Duration } from 'luxon';
|
||||
|
||||
import type { CostType } from "../types";
|
||||
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||||
export let cost: CostType;
|
||||
export let duration: number | null = null;
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||||
|
||||
|
||||
$: prettyDuration = (duration !== null) ? Duration.fromMillis(duration * 1000).toFormat(`mm:ss:SS`) : '';
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</script>
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||||
|
||||
<div class="cost">
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||||
@ -27,12 +21,6 @@
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<img src="/img/icons/food.png" alt="Food" />
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||||
{ cost.food }
|
||||
</div>
|
||||
{ #if duration !== null }
|
||||
<div>
|
||||
<img src="/img/icons/time.png" alt="Duration">
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||||
{ prettyDuration }
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||||
</div>
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||||
{ /if }
|
||||
</div>
|
||||
|
||||
<style>
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||||
|
@ -9,6 +9,7 @@
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||||
import BuildingCreator from "./BuildingCreator.svelte";
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||||
import BuildingPanel from "./BuildingPanel.svelte";
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||||
import Navigation from "./Navigation.svelte";
|
||||
import Queue from "./Queue.svelte";
|
||||
import Resources from "./Resources.svelte";
|
||||
import Units from "./Units.svelte";
|
||||
import Victory from "./Victory.svelte";
|
||||
@ -46,6 +47,9 @@
|
||||
<Outside />
|
||||
{ /if }
|
||||
</div>
|
||||
<div class="queue">
|
||||
<Queue />
|
||||
</div>
|
||||
</section>
|
||||
<section class="overlay">
|
||||
<BuildingCreator />
|
||||
|
50
src/hud/Queue.svelte
Normal file
50
src/hud/Queue.svelte
Normal file
@ -0,0 +1,50 @@
|
||||
<script lang="ts">
|
||||
import { getBuilding } from "../utils";
|
||||
import village from "../village";
|
||||
|
||||
$: queue = $village.queue.map(q => {
|
||||
return {
|
||||
...q,
|
||||
building: getBuilding($village, q.id),
|
||||
};
|
||||
});
|
||||
</script>
|
||||
|
||||
<section class="queue">
|
||||
{ #each queue as item }
|
||||
<div>
|
||||
<p>{ item.building.name }</p>
|
||||
<p class="time">{ Math.ceil(item.remainingTime / 1000) }’</p>
|
||||
</div>
|
||||
{ /each }
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.queue {
|
||||
display: flex;
|
||||
gap: 1em;
|
||||
}
|
||||
|
||||
.queue div {
|
||||
aspect-ratio: 1;
|
||||
border: 0.4em solid grey;
|
||||
border-radius: 100%;
|
||||
height: 4em;
|
||||
max-width: 4em;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.queue div p {
|
||||
overflow-wrap: break-word;
|
||||
}
|
||||
|
||||
.queue div .time {
|
||||
background: hsl(0, 0%, 20%);
|
||||
border-radius: 100%;
|
||||
bottom: 0;
|
||||
left: 50%;
|
||||
padding: 0.2em 0.4em;
|
||||
position: absolute;
|
||||
translate: -50% 150%;
|
||||
}
|
||||
</style>
|
@ -1,20 +0,0 @@
|
||||
<script lang="ts">
|
||||
import type { BuildingType } from "../types";
|
||||
import village from "../village";
|
||||
|
||||
export let building: BuildingType;
|
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|
||||
|
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$: unitsCount = building.state.recruitment?.count || 0;
|
||||
$: recruitmentTime = building.behavior.units?.recruitmentTime($village, building) || 0;
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||||
$: currentRecruitTime = building.state.recruitment?.elapsedTime || 0;
|
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$: timeToNextRecruit = recruitmentTime * 1000 - currentRecruitTime;
|
||||
$: prettyDuration = Math.ceil(timeToNextRecruit / 1000);
|
||||
</script>
|
||||
|
||||
{ #if unitsCount > 0 }
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<div>
|
||||
{ unitsCount }
|
||||
({ prettyDuration }’)
|
||||
</div>
|
||||
{ /if }
|
@ -31,7 +31,6 @@
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||||
<div>
|
||||
<img src="/img/icons/culture.png" alt="Culture" />
|
||||
{ Math.floor($village.resources.culture) }
|
||||
({ production.culture >= 0 ? '+' : '' }{ production.culture })
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||||
</div>
|
||||
</div>
|
||||
|
||||
|
@ -5,7 +5,6 @@
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||||
import type { VillageState } from "../village";
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||||
import village from "../village";
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||||
import Cost from "./Cost.svelte";
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||||
import RecruitmentQueue from "./RecruitmentQueue.svelte";
|
||||
|
||||
export let building: BuildingType;
|
||||
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||||
@ -23,7 +22,7 @@
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||||
iron: unit.cost.iron * numberOfUnits,
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||||
food: unit.cost.food * numberOfUnits,
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||||
};
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||||
$: timeToRecruit = building.behavior.units?.recruitmentTime($village, building) * numberOfUnits;
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||||
|
||||
|
||||
function recruit() {
|
||||
moves.recruitUnits(building.id, unitType, numberOfUnits);
|
||||
@ -43,19 +42,12 @@
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
function setMaxUnits() {
|
||||
numberOfUnits = maximumUnits;
|
||||
}
|
||||
</script>
|
||||
|
||||
<div class="university">
|
||||
<p>Create Philosophers</p>
|
||||
<div class="cost">
|
||||
<Cost { cost } duration={ timeToRecruit } />
|
||||
</div>
|
||||
<div class="cost"><Cost { cost } /></div>
|
||||
|
||||
<div>
|
||||
<input
|
||||
type="range"
|
||||
name="units"
|
||||
@ -70,11 +62,8 @@
|
||||
max={ maximumUnits }
|
||||
bind:value={ numberOfUnits }
|
||||
/>
|
||||
<button on:click={ setMaxUnits }>↑</button>
|
||||
<button on:click={ recruit } disabled={ numberOfUnits > maximumUnits }>Recruit</button>
|
||||
</div>
|
||||
<RecruitmentQueue { building } />
|
||||
</div>
|
||||
|
||||
<style>
|
||||
.university .cost {
|
||||
|
@ -1,5 +1,7 @@
|
||||
import buildings from "../data/buildings";
|
||||
import { createBuilding, getBuildingSource } from "../create";
|
||||
import type { Hex } from "../hexgrid";
|
||||
import { enqueueBuilding } from "../utils";
|
||||
import { DEFAULT_TILE, type VillageState } from "../village";
|
||||
|
||||
|
||||
@ -28,11 +30,10 @@ export default function build(V: VillageState, buildingType: string, tile: Hex)
|
||||
const newBuilding = createBuilding(buildingType);
|
||||
newBuilding.tile = tile;
|
||||
newBuilding.level = 0;
|
||||
newBuilding.state.upgrade.isUpgrading = true;
|
||||
newBuilding.state.upgrade.remainingTime = 1000 * (newBuilding.level + 1);
|
||||
|
||||
V.buildings.push(newBuilding);
|
||||
V.villageTiles[tile.y][tile.x] = newBuilding.id;
|
||||
enqueueBuilding(V, newBuilding);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
import { canPayBuildingCost, getBuildingUpgradeCost } from "../utils";
|
||||
import { canPayBuildingCost, enqueueBuilding, getBuildingUpgradeCost } from "../utils";
|
||||
import type { VillageState } from "../village";
|
||||
|
||||
|
||||
@ -8,10 +8,6 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (building.state.upgrade.isUpgrading) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!canPayBuildingCost(V, building)) {
|
||||
return false;
|
||||
}
|
||||
@ -22,9 +18,7 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
|
||||
V.resources.stone -= cost.stone;
|
||||
V.resources.iron -= cost.iron;
|
||||
V.resources.food -= cost.food;
|
||||
|
||||
building.state.upgrade.isUpgrading = true;
|
||||
building.state.upgrade.remainingTime = 1000 * (building.level + 1);
|
||||
enqueueBuilding(V, building);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -41,10 +41,6 @@ export interface BuildingType extends BuildingSource {
|
||||
level: number;
|
||||
tile: Hex;
|
||||
state: {
|
||||
upgrade: {
|
||||
isUpgrading: boolean,
|
||||
remainingTime: number;
|
||||
}
|
||||
recruitment?: {
|
||||
count: number;
|
||||
elapsedTime: number;
|
||||
|
@ -1,9 +1,8 @@
|
||||
import { produce } from 'immer';
|
||||
|
||||
import { CULTURE_TO_WIN } from './constants';
|
||||
import type { ProductionType } from './types';
|
||||
import { getProduction, getStorage, shuffle } from './utils';
|
||||
import { getBuilding, getProduction, getStorage, getUnitSource } from './utils';
|
||||
import village, { type VillageState } from "./village";
|
||||
import type { ProductionType } from './types';
|
||||
|
||||
|
||||
let lastFrame: number;
|
||||
@ -24,15 +23,16 @@ export default function update(timestamp: number) {
|
||||
|
||||
return produce(state, (V: VillageState) => {
|
||||
// Advance building construction.
|
||||
V.buildings.filter(b => b.state.upgrade.isUpgrading).forEach(b => {
|
||||
b.state.upgrade.remainingTime -= delta;
|
||||
if (b.state.upgrade.remainingTime <= 0) {
|
||||
b.level++;
|
||||
b.state.upgrade.isUpgrading = false;
|
||||
if (V.queue.length) {
|
||||
V.queue[0].remainingTime -= delta;
|
||||
if (V.queue[0].remainingTime <= 0) {
|
||||
const building = getBuilding(V, V.queue[0].id);
|
||||
building.level++;
|
||||
V.queue.shift();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Make all buildings and units produce and consume.
|
||||
// Make all buildings produce and consume.
|
||||
const productionPerMinute = getProduction(V);
|
||||
const storage = getStorage(V);
|
||||
|
||||
@ -41,19 +41,6 @@ export default function update(timestamp: number) {
|
||||
const outputPerMinute = productionPerMinute[resource];
|
||||
const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
|
||||
V.resources[resource] += outputPerMilisecond * delta;
|
||||
});
|
||||
|
||||
// Kill units if food is negative.
|
||||
if (V.resources.food < 0) {
|
||||
// Choose a unit type at random.
|
||||
const type = shuffle(Object.keys(V.units).filter(t => V.units[t] > 0))[0];
|
||||
// Kill one unit of that type.
|
||||
V.units[type]--;
|
||||
}
|
||||
|
||||
// Make sure resources do not overflow.
|
||||
Object.keys(productionPerMinute).forEach((key) => {
|
||||
const resource = key as keyof ProductionType;
|
||||
|
||||
if (V.resources[resource] > storage[resource]) {
|
||||
V.resources[resource] = storage[resource];
|
||||
@ -84,8 +71,14 @@ export default function update(timestamp: number) {
|
||||
}
|
||||
});
|
||||
|
||||
// Make philosophers produce culture.
|
||||
const philosopher = getUnitSource('philosopher');
|
||||
const outputPerMinute = philosopher.behavior.culturePerMinute;
|
||||
const outputPerMilisecond = outputPerMinute / 60.0 / 1000.0;
|
||||
V.resources.culture += outputPerMilisecond * delta * (V.units.philosopher || 0);
|
||||
|
||||
// Check if the game is won.
|
||||
if (V.resources.culture >= CULTURE_TO_WIN) {
|
||||
if (V.resources.culture >= 2) {
|
||||
V.victory = true;
|
||||
}
|
||||
|
||||
|
52
src/utils.ts
52
src/utils.ts
@ -1,60 +1,37 @@
|
||||
import units from "./data/units";
|
||||
import type { BuildingType, CostType, ProductionType, ResourcesType } from "./types";
|
||||
import type { BuildingType, CostType, ProductionType } from "./types";
|
||||
import type { VillageState } from "./village";
|
||||
|
||||
|
||||
function _reduceResources(acc: ResourcesType, item: ResourcesType): ResourcesType {
|
||||
function _reduceResources(acc: ProductionType, item: ProductionType): ProductionType {
|
||||
return {
|
||||
wood: acc.wood + item.wood,
|
||||
stone: acc.stone + item.stone,
|
||||
iron: acc.iron + item.iron,
|
||||
food: acc.food + item.food,
|
||||
culture: acc.culture + item.culture,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
export function getEmptyResources(): ResourcesType {
|
||||
export function getEmptyResources(): ProductionType {
|
||||
return {
|
||||
wood: 0,
|
||||
stone: 0,
|
||||
iron: 0,
|
||||
food: 0,
|
||||
culture: 0,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
export function getProduction(villageState: VillageState): ResourcesType {
|
||||
let production = getEmptyResources();
|
||||
|
||||
// Add buildings production and intake.
|
||||
production = villageState.buildings
|
||||
export function getProduction(villageState: VillageState): ProductionType {
|
||||
return villageState.buildings
|
||||
.filter(b => b.behavior.production && b.level > 0)
|
||||
.map(b => {
|
||||
if (b.behavior.production) {
|
||||
return b.behavior.production(villageState, b);
|
||||
}
|
||||
})
|
||||
.reduce(_reduceResources, production);
|
||||
|
||||
// Add units production and intake.
|
||||
['philosopher'].forEach(type => {
|
||||
const unit = getUnitSource(type);
|
||||
const unitCount = villageState.units[type] || 0;
|
||||
|
||||
// Add food intake.
|
||||
const intakePerMinute = unit.behavior.foodIntakePerMinute * unitCount;
|
||||
production.food -= intakePerMinute;
|
||||
|
||||
// Add culture production for Philosophers.
|
||||
if (type === 'philosopher') {
|
||||
const outputPerMinute = unit.behavior.culturePerMinute;
|
||||
production.culture += outputPerMinute * unitCount;
|
||||
}
|
||||
});
|
||||
|
||||
return production;
|
||||
.reduce(_reduceResources, getEmptyResources());
|
||||
}
|
||||
|
||||
|
||||
@ -122,8 +99,21 @@ export function shuffle<T>(array: Array<T>): Array<T> {
|
||||
}
|
||||
|
||||
|
||||
export function getBuildingUpgradeCost(_V: VillageState, building: BuildingType): CostType {
|
||||
const level = building.level + 1;
|
||||
export function enqueueBuilding(V: VillageState, building: BuildingType) {
|
||||
const ongoingUpgrades = V.queue.filter(q => q.id === building.id);
|
||||
const level = building.level + 1 + ongoingUpgrades.length;
|
||||
const remainingTime = 1000 * level;
|
||||
|
||||
V.queue.push({
|
||||
id: building.id,
|
||||
remainingTime,
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
export function getBuildingUpgradeCost(V: VillageState, building: BuildingType): CostType {
|
||||
const ongoingUpgrades = V.queue.filter(q => q.id === building.id);
|
||||
const level = building.level + ongoingUpgrades.length + 1;
|
||||
return building.cost(level);
|
||||
}
|
||||
|
||||
|
@ -13,6 +13,12 @@ type Board = {
|
||||
}
|
||||
|
||||
|
||||
interface QueuedBuilding {
|
||||
id: number;
|
||||
remainingTime: number;
|
||||
}
|
||||
|
||||
|
||||
export interface VillageState {
|
||||
buildings: BuildingType[];
|
||||
units: {
|
||||
@ -21,6 +27,7 @@ export interface VillageState {
|
||||
resources: ResourcesType;
|
||||
villageTiles: Board;
|
||||
outsideTiles: Board;
|
||||
queue: QueuedBuilding[];
|
||||
victory: boolean;
|
||||
}
|
||||
|
||||
@ -76,6 +83,7 @@ function getInitialState() {
|
||||
},
|
||||
villageTiles: getInitialVillageBoard(),
|
||||
outsideTiles: getInitialOutsideBoard(),
|
||||
queue: [],
|
||||
victory: false,
|
||||
};
|
||||
|
||||
@ -103,7 +111,7 @@ function getInitialState() {
|
||||
}
|
||||
const newBuilding = createBuilding(type);
|
||||
newBuilding.tile = new Hex(x, y);
|
||||
newBuilding.level = newBuilding.type === 'field' ? 1 : 10;
|
||||
newBuilding.level = 10; // DEBUG
|
||||
state.outsideTiles[y][x] = newBuilding.id;
|
||||
state.buildings.push(newBuilding);
|
||||
});
|
||||
|
Loading…
Reference in New Issue
Block a user