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25 changed files with 212 additions and 49 deletions

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@ -18,28 +18,57 @@
}
</script>
<div>
<p>{ building.name }</p>
<p>
<button
class="level"
class:can-upgrade={ canUpgrade }
class:is-upgrading={ isUpgrading }
class:max-level={ maxLevelReached }
on:click|stopPropagation={ upgradeBuilding }
>
{ building.level }
{ #if building.state.upgrade.isUpgrading }
<span>
({ Math.ceil(building.state.upgrade.remainingTime / 1000) })
</span>
{ /if }
</button>
</p>
<div class="building">
<div class="illustration">
<img src="/img/buildings/{ building.type }.png" alt="">
</div>
<div class="content">
<!-- <p>{ building.name }</p> -->
<div class="level">
<button
class:can-upgrade={ canUpgrade }
class:is-upgrading={ isUpgrading }
class:max-level={ maxLevelReached }
on:click|stopPropagation={ upgradeBuilding }
>
{ building.level }
{ #if building.state.upgrade.isUpgrading }
<span>
({ Math.ceil(building.state.upgrade.remainingTime / 1000) })
</span>
{ /if }
</button>
</div>
</div>
</div>
<style>
.building {
position: relative;
height: 100%;
}
.building .illustration,
.building .illustration img {
width: 100%;
}
.building .content {
left: 0;
height: 100%;
position: absolute;
top: 0;
width: 100%;
}
.level {
bottom: -0.4em;
left: 50%;
position: absolute;
translate: -50%;
}
.level button {
aspect-ratio: 1;
background-color: hsl(208, 100%, 97%);
border: 0.4em solid hsl(0, 0%, 45%);
@ -48,21 +77,26 @@
box-shadow: 0 0 0.2em black;
color: hsl(0, 0%, 10%);
font-size: 1.2em;
transition: all 100ms ease-in-out;
}
.level span {
.level button span {
font-size: 0.9em;
}
.level.can-upgrade {
.level button.can-upgrade {
border-color: hsl(90, 99%, 36%);
}
.level.is-upgrading {
.level button.is-upgrading {
border-color: hsl(56, 99%, 43%);
}
.level.max-level {
.level button.max-level {
border-color: hsl(209, 70%, 52%);
}
.level button:hover {
scale: 1.1;
}
</style>

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@ -16,8 +16,10 @@
<style>
.hexagon {
aspect-ratio: 1;
background-color: hsl(220, 75%, 75%);
border: 0.2em solid;
border-color: hsl(220, 75%, 75%);
border-radius: 100%;
box-sizing: border-box;
cursor: pointer;
font-size: 1.2vmin;
height: 12em;
@ -27,11 +29,11 @@
}
.hexagon:hover {
background-color: hsl(60, 75%, 75%);
border-color: hsl(60, 75%, 75%);
}
.hexagon:active {
background-color: hsl(60, 75%, 50%);
border-color: hsl(60, 75%, 50%);
}
.hexagon .content {

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@ -1,6 +1,8 @@
import buildings from "./data/buildings";
import { NAMES } from "./data/heroes";
import { Hex } from "./hexgrid";
import type { BuildingSource, BuildingType } from "./types";
import type { BuildingSource, BuildingType, HeroType, QuestType, ResourcesType } from "./types";
import { getEmptyResources, random, shuffle } from "./utils";
let uid = 0;
@ -33,3 +35,37 @@ export function createBuilding(buildingType: string): BuildingType {
},
};
}
export function createQuest(level: number): QuestType {
const reward = getEmptyResources();
const adjustedLevel = level * level + 3;
const duration = random(adjustedLevel - 2, adjustedLevel + 2);
Object.keys(reward).forEach(r => {
const resource = r as keyof ResourcesType;
reward[resource] = random(
Math.round((duration * 5 - level * 10) * (1 + level / 3)),
Math.round((duration * 5 + level * 10) * (1 + level / 3)),
);
if (resource === 'culture') {
reward[resource] = Math.round(reward[resource] / 20);
}
});
return {
id: uid++,
duration,
reward,
level,
started: false,
};
}
export function createHero(): HeroType {
return {
id: uid++,
name: shuffle(NAMES)[0],
};
}

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@ -1,3 +1,4 @@
import { createHero } from "../create";
import type { BuildingType } from "../types";
import { getEmptyResources } from "../utils";
import type { VillageState } from "../village";
@ -31,10 +32,10 @@ export default [
maxLevel: 20,
cost: (level: number) => {
return {
wood: level * 10,
stone: level * 10,
iron: level * 10,
food: 0,
wood: getResourceBuildingCost(level, 10),
stone: getResourceBuildingCost(level, 15),
iron: getResourceBuildingCost(level, 20),
food: getResourceBuildingCost(level, 5),
};
},
timeToBuild: getStandardTimeToBuild,
@ -47,6 +48,7 @@ export default [
'food': 100,
}
},
constructionTimeReductionPerLevel: 0.025,
},
},
{
@ -257,4 +259,34 @@ export default [
},
},
},
{
type: 'palace',
name: 'Palace',
maxLevel: 20,
unique: true,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 200),
stone: getStorageBuildingCost(level, 240),
iron: getStorageBuildingCost(level, 110),
food: getStorageBuildingCost(level, 70),
};
},
timeToBuild: getStandardTimeToBuild,
behavior: {
production: (V: VillageState, self: BuildingType) => {
const prod = getEmptyResources();
prod.food = self.level * -30;
return prod;
},
triggers: {
onLevelUp: (V: VillageState, self: BuildingType) => {
if (self.level === 10 || self.level === 20) {
// Create a new hero.
V.heroes.push(createHero());
}
},
},
},
},
];

12
src/data/heroes.ts Normal file
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@ -0,0 +1,12 @@
export const NAMES = [
'Adosinda',
'Garsendis',
'Amalfriede',
'Seda',
'Amalgard',
'Samocenus',
'Licno',
'Vercombogious',
'Elusconos',
'Excingullus',
];

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@ -4,7 +4,7 @@
import moves from "../moves";
import showBuildingCreator from "../stores/showBuildingCreator";
import { canPayBuildingCost } from "../utils";
import village from "../village";
import village, { type VillageState } from "../village";
import Cost from "./Cost.svelte";
function close() {
@ -22,11 +22,14 @@
}
}
const constructible = buildings.filter(b => !b.autoBuilt).map(b =>{
const building = createBuilding(b.type);
building.level = 0;
return building;
});
$: constructible = buildings
.filter(b => !b.autoBuilt)
.filter(b => !(b.unique && $village.buildings.some(b2 => b2.type === b.type)))
.map(b =>{
const building = createBuilding(b.type);
building.level = 0;
return building;
});
</script>
{ #if $showBuildingCreator !== null }

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@ -7,10 +7,10 @@
import { flip } from "svelte/animate";
$: isQuestStarted = $village.quests.some(q => q.started);
$: availableHeroes = $village.heroes.filter(h => !$village.quests.some(q => q.hero === h.id));
function startQuest(id: number) {
moves.startQuest(id);
function startQuest(id: number, heroId: number) {
moves.startQuest(id, heroId);
}
</script>
@ -31,12 +31,15 @@
{ Math.ceil((quest.remainingTime || 0) / 1000) }
{ :else }
{ quest.duration }
{ #each availableHeroes as hero }
<button
on:click={ () => startQuest(quest.id) }
disabled={ isQuestStarted }
on:click={ () => startQuest(quest.id, hero.id) }
>
Start quest
Send { hero.name }
</button>
{ :else }
<span>No heroes available</span>
{ /each }
{ /if }
</p>
</div>

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@ -17,6 +17,9 @@
</script>
<section>
{ #each $village.heroes as hero }
<p>{ hero.name }</p>
{ /each }
{ #each currentUnits as unit }
<p>{ unit.name }: { getRemainingUnitCount($village, unit.type) } / { unit.count }</p>
{ /each }

14
src/logic.ts Normal file
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@ -0,0 +1,14 @@
import type { BuildingSource } from "./types";
import type { VillageState } from "./village";
export function getTimeToBuild(V: VillageState, building: BuildingSource, level: number): number {
const townhall = V.buildings.find(b => b.type === 'townhall');
if (!townhall) {
throw new Error("Unable to find the Town hall");
}
const reduction = townhall.level * (townhall.behavior.constructionTimeReductionPerLevel || 0);
const baseBuildingTime = building.timeToBuild(level) * 1000;
return baseBuildingTime - (baseBuildingTime * reduction);
}

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@ -1,5 +1,6 @@
import { createBuilding, getBuildingSource } from "../create";
import type { Hex } from "../hexgrid";
import { getTimeToBuild } from "../logic";
import { DEFAULT_TILE, type VillageState } from "../village";
@ -29,7 +30,7 @@ export default function build(V: VillageState, buildingType: string, tile: Hex)
newBuilding.tile = tile;
newBuilding.level = 0;
newBuilding.state.upgrade.isUpgrading = true;
newBuilding.state.upgrade.remainingTime = 1000 * newBuilding.timeToBuild(newBuilding.level + 1);
newBuilding.state.upgrade.remainingTime = getTimeToBuild(V, building, 1);
V.buildings.push(newBuilding);
V.villageTiles[tile.y][tile.x] = newBuilding.id;

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@ -1,12 +1,23 @@
import type { VillageState } from "../village";
export default function startQuest(V: VillageState, questId: number) {
export default function startQuest(V: VillageState, questId: number, heroId: number) {
const quest = V.quests.find(q => q.id === questId);
if (!quest) {
return false;
}
const hero = V.heroes.find(h => h.id === heroId);
if (!hero) {
return false;
}
// Make sure the hero is not already on a quest.
if (V.quests.some(q => q.hero === heroId)) {
return false;
}
quest.started = true;
quest.hero = heroId;
quest.remainingTime = quest.duration * 1000;
return true;

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@ -1,3 +1,4 @@
import { getTimeToBuild } from "../logic";
import { canPayBuildingCost, getBuildingUpgradeCost } from "../utils";
import type { VillageState } from "../village";
@ -28,7 +29,7 @@ export default function upgradeBuilding(V: VillageState, buildingId: number) {
V.resources.food -= cost.food;
building.state.upgrade.isUpgrading = true;
building.state.upgrade.remainingTime = 1000 * building.timeToBuild(building.level + 1);
building.state.upgrade.remainingTime = getTimeToBuild(V, building, building.level + 1);
return true;
}

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@ -24,6 +24,7 @@ export interface BuildingSource {
name: string;
type: string;
autoBuilt?: boolean;
unique?: boolean;
maxLevel: number;
cost: (level: number) => CostType;
timeToBuild: (level: number) => number;
@ -34,6 +35,10 @@ export interface BuildingSource {
type: string;
recruitmentTime: Function;
};
constructionTimeReductionPerLevel?: number;
triggers?: {
onLevelUp?: Function;
};
};
}
@ -100,6 +105,7 @@ export type RegionType = OasisType | BourgadeType;
export interface HeroType {
id: number;
name: string;
}
@ -109,5 +115,6 @@ export interface QuestType {
reward: ResourcesType;
level: number;
started: boolean;
hero?: number;
remainingTime?: number;
}

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@ -31,6 +31,7 @@ export default function update(timestamp: number) {
if (b.state.upgrade.remainingTime <= 0) {
b.level++;
b.state.upgrade.isUpgrading = false;
b.behavior.triggers?.onLevelUp?.(V, b);
}
});

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@ -1,11 +1,10 @@
import { writable } from "svelte/store";
import { createBuilding } from "./create";
import { createBuilding, createHero, createQuest } from "./create";
import worldmap from "./data/worldmap";
import { getTilesAtDistance, Hex } from "./hexgrid";
import type { BuildingType, QuestType, RegionType, ResourcesType } from "./types";
import type { BuildingType, HeroType, QuestType, RegionType, ResourcesType } from "./types";
import { getKeysAsNumbers, shuffle } from "./utils";
import { createQuest } from "./quests";
type Board = {
@ -24,6 +23,7 @@ export interface VillageState {
villageTiles: Board;
outsideTiles: Board;
worldmap: RegionType[];
heroes: HeroType[];
quests: QuestType[];
victory: boolean;
}
@ -103,6 +103,9 @@ function getInitialState() {
villageTiles: getInitialVillageBoard(),
outsideTiles: getInitialOutsideBoard(),
worldmap: getInitialWorldmap(),
heroes: [
createHero(),
],
quests: getInitialQuests(),
victory: false,
};
@ -131,7 +134,7 @@ function getInitialState() {
}
const newBuilding = createBuilding(type);
newBuilding.tile = new Hex(x, y);
newBuilding.level = 1; //newBuilding.type === 'field' ? 1 : 10;
newBuilding.level = 20; //newBuilding.type === 'field' ? 1 : 10;
state.outsideTiles[y][x] = newBuilding.id;
state.buildings.push(newBuilding);
});