232 lines
6.4 KiB
TypeScript
232 lines
6.4 KiB
TypeScript
import type { BuildingType } from "../types";
|
|
import { getEmptyResources } from "../utils";
|
|
import type { VillageState } from "../village";
|
|
|
|
|
|
export default [
|
|
{
|
|
type: 'townhall',
|
|
name: 'Town Hall',
|
|
autoBuilt: true,
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
storage: (_V: VillageState, _self: BuildingType) => {
|
|
return {
|
|
'wood': 100,
|
|
'stone': 100,
|
|
'iron': 100,
|
|
'food': 100,
|
|
}
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'woodcutter',
|
|
name: 'Woodcutter',
|
|
autoBuilt: true,
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
production: (V: VillageState, self: BuildingType) => {
|
|
const prod = getEmptyResources();
|
|
const outputPerMinute = 5 * (self.level * self.level);
|
|
prod.wood = outputPerMinute;
|
|
|
|
const intakePerMinute = Math.ceil(self.level / 5);
|
|
prod.food = -intakePerMinute;
|
|
|
|
return prod;
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'mine',
|
|
name: 'Mine',
|
|
autoBuilt: true,
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
production: (V: VillageState, self: BuildingType) => {
|
|
const prod = getEmptyResources();
|
|
const outputPerMinute = 5 * (self.level * self.level);
|
|
prod.iron = outputPerMinute;
|
|
|
|
const intakePerMinute = Math.ceil(self.level / 5);
|
|
prod.food = -intakePerMinute;
|
|
|
|
return prod;
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'pit',
|
|
name: 'Pit',
|
|
autoBuilt: true,
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
production: (V: VillageState, self: BuildingType) => {
|
|
const prod = getEmptyResources();
|
|
const outputPerMinute = 5 * (self.level * self.level);
|
|
prod.stone = outputPerMinute;
|
|
|
|
const intakePerMinute = Math.ceil(self.level / 5);
|
|
prod.food = -intakePerMinute;
|
|
|
|
return prod;
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'field',
|
|
name: 'Field',
|
|
autoBuilt: true,
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
production: (V: VillageState, self: BuildingType) => {
|
|
const prod = getEmptyResources();
|
|
const outputPerMinute = 5 * (self.level * self.level);
|
|
prod.food = outputPerMinute;
|
|
return prod;
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'warehouse',
|
|
name: 'Warehouse',
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
storage: (V: VillageState, self: BuildingType) => {
|
|
const x = self.level;
|
|
const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 25;
|
|
return {
|
|
'wood': capacity,
|
|
'stone': capacity,
|
|
'iron': capacity,
|
|
'food': 0,
|
|
};
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'granary',
|
|
name: 'Granary',
|
|
maxLevel: 20,
|
|
cost: (level: number) => {
|
|
return {
|
|
wood: level * 10,
|
|
stone: level * 10,
|
|
iron: level * 10,
|
|
food: 0,
|
|
};
|
|
},
|
|
behavior: {
|
|
storage: (V: VillageState, self: BuildingType) => {
|
|
const x = self.level;
|
|
const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 25;
|
|
return {
|
|
'wood': 0,
|
|
'stone': 0,
|
|
'iron': 0,
|
|
'food': capacity,
|
|
};
|
|
},
|
|
},
|
|
},
|
|
{
|
|
type: 'university',
|
|
name: 'University',
|
|
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 = self.level * 2;
|
|
prod.food = -intakePerMinute;
|
|
return prod;
|
|
},
|
|
units: {
|
|
type: 'philosopher',
|
|
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,
|
|
},
|
|
},
|
|
},
|
|
];
|