bourgade/src/data/buildings.ts

388 lines
12 KiB
TypeScript

import { createHero } from "../create";
import type { BuildingType } from "../types";
import { getEmptyResources } from "../utils";
import type { VillageState } from "../village";
function getStandardTimeToBuild(level: number) {
return Math.round(Math.pow(level, 1 / 1.2) + 1);
}
function getResourceBuildingCost(level: number, initial: number) {
return initial * level * (level - 1);
}
function getStorageBuildingCost(level: number, initial: number) {
return initial * Math.round( (level + level * level) / 3);
}
function getUnitBuildingCost(level: number, initial: number) {
return initial * Math.round( (level + level * level) / 2);
}
export default [
{
type: 'townhall',
name: 'Town Hall',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 10),
stone: getResourceBuildingCost(level, 15),
iron: getResourceBuildingCost(level, 20),
food: getResourceBuildingCost(level, 5),
};
},
timeToBuild: getStandardTimeToBuild,
behavior: {
storage: (_V: VillageState, _self: BuildingType) => {
return {
'wood': 100,
'stone': 100,
'iron': 100,
'food': 100,
}
},
constructionTimeReductionPerLevel: 0.025,
},
},
{
type: 'woodcutter',
name: 'Woodcutter',
autoBuilt: true,
maxLevel: 20,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 6),
stone: getResourceBuildingCost(level, 10),
iron: getResourceBuildingCost(level, 14),
food: getResourceBuildingCost(level, 10),
};
},
timeToBuild: getStandardTimeToBuild,
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,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 10),
stone: getResourceBuildingCost(level, 14),
iron: getResourceBuildingCost(level, 6),
food: getResourceBuildingCost(level, 10),
};
},
timeToBuild: getStandardTimeToBuild,
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,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 14),
stone: getResourceBuildingCost(level, 6),
iron: getResourceBuildingCost(level, 10),
food: getResourceBuildingCost(level, 10),
};
},
timeToBuild: getStandardTimeToBuild,
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,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getResourceBuildingCost(level, 14),
stone: getResourceBuildingCost(level, 14),
iron: getResourceBuildingCost(level, 12),
food: getResourceBuildingCost(level, 0),
};
},
timeToBuild: getStandardTimeToBuild,
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,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 15),
stone: getStorageBuildingCost(level, 20),
iron: getStorageBuildingCost(level, 10),
food: getStorageBuildingCost(level, 15),
};
},
timeToBuild: getStandardTimeToBuild,
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,
requiredTownhallLevel: 0,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 12),
stone: getStorageBuildingCost(level, 22),
iron: getStorageBuildingCost(level, 10),
food:getStorageBuildingCost(level, 6),
};
},
timeToBuild: getStandardTimeToBuild,
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: 'great-warehouse',
name: 'Great Warehouse',
maxLevel: 20,
requiredTownhallLevel: 15,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 150),
stone: getStorageBuildingCost(level, 200),
iron: getStorageBuildingCost(level, 100),
food: getStorageBuildingCost(level, 150),
};
},
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 2,
behavior: {
storage: (V: VillageState, self: BuildingType) => {
const x = self.level;
const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 250;
return {
'wood': capacity,
'stone': capacity,
'iron': capacity,
'food': 0,
};
},
},
},
{
type: 'great-granary',
name: 'Great Granary',
maxLevel: 20,
requiredTownhallLevel: 15,
cost: (level: number) => {
return {
wood: getStorageBuildingCost(level, 120),
stone: getStorageBuildingCost(level, 220),
iron: getStorageBuildingCost(level, 100),
food:getStorageBuildingCost(level, 60),
};
},
timeToBuild: (level: number) => getStandardTimeToBuild(level) * 2,
behavior: {
storage: (V: VillageState, self: BuildingType) => {
const x = self.level;
const capacity = ( ( ( x + ( x * x ) ) / 2 ) + 3 ) * 250;
return {
'wood': 0,
'stone': 0,
'iron': 0,
'food': capacity,
};
},
},
},
{
type: 'university',
name: 'University',
maxLevel: 20,
requiredTownhallLevel: 5,
cost: (level: number) => {
return {
wood: getUnitBuildingCost(level, 75),
stone: getUnitBuildingCost(level, 90),
iron: getUnitBuildingCost(level, 50),
food: getUnitBuildingCost(level, 45),
};
},
timeToBuild: getStandardTimeToBuild,
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,
requiredTownhallLevel: 3,
cost: (level: number) => {
return {
wood: getUnitBuildingCost(level, 60),
stone: getUnitBuildingCost(level, 30),
iron: getUnitBuildingCost(level, 90),
food: getUnitBuildingCost(level, 40),
};
},
timeToBuild: getStandardTimeToBuild,
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,
},
},
},
{
type: 'palace',
name: 'Palace',
maxLevel: 20,
unique: true,
requiredTownhallLevel: 10,
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());
}
},
},
},
},
{
type: 'wonder',
name: 'World Wonder',
maxLevel: 1,
unique: true,
requiredTownhallLevel: 20,
cost: () => {
return {
wood: 42000,
stone: 42000,
iron: 42000,
food: 38000,
};
},
timeToBuild: () => 120,
behavior: {
production: (V: VillageState, self: BuildingType) => {
const prod = getEmptyResources();
prod.food = self.level * -300;
return prod;
},
triggers: {
onLevelUp: (V: VillageState, self: BuildingType) => {
if (self.level === 1) {
// Gain a lot of culture.
V.resources.culture += 18000;
}
},
},
},
},
];