Remove the action cooldown system, implement a stamina regen system.
This commit is contained in:
parent
d5b950b541
commit
54b9ec842a
49
src/App.tsx
49
src/App.tsx
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@ -1,31 +1,32 @@
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import React, { useState, useEffect } from 'react'
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import { styled } from '@linaria/react'
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import { useGameTick } from './hooks/useGameTick'
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import Field from './components/Field'
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import Warehouse from './components/Warehouse'
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import Market from './components/Market'
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import Temple from './components/Temple'
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import { StaminaDisplay } from './components/StaminaDisplay'
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import { useSaveSystem } from './store/useSaveSystem'
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import { Console } from './components/Console'
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import { GodModal } from './components/GodModal'
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import {
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Tabs,
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TabsContent,
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TabsList,
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TabsTrigger,
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} from './components/CustomTabs'
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import { useGameTick } from './hooks/useGameTick'
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import Field from './components/Field'
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import Warehouse from './components/Warehouse'
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import Market from './components/Market'
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import Temple from './components/Temple'
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import { ActionCooldown } from './components/ActionCooldown'
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import { useSaveSystem } from './store/useSaveSystem'
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import { Console } from './components/Console'
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import { GodModal } from './components/GodModal'
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const appContainerStyle: React.CSSProperties = {
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maxWidth: '1200px',
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margin: '0 auto',
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padding: '2rem',
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}
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const AppContainer = styled.div`
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max-width: 1200px;
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margin: 0 auto;
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padding: 4rem 2rem 2rem;
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`
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const tabsListStyles: React.CSSProperties = {
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display: 'grid',
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width: '100%',
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gridTemplateColumns: 'repeat(4, 1fr)',
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}
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const StyledTabsList = styled(TabsList)`
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display: grid;
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width: 100%;
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grid-template-columns: repeat(4, 1fr);
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`
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function App() {
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useGameTick()
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@ -57,15 +58,15 @@ function App() {
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return (
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<div>
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<ActionCooldown />
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<div style={appContainerStyle}>
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<StaminaDisplay />
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<AppContainer>
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<Tabs value={activeTab} onValueChange={setActiveTab}>
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<TabsList style={tabsListStyles}>
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<StyledTabsList>
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<TabsTrigger value="fields">Fields (1)</TabsTrigger>
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<TabsTrigger value="warehouse">Warehouse (2)</TabsTrigger>
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<TabsTrigger value="market">Market (3)</TabsTrigger>
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<TabsTrigger value="temple">Temple (4)</TabsTrigger>
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</TabsList>
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</StyledTabsList>
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<TabsContent value="fields">
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<Field />
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</TabsContent>
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@ -80,7 +81,7 @@ function App() {
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</TabsContent>
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</Tabs>
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<Console />
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</div>
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</AppContainer>
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{isGodModalOpen && <GodModal onClose={() => setIsGodModalOpen(false)} />}
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</div>
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)
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@ -1,110 +0,0 @@
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import { useEffect, useState } from 'react'
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import { styled } from '@linaria/react'
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import { useGameStore } from '../store/useGameStore'
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const CooldownContainer = styled.div`
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position: fixed;
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top: 1rem;
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left: 1rem;
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width: 48px;
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height: 48px;
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display: flex;
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align-items: center;
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justify-content: center;
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`
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const DialSVG = styled.svg`
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width: 100%;
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height: 100%;
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`
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const DialBackground = styled.circle`
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fill: #e5e7eb;
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`
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const DialProgress = styled.path`
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fill: #3b82f6;
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`
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const calculatePieWedge = (progress: number, size: number) => {
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// Convert progress to go counter-clockwise from top
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const adjustedProgress = 100 - progress
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const center = size / 2
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const radius = size / 2 - 1
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const angle = (adjustedProgress / 100) * 360
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// Always start from top (90 degrees in SVG coordinates)
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const startAngle = 90
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const endAngle = startAngle + angle
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// Convert angles to radians
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const startAngleRad = (startAngle * Math.PI) / 180
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const endAngleRad = (endAngle * Math.PI) / 180
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// Calculate points
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const startX = center + radius * Math.cos(startAngleRad)
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const startY = center - radius * Math.sin(startAngleRad)
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const endX = center + radius * Math.cos(endAngleRad)
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const endY = center - radius * Math.sin(endAngleRad)
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// Create the arc flag
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const largeArcFlag = angle <= 180 ? '0' : '1'
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// Create the SVG path - moving counter-clockwise
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return `
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M ${center},${center}
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L ${startX},${startY}
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A ${radius} ${radius} 0 ${largeArcFlag} 0 ${endX} ${endY}
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L ${center},${center}
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`.trim()
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}
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export const ActionCooldown = () => {
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const { actionCooldown, setActionCooldown } = useGameStore()
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const [progress, setProgress] = useState(0)
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useEffect(() => {
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if (actionCooldown <= 0) {
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setProgress(0)
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return
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}
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const startTime = Date.now()
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const duration = actionCooldown
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const updateProgress = () => {
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const elapsed = Date.now() - startTime
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const newProgress = Math.min(100, (elapsed / duration) * 100)
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if (newProgress >= 100) {
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setProgress(0)
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setActionCooldown(0)
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return
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}
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setProgress(newProgress)
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requestAnimationFrame(updateProgress)
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}
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const animationFrame = requestAnimationFrame(updateProgress)
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return () => {
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cancelAnimationFrame(animationFrame)
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}
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}, [actionCooldown, setActionCooldown])
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// Don't render if there's no active cooldown
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if (actionCooldown <= 0) {
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return null
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}
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return (
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<CooldownContainer>
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<DialSVG viewBox="0 0 32 32">
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<DialBackground cx="16" cy="16" r="15" />
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<DialProgress d={calculatePieWedge(progress, 32)} />
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</DialSVG>
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</CooldownContainer>
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)
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}
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@ -85,8 +85,8 @@ export const Tabs: React.FC<TabsProps> = ({ value, onValueChange, children }) =>
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)
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}
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export const TabsList: React.FC<TabsListProps> = ({ children, style }) => {
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return <div style={{ ...tabsListContainerStyle, ...style }}>{children}</div>
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export const TabsList: React.FC<TabsListProps> = ({ children, ...props }) => {
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return <div style={{ ...tabsListContainerStyle }} {...props}>{children}</div>
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}
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export const TabsTrigger: React.FC<TabsTriggerProps> = ({
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@ -82,7 +82,7 @@ const RecipeDetails = styled.div`
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`
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const EquipmentModal = ({ equipmentId, onClose }: EquipmentModalProps) => {
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const { inventory, configureEquipment, useEquipment, actionCooldown, equipment } = useGameStore()
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const { inventory, configureEquipment, useEquipment, stamina, equipment } = useGameStore()
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const equipmentInstance = equipment[equipmentId]
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const equipmentDef = EQUIPMENT[equipmentInstance.type]
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@ -99,7 +99,7 @@ const EquipmentModal = ({ equipmentId, onClose }: EquipmentModalProps) => {
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const canUse =
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!equipmentInstance.isProcessing &&
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actionCooldown === 0 &&
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stamina >= 1 &&
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selectedRecipe &&
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(inventory[selectedRecipe.inputItem] || 0) >= selectedRecipe.inputAmount
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@ -163,14 +163,14 @@ const EquipmentModal = ({ equipmentId, onClose }: EquipmentModalProps) => {
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Output: {selectedRecipe.outputAmount} {ITEMS[selectedRecipe.outputItem].name}
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</p>
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<p>Processing time: {selectedRecipe.processTicks} ticks</p>
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<p>Cooldown: {selectedRecipe.cooldownDuration / 1000} seconds</p>
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<p>Stamina cost: 1</p>
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</Section>
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<ActionButton
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disabled={!canUse}
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onClick={handleUse}
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>
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{equipmentInstance.isProcessing ? 'Processing...' : 'Use'}
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{equipmentInstance.isProcessing ? 'Processing...' : stamina < 1 ? 'No Stamina' : 'Use'}
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</ActionButton>
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</>
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)}
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@ -187,7 +187,7 @@ const FieldComponent: React.FC = () => {
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harvest,
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remove,
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inventory,
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actionCooldown,
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stamina,
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} = useGameStore()
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const [selectedSeed, setSelectedSeed] = useState<string | null>(null)
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@ -199,7 +199,7 @@ const FieldComponent: React.FC = () => {
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} | null>(null)
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const handlePlotClick = (row: number, col: number) => {
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if (actionCooldown > 0) return
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if (stamina < 1) return
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switch (selectedTool) {
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case 'plant':
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66
src/components/StaminaDisplay.tsx
Normal file
66
src/components/StaminaDisplay.tsx
Normal file
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@ -0,0 +1,66 @@
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import { styled } from '@linaria/react'
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import { useGameStore } from '../store/useGameStore'
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const StaminaContainer = styled.div`
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position: fixed;
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top: 1rem;
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left: 1rem;
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width: 200px;
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height: 24px;
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display: flex;
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justify-content: left;
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background-color: #4b5563; /* Grey for depleted stamina */
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border: 3px solid #000;
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border-radius: 4px;
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box-shadow: 2px 2px 0 rgba(0, 0, 0, 0.2);
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overflow: hidden;
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z-index: 2;
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`
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const StaminaFill = styled.div<{ width: number }>`
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height: 100%;
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width: ${props => props.width + '%'};
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background-color: #22c55e;
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transition: width 0.2s linear;
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position: relative;
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&::after {
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content: '';
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position: absolute;
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top: 0;
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left: 0;
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right: 0;
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bottom: 0;
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background: linear-gradient(
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to bottom,
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rgba(255, 255, 255, 0.2) 0%,
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rgba(255, 255, 255, 0) 50%,
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rgba(0, 0, 0, 0.1) 100%
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);
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}
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`
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const StaminaText = styled.div`
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position: absolute;
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width: 100%;
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text-align: center;
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color: #fff;
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font-weight: bold;
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text-shadow: 1px 1px 0 #000;
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font-size: 0.875rem;
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z-index: 1;
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`
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export const StaminaDisplay = () => {
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const { stamina, maxStamina } = useGameStore()
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const staminaPercentage = (stamina / maxStamina) * 100
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return (
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<StaminaContainer>
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<StaminaFill width={staminaPercentage} />
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<StaminaText>
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{stamina}/{maxStamina}
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</StaminaText>
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</StaminaContainer>
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)
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}
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@ -114,7 +114,7 @@ const TempleComponent: React.FC = () => {
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purchaseUpgrade,
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pray,
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piety,
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actionCooldown,
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stamina,
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} = useGameStore()
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const handlePurchase = (upgradeId: string) => {
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@ -186,9 +186,9 @@ const TempleComponent: React.FC = () => {
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<PrayerSection>
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<PietyDisplay>Piety Level: {piety}</PietyDisplay>
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<PrayerButton onClick={() => pray()} disabled={actionCooldown > 0}>
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<PrayerButton onClick={() => pray()} disabled={stamina < 1}>
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🙏 Pray to the Gods
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{actionCooldown > 0 && ` (${(actionCooldown / 1000).toFixed(1)}s)`}
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{stamina < 1 && ' (No Stamina)'}
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</PrayerButton>
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</PrayerSection>
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@ -3,7 +3,7 @@ import { CropDefinitions, Upgrade, Equipment } from '../types'
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export const INITIAL_CASH = 50
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export const INITIAL_FIELD_SIZE = 3
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export const COOLDOWN_DURATION = 2000 // 2 seconds in milliseconds
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export const TICK_INTERVAL = 12000 // 12 seconds in milliseconds
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export const TICK_INTERVAL = 5000
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export const GAME_SPEEDS = {
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NORMAL: 1,
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FAST: 5,
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@ -68,7 +68,7 @@ export const UPGRADES: Record<string, Upgrade> = {
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aqueous_vigor_1: {
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id: 'aqueous_vigor_1',
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name: 'Aqueous Vigor I',
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description: 'Reduces watering cooldown by 25%',
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description: 'Reduces watering stamina cost by 25%',
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cost: [
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{
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itemId: 'celery',
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@ -80,7 +80,7 @@ export const UPGRADES: Record<string, Upgrade> = {
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id: 'aqueous_vigor_2',
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name: 'Aqueous Vigor II',
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description:
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'Reduces watering cooldown by an additional 25% (requires Aqueous Vigor I)',
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'Reduces watering stamina cost by an additional 25% (requires Aqueous Vigor I)',
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cost: [
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{
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itemId: 'celery',
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@ -7,7 +7,6 @@ import {
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INITIAL_INVENTORY,
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CROPS,
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INITIAL_GAME_SPEED,
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COOLDOWN_DURATION,
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ITEMS,
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UPGRADES,
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EQUIPMENT,
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@ -29,27 +28,6 @@ const initializeField = (size: number): PlotState[][] => {
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const SAVE_SLOT_PREFIX = 'dionysian_idle_save_'
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const saveGame = (slot: number, state: GameState) => {
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try {
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const saveData = JSON.stringify(state)
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localStorage.setItem(`${SAVE_SLOT_PREFIX}${slot}`, saveData)
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return true
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} catch (error) {
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console.error('Failed to save game:', error)
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return false
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}
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}
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const loadGame = (slot: number): GameState | null => {
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try {
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const saveData = localStorage.getItem(`${SAVE_SLOT_PREFIX}${slot}`)
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if (!saveData) return null
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return JSON.parse(saveData)
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} catch (error) {
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console.error('Failed to load game:', error)
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return null
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}
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}
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export const hasSaveInSlot = (slot: number): boolean => {
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return !!localStorage.getItem(`${SAVE_SLOT_PREFIX}${slot}`)
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@ -105,7 +83,6 @@ export const useGameStore = create<
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tick: () => void
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upgradeField: () => void
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setGameSpeed: (speed: number) => void
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setActionCooldown: (cooldown: number) => void
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buyItem: (itemId: string) => void
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sellItem: (itemId: string) => void
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purchaseUpgrade: (upgradeId: string) => void
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@ -130,7 +107,8 @@ export const useGameStore = create<
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fieldUpgradeCosts: FIELD_UPGRADE_COSTS,
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plots: initializeField(INITIAL_FIELD_SIZE),
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gameSpeed: INITIAL_GAME_SPEED,
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actionCooldown: 0,
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stamina: 10,
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maxStamina: 10,
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tickCount: 0,
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consoleMessages: [],
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purchasedUpgrades: [],
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@ -140,9 +118,9 @@ export const useGameStore = create<
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milestones: {},
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plant: (row, col, cropId) => {
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const { plots, inventory, actionCooldown } = get()
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const { plots, inventory, stamina } = get()
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if (actionCooldown > 0) {
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if (stamina < 1) {
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return
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}
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@ -160,36 +138,36 @@ export const useGameStore = create<
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}
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state.inventory[seedId] = state.inventory[seedId] - 1
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state.actionCooldown = COOLDOWN_DURATION
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state.stamina = Math.max(0, state.stamina - 1)
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}),
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)
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}
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},
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water: (row, col) => {
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const { plots, actionCooldown, purchasedUpgrades } = get()
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if (actionCooldown > 0) {
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return
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}
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const { plots, stamina, purchasedUpgrades } = get()
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const plot = plots[row][col]
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if (plot.current && plot.moisture < 1) {
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// Calculate cooldown reduction from upgrades (multiplicative)
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let cooldownMultiplier = 1
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// Calculate stamina cost reduction from upgrades (multiplicative)
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let staminaMultiplier = 1
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if (purchasedUpgrades.includes('aqueous_vigor_1')) {
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cooldownMultiplier *= 0.75 // 25% reduction
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staminaMultiplier *= 0.75 // 25% reduction
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}
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if (purchasedUpgrades.includes('aqueous_vigor_2')) {
|
||||
cooldownMultiplier *= 0.75 // Additional 25% reduction
|
||||
staminaMultiplier *= 0.75 // Additional 25% reduction
|
||||
}
|
||||
|
||||
const finalCooldown = Math.max(0, COOLDOWN_DURATION * cooldownMultiplier)
|
||||
const staminaCost = Math.max(1, Math.floor(staminaMultiplier))
|
||||
|
||||
if (stamina < staminaCost) {
|
||||
return
|
||||
}
|
||||
|
||||
set(
|
||||
produce((state) => {
|
||||
state.plots[row][col].moisture = 1
|
||||
state.actionCooldown = finalCooldown
|
||||
state.stamina = Math.max(0, state.stamina - staminaCost)
|
||||
|
||||
// Handle water diffusion to adjacent plots
|
||||
const diffusionAmount = purchasedUpgrades.includes('aqua_diffundere_2')
|
||||
|
|
@ -199,26 +177,24 @@ export const useGameStore = create<
|
|||
: 0
|
||||
|
||||
if (diffusionAmount > 0) {
|
||||
// Check and water adjacent plots (up, right, down, left)
|
||||
const adjacentPositions = [
|
||||
[row - 1, col], // up
|
||||
[row, col + 1], // right
|
||||
[row + 1, col], // down
|
||||
[row, col - 1], // left
|
||||
// Apply diffusion to adjacent plots
|
||||
const adjacentCoords = [
|
||||
[row - 1, col],
|
||||
[row + 1, col],
|
||||
[row, col - 1],
|
||||
[row, col + 1],
|
||||
]
|
||||
|
||||
adjacentPositions.forEach(([adjRow, adjCol]) => {
|
||||
// Check if the adjacent position is within bounds
|
||||
adjacentCoords.forEach(([r, c]) => {
|
||||
if (
|
||||
adjRow >= 0 &&
|
||||
adjRow < state.plots.length &&
|
||||
adjCol >= 0 &&
|
||||
adjCol < state.plots[0].length
|
||||
r >= 0 &&
|
||||
r < state.plots.length &&
|
||||
c >= 0 &&
|
||||
c < state.plots[0].length
|
||||
) {
|
||||
const adjPlot = state.plots[adjRow][adjCol]
|
||||
state.plots[adjRow][adjCol].moisture = Math.min(
|
||||
state.plots[r][c].moisture = Math.min(
|
||||
1,
|
||||
adjPlot.moisture + diffusionAmount
|
||||
state.plots[r][c].moisture + diffusionAmount,
|
||||
)
|
||||
}
|
||||
})
|
||||
|
|
@ -229,9 +205,9 @@ export const useGameStore = create<
|
|||
},
|
||||
|
||||
harvest: (row, col) => {
|
||||
const { plots, actionCooldown } = get()
|
||||
const { plots, stamina } = get()
|
||||
|
||||
if (actionCooldown > 0) {
|
||||
if (stamina < 1) {
|
||||
return
|
||||
}
|
||||
|
||||
|
|
@ -261,7 +237,7 @@ export const useGameStore = create<
|
|||
0,
|
||||
state.plots[row][col].fertility - crop.fertilityDepletion,
|
||||
)
|
||||
state.actionCooldown = COOLDOWN_DURATION
|
||||
state.stamina = Math.max(0, state.stamina - 1)
|
||||
|
||||
// Track milestone for crop harvest
|
||||
const milestoneKey = `crops_harvested_${crop.id}`
|
||||
|
|
@ -272,9 +248,9 @@ export const useGameStore = create<
|
|||
},
|
||||
|
||||
remove: (row, col) => {
|
||||
const { plots, actionCooldown } = get()
|
||||
const { plots, stamina } = get()
|
||||
|
||||
if (actionCooldown > 0) {
|
||||
if (stamina < 1) {
|
||||
return
|
||||
}
|
||||
|
||||
|
|
@ -283,7 +259,7 @@ export const useGameStore = create<
|
|||
set(
|
||||
produce((state) => {
|
||||
state.plots[row][col].current = undefined
|
||||
state.actionCooldown = COOLDOWN_DURATION
|
||||
state.stamina = Math.max(0, state.stamina - 1)
|
||||
}),
|
||||
)
|
||||
}
|
||||
|
|
@ -292,6 +268,18 @@ export const useGameStore = create<
|
|||
tick: () => {
|
||||
set(
|
||||
produce((state) => {
|
||||
// Regenerate stamina
|
||||
if (state.stamina < state.maxStamina) {
|
||||
const oldStamina = state.stamina
|
||||
state.stamina = Math.min(state.maxStamina, state.stamina + 1)
|
||||
|
||||
// Increment milestone counter for stamina gained
|
||||
if (state.stamina > oldStamina) {
|
||||
const staminaGained = state.stamina - oldStamina
|
||||
state.milestones.stamina_gained = (state.milestones.stamina_gained || 0) + staminaGained
|
||||
}
|
||||
}
|
||||
|
||||
// Update plots
|
||||
state.plots.forEach((row: PlotState[], rowIndex: number) => {
|
||||
row.forEach((plot: PlotState, colIndex: number) => {
|
||||
|
|
@ -412,14 +400,6 @@ export const useGameStore = create<
|
|||
)
|
||||
},
|
||||
|
||||
setActionCooldown: (cooldown) => {
|
||||
set(
|
||||
produce((state) => {
|
||||
state.actionCooldown = cooldown
|
||||
}),
|
||||
)
|
||||
},
|
||||
|
||||
buyItem: (itemId) => {
|
||||
const { cash, landPurchases } = get()
|
||||
const item = ITEMS[itemId]
|
||||
|
|
@ -529,9 +509,9 @@ export const useGameStore = create<
|
|||
},
|
||||
|
||||
pray: () => {
|
||||
const { actionCooldown, piety } = get()
|
||||
const { stamina, piety } = get()
|
||||
|
||||
if (actionCooldown > 0) {
|
||||
if (stamina < 1) {
|
||||
return
|
||||
}
|
||||
|
||||
|
|
@ -562,7 +542,7 @@ export const useGameStore = create<
|
|||
}
|
||||
}
|
||||
|
||||
state.actionCooldown = 3000
|
||||
state.stamina = Math.max(0, state.stamina - 1)
|
||||
}),
|
||||
)
|
||||
},
|
||||
|
|
@ -614,13 +594,13 @@ export const useGameStore = create<
|
|||
},
|
||||
|
||||
useEquipment: (equipmentId) => {
|
||||
const { equipment, inventory, actionCooldown } = get()
|
||||
const { equipment, inventory, stamina } = get()
|
||||
const equipmentInstance = equipment[equipmentId]
|
||||
|
||||
if (
|
||||
!equipmentInstance ||
|
||||
equipmentInstance.isProcessing ||
|
||||
actionCooldown > 0 ||
|
||||
stamina < 1 ||
|
||||
!equipmentInstance.selectedRecipeId
|
||||
) {
|
||||
return
|
||||
|
|
@ -645,7 +625,7 @@ export const useGameStore = create<
|
|||
// Start processing
|
||||
state.equipment[equipmentId].isProcessing = true
|
||||
state.equipment[equipmentId].progress = 0
|
||||
state.actionCooldown = recipe.cooldownDuration
|
||||
state.stamina = Math.max(0, state.stamina - 1)
|
||||
}),
|
||||
)
|
||||
},
|
||||
|
|
|
|||
|
|
@ -85,7 +85,8 @@ export interface GameState {
|
|||
fieldUpgradeCosts: number[]
|
||||
plots: PlotState[][]
|
||||
gameSpeed: number
|
||||
actionCooldown: number
|
||||
stamina: number
|
||||
maxStamina: number
|
||||
consoleMessages: ConsoleMessage[]
|
||||
purchasedUpgrades: string[]
|
||||
piety: number
|
||||
|
|
|
|||
Loading…
Reference in a new issue