Set up eslint, gotta keep the vibes in check.
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eslint.config.mjs
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12
eslint.config.mjs
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@ -0,0 +1,12 @@
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import eslint from '@eslint/js'
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import tseslint from 'typescript-eslint'
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export default tseslint.config(
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eslint.configs.recommended,
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tseslint.configs.recommended,
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{
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rules: {
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'@typescript-eslint/no-unused-vars': ['error', { 'argsIgnorePattern': '^_' }]
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}
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}
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)
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1368
package-lock.json
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1368
package-lock.json
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@ -8,7 +8,8 @@
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"build": "vite build",
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"type-check": "tsc --noEmit",
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"preview": "vite preview",
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"lint": "prettier --write src/"
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"lint": "eslint --fix ./src",
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"style": "prettier --write src/"
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},
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"dependencies": {
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"@linaria/core": "^6.3.0",
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@ -27,8 +28,10 @@
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"@types/react-dom": "^18.3.1",
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"@vitejs/plugin-react": "^4.3.4",
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"@wyw-in-js/vite": "^0.6.0",
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"eslint": "^9.27.0",
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"prettier": "3.5.3",
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"typescript": "^5.8.3",
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"typescript-eslint": "^8.32.1",
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"vite": "^6.0.1"
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}
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}
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@ -147,39 +147,6 @@ const getMaturityProgressBarStyle = (
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boxShadow: '0 0 3px rgba(0, 0, 0, 0.5)',
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})
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const modalOverlayStyle: React.CSSProperties = {
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position: 'fixed',
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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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backgroundColor: 'rgba(0, 0, 0, 0.5)',
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display: 'flex',
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justifyContent: 'center',
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alignItems: 'center',
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zIndex: 1000,
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}
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const modalContentStyle: React.CSSProperties = {
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backgroundColor: 'white',
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padding: '2rem',
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borderRadius: '0.5rem',
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maxWidth: '400px',
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width: '90%',
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position: 'relative',
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}
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const modalCloseButtonStyle: React.CSSProperties = {
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position: 'absolute',
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top: '0.5rem',
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right: '0.5rem',
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padding: '0.5rem',
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border: 'none',
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background: 'none',
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cursor: 'pointer',
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fontSize: '1.5rem',
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}
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const plotInfoStyle: React.CSSProperties = {
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display: 'flex',
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flexDirection: 'column',
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@ -1,5 +1,4 @@
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import React, {
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useEffect,
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useState,
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useImperativeHandle,
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forwardRef,
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@ -347,7 +347,7 @@ export const useGameStore = create<
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})
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// Update equipment progress
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Object.entries(state.equipment).forEach(([id, equipment]) => {
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Object.entries(state.equipment).forEach(([, equipment]) => {
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// TODO: this type cast shouldn't be necessary
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const equipmentInstance = equipment as Equipment
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if (equipmentInstance.isProcessing) {
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@ -421,7 +421,7 @@ export const useGameStore = create<
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},
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buyItem: (itemId) => {
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const { cash, landPurchases, plots, fieldSize } = get()
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const { cash, landPurchases } = get()
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const item = ITEMS[itemId]
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if (!item || item.buyPrice === null || item.buyPrice === undefined) {
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@ -499,26 +499,7 @@ export const useGameStore = create<
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saveToSlot: (slot: number) => {
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const state = get()
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const {
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plant,
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water,
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harvest,
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tick,
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assignCrop,
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upgradeField,
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setGameSpeed,
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setActionCooldown,
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buyItem,
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sellItem,
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saveToSlot,
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loadFromSlot,
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purchaseUpgrade,
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pray,
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buyEquipment,
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configureEquipment,
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useEquipment,
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...gameState
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} = state
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const { ...gameState } = state
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saveGame(slot, gameState)
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},
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