Refactoring: buildings
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21
spec/building_spec.cr
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21
spec/building_spec.cr
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@ -0,0 +1,21 @@
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require "./spec_helper"
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describe Game::Building do
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it "should create storehouse" do
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bg = Game::Building.new Game::Building::Type::Storehouse, "Storehouse", storage: 100
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bg.storage.should eq 100
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end
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it "should create crystal miner" do
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bg = Game::Building.new Game::Building::Type::CrystalMiner, "Cryslal Miner", **{
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production: Game::Production.new(
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ts: 20,
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input: Game::Resources.new,
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output: Game::Resources.new({
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Game::Resources::Type::Crystals => 100,
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})
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),
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}
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bg.production.as(Game::Production).ts.should eq 20
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end
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end
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18
spec/command_spec.cr
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18
spec/command_spec.cr
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@ -0,0 +1,18 @@
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require "./spec_helper"
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describe Game::Command do
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it "should complete build command" do
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world = Game::World.new create_map_2x2
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point = Game::Point.new 1, 0
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building = Game::Building.new Game::Building::Type::StartPoint, "Dummy", **{
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construction: Game::Construction.free 10,
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}
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command = Game::BuildCommand.new point, building
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world.push command
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tile = world.map.get point
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tile.should be_a(Game::ConstructionSiteTile)
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world.run 10
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tile = world.map.get point
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tile.should be_a(Game::BuildingTile)
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end
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end
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@ -1,8 +1,29 @@
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require "./spec_helper"
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describe Game::Resources do
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it "should be created from hash" do
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res = Game::Resources.new({Game::Resources::Type::Crystals => 100})
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res[Game::Resources::Type::Crystals].should eq 100
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module Test::GameResources
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alias Res = Game::Resources
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alias ResType = Game::Resources::Type
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describe Game::Resources do
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it "should be created from hash" do
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res = Res.new({ResType::Crystals => 100})
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res[ResType::Crystals].should eq 100
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end
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it "should check single type" do
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res = Res.new({ResType::Crystals => 100})
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res.has(ResType::Crystals, 100).should be_true
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end
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it "should check resource bag" do
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res = Res.new({ResType::Crystals => 100})
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res.has({ResType::Crystals => 50}).should be_true
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res.has({ResType::Crystals => 150}).should be_false
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end
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it "should check empty value" do
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res = Res.new
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res.has({ResType::Crystals => 50}).should be_false
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end
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end
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end
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74
src/game/building.cr
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74
src/game/building.cr
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@ -0,0 +1,74 @@
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module Game
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struct Production
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def initialize(@ts : TimeSpan, @input : Resources, @output : Resources)
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end
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getter ts
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getter input
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getter output
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end
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struct Restoration
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def initialize(@ts : TimeSpan, @type : Resources::Type, @cap : Capacity)
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end
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getter ts
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getter type
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getter cap
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end
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struct Construction
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def initialize(@ts : TimeSpan, @cost : Resources, @requirements : Array(Building::Type))
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end
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getter ts
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getter cost
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getter requirements
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def self.immediatly
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Construction.new 0, Resources.new, [] of Building::Type
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end
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def self.free(ts : TimeSpan)
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Construction.new ts, Resources.new, [] of Building::Type
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end
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end
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class Building
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enum Role
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Storehouse
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end
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enum Type
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StartPoint
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Storehouse
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CrystalMiner
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CrystalRestorer
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end
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def initialize(
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@type : Type,
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@name : String,
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*,
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roles : Array(Role) | Nil = nil,
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construction : Construction | Nil = nil,
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production : Production | Nil = nil,
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restoration : Restoration | Nil = nil,
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storage : Capacity | Nil = nil
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)
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@roles = roles.nil? ? Array(Role).new : roles
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@construction = construction.nil? ? Construction.immediatly : construction.as(Construction)
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@production = production
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@restoration = restoration
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@storage = storage.nil? ? 0 : storage
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end
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getter type
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getter name
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getter roles
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getter construction
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getter production
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getter restoration
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getter storage
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end
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end
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41
src/game/building_list.cr
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41
src/game/building_list.cr
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@ -0,0 +1,41 @@
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module Game
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class BuildingList
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def initialize
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@items = [] of NamedTuple(t: Building::Type, b: Building)
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add(
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Building.new Building::Type::StartPoint, "Start Point", storage: 100
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)
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add(
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Building.new Building::Type::CrystalMiner, "Crystal Miner", **{
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production: Production.new(
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ts: 20,
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input: Resources.new,
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output: Resources.new({
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Resources::Type::Crystals => 100,
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})
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),
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}
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)
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add(
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Building.new Building::Type::CrystalRestorer, **{
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cost: Resources.new({
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Resources::Type::Crystals => 100,
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}),
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restoration: Restoration.new(
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ts: 30,
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type: Resources::Type::Crystals,
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cap: 50
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),
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}
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)
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end
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private def add(building : Building)
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t = building.type
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@items << {t: t, b: building}
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end
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end
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end
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@ -2,18 +2,36 @@ require "./tile"
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module Game
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abstract class Command
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abstract def start(world : World) : Int32
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abstract def start(world : World) : TimeSpan
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abstract def finish(world : World)
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abstract def desc : String
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end
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class BuildCommand < Command
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def initialize(@point : Point, @building : Building)
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end
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def desc : String
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sprintf "Building '%s'", building.name
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end
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def start(world : World) : TimeSpan
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world.map.set(ConstructionSiteTile.new(@point))
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@building.construction.ts
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end
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def finish(world : World)
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world.map.set(BuildingTile.new(@point, @building))
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end
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end
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class BuildCrystalHarvesterCommand < Command
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BUILD_TIME = 30
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def initialize(@point : Point)
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end
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def start(world : World) : Int32
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def start(world : World) : TimeSpan
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tile = world.map.get(@point)
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if !tile.can_build?
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raise InvalidPlaceForBuilding.new
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@ -41,7 +59,7 @@ module Game
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@value = 0
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end
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def start(world : World) : Int32
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def start(world : World) : TimeSpan
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deposit_tile = nearest_deposit(world)
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stock_tile = nearest_stock(world)
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if deposit_tile && stock_tile
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@ -83,7 +101,7 @@ module Game
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def initialize(@point : Point)
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end
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def start(world : World) : Int32
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def start(world : World) : TimeSpan
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tile = world.map.get(@point)
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if !tile.can_build?
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raise InvalidPlaceForBuilding.new
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@ -113,7 +131,7 @@ module Game
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def initialize(@point : Point)
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end
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def start(world : World) : Int32
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def start(world : World) : TimeSpan
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@target_tile = nearest_deposit(world)
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if @target_tile
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dist = @point.distance(@target_tile.as(Tile).point)
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@ -148,7 +166,7 @@ module Game
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def initialize(@point : Point)
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end
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def start(world : World) : Int32
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def start(world : World) : TimeSpan
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tile = world.map.get(@point)
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if !tile.can_build?
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raise InvalidPlaceForBuilding.new
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@ -178,7 +196,7 @@ module Game
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@can_terr = false
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end
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def start(world : World) : Int32
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def start(world : World) : TimeSpan
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if world.resources.has(Resources::Type::Crystals, CRYSTAL_REQUIRED)
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world.resources.dec(Resources::Type::Crystals, CRYSTAL_REQUIRED)
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@can_terr = true
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5
src/game/game.cr
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5
src/game/game.cr
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module Game
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alias TimePoint = Int64
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alias TimeSpan = Int32 | Int64
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alias Capacity = Int32
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end
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@ -8,12 +8,17 @@ class Game::Resources
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alias Capacity = Int32
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def initialize
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@values = {} of Type => Capacity
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end
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alias ResourceBag = Hash(Type, Capacity)
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def initialize(vals : Hash(Type, Capacity))
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@values = vals.clone
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def initialize(vals : ResourceBag | Nil = nil)
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@values = {} of Type => Capacity
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Type.each { |t, v| @values[t] = 0 }
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if vals.is_a?(ResourceBag)
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vals.each do |i|
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t, v = i
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@values[t] = v
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end
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end
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end
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def [](t : Type)
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@ -21,7 +26,15 @@ class Game::Resources
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end
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def has(t : Type, value : Capacity) : Bool
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@values.fetch(t, 0) >= value
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@values[t] >= value
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end
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def has(vs : ResourceBag) : Bool
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vs.reduce true do |acc, entry|
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t = entry[0]
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v = entry[1]
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acc && @values[t] >= v
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end
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end
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def inc(t : Type, value : Capacity)
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@ -32,6 +45,14 @@ class Game::Resources
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@values[t] = new_value
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end
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def inc?(vs : ResourceBag) : Bool
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false unless has(vs)
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vs.each do |t, c|
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@values[t] = @values[t] + c
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end
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true
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end
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def dec(t : Type, value : Capacity)
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inc(t, -value)
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end
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@ -7,6 +7,7 @@ module Game
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Plateau
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Terraformer
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Warehouse
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Building
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end
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abstract class Tile
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@ -20,9 +21,12 @@ module Game
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getter cap
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getter cur
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abstract def letter : Char
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abstract def has_role(role : TileRole) : Bool
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def letter : Char
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' '
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end
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def withdraw(value)
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if value >= @cur
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wd = @cur
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@ -118,4 +122,15 @@ module Game
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role == TileRole::Terraformer
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end
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end
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class BuildingTile < Tile
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def initialize(@point : Point, @building : Building)
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end
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def has_role(role : TileRole) : Bool
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role == TileRole::Building
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end
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getter building
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end
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end
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@ -1,9 +1,9 @@
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require "./resources"
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class Game::World
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property ts : Int64
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property ts : TimePoint
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def initialize(@map : Map, @ts = 0_i64)
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def initialize(@map : Map, @ts : TimePoint = 0_i64)
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@start_ts = @ts
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@resources = Resources.new
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@queue = Queue.new
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@ -23,7 +23,7 @@ class Game::World
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@queue.push(done_at, command)
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end
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def run(ts : Int64)
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def run(ts : TimePoint)
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loop do
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item = @queue.pop(ts)
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if item.nil?
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