1.8.0 • Published 2 months ago

@thetinyspark/paradox v1.8.0

Weekly downloads
-
License
MIT
Repository
github
Last release
2 months ago

Description

A typescript engine for 'management games' like 'Age of Empires'.

How to install ?

npm install @thetinyspark/paradox

Getting started

The engine provides some usefull methods to interact with. First, you need to init the Engine with a configuration:

import * as Paradox from "@thetinyspark/paradox";

const templateBuildings = [
    {
        id: 1,                                              // building's template uid
        name: "Castle",                                     // building's name
        levels: [                                           // all possible levels for this building
            {
                level: 1, 
                cost: [{resourceID: 1, amount: 100}],       // amount of resources needed to buy this building's level
                prod: [{resourceID: 2, amount: 100}],       // amount of resources produced each cycle by the building at this level
                cons:[{resourceID: 2, amount: 2}],          // amount of resources consumed each cycle by the building at this level
                sold:[{resourceID: 1, amount: 50}]          // amount of resources gained when this building is sold at this level
            },
            {
                level: 2, 
                cost: [{resourceID: 1, amount: 200}], 
                prod: [{resourceID: 2, amount: 200}], 
                cons:[{resourceID: 2, amount: 3}], 
                sold:[{resourceID: 1, amount: 100}]
            },
        ]
    },
    {
        id: 2, 
        name: "Home", 
        levels: []
    },
];

const resources = [
    {
        id:1,               // resource's uid
        name: "gold"        // resource's name
    },
    {id:2, name: "wood"},
    {id:3, name: "food"}
];

const configuration = {
    cities: [],         // starts with no predefined cities
    resources,          // exhaustive list of resources used the game
    templateBuildings   // templates which are used to build all the buildings
};

Paradox.engine.init(Paradox.defaultContainer, configuration);

Data Types used to import / export data to/from the engine

// The 'configuration' sent to 'Paradox.engine.init(Paradox.defaultContainer, configuration)' must match this type
type GameSaveDescType = {
    cities?: CityDescType[], 
    resources?: ResourceDescType[], 
    templateBuildings?: TemplateBuildingDescType[]
};

// Others data description types 
type ResourceDescType = {
    id:number, 
    name:string
};

type QuantityDescType = {
    resourceID:number, 
    amount:number
};

type BuildingLevelDescType = {
    level: number, 
    cost: QuantityDescType[], 
    prod: QuantityDescType[], 
    cons: QuantityDescType[], 
    sold: QuantityDescType[]
};

type TemplateBuildingDescType = {
    id: number, 
    name: string, 
    levels: BuildingLevelDescType[]
};

type CityBuildingDescType = {
    tplID:number,
    level:number
};

type CityDescType = {
    id: number, 
    name: string, 
    buildings:CityBuildingDescType[],
    wallet: QuantityDescType[]
}

type CityPointerType = {
    id: number
}

type CreateCityBuildingType = {
    cityID: number, 
    tplID:number
};

type CityBuildingPointerType = {
    cityID: number, 
    id:number
};

type SetBuildingFrozenStatusType = {
    cityID: number, 
    id:number, 
    frozen:boolean
};

The Engine object and its methods

The Engine object, available from the Paradox.engine property, provides a lot of usefull methods to interact with its core. Here are some basic use cases which used those methods.

Cities

Add a city

const cityData:CityDescType = {
    id: 1, 
    name: "Atlantis", 
    buildings:[{tplID:1, level:2}],
    wallet: [{resourceID: 1, amount: 100}]
};
Paradox.engine.addCity(cityData);

Remove a city

const data:CityPointerType = {id:1};
Paradox.engine.removeCity(data);

Get all cities

Paradox.engine.getCities().then( 
    (cities:City[]) => {
        // ...
    }
);

Get a city by its id

Paradox.engine.getCityByID({id:1}).then( 
    (city:City) => {
        // ...
    }
);

Create multiples cities at once

const cities:CityDescType[] = [
    {
        id: 1, 
        name: "city1", 
        buildings:[],
        wallet:[{resourceID: 1, amount: 100}, {resourceID: 2, amount: 100}]
    },
    {
        id: 2, 
        name: "city2", 
        buildings:[],
        wallet:[{resourceID: 1, amount: 50}, {resourceID: 2, amount: 50}]
    },

];
Paradox.engine.createCities(cities);

Resources

Create multiple resources at once

const resources:ResourceDescType[] = [{id:1, name: "gold"},{id:2, name: "wood"},{id:3, name: "food"}];
Paradox.engine.createResources(resources)

Get all resources

Paradox.engine.getResources().then( (resources:Resource:[])=>{});

Buildings

Adds a building for free to a city

const data:CreateCityBuildingType = {cityID: 1, tplID: 1};
Paradox.engine.addBuilding(data);

Freezes a city's building

A frozen building cannot consume nor produce anything on cycle

const data:SetBuildingFrozenStatusType = {cityID: 1, id: 1, frozen:true};
Paradox.engine.setBuildingFrozenStatus(data);

Buys a building and add it to a city (if city has enough resources)

const data:CreateCityBuildingType = {cityID: 1, tplID: 1};
Paradox.engine.buyBuilding(data);

Upgrades a building level (if city has enough resources)

const data:CityBuildingPointerType = {cityID: 1, id:1};
Paradox.engine.upgradeBuilding(data);

Removes a building for free from a city

const data:CityBuildingPointerType = {cityID: 1, id:1};
Paradox.engine.removeBuilding(data);

Sells a building and removes it from a city

const data:CityBuildingPointerType = {cityID: 1, id:1};
Paradox.engine.sellBuilding(data);

Building's templates

Create multiple templates at once

const data:TemplateBuildingDescType[] = [
    {
        id: 1, 
        name: "Castle", 
        levels: [
            {
                level: 1, 
                cost: [{resourceID: 1, amount: 100}], 
                prod: [{resourceID: 2, amount: 100}], 
                cons:[{resourceID: 2, amount: 2}], 
                sold:[{resourceID: 1, amount: 50}]
            },
            {
                level: 2, 
                cost: [{resourceID: 1, amount: 200}], 
                prod: [{resourceID: 2, amount: 200}], 
                cons:[], 
                sold:[]
            },
        ]
    },
    {
        id: 2, 
        name: "Home", 
        levels: []
    },
];
Paradox.engine.createBuildingTemplates(data);

Get all templates

Paradox.engine.getTemplateBuildings().then( (templates:TemplateBuilding[])=>{});

Import/export data

Import / restore game data

const data:GameSaveDescType = { 
    cities:             [/* ... cities data */      ],
    resources:          [/* ... resources data */   ],
    templateBuildings:  [/* ... templates data */   ],
};
Paradox.engine.restoreGameData(data);

Save / export game data

Paradox.engine.saveGameData().then( (gameData:GameSaveDescType)=>{});

Process a cycle

Processes a cycle. A cycle means that productions are added to cities's wallets and consumptions are removed from them too.

Paradox.engine.doCycle();

Data Types used by the engine's core

The 'Resource' object

A resource object describes a resource with a name and a unique id.

// used by the engine
class Resource{
    constructor(
        public id:number = -1,
        public name:string = "",
    ){}       
}

The 'Quantity' object

The 'Quantity' object describes a certain amount for a specific resource, targeted by its id.

// used by the engine
class Quantity{
    constructor(
        public resourceID:number = -1,
        public amount:number = 0,
    ){}
}

The 'QuantityList' object

The 'QuantityList' object describes a list of 'Quantity' objects.

// used by the engine
class QuantityList{
    constructor( quantities:Quantity[] ){}
    public set(quantities:Quantity[]):void{}
    public get ():Quantity[]{}
}

The 'BuildingLevel' object

The 'BuildingLevel' object describes a building's level.

// used by the engine
class BuildingLevel{
    constructor(
        public level:number = 0,
        public cost:QuantityList = new QuantityList([]),
        public prod:QuantityList = new QuantityList([]), 
        public cons:QuantityList = new QuantityList([]), 
        public sold:QuantityList = new QuantityList([]), 
    ){}
}

The 'Building' object

The 'Building' object describes a building at a certain level.

// used by the engine
class Building{
    constructor(
        public name:string = "",
        public level:BuildingLevel = null, 
        public tplBuildingID:number = -1,
        public id:number = -1,
    ){}
}

The 'TemplateBuilding' object

The 'TemplateBuilding' object describes a template which is used to create buildings.

// used by the engine
class TemplateBuilding{
    constructor(
        public id:number = -1,
        public name:string = "",
        public levels:BuildingLevel[] = [], 
    ){}
}

The 'City' object

The 'City' object describes a template describes a city

// used by the engine
class City{
    constructor(
        public id:number = 0, 
        public name:string = "",
        public buildings:Building[] = [],
        public wallet:QuantityList = new QuantityList([])
    ){}
}
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