Phase A: 채석장·돌 자원·회관 Lv3·부엌 증축·훈제 생선·적성 포인트
- 돌 자원 + 채석장(목재 120, 회관 Lv2 해금, 채굴 3슬롯) - 건설 시스템 공통화 (BUILD_DEFS): 공터 표시·건설 패널 데이터 기반 - 부엌 Lv2 증축 (목재 150+돌 60): 선반 15, 회관 Lv3와 함께 훈제 생선 해금 - 회관 Lv3: 목재 250+돌 150, 채석장·부엌 Lv2·Lv5↑ 2마리 → 수용 8 (Lv4는 목공소 대기 잠금 예고) - 적성 포인트: 3레벨마다 1 지급, 카드에서 원하는 적성에 투자 (품종 상한) - 경험치 필요량 레벨×60 → ×90, 세이브 마이그레이션(stone·aptitudePoints) - HUD 돌 칩, 자원 이모지/라벨 공통화 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
이 커밋은 다음에 포함됨:
+161
-32
@@ -13,19 +13,25 @@ import {
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import {
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APTITUDE_LABEL,
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BREEDS,
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BUILD_DEFS,
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catSprite,
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HALL_LEVELS,
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KITCHEN_BUILD_COST,
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KITCHEN_MEAL_CAP,
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KITCHEN_UPGRADE_COST,
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mealCap,
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PASSIVES,
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RECIPES,
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TOOL_IMG,
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type BuildDef,
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} from "@/lib/game/data";
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import type { AptitudeKey, Building, Cat, GameState } from "@/lib/game/types";
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const RES_EMOJI: Record<string, string> = { fish: "🐟", wood: "🪵", stone: "🪨" };
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const RES_LABEL: Record<string, string> = { fish: "생선", wood: "목재", stone: "돌" };
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type Panel =
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| { type: "building"; id: string }
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| { type: "hall" }
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| { type: "kitchen_lot" }
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| { type: "lot"; def: BuildDef }
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| { type: "cats" }
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| null;
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@@ -68,8 +74,10 @@ export default function Game() {
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<VillageView
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onBuildingClick={(id) => {
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if (id === "hall") setPanel({ type: "hall" });
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else if (id === "kitchen_lot") setPanel({ type: "kitchen_lot" });
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else setPanel({ type: "building", id });
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else if (id.startsWith("lot_")) {
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const def = BUILD_DEFS.find((d) => d.type === id.slice(4));
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if (def) setPanel({ type: "lot", def });
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} else setPanel({ type: "building", id });
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}}
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/>
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@@ -91,6 +99,9 @@ export default function Game() {
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<span className="rounded-full bg-white/85 px-3 py-2 text-sm shadow backdrop-blur dark:bg-gray-900/85">
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🪵 {Math.floor(state.resources.wood)}
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</span>
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<span className="rounded-full bg-white/85 px-3 py-2 text-sm shadow backdrop-blur dark:bg-gray-900/85">
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🪨 {Math.floor(state.resources.stone)}
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</span>
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<span
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title="부엌에 보관 중인 요리"
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className="rounded-full bg-white/85 px-3 py-2 text-sm shadow backdrop-blur dark:bg-gray-900/85"
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@@ -135,13 +146,20 @@ export default function Game() {
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<HallPanel state={state} onUpgrade={() => run(() => engine.upgradeHall())} />
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</SidePanel>
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)}
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{panel?.type === "kitchen_lot" && (
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<SidePanel title="🚧 부엌 공터" onClose={() => setPanel(null)}>
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<KitchenLotPanel
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wood={state.resources.wood}
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{panel?.type === "lot" && (
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<SidePanel title={`🚧 ${panel.def.name} 공터`} onClose={() => setPanel(null)}>
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<LotPanel
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def={panel.def}
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state={state}
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onBuild={() => {
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run(() => engine.buildKitchen());
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setPanel({ type: "building", id: "kitchen_1" });
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const err = dispatch(() => engine.build(panel.def.type));
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if (err) {
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setMessage(err);
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if (msgTimer.current) clearTimeout(msgTimer.current);
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msgTimer.current = setTimeout(() => setMessage(null), 3500);
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} else {
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setPanel({ type: "building", id: panel.def.id });
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}
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}}
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/>
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</SidePanel>
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@@ -158,6 +176,7 @@ export default function Game() {
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onAssign={(catId) => run(() => engine.assign(catId, openedBuilding.id))}
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onUnassign={(catId) => run(() => engine.unassign(catId))}
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onCollect={() => run(() => engine.collect(openedBuilding.id))}
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onUpgradeKitchen={() => run(() => engine.upgradeKitchen())}
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/>
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</SidePanel>
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)}
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@@ -165,7 +184,12 @@ export default function Game() {
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<SidePanel title={`🐾 우리 고양이들 (${state.cats.length}/${state.hall.capacity})`} onClose={() => setPanel(null)}>
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<div className="space-y-3">
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{state.cats.map((cat) => (
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<CatCard key={cat.id} cat={cat} buildings={state.buildings} />
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<CatCard
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key={cat.id}
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cat={cat}
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buildings={state.buildings}
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onInvest={(catId, key) => run(() => engine.investAptitude(catId, key))}
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/>
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))}
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</div>
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</SidePanel>
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@@ -246,7 +270,16 @@ function HallPanel({ state, onUpgrade }: { state: GameState; onUpgrade: () => vo
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const ok = have >= (amount ?? 0);
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return (
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<li key={key} className={ok ? "text-emerald-600 dark:text-emerald-400" : ""}>
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{ok ? "✓" : "·"} {key === "wood" ? "🪵 목재" : "🐟 생선"} {have}/{amount}
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{ok ? "✓" : "·"} {RES_EMOJI[key]} {RES_LABEL[key]} {have}/{amount}
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</li>
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);
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})}
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{(next.reqBuildings ?? []).map((req) => {
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const b = state.buildings.find((x) => x.type === req.type);
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const ok = Boolean(b && b.level >= (req.level ?? 1));
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return (
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<li key={req.label} className={ok ? "text-emerald-600 dark:text-emerald-400" : ""}>
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{ok ? "✓" : "·"} {req.label}
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</li>
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);
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})}
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@@ -289,25 +322,54 @@ function HallPanel({ state, onUpgrade }: { state: GameState; onUpgrade: () => vo
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);
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}
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/* ──────────────── 부엌 공터 패널 ──────────────── */
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/* ──────────────── 공터 패널 (건설 공통) ──────────────── */
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function KitchenLotPanel({ wood, onBuild }: { wood: number; onBuild: () => void }) {
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const canBuild = wood >= KITCHEN_BUILD_COST.wood;
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function LotPanel({
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def,
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state,
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onBuild,
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}: {
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def: BuildDef;
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state: GameState;
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onBuild: () => void;
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}) {
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const costEntries = Object.entries(def.cost) as Array<[string, number]>;
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const canBuild =
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state.hall.level >= def.reqHallLv &&
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costEntries.every(
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([key, amount]) =>
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state.resources[key as keyof GameState["resources"]] >= amount,
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);
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return (
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<div className="space-y-4">
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{/* eslint-disable-next-line @next/next/no-img-element */}
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<img src={TOOL_IMG.cooking} alt="부엌" className="mx-auto h-24 object-contain opacity-70" />
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<p className="text-sm text-gray-500 dark:text-gray-400">
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부엌을 지으면 요리 적성 고양이가 생선으로 요리를 만들고, 배고픈
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고양이들이 알아서 먹으러 옵니다.
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</p>
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<img
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src={TOOL_IMG[def.aptitude]}
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alt={def.name}
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className="mx-auto h-24 object-contain opacity-70"
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/>
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<p className="text-sm text-gray-500 dark:text-gray-400">{def.desc}</p>
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<ul className="space-y-1 text-sm text-gray-600 dark:text-gray-300">
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{def.reqHallLv > 1 && (
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<li className={state.hall.level >= def.reqHallLv ? "text-emerald-600 dark:text-emerald-400" : ""}>
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{state.hall.level >= def.reqHallLv ? "✓" : "·"} 회관 Lv{def.reqHallLv} 필요
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</li>
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)}
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{costEntries.map(([key, amount]) => {
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const have = Math.floor(state.resources[key as keyof GameState["resources"]]);
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return (
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<li key={key} className={have >= amount ? "text-emerald-600 dark:text-emerald-400" : ""}>
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{have >= amount ? "✓" : "·"} {RES_EMOJI[key]} {RES_LABEL[key]} {have}/{amount}
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</li>
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);
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})}
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</ul>
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<button
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onClick={onBuild}
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disabled={!canBuild}
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className="w-full rounded-lg bg-amber-600 py-2.5 text-sm font-semibold text-white hover:bg-amber-700 disabled:cursor-not-allowed disabled:opacity-40"
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>
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🔨 짓기 — 🪵 {KITCHEN_BUILD_COST.wood}
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{canBuild ? "" : ` (보유 ${Math.floor(wood)})`}
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🔨 짓기
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</button>
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</div>
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);
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@@ -321,12 +383,14 @@ function BuildingPanel({
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onAssign,
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onUnassign,
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onCollect,
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onUpgradeKitchen,
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}: {
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building: Building;
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state: GameState;
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onAssign: (catId: string) => void;
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onUnassign: (catId: string) => void;
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onCollect: () => void;
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onUpgradeKitchen: () => void;
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}) {
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const isKitchen = building.type === "kitchen";
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const recipe = activeRecipe(state);
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@@ -360,7 +424,7 @@ function BuildingPanel({
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<div>
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{recipe.emoji} {recipe.name} (
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{Object.entries(recipe.input)
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.map(([k, v]) => `${k === "fish" ? "생선" : "목재"} ${v}`)
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.map(([k, v]) => `${RES_LABEL[k] ?? k} ${v}`)
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.join(" + ")}
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→ 포만도 +{recipe.fullness})
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</div>
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@@ -381,9 +445,40 @@ function BuildingPanel({
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{/* 산출/선반 */}
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{isKitchen ? (
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<div className="rounded-lg bg-amber-50 px-4 py-2.5 text-center text-sm font-semibold text-amber-700 dark:bg-amber-950 dark:text-amber-300">
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{recipe.emoji} 선반 {stored}/{KITCHEN_MEAL_CAP} — 배고픈 고양이가 자동으로 먹습니다
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</div>
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<>
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<div className="rounded-lg bg-amber-50 px-4 py-2.5 text-center text-sm font-semibold text-amber-700 dark:bg-amber-950 dark:text-amber-300">
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{recipe.emoji} 선반 {stored}/{mealCap(building.level)} — 배고픈 고양이가 자동으로 먹습니다
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</div>
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{building.level < 2 && (
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<div className="rounded-xl border border-gray-200 p-3 text-sm dark:border-gray-700">
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<div className="mb-1 font-semibold">⬆️ 부엌 Lv2 증축</div>
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<p className="mb-2 text-xs text-gray-500 dark:text-gray-400">
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선반 15칸으로 확장 · 회관 Lv3 달성 시 🐟 훈제 생선 해금
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</p>
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<button
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onClick={onUpgradeKitchen}
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className="w-full rounded-lg bg-emerald-600 py-2 text-xs font-semibold text-white hover:bg-emerald-700"
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>
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{Object.entries(KITCHEN_UPGRADE_COST)
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.map(([k, v]) => `${RES_EMOJI[k]} ${v}`)
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.join(" + ")}{" "}
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로 증축
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</button>
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</div>
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)}
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{(() => {
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const kitchenLv = building.level;
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const lockedRecipe = RECIPES.find(
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(r) => r.reqHallLv > state.hall.level || r.reqKitchenLv > kitchenLv,
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);
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return lockedRecipe ? (
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<p className="text-xs text-gray-400">
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🔒 {lockedRecipe.emoji} {lockedRecipe.name} — 회관 Lv
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{lockedRecipe.reqHallLv} · 부엌 Lv{lockedRecipe.reqKitchenLv} 해금
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</p>
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) : null;
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})()}
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</>
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) : (
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<button
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onClick={onCollect}
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@@ -537,9 +632,18 @@ function PassiveBadge({ passiveKey }: { passiveKey: string }) {
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/* ──────────────── 고양이 카드 (정보용) ──────────────── */
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function CatCard({ cat, buildings }: { cat: Cat; buildings: Building[] }) {
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function CatCard({
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cat,
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buildings,
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onInvest,
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}: {
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cat: Cat;
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buildings: Building[];
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onInvest: (catId: string, key: AptitudeKey) => void;
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}) {
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const workplace = buildings.find((b) => b.id === cat.assignedTo);
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const expNeeded = cat.level * 60;
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const expNeeded = cat.level * 90;
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const cap = BREEDS.find((b) => b.key === cat.breed)?.aptitudeCap ?? 5;
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return (
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<div className="rounded-xl border border-gray-200 p-4 dark:border-gray-700">
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@@ -564,9 +668,34 @@ function CatCard({ cat, buildings }: { cat: Cat; buildings: Building[] }) {
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/>
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</div>
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<p className="text-xs text-gray-500 dark:text-gray-400">
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🎣 낚시 {cat.aptitude.fishing} · 🪓 벌목 {cat.aptitude.logging} · 🍳 요리{" "}
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{cat.aptitude.cooking} · 💪 근면 {cat.stats.diligence}
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<div className="flex flex-wrap gap-1 text-xs">
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{(Object.keys(APTITUDE_LABEL) as AptitudeKey[])
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.filter((k) => cat.aptitude[k] > 0 || cat.aptitudePoints > 0)
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.map((k) => (
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<span
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key={k}
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className="flex items-center gap-0.5 rounded bg-sky-50 px-1.5 py-0.5 text-[11px] text-sky-700 dark:bg-sky-950 dark:text-sky-300"
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>
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{APTITUDE_LABEL[k]} {cat.aptitude[k]}
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{cat.aptitudePoints > 0 && cat.aptitude[k] < cap && (
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<button
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onClick={() => onInvest(cat.id, k)}
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title="적성 포인트 투자"
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className="ml-0.5 rounded bg-sky-600 px-1 text-[10px] font-bold text-white hover:bg-sky-700"
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>
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+
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</button>
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)}
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</span>
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))}
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</div>
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<p className="mt-1 text-xs text-gray-500 dark:text-gray-400">
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💪 근면 {cat.stats.diligence}
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{cat.aptitudePoints > 0 && (
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<span className="ml-2 rounded bg-orange-100 px-1.5 py-0.5 text-[11px] font-semibold text-orange-600 dark:bg-orange-950 dark:text-orange-300">
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✨ 적성 포인트 {cat.aptitudePoints}
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</span>
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)}
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</p>
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|
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<div className="mt-2 flex items-center gap-2">
|
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|
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새 이슈에서 참조
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