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:
+159
-30
@@ -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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<>
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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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{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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|
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/* ──────────────── 고양이 카드 (정보용) ──────────────── */
|
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|
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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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|
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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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|
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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
|
||||
onClick={() => onInvest(cat.id, k)}
|
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title="적성 포인트 투자"
|
||||
className="ml-0.5 rounded bg-sky-600 px-1 text-[10px] font-bold text-white hover:bg-sky-700"
|
||||
>
|
||||
+
|
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</button>
|
||||
)}
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
<p className="mt-1 text-xs text-gray-500 dark:text-gray-400">
|
||||
💪 근면 {cat.stats.diligence}
|
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{cat.aptitudePoints > 0 && (
|
||||
<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">
|
||||
✨ 적성 포인트 {cat.aptitudePoints}
|
||||
</span>
|
||||
)}
|
||||
</p>
|
||||
|
||||
<div className="mt-2 flex items-center gap-2">
|
||||
|
||||
@@ -2,8 +2,10 @@
|
||||
|
||||
import { useEffect, useRef, useState } from "react";
|
||||
import { engine, catRate } from "@/lib/game/engine";
|
||||
import { catSprite, TOOL_IMG, type CatFrame } from "@/lib/game/data";
|
||||
import type { AptitudeKey } from "@/lib/game/types";
|
||||
import { BUILD_DEFS, catSprite, TOOL_IMG, type CatFrame } from "@/lib/game/data";
|
||||
import type { AptitudeKey, ResourceKey } from "@/lib/game/types";
|
||||
|
||||
const RES_EMOJI: Record<ResourceKey, string> = { fish: "🐟", wood: "🪵", stone: "🪨" };
|
||||
|
||||
// ---------- 아이소메트릭 그리드 ----------
|
||||
const COLS = 11;
|
||||
@@ -30,6 +32,7 @@ const BUILDING_TILES: Record<string, { i: number; j: number }> = {
|
||||
dock_1: { i: 9, j: 5 },
|
||||
lumberyard_1: { i: 2, j: 8 },
|
||||
kitchen_1: { i: 6, j: 7 },
|
||||
quarry_1: { i: 1, j: 2 },
|
||||
};
|
||||
|
||||
const TREES: Array<{ i: number; j: number }> = [
|
||||
@@ -260,7 +263,7 @@ export default function VillageView({
|
||||
bubblesRef.current.push({
|
||||
x: anim.x, y: anim.y - 34, born: now,
|
||||
text:
|
||||
b.type === "kitchen" ? "🍳" : b.resource === "fish" ? "🐟" : "🪵",
|
||||
b.type === "kitchen" ? "🍳" : RES_EMOJI[b.resource ?? "fish"],
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -451,12 +454,15 @@ export default function VillageView({
|
||||
});
|
||||
}
|
||||
|
||||
// 부엌 미건설 시 공터 표시
|
||||
if (!state.buildings.some((b) => b.type === "kitchen")) {
|
||||
const t = BUILDING_TILES.kitchen_1;
|
||||
// 미건설 건물 공터 표시 (회관 레벨 충족 시)
|
||||
for (const def of BUILD_DEFS) {
|
||||
if (state.hall.level < def.reqHallLv) continue;
|
||||
if (state.buildings.some((b) => b.type === def.type)) continue;
|
||||
const t = BUILDING_TILES[def.id];
|
||||
if (!t) continue;
|
||||
const x = isoX(t.i, t.j);
|
||||
const y = isoY(t.i, t.j) + TH / 2;
|
||||
hitRectsRef.current.push({ id: "kitchen_lot", kind: "open", x: x - 30, y: y - 34, w: 60, h: 56 });
|
||||
hitRectsRef.current.push({ id: `lot_${def.type}`, kind: "open", x: x - 30, y: y - 34, w: 60, h: 56 });
|
||||
sprites.push({
|
||||
y,
|
||||
draw: () => {
|
||||
@@ -464,7 +470,7 @@ export default function VillageView({
|
||||
ctx.font = "11px sans-serif";
|
||||
ctx.textAlign = "center";
|
||||
ctx.fillStyle = "rgba(107,114,128,0.9)";
|
||||
ctx.fillText("부엌 공터", x, y + 16);
|
||||
ctx.fillText(`${def.name} 공터`, x, y + 16);
|
||||
},
|
||||
});
|
||||
}
|
||||
@@ -500,7 +506,7 @@ export default function VillageView({
|
||||
ctx.fillStyle = "#374151";
|
||||
ctx.fillText(b.name, x, y + 24);
|
||||
if (stored > 0) {
|
||||
const label = `${isKitchen ? "🍖" : b.resource === "fish" ? "🐟" : "🪵"}${stored}`;
|
||||
const label = `${isKitchen ? "🍖" : RES_EMOJI[b.resource ?? "fish"]}${stored}`;
|
||||
ctx.font = "bold 12px sans-serif";
|
||||
const w = ctx.measureText(label).width + 12;
|
||||
ctx.beginPath();
|
||||
@@ -610,7 +616,7 @@ export default function VillageView({
|
||||
engine.save();
|
||||
bubblesRef.current.push({
|
||||
x: r.x + r.w / 2, y: r.y, born: performance.now(),
|
||||
text: `+${amount} ${b.resource === "fish" ? "🐟" : "🪵"}`,
|
||||
text: `+${amount} ${RES_EMOJI[b.resource]}`,
|
||||
});
|
||||
}
|
||||
return;
|
||||
|
||||
+52
-5
@@ -86,13 +86,46 @@ export const PASSIVES: PassiveDef[] = [
|
||||
{ key: "workaholic", name: "일중독", kind: "tradeoff", desc: "작업 속도 +60%, 행복도 감소 +40%", speedMul: 1.6 },
|
||||
];
|
||||
|
||||
// ---------- 성장 ----------
|
||||
|
||||
export const EXP_PER_LEVEL = 90; // 레벨업 필요 경험치 = 레벨 × 90
|
||||
export const APT_POINT_EVERY = 3; // 3레벨마다 적성 포인트 1
|
||||
|
||||
// ---------- 건설 가능한 건물 ----------
|
||||
|
||||
export interface BuildDef {
|
||||
id: string; // 건물 인스턴스 id (단일 건설)
|
||||
type: "quarry" | "kitchen";
|
||||
name: string;
|
||||
emoji: string;
|
||||
aptitude: AptitudeKey;
|
||||
resource?: "fish" | "wood" | "stone";
|
||||
maxSlots: number;
|
||||
cost: Partial<Record<"fish" | "wood" | "stone", number>>;
|
||||
reqHallLv: number;
|
||||
desc: string;
|
||||
}
|
||||
|
||||
export const BUILD_DEFS: BuildDef[] = [
|
||||
{
|
||||
id: "kitchen_1", type: "kitchen", name: "부엌", emoji: "🍳",
|
||||
aptitude: "cooking", maxSlots: 2, cost: { wood: 60 }, reqHallLv: 1,
|
||||
desc: "요리 적성 고양이가 생선으로 요리를 만들고, 배고픈 고양이들이 알아서 먹으러 옵니다.",
|
||||
},
|
||||
{
|
||||
id: "quarry_1", type: "quarry", name: "채석장", emoji: "⛏️",
|
||||
aptitude: "mining", resource: "stone", maxSlots: 3, cost: { wood: 120 }, reqHallLv: 2,
|
||||
desc: "채굴 적성 고양이가 돌을 캡니다. 돌은 회관 증축과 중급 건물에 필요합니다.",
|
||||
},
|
||||
];
|
||||
|
||||
// ---------- 요리 (부엌) ----------
|
||||
|
||||
export interface RecipeDef {
|
||||
key: string;
|
||||
name: string;
|
||||
emoji: string;
|
||||
input: Partial<Record<"fish" | "wood", number>>; // 재료 (추후 획득처 확장)
|
||||
input: Partial<Record<"fish" | "wood" | "stone", number>>; // 재료 (추후 획득처 확장)
|
||||
work: number; // 요리 1개당 필요 작업량
|
||||
fullness: number; // 먹었을 때 포만도 회복량
|
||||
reqHallLv: number; // 해금 조건: 회관 레벨
|
||||
@@ -112,8 +145,10 @@ export const RECIPES: RecipeDef[] = [
|
||||
},
|
||||
];
|
||||
|
||||
export const KITCHEN_BUILD_COST = { wood: 60 };
|
||||
export const KITCHEN_MEAL_CAP = 10; // 요리 선반 최대 보관 수
|
||||
export const KITCHEN_MEAL_CAPS = [10, 15]; // 부엌 레벨별 선반 보관 수
|
||||
export const KITCHEN_UPGRADE_COST = { wood: 150, stone: 60 }; // Lv1→2
|
||||
export const mealCap = (kitchenLv: number) =>
|
||||
KITCHEN_MEAL_CAPS[kitchenLv - 1] ?? KITCHEN_MEAL_CAPS[KITCHEN_MEAL_CAPS.length - 1];
|
||||
export const EAT_THRESHOLD = 65; // 이 포만도 이하면 먹으러 감
|
||||
export const FULLNESS_DECAY_PER_SEC = 0.03; // × 식욕 수치
|
||||
|
||||
@@ -121,14 +156,26 @@ export const FULLNESS_DECAY_PER_SEC = 0.03; // × 식욕 수치
|
||||
|
||||
export interface HallLevelDef {
|
||||
capacity: number;
|
||||
cost: Partial<Record<"fish" | "wood", number>>;
|
||||
cost: Partial<Record<"fish" | "wood" | "stone", number>>;
|
||||
reqCat?: { level: number; count: number };
|
||||
reqBuildings?: Array<{ type: "quarry" | "kitchen"; level?: number; label: string }>;
|
||||
locked?: string; // 아직 구현 안 된 선행 요소 안내
|
||||
}
|
||||
|
||||
export const HALL_LEVELS: Record<number, HallLevelDef> = {
|
||||
2: { capacity: 5, cost: { wood: 100, fish: 80 }, reqCat: { level: 3, count: 1 } },
|
||||
3: { capacity: 8, cost: { wood: 400 }, reqCat: { level: 5, count: 2 }, locked: "돌 자원(채석장)이 추가된 뒤 해금됩니다" },
|
||||
3: {
|
||||
capacity: 8, cost: { wood: 250, stone: 150 },
|
||||
reqCat: { level: 5, count: 2 },
|
||||
reqBuildings: [
|
||||
{ type: "quarry", label: "채석장 건설" },
|
||||
{ type: "kitchen", level: 2, label: "부엌 Lv2" },
|
||||
],
|
||||
},
|
||||
4: {
|
||||
capacity: 12, cost: { stone: 400 }, reqCat: { level: 8, count: 3 },
|
||||
locked: "목공소(목판)가 추가된 뒤 해금됩니다",
|
||||
},
|
||||
};
|
||||
|
||||
export const CAT_NAMES = [
|
||||
|
||||
+72
-14
@@ -1,14 +1,17 @@
|
||||
import type { AptitudeKey, Building, Cat, GameState } from "./types";
|
||||
import {
|
||||
APT_POINT_EVERY,
|
||||
APTITUDE_RATE,
|
||||
BASE_RATE,
|
||||
BREEDS,
|
||||
BUILD_DEFS,
|
||||
CAT_NAMES,
|
||||
EAT_THRESHOLD,
|
||||
EXP_PER_LEVEL,
|
||||
FULLNESS_DECAY_PER_SEC,
|
||||
HALL_LEVELS,
|
||||
KITCHEN_BUILD_COST,
|
||||
KITCHEN_MEAL_CAP,
|
||||
KITCHEN_UPGRADE_COST,
|
||||
mealCap,
|
||||
PASSIVES,
|
||||
RECIPES,
|
||||
type BreedDef,
|
||||
@@ -16,6 +19,7 @@ import {
|
||||
} from "./data";
|
||||
|
||||
const SAVE_KEY = "cat-village-save";
|
||||
const RES_LABEL: Record<string, string> = { fish: "생선", wood: "목재", stone: "돌" };
|
||||
const APTITUDE_KEYS: AptitudeKey[] = [
|
||||
"fishing", "logging", "mining", "foraging", "cooking", "crafting", "grooming",
|
||||
];
|
||||
@@ -68,6 +72,7 @@ function generateCat(forceAptitude?: AptitudeKey): Cat {
|
||||
emoji: breed.emoji,
|
||||
level: 1,
|
||||
exp: 0,
|
||||
aptitudePoints: 0,
|
||||
aptitude,
|
||||
stats: {
|
||||
diligence: rand(50, 150),
|
||||
@@ -101,7 +106,7 @@ function createInitialState(): GameState {
|
||||
// 시작 고양이 2마리는 각각 낚시·벌목이 가능하도록 보정 (초반 막힘 방지)
|
||||
return {
|
||||
version: 1,
|
||||
resources: { fish: 0, wood: 0 },
|
||||
resources: { fish: 0, wood: 0, stone: 0 },
|
||||
cats: [generateCat("fishing"), generateCat("logging")],
|
||||
buildings: createBuildings(),
|
||||
hall: { level: 1, capacity: 3 },
|
||||
@@ -179,6 +184,9 @@ export const engine = {
|
||||
// 저장 데이터가 깨졌으면 새로 시작
|
||||
}
|
||||
if (!state) state = createInitialState();
|
||||
// 구버전 세이브 마이그레이션 (필드 보강)
|
||||
state.resources.stone ??= 0;
|
||||
for (const cat of state.cats) cat.aptitudePoints ??= 0;
|
||||
return state;
|
||||
},
|
||||
|
||||
@@ -192,11 +200,12 @@ export const engine = {
|
||||
produced += effectiveRate(cat, building.aptitude) * dt;
|
||||
// 배치 중 경험치: 초당 1
|
||||
cat.exp += dt;
|
||||
const needed = cat.level * 60;
|
||||
const needed = cat.level * EXP_PER_LEVEL;
|
||||
if (cat.exp >= needed) {
|
||||
cat.exp -= needed;
|
||||
cat.level += 1;
|
||||
cat.stats.diligence = Math.min(150, cat.stats.diligence + rand(1, 3));
|
||||
if (cat.level % APT_POINT_EVERY === 0) cat.aptitudePoints += 1;
|
||||
}
|
||||
}
|
||||
if (building.type === "kitchen") {
|
||||
@@ -204,7 +213,7 @@ export const engine = {
|
||||
const recipe = activeRecipe(state);
|
||||
building.progress = (building.progress ?? 0) + produced;
|
||||
while (building.progress >= recipe.work) {
|
||||
if (building.stored >= KITCHEN_MEAL_CAP || !canConsume(state, recipe.input)) {
|
||||
if (building.stored >= mealCap(building.level) || !canConsume(state, recipe.input)) {
|
||||
building.progress = recipe.work; // 재료·선반 대기 상태로 캡
|
||||
break;
|
||||
}
|
||||
@@ -257,20 +266,65 @@ export const engine = {
|
||||
return null;
|
||||
},
|
||||
|
||||
buildKitchen(): string | null {
|
||||
/** 공통 건설: BUILD_DEFS 기반 (부엌·채석장 …) */
|
||||
build(type: "quarry" | "kitchen"): string | null {
|
||||
if (!state) return null;
|
||||
if (state.buildings.some((b) => b.type === "kitchen")) return "부엌은 이미 지어져 있습니다";
|
||||
if (state.resources.wood < KITCHEN_BUILD_COST.wood)
|
||||
return `목재가 부족합니다 (필요: ${KITCHEN_BUILD_COST.wood}, 보유: ${Math.floor(state.resources.wood)})`;
|
||||
state.resources.wood -= KITCHEN_BUILD_COST.wood;
|
||||
const def = BUILD_DEFS.find((d) => d.type === type);
|
||||
if (!def) return null;
|
||||
if (state.buildings.some((b) => b.type === type))
|
||||
return `${def.name}은(는) 이미 지어져 있습니다`;
|
||||
if (state.hall.level < def.reqHallLv)
|
||||
return `회관 Lv${def.reqHallLv}부터 지을 수 있습니다`;
|
||||
const missing = Object.entries(def.cost).filter(
|
||||
([key, amount]) =>
|
||||
state!.resources[key as keyof GameState["resources"]] < (amount ?? 0),
|
||||
);
|
||||
if (missing.length > 0)
|
||||
return `자원이 부족합니다 (${missing
|
||||
.map(([k, v]) => `${RES_LABEL[k] ?? k} ${v}`)
|
||||
.join(", ")})`;
|
||||
consume(state, def.cost);
|
||||
state.buildings.push({
|
||||
id: "kitchen_1", type: "kitchen", name: "부엌", emoji: "🍳",
|
||||
level: 1, maxSlots: 2, aptitude: "cooking",
|
||||
assigned: [], stored: 0, progress: 0,
|
||||
id: def.id, type: def.type, name: def.name, emoji: def.emoji,
|
||||
level: 1, maxSlots: def.maxSlots, aptitude: def.aptitude,
|
||||
resource: def.resource, assigned: [], stored: 0, progress: 0,
|
||||
});
|
||||
return null;
|
||||
},
|
||||
|
||||
/** 부엌 증축 Lv1→2: 훈제 생선 해금 조건 + 선반 확장 */
|
||||
upgradeKitchen(): string | null {
|
||||
if (!state) return null;
|
||||
const kitchen = state.buildings.find((b) => b.type === "kitchen");
|
||||
if (!kitchen) return "부엌이 없습니다";
|
||||
if (kitchen.level >= 2) return "부엌이 최고 레벨입니다";
|
||||
const missing = Object.entries(KITCHEN_UPGRADE_COST).filter(
|
||||
([key, amount]) =>
|
||||
state!.resources[key as keyof GameState["resources"]] < amount,
|
||||
);
|
||||
if (missing.length > 0)
|
||||
return `자원이 부족합니다 (${missing
|
||||
.map(([k, v]) => `${RES_LABEL[k] ?? k} ${v}`)
|
||||
.join(", ")})`;
|
||||
consume(state, KITCHEN_UPGRADE_COST);
|
||||
kitchen.level = 2;
|
||||
return null;
|
||||
},
|
||||
|
||||
/** 적성 포인트 투자 (품종 상한까지) */
|
||||
investAptitude(catId: string, key: AptitudeKey): string | null {
|
||||
if (!state) return null;
|
||||
const cat = state.cats.find((c) => c.id === catId);
|
||||
if (!cat) return null;
|
||||
if (cat.aptitudePoints <= 0) return "적성 포인트가 없습니다";
|
||||
const cap = BREEDS.find((b) => b.key === cat.breed)?.aptitudeCap ?? 5;
|
||||
if (cat.aptitude[key] >= cap)
|
||||
return `${cat.breedName}의 적성 상한(${cap})에 도달했습니다`;
|
||||
cat.aptitude[key] += 1;
|
||||
cat.aptitudePoints -= 1;
|
||||
return null;
|
||||
},
|
||||
|
||||
upgradeHall(): string | null {
|
||||
if (!state) return null;
|
||||
const next = HALL_LEVELS[state.hall.level + 1];
|
||||
@@ -280,7 +334,11 @@ export const engine = {
|
||||
for (const [key, amount] of Object.entries(next.cost)) {
|
||||
const have = state.resources[key as keyof typeof state.resources];
|
||||
if (have < (amount ?? 0))
|
||||
missing.push(`${key === "wood" ? "목재" : "생선"} ${Math.floor(have)}/${amount}`);
|
||||
missing.push(`${RES_LABEL[key] ?? key} ${Math.floor(have)}/${amount}`);
|
||||
}
|
||||
for (const req of next.reqBuildings ?? []) {
|
||||
const b = state.buildings.find((x) => x.type === req.type);
|
||||
if (!b || b.level < (req.level ?? 1)) missing.push(req.label);
|
||||
}
|
||||
if (next.reqCat) {
|
||||
const count = state.cats.filter((c) => c.level >= next.reqCat!.level).length;
|
||||
|
||||
+3
-2
@@ -7,9 +7,9 @@ export type AptitudeKey =
|
||||
| "crafting"
|
||||
| "grooming";
|
||||
|
||||
export type ResourceKey = "fish" | "wood";
|
||||
export type ResourceKey = "fish" | "wood" | "stone";
|
||||
|
||||
export type BuildingType = "dock" | "lumberyard" | "kitchen";
|
||||
export type BuildingType = "dock" | "lumberyard" | "kitchen" | "quarry";
|
||||
|
||||
export interface Cat {
|
||||
id: string;
|
||||
@@ -19,6 +19,7 @@ export interface Cat {
|
||||
emoji: string;
|
||||
level: number;
|
||||
exp: number;
|
||||
aptitudePoints: number; // 3레벨마다 1 지급, 원하는 적성에 투자
|
||||
aptitude: Record<AptitudeKey, number>;
|
||||
stats: {
|
||||
diligence: number; // 50~150, 작업 속도 배율
|
||||
|
||||
새 이슈에서 참조
사용자 차단