diff --git a/assets-src/buildings/construction.png b/assets-src/buildings/construction.png
new file mode 100644
index 0000000..7646cd1
Binary files /dev/null and b/assets-src/buildings/construction.png differ
diff --git a/public/assets/buildings/construction.png b/public/assets/buildings/construction.png
new file mode 100644
index 0000000..c1f33e7
Binary files /dev/null and b/public/assets/buildings/construction.png differ
diff --git a/src/components/game/Game.tsx b/src/components/game/Game.tsx
index f0d3ed0..4de9673 100644
--- a/src/components/game/Game.tsx
+++ b/src/components/game/Game.tsx
@@ -9,6 +9,7 @@ import {
effectiveRate,
activeRecipe,
fullnessPenalty,
+ isUnderConstruction,
} from "@/lib/game/engine";
import {
APTITUDE_LABEL,
@@ -408,6 +409,7 @@ function ShopPanel({
{def.name}
{costEntries.map(([k, v]) => `${RES_EMOJI[k]} ${v}`).join(" + ")}
+ {` · ⏱ ${def.buildTime}초`}
{def.reqHallLv > 1 && ` · 회관 Lv${def.reqHallLv}`}
{def.desc}
@@ -470,6 +472,33 @@ function BuildingPanel({
effectiveRate(b, building.aptitude) - effectiveRate(a, building.aptitude),
);
+ if (isUnderConstruction(building)) {
+ const def = BUILD_DEFS.find((d) => d.type === building.type);
+ const total = (def?.buildTime ?? 60) * 1000;
+ const remainMs = Math.max(0, (building.constructionUntil ?? 0) - Date.now());
+ const pct = Math.min(100, ((total - remainMs) / total) * 100);
+ const remainSec = Math.ceil(remainMs / 1000);
+ return (
+
+ {/* eslint-disable-next-line @next/next/no-img-element */}
+

+
+ 🔨 열심히 짓는 중이에요…
+
+
+
+ 남은 시간 {Math.floor(remainSec / 60)}:{String(remainSec % 60).padStart(2, "0")}
+
+
+ );
+ }
+
return (
{/* 정보 */}
diff --git a/src/components/game/VillageView.tsx b/src/components/game/VillageView.tsx
index 43ce923..a01d499 100644
--- a/src/components/game/VillageView.tsx
+++ b/src/components/game/VillageView.tsx
@@ -1,7 +1,7 @@
"use client";
import { useEffect, useRef, useState } from "react";
-import { engine, catRate, canPlaceAt } from "@/lib/game/engine";
+import { engine, catRate, canPlaceAt, isUnderConstruction } from "@/lib/game/engine";
import {
BOARD_COLS,
BOARD_ROWS,
@@ -565,17 +565,40 @@ export default function VillageView({
const baseY = y + (fp.h * TH) / 2;
const stored = Math.floor(b.stored);
const isKitchen = b.type === "kitchen";
+ const constructing = isUnderConstruction(b);
// 건물 본체 → 정보 패널
hitRectsRef.current.push({
id: b.id, kind: "open",
x: x - imgW / 2, y: y - imgW * 0.6, w: imgW, h: imgW * 0.6 + (fp.h * TH) / 2,
});
// 배지 → 빠른 회수 (생산 건물만)
- if (!isKitchen && stored > 0)
+ if (!constructing && !isKitchen && stored > 0)
hitRectsRef.current.push({ id: b.id, kind: "collect", x: x - 46, y: y - imgW * 0.72, w: 92, h: 26 });
sprites.push({
y,
draw: () => {
+ if (constructing) {
+ const cImg = getImage(BUILDING_IMG.construction);
+ if (cImg) {
+ const h = (cImg.height / cImg.width) * imgW;
+ ctx.drawImage(cImg, x - imgW / 2, baseY + 4 - h, imgW, h);
+ } else {
+ drawEmoji("🏗️", x, y + 8, 42);
+ }
+ const remain = Math.max(0, Math.ceil(((b.constructionUntil ?? 0) - Date.now()) / 1000));
+ const mm = Math.floor(remain / 60);
+ const ss = remain % 60;
+ drawPlankBadge(x, y - imgW * 0.5, `🔨 ${mm}:${String(ss).padStart(2, "0")}`);
+ ctx.font = `13px ${juaFamily}`;
+ ctx.textAlign = "center";
+ ctx.strokeStyle = "rgba(255,252,238,0.75)";
+ ctx.lineWidth = 3;
+ ctx.strokeText(`${b.name} 건설 중`, x, baseY + 17);
+ ctx.lineWidth = 1;
+ ctx.fillStyle = "#4a3418";
+ ctx.fillText(`${b.name} 건설 중`, x, baseY + 17);
+ return;
+ }
const bImg = getImage(BUILDING_IMG[b.type]);
if (bImg) {
// 건물 일러스트 (자체 잔디 베이스 포함 — 그림자 불필요)
diff --git a/src/lib/game/data.ts b/src/lib/game/data.ts
index 14f8ace..dc26527 100644
--- a/src/lib/game/data.ts
+++ b/src/lib/game/data.ts
@@ -25,6 +25,7 @@ export function catSprite(breed: string, frame: CatFrame): string {
// 건물 일러스트 (public/assets/buildings/)
export const BUILDING_IMG: Record = {
+ construction: "/assets/buildings/construction.png",
hall: "/assets/buildings/hall.png",
dock: "/assets/buildings/dock.png",
lumberyard: "/assets/buildings/lumberyard.png",
@@ -151,18 +152,19 @@ export interface BuildDef {
maxSlots: number;
cost: Partial>;
reqHallLv: number;
+ buildTime: number; // 건설 소요 시간 (초)
desc: string;
}
export const BUILD_DEFS: BuildDef[] = [
{
id: "kitchen_1", type: "kitchen", name: "부엌", emoji: "🍳",
- aptitude: "cooking", maxSlots: 2, cost: { wood: 60 }, reqHallLv: 1,
+ aptitude: "cooking", maxSlots: 2, cost: { wood: 60 }, reqHallLv: 1, buildTime: 60,
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,
+ aptitude: "mining", resource: "stone", maxSlots: 3, cost: { wood: 120 }, reqHallLv: 2, buildTime: 120,
desc: "채굴 적성 고양이가 돌을 캡니다. 돌은 회관 증축과 중급 건물에 필요합니다.",
},
];
diff --git a/src/lib/game/engine.ts b/src/lib/game/engine.ts
index 362a08a..d6cc3cf 100644
--- a/src/lib/game/engine.ts
+++ b/src/lib/game/engine.ts
@@ -162,6 +162,11 @@ function passiveFoodMul(cat: Cat): number {
return mul;
}
+/** 건설 중인가 */
+export function isUnderConstruction(b: Building): boolean {
+ return b.constructionUntil !== undefined && Date.now() < b.constructionUntil;
+}
+
/** 사각 풋프린트 겹침 검사 */
function rectsOverlap(
a: { i: number; j: number; w: number; h: number },
@@ -256,6 +261,14 @@ export const engine = {
tick(dt: number) {
if (!state) return;
for (const building of state.buildings) {
+ // 건설 완료 체크
+ if (building.constructionUntil !== undefined) {
+ if (Date.now() >= building.constructionUntil) {
+ building.constructionUntil = undefined;
+ } else {
+ continue; // 건설 중 — 생산 없음
+ }
+ }
let produced = 0;
for (const catId of building.assigned) {
const cat = state.cats.find((c) => c.id === catId);
@@ -354,6 +367,7 @@ export const engine = {
pos: { i: pos.i, j: pos.j },
level: 1, maxSlots: def.maxSlots, aptitude: def.aptitude,
resource: def.resource, assigned: [], stored: 0, progress: 0,
+ constructionUntil: Date.now() + def.buildTime * 1000,
});
return null;
},
@@ -415,7 +429,8 @@ export const engine = {
}
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 (!b || isUnderConstruction(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;
@@ -434,6 +449,8 @@ export const engine = {
const cat = state.cats.find((c) => c.id === catId);
const building = state.buildings.find((b) => b.id === buildingId);
if (!cat || !building) return null;
+ if (isUnderConstruction(building))
+ return `${building.name}은(는) 아직 건설 중입니다`;
if (cat.aptitude[building.aptitude] === 0)
return `${cat.name}은(는) ${building.name} 적성이 없습니다`;
if (building.assigned.length >= building.maxSlots)
diff --git a/src/lib/game/types.ts b/src/lib/game/types.ts
index eb376b0..df33c89 100644
--- a/src/lib/game/types.ts
+++ b/src/lib/game/types.ts
@@ -47,6 +47,7 @@ export interface Building {
assigned: string[]; // cat id
stored: number; // 생산 건물: 회수 대기 산출물 / 부엌: 보관 중인 요리 수
progress?: number; // 부엌: 현재 요리 진행 작업량
+ constructionUntil?: number; // 건설 완료 예정 timestamp (없으면 완공 상태)
}
export interface GameState {