Commit 222db71c authored by Matthew Odle's avatar Matthew Odle

update journal and package.json

parent 0782eb90
......@@ -4,21 +4,23 @@ Added some of the designed objects into village.BUILDINGS. Prototyped the buildi
Should add a building type so the BUILDINGS object can be filtered depending on which building element is being populated (production, storage, survival)
2017-10-28
Today, going to convert the document.write to react elements
To start, will just use one react element called Building; it will take a standard building object. Loop through the buildings and react.render each one.
ES6 timer example: https://codepen.io/mirkof/pen/RRVamN
* Today, going to convert the document.write to react elements
* To start, will just use one react element called Building; it will take a standard building object. Loop through the buildings and react.render each one.
* ES6 timer example: https://codepen.io/mirkof/pen/RRVamN
update:
React components are in. Added a timer. Started work on resource flow.
Have the consume materials/produce goods logic working, but now need to work on how to get items out of produced goods into the warehouse. I thought I could use the same logic and assign a villager to the storage building, where after progress reaches 100%, an item is moved from wherever it is produced (iron/smithy, wood/forester, leather/(hunter or pasture)) to the storage unit, but I think the storage unit has to know about these sources, and the names of the dicts are slightly different (adding to materials instead of producedGoods, or taking from producedGoods instead of materials to move from storage unit to target building.) Might need completely separate logic for storage units.
* React components are in. Added a timer. Started work on resource flow.
* Have the consume materials/produce goods logic working, but now need to work on how to get items out of produced goods into the warehouse. I thought I could use the same logic and assign a villager to the storage building, where after progress reaches 100%, an item is moved from wherever it is produced (iron/smithy, wood/forester, leather/(hunter or pasture)) to the storage unit, but I think the storage unit has to know about these sources, and the names of the dicts are slightly different (adding to materials instead of producedGoods, or taking from producedGoods instead of materials to move from storage unit to target building.) Might need completely separate logic for storage units.
2017-10-29
Reorg of structure; moved materials and producedGoods counters into a state variable rather than having the individual buildings keep track. This may get reverted later to implement the restocking requirement, but for now, there is a general stock pool that all produced goods go into and all materials are consumed from.
* Reorg of structure; moved materials and producedGoods counters into a state variable rather than having the individual buildings keep track. This may get reverted later to implement the restocking requirement, but for now, there is a general stock pool that all produced goods go into and all materials are consumed from.
2017-10-30
Did a code review, deleted some dead code
Fixed a bug where if first materials needed to produce is missing, but second is available, material is still produced
Added villager list generation
Next step: villager assignment handling
* Did a code review, deleted some dead code
* Fixed a bug where if first materials needed to produce is missing, but second is available, material is still produced
* Added villager list generation
* Next step: villager assignment handling
2017-10-31
* Implemented villager object assignment to buildings; used filter and find operations on the Villager array to handle determining how many unassigned, and first unassigned
* Next: have tool affect production rate
......@@ -2,14 +2,11 @@
"name": "resource-quest",
"version": "0.1.0",
"dependencies": {
"express": "4.16.2",
"express-load": "^1.1.16",
"react": "^16.0.0",
"react-dom": "^16.0.0",
"react-scripts": "1.0.13"
},
"scripts": {
"start": "react-scripts start"
},
"devDependencies": {
"reload": "^2.2.2"
}
}
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