feat: Remove wolves, add markets, hospitals, schools, and new citizen types
This commit is contained in:
267
events.js
Normal file
267
events.js
Normal file
@@ -0,0 +1,267 @@
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/**********************************************************************
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* PAN & ZOOM
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**********************************************************************/
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function setupPanZoom() {
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canvas.addEventListener('mousedown', (e) => {
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isDragging = true;
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lastMouseX = e.clientX;
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lastMouseY = e.clientY;
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});
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canvas.addEventListener('mouseup', () => { isDragging = false; });
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canvas.addEventListener('mouseleave', () => { isDragging = false; });
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canvas.addEventListener('mousemove', (e) => {
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if(isDragging) {
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let dx = e.clientX - lastMouseX;
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let dy = e.clientY - lastMouseY;
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offsetX += dx;
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offsetY += dy;
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lastMouseX = e.clientX;
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lastMouseY = e.clientY;
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}
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});
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canvas.addEventListener('wheel', (e) => {
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e.preventDefault();
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let zoomSpeed = 0.001;
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let delta = e.deltaY * zoomSpeed;
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let oldScale = scale;
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scale -= delta;
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if(scale < 0.1) scale = 0.1;
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if(scale > 5) scale = 5;
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let mouseX = e.clientX - (canvas.width/2 + offsetX);
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let mouseY = e.clientY - (canvas.height/2 + offsetY);
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offsetX -= mouseX * (scale - oldScale);
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offsetY -= mouseY * (scale - oldScale);
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}, {passive: false});
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}
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/**********************************************************************
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* BUY MENU LOGIC
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**********************************************************************/
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function setupBuyButtons() {
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document.getElementById('buyHouseBtn').addEventListener('click', () => {
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purchaseMode = "House";
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logAction("Click on map to place a House site.");
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});
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document.getElementById('buyRoadBtn').addEventListener('click', () => {
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purchaseMode = "Road";
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logAction("Click on map to place a Road site.");
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});
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document.getElementById('buyBuilderBtn').addEventListener('click', () => {
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purchaseMode = "Builder";
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logAction("Click on map to place a new Builder citizen.");
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});
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document.getElementById('buyFarmerBtn').addEventListener('click', () => {
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purchaseMode = "Farmer";
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logAction("Click on map to place a new Farmer citizen.");
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});
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document.getElementById('buyMerchantBtn').addEventListener('click', () => {
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purchaseMode = "Merchant";
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logAction("Click on map to place a new Merchant citizen.");
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});
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document.getElementById('buyDoctorBtn').addEventListener('click', () => {
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purchaseMode = "Doctor";
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logAction("Click on map to place a new Doctor citizen.");
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});
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document.getElementById('buyTeacherBtn').addEventListener('click', () => {
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purchaseMode = "Teacher";
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logAction("Click on map to place a new Teacher citizen.");
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});
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document.getElementById('buyMarketBtn').addEventListener('click', () => {
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purchaseMode = "Market";
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logAction("Click on map to place a Market site.");
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});
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document.getElementById('buyHospitalBtn').addEventListener('click', () => {
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purchaseMode = "Hospital";
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logAction("Click on map to place a Hospital site.");
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});
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document.getElementById('buySchoolBtn').addEventListener('click', () => {
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purchaseMode = "School";
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logAction("Click on map to place a School site.");
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});
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document.getElementById('buySpawnerBtn').addEventListener('click', () => {
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purchaseMode = "Spawner";
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logAction("Click on map to place a Spawner building.");
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});
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document.getElementById('buyTreeBtn').addEventListener('click', () => {
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purchaseMode = "Tree";
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logAction("Click on map to place a new Tree.");
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});
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document.getElementById('toggleLogsBtn').addEventListener('click', (e) => {
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if(logContainer.style.display === "none") {
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logContainer.style.display = "block";
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e.target.textContent = "Hide Logs";
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} else {
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logContainer.style.display = "none";
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e.target.textContent = "Show Logs";
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}
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});
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}
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function setupCanvasClick() {
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canvas.addEventListener('click', (e) => {
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if(!purchaseMode) return;
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const rect = canvas.getBoundingClientRect();
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let cx = e.clientX - rect.left;
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let cy = e.clientY - rect.top;
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let worldX = (cx - (canvas.width/2) - offsetX) / scale;
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let worldY = (cy - (canvas.height/2) - offsetY) / scale;
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switch(purchaseMode) {
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case "House":
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if(money >= COST_HOUSE) {
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addMoney(-COST_HOUSE, "Buy House");
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let site = createHouseSite(worldX, worldY);
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buildings.push(site);
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logAction(`Purchased House site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy House!");
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}
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break;
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case "Road":
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if(money >= COST_ROAD) {
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addMoney(-COST_ROAD, "Buy Road");
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// For simplicity, we create a short horizontal road
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let site = createRoadSite(worldX-50, worldY, worldX+50, worldY);
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buildings.push(site);
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logAction(`Purchased Road site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Road!");
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}
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break;
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case "Market":
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if(money >= COST_MARKET) {
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addMoney(-COST_MARKET, "Buy Market");
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let site = createMarketSite(worldX, worldY);
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buildings.push(site);
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logAction(`Purchased Market site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Market!");
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}
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break;
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case "Hospital":
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if(money >= COST_HOSPITAL) {
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addMoney(-COST_HOSPITAL, "Buy Hospital");
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let site = createHospitalSite(worldX, worldY);
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buildings.push(site);
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logAction(`Purchased Hospital site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Hospital!");
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}
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break;
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case "School":
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if(money >= COST_SCHOOL) {
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addMoney(-COST_SCHOOL, "Buy School");
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let site = createSchoolSite(worldX, worldY);
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buildings.push(site);
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logAction(`Purchased School site @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy School!");
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}
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break;
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case "Builder":
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if(money >= COST_BUILDER) {
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addMoney(-COST_BUILDER, "Buy Builder");
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let c = createCitizen(randomName(), worldX, worldY, "Builder");
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citizens.push(c);
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logAction(`Purchased new Builder @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Builder!");
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}
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break;
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case "Farmer":
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if(money >= COST_FARMER) {
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addMoney(-COST_FARMER, "Buy Farmer");
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let c = createCitizen(randomName(), worldX, worldY, "Farmer");
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citizens.push(c);
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logAction(`Purchased new Farmer @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Farmer!");
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}
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break;
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case "Merchant":
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if(money >= COST_MERCHANT) {
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addMoney(-COST_MERCHANT, "Buy Merchant");
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let c = createCitizen(randomName(), worldX, worldY, "Merchant");
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citizens.push(c);
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logAction(`Purchased new Merchant @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Merchant!");
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}
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break;
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case "Doctor":
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if(money >= COST_DOCTOR) {
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addMoney(-COST_DOCTOR, "Buy Doctor");
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let c = createCitizen(randomName(), worldX, worldY, "Doctor");
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citizens.push(c);
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logAction(`Purchased new Doctor @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Doctor!");
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}
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break;
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case "Teacher":
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if(money >= COST_TEACHER) {
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addMoney(-COST_TEACHER, "Buy Teacher");
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let c = createCitizen(randomName(), worldX, worldY, "Teacher");
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citizens.push(c);
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logAction(`Purchased new Teacher @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Teacher!");
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}
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break;
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case "Spawner":
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if(money >= COST_SPAWNER) {
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addMoney(-COST_SPAWNER, "Buy Spawner");
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let spawnBuild = {
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buildingType: "Spawner",
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x: worldX, y: worldY,
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completed: true,
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lastSpawnTime: frameCount
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};
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buildings.push(spawnBuild);
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logAction(`Purchased Spawner @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Spawner!");
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}
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break;
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case "Tree":
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if(money >= COST_TREE) {
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addMoney(-COST_TREE, "Buy Tree");
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let t = createResource("Tree", worldX, worldY, 100);
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resources.push(t);
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logAction(`Purchased a new Tree @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Tree!");
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}
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break;
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}
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purchaseMode = null;
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});
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}
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