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854ac99f52
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22adaeb700
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22adaeb700 | ||
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18ac996f65 | ||
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3e4622fa0e |
88
ai.js
88
ai.js
@ -263,6 +263,9 @@ function assignNewTask(cit) {
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case "Soldier":
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soldierTasks(cit);
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break;
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case "Planner":
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plannerTasks(cit);
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break;
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default:
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cit.task = null;
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cit.target = null;
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@ -385,9 +388,94 @@ function soldierTasks(cit) {
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builderTasks(cit);
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}
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function plannerTasks(cit) {
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// Randomly place buildings with no planning
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if(Math.random() < 0.05) {
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cit.task = "planBuilding";
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cit.target = null;
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return;
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}
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// Just wander around when not placing buildings
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cit.task = null;
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cit.target = null;
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}
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/**********************************************************************
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* NEW TASK HANDLERS
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**********************************************************************/
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function planBuildingTask(cit) {
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// Choose a completely random building type
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const buildingTypes = ["House", "Road", "Market", "Hospital", "School"];
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const buildingType = buildingTypes[Math.floor(Math.random() * buildingTypes.length)];
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// Set cost based on building type
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let buildingCost = 0;
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switch (buildingType) {
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case "House": buildingCost = COST_HOUSE; break;
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case "Road": buildingCost = COST_ROAD; break;
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case "Market": buildingCost = COST_MARKET; break;
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case "Hospital": buildingCost = COST_HOSPITAL; break;
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case "School": buildingCost = COST_SCHOOL; break;
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}
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// Check if we can afford it
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if (money < buildingCost) {
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cit.task = null;
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return;
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}
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// Choose a completely random location
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let randomX, randomY;
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let attempts = 0;
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// Just try random locations until we find one that's not water
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do {
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randomX = randInt(-1500, 1500);
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randomY = randInt(-1500, 1500);
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attempts++;
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if (attempts > 20) {
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// Give up after too many attempts
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cit.task = null;
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return;
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}
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} while (!isValidPlacement(randomX, randomY));
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// Place the building at the random location
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addMoney(-buildingCost, `Planner: ${buildingType}`);
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let newBuilding;
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switch (buildingType) {
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case "House":
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newBuilding = createHouseSite(randomX, randomY);
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break;
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case "Road":
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// Just make a random road segment
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newBuilding = createRoadSite(
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randomX,
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randomY,
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randomX + randInt(-100, 100),
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randomY + randInt(-100, 100)
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);
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break;
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case "Market":
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newBuilding = createMarketSite(randomX, randomY);
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break;
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case "Hospital":
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newBuilding = createHospitalSite(randomX, randomY);
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break;
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case "School":
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newBuilding = createSchoolSite(randomX, randomY);
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break;
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}
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buildings.push(newBuilding);
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logAction(`${cit.name} [Planner] randomly placed a ${buildingType} at (${Math.floor(randomX)}, ${Math.floor(randomY)})`);
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cit.task = null;
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}
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function huntWolfTask(cit) {
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let wolf = cit.target;
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if(!wolf || wolf.dead) {
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16
events.js
16
events.js
@ -96,6 +96,11 @@ function setupBuyButtons() {
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logAction("Click on map to place a new Soldier citizen.");
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});
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document.getElementById('buyPlannerBtn').addEventListener('click', () => {
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purchaseMode = "Planner";
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logAction("Click on map to place a new Planner 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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@ -395,6 +400,17 @@ function setupCanvasClick() {
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}
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break;
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case "Planner":
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if(money >= COST_PLANNER) {
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addMoney(-COST_PLANNER, "Buy Planner");
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let c = createCitizen(randomName(), worldX, worldY, "Planner");
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citizens.push(c);
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logAction(`Purchased new Planner @(${Math.floor(worldX)},${Math.floor(worldY)})`);
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} else {
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logAction("Not enough money to buy Planner!");
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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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54
game.js
54
game.js
@ -36,6 +36,7 @@ const COST_SCHOOL = 450;
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const COST_SPAWNER = 500;
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const COST_TREE = 50;
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const COST_SOLDIER = 250;
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const COST_PLANNER = 1000;
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// Terrain costs
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const COST_WATER = 20;
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@ -90,19 +91,51 @@ const SCHOOL_WOOD_REQUIRED = 65;
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const SCHOOL_BUILD_RATE = 0.12;
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// Professions
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const PROFESSIONS = ["Farmer", "Builder", "Merchant", "Doctor", "Teacher", "Soldier"];
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const PROFESSIONS = ["Farmer", "Builder", "Merchant", "Doctor", "Teacher", "Soldier", "Planner"];
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// Animals
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const STARTING_RABBITS = 10;
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const STARTING_WOLVES = 3;
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const STARTING_WOLVES = 5;
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const RABBIT_HUNGER_INCREMENT = 0.003;
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const RABBIT_REPRO_COOLDOWN = 3000;
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const RABBIT_REPRO_CHANCE = 0.0005;
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const RABBIT_REPRO_COOLDOWN = 5000;
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const RABBIT_REPRO_CHANCE = 0.0002;
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const WOLF_SPEED = 0.7; // Faster than rabbits
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/**********************************************************************
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* INIT WORLD
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**********************************************************************/
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// Function to spawn wolves at the corners of the map
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function spawnWolvesAtCorners() {
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const corners = [
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{ x: -1800, y: -1800 },
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{ x: -1800, y: 1800 },
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{ x: 1800, y: -1800 },
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{ x: 1800, y: 1800 }
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];
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corners.forEach(corner => {
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// Try to find valid placement near the corner
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let x, y;
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let attempts = 0;
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do {
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x = corner.x + randInt(-100, 100);
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y = corner.y + randInt(-100, 100);
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attempts++;
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// Give up after too many attempts
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if (attempts > 20) break;
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} while (!isValidPlacement(x, y));
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// If we found a valid spot, spawn 3 wolves there
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if (attempts <= 20) {
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for (let i = 0; i < 3; i++) {
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const wolf = createAnimal("Wolf", x + randInt(-50, 50), y + randInt(-50, 50));
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animals.push(wolf);
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}
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logAction(`A pack of wolves has appeared near (${Math.floor(x)}, ${Math.floor(y)})!`);
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}
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});
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}
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function initWorld() {
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// Normal trees - only on land
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for(let i=0; i<15; i++) {
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@ -152,6 +185,19 @@ function initWorld() {
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} while (!isValidPlacement(x, y));
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animals.push(createAnimal("Wolf", x, y));
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}
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// Spawn wolves at the corners of the map
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spawnWolvesAtCorners();
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// Spawn additional wolves in random locations
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for(let i=0; i<5; i++) {
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let x, y;
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do {
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x = randInt(-1500,1500);
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y = randInt(-1500,1500);
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} while (!isValidPlacement(x, y));
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animals.push(createAnimal("Wolf", x, y));
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}
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requestAnimationFrame(update);
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}
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@ -194,6 +194,7 @@
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<button class="menu-button" id="buyDoctorBtn">Buy Doctor ($200)</button>
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<button class="menu-button" id="buyTeacherBtn">Buy Teacher ($180)</button>
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<button class="menu-button" id="buySoldierBtn">Buy Soldier ($250)</button>
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<button class="menu-button" id="buyPlannerBtn">Buy Planner ($1000)</button>
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</div>
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<div class="menu-category">
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