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This repository was archived by the owner on Apr 19, 2022. It is now read-only.
This repository was archived by the owner on Apr 19, 2022. It is now read-only.

Implement Bulding #18

Description

@Gvin

The player should be able to build on specific locations. Each location should have it's own list of available buildings. Buildings should be unlocked before they can be built.

Unlocking buildings is performed by the following conditions:

  • Player knows item (picked up item at least once)
  • Player performed action X times
  • Player has built building X

Example 1: Fishing Net can be unlocked by knowing branches, ropes and fishing 10 times.
Example 2: Small Hut (Shelter upgrade) can be unlocked by knowing sticks, leaves, ropes and having Shelter built
Some buildings should be unlocked from the start (like Shelter).

Unlocking buildings should also add message to the journal.

Building is made by opening a specific menu on game screen. This menu replaces current location details and shows detailed buildings overview as well as special building actions.
The player can see all current buildings, check their details (by clicking on them).
The player can also see all current active build/destroy processes and check their details.
Building actions are:

  • Start building (starts new building build process)
  • Select active build site (selects which building will be actively built, there can be several build processes started, but only 1 can be active in current location. destroy process can be also selected with this action)
  • Work on building (spend some time on building active build process)
  • Start destroying (starts new destroy process of an existing building)

Resources to the build process are added from player inventory, storage inventory or the ground. Priority is the following:

  • Ground
  • Player inventory
  • Storage inventory

Destroy will give back 30% of the initial resources.
The player can upgrade building by selecting on upgrade in Start building menu.
The building is "inactive" and can be interacted with during the destroy process.
Some buildings are "inactive" during the upgrade process, some are not. This depends on building.

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