Closed michaelmcleodnz closed 1 year ago
Awesome addition, I'll take a look at it, thanks!
Now all other overlay stickers (A-Z, i.e. the walls and boat and such) can be toggled on and off through the campaign sheet as well.
After adding a few options for the workshop and the walls, the building section was starting to take up quite a lot of space on the campaign sheet, so I've moved it to its own page / tab, which I think is how I should've done it from the start.
There's still the potential for more functionality here, such as making certain capabilities trigger when things are built, adding buttons to complete the operations / downtime actions, maybe a button to bring up the alchemy chart on the Alchemist building, and certainly a bit more that can be done with building 24, but I think this is enough for this pull request, as none of those things would strictly be part of building management.
Great to move it to it's own tab.
Changes implemented (Rather than refactor the tab component, I just made a separate element for FH for now.)
Awesome! 😃
I added a bunch of building data and a BuildingRepository that can be manipulated from the campaign sheet, so that whenever a building is added or upgraded, the change is reflected on the map. None of the buildings "do" anything at this stage, but you can upgrade them and toggle the 'wrecked' state. The buttons for upgrading and repairing include the resource cost, but they don't automatically remove any resources.
Here is a spoiler-free image of the new section of the campaign sheet, with just the starting buildings, a purchased Mining Camp, and a wrecked Craftsman: