Open lilasquared opened 2 years ago
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+1! Excited to see this, and thank you so much for putting this together š!! I left a few small notes on the copy on the cards, but agree w/ @ymichael that we can adjust the UI a little later + need to generally think through how to handle the longer names for some of these cards.
Generally I might need help understanding how to implement some of the actual game logic for the cards, its a bit hairy because they have new mechanics like "play an event for free" or "put this card on top". while not physically on top there needs to be some way to link the two. I can send you resources for the expansion rules if that helps too
Also, each card adds 1 to the amount of cards allowed in your city. (different from the wanderer who simple doesn't count) so any thoughts on how to accomplish that would be nice too :)
named exports have many advantages over default, I can link some write ups for you but generally named is preferred
This would be great, thanks!
I can send you resources for the expansion rules if that helps too
Yea this would be super helpful since we're not familiar with this expansion
Also, each card adds 1 to the amount of cards allowed in your city. (different from the wanderer who simple doesn't count) so any thoughts on how to accomplish that would be nice too :)
For this, we probably need to do something similar to Player#maxHandSize
where the max hand size is dynamically computed as opposed to just a global MAX_CITY_SIZE
constant
Generally I might need help understanding how to implement some of the actual game logic for the cards, its a bit hairy because they have new mechanics like "play an event for free" or "put this card on top". while not physically on top there needs to be some way to link the two.
For "Put this card on top", is this similar to how the Dungeon works? If so, you can look in types.ts
to find PlayedCardInfo
-- there's a pairedCards
array that you can use to store cards that are on top of that card. Let me know if that helps!
For "play an event for free", do you have to spend a worker? Or do you get it truly for free (no resources, no workers, etc)? Either way, I think you'll need to update the canPlayCheck to account for this. Happy to help with this part if that's helpful!
I can send you resources for the expansion rules if that helps too
This would be super helpful!! That might help us give you better advice too š
I updated the PR description with a link to the rulebook from the collectors edition, which is the only place I know to find the expansion.
For this, we probably need to do something similar to Player#maxHandSize where the max hand size is dynamically computed as opposed to just a global MAX_CITY_SIZE constant
Will take a look, ty!
For "Put this card on top", is this similar to how the Dungeon works? If so, you can look in types.ts to find PlayedCardInfo -- there's a pairedCards array that you can use to store cards that are on top of that card. Let me know if that helps!
I will check that out. It's similar to the dungeon except the cards are still considered to be part of your city. They count for points at the end, activate for production, etc etc.
For "play an event for free", do you have to spend a worker? Or do you get it truly for free (no resources, no workers, etc)? Either way, I think you'll need to update the canPlayCheck to account for this. Happy to help with this part if that's helpful!
It is the destination reward for amilla glistendew, so you do place a worker
there's another expansion set of regular cards called "Extra! Extra!" which i plan to do at some point as well, but i don't know where to find those rules that aren't in swedish :P
I will check that out. It's similar to the dungeon except the cards are still considered to be part of your city. They count for points at the end, activate for production, etc etc.
Oh cool! Take a look at payForCard
within player.ts
. Starting around line 1188, there's a section around how to pay using the Dungeon. You'll want to something similar, except you don't want to remove it from the city.
It is the destination reward for amilla glistendew, so you do place a worker
Oh gotcha! Yea, this should be workable -- you can see handleClaimEventGameInput
for how claiming an event works. You shouldn't need to check whether the player has enough workers, has met requirements, etc since that's what the card allows you to do.
Hopefully these help! I wrote this up quick, but def feel free to ask more questions :)
@ymichael this is one such article that goes through the differences of each and the benefits of one over the other.
https://www.bundleapps.io/blog/use-named-exports-over-default-exports-in-javascript
highlights:
import foo from './someThingNotNamedFoo'
)happy to undo it but typically i just stick to named everywhere in my projects ĀÆ_(ć)_/ĀÆ
there's another expansion set of regular cards called "Extra! Extra!" which i plan to do at some point as well, but i don't know where to find those rules that aren't in swedish :P
brb learning swedish
haha just kidding -- I wonder where we can find these!! So ā¤ļø about your enthusiasm!!
happy to undo it but typically i just stick to named everywhere in my projects
no need! I'm convinced
I wonder where we can find these!!
I can always snap a pic or share them with you individually. I know they are in the tabletop sim version of this that I use so maybe I can snag them from there somehow š
oh boy i am blind, the Extra! Extra! rules are in the PDF I already shared. Yikes š¤¦š¼āāļø
Hello @ymichael, I took a stab at fixing the header title length with a Textfit component. It will find the header titles that are too long and shrink them down until they fit. In doing so I re-wrote the card header a bit to use flexbox instead of absolute positioned icons.
What do you think?
Edit: I probably should attach pictures when asking someone to take a look...
All Legends:
McGregor's Market (down to 11px font):
Oleander's Opera House: (down to 9px)
@elynnlee You mentioned working on the styles Later, I'm a UI/UX developer by trade and I was just poking around a bit to see what I could do. I'm not sure what you guys had in mind as the project progresses, but I added a bit of css grid to try and spruce the joint up a bit. Here's an idea I was working with just to see how it turned out.
Still very much WIP, but the general idea would be to build a game board that is roughly the same set of areas as the game itself. What do you think?
BTW, I noticed that the game test page only has 3 forest locations instead of 4, but what I was going to do was split them to either side of the meadow, and move the basic locations above the board too. Maybe we could split the locations, basic on one side (smaller and doubled up since there are 6), and forest locations on the other? Just trying things out.
Hello @ymichael, I took a stab at fixing the header title length with a Textfit component. It will find the header titles that are too long and shrink them down until they fit. In doing so I re-wrote the card header a bit to use flexbox instead of absolute positioned icons.
Still very much WIP, but the general idea would be to build a game board that is roughly the same set of areas as the game itself. What do you think?
hey @sorahn, can we move this and the board layout changes into a separate PR that doesn't depend this PR since they are mostly unrelated? It would be much easier to review, give feedback and land the changes that way. Thanks!
Hello @ymichael, I took a stab at fixing the header title length with a Textfit component. It will find the header titles that are too long and shrink them down until they fit. In doing so I re-wrote the card header a bit to use flexbox instead of absolute positioned icons.
Still very much WIP, but the general idea would be to build a game board that is roughly the same set of areas as the game itself. What do you think?
hey @sorahn, can we move this and the board layout changes into a separate PR that doesn't depend this PR since they are mostly unrelated? It would be much easier to review, give feedback and land the changes that way. Thanks!
Oh of course, I'm not making the changes to the layout in his actual pull request. The only change I made was to add the text-fit component to shrink down the names of the longer card titles. :)
WIP
Wanted to get initial feedback on my attempt to start incorporating the LEGENDS expansion cards. you should be able to preview the cards on the
/test/ui
page. I tweaked the color of DESTINATION cards because the LEGENDS cards use a red color to indicate which card can be used to play them. Its just s slightly darker shade of the burgundy.Everdell_Collector's_Rule_Sheet_v2.pdf
TODO LIST:
CARD EFFECT TODO LIST: