feat: more items, keyboard controls
This commit is contained in:
+60
-9
@@ -34,6 +34,10 @@ ATTACK_RANGE_BASE = 4
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WEAPON_SLOT_COUNT = 5
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BLOCK_BUILD_COST_WOOD = 2
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BLOCK_HEALTH = 5
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PLAYER_BASE_ATTACK = 5
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PLAYER_BASE_DEFENSE = 2
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PLAYER_BASE_MAX_HEALTH = 100
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PLAYER_BASE_MOVE_CAPACITY = 1
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# Data Models
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@dataclass
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@@ -248,6 +252,12 @@ class GameWorld:
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"aura_radius": 5,
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"aura_bonuses": {"free_move_chance": 0.7},
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},
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{
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"name": "Traveler Ring",
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"attack_bonus": 0,
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"range_bonus": 0,
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"movement_bonus": 1,
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},
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]
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self.chests[chest_id] = Chest(
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id=chest_id,
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@@ -274,8 +284,13 @@ class GameWorld:
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continue
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player.level = 1
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player.exp = 0
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player.attack = PLAYER_BASE_ATTACK
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player.defense = PLAYER_BASE_DEFENSE
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player.max_health = PLAYER_BASE_MAX_HEALTH
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player.max_action_points = ACTION_POINTS_MAX
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player.movement_capacity = PLAYER_BASE_MOVE_CAPACITY
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player.health = player.max_health
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player.action_points = ACTION_POINTS_MAX
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player.action_points = player.max_action_points
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player.inventory = {"wood": 0, "stone": 0}
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player.weapon_slots = [None] * WEAPON_SLOT_COUNT
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player.equipped_weapon_slot = -1
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@@ -402,6 +417,43 @@ def _player_effective_range(player: Player) -> float:
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return player.attack_range + float(w.get("range_bonus", 0))
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return player.attack_range
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def _player_effective_movement(player: Player) -> int:
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if 0 <= player.equipped_weapon_slot < len(player.weapon_slots):
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w = player.weapon_slots[player.equipped_weapon_slot]
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if w:
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return max(1, player.movement_capacity + int(w.get("movement_bonus", 0)))
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return player.movement_capacity
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def _recompute_player_stats_for_level(player: Player) -> None:
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# Slow progression so levels matter without runaway scaling.
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level = max(1, int(player.level))
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old_max_health = player.max_health
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old_max_ap = player.max_action_points
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player.attack = PLAYER_BASE_ATTACK + (level - 1) // 3
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player.defense = PLAYER_BASE_DEFENSE + (level - 1) // 4
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player.max_health = PLAYER_BASE_MAX_HEALTH + ((level - 1) // 2) * 5
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player.max_action_points = ACTION_POINTS_MAX + (level - 1) // 4
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if player.max_health > old_max_health:
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player.health = min(player.max_health, player.health + (player.max_health - old_max_health))
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else:
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player.health = min(player.max_health, player.health)
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if player.max_action_points > old_max_ap:
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player.action_points = min(player.max_action_points, player.action_points + (player.max_action_points - old_max_ap))
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else:
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player.action_points = min(player.max_action_points, player.action_points)
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def _recompute_player_level_from_exp(player: Player) -> None:
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level = 1
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xp_needed = 30
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while player.exp >= xp_needed and level < 100:
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level += 1
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xp_needed += 20
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player.level = level
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_recompute_player_stats_for_level(player)
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def _player_nearby_bonuses(player: Player) -> Dict:
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if "game_world" not in globals():
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return {}
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@@ -442,6 +494,7 @@ def _serialize_player(player: Player) -> Dict:
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bonuses = _player_nearby_bonuses(player)
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effective_defense = _player_effective_defense(player)
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effective_max_health = _player_effective_max_health(player)
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effective_movement = _player_effective_movement(player)
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if player.health > effective_max_health:
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player.health = effective_max_health
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@@ -451,6 +504,8 @@ def _serialize_player(player: Player) -> Dict:
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data["base_max_health"] = player.max_health
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data["max_health"] = effective_max_health
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data["health"] = player.health
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data["base_movement_capacity"] = player.movement_capacity
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data["movement_capacity"] = effective_movement
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data["nearby_bonuses"] = bonuses
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return data
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@@ -589,7 +644,8 @@ async def move_player(player_id: str, request: Request):
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# Calculate distance
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distance = (dx ** 2 + dy ** 2) ** 0.5
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if distance > player.movement_capacity:
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effective_movement = _player_effective_movement(player)
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if distance > effective_movement:
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raise HTTPException(status_code=400, detail="Movement exceeds capacity")
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next_x = max(-GRID_SIZE // 2, min(GRID_SIZE // 2, player.position.x + dx))
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@@ -705,13 +761,7 @@ def _handle_attack(player: Player, target_id: str) -> Dict:
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if monster.health <= 0:
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del game_world.monsters[target_id]
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player.exp += monster.level * 10
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# Calculate level based on XP: 30 for level 1, +20 per additional level
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# Level N requires: 30 + 20*(N-1) total XP
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player.level = 1
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xp_needed = 30
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while player.exp >= xp_needed and player.level < 100:
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player.level += 1
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xp_needed += 20
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_recompute_player_level_from_exp(player)
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return {"success": True, "damage": damage, "exp": monster.level * 10, "monster_killed": True}
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retaliation = apply_retaliation(monster.attack)
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@@ -744,6 +794,7 @@ def _handle_attack(player: Player, target_id: str) -> Dict:
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if p.active:
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p.level += 5
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p.exp += 500
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_recompute_player_stats_for_level(p)
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game_world.boss = None
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return {"success": True, "damage": damage, "boss_killed": True}
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+42
-13
@@ -498,7 +498,7 @@
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<div class="bottom-panel">
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<div style="color: #667eea; font-weight: bold; margin-bottom: 10px;">Controls</div>
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<div class="controls-help">Each action costs 1 AP. Hover buttons to see details.</div>
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<div class="controls-help">Keys: Z/Q/S/D move, A attack, E gather, R loot, 1/2/3/4 build. Arrows keep camera orbit.</div>
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<div class="button-group">
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<button type="button" class="action-button" id="moveUpBtn" title="Move north by 1 tile (cost: 1 AP)">⬆ N</button>
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<button type="button" class="action-button" id="moveDownBtn" title="Move south by 1 tile (cost: 1 AP)">⬇ S</button>
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@@ -639,13 +639,14 @@
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if (aura.defense) auraParts.push(`+${aura.defense} def`);
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if (aura.max_health) auraParts.push(`+${aura.max_health} max HP`);
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if (aura.free_move_chance) auraParts.push(`${Math.round(aura.free_move_chance * 100)}% free moves`);
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if (w.movement_bonus) auraParts.push(`+${w.movement_bonus} move range`);
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const auraLine = auraParts.length > 0
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? `<div style="color:#7fd6ff; margin-top:2px; pointer-events:none;">Aura (${w.aura_radius || 0}): ${auraParts.join(', ')}</div>`
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: '';
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return `<div data-slot="${i}" style="padding:3px 6px;margin:2px 0;border-radius:4px;${border};${bg};cursor:pointer;"
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title="Click to equip" class="weapon-slot">
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${icon}<b>${w.name}</b>
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<span style="color:#aaa"> +${w.attack_bonus}atk +${w.range_bonus}rng</span>
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<span style="color:#aaa"> +${w.attack_bonus}atk +${w.range_bonus}rng${w.movement_bonus ? ` +${w.movement_bonus}mov` : ''}</span>
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${auraLine}
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</div>`;
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}).join('');
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@@ -1521,21 +1522,49 @@
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const key = event.key.toLowerCase();
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const rotationStep = 0.12;
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const panStep = 1.0;
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const hotkeys = ["arrowleft", "arrowright", "arrowup", "arrowdown", "z", "q", "s", "d", "a", "e", "r", "1", "2", "3", "4"];
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if (["arrowleft", "arrowright", "arrowup", "arrowdown", "z", "q", "s", "d"].includes(key)) {
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if (hotkeys.includes(key)) {
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event.preventDefault();
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cameraAutoFollow = false;
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}
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if (key === 'arrowleft') rotateCameraBy(rotationStep, 0, 0);
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else if (key === 'arrowright') rotateCameraBy(-rotationStep, 0, 0);
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else if (key === 'arrowup') rotateCameraBy(0, -rotationStep * 0.45, 0);
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else if (key === 'arrowdown') rotateCameraBy(0, rotationStep * 0.45, 0);
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else if (key === 'z') panCameraBy(0, panStep);
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else if (key === 's') panCameraBy(0, -panStep);
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else if (key === 'q') panCameraBy(-panStep, 0);
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else if (key === 'd') panCameraBy(panStep, 0);
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// Camera controls stay on arrows only.
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if (key === 'arrowleft') {
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cameraAutoFollow = false;
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rotateCameraBy(rotationStep, 0, 0);
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} else if (key === 'arrowright') {
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cameraAutoFollow = false;
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rotateCameraBy(-rotationStep, 0, 0);
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} else if (key === 'arrowup') {
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cameraAutoFollow = false;
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rotateCameraBy(0, -rotationStep * 0.45, 0);
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} else if (key === 'arrowdown') {
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cameraAutoFollow = false;
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rotateCameraBy(0, rotationStep * 0.45, 0);
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// Movement + actions on nearby keys.
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} else if (key === 'z') {
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document.getElementById('moveUpBtn').click();
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} else if (key === 's') {
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document.getElementById('moveDownBtn').click();
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} else if (key === 'q') {
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document.getElementById('moveLeftBtn').click();
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} else if (key === 'd') {
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document.getElementById('moveRightBtn').click();
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} else if (key === 'a') {
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document.getElementById('attackBtn').click();
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} else if (key === 'e') {
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document.getElementById('gatherBtn').click();
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} else if (key === 'r') {
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document.getElementById('lootBtn').click();
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} else if (key === '1') {
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document.getElementById('buildHouseBtn').click();
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} else if (key === '2') {
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document.getElementById('buildFarmBtn').click();
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} else if (key === '3') {
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document.getElementById('buildTowerBtn').click();
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} else if (key === '4') {
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document.getElementById('buildBlockBtn').click();
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}
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});
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}
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