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@civ-clone/core-world v0.1.13

The core building-blocks for the concepts of a `World` and `Tile` based environment, as well as a bucket for `Tile`s (`Tileset`) with some helper functions that are useful on such a collection.

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MIT

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MIT8
PackageRelationDependenciesPublished
@civ-clone/core-civilization • 0.1.3This is a template repo.INDIRECT3
@civ-clone/core-data-object • 0.1.12A data exchange object for converting a subset of a class instances to plain JSON.DIRECT1
@civ-clone/core-player • 0.1.7The core elements of what a `Player` is, including the `CurrentPlayerRegistry` and `PlayerAction`s.DIRECT8
@civ-clone/core-registry • 0.1.1This component is used to create other registries that contain object data. This is a stub that contains all the shared methods that other classes will extend replacing the constructor with a call to the parent passing in the supported types that can be sDIRECT0
@civ-clone/core-rule • 0.1.3This component contains the framework for `Rule`s. These are comprised of `Criterion`s and `Effect`s with optional `Priority`s.DIRECT1
@civ-clone/core-terrain • 0.1.2This is how a `Tile`'s `Terrain` is defined. Utilising this, along with `TileImprovement`s and `Feature`s can bring parity to most of the Civ games.DIRECT3
@civ-clone/core-world-generator • 0.1.3The base `Generator` class (and `GeneratorRegistry`) which provide a schema to allow world generation in any way so long as it meets the requirements set out in the interface.DIRECT8
@civ-clone/core-yield • 0.1.4A `Yield` is a key element in Civilization and can refer to anything from the `Attack` value of a `Unit` to, the `Food` returned for a `Tile` or the `Unhappiness` produced by a `City`.DIRECT2
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