/// class House extends Infrastructure { public readonly resourceKey = ResourceKey.houses; constructor(config: GameConfig) { super( 'Houses', 'house', 'houses', `Provides room to house ${formatNumber( config.cfgCapacity.houses?.followers ?? 0 )} followers.`, true ); this.cost.money = config.cfgInitialCost.houses; this._costMultiplier.money = config.cfgCostMultiplier.houses; } public max = (state: GameState): number => (state.resource.compounds?.value ?? 0) * (state.config.cfgCapacity.compounds?.houses ?? 0); public inc = (state: GameState): number => { // compound managers return ( (state.resource.compoundManagers?.value ?? 0) * (state.config.cfgBuySpeed.compoundManagers?.houses ?? 0) ); }; public isUnlocked = (state: GameState): boolean => { if (this._isUnlocked) return true; const compounds = state.resource.compounds; if (compounds !== undefined && compounds.value > 0) { this._isUnlocked = true; } return this._isUnlocked; }; }