implement unified tile system (Issue #14)

- Tree seedlings: plant tree_seed on grass via farming tool; two-stage
  growth (sprout → sapling → young tree, ~1 min/stage); matures into
  a harvestable FOREST resource tile
- Tile recovery: Nisse chops start a 5-min DARK_GRASS→GRASS timer;
  terrain canvas updated live via WorldSystem.refreshTerrainTile()
- New TreeSeedlingSystem manages sprites, growth ticking, maturation
- BootScene generates seedling_0/1/2 textures procedurally
- FarmingSystem adds tree_seed to tool cycle (F key)
- Stockpile panel shows tree_seed (default: 5); panel height adjusted
- StateManager v5: treeSeedlings + tileRecovery in WorldState
- WorldSystem uses CanvasTexture for live single-pixel updates

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-21 16:15:21 +00:00
parent bbbb3e1f58
commit 18c8ccb644
12 changed files with 375 additions and 28 deletions

View File

@@ -5,15 +5,16 @@ import type { CropKind, CropState, ItemId } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'water'
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'tree_seed' | 'water'
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'water']
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'tree_seed', 'water']
const TOOL_LABELS: Record<FarmingTool, string> = {
none: '— None',
hoe: '⛏ Hoe (till grass)',
wheat_seed: '🌾 Wheat Seeds',
carrot_seed: '🥕 Carrot Seeds',
tree_seed: '🌲 Tree Seeds (plant on grass)',
water: '💧 Watering Can',
}
@@ -30,6 +31,14 @@ export class FarmingSystem {
onToolChange?: (tool: FarmingTool, label: string) => void
/** Emitted for toast notifications */
onMessage?: (msg: string) => void
/**
* Called when the player uses the tree_seed tool on a tile.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param underlyingTile - The tile type at that position
* @returns true if planting succeeded, false if validation failed
*/
onPlantTreeSeed?: (tileX: number, tileY: number, underlyingTile: TileType) => boolean
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
this.scene = scene
@@ -87,9 +96,27 @@ export class FarmingSystem {
const state = stateManager.getState()
const tile = state.world.tiles[tileY * 512 + tileX] as TileType
if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
else if (this.currentTool === 'tree_seed') this.plantTreeSeed(tileX, tileY, tile)
else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
}
/**
* Delegates tree-seedling planting to the registered callback (TreeSeedlingSystem).
* Only works on GRASS or DARK_GRASS tiles. Shows a toast on success or failure.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param tile - Current tile type at that position
*/
private plantTreeSeed(tileX: number, tileY: number, tile: TileType): void {
if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
this.onMessage?.('Plant tree seeds on grass!')
return
}
const ok = this.onPlantTreeSeed?.(tileX, tileY, tile)
if (ok === false) this.onMessage?.('No tree seeds, or tile is occupied!')
else if (ok) this.onMessage?.('Tree seed planted! 🌱 (~2 min to grow)')
}
private tillSoil(tileX: number, tileY: number, tile: TileType): void {

View File

@@ -76,6 +76,16 @@ export class ResourceSystem {
this.removeSprite(id)
}
/**
* Spawns a sprite for a resource that was created at runtime
* (e.g. a tree grown from a seedling). The resource must already be
* present in the game state when this is called.
* @param node - The resource node to render
*/
public spawnResourcePublic(node: ResourceNodeState): void {
this.spawnSprite(node)
}
/** Called when WorldSystem changes a tile (e.g. after tree removed) */
syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
const state = stateManager.getState()

View File

@@ -0,0 +1,131 @@
import Phaser from 'phaser'
import { TILE_SIZE, TREE_SEEDLING_STAGE_MS } from '../config'
import { TileType, PLANTABLE_TILES } from '../types'
import type { TreeSeedlingState } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
import type { WorldSystem } from './WorldSystem'
export class TreeSeedlingSystem {
private scene: Phaser.Scene
private adapter: LocalAdapter
private worldSystem: WorldSystem
private sprites = new Map<string, Phaser.GameObjects.Image>()
/**
* @param scene - The Phaser scene this system belongs to
* @param adapter - Network adapter for dispatching state actions
* @param worldSystem - Used to refresh the terrain canvas when a seedling matures
*/
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
this.scene = scene
this.adapter = adapter
this.worldSystem = worldSystem
}
/** Spawns sprites for all seedlings that exist in the saved state. */
create(): void {
const state = stateManager.getState()
for (const s of Object.values(state.world.treeSeedlings)) {
this.spawnSprite(s)
}
}
/**
* Ticks all seedling growth timers and handles stage changes.
* Stage 0→1: updates the sprite to the sapling texture.
* Stage 1→2: removes the seedling, spawns a tree resource, and updates the terrain canvas.
* @param delta - Frame delta in milliseconds
*/
update(delta: number): void {
const advanced = stateManager.tickSeedlings(delta)
for (const id of advanced) {
const state = stateManager.getState()
const seedling = state.world.treeSeedlings[id]
if (!seedling) continue
if (seedling.stage === 2) {
// Fully mature: become a FOREST tile and a real tree resource
const { tileX, tileY } = seedling
this.removeSprite(id)
this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
this.adapter.send({
type: 'SPAWN_RESOURCE',
resource: { id: resourceId, tileX, tileY, kind: 'tree', hp: 3 },
})
} else {
// Stage 0→1: update sprite to sapling
const sprite = this.sprites.get(id)
if (sprite) sprite.setTexture(`seedling_${seedling.stage}`)
}
}
}
/**
* Attempts to plant a tree seedling on a grass tile.
* Validates that the stockpile has at least one tree_seed, the tile type is
* plantable (GRASS or DARK_GRASS), and no other object occupies the tile.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param underlyingTile - The current tile type (stored on the seedling for later restoration)
* @returns true if the seedling was planted, false if validation failed
*/
plantSeedling(tileX: number, tileY: number, underlyingTile: TileType): boolean {
const state = stateManager.getState()
if ((state.world.stockpile.tree_seed ?? 0) <= 0) return false
if (!PLANTABLE_TILES.has(underlyingTile)) return false
const occupied =
Object.values(state.world.resources).some(r => r.tileX === tileX && r.tileY === tileY) ||
Object.values(state.world.buildings).some(b => b.tileX === tileX && b.tileY === tileY) ||
Object.values(state.world.crops).some(c => c.tileX === tileX && c.tileY === tileY) ||
Object.values(state.world.treeSeedlings).some(s => s.tileX === tileX && s.tileY === tileY)
if (occupied) return false
const id = `seedling_${tileX}_${tileY}_${Date.now()}`
const seedling: TreeSeedlingState = {
id, tileX, tileY,
stage: 0,
stageTimerMs: TREE_SEEDLING_STAGE_MS,
underlyingTile,
}
this.adapter.send({ type: 'PLANT_TREE_SEED', seedling })
this.spawnSprite(seedling)
return true
}
/**
* Creates and registers the sprite for a seedling.
* @param s - Seedling state to render
*/
private spawnSprite(s: TreeSeedlingState): void {
const x = (s.tileX + 0.5) * TILE_SIZE
const y = (s.tileY + 0.5) * TILE_SIZE
const key = `seedling_${Math.min(s.stage, 2)}`
const sprite = this.scene.add.image(x, y, key)
.setOrigin(0.5, 0.85)
.setDepth(5)
this.sprites.set(s.id, sprite)
}
/**
* Destroys the sprite for a seedling and removes it from the registry.
* @param id - Seedling ID
*/
private removeSprite(id: string): void {
const s = this.sprites.get(id)
if (s) { s.destroy(); this.sprites.delete(id) }
}
/** Destroys all seedling sprites and clears the registry. */
destroy(): void {
for (const id of [...this.sprites.keys()]) this.removeSprite(id)
}
}

View File

@@ -276,6 +276,8 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// Clear the FOREST tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
}

View File

@@ -21,6 +21,7 @@ export class WorldSystem {
private tileset!: Phaser.Tilemaps.Tileset
private bgImage!: Phaser.GameObjects.Image
private builtLayer!: Phaser.Tilemaps.TilemapLayer
private bgCanvasTexture!: Phaser.Textures.CanvasTexture
/** @param scene - The Phaser scene this system belongs to */
constructor(scene: Phaser.Scene) {
@@ -35,10 +36,8 @@ export class WorldSystem {
const state = stateManager.getState()
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
const canvas = document.createElement('canvas')
canvas.width = WORLD_TILES
canvas.height = WORLD_TILES
const ctx = canvas.getContext('2d')!
const canvasTexture = this.scene.textures.createCanvas('terrain_bg', WORLD_TILES, WORLD_TILES) as Phaser.Textures.CanvasTexture
const ctx = canvasTexture.context
for (let y = 0; y < WORLD_TILES; y++) {
for (let x = 0; x < WORLD_TILES; x++) {
@@ -48,12 +47,14 @@ export class WorldSystem {
}
}
this.scene.textures.addCanvas('terrain_bg', canvas)
canvasTexture.refresh()
this.bgCanvasTexture = canvasTexture
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
.setOrigin(0, 0)
.setScale(TILE_SIZE)
.setDepth(0)
this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
canvasTexture.setFilter(Phaser.Textures.FilterMode.LINEAR)
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
this.map = this.scene.make.tilemap({
@@ -157,6 +158,21 @@ export class WorldSystem {
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
}
/**
* Updates a single tile's pixel on the background canvas and refreshes the GPU texture.
* Used when a natural tile changes at runtime (e.g. DARK_GRASS → GRASS after recovery,
* or GRASS → FOREST when a seedling matures).
* @param tileX - Tile column
* @param tileY - Tile row
* @param type - New tile type to reflect visually
*/
refreshTerrainTile(tileX: number, tileY: number, type: TileType): void {
const color = BIOME_COLORS[type] ?? '#0a2210'
this.bgCanvasTexture.context.fillStyle = color
this.bgCanvasTexture.context.fillRect(tileX, tileY, 1, 1)
this.bgCanvasTexture.refresh()
}
/** Destroys the tilemap and background image. */
destroy(): void {
this.map.destroy()