✨ 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:
@@ -5,15 +5,16 @@ import type { CropKind, CropState, ItemId } from '../types'
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import { stateManager } from '../StateManager'
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import type { LocalAdapter } from '../NetworkAdapter'
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export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'water'
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export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'tree_seed' | 'water'
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const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'water']
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const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'tree_seed', 'water']
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const TOOL_LABELS: Record<FarmingTool, string> = {
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none: '— None',
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hoe: '⛏ Hoe (till grass)',
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wheat_seed: '🌾 Wheat Seeds',
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carrot_seed: '🥕 Carrot Seeds',
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tree_seed: '🌲 Tree Seeds (plant on grass)',
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water: '💧 Watering Can',
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}
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@@ -30,6 +31,14 @@ export class FarmingSystem {
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onToolChange?: (tool: FarmingTool, label: string) => void
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/** Emitted for toast notifications */
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onMessage?: (msg: string) => void
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/**
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* Called when the player uses the tree_seed tool on a tile.
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* @param tileX - Target tile column
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* @param tileY - Target tile row
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* @param underlyingTile - The tile type at that position
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* @returns true if planting succeeded, false if validation failed
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*/
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onPlantTreeSeed?: (tileX: number, tileY: number, underlyingTile: TileType) => boolean
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constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
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this.scene = scene
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@@ -87,9 +96,27 @@ export class FarmingSystem {
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const state = stateManager.getState()
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const tile = state.world.tiles[tileY * 512 + tileX] as TileType
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if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
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else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
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else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
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if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
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else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
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else if (this.currentTool === 'tree_seed') this.plantTreeSeed(tileX, tileY, tile)
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else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
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}
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/**
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* Delegates tree-seedling planting to the registered callback (TreeSeedlingSystem).
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* Only works on GRASS or DARK_GRASS tiles. Shows a toast on success or failure.
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* @param tileX - Target tile column
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* @param tileY - Target tile row
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* @param tile - Current tile type at that position
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*/
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private plantTreeSeed(tileX: number, tileY: number, tile: TileType): void {
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if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
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this.onMessage?.('Plant tree seeds on grass!')
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return
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}
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const ok = this.onPlantTreeSeed?.(tileX, tileY, tile)
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if (ok === false) this.onMessage?.('No tree seeds, or tile is occupied!')
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else if (ok) this.onMessage?.('Tree seed planted! 🌱 (~2 min to grow)')
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}
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private tillSoil(tileX: number, tileY: number, tile: TileType): void {
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@@ -76,6 +76,16 @@ export class ResourceSystem {
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this.removeSprite(id)
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}
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/**
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* Spawns a sprite for a resource that was created at runtime
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* (e.g. a tree grown from a seedling). The resource must already be
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* present in the game state when this is called.
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* @param node - The resource node to render
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*/
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public spawnResourcePublic(node: ResourceNodeState): void {
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this.spawnSprite(node)
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}
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/** Called when WorldSystem changes a tile (e.g. after tree removed) */
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syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
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const state = stateManager.getState()
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131
src/systems/TreeSeedlingSystem.ts
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131
src/systems/TreeSeedlingSystem.ts
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@@ -0,0 +1,131 @@
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import Phaser from 'phaser'
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import { TILE_SIZE, TREE_SEEDLING_STAGE_MS } from '../config'
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import { TileType, PLANTABLE_TILES } from '../types'
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import type { TreeSeedlingState } from '../types'
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import { stateManager } from '../StateManager'
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import type { LocalAdapter } from '../NetworkAdapter'
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import type { WorldSystem } from './WorldSystem'
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export class TreeSeedlingSystem {
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private scene: Phaser.Scene
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private adapter: LocalAdapter
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private worldSystem: WorldSystem
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private sprites = new Map<string, Phaser.GameObjects.Image>()
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/**
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* @param scene - The Phaser scene this system belongs to
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* @param adapter - Network adapter for dispatching state actions
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* @param worldSystem - Used to refresh the terrain canvas when a seedling matures
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*/
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constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
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this.scene = scene
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this.adapter = adapter
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this.worldSystem = worldSystem
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}
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/** Spawns sprites for all seedlings that exist in the saved state. */
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create(): void {
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const state = stateManager.getState()
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for (const s of Object.values(state.world.treeSeedlings)) {
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this.spawnSprite(s)
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}
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}
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/**
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* Ticks all seedling growth timers and handles stage changes.
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* Stage 0→1: updates the sprite to the sapling texture.
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* Stage 1→2: removes the seedling, spawns a tree resource, and updates the terrain canvas.
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* @param delta - Frame delta in milliseconds
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*/
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update(delta: number): void {
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const advanced = stateManager.tickSeedlings(delta)
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for (const id of advanced) {
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const state = stateManager.getState()
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const seedling = state.world.treeSeedlings[id]
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if (!seedling) continue
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if (seedling.stage === 2) {
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// Fully mature: become a FOREST tile and a real tree resource
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const { tileX, tileY } = seedling
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this.removeSprite(id)
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this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
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this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
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this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
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const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
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this.adapter.send({
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type: 'SPAWN_RESOURCE',
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resource: { id: resourceId, tileX, tileY, kind: 'tree', hp: 3 },
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})
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} else {
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// Stage 0→1: update sprite to sapling
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const sprite = this.sprites.get(id)
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if (sprite) sprite.setTexture(`seedling_${seedling.stage}`)
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}
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}
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}
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/**
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* Attempts to plant a tree seedling on a grass tile.
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* Validates that the stockpile has at least one tree_seed, the tile type is
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* plantable (GRASS or DARK_GRASS), and no other object occupies the tile.
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* @param tileX - Target tile column
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* @param tileY - Target tile row
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* @param underlyingTile - The current tile type (stored on the seedling for later restoration)
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* @returns true if the seedling was planted, false if validation failed
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*/
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plantSeedling(tileX: number, tileY: number, underlyingTile: TileType): boolean {
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const state = stateManager.getState()
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if ((state.world.stockpile.tree_seed ?? 0) <= 0) return false
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if (!PLANTABLE_TILES.has(underlyingTile)) return false
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const occupied =
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Object.values(state.world.resources).some(r => r.tileX === tileX && r.tileY === tileY) ||
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Object.values(state.world.buildings).some(b => b.tileX === tileX && b.tileY === tileY) ||
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Object.values(state.world.crops).some(c => c.tileX === tileX && c.tileY === tileY) ||
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Object.values(state.world.treeSeedlings).some(s => s.tileX === tileX && s.tileY === tileY)
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if (occupied) return false
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const id = `seedling_${tileX}_${tileY}_${Date.now()}`
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const seedling: TreeSeedlingState = {
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id, tileX, tileY,
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stage: 0,
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stageTimerMs: TREE_SEEDLING_STAGE_MS,
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underlyingTile,
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}
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this.adapter.send({ type: 'PLANT_TREE_SEED', seedling })
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this.spawnSprite(seedling)
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return true
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}
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/**
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* Creates and registers the sprite for a seedling.
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* @param s - Seedling state to render
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*/
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private spawnSprite(s: TreeSeedlingState): void {
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const x = (s.tileX + 0.5) * TILE_SIZE
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const y = (s.tileY + 0.5) * TILE_SIZE
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const key = `seedling_${Math.min(s.stage, 2)}`
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const sprite = this.scene.add.image(x, y, key)
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.setOrigin(0.5, 0.85)
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.setDepth(5)
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this.sprites.set(s.id, sprite)
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}
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/**
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* Destroys the sprite for a seedling and removes it from the registry.
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* @param id - Seedling ID
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*/
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private removeSprite(id: string): void {
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const s = this.sprites.get(id)
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if (s) { s.destroy(); this.sprites.delete(id) }
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}
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/** Destroys all seedling sprites and clears the registry. */
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destroy(): void {
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for (const id of [...this.sprites.keys()]) this.removeSprite(id)
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}
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}
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@@ -276,6 +276,8 @@ export class VillagerSystem {
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this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
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// Clear the FOREST tile so the area becomes passable for future pathfinding
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this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
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// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
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this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
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this.resourceSystem.removeResource(job.targetId)
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this.addLog(v.id, '✓ Chopped tree (+2 wood)')
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}
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@@ -21,6 +21,7 @@ export class WorldSystem {
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private tileset!: Phaser.Tilemaps.Tileset
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private bgImage!: Phaser.GameObjects.Image
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private builtLayer!: Phaser.Tilemaps.TilemapLayer
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private bgCanvasTexture!: Phaser.Textures.CanvasTexture
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/** @param scene - The Phaser scene this system belongs to */
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constructor(scene: Phaser.Scene) {
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@@ -35,10 +36,8 @@ export class WorldSystem {
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const state = stateManager.getState()
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// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
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const canvas = document.createElement('canvas')
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canvas.width = WORLD_TILES
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canvas.height = WORLD_TILES
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const ctx = canvas.getContext('2d')!
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const canvasTexture = this.scene.textures.createCanvas('terrain_bg', WORLD_TILES, WORLD_TILES) as Phaser.Textures.CanvasTexture
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const ctx = canvasTexture.context
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for (let y = 0; y < WORLD_TILES; y++) {
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for (let x = 0; x < WORLD_TILES; x++) {
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@@ -48,12 +47,14 @@ export class WorldSystem {
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}
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}
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this.scene.textures.addCanvas('terrain_bg', canvas)
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canvasTexture.refresh()
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this.bgCanvasTexture = canvasTexture
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this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
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.setOrigin(0, 0)
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.setScale(TILE_SIZE)
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.setDepth(0)
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this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
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canvasTexture.setFilter(Phaser.Textures.FilterMode.LINEAR)
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// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
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this.map = this.scene.make.tilemap({
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@@ -157,6 +158,21 @@ export class WorldSystem {
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return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
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}
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/**
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* Updates a single tile's pixel on the background canvas and refreshes the GPU texture.
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* Used when a natural tile changes at runtime (e.g. DARK_GRASS → GRASS after recovery,
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* or GRASS → FOREST when a seedling matures).
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* @param tileX - Tile column
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* @param tileY - Tile row
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* @param type - New tile type to reflect visually
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*/
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refreshTerrainTile(tileX: number, tileY: number, type: TileType): void {
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const color = BIOME_COLORS[type] ?? '#0a2210'
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this.bgCanvasTexture.context.fillStyle = color
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this.bgCanvasTexture.context.fillRect(tileX, tileY, 1, 1)
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this.bgCanvasTexture.refresh()
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}
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/** Destroys the tilemap and background image. */
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destroy(): void {
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this.map.destroy()
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