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

@@ -20,7 +20,10 @@ export const IMPASSABLE = new Set<number>([
TileType.WALL,
])
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot'
/** Tiles on which tree seedlings may be planted. */
export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_GRASS])
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot' | 'tree_seed'
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone'
@@ -90,6 +93,18 @@ export interface PlayerState {
inventory: Partial<Record<ItemId, number>>
}
export interface TreeSeedlingState {
id: string
tileX: number
tileY: number
/** Growth stage: 0 = sprout, 1 = sapling, 2 = mature (converts to resource). */
stage: number
/** Time remaining until next stage advance, in milliseconds. */
stageTimerMs: number
/** The tile type that was under the seedling when planted (GRASS or DARK_GRASS). */
underlyingTile: TileType
}
export interface WorldState {
seed: number
tiles: number[]
@@ -98,6 +113,13 @@ export interface WorldState {
crops: Record<string, CropState>
villagers: Record<string, VillagerState>
stockpile: Partial<Record<ItemId, number>>
/** Planted tree seedlings, keyed by ID. */
treeSeedlings: Record<string, TreeSeedlingState>
/**
* Recovery timers for DARK_GRASS tiles, keyed by "tileX,tileY".
* Value is remaining milliseconds until the tile reverts to GRASS.
*/
tileRecovery: Record<string, number>
}
export interface GameStateData {
@@ -123,3 +145,7 @@ export type GameAction =
| { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string }
| { type: 'VILLAGER_DEPOSIT'; villagerId: string }
| { type: 'UPDATE_PRIORITIES'; villagerId: string; priorities: JobPriorities }
| { type: 'PLANT_TREE_SEED'; seedling: TreeSeedlingState }
| { type: 'REMOVE_TREE_SEEDLING'; seedlingId: string }
| { type: 'SPAWN_RESOURCE'; resource: ResourceNodeState }
| { type: 'TILE_RECOVERY_START'; tileX: number; tileY: number }