add mine building for automated stone production

- New 3×2 building placeable only on ROCK tiles without resources (50 stone + 200 wood)
- Mine entrance at bottom-centre tile (tileX+1, tileY+1) — only passable tile
- Other 5 footprint tiles blocked via resourceTiles index (impassable ROCK)
- Nisse with mine priority > 0 walk to entrance, hide inside for MINE_WORK_MS (15 s),
  then reappear carrying MINE_STONE_YIELD (2) stone and haul to stockpile
- Up to MINE_CAPACITY (3) Nisse work simultaneously; overflow Nisse wait for a slot
- ⛏ X/3 world-space status label above building updated each frame
- Surface rock harvesting unchanged; mine buildings take precedence in pickJob
- Ghost resizes to 3×2 when mine is selected; placement validated across full footprint
- Mine added to build menu with cost and placement hint

Closes #42

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-24 19:07:04 +00:00
parent a6c2aa5309
commit 202ff435f7
6 changed files with 286 additions and 37 deletions

View File

@@ -1,7 +1,7 @@
import Phaser from 'phaser'
import { TILE_SIZE, BUILDING_COSTS } from '../config'
import { TileType, IMPASSABLE } from '../types'
import type { BuildingType } from '../types'
import type { BuildingType, BuildingState } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
@@ -58,9 +58,38 @@ export class BuildingSystem {
})
}
/**
* Returns the tile footprint dimensions for the given building type.
* @param kind - The building type to query
* @returns Width and height in tiles
*/
private getFootprint(kind: BuildingType): { w: number; h: number } {
if (kind === 'mine') return { w: 3, h: 2 }
return { w: 1, h: 1 }
}
/**
* Returns all tile positions occupied by the given building,
* expanding multi-tile buildings (e.g. mine: 3×2) to their full footprint.
* @param b - The building state to expand
* @returns Array of tile positions in the building's footprint
*/
private getBuildingFootprintTiles(b: BuildingState): Array<{ tileX: number; tileY: number }> {
if (b.kind === 'mine') {
const result: Array<{ tileX: number; tileY: number }> = []
for (let dy = 0; dy < 2; dy++)
for (let dx = 0; dx < 3; dx++)
result.push({ tileX: b.tileX + dx, tileY: b.tileY + dy })
return result
}
return [{ tileX: b.tileX, tileY: b.tileY }]
}
/** Select a building type and activate build mode */
selectBuilding(kind: BuildingType): void {
this.selectedBuilding = kind
const { w, h } = this.getFootprint(kind)
this.ghost.setSize(w * TILE_SIZE, h * TILE_SIZE)
this.activate()
}
@@ -97,11 +126,12 @@ export class BuildingSystem {
const worldY = ptr.worldY
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)
const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
const snapY = tileY * TILE_SIZE + TILE_SIZE / 2
const { w, h } = this.getFootprint(this.selectedBuilding)
const snapX = tileX * TILE_SIZE + (w * TILE_SIZE) / 2
const snapY = tileY * TILE_SIZE + (h * TILE_SIZE) / 2
this.ghost.setPosition(snapX, snapY)
this.ghostLabel.setPosition(snapX, snapY - TILE_SIZE / 2 - 2)
this.ghostLabel.setPosition(snapX, snapY - (h * TILE_SIZE) / 2 - 2)
// Color ghost based on can-build
const canBuild = this.canBuildAt(tileX, tileY)
@@ -116,6 +146,11 @@ export class BuildingSystem {
private canBuildAt(tileX: number, tileY: number): boolean {
const state = stateManager.getState()
if (this.selectedBuilding === 'mine') {
return this.canPlaceMineAt(tileX, tileY)
}
const tile = state.world.tiles[tileY * 512 + tileX] as TileType // 512 = WORLD_TILES
// Can only build on passable ground tiles (not water, not existing buildings)
@@ -141,6 +176,40 @@ export class BuildingSystem {
return true
}
/**
* Checks whether a 3×2 mine can be placed with top-left at (tileX, tileY).
* All 6 tiles must be ROCK with no resources and no overlapping buildings.
* @param tileX - Top-left tile column
* @param tileY - Top-left tile row
*/
private canPlaceMineAt(tileX: number, tileY: number): boolean {
const state = stateManager.getState()
// Check costs
const costs = BUILDING_COSTS.mine
for (const [item, qty] of Object.entries(costs)) {
const have = state.world.stockpile[item as keyof typeof state.world.stockpile] ?? 0
if (have < qty) return false
}
const resources = Object.values(state.world.resources)
const buildings = Object.values(state.world.buildings)
for (let dy = 0; dy < 2; dy++) {
for (let dx = 0; dx < 3; dx++) {
const tx = tileX + dx, ty = tileY + dy
// Must be ROCK
if ((state.world.tiles[ty * 512 + tx] as TileType) !== TileType.ROCK) return false
// No resource on this tile
if (resources.some(r => r.tileX === tx && r.tileY === ty)) return false
// No existing building footprint overlapping this tile
if (buildings.some(b => this.getBuildingFootprintTiles(b).some(t => t.tileX === tx && t.tileY === ty))) return false
}
}
return true
}
private tryPlace(ptr: Phaser.Input.Pointer): void {
const worldX = ptr.worldX
const worldY = ptr.worldY
@@ -162,15 +231,13 @@ export class BuildingSystem {
}
this.adapter.send({ type: 'PLACE_BUILDING', building, costs })
// Only change the tile type for buildings that have a floor/wall tile mapping
const tileMapped = BUILDING_TILE[this.selectedBuilding]
if (tileMapped !== undefined) {
this.adapter.send({
type: 'CHANGE_TILE',
tileX,
tileY,
tile: tileMapped,
})
// Mine keeps its ROCK tile type; footprint blocking is handled in renderPersistentObjects.
// Other buildings change tile type where applicable.
if (this.selectedBuilding !== 'mine') {
const tileMapped = BUILDING_TILE[this.selectedBuilding]
if (tileMapped !== undefined) {
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: tileMapped })
}
}
this.onPlaced?.(`Placed ${this.selectedBuilding}!`)
}

View File

@@ -1,5 +1,5 @@
import Phaser from 'phaser'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES } from '../config'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES, MINE_CAPACITY, MINE_WORK_MS, MINE_STONE_YIELD } from '../config'
import { TileType, PLANTABLE_TILES } from '../types'
import type { VillagerState, VillagerJob, JobType, AIState, ItemId } from '../types'
import { stateManager } from '../StateManager'
@@ -37,7 +37,8 @@ export class VillagerSystem {
private farmingSystem!: FarmingSystem
private runtime = new Map<string, VillagerRuntime>()
private claimed = new Set<string>() // target IDs currently claimed by a villager
private claimed = new Set<string>() // target IDs currently claimed (resources, crops, etc.)
private mineClaimsMap = new Map<string, number>() // mine building ID → number of claimed slots
private spawnTimer = 0
private nameIndex = 0
@@ -72,6 +73,48 @@ export class VillagerSystem {
this.farmingSystem = farmingSystem
}
// ─── Claim helpers ────────────────────────────────────────────────────────
/**
* Claims a job target. Mine buildings use a capacity counter (up to MINE_CAPACITY);
* all other targets use the exclusive claimed Set.
* @param targetId - The resource, crop, or building ID being claimed
*/
private claimTarget(targetId: string): void {
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
this.mineClaimsMap.set(targetId, (this.mineClaimsMap.get(targetId) ?? 0) + 1)
} else {
this.claimed.add(targetId)
}
}
/**
* Releases a job target claim.
* @param targetId - The previously claimed target ID
*/
private releaseTarget(targetId: string): void {
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
const n = this.mineClaimsMap.get(targetId) ?? 0
if (n <= 1) this.mineClaimsMap.delete(targetId)
else this.mineClaimsMap.set(targetId, n - 1)
} else {
this.claimed.delete(targetId)
}
}
/**
* Returns true if the given target is fully claimed.
* Mine buildings are claimed when their worker count reaches MINE_CAPACITY.
* All other targets are claimed exclusively.
* @param targetId - The target ID to check
*/
private isTargetClaimed(targetId: string): boolean {
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
return (this.mineClaimsMap.get(targetId) ?? 0) >= MINE_CAPACITY
}
return this.claimed.has(targetId)
}
/**
* Spawns sprites for all Nisse that exist in the saved state
* and re-claims any active job targets.
@@ -81,7 +124,7 @@ export class VillagerSystem {
for (const v of Object.values(state.world.villagers)) {
this.spawnSprite(v)
// Re-claim any active job targets
if (v.job) this.claimed.add(v.job.targetId)
if (v.job) this.claimTarget(v.job.targetId)
}
}
@@ -173,7 +216,7 @@ export class VillagerSystem {
// Find a job
const job = this.pickJob(v)
if (job) {
this.claimed.add(job.targetId)
this.claimTarget(job.targetId)
this.adapter.send({
type: 'VILLAGER_SET_JOB', villagerId: v.id,
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
@@ -232,10 +275,20 @@ export class VillagerSystem {
*/
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
switch (rt.destination) {
case 'job':
rt.workTimer = VILLAGER_WORK_TIMES[v.job?.type ?? 'chop'] ?? 3000
case 'job': {
// Mine buildings take longer than surface-rock mining and hide the Nisse sprite.
const isMineBuilding = v.job?.type === 'mine' &&
stateManager.getState().world.buildings[v.job.targetId]?.kind === 'mine'
rt.workTimer = isMineBuilding ? MINE_WORK_MS : (VILLAGER_WORK_TIMES[v.job?.type ?? 'chop'] ?? 3000)
if (isMineBuilding) {
rt.sprite.setVisible(false)
rt.nameLabel.setVisible(false)
rt.energyBar.setVisible(false)
rt.jobIcon.setVisible(false)
}
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'working' })
break
}
case 'stockpile':
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
@@ -276,7 +329,7 @@ export class VillagerSystem {
const job = v.job
if (!job) { this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' }); return }
this.claimed.delete(job.targetId)
this.releaseTarget(job.targetId)
const state = stateManager.getState()
if (job.type === 'chop') {
@@ -293,14 +346,27 @@ export class VillagerSystem {
this.addLog(v.id, `✓ Chopped tree (+2 wood, +${seeds} tree seed)`)
}
} else if (job.type === 'mine') {
const res = state.world.resources[job.targetId]
if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// ROCK tile stays ROCK after mining — empty rocky ground remains passable
// and valid for mine building placement.
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
const building = state.world.buildings[job.targetId]
if (building?.kind === 'mine') {
// Mine building: yield stone directly into carrying, then show the Nisse again
const mutableJob = v.job as { carrying: Partial<Record<'stone', number>> }
mutableJob.carrying.stone = (mutableJob.carrying.stone ?? 0) + MINE_STONE_YIELD
rt.sprite.setVisible(true)
rt.nameLabel.setVisible(true)
rt.energyBar.setVisible(true)
rt.jobIcon.setVisible(true)
this.addLog(v.id, `✓ Mined (+${MINE_STONE_YIELD} stone) at mine`)
} else {
// Surface rock: ROCK tile stays ROCK after mining
const res = state.world.resources[job.targetId]
if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// ROCK tile stays ROCK after mining — empty rocky ground remains passable
// and valid for mine building placement.
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
}
}
} else if (job.type === 'farm') {
const crop = state.world.crops[job.targetId]
@@ -401,7 +467,7 @@ export class VillagerSystem {
const naturalChop: C[] = []
for (const res of resources) {
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
if (res.kind !== 'tree' || this.isTargetClaimed(res.id)) continue
// Skip trees with no reachable neighbour — A* cannot reach them.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
const c: C = { type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop }
@@ -416,8 +482,15 @@ export class VillagerSystem {
}
if (p.mine > 0) {
// Mine buildings: walk to entrance tile (tileX+1, tileY+1) and work inside
for (const b of buildings) {
if (b.kind !== 'mine' || this.isTargetClaimed(b.id)) continue
const eTileX = b.tileX + 1, eTileY = b.tileY + 1
candidates.push({ type: 'mine', targetId: b.id, tileX: eTileX, tileY: eTileY, dist: dist(eTileX, eTileY), pri: p.mine })
}
// Surface rocks (still valid without a mine building)
for (const res of resources) {
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
if (res.kind !== 'rock' || this.isTargetClaimed(res.id)) continue
// Same reachability guard for rock tiles.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
@@ -426,7 +499,7 @@ export class VillagerSystem {
if (p.farm > 0) {
for (const crop of crops) {
if (crop.stage < crop.maxStage || this.claimed.has(crop.id)) continue
if (crop.stage < crop.maxStage || this.isTargetClaimed(crop.id)) continue
candidates.push({ type: 'farm', targetId: crop.id, tileX: crop.tileX, tileY: crop.tileY, dist: dist(crop.tileX, crop.tileY), pri: p.farm })
}
}
@@ -437,7 +510,7 @@ export class VillagerSystem {
for (const key of zone.tiles) {
const [tx, ty] = key.split(',').map(Number)
const targetId = `forester_tile_${tx}_${ty}`
if (this.claimed.has(targetId)) continue
if (this.isTargetClaimed(targetId)) continue
// Skip if tile is not plantable
const tileType = state.world.tiles[ty * WORLD_TILES + tx] as TileType
if (!PLANTABLE_TILES.has(tileType)) continue
@@ -481,7 +554,7 @@ export class VillagerSystem {
if (!path) {
if (v.job) {
this.claimed.delete(v.job.targetId)
this.releaseTarget(v.job.targetId)
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
}
rt.idleScanTimer = 4000 // longer delay after failed pathfind to avoid tight retry loops