Försterkreislauf: Setzlinge beim Fällen, Försterhaus, Förster-Job

- Gefällter Baum → 1–2 tree_seed im Stockpile (zufällig)
- Neues Gebäude forester_hut (50 wood): Log-Hütten-Grafik, Klick öffnet Info-Panel
- Zonenmarkierung: Edit-Zone-Tool, Radius 5 Tiles, halbtransparente Overlay-Anzeige
- Neuer JobType 'forester': Nisse pflanzen Setzlinge auf markierten Zonen-Tiles
- Chop-Priorisierung: Zonen-Bäume werden vor natürlichen Bäumen gefällt
- Nisse-Panel & Info-Panel zeigen forester-Priorität-Button

Closes #25

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-23 13:07:36 +00:00
parent b024cf36fb
commit 969a82949e
9 changed files with 629 additions and 39 deletions

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@@ -7,6 +7,15 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased]
### Added
- **Försterkreislauf** (Issue #25):
- **Setzlinge beim Fällen**: Jeder gefällte Baum gibt 12 `tree_seed` in den Stockpile
- **Försterhaus** (`forester_hut`): Neues Gebäude im Build-Menü (Kosten: 50 wood); Log-Hütten-Grafik mit Baum-Symbol; Klick auf das Haus öffnet ein Info-Panel
- **Zonenmarkierung**: Im Info-Panel öffnet „Edit Zone" den Zonen-Editor; innerhalb eines Radius von 5 Tiles können Tiles per Klick zur Pflanzzone hinzugefügt oder entfernt werden; markierte Tiles werden als halbtransparente grüne Fläche im Spiel angezeigt; Zone wird im Save gespeichert
- **Förster-Job** (`forester`): Nisse mit `forester`-Priorität > 0 pflanzen automatisch `tree_seed` auf leeren Zonen-Tiles; erfordert `tree_seed` im Stockpile
- **Chop-Priorisierung**: Beim Fällen werden Bäume innerhalb von Förster-Zonen bevorzugt; natürliche Bäume werden erst gefällt wenn keine Zonen-Bäume mehr vorhanden sind
- Nisse-Info-Panel und Nisse-Panel (V) zeigen jetzt auch die `forester`-Priorität als Schaltfläche
### Fixed
- **Nisse idle loop** (Issue #22): Nisse no longer retry unreachable trees/rocks in an infinite 1.5 s loop — `pickJob` now skips resources with no adjacent passable tile via `hasAdjacentPassable()`; pathfind-fail cooldown raised to 4 s
- **Resource-based passability** (Issue #22): FOREST and ROCK terrain tiles are only impassable when a tree/rock resource occupies them — empty forest floor and rocky ground are now walkable; `WorldSystem` maintains an O(1) `resourceTiles` index kept in sync at runtime

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@@ -73,3 +73,82 @@ npm run preview # Preview production build locally
- **Systems** read/write state and are updated each game tick via Phaser's `update()`
- **Scenes** are thin orchestrators — logic belongs in systems, not scenes
- **NetworkAdapter** wraps any multiplayer/sync concerns; systems should not call network directly
---
## Gitea Workflow (repo: tekki/nissefolk)
**Tool:** `tea` CLI (installed at `~/.local/bin/tea`, login `zally` configured).
Never use raw `curl` with `${CLAUDE_GITEA_TOKEN}` for Gitea — use `tea` instead.
All `tea` commands run from `~/game` (git remote `gitea` points to the repo).
**Git commands:** Always use `git -C ~/game <cmd>` — never `cd ~/game && git <cmd>` (triggers security prompt).
```bash
# Create PR (always wait for user approval before merging)
# Use ~/scripts/create-pr.sh — pass \n literally for newlines, the script expands them via printf.
# Never use heredocs or $(cat file) — they trigger permission prompts.
~/scripts/create-pr.sh "PR title" "Fixes #N.\n\n## What changed\n- item one\n- item two" feature/xyz
# List open PRs / issues
tea pr list --login zally
tea issue list --login zally
# View a single issue (body + comments)
tea issue --login zally --repo tekki/nissefolk <ISSUE_NUMBER>
# Merge PR — ONLY after explicit user says "merge it"
tea pr merge --login zally --style merge <PR_NUMBER>
# Close issue
tea issue close --login zally --repo tekki/nissefolk <ISSUE_NUMBER>
# List labels
tea labels list --login zally --repo tekki/nissefolk
# Set/remove labels on an issue (use label names, not IDs)
tea issue edit --login zally --repo tekki/nissefolk --add-labels "status: done" <N>
tea issue edit --login zally --repo tekki/nissefolk --remove-labels "status: in discussion" <N>
# Both flags can be combined; --add-labels takes precedence over --remove-labels
tea issue edit <N> --add-labels "status: done" --remove-labels "status: in progress" --repo tekki/nissefolk
# Note: "tea labels" manages label definitions in the repo — not issue assignments
```
**Label IDs** (repo-specific, don't guess):
| ID | Name |
|----|------|
| 1 | feature |
| 2 | improvement |
| 3 | bug |
| 6 | status: backlog |
| 8 | status: ready |
| 9 | status: in progress |
| 10 | status: review |
| 11 | status: done |
**PR workflow rules:**
1. Commit → push branch → `tea pr create`**share URL, stop, wait for user approval**
2. Only merge when user explicitly says so
3. After merge: close issue + set label to `status: done`
**master branch is protected** — direct push is rejected. Always use PRs.
**Routine load issue**
1. Load Issues
if-> If the label is status: ready
-> work as it says
-> use a new branch for each issue
-> test your code
-> commit your code
-> change the issue label
-> do an pr to master
if-> If the label is status: discussion
-> think if you need more information
-> ask questions as comment in gitea
**Issue create**
If i say something like "create an issue about..." you need to attach the labels to it to. Use status: discussion and feature/bug

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@@ -19,6 +19,7 @@ function makeEmptyWorld(seed: number): WorldState {
stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0, tree_seed: 5 },
treeSeedlings: {},
tileRecovery: {},
foresterZones: {},
}
}
@@ -65,11 +66,20 @@ class StateManager {
w.buildings[action.building.id] = action.building
for (const [k, v] of Object.entries(action.costs))
w.stockpile[k as ItemId] = Math.max(0, (w.stockpile[k as ItemId] ?? 0) - (v ?? 0))
// Automatically create an empty forester zone when a forester hut is placed
if (action.building.kind === 'forester_hut') {
w.foresterZones[action.building.id] = { buildingId: action.building.id, tiles: [] }
}
break
}
case 'REMOVE_BUILDING':
delete w.buildings[action.buildingId]; break
// Remove associated forester zone when the hut is demolished
if (w.buildings[action.buildingId]?.kind === 'forester_hut') {
delete w.foresterZones[action.buildingId]
}
delete w.buildings[action.buildingId]
break
case 'ADD_ITEMS':
for (const [k, v] of Object.entries(action.items))
@@ -169,6 +179,12 @@ class StateManager {
case 'TILE_RECOVERY_START':
w.tileRecovery[`${action.tileX},${action.tileY}`] = TILE_RECOVERY_MS
break
case 'FORESTER_ZONE_UPDATE': {
const zone = w.foresterZones[action.buildingId]
if (zone) zone.tiles = [...action.tiles]
break
}
}
}
@@ -242,9 +258,18 @@ class StateManager {
if (!p.world.stockpile) p.world.stockpile = {}
if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
if (!p.world.tileRecovery) p.world.tileRecovery = {}
if (!p.world.foresterZones) p.world.foresterZones = {}
// Reset in-flight AI states to idle on load so runtime timers start fresh
for (const v of Object.values(p.world.villagers)) {
if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
// Migrate older saves that don't have the forester priority
if (typeof (v.priorities as any).forester === 'undefined') v.priorities.forester = 4
}
// Rebuild forester zones for huts that predate the foresterZones field
for (const b of Object.values(p.world.buildings)) {
if (b.kind === 'forester_hut' && !p.world.foresterZones[b.id]) {
p.world.foresterZones[b.id] = { buildingId: b.id, tiles: [] }
}
}
return p
} catch (_) { return null }

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@@ -19,8 +19,12 @@ export const BUILDING_COSTS: Record<BuildingType, Record<string, number>> = {
chest: { wood: 5, stone: 2 },
bed: { wood: 6 },
stockpile_zone:{ wood: 0 },
forester_hut: { wood: 50 },
}
/** Max Chebyshev radius (in tiles) that a forester hut's zone can extend. */
export const FORESTER_ZONE_RADIUS = 5
export interface CropConfig {
stages: number
stageTimeMs: number
@@ -36,9 +40,10 @@ export const CROP_CONFIGS: Record<CropKind, CropConfig> = {
export const VILLAGER_SPEED = 75 // px/s — slow and visible
export const VILLAGER_SPAWN_INTERVAL = 8_000 // ms between spawn checks
export const VILLAGER_WORK_TIMES: Record<string, number> = {
chop: 3000,
mine: 5000,
farm: 1200,
chop: 3000,
mine: 5000,
farm: 1200,
forester: 2000,
}
export const VILLAGER_NAMES = [
'Aldric','Brix','Cora','Dwyn','Edna','Finn','Greta',

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@@ -12,6 +12,7 @@ import { FarmingSystem } from '../systems/FarmingSystem'
import { VillagerSystem } from '../systems/VillagerSystem'
import { DebugSystem } from '../systems/DebugSystem'
import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
import { ForesterZoneSystem } from '../systems/ForesterZoneSystem'
export class GameScene extends Phaser.Scene {
private adapter!: LocalAdapter
@@ -23,6 +24,7 @@ export class GameScene extends Phaser.Scene {
villagerSystem!: VillagerSystem
debugSystem!: DebugSystem
private treeSeedlingSystem!: TreeSeedlingSystem
foresterZoneSystem!: ForesterZoneSystem
private autosaveTimer = 0
private menuOpen = false
@@ -43,6 +45,7 @@ export class GameScene extends Phaser.Scene {
this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
this.foresterZoneSystem = new ForesterZoneSystem(this, this.adapter)
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
this.worldSystem.create()
@@ -68,9 +71,16 @@ export class GameScene extends Phaser.Scene {
this.treeSeedlingSystem.create()
this.foresterZoneSystem.create()
this.foresterZoneSystem.refreshOverlay()
this.foresterZoneSystem.onEditEnded = () => this.events.emit('foresterZoneEditEnded')
this.foresterZoneSystem.onZoneChanged = (id, tiles) => this.events.emit('foresterZoneChanged', id, tiles)
this.villagerSystem.create()
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
this.villagerSystem.onPlantSeedling = (tileX, tileY, tile) =>
this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
this.debugSystem.create()
@@ -82,9 +92,26 @@ export class GameScene extends Phaser.Scene {
} else if (action.type === 'SPAWN_RESOURCE') {
this.resourceSystem.spawnResourcePublic(action.resource)
this.worldSystem.addResourceTile(action.resource.tileX, action.resource.tileY)
} else if (action.type === 'FORESTER_ZONE_UPDATE') {
this.foresterZoneSystem.refreshOverlay()
}
}
// Detect left-clicks on forester huts to open the zone panel
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (ptr.rightButtonDown() || this.menuOpen) return
if (this.buildingSystem.isActive()) return
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const state = stateManager.getState()
const hut = Object.values(state.world.buildings).find(
b => b.kind === 'forester_hut' && b.tileX === tileX && b.tileY === tileY
)
if (hut) {
this.events.emit('foresterHutClicked', hut.id)
}
})
this.scene.launch('UI')
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
@@ -93,9 +120,17 @@ export class GameScene extends Phaser.Scene {
this.events.on('uiRequestBuildMenu', () => {
if (!this.buildingSystem.isActive()) this.events.emit('openBuildMenu')
})
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number; forester: number }) => {
this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
})
this.events.on('foresterZoneEditStart', (buildingId: string) => {
this.foresterZoneSystem.startEditMode(buildingId)
this.menuOpen = false // keep game ticking while zone editor is open
})
this.events.on('foresterZoneEditStop', () => {
this.foresterZoneSystem.exitEditMode()
})
this.events.on('debugToggle', () => this.debugSystem.toggle())
this.autosaveTimer = AUTOSAVE_INTERVAL
@@ -153,6 +188,17 @@ export class GameScene extends Phaser.Scene {
this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8)
} else if (building.kind === 'stockpile_zone') {
this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
} else if (building.kind === 'forester_hut') {
// Draw a simple log-cabin silhouette for the forester hut
const g = this.add.graphics().setName(name).setDepth(8)
// Body
g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
// Roof
g.fillStyle(0x4a2800); g.fillTriangle(wx - 14, wy - 9, wx + 14, wy - 9, wx, wy - 22)
// Door
g.fillStyle(0x2a1500); g.fillRect(wx - 4, wy + 1, 8, 8)
// Tree symbol on the roof
g.fillStyle(0x228B22); g.fillTriangle(wx - 6, wy - 11, wx + 6, wy - 11, wx, wy - 20)
}
}
}
@@ -165,6 +211,7 @@ export class GameScene extends Phaser.Scene {
this.buildingSystem.destroy()
this.farmingSystem.destroy()
this.treeSeedlingSystem.destroy()
this.foresterZoneSystem.destroy()
this.villagerSystem.destroy()
}
}

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@@ -52,6 +52,15 @@ export class UIScene extends Phaser.Scene {
private settingsGroup!: Phaser.GameObjects.Group
private settingsVisible = false
// ── Forester Hut Panel ────────────────────────────────────────────────────
private foresterPanelGroup!: Phaser.GameObjects.Group
private foresterPanelVisible = false
private foresterPanelBuildingId: string | null = null
/** Tile-count text inside the forester panel, updated live when zone changes. */
private foresterTileCountText: Phaser.GameObjects.Text | null = null
/** True while the zone-edit tool is active (shown in ESC priority stack). */
private inForesterZoneEdit = false
constructor() { super({ key: 'UI' }) }
/**
@@ -88,11 +97,16 @@ export class UIScene extends Phaser.Scene {
gameScene.events.on('nisseClicked', (id: string) => this.openNisseInfoPanel(id))
this.input.mouse!.disableContextMenu()
this.contextMenuGroup = this.add.group()
this.escMenuGroup = this.add.group()
this.confirmGroup = this.add.group()
this.nisseInfoGroup = this.add.group()
this.settingsGroup = this.add.group()
this.contextMenuGroup = this.add.group()
this.escMenuGroup = this.add.group()
this.confirmGroup = this.add.group()
this.nisseInfoGroup = this.add.group()
this.settingsGroup = this.add.group()
this.foresterPanelGroup = this.add.group()
gameScene.events.on('foresterHutClicked', (id: string) => this.openForesterPanel(id))
gameScene.events.on('foresterZoneEditEnded', () => this.onForesterEditEnded())
gameScene.events.on('foresterZoneChanged', (id: string, tiles: string[]) => this.onForesterZoneChanged(id, tiles))
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (ptr.rightButtonDown()) {
@@ -204,9 +218,10 @@ export class UIScene extends Phaser.Scene {
{ kind: 'chest', label: 'Chest', cost: '5 wood + 2 stone' },
{ kind: 'bed', label: '🛏 Bed', cost: '6 wood (+1 villager)' },
{ kind: 'stockpile_zone', label: '📦 Stockpile', cost: 'free (workers deliver here)' },
{ kind: 'forester_hut', label: '🌲 Forester Hut', cost: '50 wood' },
]
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 140
const bg = this.add.rectangle(menuX, menuY, 300, 280, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 168
const bg = this.add.rectangle(menuX, menuY, 300, 326, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
this.buildMenuGroup.add(bg)
this.buildMenuGroup.add(this.add.text(menuX + 150, menuY + 14, 'BUILD MENU [B/ESC]', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setOrigin(0.5,0).setScrollFactor(0).setDepth(201))
@@ -267,7 +282,7 @@ export class UIScene extends Phaser.Scene {
const state = stateManager.getState()
const villagers = Object.values(state.world.villagers)
const panelW = 420
const panelW = 490
const rowH = 60
const panelH = Math.max(100, villagers.length * rowH + 50)
const px = this.scale.width / 2 - panelW / 2
@@ -309,12 +324,12 @@ export class UIScene extends Phaser.Scene {
eg.fillStyle(col); eg.fillRect(px + 12, ry + 30, 80 * v.energy / 100, 6)
this.villagerPanelGroup.add(eg)
// Job priority buttons: chop / mine / farm
// Job priority buttons: chop / mine / farm / forester
const jobs: Array<{ key: keyof JobPriorities; label: string }> = [
{ key: 'chop', label: '🪓' }, { key: 'mine', label: '⛏' }, { key: 'farm', label: '🌾' }
{ key: 'chop', label: '🪓' }, { key: 'mine', label: '⛏' }, { key: 'farm', label: '🌾' }, { key: 'forester', label: '🌲' }
]
jobs.forEach((job, ji) => {
const bx = px + 110 + ji * 100
const bx = px + 110 + ji * 76
const pri = v.priorities[job.key]
const label = pri === 0 ? `${job.label} OFF` : `${job.label} P${pri}`
const btn = this.add.text(bx, ry + 6, label, {
@@ -527,13 +542,15 @@ export class UIScene extends Phaser.Scene {
* esc menu → build/farm mode (handled by their own systems) → open ESC menu.
*/
private handleEsc(): void {
if (this.confirmVisible) { this.hideConfirm(); return }
if (this.contextMenuVisible) { this.hideContextMenu(); return }
if (this.buildMenuVisible) { this.closeBuildMenu(); return }
if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
if (this.settingsVisible) { this.closeSettings(); return }
if (this.escMenuVisible) { this.closeEscMenu(); return }
if (this.confirmVisible) { this.hideConfirm(); return }
if (this.inForesterZoneEdit) { this.scene.get('Game').events.emit('foresterZoneEditStop'); return }
if (this.foresterPanelVisible) { this.closeForesterPanel(); return }
if (this.contextMenuVisible) { this.hideContextMenu(); return }
if (this.buildMenuVisible) { this.closeBuildMenu(); return }
if (this.villagerPanelVisible) { this.closeVillagerPanel(); return }
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
if (this.settingsVisible) { this.closeSettings(); return }
if (this.escMenuVisible) { this.closeEscMenu(); return }
// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
// We only skip opening the ESC menu while those modes are active.
if (this.inBuildMode || this.inFarmMode) return
@@ -928,12 +945,12 @@ export class UIScene extends Phaser.Scene {
// Static: priority label + buttons
const jobKeys: Array<{ key: string; icon: string }> = [
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' },
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' }, { key: 'forester', icon: '🌲' },
]
jobKeys.forEach((j, i) => {
const pri = v.priorities[j.key as keyof typeof v.priorities]
const label = pri === 0 ? `${j.icon} OFF` : `${j.icon} P${pri}`
const bx = px + 10 + i * 88
const bx = px + 10 + i * 66
const btn = this.add.text(bx, py + 78, label, {
fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
@@ -1008,6 +1025,131 @@ export class UIScene extends Phaser.Scene {
})
}
// ─── Forester Hut Panel ───────────────────────────────────────────────────
/**
* Opens the forester hut info panel for the given building.
* If another forester panel is open it is replaced.
* @param buildingId - ID of the clicked forester_hut
*/
private openForesterPanel(buildingId: string): void {
this.foresterPanelBuildingId = buildingId
this.foresterPanelVisible = true
this.buildForesterPanel()
}
/** Closes and destroys the forester hut panel and exits zone edit mode if active. */
private closeForesterPanel(): void {
if (!this.foresterPanelVisible) return
if (this.inForesterZoneEdit) {
this.scene.get('Game').events.emit('foresterZoneEditStop')
}
this.foresterPanelVisible = false
this.foresterPanelBuildingId = null
this.foresterTileCountText = null
this.foresterPanelGroup.destroy(true)
this.foresterPanelGroup = this.add.group()
}
/**
* Builds the forester hut panel showing zone tile count and an edit-zone button.
* Positioned in the top-left corner (similar to the Nisse info panel).
*/
private buildForesterPanel(): void {
this.foresterPanelGroup.destroy(true)
this.foresterPanelGroup = this.add.group()
this.foresterTileCountText = null
const id = this.foresterPanelBuildingId
if (!id) return
const state = stateManager.getState()
const building = state.world.buildings[id]
if (!building) { this.closeForesterPanel(); return }
const zone = state.world.foresterZones[id]
const tileCount = zone?.tiles.length ?? 0
const panelW = 240
const panelH = 100
const px = 10, py = 10
// Background
this.foresterPanelGroup.add(
this.add.rectangle(px, py, panelW, panelH, 0x030a03, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
)
// Title
this.foresterPanelGroup.add(
this.add.text(px + 10, py + 10, '🌲 FORESTER HUT', {
fontSize: '13px', color: '#88dd88', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
)
// Close button
const closeBtn = this.add.text(px + panelW - 12, py + 10, '✕', {
fontSize: '13px', color: '#888888', fontFamily: 'monospace',
}).setOrigin(1, 0).setScrollFactor(0).setDepth(251).setInteractive()
closeBtn.on('pointerover', () => closeBtn.setStyle({ color: '#ffffff' }))
closeBtn.on('pointerout', () => closeBtn.setStyle({ color: '#888888' }))
closeBtn.on('pointerdown', () => this.closeForesterPanel())
this.foresterPanelGroup.add(closeBtn)
// Zone tile count (dynamic — updated via onForesterZoneChanged)
const countTxt = this.add.text(px + 10, py + 32, `Zone: ${tileCount} tile${tileCount === 1 ? '' : 's'} marked`, {
fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.foresterPanelGroup.add(countTxt)
this.foresterTileCountText = countTxt
// Edit zone button
const editLabel = this.inForesterZoneEdit ? '✅ Done editing' : '✏️ Edit Zone'
const editBtn = this.add.rectangle(px + 10, py + 54, panelW - 20, 30, 0x1a3a1a, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(251).setInteractive()
editBtn.on('pointerover', () => editBtn.setFillStyle(0x2d6a4f, 0.9))
editBtn.on('pointerout', () => editBtn.setFillStyle(0x1a3a1a, 0.9))
editBtn.on('pointerdown', () => {
if (this.inForesterZoneEdit) {
this.scene.get('Game').events.emit('foresterZoneEditStop')
} else {
this.inForesterZoneEdit = true
this.scene.get('Game').events.emit('foresterZoneEditStart', id)
// Rebuild panel to show "Done editing" button
this.buildForesterPanel()
}
})
this.foresterPanelGroup.add(editBtn)
this.foresterPanelGroup.add(
this.add.text(px + panelW / 2, py + 69, editLabel, {
fontSize: '12px', color: '#dddddd', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(252)
)
}
/**
* Called when the ForesterZoneSystem signals that zone editing ended
* (via right-click, ESC, or the "Done" button).
*/
private onForesterEditEnded(): void {
this.inForesterZoneEdit = false
// Rebuild panel to switch button back to "Edit Zone"
if (this.foresterPanelVisible) this.buildForesterPanel()
}
/**
* Called when the zone tiles change so we can update the tile-count text live.
* @param buildingId - Building whose zone changed
* @param tiles - Updated tile array
*/
private onForesterZoneChanged(buildingId: string, tiles: string[]): void {
if (buildingId !== this.foresterPanelBuildingId) return
if (this.foresterTileCountText) {
const n = tiles.length
this.foresterTileCountText.setText(`Zone: ${n} tile${n === 1 ? '' : 's'} marked`)
}
}
// ─── Resize ───────────────────────────────────────────────────────────────
/**
@@ -1042,5 +1184,6 @@ export class UIScene extends Phaser.Scene {
if (this.settingsVisible) this.closeSettings()
if (this.confirmVisible) this.hideConfirm()
if (this.nisseInfoVisible) this.closeNisseInfoPanel()
if (this.foresterPanelVisible) this.closeForesterPanel()
}
}

View File

@@ -0,0 +1,194 @@
import Phaser from 'phaser'
import { TILE_SIZE, FORESTER_ZONE_RADIUS } from '../config'
import { PLANTABLE_TILES } from '../types'
import type { TileType } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
/** Colors used for zone rendering. */
const COLOR_IN_RADIUS = 0x44aa44 // unselected tile within radius (edit mode only)
const COLOR_ZONE_TILE = 0x00ff44 // tile marked as part of the zone
const ALPHA_VIEW = 0.18 // always-on zone overlay
const ALPHA_RADIUS = 0.12 // in-radius tiles while editing
const ALPHA_ZONE_EDIT = 0.45 // zone tiles while editing
export class ForesterZoneSystem {
private scene: Phaser.Scene
private adapter: LocalAdapter
/** Graphics layer for the always-visible zone overlay. */
private zoneGraphics!: Phaser.GameObjects.Graphics
/** Graphics layer for the edit-mode radius/tile overlay. */
private editGraphics!: Phaser.GameObjects.Graphics
/** Building ID currently being edited, or null when not in edit mode. */
private editBuildingId: string | null = null
/**
* Callback invoked after a tile toggle so callers can react (e.g. refresh the panel).
* Receives the updated zone tiles array.
*/
onZoneChanged?: (buildingId: string, tiles: string[]) => void
/**
* Callback invoked when the user exits edit mode (right-click or programmatic close).
* UIScene listens to this to close the zone edit indicator.
*/
onEditEnded?: () => void
/**
* @param scene - The Phaser scene this system belongs to
* @param adapter - Network adapter for dispatching state actions
*/
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
this.scene = scene
this.adapter = adapter
}
/** Creates the graphics layers and registers the pointer listener. */
create(): void {
this.zoneGraphics = this.scene.add.graphics().setDepth(3)
this.editGraphics = this.scene.add.graphics().setDepth(4)
this.scene.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (!this.editBuildingId) return
if (ptr.rightButtonDown()) {
this.exitEditMode()
return
}
this.handleTileClick(ptr.worldX, ptr.worldY)
})
}
/**
* Redraws all zone overlays for every forester hut in the current state.
* Should be called whenever the zone data changes.
*/
refreshOverlay(): void {
this.zoneGraphics.clear()
const state = stateManager.getState()
for (const zone of Object.values(state.world.foresterZones)) {
for (const key of zone.tiles) {
const [tx, ty] = key.split(',').map(Number)
this.zoneGraphics.fillStyle(COLOR_ZONE_TILE, ALPHA_VIEW)
this.zoneGraphics.fillRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE)
}
}
}
/**
* Activates zone-editing mode for the given forester hut.
* Draws the radius indicator and zone tiles in edit colors.
* @param buildingId - ID of the forester_hut building to edit
*/
startEditMode(buildingId: string): void {
this.editBuildingId = buildingId
this.drawEditOverlay()
}
/**
* Deactivates zone-editing mode and clears the edit overlay.
* Triggers the onEditEnded callback.
*/
exitEditMode(): void {
if (!this.editBuildingId) return
this.editBuildingId = null
this.editGraphics.clear()
this.onEditEnded?.()
}
/** Returns true when the zone editor is currently active. */
isEditing(): boolean {
return this.editBuildingId !== null
}
/** Destroys all graphics objects. */
destroy(): void {
this.zoneGraphics.destroy()
this.editGraphics.destroy()
}
// ─── Private helpers ──────────────────────────────────────────────────────
/**
* Handles a left-click during edit mode.
* Toggles the clicked tile in the zone if it is within radius and plantable.
* @param worldX - World pixel X of the pointer
* @param worldY - World pixel Y of the pointer
*/
private handleTileClick(worldX: number, worldY: number): void {
const id = this.editBuildingId
if (!id) return
const state = stateManager.getState()
const building = state.world.buildings[id]
if (!building) { this.exitEditMode(); return }
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)
// Chebyshev distance — must be within radius
const dx = Math.abs(tileX - building.tileX)
const dy = Math.abs(tileY - building.tileY)
if (Math.max(dx, dy) > FORESTER_ZONE_RADIUS) return
const zone = state.world.foresterZones[id]
if (!zone) return
const key = `${tileX},${tileY}`
const idx = zone.tiles.indexOf(key)
const tiles = idx >= 0
? zone.tiles.filter(t => t !== key) // remove
: [...zone.tiles, key] // add
this.adapter.send({ type: 'FORESTER_ZONE_UPDATE', buildingId: id, tiles })
this.refreshOverlay()
this.drawEditOverlay()
this.onZoneChanged?.(id, tiles)
}
/**
* Redraws the edit-mode overlay showing the valid radius and current zone tiles.
* Only called while editBuildingId is set.
*/
private drawEditOverlay(): void {
this.editGraphics.clear()
const id = this.editBuildingId
if (!id) return
const state = stateManager.getState()
const building = state.world.buildings[id]
if (!building) return
const zone = state.world.foresterZones[id]
const zoneSet = new Set(zone?.tiles ?? [])
const r = FORESTER_ZONE_RADIUS
for (let dy = -r; dy <= r; dy++) {
for (let dx = -r; dx <= r; dx++) {
const tx = building.tileX + dx
const ty = building.tileY + dy
const key = `${tx},${ty}`
// Only draw on plantable terrain
const tileType = state.world.tiles[ty * 512 + tx] as TileType
if (!PLANTABLE_TILES.has(tileType)) continue
if (zoneSet.has(key)) {
this.editGraphics.fillStyle(COLOR_ZONE_TILE, ALPHA_ZONE_EDIT)
this.editGraphics.strokeRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE)
} else {
this.editGraphics.fillStyle(COLOR_IN_RADIUS, ALPHA_RADIUS)
}
this.editGraphics.fillRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE)
}
}
// Draw a subtle border around the entire radius square
const bx = (building.tileX - r) * TILE_SIZE
const by = (building.tileY - r) * TILE_SIZE
const bw = (2 * r + 1) * TILE_SIZE
this.editGraphics.lineStyle(1, COLOR_ZONE_TILE, 0.4)
this.editGraphics.strokeRect(bx, by, bw, bw)
}
}

View File

@@ -1,6 +1,6 @@
import Phaser from 'phaser'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES } from '../config'
import { TileType } from '../types'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES } from '../config'
import { TileType, PLANTABLE_TILES } from '../types'
import type { VillagerState, VillagerJob, JobType, AIState, ItemId } from '../types'
import { stateManager } from '../StateManager'
import { findPath } from '../utils/pathfinding'
@@ -40,6 +40,12 @@ export class VillagerSystem {
onMessage?: (msg: string) => void
onNisseClick?: (villagerId: string) => void
/**
* Called when a Nisse completes a forester planting job.
* GameScene wires this to TreeSeedlingSystem.plantSeedling so that the
* seedling sprite is spawned alongside the state action.
*/
onPlantSeedling?: (tileX: number, tileY: number, tile: TileType) => void
/**
* @param scene - The Phaser scene this system belongs to
@@ -119,7 +125,7 @@ export class VillagerSystem {
this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy)
// Job icon
const icons: Record<string, string> = { chop: '🪓', mine: '⛏', farm: '🌾', '': '' }
const icons: Record<string, string> = { chop: '🪓', mine: '⛏', farm: '🌾', forester: '🌲', '': '' }
const jobType = v.aiState === 'sleeping' ? '💤' : (v.job ? (icons[v.job.type] ?? '') : '')
rt.jobIcon.setText(jobType).setPosition(v.x + 10, v.y - 18)
}
@@ -278,7 +284,10 @@ export class VillagerSystem {
this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
// Chopping a tree yields 12 tree seeds in the stockpile
const seeds = Math.random() < 0.5 ? 2 : 1
this.adapter.send({ type: 'ADD_ITEMS', items: { tree_seed: seeds } })
this.addLog(v.id, `✓ Chopped tree (+2 wood, +${seeds} tree seed)`)
}
} else if (job.type === 'mine') {
const res = state.world.resources[job.targetId]
@@ -297,6 +306,20 @@ export class VillagerSystem {
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
this.addLog(v.id, `✓ Farmed ${crop.kind}`)
}
} else if (job.type === 'forester') {
// Verify the tile is still empty and the stockpile still has seeds
const tileType = state.world.tiles[job.tileY * WORLD_TILES + job.tileX] as TileType
const hasSeeds = (state.world.stockpile.tree_seed ?? 0) > 0
const tileOccupied =
Object.values(state.world.resources).some(r => r.tileX === job.tileX && r.tileY === job.tileY) ||
Object.values(state.world.buildings).some(b => b.tileX === job.tileX && b.tileY === job.tileY) ||
Object.values(state.world.crops).some(c => c.tileX === job.tileX && c.tileY === job.tileY) ||
Object.values(state.world.treeSeedlings).some(s => s.tileX === job.tileX && s.tileY === job.tileY)
if (hasSeeds && PLANTABLE_TILES.has(tileType) && !tileOccupied) {
this.onPlantSeedling?.(job.tileX, job.tileY, tileType)
this.addLog(v.id, `🌱 Planted seedling at (${job.tileX}, ${job.tileY})`)
}
}
// If the harvest produced nothing (resource already gone), clear the stale job
@@ -337,6 +360,15 @@ export class VillagerSystem {
* @param v - Villager state (used for position and priorities)
* @returns The chosen job candidate, or null
*/
/**
* Selects the best available job for a Nisse based on their priority settings.
* Among jobs at the same priority level, the closest one wins.
* For chop jobs, trees within a forester zone are preferred over natural trees —
* natural trees are only offered when no forester-zone trees are available.
* Returns null if no unclaimed job is available.
* @param v - Villager state (used for position and priorities)
* @returns The chosen job candidate, or null
*/
private pickJob(v: VillagerState): { type: JobType; targetId: string; tileX: number; tileY: number } | null {
const state = stateManager.getState()
const p = v.priorities
@@ -348,14 +380,30 @@ export class VillagerSystem {
const candidates: C[] = []
if (p.chop > 0) {
// Build the set of all tiles belonging to forester zones for chop priority
const zoneTiles = new Set<string>()
for (const zone of Object.values(state.world.foresterZones)) {
for (const key of zone.tiles) zoneTiles.add(key)
}
const zoneChop: C[] = []
const naturalChop: C[] = []
for (const res of Object.values(state.world.resources)) {
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
// Skip trees with no reachable neighbour — A* cannot enter an impassable goal
// tile unless at least one passable neighbour exists to jump from.
// Skip trees with no reachable neighbour — A* cannot reach them.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
candidates.push({ type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop })
const c: C = { type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop }
if (zoneTiles.has(`${res.tileX},${res.tileY}`)) {
zoneChop.push(c)
} else {
naturalChop.push(c)
}
}
// Prefer zone trees; fall back to natural only when no zone trees are reachable.
candidates.push(...(zoneChop.length > 0 ? zoneChop : naturalChop))
}
if (p.mine > 0) {
for (const res of Object.values(state.world.resources)) {
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
@@ -364,6 +412,7 @@ export class VillagerSystem {
candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
}
}
if (p.farm > 0) {
for (const crop of Object.values(state.world.crops)) {
if (crop.stage < crop.maxStage || this.claimed.has(crop.id)) continue
@@ -371,6 +420,28 @@ export class VillagerSystem {
}
}
if (p.forester > 0 && (state.world.stockpile.tree_seed ?? 0) > 0) {
// Find empty plantable zone tiles to seed
for (const zone of Object.values(state.world.foresterZones)) {
for (const key of zone.tiles) {
const [tx, ty] = key.split(',').map(Number)
const targetId = `forester_tile_${tx}_${ty}`
if (this.claimed.has(targetId)) continue
// Skip if tile is not plantable
const tileType = state.world.tiles[ty * WORLD_TILES + tx] as TileType
if (!PLANTABLE_TILES.has(tileType)) continue
// Skip if something occupies this tile
const occupied =
Object.values(state.world.resources).some(r => r.tileX === tx && r.tileY === ty) ||
Object.values(state.world.buildings).some(b => b.tileX === tx && b.tileY === ty) ||
Object.values(state.world.crops).some(c => c.tileX === tx && c.tileY === ty) ||
Object.values(state.world.treeSeedlings).some(s => s.tileX === tx && s.tileY === ty)
if (occupied) continue
candidates.push({ type: 'forester', targetId, tileX: tx, tileY: ty, dist: dist(tx, ty), pri: p.forester })
}
}
}
if (candidates.length === 0) return null
// Lowest priority number wins; ties broken by distance
@@ -481,7 +552,7 @@ export class VillagerSystem {
y: (freeBed.tileY + 0.5) * TILE_SIZE,
bedId: freeBed.id,
job: null,
priorities: { chop: 1, mine: 2, farm: 3 },
priorities: { chop: 1, mine: 2, farm: 3, forester: 4 },
energy: 100,
aiState: 'idle',
}
@@ -558,7 +629,10 @@ export class VillagerSystem {
const v = stateManager.getState().world.villagers[villagerId]
if (!v) return '—'
if (v.aiState === 'sleeping') return '💤 Sleeping'
if (v.aiState === 'working' && v.job) return `${v.job.type}ing`
if (v.aiState === 'working' && v.job) {
const label = v.job.type === 'forester' ? 'planting' : `${v.job.type}ing`
return `${label}`
}
if (v.aiState === 'walking' && v.job) return `🚶 → ${v.job.type}`
if (v.aiState === 'walking') return '🚶 Walking'
const carrying = v.job?.carrying

View File

@@ -32,18 +32,19 @@ export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot' | 'tree_seed'
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone'
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone' | 'forester_hut'
export type CropKind = 'wheat' | 'carrot'
export type JobType = 'chop' | 'mine' | 'farm'
export type JobType = 'chop' | 'mine' | 'farm' | 'forester'
export type AIState = 'idle' | 'walking' | 'working' | 'sleeping'
export interface JobPriorities {
chop: number // 0 = disabled, 1 = highest, 4 = lowest
chop: number // 0 = disabled, 1 = highest, 4 = lowest
mine: number
farm: number
forester: number // plant tree seedlings in forester zones
}
export interface VillagerJob {
@@ -112,6 +113,16 @@ export interface TreeSeedlingState {
underlyingTile: TileType
}
/**
* The set of tiles assigned to one forester hut's planting zone.
* Tiles are stored as "tileX,tileY" key strings.
*/
export interface ForesterZoneState {
buildingId: string
/** Tile keys "tileX,tileY" that the player has marked for planting. */
tiles: string[]
}
export interface WorldState {
seed: number
tiles: number[]
@@ -127,6 +138,8 @@ export interface WorldState {
* Value is remaining milliseconds until the tile reverts to GRASS.
*/
tileRecovery: Record<string, number>
/** Forester zone definitions, keyed by forester_hut building ID. */
foresterZones: Record<string, ForesterZoneState>
}
export interface GameStateData {
@@ -156,3 +169,4 @@ export type GameAction =
| { type: 'REMOVE_TREE_SEEDLING'; seedlingId: string }
| { type: 'SPAWN_RESOURCE'; resource: ResourceNodeState }
| { type: 'TILE_RECOVERY_START'; tileX: number; tileY: number }
| { type: 'FORESTER_ZONE_UPDATE'; buildingId: string; tiles: string[] }