Commit Graph

30 Commits

Author SHA1 Message Date
d02ed33435 fix GC ruckler — Object.values() einmal pro pickJob-Aufruf
Fixes #34. Alle Object.values()-Aufrufe werden einmal am Anfang von
pickJob() extrahiert und in allen Branches wiederverwendet. Der
Forester-Loop rief zuvor fuer jedes Zone-Tile 4x Object.values() auf.
JOB_ICONS als Modul-Konstante, Math.min-spread durch Schleife ersetzt.
2026-03-23 20:18:00 +00:00
4f2e9f73b6 ♻️ remove silhouette — Nisse always render above world objects
Depth fixed at 900; isOccluded() and outlineSprite removed.
WorldSystem.hasResourceAt() stays as a useful utility.
2026-03-23 20:05:53 +00:00
84b6e51746 🐛 improve occlusion detection with wider tile check
Expands isOccluded() from same-column-only to a 3x4 tile window
(tileX+-1, tileY+1..4) to catch trees whose canopy extends sideways
and well above the trunk tile. Outline scale bumped to 1.15.
2026-03-23 20:02:40 +00:00
5f646d54ca 🐛 fix Nisse outline only shown when actually occluded
Silhouette now hidden by default and toggled on per frame only when
isOccluded() detects a tree, rock or building 1–3 tiles below the Nisse.
Adds WorldSystem.hasResourceAt() for O(1) tile lookup. Outline colour
changed to light blue (0xaaddff) at scale 1.1.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:52:37 +00:00
94b2f7f457 add Nisse silhouette outline for occlusion visibility
Fixes #33. Each Nisse now has a white filled outline sprite at depth 900
that is always visible above trees and buildings. The main sprite uses
Y-based depth (floor(y/TILE_SIZE)+5) so Nisse sort correctly with world
objects. Name label, energy bar and job icon moved to depth 901/902 so
they remain readable regardless of occlusion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:47:51 +00:00
cd171c859c fix depth sorting for world objects by tileY
Fixes #31. All trees, rocks, seedlings and buildings now use
tileY+5 as depth instead of a fixed value, so objects further
down the screen always render in front of objects above them
regardless of spawn order. Build ghost moved to depth 1000/1001.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:40:27 +00:00
969a82949e 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>
2026-03-23 13:07:36 +00:00
732d9100ab 🐛 fix terrain canvas not updating after tile changes (Issue #22)
CHANGE_TILE only called worldSystem.setTile() (built-tile layer only),
never refreshTerrainTile() — so chopped trees stayed visually dark-green
(FOREST color) even though the tile type was already DARK_GRASS.

- adapter.onAction for CHANGE_TILE now also calls refreshTerrainTile()
  → all tile transitions (chop, mine, seedling maturation) update the
    canvas pixel immediately and consistently in one place
- Remove now-redundant explicit refreshTerrainTile() call in
  TreeSeedlingSystem (the adapter handler covers it)
- Tile-recovery path in GameScene (stateManager.tickTileRecovery) is
  NOT routed through the adapter, so its manual refreshTerrainTile()
  call is kept as-is

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 12:21:23 +00:00
f2a1811a36 ♻️ resource-based passability: FOREST/ROCK walkable without a resource (Issue #22)
Previously FOREST and ROCK tile types were always impassable, making 30 % of
forest floor and 50 % of rocky terrain permanently blocked even with no object
on them.

- Remove FOREST + ROCK from IMPASSABLE in types.ts
- Add RESOURCE_TERRAIN set (FOREST, ROCK) for tiles that need resource check
- WorldSystem: add resourceTiles Set<number> as O(1) spatial index
  - initResourceTiles() builds index from state on create()
  - addResourceTile() / removeResourceTile() keep it in sync at runtime
- isPassable() now: impassable tiles → false | RESOURCE_TERRAIN → check index | else → true
- GameScene: call addResourceTile() when SPAWN_RESOURCE fires (seedling matures)
- VillagerSystem: call removeResourceTile() after chop / mine completes

Side effect: trees fully enclosed by other trees are now reachable once an
adjacent tree is cleared; the hasAdjacentPassable() guard in pickJob still
correctly skips resources with zero passable neighbours.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 11:55:24 +00:00
774054db56 🐛 skip unreachable job targets in pickJob (Issue #22)
Trees/rocks fully enclosed by impassable tiles have no passable neighbour
for A* to jump from — pathfinding always returns null, causing a tight
1.5 s retry loop that fills the work log with identical entries.

- Add hasAdjacentPassable() helper: checks all 8 neighbours of a tile
- pickJob now skips chop/mine candidates with no passable neighbour
- idleScanTimer on pathfind failure raised 1500 → 4000 ms as safety net

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 11:43:00 +00:00
18c8ccb644 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>
2026-03-21 16:15:21 +00:00
155a40f963 add Nisse info panel with work log (Issue #9)
Clicking a Nisse opens a top-left panel showing name, AI status,
energy bar, active job, job priority buttons, and a live work log
(last 10 of 20 runtime-only entries). Closes via ESC, ✕, or clicking
another Nisse. Dynamic parts (status/energy/job/log) refresh each
frame without rebuilding the full group.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 14:21:12 +00:00
6f0d8a866f add F3 debug view (Issue #6)
F3 toggles a debug overlay with:
- FPS
- Mouse world/tile coordinates
- Tile type under cursor
- Resources, buildings, crops on hovered tile
- Nisse count broken down by AI state (idle/walking/working/sleeping)
- Active jobs by type (chop/mine/farm)
- Pathfinding visualization: cyan lines + destination highlight
  drawn in world space via DebugSystem

Added DebugSystem to GameScene. VillagerSystem exposes
getActivePaths() for the path visualization. JSDoc added to all
previously undocumented methods in VillagerSystem, WorldSystem,
GameScene, and UIScene.
2026-03-21 12:11:54 +00:00
3fdf621966 implement zoom-to-mouse in CameraSystem
Replaces plain cam.setZoom() with zoom-to-mouse: after each zoom step
the scroll is corrected by (mouseOffset from center) * (1/zBefore - 1/zAfter),
keeping the world point under the cursor fixed. Also fixes getCenterWorld()
which previously divided by zoom incorrectly. Added JSDoc to all methods.
2026-03-21 11:53:00 +00:00
34220818b0 ♻️ revert zoom to center-only, keep middle-click pan 2026-03-20 21:09:13 +00:00
0011bc9877 🐛 fix debug cross: clear+redraw each frame at world-space center, no transforms 2026-03-20 21:06:14 +00:00
6fa3ae4465 🐛 fix debug cross: world-space position + counter-scale, tracks viewport center correctly 2026-03-20 20:57:46 +00:00
6de4c1cbb9 🐛 zoom-to-mouse: track world coords on pointermove, avoid ptr.worldX getter 2026-03-20 20:45:18 +00:00
d354a26a80 🐛 fix zoom-to-mouse: capture worldX/Y before setZoom 2026-03-20 20:39:53 +00:00
fb4abb7256 🐛 zoom-to-mouse: ptr.worldX/Y formula, debug log still active 2026-03-20 20:37:11 +00:00
0e4c7c96ee 🐛 debug: log mouse+center on zoom, draw red cross at viewport center 2026-03-20 20:34:32 +00:00
cccfd9ba73 ♻️ revert zoom to simple center zoom, remove mouse targeting 2026-03-20 20:21:49 +00:00
216c70dbd9 🐛 zoom-to-mouse: use ptr.worldX/Y + set scroll after setZoom 2026-03-20 20:15:13 +00:00
b5130169bd 🐛 fix zoom: center world point under mouse, then zoom to center 2026-03-20 19:39:15 +00:00
f0065a0cda 🐛 fix zoom-to-mouse using getWorldPoint diff instead of manual formula 2026-03-20 19:29:53 +00:00
715278ae78 zoom to mouse pointer + middle-click pan
- Scroll wheel now zooms toward the mouse cursor instead of screen center
- Middle mouse button held: pan camera by dragging
- Both actions respect current zoom level
2026-03-20 19:19:44 +00:00
c9c8e45b0c 🐛 clear FOREST/ROCK tile after harvest so Nisse can access deeper resources 2026-03-20 17:39:25 +00:00
787ada7cb4 🐛 fix Nisse stuck idle after stockpile deposit; rename Villager → Nisse in UI 2026-03-20 17:07:34 +00:00
8ed67313a8 🐛 fix UI repositioning and mouse coords after window resize 2026-03-20 12:19:57 +00:00
fe389a9856 🎉 initial commit 2026-03-20 08:11:31 +00:00