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feature/ti
| Author | SHA1 | Date | |
|---|---|---|---|
| 18c8ccb644 | |||
| bbbb3e1f58 | |||
| 822ca620d9 | |||
| 155a40f963 | |||
| 41097b4765 |
15
CHANGELOG.md
15
CHANGELOG.md
@@ -7,6 +7,21 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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## [Unreleased]
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### Added
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- **Unified Tile System** (Issue #14):
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- Tree seedlings: player plants `tree_seed` on grass/dark-grass via the F-key farming tool; seedling grows through two stages (sprout → sapling → young tree, ~1 min each); on maturity it becomes a FOREST tile with a harvestable tree resource
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- Tile recovery: when a Nisse chops a tree, the resulting DARK_GRASS tile starts a 5-minute recovery timer and reverts to GRASS automatically, with the terrain canvas updated in real time
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- Three new procedural seedling textures (`seedling_0/1/2`) generated in BootScene
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- `tree_seed` added to stockpile display (default 5 at game start) and to the farming tool cycle
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- `WorldSystem.refreshTerrainTile()` updates the terrain canvas for a single tile without regenerating the full background
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- New `TreeSeedlingSystem` manages seedling sprites, growth ticking, and maturation
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### Added
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- **Nisse Info Panel** (Issue #9): clicking a Nisse opens a top-left panel with name, AI status, energy bar, active job, job priority buttons, and a live work log (last 10 of 20 runtime entries); closes with ESC, ✕ button, or by clicking another Nisse
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- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
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- **ESC Menu** (Issue #7): pressing ESC when no overlay is open shows a pause menu with Save Game, Load Game, Settings (placeholder), and New Game; New Game requires confirmation before wiping the save
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- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → Nisse info panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
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### Added
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### Added
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- **F3 Debug View**: toggleable overlay showing FPS, tile type and contents under the cursor, Nisse count by AI state, active jobs by type, and pathfinding visualization (cyan lines in world space)
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- **F3 Debug View**: toggleable overlay showing FPS, tile type and contents under the cursor, Nisse count by AI state, active jobs by type, and pathfinding visualization (cyan lines in world space)
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@@ -1,5 +1,6 @@
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import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS } from './config'
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import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS, TREE_SEEDLING_STAGE_MS, TILE_RECOVERY_MS } from './config'
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import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types'
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import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types'
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import { TileType } from './types'
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const DEFAULT_PLAYER: PlayerState = {
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const DEFAULT_PLAYER: PlayerState = {
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id: 'player1',
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id: 'player1',
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@@ -15,13 +16,15 @@ function makeEmptyWorld(seed: number): WorldState {
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buildings: {},
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buildings: {},
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crops: {},
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crops: {},
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villagers: {},
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villagers: {},
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stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0 },
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stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0, tree_seed: 5 },
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treeSeedlings: {},
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tileRecovery: {},
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}
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}
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}
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}
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function makeDefaultState(): GameStateData {
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function makeDefaultState(): GameStateData {
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return {
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return {
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version: 4,
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version: 5,
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world: makeEmptyWorld(Math.floor(Math.random() * 999999)),
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world: makeEmptyWorld(Math.floor(Math.random() * 999999)),
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player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } },
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player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } },
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}
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}
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@@ -146,6 +149,26 @@ class StateManager {
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if (v) v.priorities = { ...action.priorities }
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if (v) v.priorities = { ...action.priorities }
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break
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break
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}
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}
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case 'PLANT_TREE_SEED': {
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w.treeSeedlings[action.seedling.id] = { ...action.seedling }
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w.stockpile.tree_seed = Math.max(0, (w.stockpile.tree_seed ?? 0) - 1)
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// Cancel any tile recovery on this tile
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delete w.tileRecovery[`${action.seedling.tileX},${action.seedling.tileY}`]
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break
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}
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case 'REMOVE_TREE_SEEDLING':
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delete w.treeSeedlings[action.seedlingId]
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break
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case 'SPAWN_RESOURCE':
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w.resources[action.resource.id] = { ...action.resource }
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break
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case 'TILE_RECOVERY_START':
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w.tileRecovery[`${action.tileX},${action.tileY}`] = TILE_RECOVERY_MS
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break
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}
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}
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}
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}
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@@ -163,6 +186,47 @@ class StateManager {
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return advanced
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return advanced
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}
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}
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/**
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* Advances all tree-seedling growth timers.
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* Returns IDs of seedlings that have reached stage 2 (ready to mature into a tree).
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* @param delta - Frame delta in milliseconds
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* @returns Array of seedling IDs that are now mature
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*/
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tickSeedlings(delta: number): string[] {
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const advanced: string[] = []
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for (const s of Object.values(this.state.world.treeSeedlings)) {
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s.stageTimerMs -= delta
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if (s.stageTimerMs <= 0) {
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s.stage = Math.min(s.stage + 1, 2)
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s.stageTimerMs = TREE_SEEDLING_STAGE_MS
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advanced.push(s.id)
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}
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}
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return advanced
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}
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/**
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* Ticks tile-recovery timers.
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* Returns keys ("tileX,tileY") of tiles that have now recovered back to GRASS.
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* @param delta - Frame delta in milliseconds
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* @returns Array of recovered tile keys
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*/
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tickTileRecovery(delta: number): string[] {
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const recovered: string[] = []
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const rec = this.state.world.tileRecovery
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for (const key of Object.keys(rec)) {
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rec[key] -= delta
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if (rec[key] <= 0) {
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delete rec[key]
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recovered.push(key)
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// Update tiles array directly (DARK_GRASS → GRASS)
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const [tx, ty] = key.split(',').map(Number)
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this.state.world.tiles[ty * WORLD_TILES + tx] = TileType.GRASS
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}
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}
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return recovered
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}
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save(): void {
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save(): void {
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try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
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try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
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}
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}
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@@ -172,10 +236,12 @@ class StateManager {
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const raw = localStorage.getItem(SAVE_KEY)
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const raw = localStorage.getItem(SAVE_KEY)
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if (!raw) return null
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if (!raw) return null
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const p = JSON.parse(raw) as GameStateData
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const p = JSON.parse(raw) as GameStateData
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if (p.version !== 4) return null
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if (p.version !== 5) return null
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if (!p.world.crops) p.world.crops = {}
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if (!p.world.crops) p.world.crops = {}
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if (!p.world.villagers) p.world.villagers = {}
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if (!p.world.villagers) p.world.villagers = {}
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if (!p.world.stockpile) p.world.stockpile = {}
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if (!p.world.stockpile) p.world.stockpile = {}
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if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
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if (!p.world.tileRecovery) p.world.tileRecovery = {}
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// Reset in-flight AI states to idle on load so runtime timers start fresh
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// Reset in-flight AI states to idle on load so runtime timers start fresh
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for (const v of Object.values(p.world.villagers)) {
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for (const v of Object.values(p.world.villagers)) {
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if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
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if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
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@@ -46,5 +46,11 @@ export const VILLAGER_NAMES = [
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'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
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'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
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]
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]
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export const SAVE_KEY = 'tg_save_v4'
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export const SAVE_KEY = 'tg_save_v5'
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export const AUTOSAVE_INTERVAL = 30_000
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export const AUTOSAVE_INTERVAL = 30_000
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/** Milliseconds for one tree-seedling stage to advance (two stages = full tree). */
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export const TREE_SEEDLING_STAGE_MS = 60_000 // 1 min per stage → 2 min total
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/** Milliseconds before a bare DARK_GRASS tile (after tree felling) reverts to GRASS. */
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export const TILE_RECOVERY_MS = 300_000 // 5 minutes
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@@ -20,6 +20,7 @@ export class BootScene extends Phaser.Scene {
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this.buildResourceTextures()
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this.buildResourceTextures()
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this.buildPlayerTexture()
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this.buildPlayerTexture()
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this.buildCropTextures()
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this.buildCropTextures()
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this.buildSeedlingTextures()
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this.buildUITextures()
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this.buildUITextures()
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this.buildVillagerAndBuildingTextures()
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this.buildVillagerAndBuildingTextures()
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this.generateWorldIfNeeded()
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this.generateWorldIfNeeded()
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@@ -287,6 +288,40 @@ export class BootScene extends Phaser.Scene {
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g3.generateTexture('crop_carrot_3', W, H); g3.destroy()
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g3.generateTexture('crop_carrot_3', W, H); g3.destroy()
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}
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}
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// ─── Tree seedling textures (3 growth stages) ────────────────────────────
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/**
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* Generates textures for the three tree-seedling growth stages:
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* seedling_0 – small sprout
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* seedling_1 – sapling with leaves
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* seedling_2 – young tree (about to mature into a FOREST tile)
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*/
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private buildSeedlingTextures(): void {
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// Stage 0: tiny sprout
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const g0 = this.add.graphics()
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g0.fillStyle(0x6D4C41); g0.fillRect(10, 20, 4, 10)
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g0.fillStyle(0x66BB6A); g0.fillEllipse(12, 16, 12, 8)
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g0.fillStyle(0x4CAF50); g0.fillEllipse(12, 13, 8, 6)
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g0.generateTexture('seedling_0', 24, 32); g0.destroy()
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// Stage 1: sapling
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const g1 = this.add.graphics()
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g1.fillStyle(0x6D4C41); g1.fillRect(9, 15, 5, 16)
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g1.fillStyle(0x4CAF50); g1.fillCircle(12, 12, 8)
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g1.fillStyle(0x66BB6A, 0.7); g1.fillCircle(7, 16, 5); g1.fillCircle(17, 16, 5)
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g1.fillStyle(0x81C784); g1.fillCircle(12, 8, 5)
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g1.generateTexture('seedling_1', 24, 32); g1.destroy()
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// Stage 2: young tree (mature, ready to become a resource)
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const g2 = this.add.graphics()
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g2.fillStyle(0x000000, 0.15); g2.fillEllipse(12, 28, 16, 6)
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g2.fillStyle(0x6D4C41); g2.fillRect(9, 14, 6, 14)
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g2.fillStyle(0x2E7D32); g2.fillCircle(12, 9, 10)
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g2.fillStyle(0x388E3C); g2.fillCircle(7, 13, 7); g2.fillCircle(17, 13, 7)
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g2.fillStyle(0x43A047); g2.fillCircle(12, 6, 7)
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g2.generateTexture('seedling_2', 24, 32); g2.destroy()
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}
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// ─── UI panel texture ─────────────────────────────────────────────────────
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// ─── UI panel texture ─────────────────────────────────────────────────────
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private buildUITextures(): void {
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private buildUITextures(): void {
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@@ -1,5 +1,6 @@
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import Phaser from 'phaser'
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import Phaser from 'phaser'
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import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
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import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
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import { TileType } from '../types'
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import type { BuildingType } from '../types'
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import type { BuildingType } from '../types'
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import { stateManager } from '../StateManager'
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import { stateManager } from '../StateManager'
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import { LocalAdapter } from '../NetworkAdapter'
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import { LocalAdapter } from '../NetworkAdapter'
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@@ -10,6 +11,7 @@ import { BuildingSystem } from '../systems/BuildingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { VillagerSystem } from '../systems/VillagerSystem'
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import { VillagerSystem } from '../systems/VillagerSystem'
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import { DebugSystem } from '../systems/DebugSystem'
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import { DebugSystem } from '../systems/DebugSystem'
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import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
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export class GameScene extends Phaser.Scene {
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export class GameScene extends Phaser.Scene {
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private adapter!: LocalAdapter
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private adapter!: LocalAdapter
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@@ -20,6 +22,7 @@ export class GameScene extends Phaser.Scene {
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private farmingSystem!: FarmingSystem
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private farmingSystem!: FarmingSystem
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villagerSystem!: VillagerSystem
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villagerSystem!: VillagerSystem
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debugSystem!: DebugSystem
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debugSystem!: DebugSystem
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private treeSeedlingSystem!: TreeSeedlingSystem
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private autosaveTimer = 0
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private autosaveTimer = 0
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private menuOpen = false
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private menuOpen = false
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@@ -37,9 +40,10 @@ export class GameScene extends Phaser.Scene {
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this.resourceSystem = new ResourceSystem(this, this.adapter)
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this.resourceSystem = new ResourceSystem(this, this.adapter)
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this.buildingSystem = new BuildingSystem(this, this.adapter)
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this.buildingSystem = new BuildingSystem(this, this.adapter)
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this.farmingSystem = new FarmingSystem(this, this.adapter)
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this.farmingSystem = new FarmingSystem(this, this.adapter)
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this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
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this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
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this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
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this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
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this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
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this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
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this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
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this.worldSystem.create()
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this.worldSystem.create()
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this.renderPersistentObjects()
|
this.renderPersistentObjects()
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@@ -57,11 +61,16 @@ export class GameScene extends Phaser.Scene {
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|||||||
}
|
}
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this.farmingSystem.create()
|
this.farmingSystem.create()
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||||||
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
|
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
|
this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
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|
this.farmingSystem.onPlantTreeSeed = (tileX, tileY, tile) =>
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this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
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||||||
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this.treeSeedlingSystem.create()
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this.villagerSystem.create()
|
this.villagerSystem.create()
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||||||
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
|
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
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|
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||||||
this.debugSystem.create()
|
this.debugSystem.create()
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||||||
|
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||||||
@@ -69,6 +78,8 @@ export class GameScene extends Phaser.Scene {
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|||||||
this.adapter.onAction = (action) => {
|
this.adapter.onAction = (action) => {
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||||||
if (action.type === 'CHANGE_TILE') {
|
if (action.type === 'CHANGE_TILE') {
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this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
|
this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
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||||||
|
} else if (action.type === 'SPAWN_RESOURCE') {
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||||||
|
this.resourceSystem.spawnResourcePublic(action.resource)
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||||||
}
|
}
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||||||
}
|
}
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||||||
|
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||||||
@@ -101,9 +112,17 @@ export class GameScene extends Phaser.Scene {
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|||||||
|
|
||||||
this.resourceSystem.update(delta)
|
this.resourceSystem.update(delta)
|
||||||
this.farmingSystem.update(delta)
|
this.farmingSystem.update(delta)
|
||||||
|
this.treeSeedlingSystem.update(delta)
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||||||
this.villagerSystem.update(delta)
|
this.villagerSystem.update(delta)
|
||||||
this.debugSystem.update()
|
this.debugSystem.update()
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||||||
|
|
||||||
|
// Tick tile-recovery timers; refresh canvas for any tiles that reverted to GRASS
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||||||
|
const recovered = stateManager.tickTileRecovery(delta)
|
||||||
|
for (const key of recovered) {
|
||||||
|
const [tx, ty] = key.split(',').map(Number)
|
||||||
|
this.worldSystem.refreshTerrainTile(tx, ty, TileType.GRASS)
|
||||||
|
}
|
||||||
|
|
||||||
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
|
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
|
||||||
this.buildingSystem.update()
|
this.buildingSystem.update()
|
||||||
|
|
||||||
@@ -143,6 +162,7 @@ export class GameScene extends Phaser.Scene {
|
|||||||
this.resourceSystem.destroy()
|
this.resourceSystem.destroy()
|
||||||
this.buildingSystem.destroy()
|
this.buildingSystem.destroy()
|
||||||
this.farmingSystem.destroy()
|
this.farmingSystem.destroy()
|
||||||
|
this.treeSeedlingSystem.destroy()
|
||||||
this.villagerSystem.destroy()
|
this.villagerSystem.destroy()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ import { stateManager } from '../StateManager'
|
|||||||
|
|
||||||
const ITEM_ICONS: Record<string, string> = {
|
const ITEM_ICONS: Record<string, string> = {
|
||||||
wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕',
|
wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕',
|
||||||
wheat: '🌾', carrot: '🧡',
|
wheat: '🌾', carrot: '🧡', tree_seed: '🌲',
|
||||||
}
|
}
|
||||||
|
|
||||||
export class UIScene extends Phaser.Scene {
|
export class UIScene extends Phaser.Scene {
|
||||||
@@ -31,6 +31,20 @@ export class UIScene extends Phaser.Scene {
|
|||||||
private inFarmMode = false
|
private inFarmMode = false
|
||||||
private debugPanelText!: Phaser.GameObjects.Text
|
private debugPanelText!: Phaser.GameObjects.Text
|
||||||
private debugActive = false
|
private debugActive = false
|
||||||
|
private escMenuGroup!: Phaser.GameObjects.Group
|
||||||
|
private escMenuVisible = false
|
||||||
|
private confirmGroup!: Phaser.GameObjects.Group
|
||||||
|
private confirmVisible = false
|
||||||
|
private nisseInfoGroup!: Phaser.GameObjects.Group
|
||||||
|
private nisseInfoVisible = false
|
||||||
|
private nisseInfoId: string | null = null
|
||||||
|
private nisseInfoDynamic: {
|
||||||
|
statusText: Phaser.GameObjects.Text
|
||||||
|
energyBar: Phaser.GameObjects.Graphics
|
||||||
|
energyPct: Phaser.GameObjects.Text
|
||||||
|
jobText: Phaser.GameObjects.Text
|
||||||
|
logTexts: Phaser.GameObjects.Text[]
|
||||||
|
} | null = null
|
||||||
|
|
||||||
constructor() { super({ key: 'UI' }) }
|
constructor() { super({ key: 'UI' }) }
|
||||||
|
|
||||||
@@ -64,8 +78,13 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
this.scale.on('resize', () => this.repositionUI())
|
this.scale.on('resize', () => this.repositionUI())
|
||||||
|
|
||||||
|
gameScene.events.on('nisseClicked', (id: string) => this.openNisseInfoPanel(id))
|
||||||
|
|
||||||
this.input.mouse!.disableContextMenu()
|
this.input.mouse!.disableContextMenu()
|
||||||
this.contextMenuGroup = this.add.group()
|
this.contextMenuGroup = this.add.group()
|
||||||
|
this.escMenuGroup = this.add.group()
|
||||||
|
this.confirmGroup = this.add.group()
|
||||||
|
this.nisseInfoGroup = this.add.group()
|
||||||
|
|
||||||
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||||
if (ptr.rightButtonDown()) {
|
if (ptr.rightButtonDown()) {
|
||||||
@@ -78,7 +97,7 @@ export class UIScene extends Phaser.Scene {
|
|||||||
})
|
})
|
||||||
|
|
||||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
|
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
|
||||||
.on('down', () => this.hideContextMenu())
|
.on('down', () => this.handleEsc())
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -92,6 +111,7 @@ export class UIScene extends Phaser.Scene {
|
|||||||
this.updateToast(delta)
|
this.updateToast(delta)
|
||||||
this.updatePopText()
|
this.updatePopText()
|
||||||
if (this.debugActive) this.updateDebugPanel()
|
if (this.debugActive) this.updateDebugPanel()
|
||||||
|
if (this.nisseInfoVisible) this.refreshNisseInfoPanel()
|
||||||
}
|
}
|
||||||
|
|
||||||
// ─── Stockpile ────────────────────────────────────────────────────────────
|
// ─── Stockpile ────────────────────────────────────────────────────────────
|
||||||
@@ -99,14 +119,14 @@ export class UIScene extends Phaser.Scene {
|
|||||||
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
|
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
|
||||||
private createStockpilePanel(): void {
|
private createStockpilePanel(): void {
|
||||||
const x = this.scale.width - 178, y = 10
|
const x = this.scale.width - 178, y = 10
|
||||||
this.stockpilePanel = this.add.rectangle(x, y, 168, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
|
this.stockpilePanel = this.add.rectangle(x, y, 168, 187, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
|
||||||
this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
||||||
const items = ['wood','stone','wheat_seed','carrot_seed','wheat','carrot'] as const
|
const items = ['wood','stone','wheat_seed','carrot_seed','tree_seed','wheat','carrot'] as const
|
||||||
items.forEach((item, i) => {
|
items.forEach((item, i) => {
|
||||||
const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
||||||
this.stockpileTexts.set(item, t)
|
this.stockpileTexts.set(item, t)
|
||||||
})
|
})
|
||||||
this.popText = this.add.text(x + 10, y + 145, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
this.popText = this.add.text(x + 10, y + 167, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Refreshes all item quantities and colors in the stockpile panel. */
|
/** Refreshes all item quantities and colors in the stockpile panel. */
|
||||||
@@ -488,6 +508,350 @@ export class UIScene extends Phaser.Scene {
|
|||||||
this.scene.get('Game').events.emit('uiMenuClose')
|
this.scene.get('Game').events.emit('uiMenuClose')
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ─── ESC key handler ──────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Handles ESC key presses with a priority stack:
|
||||||
|
* confirm dialog → context menu → build menu → villager panel →
|
||||||
|
* 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.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
|
||||||
|
this.openEscMenu()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── ESC Menu ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Opens the ESC pause menu (New Game / Save / Load / Settings). */
|
||||||
|
private openEscMenu(): void {
|
||||||
|
if (this.escMenuVisible) return
|
||||||
|
this.escMenuVisible = true
|
||||||
|
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||||
|
this.buildEscMenu()
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Closes and destroys the ESC menu. */
|
||||||
|
private closeEscMenu(): void {
|
||||||
|
if (!this.escMenuVisible) return
|
||||||
|
this.escMenuVisible = false
|
||||||
|
this.escMenuGroup.destroy(true)
|
||||||
|
this.escMenuGroup = this.add.group()
|
||||||
|
this.scene.get('Game').events.emit('uiMenuClose')
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Builds the ESC menu UI elements. */
|
||||||
|
private buildEscMenu(): void {
|
||||||
|
if (this.escMenuGroup) this.escMenuGroup.destroy(true)
|
||||||
|
this.escMenuGroup = this.add.group()
|
||||||
|
|
||||||
|
const menuW = 240
|
||||||
|
const btnH = 40
|
||||||
|
const entries: { label: string; action: () => void }[] = [
|
||||||
|
{ label: '💾 Save Game', action: () => this.doSaveGame() },
|
||||||
|
{ label: '📂 Load Game', action: () => this.doLoadGame() },
|
||||||
|
{ label: '⚙️ Settings', action: () => this.doSettings() },
|
||||||
|
{ label: '🆕 New Game', action: () => this.doNewGame() },
|
||||||
|
]
|
||||||
|
const menuH = 16 + entries.length * (btnH + 8) + 8
|
||||||
|
const mx = this.scale.width / 2 - menuW / 2
|
||||||
|
const my = this.scale.height / 2 - menuH / 2
|
||||||
|
|
||||||
|
const bg = this.add.rectangle(mx, my, menuW, menuH, 0x0a0a0a, 0.95)
|
||||||
|
.setOrigin(0, 0).setScrollFactor(0).setDepth(400)
|
||||||
|
this.escMenuGroup.add(bg)
|
||||||
|
this.escMenuGroup.add(
|
||||||
|
this.add.text(mx + menuW / 2, my + 12, 'MENU [ESC] close', {
|
||||||
|
fontSize: '11px', color: '#666666', fontFamily: 'monospace',
|
||||||
|
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(401)
|
||||||
|
)
|
||||||
|
|
||||||
|
entries.forEach((entry, i) => {
|
||||||
|
const by = my + 32 + i * (btnH + 8)
|
||||||
|
const btn = this.add.rectangle(mx + 12, by, menuW - 24, btnH, 0x1a1a2e, 0.9)
|
||||||
|
.setOrigin(0, 0).setScrollFactor(0).setDepth(401).setInteractive()
|
||||||
|
btn.on('pointerover', () => btn.setFillStyle(0x2a2a4e, 0.9))
|
||||||
|
btn.on('pointerout', () => btn.setFillStyle(0x1a1a2e, 0.9))
|
||||||
|
btn.on('pointerdown', entry.action)
|
||||||
|
this.escMenuGroup.add(btn)
|
||||||
|
this.escMenuGroup.add(
|
||||||
|
this.add.text(mx + 24, by + btnH / 2, entry.label, {
|
||||||
|
fontSize: '14px', color: '#dddddd', fontFamily: 'monospace',
|
||||||
|
}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(402)
|
||||||
|
)
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Saves the game and shows a toast confirmation. */
|
||||||
|
private doSaveGame(): void {
|
||||||
|
stateManager.save()
|
||||||
|
this.closeEscMenu()
|
||||||
|
this.showToast('Game saved!')
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Reloads the page to load the last save from localStorage. */
|
||||||
|
private doLoadGame(): void {
|
||||||
|
this.closeEscMenu()
|
||||||
|
window.location.reload()
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Opens an empty Settings panel (placeholder). */
|
||||||
|
private doSettings(): void {
|
||||||
|
this.closeEscMenu()
|
||||||
|
this.showToast('Settings — coming soon')
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Shows a confirmation dialog before starting a new game. */
|
||||||
|
private doNewGame(): void {
|
||||||
|
this.closeEscMenu()
|
||||||
|
this.showConfirm(
|
||||||
|
'Start a new game?\nAll progress will be lost.',
|
||||||
|
() => { stateManager.reset(); window.location.reload() },
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── Confirm dialog ───────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Shows a modal confirmation dialog with OK and Cancel buttons.
|
||||||
|
* @param message - Message to display (newlines supported)
|
||||||
|
* @param onConfirm - Callback invoked when the user confirms
|
||||||
|
*/
|
||||||
|
private showConfirm(message: string, onConfirm: () => void): void {
|
||||||
|
this.hideConfirm()
|
||||||
|
this.confirmVisible = true
|
||||||
|
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||||
|
|
||||||
|
const dialogW = 280
|
||||||
|
const dialogH = 130
|
||||||
|
const dx = this.scale.width / 2 - dialogW / 2
|
||||||
|
const dy = this.scale.height / 2 - dialogH / 2
|
||||||
|
|
||||||
|
const bg = this.add.rectangle(dx, dy, dialogW, dialogH, 0x0a0a0a, 0.97)
|
||||||
|
.setOrigin(0, 0).setScrollFactor(0).setDepth(500)
|
||||||
|
this.confirmGroup.add(bg)
|
||||||
|
|
||||||
|
this.confirmGroup.add(
|
||||||
|
this.add.text(dx + dialogW / 2, dy + 20, message, {
|
||||||
|
fontSize: '13px', color: '#cccccc', fontFamily: 'monospace',
|
||||||
|
align: 'center', wordWrap: { width: dialogW - 32 },
|
||||||
|
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(501)
|
||||||
|
)
|
||||||
|
|
||||||
|
const btnY = dy + dialogH - 44
|
||||||
|
// Cancel button
|
||||||
|
const cancelBtn = this.add.rectangle(dx + 16, btnY, 110, 30, 0x333333, 0.9)
|
||||||
|
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
|
||||||
|
cancelBtn.on('pointerover', () => cancelBtn.setFillStyle(0x555555, 0.9))
|
||||||
|
cancelBtn.on('pointerout', () => cancelBtn.setFillStyle(0x333333, 0.9))
|
||||||
|
cancelBtn.on('pointerdown', () => this.hideConfirm())
|
||||||
|
this.confirmGroup.add(cancelBtn)
|
||||||
|
this.confirmGroup.add(
|
||||||
|
this.add.text(dx + 71, btnY + 15, 'Cancel', {
|
||||||
|
fontSize: '13px', color: '#aaaaaa', fontFamily: 'monospace',
|
||||||
|
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
|
||||||
|
)
|
||||||
|
|
||||||
|
// OK button
|
||||||
|
const okBtn = this.add.rectangle(dx + dialogW - 126, btnY, 110, 30, 0x4a1a1a, 0.9)
|
||||||
|
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
|
||||||
|
okBtn.on('pointerover', () => okBtn.setFillStyle(0x8a2a2a, 0.9))
|
||||||
|
okBtn.on('pointerout', () => okBtn.setFillStyle(0x4a1a1a, 0.9))
|
||||||
|
okBtn.on('pointerdown', () => { this.hideConfirm(); onConfirm() })
|
||||||
|
this.confirmGroup.add(okBtn)
|
||||||
|
this.confirmGroup.add(
|
||||||
|
this.add.text(dx + dialogW - 71, btnY + 15, 'OK', {
|
||||||
|
fontSize: '13px', color: '#ff8888', fontFamily: 'monospace',
|
||||||
|
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Closes and destroys the confirmation dialog. */
|
||||||
|
private hideConfirm(): void {
|
||||||
|
if (!this.confirmVisible) return
|
||||||
|
this.confirmVisible = false
|
||||||
|
this.confirmGroup.destroy(true)
|
||||||
|
this.confirmGroup = this.add.group()
|
||||||
|
this.scene.get('Game').events.emit('uiMenuClose')
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── Nisse Info Panel ─────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Opens (or switches to) the Nisse info panel for the given Nisse ID.
|
||||||
|
* If another Nisse's panel is already open, it is replaced.
|
||||||
|
* @param villagerId - ID of the Nisse to display
|
||||||
|
*/
|
||||||
|
private openNisseInfoPanel(villagerId: string): void {
|
||||||
|
this.nisseInfoId = villagerId
|
||||||
|
this.nisseInfoVisible = true
|
||||||
|
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||||
|
this.buildNisseInfoPanel()
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Closes and destroys the Nisse info panel. */
|
||||||
|
private closeNisseInfoPanel(): void {
|
||||||
|
if (!this.nisseInfoVisible) return
|
||||||
|
this.nisseInfoVisible = false
|
||||||
|
this.nisseInfoId = null
|
||||||
|
this.nisseInfoGroup.destroy(true)
|
||||||
|
this.nisseInfoGroup = this.add.group()
|
||||||
|
this.scene.get('Game').events.emit('uiMenuClose')
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Builds the static skeleton of the Nisse info panel (background, name, close
|
||||||
|
* button, labels, priority buttons) and stores references to the dynamic parts
|
||||||
|
* (status text, energy bar, job text, work log texts).
|
||||||
|
*/
|
||||||
|
private buildNisseInfoPanel(): void {
|
||||||
|
this.nisseInfoGroup.destroy(true)
|
||||||
|
this.nisseInfoGroup = this.add.group()
|
||||||
|
this.nisseInfoDynamic = null
|
||||||
|
|
||||||
|
const id = this.nisseInfoId
|
||||||
|
if (!id) return
|
||||||
|
|
||||||
|
const state = stateManager.getState()
|
||||||
|
const v = state.world.villagers[id]
|
||||||
|
if (!v) { this.closeNisseInfoPanel(); return }
|
||||||
|
|
||||||
|
const LOG_ROWS = 10
|
||||||
|
const panelW = 280
|
||||||
|
const panelH = 120 + LOG_ROWS * 14 + 16
|
||||||
|
const px = 10, py = 10
|
||||||
|
|
||||||
|
// Background
|
||||||
|
this.nisseInfoGroup.add(
|
||||||
|
this.add.rectangle(px, py, panelW, panelH, 0x050510, 0.93)
|
||||||
|
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
|
||||||
|
)
|
||||||
|
|
||||||
|
// Name
|
||||||
|
this.nisseInfoGroup.add(
|
||||||
|
this.add.text(px + 10, py + 10, v.name, {
|
||||||
|
fontSize: '14px', color: '#ffffff', 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.closeNisseInfoPanel())
|
||||||
|
this.nisseInfoGroup.add(closeBtn)
|
||||||
|
|
||||||
|
// Dynamic: status text
|
||||||
|
const statusTxt = this.add.text(px + 10, py + 28, '', {
|
||||||
|
fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
|
||||||
|
}).setScrollFactor(0).setDepth(251)
|
||||||
|
this.nisseInfoGroup.add(statusTxt)
|
||||||
|
|
||||||
|
// Dynamic: energy bar + pct
|
||||||
|
const energyBar = this.add.graphics().setScrollFactor(0).setDepth(251)
|
||||||
|
this.nisseInfoGroup.add(energyBar)
|
||||||
|
const energyPct = this.add.text(px + 136, py + 46, '', {
|
||||||
|
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
|
||||||
|
}).setScrollFactor(0).setDepth(251)
|
||||||
|
this.nisseInfoGroup.add(energyPct)
|
||||||
|
|
||||||
|
// Dynamic: job text
|
||||||
|
const jobTxt = this.add.text(px + 10, py + 60, '', {
|
||||||
|
fontSize: '11px', color: '#cccccc', fontFamily: 'monospace',
|
||||||
|
}).setScrollFactor(0).setDepth(251)
|
||||||
|
this.nisseInfoGroup.add(jobTxt)
|
||||||
|
|
||||||
|
// Static: priority label + buttons
|
||||||
|
const jobKeys: Array<{ key: string; icon: string }> = [
|
||||||
|
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', 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 btn = this.add.text(bx, py + 78, label, {
|
||||||
|
fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
|
||||||
|
fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
|
||||||
|
padding: { x: 5, y: 3 },
|
||||||
|
}).setScrollFactor(0).setDepth(252).setInteractive()
|
||||||
|
btn.on('pointerover', () => btn.setStyle({ backgroundColor: '#2d6a4f' }))
|
||||||
|
btn.on('pointerout', () => btn.setStyle({ backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a' }))
|
||||||
|
btn.on('pointerdown', () => {
|
||||||
|
const newPri = (v.priorities[j.key as keyof typeof v.priorities] + 1) % 5
|
||||||
|
const newPriorities = { ...v.priorities, [j.key]: newPri }
|
||||||
|
this.scene.get('Game').events.emit('updatePriorities', id, newPriorities)
|
||||||
|
// Rebuild panel so priority buttons reflect the new values immediately
|
||||||
|
this.buildNisseInfoPanel()
|
||||||
|
})
|
||||||
|
this.nisseInfoGroup.add(btn)
|
||||||
|
})
|
||||||
|
|
||||||
|
// Static: work log header
|
||||||
|
this.nisseInfoGroup.add(
|
||||||
|
this.add.text(px + 10, py + 98, '── Work Log ──────────────────', {
|
||||||
|
fontSize: '10px', color: '#555555', fontFamily: 'monospace',
|
||||||
|
}).setScrollFactor(0).setDepth(251)
|
||||||
|
)
|
||||||
|
|
||||||
|
// Dynamic: log text rows (pre-allocated)
|
||||||
|
const logTexts: Phaser.GameObjects.Text[] = []
|
||||||
|
for (let i = 0; i < LOG_ROWS; i++) {
|
||||||
|
const t = this.add.text(px + 10, py + 112 + i * 14, '', {
|
||||||
|
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
|
||||||
|
}).setScrollFactor(0).setDepth(251)
|
||||||
|
this.nisseInfoGroup.add(t)
|
||||||
|
logTexts.push(t)
|
||||||
|
}
|
||||||
|
|
||||||
|
this.nisseInfoDynamic = { statusText: statusTxt, energyBar, energyPct, jobText: jobTxt, logTexts }
|
||||||
|
this.refreshNisseInfoPanel()
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Updates only the dynamic parts of the Nisse info panel (status, energy,
|
||||||
|
* job, work log) without destroying and recreating the full group.
|
||||||
|
* Called every frame while the panel is visible.
|
||||||
|
*/
|
||||||
|
private refreshNisseInfoPanel(): void {
|
||||||
|
const dyn = this.nisseInfoDynamic
|
||||||
|
if (!dyn || !this.nisseInfoId) return
|
||||||
|
|
||||||
|
const state = stateManager.getState()
|
||||||
|
const v = state.world.villagers[this.nisseInfoId]
|
||||||
|
if (!v) { this.closeNisseInfoPanel(); return }
|
||||||
|
|
||||||
|
const gameScene = this.scene.get('Game') as any
|
||||||
|
const workLog = (gameScene.villagerSystem?.getWorkLog(this.nisseInfoId) ?? []) as string[]
|
||||||
|
const statusStr = (gameScene.villagerSystem?.getStatusText(this.nisseInfoId) ?? '—') as string
|
||||||
|
|
||||||
|
dyn.statusText.setText(statusStr)
|
||||||
|
|
||||||
|
// Energy bar
|
||||||
|
const px = 10, py = 10
|
||||||
|
dyn.energyBar.clear()
|
||||||
|
dyn.energyBar.fillStyle(0x333333); dyn.energyBar.fillRect(px + 10, py + 46, 120, 7)
|
||||||
|
const col = v.energy > 60 ? 0x4CAF50 : v.energy > 30 ? 0xFF9800 : 0xF44336
|
||||||
|
dyn.energyBar.fillStyle(col); dyn.energyBar.fillRect(px + 10, py + 46, 120 * (v.energy / 100), 7)
|
||||||
|
dyn.energyPct.setText(`${Math.round(v.energy)}%`)
|
||||||
|
|
||||||
|
// Job
|
||||||
|
dyn.jobText.setText(`Job: ${v.job ? `${v.job.type} → (${v.job.tileX}, ${v.job.tileY})` : '—'}`)
|
||||||
|
|
||||||
|
// Work log rows
|
||||||
|
dyn.logTexts.forEach((t, i) => {
|
||||||
|
t.setText(workLog[i] ?? '')
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
// ─── Resize ───────────────────────────────────────────────────────────────
|
// ─── Resize ───────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -515,8 +879,11 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// Close centered panels — their position is calculated on open, so they
|
// Close centered panels — their position is calculated on open, so they
|
||||||
// would be off-center if left open during a resize
|
// would be off-center if left open during a resize
|
||||||
if (this.buildMenuVisible) this.closeBuildMenu()
|
if (this.buildMenuVisible) this.closeBuildMenu()
|
||||||
if (this.villagerPanelVisible) this.closeVillagerPanel()
|
if (this.villagerPanelVisible) this.closeVillagerPanel()
|
||||||
if (this.contextMenuVisible) this.hideContextMenu()
|
if (this.contextMenuVisible) this.hideContextMenu()
|
||||||
|
if (this.escMenuVisible) this.closeEscMenu()
|
||||||
|
if (this.confirmVisible) this.hideConfirm()
|
||||||
|
if (this.nisseInfoVisible) this.closeNisseInfoPanel()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,15 +5,16 @@ import type { CropKind, CropState, ItemId } from '../types'
|
|||||||
import { stateManager } from '../StateManager'
|
import { stateManager } from '../StateManager'
|
||||||
import type { LocalAdapter } from '../NetworkAdapter'
|
import type { LocalAdapter } from '../NetworkAdapter'
|
||||||
|
|
||||||
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'water'
|
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'tree_seed' | 'water'
|
||||||
|
|
||||||
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'water']
|
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'tree_seed', 'water']
|
||||||
|
|
||||||
const TOOL_LABELS: Record<FarmingTool, string> = {
|
const TOOL_LABELS: Record<FarmingTool, string> = {
|
||||||
none: '— None',
|
none: '— None',
|
||||||
hoe: '⛏ Hoe (till grass)',
|
hoe: '⛏ Hoe (till grass)',
|
||||||
wheat_seed: '🌾 Wheat Seeds',
|
wheat_seed: '🌾 Wheat Seeds',
|
||||||
carrot_seed: '🥕 Carrot Seeds',
|
carrot_seed: '🥕 Carrot Seeds',
|
||||||
|
tree_seed: '🌲 Tree Seeds (plant on grass)',
|
||||||
water: '💧 Watering Can',
|
water: '💧 Watering Can',
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -30,6 +31,14 @@ export class FarmingSystem {
|
|||||||
onToolChange?: (tool: FarmingTool, label: string) => void
|
onToolChange?: (tool: FarmingTool, label: string) => void
|
||||||
/** Emitted for toast notifications */
|
/** Emitted for toast notifications */
|
||||||
onMessage?: (msg: string) => void
|
onMessage?: (msg: string) => void
|
||||||
|
/**
|
||||||
|
* Called when the player uses the tree_seed tool on a tile.
|
||||||
|
* @param tileX - Target tile column
|
||||||
|
* @param tileY - Target tile row
|
||||||
|
* @param underlyingTile - The tile type at that position
|
||||||
|
* @returns true if planting succeeded, false if validation failed
|
||||||
|
*/
|
||||||
|
onPlantTreeSeed?: (tileX: number, tileY: number, underlyingTile: TileType) => boolean
|
||||||
|
|
||||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
|
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
|
||||||
this.scene = scene
|
this.scene = scene
|
||||||
@@ -87,9 +96,27 @@ export class FarmingSystem {
|
|||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
const tile = state.world.tiles[tileY * 512 + tileX] as TileType
|
const tile = state.world.tiles[tileY * 512 + tileX] as TileType
|
||||||
|
|
||||||
if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
|
if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
|
||||||
else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
|
else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
|
||||||
else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
|
else if (this.currentTool === 'tree_seed') this.plantTreeSeed(tileX, tileY, tile)
|
||||||
|
else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Delegates tree-seedling planting to the registered callback (TreeSeedlingSystem).
|
||||||
|
* Only works on GRASS or DARK_GRASS tiles. Shows a toast on success or failure.
|
||||||
|
* @param tileX - Target tile column
|
||||||
|
* @param tileY - Target tile row
|
||||||
|
* @param tile - Current tile type at that position
|
||||||
|
*/
|
||||||
|
private plantTreeSeed(tileX: number, tileY: number, tile: TileType): void {
|
||||||
|
if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
|
||||||
|
this.onMessage?.('Plant tree seeds on grass!')
|
||||||
|
return
|
||||||
|
}
|
||||||
|
const ok = this.onPlantTreeSeed?.(tileX, tileY, tile)
|
||||||
|
if (ok === false) this.onMessage?.('No tree seeds, or tile is occupied!')
|
||||||
|
else if (ok) this.onMessage?.('Tree seed planted! 🌱 (~2 min to grow)')
|
||||||
}
|
}
|
||||||
|
|
||||||
private tillSoil(tileX: number, tileY: number, tile: TileType): void {
|
private tillSoil(tileX: number, tileY: number, tile: TileType): void {
|
||||||
|
|||||||
@@ -76,6 +76,16 @@ export class ResourceSystem {
|
|||||||
this.removeSprite(id)
|
this.removeSprite(id)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Spawns a sprite for a resource that was created at runtime
|
||||||
|
* (e.g. a tree grown from a seedling). The resource must already be
|
||||||
|
* present in the game state when this is called.
|
||||||
|
* @param node - The resource node to render
|
||||||
|
*/
|
||||||
|
public spawnResourcePublic(node: ResourceNodeState): void {
|
||||||
|
this.spawnSprite(node)
|
||||||
|
}
|
||||||
|
|
||||||
/** Called when WorldSystem changes a tile (e.g. after tree removed) */
|
/** Called when WorldSystem changes a tile (e.g. after tree removed) */
|
||||||
syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
|
syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
|
|||||||
131
src/systems/TreeSeedlingSystem.ts
Normal file
131
src/systems/TreeSeedlingSystem.ts
Normal file
@@ -0,0 +1,131 @@
|
|||||||
|
import Phaser from 'phaser'
|
||||||
|
import { TILE_SIZE, TREE_SEEDLING_STAGE_MS } from '../config'
|
||||||
|
import { TileType, PLANTABLE_TILES } from '../types'
|
||||||
|
import type { TreeSeedlingState } from '../types'
|
||||||
|
import { stateManager } from '../StateManager'
|
||||||
|
import type { LocalAdapter } from '../NetworkAdapter'
|
||||||
|
import type { WorldSystem } from './WorldSystem'
|
||||||
|
|
||||||
|
export class TreeSeedlingSystem {
|
||||||
|
private scene: Phaser.Scene
|
||||||
|
private adapter: LocalAdapter
|
||||||
|
private worldSystem: WorldSystem
|
||||||
|
private sprites = new Map<string, Phaser.GameObjects.Image>()
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @param scene - The Phaser scene this system belongs to
|
||||||
|
* @param adapter - Network adapter for dispatching state actions
|
||||||
|
* @param worldSystem - Used to refresh the terrain canvas when a seedling matures
|
||||||
|
*/
|
||||||
|
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
|
||||||
|
this.scene = scene
|
||||||
|
this.adapter = adapter
|
||||||
|
this.worldSystem = worldSystem
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Spawns sprites for all seedlings that exist in the saved state. */
|
||||||
|
create(): void {
|
||||||
|
const state = stateManager.getState()
|
||||||
|
for (const s of Object.values(state.world.treeSeedlings)) {
|
||||||
|
this.spawnSprite(s)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ticks all seedling growth timers and handles stage changes.
|
||||||
|
* Stage 0→1: updates the sprite to the sapling texture.
|
||||||
|
* Stage 1→2: removes the seedling, spawns a tree resource, and updates the terrain canvas.
|
||||||
|
* @param delta - Frame delta in milliseconds
|
||||||
|
*/
|
||||||
|
update(delta: number): void {
|
||||||
|
const advanced = stateManager.tickSeedlings(delta)
|
||||||
|
for (const id of advanced) {
|
||||||
|
const state = stateManager.getState()
|
||||||
|
const seedling = state.world.treeSeedlings[id]
|
||||||
|
if (!seedling) continue
|
||||||
|
|
||||||
|
if (seedling.stage === 2) {
|
||||||
|
// Fully mature: become a FOREST tile and a real tree resource
|
||||||
|
const { tileX, tileY } = seedling
|
||||||
|
this.removeSprite(id)
|
||||||
|
this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
|
||||||
|
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
|
||||||
|
this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
|
||||||
|
|
||||||
|
const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
|
||||||
|
this.adapter.send({
|
||||||
|
type: 'SPAWN_RESOURCE',
|
||||||
|
resource: { id: resourceId, tileX, tileY, kind: 'tree', hp: 3 },
|
||||||
|
})
|
||||||
|
} else {
|
||||||
|
// Stage 0→1: update sprite to sapling
|
||||||
|
const sprite = this.sprites.get(id)
|
||||||
|
if (sprite) sprite.setTexture(`seedling_${seedling.stage}`)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Attempts to plant a tree seedling on a grass tile.
|
||||||
|
* Validates that the stockpile has at least one tree_seed, the tile type is
|
||||||
|
* plantable (GRASS or DARK_GRASS), and no other object occupies the tile.
|
||||||
|
* @param tileX - Target tile column
|
||||||
|
* @param tileY - Target tile row
|
||||||
|
* @param underlyingTile - The current tile type (stored on the seedling for later restoration)
|
||||||
|
* @returns true if the seedling was planted, false if validation failed
|
||||||
|
*/
|
||||||
|
plantSeedling(tileX: number, tileY: number, underlyingTile: TileType): boolean {
|
||||||
|
const state = stateManager.getState()
|
||||||
|
|
||||||
|
if ((state.world.stockpile.tree_seed ?? 0) <= 0) return false
|
||||||
|
if (!PLANTABLE_TILES.has(underlyingTile)) return false
|
||||||
|
|
||||||
|
const occupied =
|
||||||
|
Object.values(state.world.resources).some(r => r.tileX === tileX && r.tileY === tileY) ||
|
||||||
|
Object.values(state.world.buildings).some(b => b.tileX === tileX && b.tileY === tileY) ||
|
||||||
|
Object.values(state.world.crops).some(c => c.tileX === tileX && c.tileY === tileY) ||
|
||||||
|
Object.values(state.world.treeSeedlings).some(s => s.tileX === tileX && s.tileY === tileY)
|
||||||
|
|
||||||
|
if (occupied) return false
|
||||||
|
|
||||||
|
const id = `seedling_${tileX}_${tileY}_${Date.now()}`
|
||||||
|
const seedling: TreeSeedlingState = {
|
||||||
|
id, tileX, tileY,
|
||||||
|
stage: 0,
|
||||||
|
stageTimerMs: TREE_SEEDLING_STAGE_MS,
|
||||||
|
underlyingTile,
|
||||||
|
}
|
||||||
|
|
||||||
|
this.adapter.send({ type: 'PLANT_TREE_SEED', seedling })
|
||||||
|
this.spawnSprite(seedling)
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates and registers the sprite for a seedling.
|
||||||
|
* @param s - Seedling state to render
|
||||||
|
*/
|
||||||
|
private spawnSprite(s: TreeSeedlingState): void {
|
||||||
|
const x = (s.tileX + 0.5) * TILE_SIZE
|
||||||
|
const y = (s.tileY + 0.5) * TILE_SIZE
|
||||||
|
const key = `seedling_${Math.min(s.stage, 2)}`
|
||||||
|
const sprite = this.scene.add.image(x, y, key)
|
||||||
|
.setOrigin(0.5, 0.85)
|
||||||
|
.setDepth(5)
|
||||||
|
this.sprites.set(s.id, sprite)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Destroys the sprite for a seedling and removes it from the registry.
|
||||||
|
* @param id - Seedling ID
|
||||||
|
*/
|
||||||
|
private removeSprite(id: string): void {
|
||||||
|
const s = this.sprites.get(id)
|
||||||
|
if (s) { s.destroy(); this.sprites.delete(id) }
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Destroys all seedling sprites and clears the registry. */
|
||||||
|
destroy(): void {
|
||||||
|
for (const id of [...this.sprites.keys()]) this.removeSprite(id)
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -11,6 +11,8 @@ import type { FarmingSystem } from './FarmingSystem'
|
|||||||
|
|
||||||
const ARRIVAL_PX = 3
|
const ARRIVAL_PX = 3
|
||||||
|
|
||||||
|
const WORK_LOG_MAX = 20
|
||||||
|
|
||||||
interface VillagerRuntime {
|
interface VillagerRuntime {
|
||||||
sprite: Phaser.GameObjects.Image
|
sprite: Phaser.GameObjects.Image
|
||||||
nameLabel: Phaser.GameObjects.Text
|
nameLabel: Phaser.GameObjects.Text
|
||||||
@@ -20,6 +22,8 @@ interface VillagerRuntime {
|
|||||||
destination: 'job' | 'stockpile' | 'bed' | null
|
destination: 'job' | 'stockpile' | 'bed' | null
|
||||||
workTimer: number
|
workTimer: number
|
||||||
idleScanTimer: number
|
idleScanTimer: number
|
||||||
|
/** Runtime-only activity log; not persisted. Max WORK_LOG_MAX entries. */
|
||||||
|
workLog: string[]
|
||||||
}
|
}
|
||||||
|
|
||||||
export class VillagerSystem {
|
export class VillagerSystem {
|
||||||
@@ -35,6 +39,7 @@ export class VillagerSystem {
|
|||||||
private nameIndex = 0
|
private nameIndex = 0
|
||||||
|
|
||||||
onMessage?: (msg: string) => void
|
onMessage?: (msg: string) => void
|
||||||
|
onNisseClick?: (villagerId: string) => void
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @param scene - The Phaser scene this system belongs to
|
* @param scene - The Phaser scene this system belongs to
|
||||||
@@ -139,13 +144,21 @@ export class VillagerSystem {
|
|||||||
// Carrying items? → find stockpile
|
// Carrying items? → find stockpile
|
||||||
if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
|
if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
|
||||||
const sp = this.nearestBuilding(v, 'stockpile_zone')
|
const sp = this.nearestBuilding(v, 'stockpile_zone')
|
||||||
if (sp) { this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile'); return }
|
if (sp) {
|
||||||
|
this.addLog(v.id, '→ Hauling to stockpile')
|
||||||
|
this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile')
|
||||||
|
return
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Low energy → find bed
|
// Low energy → find bed
|
||||||
if (v.energy < 25) {
|
if (v.energy < 25) {
|
||||||
const bed = this.findBed(v)
|
const bed = this.findBed(v)
|
||||||
if (bed) { this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed'); return }
|
if (bed) {
|
||||||
|
this.addLog(v.id, '→ Going to sleep (low energy)')
|
||||||
|
this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed')
|
||||||
|
return
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Find a job
|
// Find a job
|
||||||
@@ -156,6 +169,7 @@ export class VillagerSystem {
|
|||||||
type: 'VILLAGER_SET_JOB', villagerId: v.id,
|
type: 'VILLAGER_SET_JOB', villagerId: v.id,
|
||||||
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
|
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
|
||||||
})
|
})
|
||||||
|
this.addLog(v.id, `→ Walking to ${job.type} at (${job.tileX}, ${job.tileY})`)
|
||||||
this.beginWalk(v, rt, job.tileX, job.tileY, 'job')
|
this.beginWalk(v, rt, job.tileX, job.tileY, 'job')
|
||||||
} else {
|
} else {
|
||||||
// No job available — wait before scanning again
|
// No job available — wait before scanning again
|
||||||
@@ -218,10 +232,12 @@ export class VillagerSystem {
|
|||||||
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
|
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
|
||||||
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
|
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
|
||||||
rt.idleScanTimer = 0 // scan for a new job immediately after deposit
|
rt.idleScanTimer = 0 // scan for a new job immediately after deposit
|
||||||
|
this.addLog(v.id, '✓ Deposited at stockpile')
|
||||||
break
|
break
|
||||||
|
|
||||||
case 'bed':
|
case 'bed':
|
||||||
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'sleeping' })
|
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'sleeping' })
|
||||||
|
this.addLog(v.id, '💤 Sleeping...')
|
||||||
break
|
break
|
||||||
|
|
||||||
default:
|
default:
|
||||||
@@ -260,7 +276,10 @@ export class VillagerSystem {
|
|||||||
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
|
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
|
||||||
// Clear the FOREST tile so the area becomes passable for future pathfinding
|
// Clear the FOREST tile so the area becomes passable for future pathfinding
|
||||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
|
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
|
||||||
|
// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
|
||||||
|
this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
|
||||||
this.resourceSystem.removeResource(job.targetId)
|
this.resourceSystem.removeResource(job.targetId)
|
||||||
|
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
|
||||||
}
|
}
|
||||||
} else if (job.type === 'mine') {
|
} else if (job.type === 'mine') {
|
||||||
const res = state.world.resources[job.targetId]
|
const res = state.world.resources[job.targetId]
|
||||||
@@ -269,6 +288,7 @@ export class VillagerSystem {
|
|||||||
// Clear the ROCK tile so the area becomes passable for future pathfinding
|
// Clear the ROCK tile so the area becomes passable for future pathfinding
|
||||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
|
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
|
||||||
this.resourceSystem.removeResource(job.targetId)
|
this.resourceSystem.removeResource(job.targetId)
|
||||||
|
this.addLog(v.id, '✓ Mined rock (+2 stone)')
|
||||||
}
|
}
|
||||||
} else if (job.type === 'farm') {
|
} else if (job.type === 'farm') {
|
||||||
const crop = state.world.crops[job.targetId]
|
const crop = state.world.crops[job.targetId]
|
||||||
@@ -276,6 +296,7 @@ export class VillagerSystem {
|
|||||||
this.adapter.send({ type: 'VILLAGER_HARVEST_CROP', villagerId: v.id, cropId: job.targetId })
|
this.adapter.send({ type: 'VILLAGER_HARVEST_CROP', villagerId: v.id, cropId: job.targetId })
|
||||||
this.farmingSystem.removeCropSpritePublic(job.targetId)
|
this.farmingSystem.removeCropSpritePublic(job.targetId)
|
||||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
|
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
|
||||||
|
this.addLog(v.id, `✓ Farmed ${crop.kind}`)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -304,6 +325,7 @@ export class VillagerSystem {
|
|||||||
if (v.energy >= 100) {
|
if (v.energy >= 100) {
|
||||||
rt.sprite.setAngle(0)
|
rt.sprite.setAngle(0)
|
||||||
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
|
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
|
||||||
|
this.addLog(v.id, '✓ Woke up (energy full)')
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -467,7 +489,10 @@ export class VillagerSystem {
|
|||||||
const energyBar = this.scene.add.graphics().setDepth(12)
|
const energyBar = this.scene.add.graphics().setDepth(12)
|
||||||
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
|
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
|
||||||
|
|
||||||
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
|
sprite.setInteractive()
|
||||||
|
sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
|
||||||
|
|
||||||
|
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0, workLog: [] })
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -486,6 +511,21 @@ export class VillagerSystem {
|
|||||||
g.fillStyle(col); g.fillRect(x - W/2, y - 28, W * (energy / 100), H)
|
g.fillStyle(col); g.fillRect(x - W/2, y - 28, W * (energy / 100), H)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ─── Work log ─────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Prepends a message to the runtime work log for the given Nisse.
|
||||||
|
* Trims the log to WORK_LOG_MAX entries. No-ops if the Nisse is not found.
|
||||||
|
* @param villagerId - Target Nisse ID
|
||||||
|
* @param msg - Log message to prepend
|
||||||
|
*/
|
||||||
|
private addLog(villagerId: string, msg: string): void {
|
||||||
|
const rt = this.runtime.get(villagerId)
|
||||||
|
if (!rt) return
|
||||||
|
rt.workLog.unshift(msg)
|
||||||
|
if (rt.workLog.length > WORK_LOG_MAX) rt.workLog.length = WORK_LOG_MAX
|
||||||
|
}
|
||||||
|
|
||||||
// ─── Public API ───────────────────────────────────────────────────────────
|
// ─── Public API ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -506,6 +546,15 @@ export class VillagerSystem {
|
|||||||
return '💭 Idle'
|
return '💭 Idle'
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns a copy of the runtime work log for the given Nisse (newest first).
|
||||||
|
* @param villagerId - The Nisse's ID
|
||||||
|
* @returns Array of log strings, or empty array if not found
|
||||||
|
*/
|
||||||
|
getWorkLog(villagerId: string): string[] {
|
||||||
|
return [...(this.runtime.get(villagerId)?.workLog ?? [])]
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the current world position and remaining path for every Nisse
|
* Returns the current world position and remaining path for every Nisse
|
||||||
* that is currently in the 'walking' state. Used by DebugSystem for
|
* that is currently in the 'walking' state. Used by DebugSystem for
|
||||||
|
|||||||
@@ -21,6 +21,7 @@ export class WorldSystem {
|
|||||||
private tileset!: Phaser.Tilemaps.Tileset
|
private tileset!: Phaser.Tilemaps.Tileset
|
||||||
private bgImage!: Phaser.GameObjects.Image
|
private bgImage!: Phaser.GameObjects.Image
|
||||||
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
||||||
|
private bgCanvasTexture!: Phaser.Textures.CanvasTexture
|
||||||
|
|
||||||
/** @param scene - The Phaser scene this system belongs to */
|
/** @param scene - The Phaser scene this system belongs to */
|
||||||
constructor(scene: Phaser.Scene) {
|
constructor(scene: Phaser.Scene) {
|
||||||
@@ -35,10 +36,8 @@ export class WorldSystem {
|
|||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
|
|
||||||
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
|
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
|
||||||
const canvas = document.createElement('canvas')
|
const canvasTexture = this.scene.textures.createCanvas('terrain_bg', WORLD_TILES, WORLD_TILES) as Phaser.Textures.CanvasTexture
|
||||||
canvas.width = WORLD_TILES
|
const ctx = canvasTexture.context
|
||||||
canvas.height = WORLD_TILES
|
|
||||||
const ctx = canvas.getContext('2d')!
|
|
||||||
|
|
||||||
for (let y = 0; y < WORLD_TILES; y++) {
|
for (let y = 0; y < WORLD_TILES; y++) {
|
||||||
for (let x = 0; x < WORLD_TILES; x++) {
|
for (let x = 0; x < WORLD_TILES; x++) {
|
||||||
@@ -48,12 +47,14 @@ export class WorldSystem {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
this.scene.textures.addCanvas('terrain_bg', canvas)
|
canvasTexture.refresh()
|
||||||
|
this.bgCanvasTexture = canvasTexture
|
||||||
|
|
||||||
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
|
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
|
||||||
.setOrigin(0, 0)
|
.setOrigin(0, 0)
|
||||||
.setScale(TILE_SIZE)
|
.setScale(TILE_SIZE)
|
||||||
.setDepth(0)
|
.setDepth(0)
|
||||||
this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
|
canvasTexture.setFilter(Phaser.Textures.FilterMode.LINEAR)
|
||||||
|
|
||||||
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
|
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
|
||||||
this.map = this.scene.make.tilemap({
|
this.map = this.scene.make.tilemap({
|
||||||
@@ -157,6 +158,21 @@ export class WorldSystem {
|
|||||||
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Updates a single tile's pixel on the background canvas and refreshes the GPU texture.
|
||||||
|
* Used when a natural tile changes at runtime (e.g. DARK_GRASS → GRASS after recovery,
|
||||||
|
* or GRASS → FOREST when a seedling matures).
|
||||||
|
* @param tileX - Tile column
|
||||||
|
* @param tileY - Tile row
|
||||||
|
* @param type - New tile type to reflect visually
|
||||||
|
*/
|
||||||
|
refreshTerrainTile(tileX: number, tileY: number, type: TileType): void {
|
||||||
|
const color = BIOME_COLORS[type] ?? '#0a2210'
|
||||||
|
this.bgCanvasTexture.context.fillStyle = color
|
||||||
|
this.bgCanvasTexture.context.fillRect(tileX, tileY, 1, 1)
|
||||||
|
this.bgCanvasTexture.refresh()
|
||||||
|
}
|
||||||
|
|
||||||
/** Destroys the tilemap and background image. */
|
/** Destroys the tilemap and background image. */
|
||||||
destroy(): void {
|
destroy(): void {
|
||||||
this.map.destroy()
|
this.map.destroy()
|
||||||
|
|||||||
28
src/types.ts
28
src/types.ts
@@ -20,7 +20,10 @@ export const IMPASSABLE = new Set<number>([
|
|||||||
TileType.WALL,
|
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'
|
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone'
|
||||||
|
|
||||||
@@ -90,6 +93,18 @@ export interface PlayerState {
|
|||||||
inventory: Partial<Record<ItemId, number>>
|
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 {
|
export interface WorldState {
|
||||||
seed: number
|
seed: number
|
||||||
tiles: number[]
|
tiles: number[]
|
||||||
@@ -98,6 +113,13 @@ export interface WorldState {
|
|||||||
crops: Record<string, CropState>
|
crops: Record<string, CropState>
|
||||||
villagers: Record<string, VillagerState>
|
villagers: Record<string, VillagerState>
|
||||||
stockpile: Partial<Record<ItemId, number>>
|
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 {
|
export interface GameStateData {
|
||||||
@@ -123,3 +145,7 @@ export type GameAction =
|
|||||||
| { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string }
|
| { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string }
|
||||||
| { type: 'VILLAGER_DEPOSIT'; villagerId: string }
|
| { type: 'VILLAGER_DEPOSIT'; villagerId: string }
|
||||||
| { type: 'UPDATE_PRIORITIES'; villagerId: string; priorities: JobPriorities }
|
| { 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 }
|
||||||
|
|||||||
Reference in New Issue
Block a user