2 Commits

Author SHA1 Message Date
fc10201469 add demolish mode for buildings (Issue #50)
- New 💥 Demolish button in the action bar
- Red ghost highlights building footprint on hover
- Refund: 100% within 3 min, decays linearly to 0%
- Mine teardown unblocks passability tiles and removes status label
- Nisse inside demolished mine are rescued and reset to idle
- Floor/wall/chest tiles restored to GRASS on demolish
- Build error now shows missing resources instead of generic message
- BuildingState gains builtAt field; old saves default to 0 (no refund)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 20:18:49 +00:00
6eeb47c720 Merge pull request ' Mine Building — automated stone production (Issue #42)' (#45) from feature/mine-building into master 2026-03-24 19:59:01 +00:00
8 changed files with 302 additions and 30 deletions

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@@ -8,6 +8,7 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased]
### Added
- **Demolish Mode** (Issue #50): New 💥 Demolish button in the action bar; hover shows a red ghost over any building with a refund percentage; buildings demolished within 3 minutes return 100% of costs (linear decay to 0%); mine footprint tiles are unblocked on teardown; Nisse working inside a demolished building are rescued and resume idle; tile types are restored where applicable (floor/wall/chest → grass)
- **Mine Building** (Issue #42): 3×2 building placeable only on resource-free ROCK tiles (costs: 200 wood + 50 stone); Nisse with mine priority walk to the entrance, disappear inside for 15 s, then reappear carrying 2 stone; up to 3 Nisse work simultaneously; ⛏ X/3 status label shown directly on the building in world space; surface rock harvesting remains functional alongside the building
### Fixed

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@@ -233,7 +233,7 @@ class StateManager {
w.tiles[action.tileY * WORLD_TILES + action.tileX] = action.tile; break
case 'PLACE_BUILDING': {
w.buildings[action.building.id] = action.building
w.buildings[action.building.id] = { ...action.building, builtAt: w.gameTime }
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))
if (action.building.kind === 'forester_hut') {
@@ -415,6 +415,8 @@ class StateManager {
if (b.kind === 'forester_hut' && !p.world.foresterZones[b.id]) {
p.world.foresterZones[b.id] = { buildingId: b.id, tiles: [] }
}
// Migrate buildings without builtAt (pre-demolish saves): set to 0 = no refund
if (typeof (b as any).builtAt === 'undefined') (b as any).builtAt = 0
}
return p
} catch (_) { return null }

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@@ -61,6 +61,9 @@ export const VILLAGER_NAMES = [
'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
]
/** Milliseconds after placement during which demolishing gives a full refund (linearly decays to 0%). */
export const DEMOLISH_REFUND_MS = 180_000 // 3 minutes
export const SAVE_KEY = 'tg_save_v5'
export const AUTOSAVE_INTERVAL = 30_000

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@@ -64,6 +64,31 @@ export class GameScene extends Phaser.Scene {
this.events.emit('toast', msg)
this.renderPersistentObjects()
}
this.buildingSystem.onDemolishModeChange = (active) => this.events.emit('demolishModeChanged', active)
this.buildingSystem.onDemolished = (building, refund) => {
// Remove the building sprite
this.children.getByName(`bobj_${building.id}`)?.destroy()
// Mine-specific cleanup: unblock the 5 passability tiles and remove status label
if (building.kind === 'mine') {
for (let dy = 0; dy < 2; dy++) {
for (let dx = 0; dx < 3; dx++) {
if (dx === 1 && dy === 1) continue // entrance tile was never blocked
this.worldSystem.removeResourceTile(building.tileX + dx, building.tileY + dy)
}
}
this.mineStatusTexts.get(building.id)?.destroy()
this.mineStatusTexts.delete(building.id)
}
// Rescue any Nisse working in or walking to this building
this.villagerSystem.rescueNisseFromBuilding(building.id)
const refundMsg = Object.keys(refund).length
? ` (+${Object.entries(refund).map(([k, v]) => `${v} ${k}`).join(', ')})`
: ' (no refund)'
this.events.emit('toast', `Demolished ${building.kind}${refundMsg}`)
}
this.farmingSystem.create()
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
@@ -102,7 +127,7 @@ export class GameScene extends Phaser.Scene {
// 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
if (this.buildingSystem.isActive() || this.buildingSystem.isDemolishActive()) return
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const state = stateManager.getState()
@@ -116,7 +141,9 @@ export class GameScene extends Phaser.Scene {
this.scene.launch('UI')
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
this.events.on('activateDemolish', () => this.buildingSystem.activateDemolish())
this.events.on('deactivateDemolish', () => this.buildingSystem.deactivateDemolish())
this.events.on('uiMenuOpen', () => { this.menuOpen = true })
this.events.on('uiMenuClose', () => { this.menuOpen = false })
this.events.on('uiRequestBuildMenu', () => {

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@@ -67,9 +67,11 @@ export class UIScene extends Phaser.Scene {
private actionBuildLabel!: Phaser.GameObjects.Text
private actionNisseBtn!: Phaser.GameObjects.Rectangle
private actionNisseLabel!: Phaser.GameObjects.Text
private actionDemolishBtn!: Phaser.GameObjects.Rectangle
private actionDemolishLabel!: Phaser.GameObjects.Text
private actionTrayGroup!: Phaser.GameObjects.Group
private actionTrayVisible = false
private activeCategory: 'build' | 'nisse' | null = null
private activeCategory: 'build' | 'nisse' | 'demolish' | null = null
constructor() { super({ key: 'UI' }) }
@@ -89,10 +91,16 @@ export class UIScene extends Phaser.Scene {
this.createActionBar()
const gameScene = this.scene.get('Game')
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
gameScene.events.on('farmToolChanged', (t: FarmingTool, l: string) => this.onFarmToolChanged(t, l))
gameScene.events.on('toast', (m: string) => this.showToast(m))
gameScene.events.on('openBuildMenu', () => this.toggleBuildMenu())
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
gameScene.events.on('farmToolChanged', (t: FarmingTool, l: string) => this.onFarmToolChanged(t, l))
gameScene.events.on('toast', (m: string) => this.showToast(m))
gameScene.events.on('openBuildMenu', () => this.toggleBuildMenu())
gameScene.events.on('demolishModeChanged', (active: boolean) => {
if (!active && this.activeCategory === 'demolish') {
this.activeCategory = null
this.updateCategoryHighlights()
}
})
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.B)
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
@@ -563,9 +571,9 @@ export class UIScene extends Phaser.Scene {
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.
// Build/farm/demolish mode: let their systems handle ESC. Skip opening the ESC menu.
if (this.inBuildMode || this.inFarmMode) return
if (this.activeCategory === 'demolish') { this.deactivateCategory(); return }
this.openEscMenu()
}
@@ -1215,14 +1223,28 @@ export class UIScene extends Phaser.Scene {
this.actionNisseLabel = this.add.text(148, barY + UIScene.BAR_H / 2, '👥 Nisse', {
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
this.actionDemolishBtn = this.add.rectangle(200, barY + 8, 88, 32, 0x3a1a1a, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
this.actionDemolishBtn.on('pointerover', () => {
if (this.activeCategory !== 'demolish') this.actionDemolishBtn.setFillStyle(0x5a2a2a, this.uiOpacity)
})
this.actionDemolishBtn.on('pointerout', () => {
if (this.activeCategory !== 'demolish') this.actionDemolishBtn.setFillStyle(0x3a1a1a, this.uiOpacity)
})
this.actionDemolishBtn.on('pointerdown', () => this.toggleCategory('demolish'))
this.actionDemolishLabel = this.add.text(244, barY + UIScene.BAR_H / 2, '💥 Demolish', {
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
}
/**
* Toggles the given action bar category on or off.
* Selecting the active category deselects it; selecting a new one closes the previous.
* @param cat - The category to toggle ('build' or 'nisse')
* @param cat - The category to toggle
*/
private toggleCategory(cat: 'build' | 'nisse'): void {
private toggleCategory(cat: 'build' | 'nisse' | 'demolish'): void {
if (this.activeCategory === cat) {
this.deactivateCategory()
return
@@ -1230,14 +1252,17 @@ export class UIScene extends Phaser.Scene {
// Close whatever was open before
if (this.activeCategory === 'build') this.closeActionTray()
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
if (this.activeCategory === 'demolish') this.scene.get('Game').events.emit('deactivateDemolish')
this.activeCategory = cat
this.updateCategoryHighlights()
if (cat === 'build') {
this.openActionTray()
} else {
} else if (cat === 'nisse') {
this.openVillagerPanel()
} else {
this.scene.get('Game').events.emit('activateDemolish')
}
}
@@ -1247,17 +1272,19 @@ export class UIScene extends Phaser.Scene {
private deactivateCategory(): void {
if (this.activeCategory === 'build') this.closeActionTray()
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
if (this.activeCategory === 'demolish') this.scene.get('Game').events.emit('deactivateDemolish')
this.activeCategory = null
this.updateCategoryHighlights()
}
/**
* Updates the visual highlight of the Build and Nisse buttons
* Updates the visual highlight of the Build, Nisse, and Demolish buttons
* to reflect the current active category.
*/
private updateCategoryHighlights(): void {
this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, this.uiOpacity)
this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, this.uiOpacity)
this.actionDemolishBtn.setFillStyle(this.activeCategory === 'demolish' ? 0x7a3d3d : 0x3a1a1a, this.uiOpacity)
}
/**
@@ -1352,7 +1379,9 @@ export class UIScene extends Phaser.Scene {
this.actionBuildBtn.setPosition(8, height - UIScene.BAR_H + 8)
this.actionBuildLabel.setPosition(48, height - UIScene.BAR_H + UIScene.BAR_H / 2)
this.actionNisseBtn.setPosition(104, height - UIScene.BAR_H + 8)
this.actionNisseLabel.setPosition(144, height - UIScene.BAR_H + UIScene.BAR_H / 2)
this.actionNisseLabel.setPosition(148, height - UIScene.BAR_H + UIScene.BAR_H / 2)
this.actionDemolishBtn.setPosition(200, height - UIScene.BAR_H + 8)
this.actionDemolishLabel.setPosition(244, height - UIScene.BAR_H + UIScene.BAR_H / 2)
if (this.actionTrayVisible) this.closeActionTray()
// Close centered panels — their position is calculated on open, so they
// would be off-center if left open during a resize

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@@ -1,7 +1,7 @@
import Phaser from 'phaser'
import { TILE_SIZE, BUILDING_COSTS } from '../config'
import { TILE_SIZE, BUILDING_COSTS, DEMOLISH_REFUND_MS } from '../config'
import { TileType, IMPASSABLE } from '../types'
import type { BuildingType, BuildingState } from '../types'
import type { BuildingType, BuildingState, ItemId } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
@@ -12,10 +12,18 @@ const BUILDING_TILE: Partial<Record<BuildingType, TileType>> = {
// bed and stockpile_zone do NOT change the underlying tile
}
/** Tile type to restore when a building that changed its tile is demolished. */
const DEMOLISH_RESTORE_TILE: Partial<Record<BuildingType, TileType>> = {
floor: TileType.GRASS,
wall: TileType.GRASS,
chest: TileType.GRASS,
}
export class BuildingSystem {
private scene: Phaser.Scene
private adapter: LocalAdapter
private active = false
private demolishActive = false
private selectedBuilding: BuildingType = 'floor'
private ghost!: Phaser.GameObjects.Rectangle
private ghostLabel!: Phaser.GameObjects.Text
@@ -24,12 +32,23 @@ export class BuildingSystem {
onModeChange?: (active: boolean, building: BuildingType) => void
onPlaced?: (msg: string) => void
onDemolishModeChange?: (active: boolean) => void
/**
* Called after a building is demolished with the removed building data and the refund items.
* @param building - The BuildingState that was removed
* @param refund - Items returned to stockpile
*/
onDemolished?: (building: BuildingState, refund: Partial<Record<ItemId, number>>) => void
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
this.scene = scene
this.adapter = adapter
}
/**
* Initialises ghost sprite, label, and keyboard/pointer handlers for
* both build mode and demolish mode.
*/
create(): void {
this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
this.ghost.setDepth(1000)
@@ -47,14 +66,15 @@ export class BuildingSystem {
this.buildKey = this.scene.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.B)
this.cancelKey = this.scene.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
// Click to place
// Click to place (build mode) or demolish (demolish mode)
this.scene.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (!this.active) return
if (ptr.rightButtonDown()) {
this.deactivate()
if (this.active) this.deactivate()
if (this.demolishActive) this.deactivateDemolish()
return
}
this.tryPlace(ptr)
if (this.active) this.tryPlace(ptr)
else if (this.demolishActive) this.tryDemolish(ptr)
})
}
@@ -85,8 +105,22 @@ export class BuildingSystem {
return [{ tileX: b.tileX, tileY: b.tileY }]
}
/**
* Finds the building whose footprint contains the given tile, if any.
* @param tileX - Tile column to check
* @param tileY - Tile row to check
* @returns The matching BuildingState, or undefined
*/
private findBuildingAtTile(tileX: number, tileY: number): BuildingState | undefined {
const buildings = Object.values(stateManager.getState().world.buildings)
return buildings.find(b =>
this.getBuildingFootprintTiles(b).some(t => t.tileX === tileX && t.tileY === tileY)
)
}
/** Select a building type and activate build mode */
selectBuilding(kind: BuildingType): void {
if (this.demolishActive) this.deactivateDemolish()
this.selectedBuilding = kind
const { w, h } = this.getFootprint(kind)
this.ghost.setSize(w * TILE_SIZE, h * TILE_SIZE)
@@ -109,6 +143,37 @@ export class BuildingSystem {
isActive(): boolean { return this.active }
/**
* Activates demolish mode. Deactivates build mode if currently active.
* In demolish mode the ghost turns red and clicking a building removes it.
*/
activateDemolish(): void {
if (this.active) this.deactivate()
this.demolishActive = true
this.ghost.setSize(TILE_SIZE, TILE_SIZE)
this.ghost.setFillStyle(0xFF2222, 0.35)
this.ghost.setStrokeStyle(2, 0xFF2222, 0.9)
this.ghost.setVisible(true)
this.ghostLabel.setVisible(true)
this.onDemolishModeChange?.(true)
}
/**
* Deactivates demolish mode and hides the ghost.
*/
deactivateDemolish(): void {
this.demolishActive = false
this.ghost.setVisible(false)
this.ghostLabel.setVisible(false)
this.onDemolishModeChange?.(false)
}
/** Returns true if demolish mode is currently active. */
isDemolishActive(): boolean { return this.demolishActive }
/**
* Updates ghost position and label each frame for both build and demolish modes.
*/
update(): void {
if (Phaser.Input.Keyboard.JustDown(this.buildKey)) {
if (this.active) this.deactivate()
@@ -116,16 +181,23 @@ export class BuildingSystem {
}
if (Phaser.Input.Keyboard.JustDown(this.cancelKey)) {
this.deactivate()
this.deactivateDemolish()
}
if (!this.active) return
if (this.active) {
this.updateBuildGhost()
} else if (this.demolishActive) {
this.updateDemolishGhost()
}
}
// Update ghost to follow mouse (snapped to tile grid)
/**
* Updates the green/red build-mode ghost to follow the mouse, snapped to the tile grid.
*/
private updateBuildGhost(): void {
const ptr = this.scene.input.activePointer
const worldX = ptr.worldX
const worldY = ptr.worldY
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const { w, h } = this.getFootprint(this.selectedBuilding)
const snapX = tileX * TILE_SIZE + (w * TILE_SIZE) / 2
const snapY = tileY * TILE_SIZE + (h * TILE_SIZE) / 2
@@ -133,7 +205,6 @@ export class BuildingSystem {
this.ghost.setPosition(snapX, snapY)
this.ghostLabel.setPosition(snapX, snapY - (h * TILE_SIZE) / 2 - 2)
// Color ghost based on can-build
const canBuild = this.canBuildAt(tileX, tileY)
const color = canBuild ? 0x00FF00 : 0xFF4444
this.ghost.setFillStyle(color, 0.35)
@@ -144,6 +215,55 @@ export class BuildingSystem {
this.ghostLabel.setText(`${this.selectedBuilding} [${costStr}]`)
}
/**
* Updates the red demolish ghost to follow the mouse. Highlights the hovered building's
* footprint and shows the refund percentage in the label.
*/
private updateDemolishGhost(): void {
const ptr = this.scene.input.activePointer
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const building = this.findBuildingAtTile(tileX, tileY)
if (building) {
const { w, h } = this.getFootprint(building.kind)
const snapX = building.tileX * TILE_SIZE + (w * TILE_SIZE) / 2
const snapY = building.tileY * TILE_SIZE + (h * TILE_SIZE) / 2
this.ghost.setSize(w * TILE_SIZE, h * TILE_SIZE)
this.ghost.setPosition(snapX, snapY)
this.ghostLabel.setPosition(snapX, snapY - (h * TILE_SIZE) / 2 - 2)
this.ghost.setFillStyle(0xFF2222, 0.45)
this.ghost.setStrokeStyle(2, 0xFF2222, 1)
const refundPct = this.calcRefundPct(building)
const label = refundPct > 0
? `${building.kind} [refund ${Math.round(refundPct * 100)}%]`
: `${building.kind} [no refund]`
this.ghostLabel.setText(label)
} else {
// No building under cursor — small neutral ghost
const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
const snapY = tileY * TILE_SIZE + TILE_SIZE / 2
this.ghost.setSize(TILE_SIZE, TILE_SIZE)
this.ghost.setPosition(snapX, snapY)
this.ghostLabel.setPosition(snapX, snapY - TILE_SIZE / 2 - 2)
this.ghost.setFillStyle(0x444444, 0.2)
this.ghost.setStrokeStyle(1, 0x666666, 0.5)
this.ghostLabel.setText('')
}
}
/**
* Calculates the refund fraction (01) for a building based on how long ago it was built.
* Returns 1.0 within the first 3 minutes, decaying linearly to 0.
* @param building - The building to evaluate
* @returns Refund fraction between 0 and 1
*/
private calcRefundPct(building: BuildingState): number {
const elapsed = stateManager.getGameTime() - (building.builtAt ?? 0)
return Math.max(0, 1 - elapsed / DEMOLISH_REFUND_MS)
}
private canBuildAt(tileX: number, tileY: number): boolean {
const state = stateManager.getState()
@@ -217,17 +337,19 @@ export class BuildingSystem {
const tileY = Math.floor(worldY / TILE_SIZE)
if (!this.canBuildAt(tileX, tileY)) {
this.onPlaced?.('Cannot build here!')
const missing = this.getMissingResources(tileX, tileY)
this.onPlaced?.(missing.length ? `Need: ${missing}` : 'Cannot build here!')
return
}
const costs = BUILDING_COSTS[this.selectedBuilding] ?? {}
const building = {
const building: BuildingState = {
id: `building_${tileX}_${tileY}_${Date.now()}`,
tileX,
tileY,
kind: this.selectedBuilding,
ownerId: stateManager.getState().player.id,
builtAt: stateManager.getGameTime(),
}
this.adapter.send({ type: 'PLACE_BUILDING', building, costs })
@@ -242,6 +364,65 @@ export class BuildingSystem {
this.onPlaced?.(`Placed ${this.selectedBuilding}!`)
}
/**
* Returns a human-readable string describing which resources are missing
* to build the currently selected building at the given tile.
* @param tileX - Tile column
* @param tileY - Tile row
* @returns Comma-separated missing resource string, or empty string if nothing is missing
*/
private getMissingResources(tileX: number, tileY: number): string {
const state = stateManager.getState()
const costs = BUILDING_COSTS[this.selectedBuilding] ?? {}
const parts: string[] = []
for (const [item, qty] of Object.entries(costs)) {
const have = state.world.stockpile[item as keyof typeof state.world.stockpile] ?? 0
if (have < qty) parts.push(`${qty - have} ${item}`)
}
return parts.join(', ')
}
/**
* Attempts to demolish the building at the clicked tile.
* Calculates the time-based refund, removes the building from state,
* restores the tile type if applicable, and fires onDemolished.
* @param ptr - The pointer that was clicked
*/
private tryDemolish(ptr: Phaser.Input.Pointer): void {
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const building = this.findBuildingAtTile(tileX, tileY)
if (!building) return
// Calculate refund
const costs = BUILDING_COSTS[building.kind] ?? {}
const refundPct = this.calcRefundPct(building)
const refund: Partial<Record<ItemId, number>> = {}
for (const [item, qty] of Object.entries(costs)) {
const amount = Math.floor((qty ?? 0) * refundPct)
if (amount > 0) refund[item as ItemId] = amount
}
this.adapter.send({ type: 'REMOVE_BUILDING', buildingId: building.id })
// Restore tile type for buildings that changed it on placement
const restoreTile = DEMOLISH_RESTORE_TILE[building.kind]
if (restoreTile !== undefined) {
this.adapter.send({ type: 'CHANGE_TILE', tileX: building.tileX, tileY: building.tileY, tile: restoreTile })
}
// Return resources to stockpile
if (Object.keys(refund).length > 0) {
this.adapter.send({ type: 'ADD_ITEMS', items: refund })
}
this.onDemolished?.(building, refund)
}
/**
* Cleans up ghost sprites on scene shutdown.
*/
destroy(): void {
this.ghost.destroy()
this.ghostLabel.destroy()

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@@ -767,6 +767,33 @@ export class VillagerSystem {
* Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down.
*/
/**
* Rescues all Nisse that were working inside a demolished building.
* Makes hidden sprites visible again, clears their jobs, and resets AI to idle.
* Also releases any mine-capacity claims for that building.
* @param buildingId - ID of the building that was demolished
*/
rescueNisseFromBuilding(buildingId: string): void {
this.mineClaimsMap.delete(buildingId)
const state = stateManager.getState()
for (const v of Object.values(state.world.villagers)) {
if (v.job?.targetId !== buildingId) continue
const rt = this.runtime.get(v.id)
if (!rt) continue
// Make sprite visible in case the Nisse was hidden inside the mine
rt.sprite.setVisible(true)
rt.nameLabel.setVisible(true)
rt.energyBar.setVisible(true)
rt.jobIcon.setVisible(true)
rt.workTimer = 0
rt.idleScanTimer = 0
this.claimed.delete(buildingId)
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
this.addLog(v.id, '! Building demolished — resuming')
}
}
/**
* Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down.

View File

@@ -81,6 +81,8 @@ export interface BuildingState {
tileY: number
kind: BuildingType
ownerId: string
/** In-game time (ms) when the building was placed. Used for demolish refund calculation. */
builtAt: number
}
export interface CropState {