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2 Commits
fix/gc-all
...
feature/ev
| Author | SHA1 | Date | |
|---|---|---|---|
| 20858a1be1 | |||
| 3b021127a4 |
@@ -7,6 +7,12 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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### Performance
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- **Event-queue timers** (Issue #36): crops, tree seedlings, and tile-recovery events now use a sorted priority queue with absolute `gameTime` timestamps instead of per-frame countdown iteration — O(due items) per tick instead of O(total items); `WorldState.gameTime` tracks the in-game clock; save migrated from v5 to v6
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### Added
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- **Action log in F3 debug panel** (Issue #37): last 15 actions dispatched through the adapter are shown in the F3 overlay under "Last Actions"; ring buffer maintained in `LocalAdapter`
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### Fixed
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- **Y-based depth sorting** (Issue #31): trees, rocks, seedlings and buildings now use `tileY + 5` as depth instead of fixed values — objects lower on screen always render in front of objects above them, regardless of spawn order; build ghost moved to depth 1000
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- **Nisse always visible** (Issue #33): Nisse sprites fixed at depth 900, always rendered above world objects
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@@ -8,12 +8,42 @@ export interface NetworkAdapter {
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onAction?: (action: GameAction) => void
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}
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const ACTION_LOG_SIZE = 15
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/** Singleplayer: apply actions immediately and synchronously */
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export class LocalAdapter implements NetworkAdapter {
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onAction?: (action: GameAction) => void
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/** Ring-buffer of the last ACTION_LOG_SIZE dispatched action summaries. */
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private _actionLog: string[] = []
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send(action: GameAction): void {
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stateManager.apply(action)
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this._recordAction(action)
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this.onAction?.(action)
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}
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/** Returns a copy of the recent action log (oldest first). */
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getActionLog(): readonly string[] { return this._actionLog }
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/**
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* Appends a short summary of the action to the ring-buffer.
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* @param action - The dispatched game action
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*/
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private _recordAction(action: GameAction): void {
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let entry = action.type
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if ('tileX' in action && 'tileY' in action)
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entry += ` (${(action as any).tileX},${(action as any).tileY})`
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else if ('villagerId' in action)
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entry += ` v=…${(action as any).villagerId.slice(-4)}`
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else if ('resourceId' in action)
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entry += ` r=…${(action as any).resourceId.slice(-4)}`
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else if ('cropId' in action)
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entry += ` c=…${(action as any).cropId.slice(-4)}`
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else if ('seedlingId' in action)
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entry += ` s=…${(action as any).seedlingId.slice(-4)}`
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if (this._actionLog.length >= ACTION_LOG_SIZE) this._actionLog.shift()
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this._actionLog.push(entry)
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}
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}
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@@ -2,15 +2,42 @@ import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS, TREE_SEEDLING_STAGE_MS, TILE_RECOV
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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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// ─── Internal queue entry types ───────────────────────────────────────────────
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/** Scheduled crop-growth entry. Two entries are created per stage (normal + watered path). */
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interface CropEntry {
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id: string
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fireAt: number
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expectedStage: number
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/** If true this entry only fires when crop.watered === true. */
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wateredPath: boolean
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}
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/** Scheduled seedling-growth entry. One entry per stage. */
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interface SeedlingEntry {
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id: string
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fireAt: number
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expectedStage: number
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}
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/** Scheduled tile-recovery entry. One entry per tile. */
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interface RecoveryEntry {
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key: string
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fireAt: number
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}
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// ─── State factories ───────────────────────────────────────────────────────────
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const DEFAULT_PLAYER: PlayerState = {
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id: 'player1',
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x: 8192, y: 8192,
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inventory: {}, // empty — seeds now in stockpile
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inventory: {},
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}
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function makeEmptyWorld(seed: number): WorldState {
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return {
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seed,
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gameTime: 0,
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tiles: new Array(WORLD_TILES * WORLD_TILES).fill(3),
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resources: {},
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buildings: {},
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@@ -25,21 +52,164 @@ function makeEmptyWorld(seed: number): WorldState {
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function makeDefaultState(): GameStateData {
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return {
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version: 5,
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version: 6,
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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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}
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}
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// ─── StateManager ─────────────────────────────────────────────────────────────
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class StateManager {
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private state: GameStateData
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// In-memory event queues (not persisted; rebuilt from state on load).
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private cropQueue: CropEntry[] = []
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private seedlingQueue: SeedlingEntry[] = []
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private recoveryQueue: RecoveryEntry[] = []
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constructor() {
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this.state = this.load() ?? makeDefaultState()
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this.rebuildQueues()
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}
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getState(): Readonly<GameStateData> { return this.state }
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/** Returns the current accumulated in-game time in milliseconds. */
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getGameTime(): number { return this.state.world.gameTime }
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/**
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* Advances the in-game clock by delta milliseconds.
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* Must be called once per frame before any tick methods.
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* @param delta - Frame delta in milliseconds
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*/
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advanceTime(delta: number): void {
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this.state.world.gameTime += delta
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}
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// ─── Queue helpers ──────────────────────────────────────────────────────────
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/**
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* Inserts an entry into a sorted queue in ascending fireAt order.
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* Uses binary search for O(log n) position find; O(n) splice insert.
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*/
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private static insertSorted<T extends { fireAt: number }>(queue: T[], entry: T): void {
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let lo = 0, hi = queue.length
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while (lo < hi) {
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const mid = (lo + hi) >>> 1
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if (queue[mid].fireAt <= entry.fireAt) lo = mid + 1
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else hi = mid
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}
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queue.splice(lo, 0, entry)
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}
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/** Enqueues both growth entries (normal + watered path) for a crop's current stage. */
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private enqueueCropStage(id: string, expectedStage: number, growsAt: number, growsAtWatered: number): void {
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StateManager.insertSorted(this.cropQueue, { id, fireAt: growsAt, expectedStage, wateredPath: false })
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StateManager.insertSorted(this.cropQueue, { id, fireAt: growsAtWatered, expectedStage, wateredPath: true })
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}
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/**
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* Rebuilds all three event queues from the persisted state.
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* Called once after construction or load.
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*/
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private rebuildQueues(): void {
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this.cropQueue = []
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this.seedlingQueue = []
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this.recoveryQueue = []
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for (const crop of Object.values(this.state.world.crops)) {
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if (crop.stage >= crop.maxStage) continue
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this.enqueueCropStage(crop.id, crop.stage, crop.growsAt, crop.growsAtWatered)
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}
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for (const s of Object.values(this.state.world.treeSeedlings)) {
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if (s.stage < 2) {
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StateManager.insertSorted(this.seedlingQueue, { id: s.id, fireAt: s.growsAt, expectedStage: s.stage })
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}
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}
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for (const [key, fireAt] of Object.entries(this.state.world.tileRecovery)) {
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StateManager.insertSorted(this.recoveryQueue, { key, fireAt })
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}
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}
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// ─── Tick methods ──────────────────────────────────────────────────────────
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/**
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* Drains the crop queue up to the current gameTime.
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* Returns IDs of crops that advanced a stage this frame.
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*/
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tickCrops(): string[] {
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const now = this.state.world.gameTime
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const advanced: string[] = []
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while (this.cropQueue.length > 0 && this.cropQueue[0].fireAt <= now) {
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const entry = this.cropQueue.shift()!
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const crop = this.state.world.crops[entry.id]
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if (!crop || crop.stage !== entry.expectedStage) continue // already removed or stale stage
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if (entry.wateredPath && !crop.watered) continue // fast-path skipped: not watered
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crop.stage++
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advanced.push(crop.id)
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if (crop.stage < crop.maxStage) {
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const cfg = CROP_CONFIGS[crop.kind]
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crop.growsAt = now + cfg.stageTimeMs
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crop.growsAtWatered = now + cfg.stageTimeMs / 2
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this.enqueueCropStage(crop.id, crop.stage, crop.growsAt, crop.growsAtWatered)
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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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* Drains the seedling queue up to the current gameTime.
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* Returns IDs of seedlings that advanced a stage this frame.
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*/
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tickSeedlings(): string[] {
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const now = this.state.world.gameTime
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const advanced: string[] = []
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while (this.seedlingQueue.length > 0 && this.seedlingQueue[0].fireAt <= now) {
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const entry = this.seedlingQueue.shift()!
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const s = this.state.world.treeSeedlings[entry.id]
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if (!s || s.stage !== entry.expectedStage) continue // removed or stale
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s.stage = Math.min(s.stage + 1, 2)
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advanced.push(s.id)
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if (s.stage < 2) {
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s.growsAt = now + TREE_SEEDLING_STAGE_MS
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StateManager.insertSorted(this.seedlingQueue, { id: s.id, fireAt: s.growsAt, expectedStage: s.stage })
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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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* Drains the tile-recovery queue up to the current gameTime.
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* Returns keys ("tileX,tileY") of tiles that have reverted to GRASS.
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*/
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tickTileRecovery(): string[] {
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const now = this.state.world.gameTime
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const recovered: string[] = []
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while (this.recoveryQueue.length > 0 && this.recoveryQueue[0].fireAt <= now) {
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const entry = this.recoveryQueue.shift()!
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const fireAt = this.state.world.tileRecovery[entry.key]
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// Skip if the entry was superseded (tile re-planted, resetting its fireAt)
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if (fireAt === undefined || fireAt > now) continue
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delete this.state.world.tileRecovery[entry.key]
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recovered.push(entry.key)
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const [tx, ty] = entry.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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return recovered
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}
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// ─── State mutations ───────────────────────────────────────────────────────
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apply(action: GameAction): void {
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const s = this.state
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const w = s.world
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@@ -66,7 +236,6 @@ class StateManager {
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w.buildings[action.building.id] = action.building
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for (const [k, v] of Object.entries(action.costs))
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w.stockpile[k as ItemId] = Math.max(0, (w.stockpile[k as ItemId] ?? 0) - (v ?? 0))
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// Automatically create an empty forester zone when a forester hut is placed
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if (action.building.kind === 'forester_hut') {
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w.foresterZones[action.building.id] = { buildingId: action.building.id, tiles: [] }
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}
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@@ -74,7 +243,6 @@ class StateManager {
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}
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case 'REMOVE_BUILDING':
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// Remove associated forester zone when the hut is demolished
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if (w.buildings[action.buildingId]?.kind === 'forester_hut') {
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delete w.foresterZones[action.buildingId]
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}
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@@ -90,22 +258,24 @@ class StateManager {
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w.crops[action.crop.id] = { ...action.crop }
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const have = w.stockpile[action.seedItem] ?? 0
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w.stockpile[action.seedItem] = Math.max(0, have - 1)
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// Enqueue growth timers for both normal and watered paths
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this.enqueueCropStage(action.crop.id, 0, action.crop.growsAt, action.crop.growsAtWatered)
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break
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}
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case 'WATER_CROP': {
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const c = w.crops[action.cropId]; if (c) c.watered = true; break
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// No queue change needed — the wateredPath entry was enqueued at planting time
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}
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case 'HARVEST_CROP': {
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delete w.crops[action.cropId]
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for (const [k, v] of Object.entries(action.rewards))
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w.stockpile[k as ItemId] = (w.stockpile[k as ItemId] ?? 0) + (v ?? 0)
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// Stale queue entries will be skipped automatically (crop no longer exists)
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break
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}
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// ── Villager actions ──────────────────────────────────────────────────
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case 'SPAWN_VILLAGER':
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w.villagers[action.villager.id] = { ...action.villager }; break
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@@ -163,22 +333,30 @@ class StateManager {
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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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// Enqueue growth timer
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StateManager.insertSorted(this.seedlingQueue, {
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id: action.seedling.id, fireAt: action.seedling.growsAt, expectedStage: 0
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})
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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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// Stale queue entries will be skipped automatically
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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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case 'TILE_RECOVERY_START': {
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const fireAt = w.gameTime + TILE_RECOVERY_MS
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const key = `${action.tileX},${action.tileY}`
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w.tileRecovery[key] = fireAt
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StateManager.insertSorted(this.recoveryQueue, { key, fireAt })
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break
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}
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case 'FORESTER_ZONE_UPDATE': {
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const zone = w.foresterZones[action.buildingId]
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@@ -188,60 +366,7 @@ class StateManager {
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}
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}
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tickCrops(delta: number): string[] {
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const advanced: string[] = []
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for (const crop of Object.values(this.state.world.crops)) {
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if (crop.stage >= crop.maxStage) continue
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crop.stageTimerMs -= delta * (crop.watered ? 2 : 1)
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if (crop.stageTimerMs <= 0) {
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crop.stage = Math.min(crop.stage + 1, crop.maxStage)
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crop.stageTimerMs = CROP_CONFIGS[crop.kind].stageTimeMs
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advanced.push(crop.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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* 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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// ─── Persistence ───────────────────────────────────────────────────────────
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save(): void {
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try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
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@@ -252,20 +377,40 @@ class StateManager {
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const raw = localStorage.getItem(SAVE_KEY)
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if (!raw) return null
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const p = JSON.parse(raw) as GameStateData
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if (p.version !== 5) return null
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// ── Migrate v5 → v6: countdown timers → absolute gameTime timestamps ──
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if ((p.version as number) === 5) {
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p.world.gameTime = 0
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for (const crop of Object.values(p.world.crops)) {
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const old = crop as any
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const ms = old.stageTimerMs ?? CROP_CONFIGS[crop.kind]?.stageTimeMs ?? 20_000
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crop.growsAt = ms
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crop.growsAtWatered = ms / 2
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delete old.stageTimerMs
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}
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for (const s of Object.values(p.world.treeSeedlings)) {
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const old = s as any
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s.growsAt = old.stageTimerMs ?? TREE_SEEDLING_STAGE_MS
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delete old.stageTimerMs
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||||
}
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// tileRecovery values were remaining-ms countdowns; with gameTime=0 they equal fireAt directly
|
||||
p.version = 6
|
||||
}
|
||||
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||||
if (p.version !== 6) return null
|
||||
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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.stockpile) p.world.stockpile = {}
|
||||
if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
|
||||
if (!p.world.tileRecovery) p.world.tileRecovery = {}
|
||||
if (!p.world.foresterZones) p.world.foresterZones = {}
|
||||
// Reset in-flight AI states to idle on load so runtime timers start fresh
|
||||
if (!p.world.gameTime) p.world.gameTime = 0
|
||||
|
||||
for (const v of Object.values(p.world.villagers)) {
|
||||
if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
|
||||
// Migrate older saves that don't have the forester priority
|
||||
if (typeof (v.priorities as any).forester === 'undefined') v.priorities.forester = 4
|
||||
}
|
||||
// Rebuild forester zones for huts that predate the foresterZones field
|
||||
for (const b of Object.values(p.world.buildings)) {
|
||||
if (b.kind === 'forester_hut' && !p.world.foresterZones[b.id]) {
|
||||
p.world.foresterZones[b.id] = { buildingId: b.id, tiles: [] }
|
||||
@@ -278,6 +423,7 @@ class StateManager {
|
||||
reset(): void {
|
||||
localStorage.removeItem(SAVE_KEY)
|
||||
this.state = makeDefaultState()
|
||||
this.rebuildQueues()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
|
||||
this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
|
||||
this.foresterZoneSystem = new ForesterZoneSystem(this, this.adapter)
|
||||
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
|
||||
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem, this.adapter)
|
||||
|
||||
this.worldSystem.create()
|
||||
this.renderPersistentObjects()
|
||||
@@ -145,6 +145,9 @@ export class GameScene extends Phaser.Scene {
|
||||
update(_time: number, delta: number): void {
|
||||
if (this.menuOpen) return
|
||||
|
||||
// Advance the in-game clock first so all tick methods see the updated time
|
||||
stateManager.advanceTime(delta)
|
||||
|
||||
this.cameraSystem.update(delta)
|
||||
|
||||
this.resourceSystem.update(delta)
|
||||
@@ -153,8 +156,8 @@ export class GameScene extends Phaser.Scene {
|
||||
this.villagerSystem.update(delta)
|
||||
this.debugSystem.update()
|
||||
|
||||
// Tick tile-recovery timers; refresh canvas for any tiles that reverted to GRASS
|
||||
const recovered = stateManager.tickTileRecovery(delta)
|
||||
// Drain tile-recovery queue; refresh canvas for any tiles that reverted to GRASS
|
||||
const recovered = stateManager.tickTileRecovery()
|
||||
for (const key of recovered) {
|
||||
const [tx, ty] = key.split(',').map(Number)
|
||||
this.worldSystem.refreshTerrainTile(tx, ty, TileType.GRASS)
|
||||
|
||||
@@ -463,6 +463,9 @@ export class UIScene extends Phaser.Scene {
|
||||
'',
|
||||
`Paths: ${data.activePaths} (cyan lines in world)`,
|
||||
'',
|
||||
'── Last Actions ───────────────',
|
||||
...(data.actionLog.length > 0 ? data.actionLog : ['—']),
|
||||
'',
|
||||
'[F3] close',
|
||||
])
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ import Phaser from 'phaser'
|
||||
import { TILE_SIZE } from '../config'
|
||||
import { TileType } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
import type { LocalAdapter } from '../NetworkAdapter'
|
||||
import type { VillagerSystem } from './VillagerSystem'
|
||||
import type { WorldSystem } from './WorldSystem'
|
||||
|
||||
@@ -18,6 +19,8 @@ export interface DebugData {
|
||||
nisseByState: { idle: number; walking: number; working: number; sleeping: number }
|
||||
jobsByType: { chop: number; mine: number; farm: number }
|
||||
activePaths: number
|
||||
/** Recent actions dispatched through the adapter (newest last). */
|
||||
actionLog: readonly string[]
|
||||
}
|
||||
|
||||
/** Human-readable names for TileType enum values. */
|
||||
@@ -39,6 +42,7 @@ export class DebugSystem {
|
||||
private scene: Phaser.Scene
|
||||
private villagerSystem: VillagerSystem
|
||||
private worldSystem: WorldSystem
|
||||
private adapter: LocalAdapter
|
||||
private pathGraphics!: Phaser.GameObjects.Graphics
|
||||
private active = false
|
||||
|
||||
@@ -46,11 +50,13 @@ export class DebugSystem {
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
* @param villagerSystem - Used to read active paths for visualization
|
||||
* @param worldSystem - Used to read tile types under the mouse
|
||||
* @param adapter - Used to read the recent action log
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, villagerSystem: VillagerSystem, worldSystem: WorldSystem) {
|
||||
constructor(scene: Phaser.Scene, villagerSystem: VillagerSystem, worldSystem: WorldSystem, adapter: LocalAdapter) {
|
||||
this.scene = scene
|
||||
this.villagerSystem = villagerSystem
|
||||
this.worldSystem = worldSystem
|
||||
this.adapter = adapter
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -159,6 +165,7 @@ export class DebugSystem {
|
||||
nisseByState,
|
||||
jobsByType,
|
||||
activePaths: this.villagerSystem.getActivePaths().length,
|
||||
actionLog: this.adapter.getActionLog(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -74,8 +74,8 @@ export class FarmingSystem {
|
||||
this.setTool(TOOL_CYCLE[(idx + 1) % TOOL_CYCLE.length])
|
||||
}
|
||||
|
||||
// Tick crop growth
|
||||
const leveled = stateManager.tickCrops(delta)
|
||||
// Drain crop growth queue (no delta — gameTime is advanced by GameScene)
|
||||
const leveled = stateManager.tickCrops()
|
||||
for (const id of leveled) this.refreshCropSprite(id)
|
||||
}
|
||||
|
||||
@@ -151,11 +151,13 @@ export class FarmingSystem {
|
||||
}
|
||||
|
||||
const cfg = CROP_CONFIGS[kind]
|
||||
const now = stateManager.getGameTime()
|
||||
const crop: CropState = {
|
||||
id: `crop_${tileX}_${tileY}_${Date.now()}`,
|
||||
tileX, tileY, kind,
|
||||
stage: 0, maxStage: cfg.stages,
|
||||
stageTimerMs: cfg.stageTimeMs,
|
||||
growsAt: now + cfg.stageTimeMs,
|
||||
growsAtWatered: now + cfg.stageTimeMs / 2,
|
||||
watered: tile === TileType.WATERED_SOIL,
|
||||
}
|
||||
this.adapter.send({ type: 'PLANT_CROP', crop, seedItem })
|
||||
|
||||
@@ -38,7 +38,8 @@ export class TreeSeedlingSystem {
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(delta: number): void {
|
||||
const advanced = stateManager.tickSeedlings(delta)
|
||||
// Drain seedling growth queue (no delta — gameTime is advanced by GameScene)
|
||||
const advanced = stateManager.tickSeedlings()
|
||||
for (const id of advanced) {
|
||||
const state = stateManager.getState()
|
||||
const seedling = state.world.treeSeedlings[id]
|
||||
@@ -91,7 +92,7 @@ export class TreeSeedlingSystem {
|
||||
const seedling: TreeSeedlingState = {
|
||||
id, tileX, tileY,
|
||||
stage: 0,
|
||||
stageTimerMs: TREE_SEEDLING_STAGE_MS,
|
||||
growsAt: stateManager.getGameTime() + TREE_SEEDLING_STAGE_MS,
|
||||
underlyingTile,
|
||||
}
|
||||
|
||||
|
||||
16
src/types.ts
16
src/types.ts
@@ -90,7 +90,11 @@ export interface CropState {
|
||||
kind: CropKind
|
||||
stage: number
|
||||
maxStage: number
|
||||
stageTimerMs: number
|
||||
/** gameTime (ms) when this stage fires at normal (unwatered) speed. */
|
||||
growsAt: number
|
||||
/** gameTime (ms) when this stage fires if the crop is watered (half normal time).
|
||||
* Both entries are enqueued at plant/stage-advance time; the stale one is skipped. */
|
||||
growsAtWatered: number
|
||||
watered: boolean
|
||||
}
|
||||
|
||||
@@ -107,8 +111,8 @@ export interface TreeSeedlingState {
|
||||
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
|
||||
/** gameTime (ms) when this seedling advances to the next stage. */
|
||||
growsAt: number
|
||||
/** The tile type that was under the seedling when planted (GRASS or DARK_GRASS). */
|
||||
underlyingTile: TileType
|
||||
}
|
||||
@@ -125,6 +129,8 @@ export interface ForesterZoneState {
|
||||
|
||||
export interface WorldState {
|
||||
seed: number
|
||||
/** Accumulated in-game time in milliseconds. Used as the clock for all event-queue timers. */
|
||||
gameTime: number
|
||||
tiles: number[]
|
||||
resources: Record<string, ResourceNodeState>
|
||||
buildings: Record<string, BuildingState>
|
||||
@@ -134,8 +140,8 @@ export interface WorldState {
|
||||
/** 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.
|
||||
* Tile recovery fire-times, keyed by "tileX,tileY".
|
||||
* Value is the gameTime (ms) at which the tile reverts to GRASS.
|
||||
*/
|
||||
tileRecovery: Record<string, number>
|
||||
/** Forester zone definitions, keyed by forester_hut building ID. */
|
||||
|
||||
Reference in New Issue
Block a user