16 Commits

Author SHA1 Message Date
fcf805d4d2 🐛 add mine to action bar build tray
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 19:58:50 +00:00
ccc224e2b9 📝 update changelog for mine building (Issue #42)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 19:58:50 +00:00
202ff435f7 add mine building for automated stone production
- New 3×2 building placeable only on ROCK tiles without resources (50 stone + 200 wood)
- Mine entrance at bottom-centre tile (tileX+1, tileY+1) — only passable tile
- Other 5 footprint tiles blocked via resourceTiles index (impassable ROCK)
- Nisse with mine priority > 0 walk to entrance, hide inside for MINE_WORK_MS (15 s),
  then reappear carrying MINE_STONE_YIELD (2) stone and haul to stockpile
- Up to MINE_CAPACITY (3) Nisse work simultaneously; overflow Nisse wait for a slot
- ⛏ X/3 world-space status label above building updated each frame
- Surface rock harvesting unchanged; mine buildings take precedence in pickJob
- Ghost resizes to 3×2 when mine is selected; placement validated across full footprint
- Mine added to build menu with cost and placement hint

Closes #42

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 19:58:50 +00:00
a6c2aa5309 Merge pull request 'fix: Keep ROCK tile after surface rock mining (Issue #48)' (#49) from fix/rock-tile-preserved into master 2026-03-24 19:56:13 +00:00
3bf143993e 🐛 keep ROCK tile type after surface rock mining
CHANGE_TILE ROCK→GRASS removed from the surface-rock harvest branch.
Empty ROCK tiles are now passable (no resource on them) but remain ROCK,
so the mine building can still be placed on harvested rock ground.

Fixes #48

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 19:28:57 +00:00
0a706b8def Merge pull request 'Fix: Debug-Panel (F3) weicht Nisse-Info-Panel aus (#41)' (#44) from fix/debug-panel-overlap-41 into master 2026-03-24 18:42:55 +00:00
ae6c14d9a1 🐛 reposition debug panel when Nisse info panel is open (#41)
Debug panel shifts below the Nisse info panel to avoid overlap.
repositionDebugPanel() is called on toggle, open, and close.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 17:16:17 +00:00
3e099d92e2 Merge pull request 'Fix: uiOpacity auf Stockpile und Action Bar vereinheitlicht (#39, #40)' (#43) from fix/ui-opacity-panels into master 2026-03-24 17:14:50 +00:00
f78645bb79 🐛 fix seam between action tray and bar
Tray bg now covers bar area (TRAY_H + BAR_H), actionBarBg is hidden
while tray is open to avoid double-transparency artifacts.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 17:12:30 +00:00
84aa1a7ce5 🐛 fix build tray background and buttons ignoring uiOpacity
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 17:07:54 +00:00
24ee3257df 🐛 fix action bar buttons also ignoring uiOpacity
Build, Nisse buttons and hover states all had hardcoded 0.9 alpha.
updateStaticPanelOpacity() now calls updateCategoryHighlights() so
live changes take effect immediately.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 17:05:11 +00:00
78c184c560 🐛 fix uiOpacity on stockpile panel and action bar
Closes #39, closes #40.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 17:00:08 +00:00
7ff3d82e11 Merge pull request ' event-queue timers + action log (fixes #36, #37)' (#38) from feature/event-queue-and-action-log into master 2026-03-24 13:01:22 +00:00
20858a1be1 📝 update changelog for event-queue and action log 2026-03-24 08:08:18 +00:00
3b021127a4 replace polling timers with sorted event queues + action log
Crops, tree seedlings, and tile recovery no longer iterate all entries
every frame. Each event stores an absolute gameTime timestamp (growsAt).
A sorted priority queue is drained each tick — only due items are touched.

WorldState now tracks gameTime (ms); stateManager.advanceTime(delta)
increments it each frame. Save version bumped 5→6 with migration.

Action log ring buffer (15 entries) added to LocalAdapter; shown in
the F3 debug panel under "Last Actions".

Closes #36
Closes #37
2026-03-24 08:08:05 +00:00
26c3807481 Merge pull request 'Fix GC-Ruckler in pickJob und tickVillager' (#35) from fix/gc-alloc-picjob into master
Reviewed-on: #35
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-23 20:28:45 +00:00
12 changed files with 614 additions and 134 deletions

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@@ -7,6 +7,20 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased]
### Added
- **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
- **Debug-Panel überlagert Nisse-Info-Panel** (Issue #41): F3-Debug-Panel weicht dynamisch aus — wenn das Nisse-Info-Panel offen ist, erscheint das Debug-Panel unterhalb davon statt darüber
- **Stockpile-Overlay Transparenz** (Issue #39): `updateStaticPanelOpacity()` verwendete `setAlpha()` statt `setFillStyle()` — dadurch wurde die Opacity quadratisch statt linear angewendet; bei 100 % blieb das Panel sichtbar transparent
- **Action Bar Transparenz** (Issue #40): Action Bar ignorierte `uiOpacity` komplett — Hintergrund war hardcoded auf 0.92; wird jetzt korrekt mit `uiOpacity` erstellt und per `updateStaticPanelOpacity()` live aktualisiert
### Performance
- **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
### Added
- **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`
### Fixed
- **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
- **Nisse always visible** (Issue #33): Nisse sprites fixed at depth 900, always rendered above world objects

View File

@@ -8,12 +8,42 @@ export interface NetworkAdapter {
onAction?: (action: GameAction) => void
}
const ACTION_LOG_SIZE = 15
/** Singleplayer: apply actions immediately and synchronously */
export class LocalAdapter implements NetworkAdapter {
onAction?: (action: GameAction) => void
/** Ring-buffer of the last ACTION_LOG_SIZE dispatched action summaries. */
private _actionLog: string[] = []
send(action: GameAction): void {
stateManager.apply(action)
this._recordAction(action)
this.onAction?.(action)
}
/** Returns a copy of the recent action log (oldest first). */
getActionLog(): readonly string[] { return this._actionLog }
/**
* Appends a short summary of the action to the ring-buffer.
* @param action - The dispatched game action
*/
private _recordAction(action: GameAction): void {
let entry = action.type
if ('tileX' in action && 'tileY' in action)
entry += ` (${(action as any).tileX},${(action as any).tileY})`
else if ('villagerId' in action)
entry += ` v=…${(action as any).villagerId.slice(-4)}`
else if ('resourceId' in action)
entry += ` r=…${(action as any).resourceId.slice(-4)}`
else if ('cropId' in action)
entry += ` c=…${(action as any).cropId.slice(-4)}`
else if ('seedlingId' in action)
entry += ` s=…${(action as any).seedlingId.slice(-4)}`
if (this._actionLog.length >= ACTION_LOG_SIZE) this._actionLog.shift()
this._actionLog.push(entry)
}
}

View File

@@ -2,15 +2,42 @@ import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS, TREE_SEEDLING_STAGE_MS, TILE_RECOV
import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types'
import { TileType } from './types'
// ─── Internal queue entry types ───────────────────────────────────────────────
/** Scheduled crop-growth entry. Two entries are created per stage (normal + watered path). */
interface CropEntry {
id: string
fireAt: number
expectedStage: number
/** If true this entry only fires when crop.watered === true. */
wateredPath: boolean
}
/** Scheduled seedling-growth entry. One entry per stage. */
interface SeedlingEntry {
id: string
fireAt: number
expectedStage: number
}
/** Scheduled tile-recovery entry. One entry per tile. */
interface RecoveryEntry {
key: string
fireAt: number
}
// ─── State factories ───────────────────────────────────────────────────────────
const DEFAULT_PLAYER: PlayerState = {
id: 'player1',
x: 8192, y: 8192,
inventory: {}, // empty — seeds now in stockpile
inventory: {},
}
function makeEmptyWorld(seed: number): WorldState {
return {
seed,
gameTime: 0,
tiles: new Array(WORLD_TILES * WORLD_TILES).fill(3),
resources: {},
buildings: {},
@@ -25,21 +52,164 @@ function makeEmptyWorld(seed: number): WorldState {
function makeDefaultState(): GameStateData {
return {
version: 5,
version: 6,
world: makeEmptyWorld(Math.floor(Math.random() * 999999)),
player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } },
}
}
// ─── StateManager ─────────────────────────────────────────────────────────────
class StateManager {
private state: GameStateData
// In-memory event queues (not persisted; rebuilt from state on load).
private cropQueue: CropEntry[] = []
private seedlingQueue: SeedlingEntry[] = []
private recoveryQueue: RecoveryEntry[] = []
constructor() {
this.state = this.load() ?? makeDefaultState()
this.rebuildQueues()
}
getState(): Readonly<GameStateData> { return this.state }
/** Returns the current accumulated in-game time in milliseconds. */
getGameTime(): number { return this.state.world.gameTime }
/**
* Advances the in-game clock by delta milliseconds.
* Must be called once per frame before any tick methods.
* @param delta - Frame delta in milliseconds
*/
advanceTime(delta: number): void {
this.state.world.gameTime += delta
}
// ─── Queue helpers ──────────────────────────────────────────────────────────
/**
* Inserts an entry into a sorted queue in ascending fireAt order.
* Uses binary search for O(log n) position find; O(n) splice insert.
*/
private static insertSorted<T extends { fireAt: number }>(queue: T[], entry: T): void {
let lo = 0, hi = queue.length
while (lo < hi) {
const mid = (lo + hi) >>> 1
if (queue[mid].fireAt <= entry.fireAt) lo = mid + 1
else hi = mid
}
queue.splice(lo, 0, entry)
}
/** Enqueues both growth entries (normal + watered path) for a crop's current stage. */
private enqueueCropStage(id: string, expectedStage: number, growsAt: number, growsAtWatered: number): void {
StateManager.insertSorted(this.cropQueue, { id, fireAt: growsAt, expectedStage, wateredPath: false })
StateManager.insertSorted(this.cropQueue, { id, fireAt: growsAtWatered, expectedStage, wateredPath: true })
}
/**
* Rebuilds all three event queues from the persisted state.
* Called once after construction or load.
*/
private rebuildQueues(): void {
this.cropQueue = []
this.seedlingQueue = []
this.recoveryQueue = []
for (const crop of Object.values(this.state.world.crops)) {
if (crop.stage >= crop.maxStage) continue
this.enqueueCropStage(crop.id, crop.stage, crop.growsAt, crop.growsAtWatered)
}
for (const s of Object.values(this.state.world.treeSeedlings)) {
if (s.stage < 2) {
StateManager.insertSorted(this.seedlingQueue, { id: s.id, fireAt: s.growsAt, expectedStage: s.stage })
}
}
for (const [key, fireAt] of Object.entries(this.state.world.tileRecovery)) {
StateManager.insertSorted(this.recoveryQueue, { key, fireAt })
}
}
// ─── Tick methods ──────────────────────────────────────────────────────────
/**
* Drains the crop queue up to the current gameTime.
* Returns IDs of crops that advanced a stage this frame.
*/
tickCrops(): string[] {
const now = this.state.world.gameTime
const advanced: string[] = []
while (this.cropQueue.length > 0 && this.cropQueue[0].fireAt <= now) {
const entry = this.cropQueue.shift()!
const crop = this.state.world.crops[entry.id]
if (!crop || crop.stage !== entry.expectedStage) continue // already removed or stale stage
if (entry.wateredPath && !crop.watered) continue // fast-path skipped: not watered
crop.stage++
advanced.push(crop.id)
if (crop.stage < crop.maxStage) {
const cfg = CROP_CONFIGS[crop.kind]
crop.growsAt = now + cfg.stageTimeMs
crop.growsAtWatered = now + cfg.stageTimeMs / 2
this.enqueueCropStage(crop.id, crop.stage, crop.growsAt, crop.growsAtWatered)
}
}
return advanced
}
/**
* Drains the seedling queue up to the current gameTime.
* Returns IDs of seedlings that advanced a stage this frame.
*/
tickSeedlings(): string[] {
const now = this.state.world.gameTime
const advanced: string[] = []
while (this.seedlingQueue.length > 0 && this.seedlingQueue[0].fireAt <= now) {
const entry = this.seedlingQueue.shift()!
const s = this.state.world.treeSeedlings[entry.id]
if (!s || s.stage !== entry.expectedStage) continue // removed or stale
s.stage = Math.min(s.stage + 1, 2)
advanced.push(s.id)
if (s.stage < 2) {
s.growsAt = now + TREE_SEEDLING_STAGE_MS
StateManager.insertSorted(this.seedlingQueue, { id: s.id, fireAt: s.growsAt, expectedStage: s.stage })
}
}
return advanced
}
/**
* Drains the tile-recovery queue up to the current gameTime.
* Returns keys ("tileX,tileY") of tiles that have reverted to GRASS.
*/
tickTileRecovery(): string[] {
const now = this.state.world.gameTime
const recovered: string[] = []
while (this.recoveryQueue.length > 0 && this.recoveryQueue[0].fireAt <= now) {
const entry = this.recoveryQueue.shift()!
const fireAt = this.state.world.tileRecovery[entry.key]
// Skip if the entry was superseded (tile re-planted, resetting its fireAt)
if (fireAt === undefined || fireAt > now) continue
delete this.state.world.tileRecovery[entry.key]
recovered.push(entry.key)
const [tx, ty] = entry.key.split(',').map(Number)
this.state.world.tiles[ty * WORLD_TILES + tx] = TileType.GRASS
}
return recovered
}
// ─── State mutations ───────────────────────────────────────────────────────
apply(action: GameAction): void {
const s = this.state
const w = s.world
@@ -66,7 +236,6 @@ class StateManager {
w.buildings[action.building.id] = action.building
for (const [k, v] of Object.entries(action.costs))
w.stockpile[k as ItemId] = Math.max(0, (w.stockpile[k as ItemId] ?? 0) - (v ?? 0))
// Automatically create an empty forester zone when a forester hut is placed
if (action.building.kind === 'forester_hut') {
w.foresterZones[action.building.id] = { buildingId: action.building.id, tiles: [] }
}
@@ -74,7 +243,6 @@ class StateManager {
}
case 'REMOVE_BUILDING':
// Remove associated forester zone when the hut is demolished
if (w.buildings[action.buildingId]?.kind === 'forester_hut') {
delete w.foresterZones[action.buildingId]
}
@@ -90,22 +258,24 @@ class StateManager {
w.crops[action.crop.id] = { ...action.crop }
const have = w.stockpile[action.seedItem] ?? 0
w.stockpile[action.seedItem] = Math.max(0, have - 1)
// Enqueue growth timers for both normal and watered paths
this.enqueueCropStage(action.crop.id, 0, action.crop.growsAt, action.crop.growsAtWatered)
break
}
case 'WATER_CROP': {
const c = w.crops[action.cropId]; if (c) c.watered = true; break
// No queue change needed — the wateredPath entry was enqueued at planting time
}
case 'HARVEST_CROP': {
delete w.crops[action.cropId]
for (const [k, v] of Object.entries(action.rewards))
w.stockpile[k as ItemId] = (w.stockpile[k as ItemId] ?? 0) + (v ?? 0)
// Stale queue entries will be skipped automatically (crop no longer exists)
break
}
// ── Villager actions ──────────────────────────────────────────────────
case 'SPAWN_VILLAGER':
w.villagers[action.villager.id] = { ...action.villager }; break
@@ -163,22 +333,30 @@ class StateManager {
case 'PLANT_TREE_SEED': {
w.treeSeedlings[action.seedling.id] = { ...action.seedling }
w.stockpile.tree_seed = Math.max(0, (w.stockpile.tree_seed ?? 0) - 1)
// Cancel any tile recovery on this tile
delete w.tileRecovery[`${action.seedling.tileX},${action.seedling.tileY}`]
// Enqueue growth timer
StateManager.insertSorted(this.seedlingQueue, {
id: action.seedling.id, fireAt: action.seedling.growsAt, expectedStage: 0
})
break
}
case 'REMOVE_TREE_SEEDLING':
delete w.treeSeedlings[action.seedlingId]
// Stale queue entries will be skipped automatically
break
case 'SPAWN_RESOURCE':
w.resources[action.resource.id] = { ...action.resource }
break
case 'TILE_RECOVERY_START':
w.tileRecovery[`${action.tileX},${action.tileY}`] = TILE_RECOVERY_MS
case 'TILE_RECOVERY_START': {
const fireAt = w.gameTime + TILE_RECOVERY_MS
const key = `${action.tileX},${action.tileY}`
w.tileRecovery[key] = fireAt
StateManager.insertSorted(this.recoveryQueue, { key, fireAt })
break
}
case 'FORESTER_ZONE_UPDATE': {
const zone = w.foresterZones[action.buildingId]
@@ -188,60 +366,7 @@ class StateManager {
}
}
tickCrops(delta: number): string[] {
const advanced: string[] = []
for (const crop of Object.values(this.state.world.crops)) {
if (crop.stage >= crop.maxStage) continue
crop.stageTimerMs -= delta * (crop.watered ? 2 : 1)
if (crop.stageTimerMs <= 0) {
crop.stage = Math.min(crop.stage + 1, crop.maxStage)
crop.stageTimerMs = CROP_CONFIGS[crop.kind].stageTimeMs
advanced.push(crop.id)
}
}
return advanced
}
/**
* Advances all tree-seedling growth timers.
* Returns IDs of seedlings that have reached stage 2 (ready to mature into a tree).
* @param delta - Frame delta in milliseconds
* @returns Array of seedling IDs that are now mature
*/
tickSeedlings(delta: number): string[] {
const advanced: string[] = []
for (const s of Object.values(this.state.world.treeSeedlings)) {
s.stageTimerMs -= delta
if (s.stageTimerMs <= 0) {
s.stage = Math.min(s.stage + 1, 2)
s.stageTimerMs = TREE_SEEDLING_STAGE_MS
advanced.push(s.id)
}
}
return advanced
}
/**
* Ticks tile-recovery timers.
* Returns keys ("tileX,tileY") of tiles that have now recovered back to GRASS.
* @param delta - Frame delta in milliseconds
* @returns Array of recovered tile keys
*/
tickTileRecovery(delta: number): string[] {
const recovered: string[] = []
const rec = this.state.world.tileRecovery
for (const key of Object.keys(rec)) {
rec[key] -= delta
if (rec[key] <= 0) {
delete rec[key]
recovered.push(key)
// Update tiles array directly (DARK_GRASS → GRASS)
const [tx, ty] = key.split(',').map(Number)
this.state.world.tiles[ty * WORLD_TILES + tx] = TileType.GRASS
}
}
return recovered
}
// ─── Persistence ───────────────────────────────────────────────────────────
save(): void {
try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
@@ -252,20 +377,40 @@ class StateManager {
const raw = localStorage.getItem(SAVE_KEY)
if (!raw) return null
const p = JSON.parse(raw) as GameStateData
if (p.version !== 5) return null
// ── Migrate v5 → v6: countdown timers → absolute gameTime timestamps ──
if ((p.version as number) === 5) {
p.world.gameTime = 0
for (const crop of Object.values(p.world.crops)) {
const old = crop as any
const ms = old.stageTimerMs ?? CROP_CONFIGS[crop.kind]?.stageTimeMs ?? 20_000
crop.growsAt = ms
crop.growsAtWatered = ms / 2
delete old.stageTimerMs
}
for (const s of Object.values(p.world.treeSeedlings)) {
const old = s as any
s.growsAt = old.stageTimerMs ?? TREE_SEEDLING_STAGE_MS
delete old.stageTimerMs
}
// tileRecovery values were remaining-ms countdowns; with gameTime=0 they equal fireAt directly
p.version = 6
}
if (p.version !== 6) return null
if (!p.world.crops) p.world.crops = {}
if (!p.world.villagers) p.world.villagers = {}
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()
}
}

View File

@@ -20,8 +20,18 @@ export const BUILDING_COSTS: Record<BuildingType, Record<string, number>> = {
bed: { wood: 6 },
stockpile_zone:{ wood: 0 },
forester_hut: { wood: 50 },
mine: { stone: 50, wood: 200 },
}
/** Maximum number of Nisse that can work inside a mine simultaneously. */
export const MINE_CAPACITY = 3
/** Milliseconds a Nisse spends inside a mine per visit. */
export const MINE_WORK_MS = 15_000
/** Stone yielded per mine visit. */
export const MINE_STONE_YIELD = 2
/** Max Chebyshev radius (in tiles) that a forester hut's zone can extend. */
export const FORESTER_ZONE_RADIUS = 5

View File

@@ -1,5 +1,5 @@
import Phaser from 'phaser'
import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
import { AUTOSAVE_INTERVAL, TILE_SIZE, MINE_CAPACITY } from '../config'
import { TileType } from '../types'
import type { BuildingType } from '../types'
import { stateManager } from '../StateManager'
@@ -27,6 +27,8 @@ export class GameScene extends Phaser.Scene {
foresterZoneSystem!: ForesterZoneSystem
private autosaveTimer = 0
private menuOpen = false
/** World-space status labels for mine buildings, keyed by building ID. */
private mineStatusTexts = new Map<string, Phaser.GameObjects.Text>()
constructor() { super({ key: 'Game' }) }
@@ -46,7 +48,7 @@ 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 +147,9 @@ 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 +158,8 @@ 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)
@@ -162,6 +167,7 @@ export class GameScene extends Phaser.Scene {
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
this.buildingSystem.update()
this.updateMineStatusLabels()
this.autosaveTimer -= delta
if (this.autosaveTimer <= 0) {
@@ -200,10 +206,105 @@ export class GameScene extends Phaser.Scene {
g.fillStyle(0x2a1500); g.fillRect(wx - 4, wy + 1, 8, 8)
// Tree symbol on the roof
g.fillStyle(0x228B22); g.fillTriangle(wx - 6, wy - 11, wx + 6, wy - 11, wx, wy - 20)
} else if (building.kind === 'mine') {
this.renderMineBuilding(building)
}
}
}
/**
* Draws a mine building (3×2 tiles) at the given building position.
* Blocks the 5 non-entrance tiles in the WorldSystem passability index and
* creates a world-space status label showing current / max workers.
* @param building - The mine building state to render
*/
private renderMineBuilding(building: ReturnType<typeof stateManager.getState>['world']['buildings'][string]): void {
const name = `bobj_${building.id}`
const left = building.tileX * TILE_SIZE
const top = building.tileY * TILE_SIZE
const W = TILE_SIZE * 3 // 96 px
const H = TILE_SIZE * 2 // 64 px
const g = this.add.graphics().setName(name).setDepth(building.tileY + 6)
// Rocky stone face
g.fillStyle(0x424242); g.fillRect(left, top, W, H)
// Stone texture highlights — top row
g.fillStyle(0x5a5a5a, 0.7)
g.fillRect(left + 4, top + 3, 20, 10)
g.fillRect(left + 28, top + 5, 18, 9)
g.fillRect(left + 52, top + 3, 22, 11)
g.fillRect(left + 76, top + 5, 14, 10)
// Stone highlights — bottom row sides (left of entrance, right of entrance)
g.fillRect(left + 4, top + 36, 16, 10)
g.fillRect(left + 70, top + 37, 18, 10)
g.fillStyle(0x3a3a3a, 0.5)
g.fillRect(left + 6, top + 50, 18, 8)
g.fillRect(left + 68, top + 51, 16, 8)
// Wooden support posts flanking entrance
g.fillStyle(0x8B4513)
g.fillRect(left + 30, top + 22, 8, H - 22) // left post
g.fillRect(left + 58, top + 22, 8, H - 22) // right post
// Lintel beam across top of entrance
g.fillStyle(0x6B3311)
g.fillRect(left + 28, top + 20, 40, 10)
// Horizontal wood grain lines on posts
g.lineStyle(1, 0x5C2A00, 0.4)
for (let yy = top + 28; yy < top + H; yy += 7) {
g.lineBetween(left + 30, yy, left + 38, yy)
g.lineBetween(left + 58, yy, left + 66, yy)
}
// Mine shaft (dark entrance opening)
g.fillStyle(0x0d0d0d); g.fillRect(left + 38, top + 30, 20, H - 30)
g.fillStyle(0x000000, 0.5); g.fillRect(left + 38, top + 30, 4, H - 30) // left shadow
// Rail track at entrance floor
g.fillStyle(0x888888); g.fillRect(left + 42, top + H - 5, 12, 2)
g.fillStyle(0x777777)
g.fillRect(left + 44, top + H - 8, 2, 6)
g.fillRect(left + 50, top + H - 8, 2, 6)
// Block the 5 non-entrance tiles in the passability index.
// Entrance = (tileX+1, tileY+1) — stays passable.
for (let dy = 0; dy < 2; dy++) {
for (let dx = 0; dx < 3; dx++) {
if (dx === 1 && dy === 1) continue // entrance tile: skip
this.worldSystem.addResourceTile(building.tileX + dx, building.tileY + dy)
}
}
// Create the ⛏ X/3 status label above the building (only once)
if (!this.mineStatusTexts.has(building.id)) {
const cx = left + W / 2
const st = this.add.text(cx, top - 4, `⛏ 0/${MINE_CAPACITY}`, {
fontSize: '10px', color: '#ffdd88', fontFamily: 'monospace',
backgroundColor: '#00000088', padding: { x: 2, y: 1 },
}).setOrigin(0.5, 1).setDepth(building.tileY + 7)
this.mineStatusTexts.set(building.id, st)
}
}
/**
* Updates the ⛏ X/3 status label for every mine building each frame.
* Counts Nisse currently working (inside) the mine from the game state.
*/
private updateMineStatusLabels(): void {
const state = stateManager.getState()
const villagers = Object.values(state.world.villagers)
for (const [buildingId, text] of this.mineStatusTexts) {
const count = villagers.filter(
v => v.job?.targetId === buildingId && v.aiState === 'working'
).length
text.setText(`${count}/${MINE_CAPACITY}`)
}
}
/** Saves game state and destroys all systems cleanly on scene shutdown. */
shutdown(): void {
stateManager.save()

View File

@@ -229,9 +229,10 @@ export class UIScene extends Phaser.Scene {
{ kind: 'bed', label: '🛏 Bed', cost: '6 wood (+1 villager)' },
{ kind: 'stockpile_zone', label: '📦 Stockpile', cost: 'free (workers deliver here)' },
{ kind: 'forester_hut', label: '🌲 Forester Hut', cost: '50 wood' },
{ kind: 'mine', label: '⛏ Mine', cost: '200 wood + 50 stone (place on ROCK)' },
]
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 168
const bg = this.add.rectangle(menuX, menuY, 300, 326, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 186
const bg = this.add.rectangle(menuX, menuY, 300, 372, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
this.buildMenuGroup.add(bg)
this.buildMenuGroup.add(this.add.text(menuX + 150, menuY + 14, 'BUILD MENU [B/ESC]', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setOrigin(0.5,0).setScrollFactor(0).setDepth(201))
@@ -405,7 +406,7 @@ export class UIScene extends Phaser.Scene {
/** Creates the debug panel text object (initially hidden). */
private createDebugPanel(): void {
const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
this.debugPanelText = this.add.text(10, 80, '', {
this.debugPanelText = this.add.text(10, 10, '', {
fontSize: '12px',
color: '#cccccc',
backgroundColor: `#000000${hexAlpha}`,
@@ -419,9 +420,20 @@ export class UIScene extends Phaser.Scene {
private toggleDebugPanel(): void {
this.debugActive = !this.debugActive
this.debugPanelText.setVisible(this.debugActive)
this.repositionDebugPanel()
this.scene.get('Game').events.emit('debugToggle')
}
/**
* Repositions the debug panel to avoid overlapping the Nisse info panel.
* When the Nisse info panel is open, the debug panel shifts below it.
*/
private repositionDebugPanel(): void {
const NISSE_PANEL_H = 120 + 10 * 14 + 16 // matches buildNisseInfoPanel: 276px
const debugY = this.nisseInfoVisible ? 10 + NISSE_PANEL_H + 10 : 10
this.debugPanelText.setY(debugY)
}
/**
* Reads current debug data from DebugSystem and updates the panel text.
* Called every frame while debug mode is active.
@@ -463,6 +475,9 @@ export class UIScene extends Phaser.Scene {
'',
`Paths: ${data.activePaths} (cyan lines in world)`,
'',
'── Last Actions ───────────────',
...(data.actionLog.length > 0 ? data.actionLog : ['—']),
'',
'[F3] close',
])
}
@@ -780,11 +795,13 @@ export class UIScene extends Phaser.Scene {
/**
* Applies the current uiOpacity to all static UI elements that are not
* rebuilt on open (stockpile panel, debug panel background).
* rebuilt on open (stockpile panel, action bar, debug panel background).
* Called whenever uiOpacity changes.
*/
private updateStaticPanelOpacity(): void {
this.stockpilePanel.setAlpha(this.uiOpacity)
this.stockpilePanel.setFillStyle(0x000000, this.uiOpacity)
this.actionBarBg.setFillStyle(0x080808, this.uiOpacity)
this.updateCategoryHighlights()
const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
this.debugPanelText.setStyle({ backgroundColor: `#000000${hexAlpha}` })
}
@@ -874,6 +891,7 @@ export class UIScene extends Phaser.Scene {
this.nisseInfoId = villagerId
this.nisseInfoVisible = true
this.buildNisseInfoPanel()
this.repositionDebugPanel()
}
/** Closes and destroys the Nisse info panel. */
@@ -883,6 +901,7 @@ export class UIScene extends Phaser.Scene {
this.nisseInfoId = null
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
this.repositionDebugPanel()
}
/**
@@ -1166,16 +1185,16 @@ export class UIScene extends Phaser.Scene {
const { width, height } = this.scale
const barY = height - UIScene.BAR_H
this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, 0.92)
this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, 0.9)
this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
this.actionBuildBtn.on('pointerover', () => {
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x2a5a2a, 0.9)
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x2a5a2a, this.uiOpacity)
})
this.actionBuildBtn.on('pointerout', () => {
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x1a3a1a, 0.9)
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x1a3a1a, this.uiOpacity)
})
this.actionBuildBtn.on('pointerdown', () => this.toggleCategory('build'))
@@ -1183,13 +1202,13 @@ export class UIScene extends Phaser.Scene {
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
this.actionNisseBtn = this.add.rectangle(104, barY + 8, 88, 32, 0x1a1a3a, 0.9)
this.actionNisseBtn = this.add.rectangle(104, barY + 8, 88, 32, 0x1a1a3a, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
this.actionNisseBtn.on('pointerover', () => {
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x2a2a5a, 0.9)
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x2a2a5a, this.uiOpacity)
})
this.actionNisseBtn.on('pointerout', () => {
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x1a1a3a, 0.9)
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x1a1a3a, this.uiOpacity)
})
this.actionNisseBtn.on('pointerdown', () => this.toggleCategory('nisse'))
@@ -1237,8 +1256,8 @@ export class UIScene extends Phaser.Scene {
* to reflect the current active category.
*/
private updateCategoryHighlights(): void {
this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, 0.9)
this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, 0.9)
this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, this.uiOpacity)
this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, this.uiOpacity)
}
/**
@@ -1250,12 +1269,13 @@ export class UIScene extends Phaser.Scene {
this.actionTrayVisible = true
this.actionTrayGroup.destroy(true)
this.actionTrayGroup = this.add.group()
this.actionBarBg.setAlpha(0)
const { width, height } = this.scale
const trayY = height - UIScene.BAR_H - UIScene.TRAY_H
const bg = this.add.rectangle(0, trayY, width, UIScene.TRAY_H, 0x0d0d0d, 0.88)
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
const bg = this.add.rectangle(0, trayY, width, UIScene.TRAY_H + UIScene.BAR_H, 0x080808, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(299)
this.actionTrayGroup.add(bg)
const buildings: { kind: BuildingType; emoji: string; label: string }[] = [
@@ -1265,15 +1285,16 @@ export class UIScene extends Phaser.Scene {
{ kind: 'bed', emoji: '🛏', label: 'Bed' },
{ kind: 'stockpile_zone', emoji: '📦', label: 'Stockpile' },
{ kind: 'forester_hut', emoji: '🌲', label: 'Forester' },
{ kind: 'mine', emoji: '⛏', label: 'Mine' },
]
const itemW = 84
buildings.forEach((b, i) => {
const bx = 8 + i * (itemW + 4)
const btn = this.add.rectangle(bx, trayY + 4, itemW, UIScene.TRAY_H - 8, 0x1a2a1a, 0.9)
const btn = this.add.rectangle(bx, trayY + 4, itemW, UIScene.TRAY_H - 8, 0x1a2a1a, this.uiOpacity)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
btn.on('pointerover', () => btn.setFillStyle(0x2d4a2d, 0.9))
btn.on('pointerout', () => btn.setFillStyle(0x1a2a1a, 0.9))
btn.on('pointerover', () => btn.setFillStyle(0x2d4a2d, this.uiOpacity))
btn.on('pointerout', () => btn.setFillStyle(0x1a2a1a, this.uiOpacity))
btn.on('pointerdown', () => {
this.closeActionTray()
this.deactivateCategory()
@@ -1300,6 +1321,7 @@ export class UIScene extends Phaser.Scene {
this.actionTrayVisible = false
this.actionTrayGroup.destroy(true)
this.actionTrayGroup = this.add.group()
this.actionBarBg.setAlpha(1)
}
// ─── Resize ───────────────────────────────────────────────────────────────

View File

@@ -1,7 +1,7 @@
import Phaser from 'phaser'
import { TILE_SIZE, BUILDING_COSTS } from '../config'
import { TileType, IMPASSABLE } from '../types'
import type { BuildingType } from '../types'
import type { BuildingType, BuildingState } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
@@ -58,9 +58,38 @@ export class BuildingSystem {
})
}
/**
* Returns the tile footprint dimensions for the given building type.
* @param kind - The building type to query
* @returns Width and height in tiles
*/
private getFootprint(kind: BuildingType): { w: number; h: number } {
if (kind === 'mine') return { w: 3, h: 2 }
return { w: 1, h: 1 }
}
/**
* Returns all tile positions occupied by the given building,
* expanding multi-tile buildings (e.g. mine: 3×2) to their full footprint.
* @param b - The building state to expand
* @returns Array of tile positions in the building's footprint
*/
private getBuildingFootprintTiles(b: BuildingState): Array<{ tileX: number; tileY: number }> {
if (b.kind === 'mine') {
const result: Array<{ tileX: number; tileY: number }> = []
for (let dy = 0; dy < 2; dy++)
for (let dx = 0; dx < 3; dx++)
result.push({ tileX: b.tileX + dx, tileY: b.tileY + dy })
return result
}
return [{ tileX: b.tileX, tileY: b.tileY }]
}
/** Select a building type and activate build mode */
selectBuilding(kind: BuildingType): void {
this.selectedBuilding = kind
const { w, h } = this.getFootprint(kind)
this.ghost.setSize(w * TILE_SIZE, h * TILE_SIZE)
this.activate()
}
@@ -97,11 +126,12 @@ export class BuildingSystem {
const worldY = ptr.worldY
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)
const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
const snapY = tileY * TILE_SIZE + TILE_SIZE / 2
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
this.ghost.setPosition(snapX, snapY)
this.ghostLabel.setPosition(snapX, snapY - TILE_SIZE / 2 - 2)
this.ghostLabel.setPosition(snapX, snapY - (h * TILE_SIZE) / 2 - 2)
// Color ghost based on can-build
const canBuild = this.canBuildAt(tileX, tileY)
@@ -116,6 +146,11 @@ export class BuildingSystem {
private canBuildAt(tileX: number, tileY: number): boolean {
const state = stateManager.getState()
if (this.selectedBuilding === 'mine') {
return this.canPlaceMineAt(tileX, tileY)
}
const tile = state.world.tiles[tileY * 512 + tileX] as TileType // 512 = WORLD_TILES
// Can only build on passable ground tiles (not water, not existing buildings)
@@ -141,6 +176,40 @@ export class BuildingSystem {
return true
}
/**
* Checks whether a 3×2 mine can be placed with top-left at (tileX, tileY).
* All 6 tiles must be ROCK with no resources and no overlapping buildings.
* @param tileX - Top-left tile column
* @param tileY - Top-left tile row
*/
private canPlaceMineAt(tileX: number, tileY: number): boolean {
const state = stateManager.getState()
// Check costs
const costs = BUILDING_COSTS.mine
for (const [item, qty] of Object.entries(costs)) {
const have = state.world.stockpile[item as keyof typeof state.world.stockpile] ?? 0
if (have < qty) return false
}
const resources = Object.values(state.world.resources)
const buildings = Object.values(state.world.buildings)
for (let dy = 0; dy < 2; dy++) {
for (let dx = 0; dx < 3; dx++) {
const tx = tileX + dx, ty = tileY + dy
// Must be ROCK
if ((state.world.tiles[ty * 512 + tx] as TileType) !== TileType.ROCK) return false
// No resource on this tile
if (resources.some(r => r.tileX === tx && r.tileY === ty)) return false
// No existing building footprint overlapping this tile
if (buildings.some(b => this.getBuildingFootprintTiles(b).some(t => t.tileX === tx && t.tileY === ty))) return false
}
}
return true
}
private tryPlace(ptr: Phaser.Input.Pointer): void {
const worldX = ptr.worldX
const worldY = ptr.worldY
@@ -162,15 +231,13 @@ export class BuildingSystem {
}
this.adapter.send({ type: 'PLACE_BUILDING', building, costs })
// Only change the tile type for buildings that have a floor/wall tile mapping
const tileMapped = BUILDING_TILE[this.selectedBuilding]
if (tileMapped !== undefined) {
this.adapter.send({
type: 'CHANGE_TILE',
tileX,
tileY,
tile: tileMapped,
})
// Mine keeps its ROCK tile type; footprint blocking is handled in renderPersistentObjects.
// Other buildings change tile type where applicable.
if (this.selectedBuilding !== 'mine') {
const tileMapped = BUILDING_TILE[this.selectedBuilding]
if (tileMapped !== undefined) {
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: tileMapped })
}
}
this.onPlaced?.(`Placed ${this.selectedBuilding}!`)
}

View File

@@ -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(),
}
}
}

View File

@@ -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 })

View File

@@ -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,
}

View File

@@ -1,5 +1,5 @@
import Phaser from 'phaser'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES } from '../config'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES, MINE_CAPACITY, MINE_WORK_MS, MINE_STONE_YIELD } from '../config'
import { TileType, PLANTABLE_TILES } from '../types'
import type { VillagerState, VillagerJob, JobType, AIState, ItemId } from '../types'
import { stateManager } from '../StateManager'
@@ -37,7 +37,8 @@ export class VillagerSystem {
private farmingSystem!: FarmingSystem
private runtime = new Map<string, VillagerRuntime>()
private claimed = new Set<string>() // target IDs currently claimed by a villager
private claimed = new Set<string>() // target IDs currently claimed (resources, crops, etc.)
private mineClaimsMap = new Map<string, number>() // mine building ID → number of claimed slots
private spawnTimer = 0
private nameIndex = 0
@@ -72,6 +73,48 @@ export class VillagerSystem {
this.farmingSystem = farmingSystem
}
// ─── Claim helpers ────────────────────────────────────────────────────────
/**
* Claims a job target. Mine buildings use a capacity counter (up to MINE_CAPACITY);
* all other targets use the exclusive claimed Set.
* @param targetId - The resource, crop, or building ID being claimed
*/
private claimTarget(targetId: string): void {
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
this.mineClaimsMap.set(targetId, (this.mineClaimsMap.get(targetId) ?? 0) + 1)
} else {
this.claimed.add(targetId)
}
}
/**
* Releases a job target claim.
* @param targetId - The previously claimed target ID
*/
private releaseTarget(targetId: string): void {
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
const n = this.mineClaimsMap.get(targetId) ?? 0
if (n <= 1) this.mineClaimsMap.delete(targetId)
else this.mineClaimsMap.set(targetId, n - 1)
} else {
this.claimed.delete(targetId)
}
}
/**
* Returns true if the given target is fully claimed.
* Mine buildings are claimed when their worker count reaches MINE_CAPACITY.
* All other targets are claimed exclusively.
* @param targetId - The target ID to check
*/
private isTargetClaimed(targetId: string): boolean {
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
return (this.mineClaimsMap.get(targetId) ?? 0) >= MINE_CAPACITY
}
return this.claimed.has(targetId)
}
/**
* Spawns sprites for all Nisse that exist in the saved state
* and re-claims any active job targets.
@@ -81,7 +124,7 @@ export class VillagerSystem {
for (const v of Object.values(state.world.villagers)) {
this.spawnSprite(v)
// Re-claim any active job targets
if (v.job) this.claimed.add(v.job.targetId)
if (v.job) this.claimTarget(v.job.targetId)
}
}
@@ -173,7 +216,7 @@ export class VillagerSystem {
// Find a job
const job = this.pickJob(v)
if (job) {
this.claimed.add(job.targetId)
this.claimTarget(job.targetId)
this.adapter.send({
type: 'VILLAGER_SET_JOB', villagerId: v.id,
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
@@ -232,10 +275,20 @@ export class VillagerSystem {
*/
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
switch (rt.destination) {
case 'job':
rt.workTimer = VILLAGER_WORK_TIMES[v.job?.type ?? 'chop'] ?? 3000
case 'job': {
// Mine buildings take longer than surface-rock mining and hide the Nisse sprite.
const isMineBuilding = v.job?.type === 'mine' &&
stateManager.getState().world.buildings[v.job.targetId]?.kind === 'mine'
rt.workTimer = isMineBuilding ? MINE_WORK_MS : (VILLAGER_WORK_TIMES[v.job?.type ?? 'chop'] ?? 3000)
if (isMineBuilding) {
rt.sprite.setVisible(false)
rt.nameLabel.setVisible(false)
rt.energyBar.setVisible(false)
rt.jobIcon.setVisible(false)
}
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'working' })
break
}
case 'stockpile':
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
@@ -276,7 +329,7 @@ export class VillagerSystem {
const job = v.job
if (!job) { this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' }); return }
this.claimed.delete(job.targetId)
this.releaseTarget(job.targetId)
const state = stateManager.getState()
if (job.type === 'chop') {
@@ -293,13 +346,27 @@ export class VillagerSystem {
this.addLog(v.id, `✓ Chopped tree (+2 wood, +${seeds} tree seed)`)
}
} else if (job.type === 'mine') {
const res = state.world.resources[job.targetId]
if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
const building = state.world.buildings[job.targetId]
if (building?.kind === 'mine') {
// Mine building: yield stone directly into carrying, then show the Nisse again
const mutableJob = v.job as { carrying: Partial<Record<'stone', number>> }
mutableJob.carrying.stone = (mutableJob.carrying.stone ?? 0) + MINE_STONE_YIELD
rt.sprite.setVisible(true)
rt.nameLabel.setVisible(true)
rt.energyBar.setVisible(true)
rt.jobIcon.setVisible(true)
this.addLog(v.id, `✓ Mined (+${MINE_STONE_YIELD} stone) at mine`)
} else {
// Surface rock: ROCK tile stays ROCK after mining
const res = state.world.resources[job.targetId]
if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// ROCK tile stays ROCK after mining — empty rocky ground remains passable
// and valid for mine building placement.
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
}
}
} else if (job.type === 'farm') {
const crop = state.world.crops[job.targetId]
@@ -400,7 +467,7 @@ export class VillagerSystem {
const naturalChop: C[] = []
for (const res of resources) {
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
if (res.kind !== 'tree' || this.isTargetClaimed(res.id)) continue
// Skip trees with no reachable neighbour — A* cannot reach them.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
const c: C = { type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop }
@@ -415,8 +482,15 @@ export class VillagerSystem {
}
if (p.mine > 0) {
// Mine buildings: walk to entrance tile (tileX+1, tileY+1) and work inside
for (const b of buildings) {
if (b.kind !== 'mine' || this.isTargetClaimed(b.id)) continue
const eTileX = b.tileX + 1, eTileY = b.tileY + 1
candidates.push({ type: 'mine', targetId: b.id, tileX: eTileX, tileY: eTileY, dist: dist(eTileX, eTileY), pri: p.mine })
}
// Surface rocks (still valid without a mine building)
for (const res of resources) {
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
if (res.kind !== 'rock' || this.isTargetClaimed(res.id)) continue
// Same reachability guard for rock tiles.
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
@@ -425,7 +499,7 @@ export class VillagerSystem {
if (p.farm > 0) {
for (const crop of crops) {
if (crop.stage < crop.maxStage || this.claimed.has(crop.id)) continue
if (crop.stage < crop.maxStage || this.isTargetClaimed(crop.id)) continue
candidates.push({ type: 'farm', targetId: crop.id, tileX: crop.tileX, tileY: crop.tileY, dist: dist(crop.tileX, crop.tileY), pri: p.farm })
}
}
@@ -436,7 +510,7 @@ export class VillagerSystem {
for (const key of zone.tiles) {
const [tx, ty] = key.split(',').map(Number)
const targetId = `forester_tile_${tx}_${ty}`
if (this.claimed.has(targetId)) continue
if (this.isTargetClaimed(targetId)) continue
// Skip if tile is not plantable
const tileType = state.world.tiles[ty * WORLD_TILES + tx] as TileType
if (!PLANTABLE_TILES.has(tileType)) continue
@@ -480,7 +554,7 @@ export class VillagerSystem {
if (!path) {
if (v.job) {
this.claimed.delete(v.job.targetId)
this.releaseTarget(v.job.targetId)
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
}
rt.idleScanTimer = 4000 // longer delay after failed pathfind to avoid tight retry loops

View File

@@ -32,7 +32,7 @@ export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot' | 'tree_seed'
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone' | 'forester_hut'
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone' | 'forester_hut' | 'mine'
export type CropKind = 'wheat' | 'carrot'
@@ -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. */