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16 Commits
fix/gc-all
...
feature/mi
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14
CHANGELOG.md
14
CHANGELOG.md
@@ -7,6 +7,20 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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### Added
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- **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
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### Fixed
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- **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
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- **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
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- **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
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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':
|
||||
w.resources[action.resource.id] = { ...action.resource }
|
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break
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||||
|
||||
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()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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 ───────────────────────────────────────────────────────────────
|
||||
|
||||
@@ -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}!`)
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
18
src/types.ts
18
src/types.ts
@@ -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. */
|
||||
|
||||
Reference in New Issue
Block a user