5 Commits

Author SHA1 Message Date
0f411f0f34 implement zoom-to-mouse in CameraSystem
Replaces plain cam.setZoom() with zoom-to-mouse: after each zoom step
the scroll is corrected by (mouseOffset from center) * (1/zBefore - 1/zAfter),
keeping the world point under the cursor fixed. Also fixes getCenterWorld()
which previously divided by zoom incorrectly. Added JSDoc to all methods.
2026-03-21 11:53:00 +00:00
fede13d64a add ZoomMouseScene with zoom-to-mouse correction
Implements scroll correction after cam.setZoom() so the world point
under the mouse stays fixed. Formula accounts for Phaser's
center-based zoom: scrollX += (mouseX - cw/2) * (1/zBefore - 1/zAfter).
Tab switches between the two test scenes in both directions.
Also fixes centerWorld formula in ZoomTestScene overlay and logs.
2026-03-21 11:49:39 +00:00
aefb67dba6 ♻️ increase test world to 500×500 tiles, adjust marker intervals 2026-03-21 11:40:11 +00:00
faa4deb0bf 🐛 fix HUD overlay zoom + add red center crosshair
Text overlay now uses a dedicated HUD camera (zoom=1, fixed scroll)
so it's never scaled by the world zoom. World objects and HUD objects
are separated via camera ignore lists. Added red screen-center
crosshair to HUD layer as a precise alignment reference.
2026-03-21 11:34:04 +00:00
9b6341fe46 add file logging via Vite middleware to ZoomTestScene
Vite dev server gets a /api/log middleware (POST appends to
game-test.log, DELETE clears it). ZoomTestScene writes a zoom event
with before/after state on every scroll, plus a full snapshot every
2 seconds. Log entries are newline-delimited JSON.
2026-03-21 11:19:54 +00:00
17 changed files with 78 additions and 1303 deletions

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@@ -0,0 +1,35 @@
{
"permissions": {
"allow": [
"Bash(curl:)",
"Bash(curl -s \"https://git.zally.dev/api/v1/repos/tekki/nissefolk/issues/1\" -H \"Authorization: token de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
"Bash(python3 -m json.tool)",
"Bash(curl -s \"https://git.zally.dev/api/v1/repos/tekki/nissefolk/issues/1/timeline\" -H \"Authorization: token de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
"Bash(curl:*)",
"Bash(python3 -c \":*)",
"Bash(git checkout:*)",
"Bash(npx tsc:*)",
"Bash(npm run:*)",
"Bash(/usr/local/bin/npm run:*)",
"Bash(/home/tekki/.nvm/versions/node/v24.14.0/bin/npm run:*)",
"Bash(export PATH=\"/home/tekki/.nvm/versions/node/v24.14.0/bin:$PATH\")",
"Bash(git add:*)",
"Bash(git commit:*)",
"Bash(git push:*)",
"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''html_url'''', d.get\\(''''message'''',''''''''\\)\\)\\)\")",
"Bash(git pull:*)",
"Bash(for id:*)",
"Bash(do echo:*)",
"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''html_url'''',''''''''\\)\\)\")",
"Bash(TOKEN=\"de54ccf9eadd5950a6ea5fa264b6404acdecc732\" BASE=\"https://git.zally.dev/api/v1/repos/tekki/nissefolk\" __NEW_LINE_2bc8ebfb809e4939__ for id in 5 6 7 9)",
"Bash(TOKEN=\"de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
"Bash(BASE=\"https://git.zally.dev/api/v1/repos/tekki/nissefolk\")",
"Bash(__NEW_LINE_5d5fe245d6f316dc__ for:*)",
"Bash(do)",
"Bash(done)",
"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''html_url'''',''''''''\\), d.get\\(''''number'''',''''''''\\), d.get\\(''''message'''',''''''''\\)\\)\")",
"Bash(git remote:*)",
"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''login'''',''''''''\\), d.get\\(''''message'''',''''''''\\)\\)\")"
]
}
}

2
.gitignore vendored
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@@ -1,4 +1,2 @@
node_modules/ node_modules/
dist/ dist/
game-test.log
.claude/

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@@ -7,24 +7,6 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased] ## [Unreleased]
### Added
- **Unified Tile System** (Issue #14):
- Tree seedlings: player plants `tree_seed` on grass/dark-grass via the F-key farming tool; seedling grows through two stages (sprout → sapling → young tree, ~1 min each); on maturity it becomes a FOREST tile with a harvestable tree resource
- Tile recovery: when a Nisse chops a tree, the resulting DARK_GRASS tile starts a 5-minute recovery timer and reverts to GRASS automatically, with the terrain canvas updated in real time
- Three new procedural seedling textures (`seedling_0/1/2`) generated in BootScene
- `tree_seed` added to stockpile display (default 5 at game start) and to the farming tool cycle
- `WorldSystem.refreshTerrainTile()` updates the terrain canvas for a single tile without regenerating the full background
- New `TreeSeedlingSystem` manages seedling sprites, growth ticking, and maturation
### Added
- **Nisse Info Panel** (Issue #9): clicking a Nisse opens a top-left panel with name, AI status, energy bar, active job, job priority buttons, and a live work log (last 10 of 20 runtime entries); closes with ESC, ✕ button, or by clicking another Nisse
- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
- **ESC Menu** (Issue #7): pressing ESC when no overlay is open shows a pause menu with Save Game, Load Game, Settings (placeholder), and New Game; New Game requires confirmation before wiping the save
- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → Nisse info panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
### Added
- **F3 Debug View**: toggleable overlay showing FPS, tile type and contents under the cursor, Nisse count by AI state, active jobs by type, and pathfinding visualization (cyan lines in world space)
### Fixed ### Fixed
- Nisse now clear the FOREST/ROCK tile after harvesting, opening paths to deeper resources - Nisse now clear the FOREST/ROCK tile after harvesting, opening paths to deeper resources
- Nisse no longer get stuck idle after depositing items at the stockpile - Nisse no longer get stuck idle after depositing items at the stockpile
@@ -38,12 +20,8 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
- Villagers are now called **Nisse** throughout the UI (panel, controls hint, stockpile display, context menu, spawn message) - Villagers are now called **Nisse** throughout the UI (panel, controls hint, stockpile display, context menu, spawn message)
### Added ### Added
- Scroll wheel zooms toward the mouse cursor position (zoom-to-mouse), correctly accounting for Phaser's center-based zoom model - Scroll wheel now zooms toward the mouse cursor position instead of the screen center
- Middle mouse button held: pan the camera by dragging - Middle mouse button held: pan the camera by dragging
- Test environment at `/test.html` with `ZoomTestScene` (Phaser default) and `ZoomMouseScene` (zoom-to-mouse) for camera behaviour analysis; file-logging via Vite middleware to `game-test.log`
### Fixed
- `getCenterWorld()` in `CameraSystem` returned wrong world coordinates at zoom ≠ 1; corrected from `scrollX + width/(2·zoom)` to `scrollX + width/2`
- Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world - Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world
- Initial project setup: Phaser 3 + TypeScript + Vite - Initial project setup: Phaser 3 + TypeScript + Vite
- Core scenes: `BootScene`, `GameScene`, `UIScene` - Core scenes: `BootScene`, `GameScene`, `UIScene`

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@@ -1,16 +1,5 @@
# CLAUDE.md — Game Project # CLAUDE.md — Game Project
## ⚠️ Important: Session Start Location
**Claude Code must be started from `~` (home directory), NOT from `~/game`.**
If you are reading this and the working directory is `/home/tekki/game`, please let the user know:
> "Heads up: you've started me from inside `~/game`. Please exit and restart from your home directory (`~`) so that `.claude/` settings and memory stay outside the repo."
`.claude/` directories inside `~/game` are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo.
---
## Project Overview ## Project Overview
A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**. A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**.

5
game-test.log Normal file
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@@ -0,0 +1,5 @@
{"t":1774091984264,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":0,"y":0},"world":{"x":0,"y":0}}}
{"t":1774091986280,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
{"t":1774091988280,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
{"t":1774091990281,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
{"t":1774091992281,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}

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@@ -1,6 +1,5 @@
import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS, TREE_SEEDLING_STAGE_MS, TILE_RECOVERY_MS } from './config' import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS } from './config'
import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types' import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types'
import { TileType } from './types'
const DEFAULT_PLAYER: PlayerState = { const DEFAULT_PLAYER: PlayerState = {
id: 'player1', id: 'player1',
@@ -16,15 +15,13 @@ function makeEmptyWorld(seed: number): WorldState {
buildings: {}, buildings: {},
crops: {}, crops: {},
villagers: {}, villagers: {},
stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0, tree_seed: 5 }, stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0 },
treeSeedlings: {},
tileRecovery: {},
} }
} }
function makeDefaultState(): GameStateData { function makeDefaultState(): GameStateData {
return { return {
version: 5, version: 4,
world: makeEmptyWorld(Math.floor(Math.random() * 999999)), world: makeEmptyWorld(Math.floor(Math.random() * 999999)),
player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } }, player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } },
} }
@@ -149,26 +146,6 @@ class StateManager {
if (v) v.priorities = { ...action.priorities } if (v) v.priorities = { ...action.priorities }
break break
} }
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}`]
break
}
case 'REMOVE_TREE_SEEDLING':
delete w.treeSeedlings[action.seedlingId]
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
break
} }
} }
@@ -186,47 +163,6 @@ class StateManager {
return advanced 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
}
save(): void { save(): void {
try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {} try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
} }
@@ -236,12 +172,10 @@ class StateManager {
const raw = localStorage.getItem(SAVE_KEY) const raw = localStorage.getItem(SAVE_KEY)
if (!raw) return null if (!raw) return null
const p = JSON.parse(raw) as GameStateData const p = JSON.parse(raw) as GameStateData
if (p.version !== 5) return null if (p.version !== 4) return null
if (!p.world.crops) p.world.crops = {} if (!p.world.crops) p.world.crops = {}
if (!p.world.villagers) p.world.villagers = {} if (!p.world.villagers) p.world.villagers = {}
if (!p.world.stockpile) p.world.stockpile = {} if (!p.world.stockpile) p.world.stockpile = {}
if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
if (!p.world.tileRecovery) p.world.tileRecovery = {}
// Reset in-flight AI states to idle on load so runtime timers start fresh // Reset in-flight AI states to idle on load so runtime timers start fresh
for (const v of Object.values(p.world.villagers)) { for (const v of Object.values(p.world.villagers)) {
if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle' if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'

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@@ -46,11 +46,5 @@ export const VILLAGER_NAMES = [
'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex', 'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
] ]
export const SAVE_KEY = 'tg_save_v5' export const SAVE_KEY = 'tg_save_v4'
export const AUTOSAVE_INTERVAL = 30_000 export const AUTOSAVE_INTERVAL = 30_000
/** Milliseconds for one tree-seedling stage to advance (two stages = full tree). */
export const TREE_SEEDLING_STAGE_MS = 60_000 // 1 min per stage → 2 min total
/** Milliseconds before a bare DARK_GRASS tile (after tree felling) reverts to GRASS. */
export const TILE_RECOVERY_MS = 300_000 // 5 minutes

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@@ -20,7 +20,6 @@ export class BootScene extends Phaser.Scene {
this.buildResourceTextures() this.buildResourceTextures()
this.buildPlayerTexture() this.buildPlayerTexture()
this.buildCropTextures() this.buildCropTextures()
this.buildSeedlingTextures()
this.buildUITextures() this.buildUITextures()
this.buildVillagerAndBuildingTextures() this.buildVillagerAndBuildingTextures()
this.generateWorldIfNeeded() this.generateWorldIfNeeded()
@@ -288,40 +287,6 @@ export class BootScene extends Phaser.Scene {
g3.generateTexture('crop_carrot_3', W, H); g3.destroy() g3.generateTexture('crop_carrot_3', W, H); g3.destroy()
} }
// ─── Tree seedling textures (3 growth stages) ────────────────────────────
/**
* Generates textures for the three tree-seedling growth stages:
* seedling_0 small sprout
* seedling_1 sapling with leaves
* seedling_2 young tree (about to mature into a FOREST tile)
*/
private buildSeedlingTextures(): void {
// Stage 0: tiny sprout
const g0 = this.add.graphics()
g0.fillStyle(0x6D4C41); g0.fillRect(10, 20, 4, 10)
g0.fillStyle(0x66BB6A); g0.fillEllipse(12, 16, 12, 8)
g0.fillStyle(0x4CAF50); g0.fillEllipse(12, 13, 8, 6)
g0.generateTexture('seedling_0', 24, 32); g0.destroy()
// Stage 1: sapling
const g1 = this.add.graphics()
g1.fillStyle(0x6D4C41); g1.fillRect(9, 15, 5, 16)
g1.fillStyle(0x4CAF50); g1.fillCircle(12, 12, 8)
g1.fillStyle(0x66BB6A, 0.7); g1.fillCircle(7, 16, 5); g1.fillCircle(17, 16, 5)
g1.fillStyle(0x81C784); g1.fillCircle(12, 8, 5)
g1.generateTexture('seedling_1', 24, 32); g1.destroy()
// Stage 2: young tree (mature, ready to become a resource)
const g2 = this.add.graphics()
g2.fillStyle(0x000000, 0.15); g2.fillEllipse(12, 28, 16, 6)
g2.fillStyle(0x6D4C41); g2.fillRect(9, 14, 6, 14)
g2.fillStyle(0x2E7D32); g2.fillCircle(12, 9, 10)
g2.fillStyle(0x388E3C); g2.fillCircle(7, 13, 7); g2.fillCircle(17, 13, 7)
g2.fillStyle(0x43A047); g2.fillCircle(12, 6, 7)
g2.generateTexture('seedling_2', 24, 32); g2.destroy()
}
// ─── UI panel texture ───────────────────────────────────────────────────── // ─── UI panel texture ─────────────────────────────────────────────────────
private buildUITextures(): void { private buildUITextures(): void {

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@@ -1,6 +1,5 @@
import Phaser from 'phaser' import Phaser from 'phaser'
import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config' import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
import { TileType } from '../types'
import type { BuildingType } from '../types' import type { BuildingType } from '../types'
import { stateManager } from '../StateManager' import { stateManager } from '../StateManager'
import { LocalAdapter } from '../NetworkAdapter' import { LocalAdapter } from '../NetworkAdapter'
@@ -10,8 +9,6 @@ import { ResourceSystem } from '../systems/ResourceSystem'
import { BuildingSystem } from '../systems/BuildingSystem' import { BuildingSystem } from '../systems/BuildingSystem'
import { FarmingSystem } from '../systems/FarmingSystem' import { FarmingSystem } from '../systems/FarmingSystem'
import { VillagerSystem } from '../systems/VillagerSystem' import { VillagerSystem } from '../systems/VillagerSystem'
import { DebugSystem } from '../systems/DebugSystem'
import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
export class GameScene extends Phaser.Scene { export class GameScene extends Phaser.Scene {
private adapter!: LocalAdapter private adapter!: LocalAdapter
@@ -21,17 +18,11 @@ export class GameScene extends Phaser.Scene {
private buildingSystem!: BuildingSystem private buildingSystem!: BuildingSystem
private farmingSystem!: FarmingSystem private farmingSystem!: FarmingSystem
villagerSystem!: VillagerSystem villagerSystem!: VillagerSystem
debugSystem!: DebugSystem
private treeSeedlingSystem!: TreeSeedlingSystem
private autosaveTimer = 0 private autosaveTimer = 0
private menuOpen = false private menuOpen = false
constructor() { super({ key: 'Game' }) } constructor() { super({ key: 'Game' }) }
/**
* Initialises all game systems, wires up inter-system events,
* launches the UI scene overlay, and starts the autosave timer.
*/
create(): void { create(): void {
this.adapter = new LocalAdapter() this.adapter = new LocalAdapter()
@@ -42,8 +33,6 @@ export class GameScene extends Phaser.Scene {
this.farmingSystem = new FarmingSystem(this, this.adapter) this.farmingSystem = new FarmingSystem(this, this.adapter)
this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem) this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
this.villagerSystem.init(this.resourceSystem, this.farmingSystem) this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
this.worldSystem.create() this.worldSystem.create()
this.renderPersistentObjects() this.renderPersistentObjects()
@@ -63,23 +52,14 @@ export class GameScene extends Phaser.Scene {
this.farmingSystem.create() this.farmingSystem.create()
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg) this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label) this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
this.farmingSystem.onPlantTreeSeed = (tileX, tileY, tile) =>
this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
this.treeSeedlingSystem.create()
this.villagerSystem.create() this.villagerSystem.create()
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg) this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
this.debugSystem.create()
// Sync tile changes and building visuals through adapter // Sync tile changes and building visuals through adapter
this.adapter.onAction = (action) => { this.adapter.onAction = (action) => {
if (action.type === 'CHANGE_TILE') { if (action.type === 'CHANGE_TILE') {
this.worldSystem.setTile(action.tileX, action.tileY, action.tile) this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
} else if (action.type === 'SPAWN_RESOURCE') {
this.resourceSystem.spawnResourcePublic(action.resource)
} }
} }
@@ -94,17 +74,10 @@ export class GameScene extends Phaser.Scene {
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => { this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities }) this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
}) })
this.events.on('debugToggle', () => this.debugSystem.toggle())
this.autosaveTimer = AUTOSAVE_INTERVAL this.autosaveTimer = AUTOSAVE_INTERVAL
} }
/**
* Main game loop: updates all systems and emits the cameraMoved event for the UI.
* Skips system updates while a menu is open.
* @param _time - Total elapsed time (unused)
* @param delta - Frame delta in milliseconds
*/
update(_time: number, delta: number): void { update(_time: number, delta: number): void {
if (this.menuOpen) return if (this.menuOpen) return
@@ -112,16 +85,7 @@ export class GameScene extends Phaser.Scene {
this.resourceSystem.update(delta) this.resourceSystem.update(delta)
this.farmingSystem.update(delta) this.farmingSystem.update(delta)
this.treeSeedlingSystem.update(delta)
this.villagerSystem.update(delta) 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)
for (const key of recovered) {
const [tx, ty] = key.split(',').map(Number)
this.worldSystem.refreshTerrainTile(tx, ty, TileType.GRASS)
}
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile()) this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
this.buildingSystem.update() this.buildingSystem.update()
@@ -155,14 +119,12 @@ export class GameScene extends Phaser.Scene {
} }
} }
/** Saves game state and destroys all systems cleanly on scene shutdown. */
shutdown(): void { shutdown(): void {
stateManager.save() stateManager.save()
this.worldSystem.destroy() this.worldSystem.destroy()
this.resourceSystem.destroy() this.resourceSystem.destroy()
this.buildingSystem.destroy() this.buildingSystem.destroy()
this.farmingSystem.destroy() this.farmingSystem.destroy()
this.treeSeedlingSystem.destroy()
this.villagerSystem.destroy() this.villagerSystem.destroy()
} }
} }

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@@ -1,12 +1,11 @@
import Phaser from 'phaser' import Phaser from 'phaser'
import type { BuildingType, JobPriorities } from '../types' import type { BuildingType, JobPriorities } from '../types'
import type { FarmingTool } from '../systems/FarmingSystem' import type { FarmingTool } from '../systems/FarmingSystem'
import type { DebugData } from '../systems/DebugSystem'
import { stateManager } from '../StateManager' import { stateManager } from '../StateManager'
const ITEM_ICONS: Record<string, string> = { const ITEM_ICONS: Record<string, string> = {
wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕', wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕',
wheat: '🌾', carrot: '🧡', tree_seed: '🌲', wheat: '🌾', carrot: '🧡',
} }
export class UIScene extends Phaser.Scene { export class UIScene extends Phaser.Scene {
@@ -29,29 +28,9 @@ export class UIScene extends Phaser.Scene {
private contextMenuVisible = false private contextMenuVisible = false
private inBuildMode = false private inBuildMode = false
private inFarmMode = false private inFarmMode = false
private debugPanelText!: Phaser.GameObjects.Text
private debugActive = false
private escMenuGroup!: Phaser.GameObjects.Group
private escMenuVisible = false
private confirmGroup!: Phaser.GameObjects.Group
private confirmVisible = false
private nisseInfoGroup!: Phaser.GameObjects.Group
private nisseInfoVisible = false
private nisseInfoId: string | null = null
private nisseInfoDynamic: {
statusText: Phaser.GameObjects.Text
energyBar: Phaser.GameObjects.Graphics
energyPct: Phaser.GameObjects.Text
jobText: Phaser.GameObjects.Text
logTexts: Phaser.GameObjects.Text[]
} | null = null
constructor() { super({ key: 'UI' }) } constructor() { super({ key: 'UI' }) }
/**
* Creates all HUD elements, wires up game scene events, and registers
* keyboard shortcuts (B, V, F3, ESC).
*/
create(): void { create(): void {
this.createStockpilePanel() this.createStockpilePanel()
this.createHintText() this.createHintText()
@@ -60,7 +39,6 @@ export class UIScene extends Phaser.Scene {
this.createBuildModeIndicator() this.createBuildModeIndicator()
this.createFarmToolIndicator() this.createFarmToolIndicator()
this.createCoordsDisplay() this.createCoordsDisplay()
this.createDebugPanel()
const gameScene = this.scene.get('Game') const gameScene = this.scene.get('Game')
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b)) gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
@@ -73,18 +51,11 @@ export class UIScene extends Phaser.Scene {
.on('down', () => gameScene.events.emit('uiRequestBuildMenu')) .on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V) this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V)
.on('down', () => this.toggleVillagerPanel()) .on('down', () => this.toggleVillagerPanel())
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.F3)
.on('down', () => this.toggleDebugPanel())
this.scale.on('resize', () => this.repositionUI()) this.scale.on('resize', () => this.repositionUI())
gameScene.events.on('nisseClicked', (id: string) => this.openNisseInfoPanel(id))
this.input.mouse!.disableContextMenu() this.input.mouse!.disableContextMenu()
this.contextMenuGroup = this.add.group() this.contextMenuGroup = this.add.group()
this.escMenuGroup = this.add.group()
this.confirmGroup = this.add.group()
this.nisseInfoGroup = this.add.group()
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => { this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (ptr.rightButtonDown()) { if (ptr.rightButtonDown()) {
@@ -97,39 +68,29 @@ export class UIScene extends Phaser.Scene {
}) })
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC) this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
.on('down', () => this.handleEsc()) .on('down', () => this.hideContextMenu())
} }
/**
* Updates the stockpile display, toast fade timer, population count,
* and the debug panel each frame.
* @param _t - Total elapsed time (unused)
* @param delta - Frame delta in milliseconds
*/
update(_t: number, delta: number): void { update(_t: number, delta: number): void {
this.updateStockpile() this.updateStockpile()
this.updateToast(delta) this.updateToast(delta)
this.updatePopText() this.updatePopText()
if (this.debugActive) this.updateDebugPanel()
if (this.nisseInfoVisible) this.refreshNisseInfoPanel()
} }
// ─── Stockpile ──────────────────────────────────────────────────────────── // ─── Stockpile ────────────────────────────────────────────────────────────
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
private createStockpilePanel(): void { private createStockpilePanel(): void {
const x = this.scale.width - 178, y = 10 const x = this.scale.width - 178, y = 10
this.stockpilePanel = this.add.rectangle(x, y, 168, 187, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100) this.stockpilePanel = this.add.rectangle(x, y, 168, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101) this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
const items = ['wood','stone','wheat_seed','carrot_seed','tree_seed','wheat','carrot'] as const const items = ['wood','stone','wheat_seed','carrot_seed','wheat','carrot'] as const
items.forEach((item, i) => { items.forEach((item, i) => {
const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101) const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
this.stockpileTexts.set(item, t) this.stockpileTexts.set(item, t)
}) })
this.popText = this.add.text(x + 10, y + 167, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101) this.popText = this.add.text(x + 10, y + 145, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
} }
/** Refreshes all item quantities and colors in the stockpile panel. */
private updateStockpile(): void { private updateStockpile(): void {
const sp = stateManager.getState().world.stockpile const sp = stateManager.getState().world.stockpile
for (const [item, t] of this.stockpileTexts) { for (const [item, t] of this.stockpileTexts) {
@@ -139,7 +100,6 @@ export class UIScene extends Phaser.Scene {
} }
} }
/** Updates the Nisse population / bed capacity counter. */
private updatePopText(): void { private updatePopText(): void {
const state = stateManager.getState() const state = stateManager.getState()
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
@@ -149,7 +109,6 @@ export class UIScene extends Phaser.Scene {
// ─── Hint ───────────────────────────────────────────────────────────────── // ─── Hint ─────────────────────────────────────────────────────────────────
/** Creates the centered hint text element near the bottom of the screen. */
private createHintText(): void { private createHintText(): void {
this.hintText = this.add.text(this.scale.width / 2, this.scale.height - 40, '', { this.hintText = this.add.text(this.scale.width / 2, this.scale.height - 40, '', {
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace', fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
@@ -159,7 +118,6 @@ export class UIScene extends Phaser.Scene {
// ─── Toast ──────────────────────────────────────────────────────────────── // ─── Toast ────────────────────────────────────────────────────────────────
/** Creates the toast notification text element (top center, initially hidden). */
private createToast(): void { private createToast(): void {
this.toastText = this.add.text(this.scale.width / 2, 60, '', { this.toastText = this.add.text(this.scale.width / 2, 60, '', {
fontSize: '15px', color: '#88ff88', fontFamily: 'monospace', fontSize: '15px', color: '#88ff88', fontFamily: 'monospace',
@@ -167,16 +125,8 @@ export class UIScene extends Phaser.Scene {
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(102).setAlpha(0) }).setOrigin(0.5, 0).setScrollFactor(0).setDepth(102).setAlpha(0)
} }
/**
* Displays a toast message for 2.2 seconds then fades it out.
* @param msg - Message to display
*/
showToast(msg: string): void { this.toastText.setText(msg).setAlpha(1); this.toastTimer = 2200 } showToast(msg: string): void { this.toastText.setText(msg).setAlpha(1); this.toastTimer = 2200 }
/**
* Counts down the toast timer and triggers the fade-out tween when it expires.
* @param delta - Frame delta in milliseconds
*/
private updateToast(delta: number): void { private updateToast(delta: number): void {
if (this.toastTimer <= 0) return if (this.toastTimer <= 0) return
this.toastTimer -= delta this.toastTimer -= delta
@@ -185,7 +135,6 @@ export class UIScene extends Phaser.Scene {
// ─── Build Menu ─────────────────────────────────────────────────────────── // ─── Build Menu ───────────────────────────────────────────────────────────
/** Creates and hides the build menu with buttons for each available building type. */
private createBuildMenu(): void { private createBuildMenu(): void {
this.buildMenuGroup = this.add.group() this.buildMenuGroup = this.add.group()
const buildings: { kind: BuildingType; label: string; cost: string }[] = [ const buildings: { kind: BuildingType; label: string; cost: string }[] = [
@@ -213,18 +162,12 @@ export class UIScene extends Phaser.Scene {
this.buildMenuGroup.setVisible(false) this.buildMenuGroup.setVisible(false)
} }
/** Toggles the build menu open or closed. */
private toggleBuildMenu(): void { this.buildMenuVisible ? this.closeBuildMenu() : this.openBuildMenu() } private toggleBuildMenu(): void { this.buildMenuVisible ? this.closeBuildMenu() : this.openBuildMenu() }
/** Opens the build menu and notifies GameScene that a menu is active. */
private openBuildMenu(): void { this.buildMenuVisible = true; this.buildMenuGroup.setVisible(true); this.scene.get('Game').events.emit('uiMenuOpen') } private openBuildMenu(): void { this.buildMenuVisible = true; this.buildMenuGroup.setVisible(true); this.scene.get('Game').events.emit('uiMenuOpen') }
/** Closes the build menu and notifies GameScene that no menu is active. */
private closeBuildMenu(): void { this.buildMenuVisible = false; this.buildMenuGroup.setVisible(false); this.scene.get('Game').events.emit('uiMenuClose') } private closeBuildMenu(): void { this.buildMenuVisible = false; this.buildMenuGroup.setVisible(false); this.scene.get('Game').events.emit('uiMenuClose') }
// ─── Villager Panel (V key) ─────────────────────────────────────────────── // ─── Villager Panel (V key) ───────────────────────────────────────────────
/** Toggles the Nisse management panel open or closed. */
private toggleVillagerPanel(): void { private toggleVillagerPanel(): void {
if (this.villagerPanelVisible) { if (this.villagerPanelVisible) {
this.closeVillagerPanel() this.closeVillagerPanel()
@@ -233,24 +176,18 @@ export class UIScene extends Phaser.Scene {
} }
} }
/** Opens the Nisse panel, builds its contents, and notifies GameScene. */
private openVillagerPanel(): void { private openVillagerPanel(): void {
this.villagerPanelVisible = true this.villagerPanelVisible = true
this.buildVillagerPanel() this.buildVillagerPanel()
this.scene.get('Game').events.emit('uiMenuOpen') this.scene.get('Game').events.emit('uiMenuOpen')
} }
/** Closes and destroys the Nisse panel and notifies GameScene. */
private closeVillagerPanel(): void { private closeVillagerPanel(): void {
this.villagerPanelVisible = false this.villagerPanelVisible = false
this.villagerPanelGroup?.destroy(true) this.villagerPanelGroup?.destroy(true)
this.scene.get('Game').events.emit('uiMenuClose') this.scene.get('Game').events.emit('uiMenuClose')
} }
/**
* Destroys and rebuilds the Nisse panel from current state.
* Shows name, status, energy bar, and job priority buttons per Nisse.
*/
private buildVillagerPanel(): void { private buildVillagerPanel(): void {
if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true) if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true)
this.villagerPanelGroup = this.add.group() this.villagerPanelGroup = this.add.group()
@@ -329,16 +266,9 @@ export class UIScene extends Phaser.Scene {
// ─── Build mode indicator ───────────────────────────────────────────────── // ─── Build mode indicator ─────────────────────────────────────────────────
/** Creates the build-mode indicator text in the top-left corner (initially hidden). */
private createBuildModeIndicator(): void { private createBuildModeIndicator(): void {
this.buildModeText = this.add.text(10, 10, '', { fontSize: '13px', color: '#ffff00', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false) this.buildModeText = this.add.text(10, 10, '', { fontSize: '13px', color: '#ffff00', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
} }
/**
* Shows or hides the build-mode indicator based on whether build mode is active.
* @param active - Whether build mode is currently active
* @param building - The selected building type
*/
private onBuildModeChanged(active: boolean, building: BuildingType): void { private onBuildModeChanged(active: boolean, building: BuildingType): void {
this.inBuildMode = active this.inBuildMode = active
this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active) this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active)
@@ -346,16 +276,9 @@ export class UIScene extends Phaser.Scene {
// ─── Farm tool indicator ────────────────────────────────────────────────── // ─── Farm tool indicator ──────────────────────────────────────────────────
/** Creates the farm-tool indicator text below the build-mode indicator (initially hidden). */
private createFarmToolIndicator(): void { private createFarmToolIndicator(): void {
this.farmToolText = this.add.text(10, 44, '', { fontSize: '13px', color: '#aaffaa', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false) this.farmToolText = this.add.text(10, 44, '', { fontSize: '13px', color: '#aaffaa', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
} }
/**
* Shows or hides the farm-tool indicator and updates the active tool label.
* @param tool - Currently selected farm tool
* @param label - Human-readable label for the tool
*/
private onFarmToolChanged(tool: FarmingTool, label: string): void { private onFarmToolChanged(tool: FarmingTool, label: string): void {
this.inFarmMode = tool !== 'none' this.inFarmMode = tool !== 'none'
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none') this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
@@ -363,88 +286,16 @@ export class UIScene extends Phaser.Scene {
// ─── Coords + controls ──────────────────────────────────────────────────── // ─── Coords + controls ────────────────────────────────────────────────────
/** Creates the tile-coordinate display and controls hint at the bottom-left. */
private createCoordsDisplay(): void { private createCoordsDisplay(): void {
this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100) this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100)
this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse [F3] Debug', { this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse', {
fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 } fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 }
}).setScrollFactor(0).setDepth(100) }).setScrollFactor(0).setDepth(100)
} }
/**
* Updates the tile-coordinate display when the camera moves.
* @param pos - Tile position of the camera center
*/
private onCameraMoved(pos: { tileX: number; tileY: number }): void { private onCameraMoved(pos: { tileX: number; tileY: number }): void {
this.coordsText.setText(`Tile: ${pos.tileX}, ${pos.tileY}`) this.coordsText.setText(`Tile: ${pos.tileX}, ${pos.tileY}`)
} }
// ─── Debug Panel (F3) ─────────────────────────────────────────────────────
/** Creates the debug panel text object (initially hidden). */
private createDebugPanel(): void {
this.debugPanelText = this.add.text(10, 80, '', {
fontSize: '12px',
color: '#cccccc',
backgroundColor: '#000000cc',
padding: { x: 8, y: 6 },
lineSpacing: 2,
fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(150).setVisible(false)
}
/** Toggles the debug panel and notifies GameScene to toggle the pathfinding overlay. */
private toggleDebugPanel(): void {
this.debugActive = !this.debugActive
this.debugPanelText.setVisible(this.debugActive)
this.scene.get('Game').events.emit('debugToggle')
}
/**
* Reads current debug data from DebugSystem and updates the panel text.
* Called every frame while debug mode is active.
*/
private updateDebugPanel(): void {
const gameScene = this.scene.get('Game') as any
const debugSystem = gameScene.debugSystem
if (!debugSystem?.isActive()) return
const ptr = this.input.activePointer
const data = debugSystem.getDebugData(ptr) as DebugData
const resLine = data.resourcesOnTile.length > 0
? data.resourcesOnTile.map(r => `${r.kind} (hp:${r.hp})`).join(', ')
: '—'
const bldLine = data.buildingsOnTile.length > 0 ? data.buildingsOnTile.join(', ') : '—'
const cropLine = data.cropsOnTile.length > 0
? data.cropsOnTile.map(c => `${c.kind} (${c.stage}/${c.maxStage})`).join(', ')
: '—'
const { idle, walking, working, sleeping } = data.nisseByState
const { chop, mine, farm } = data.jobsByType
this.debugPanelText.setText([
'── F3 DEBUG ──────────────────',
`FPS: ${data.fps}`,
'',
`Mouse world: ${data.mouseWorld.x.toFixed(1)}, ${data.mouseWorld.y.toFixed(1)}`,
`Mouse tile: ${data.mouseTile.tileX}, ${data.mouseTile.tileY}`,
`Tile type: ${data.tileType}`,
`Resources: ${resLine}`,
`Buildings: ${bldLine}`,
`Crops: ${cropLine}`,
'',
`Nisse: ${data.nisseTotal} total`,
` idle: ${idle} walking: ${walking} working: ${working} sleeping: ${sleeping}`,
'',
`Jobs active:`,
` chop: ${chop} mine: ${mine} farm: ${farm}`,
'',
`Paths: ${data.activePaths} (cyan lines in world)`,
'',
'[F3] close',
])
}
// ─── Context Menu ───────────────────────────────────────────────────────── // ─── Context Menu ─────────────────────────────────────────────────────────
/** /**
@@ -508,348 +359,6 @@ export class UIScene extends Phaser.Scene {
this.scene.get('Game').events.emit('uiMenuClose') this.scene.get('Game').events.emit('uiMenuClose')
} }
// ─── ESC key handler ──────────────────────────────────────────────────────
/**
* Handles ESC key presses with a priority stack:
* confirm dialog → context menu → build menu → villager panel →
* esc menu → build/farm mode (handled by their own systems) → open ESC menu.
*/
private handleEsc(): void {
if (this.confirmVisible) { this.hideConfirm(); return }
if (this.contextMenuVisible) { this.hideContextMenu(); return }
if (this.buildMenuVisible) { this.closeBuildMenu(); return }
if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
if (this.escMenuVisible) { this.closeEscMenu(); return }
// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
// We only skip opening the ESC menu while those modes are active.
if (this.inBuildMode || this.inFarmMode) return
this.openEscMenu()
}
// ─── ESC Menu ─────────────────────────────────────────────────────────────
/** Opens the ESC pause menu (New Game / Save / Load / Settings). */
private openEscMenu(): void {
if (this.escMenuVisible) return
this.escMenuVisible = true
this.scene.get('Game').events.emit('uiMenuOpen')
this.buildEscMenu()
}
/** Closes and destroys the ESC menu. */
private closeEscMenu(): void {
if (!this.escMenuVisible) return
this.escMenuVisible = false
this.escMenuGroup.destroy(true)
this.escMenuGroup = this.add.group()
this.scene.get('Game').events.emit('uiMenuClose')
}
/** Builds the ESC menu UI elements. */
private buildEscMenu(): void {
if (this.escMenuGroup) this.escMenuGroup.destroy(true)
this.escMenuGroup = this.add.group()
const menuW = 240
const btnH = 40
const entries: { label: string; action: () => void }[] = [
{ label: '💾 Save Game', action: () => this.doSaveGame() },
{ label: '📂 Load Game', action: () => this.doLoadGame() },
{ label: '⚙️ Settings', action: () => this.doSettings() },
{ label: '🆕 New Game', action: () => this.doNewGame() },
]
const menuH = 16 + entries.length * (btnH + 8) + 8
const mx = this.scale.width / 2 - menuW / 2
const my = this.scale.height / 2 - menuH / 2
const bg = this.add.rectangle(mx, my, menuW, menuH, 0x0a0a0a, 0.95)
.setOrigin(0, 0).setScrollFactor(0).setDepth(400)
this.escMenuGroup.add(bg)
this.escMenuGroup.add(
this.add.text(mx + menuW / 2, my + 12, 'MENU [ESC] close', {
fontSize: '11px', color: '#666666', fontFamily: 'monospace',
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(401)
)
entries.forEach((entry, i) => {
const by = my + 32 + i * (btnH + 8)
const btn = this.add.rectangle(mx + 12, by, menuW - 24, btnH, 0x1a1a2e, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(401).setInteractive()
btn.on('pointerover', () => btn.setFillStyle(0x2a2a4e, 0.9))
btn.on('pointerout', () => btn.setFillStyle(0x1a1a2e, 0.9))
btn.on('pointerdown', entry.action)
this.escMenuGroup.add(btn)
this.escMenuGroup.add(
this.add.text(mx + 24, by + btnH / 2, entry.label, {
fontSize: '14px', color: '#dddddd', fontFamily: 'monospace',
}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(402)
)
})
}
/** Saves the game and shows a toast confirmation. */
private doSaveGame(): void {
stateManager.save()
this.closeEscMenu()
this.showToast('Game saved!')
}
/** Reloads the page to load the last save from localStorage. */
private doLoadGame(): void {
this.closeEscMenu()
window.location.reload()
}
/** Opens an empty Settings panel (placeholder). */
private doSettings(): void {
this.closeEscMenu()
this.showToast('Settings — coming soon')
}
/** Shows a confirmation dialog before starting a new game. */
private doNewGame(): void {
this.closeEscMenu()
this.showConfirm(
'Start a new game?\nAll progress will be lost.',
() => { stateManager.reset(); window.location.reload() },
)
}
// ─── Confirm dialog ───────────────────────────────────────────────────────
/**
* Shows a modal confirmation dialog with OK and Cancel buttons.
* @param message - Message to display (newlines supported)
* @param onConfirm - Callback invoked when the user confirms
*/
private showConfirm(message: string, onConfirm: () => void): void {
this.hideConfirm()
this.confirmVisible = true
this.scene.get('Game').events.emit('uiMenuOpen')
const dialogW = 280
const dialogH = 130
const dx = this.scale.width / 2 - dialogW / 2
const dy = this.scale.height / 2 - dialogH / 2
const bg = this.add.rectangle(dx, dy, dialogW, dialogH, 0x0a0a0a, 0.97)
.setOrigin(0, 0).setScrollFactor(0).setDepth(500)
this.confirmGroup.add(bg)
this.confirmGroup.add(
this.add.text(dx + dialogW / 2, dy + 20, message, {
fontSize: '13px', color: '#cccccc', fontFamily: 'monospace',
align: 'center', wordWrap: { width: dialogW - 32 },
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(501)
)
const btnY = dy + dialogH - 44
// Cancel button
const cancelBtn = this.add.rectangle(dx + 16, btnY, 110, 30, 0x333333, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
cancelBtn.on('pointerover', () => cancelBtn.setFillStyle(0x555555, 0.9))
cancelBtn.on('pointerout', () => cancelBtn.setFillStyle(0x333333, 0.9))
cancelBtn.on('pointerdown', () => this.hideConfirm())
this.confirmGroup.add(cancelBtn)
this.confirmGroup.add(
this.add.text(dx + 71, btnY + 15, 'Cancel', {
fontSize: '13px', color: '#aaaaaa', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
)
// OK button
const okBtn = this.add.rectangle(dx + dialogW - 126, btnY, 110, 30, 0x4a1a1a, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
okBtn.on('pointerover', () => okBtn.setFillStyle(0x8a2a2a, 0.9))
okBtn.on('pointerout', () => okBtn.setFillStyle(0x4a1a1a, 0.9))
okBtn.on('pointerdown', () => { this.hideConfirm(); onConfirm() })
this.confirmGroup.add(okBtn)
this.confirmGroup.add(
this.add.text(dx + dialogW - 71, btnY + 15, 'OK', {
fontSize: '13px', color: '#ff8888', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
)
}
/** Closes and destroys the confirmation dialog. */
private hideConfirm(): void {
if (!this.confirmVisible) return
this.confirmVisible = false
this.confirmGroup.destroy(true)
this.confirmGroup = this.add.group()
this.scene.get('Game').events.emit('uiMenuClose')
}
// ─── Nisse Info Panel ─────────────────────────────────────────────────────
/**
* Opens (or switches to) the Nisse info panel for the given Nisse ID.
* If another Nisse's panel is already open, it is replaced.
* @param villagerId - ID of the Nisse to display
*/
private openNisseInfoPanel(villagerId: string): void {
this.nisseInfoId = villagerId
this.nisseInfoVisible = true
this.buildNisseInfoPanel()
}
/** Closes and destroys the Nisse info panel. */
private closeNisseInfoPanel(): void {
if (!this.nisseInfoVisible) return
this.nisseInfoVisible = false
this.nisseInfoId = null
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
}
/**
* Builds the static skeleton of the Nisse info panel (background, name, close
* button, labels, priority buttons) and stores references to the dynamic parts
* (status text, energy bar, job text, work log texts).
*/
private buildNisseInfoPanel(): void {
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
this.nisseInfoDynamic = null
const id = this.nisseInfoId
if (!id) return
const state = stateManager.getState()
const v = state.world.villagers[id]
if (!v) { this.closeNisseInfoPanel(); return }
const LOG_ROWS = 10
const panelW = 280
const panelH = 120 + LOG_ROWS * 14 + 16
const px = 10, py = 10
// Background
this.nisseInfoGroup.add(
this.add.rectangle(px, py, panelW, panelH, 0x050510, 0.93)
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
)
// Name
this.nisseInfoGroup.add(
this.add.text(px + 10, py + 10, v.name, {
fontSize: '14px', color: '#ffffff', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
)
// Close button
const closeBtn = this.add.text(px + panelW - 12, py + 10, '✕', {
fontSize: '13px', color: '#888888', fontFamily: 'monospace',
}).setOrigin(1, 0).setScrollFactor(0).setDepth(251).setInteractive()
closeBtn.on('pointerover', () => closeBtn.setStyle({ color: '#ffffff' }))
closeBtn.on('pointerout', () => closeBtn.setStyle({ color: '#888888' }))
closeBtn.on('pointerdown', () => this.closeNisseInfoPanel())
this.nisseInfoGroup.add(closeBtn)
// Dynamic: status text
const statusTxt = this.add.text(px + 10, py + 28, '', {
fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(statusTxt)
// Dynamic: energy bar + pct
const energyBar = this.add.graphics().setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(energyBar)
const energyPct = this.add.text(px + 136, py + 46, '', {
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(energyPct)
// Dynamic: job text
const jobTxt = this.add.text(px + 10, py + 60, '', {
fontSize: '11px', color: '#cccccc', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(jobTxt)
// Static: priority label + buttons
const jobKeys: Array<{ key: string; icon: string }> = [
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' },
]
jobKeys.forEach((j, i) => {
const pri = v.priorities[j.key as keyof typeof v.priorities]
const label = pri === 0 ? `${j.icon} OFF` : `${j.icon} P${pri}`
const bx = px + 10 + i * 88
const btn = this.add.text(bx, py + 78, label, {
fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
padding: { x: 5, y: 3 },
}).setScrollFactor(0).setDepth(252).setInteractive()
btn.on('pointerover', () => btn.setStyle({ backgroundColor: '#2d6a4f' }))
btn.on('pointerout', () => btn.setStyle({ backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a' }))
btn.on('pointerdown', () => {
const newPri = (v.priorities[j.key as keyof typeof v.priorities] + 1) % 5
const newPriorities = { ...v.priorities, [j.key]: newPri }
this.scene.get('Game').events.emit('updatePriorities', id, newPriorities)
// Rebuild panel so priority buttons reflect the new values immediately
this.buildNisseInfoPanel()
})
this.nisseInfoGroup.add(btn)
})
// Static: work log header
this.nisseInfoGroup.add(
this.add.text(px + 10, py + 98, '── Work Log ──────────────────', {
fontSize: '10px', color: '#555555', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
)
// Dynamic: log text rows (pre-allocated)
const logTexts: Phaser.GameObjects.Text[] = []
for (let i = 0; i < LOG_ROWS; i++) {
const t = this.add.text(px + 10, py + 112 + i * 14, '', {
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(t)
logTexts.push(t)
}
this.nisseInfoDynamic = { statusText: statusTxt, energyBar, energyPct, jobText: jobTxt, logTexts }
this.refreshNisseInfoPanel()
}
/**
* Updates only the dynamic parts of the Nisse info panel (status, energy,
* job, work log) without destroying and recreating the full group.
* Called every frame while the panel is visible.
*/
private refreshNisseInfoPanel(): void {
const dyn = this.nisseInfoDynamic
if (!dyn || !this.nisseInfoId) return
const state = stateManager.getState()
const v = state.world.villagers[this.nisseInfoId]
if (!v) { this.closeNisseInfoPanel(); return }
const gameScene = this.scene.get('Game') as any
const workLog = (gameScene.villagerSystem?.getWorkLog(this.nisseInfoId) ?? []) as string[]
const statusStr = (gameScene.villagerSystem?.getStatusText(this.nisseInfoId) ?? '—') as string
dyn.statusText.setText(statusStr)
// Energy bar
const px = 10, py = 10
dyn.energyBar.clear()
dyn.energyBar.fillStyle(0x333333); dyn.energyBar.fillRect(px + 10, py + 46, 120, 7)
const col = v.energy > 60 ? 0x4CAF50 : v.energy > 30 ? 0xFF9800 : 0xF44336
dyn.energyBar.fillStyle(col); dyn.energyBar.fillRect(px + 10, py + 46, 120 * (v.energy / 100), 7)
dyn.energyPct.setText(`${Math.round(v.energy)}%`)
// Job
dyn.jobText.setText(`Job: ${v.job ? `${v.job.type} → (${v.job.tileX}, ${v.job.tileY})` : '—'}`)
// Work log rows
dyn.logTexts.forEach((t, i) => {
t.setText(workLog[i] ?? '')
})
}
// ─── Resize ─────────────────────────────────────────────────────────────── // ─── Resize ───────────────────────────────────────────────────────────────
/** /**
@@ -880,8 +389,5 @@ export class UIScene extends Phaser.Scene {
if (this.buildMenuVisible) this.closeBuildMenu() if (this.buildMenuVisible) this.closeBuildMenu()
if (this.villagerPanelVisible) this.closeVillagerPanel() if (this.villagerPanelVisible) this.closeVillagerPanel()
if (this.contextMenuVisible) this.hideContextMenu() if (this.contextMenuVisible) this.hideContextMenu()
if (this.escMenuVisible) this.closeEscMenu()
if (this.confirmVisible) this.hideConfirm()
if (this.nisseInfoVisible) this.closeNisseInfoPanel()
} }
} }

View File

@@ -1,164 +0,0 @@
import Phaser from 'phaser'
import { TILE_SIZE } from '../config'
import { TileType } from '../types'
import { stateManager } from '../StateManager'
import type { VillagerSystem } from './VillagerSystem'
import type { WorldSystem } from './WorldSystem'
/** All data collected each frame for the debug panel. */
export interface DebugData {
fps: number
mouseWorld: { x: number; y: number }
mouseTile: { tileX: number; tileY: number }
tileType: string
resourcesOnTile: Array<{ kind: string; hp: number }>
buildingsOnTile: string[]
cropsOnTile: Array<{ kind: string; stage: number; maxStage: number }>
nisseTotal: number
nisseByState: { idle: number; walking: number; working: number; sleeping: number }
jobsByType: { chop: number; mine: number; farm: number }
activePaths: number
}
/** Human-readable names for TileType enum values. */
const TILE_NAMES: Record<number, string> = {
[TileType.DEEP_WATER]: 'DEEP_WATER',
[TileType.SHALLOW_WATER]: 'SHALLOW_WATER',
[TileType.SAND]: 'SAND',
[TileType.GRASS]: 'GRASS',
[TileType.DARK_GRASS]: 'DARK_GRASS',
[TileType.FOREST]: 'FOREST',
[TileType.ROCK]: 'ROCK',
[TileType.FLOOR]: 'FLOOR',
[TileType.WALL]: 'WALL',
[TileType.TILLED_SOIL]: 'TILLED_SOIL',
[TileType.WATERED_SOIL]: 'WATERED_SOIL',
}
export class DebugSystem {
private scene: Phaser.Scene
private villagerSystem: VillagerSystem
private worldSystem: WorldSystem
private pathGraphics!: Phaser.GameObjects.Graphics
private active = false
/**
* @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
*/
constructor(scene: Phaser.Scene, villagerSystem: VillagerSystem, worldSystem: WorldSystem) {
this.scene = scene
this.villagerSystem = villagerSystem
this.worldSystem = worldSystem
}
/**
* Creates the world-space Graphics object used for pathfinding visualization.
* Starts hidden until toggled on.
*/
create(): void {
this.pathGraphics = this.scene.add.graphics().setDepth(50)
this.pathGraphics.setVisible(false)
}
/**
* Toggles debug mode on or off.
* Shows or hides the pathfinding overlay graphics accordingly.
*/
toggle(): void {
this.active = !this.active
this.pathGraphics.setVisible(this.active)
if (!this.active) this.pathGraphics.clear()
}
/** Returns whether debug mode is currently active. */
isActive(): boolean {
return this.active
}
/**
* Redraws pathfinding lines for all currently walking Nisse.
* Should be called every frame while debug mode is active.
*/
update(): void {
if (!this.active) return
this.pathGraphics.clear()
const paths = this.villagerSystem.getActivePaths()
this.pathGraphics.lineStyle(1, 0x00ffff, 0.65)
for (const entry of paths) {
if (entry.path.length === 0) continue
this.pathGraphics.beginPath()
this.pathGraphics.moveTo(entry.x, entry.y)
for (const step of entry.path) {
this.pathGraphics.lineTo(
(step.tileX + 0.5) * TILE_SIZE,
(step.tileY + 0.5) * TILE_SIZE,
)
}
this.pathGraphics.strokePath()
// Mark the destination tile
const last = entry.path[entry.path.length - 1]
this.pathGraphics.fillStyle(0x00ffff, 0.4)
this.pathGraphics.fillRect(
last.tileX * TILE_SIZE,
last.tileY * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
)
}
}
/**
* Collects and returns all debug data for the current frame.
* Called by UIScene to populate the debug panel.
* @param ptr - The active pointer, used to resolve world position
* @returns Snapshot of game state for display
*/
getDebugData(ptr: Phaser.Input.Pointer): DebugData {
const state = stateManager.getState()
const villagers = Object.values(state.world.villagers)
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const tileType = this.worldSystem.getTileType(tileX, tileY)
const nisseByState = { idle: 0, walking: 0, working: 0, sleeping: 0 }
const jobsByType = { chop: 0, mine: 0, farm: 0 }
for (const v of villagers) {
nisseByState[v.aiState as keyof typeof nisseByState]++
if (v.job && (v.aiState === 'working' || v.aiState === 'walking')) {
jobsByType[v.job.type as keyof typeof jobsByType]++
}
}
const resourcesOnTile = Object.values(state.world.resources)
.filter(r => r.tileX === tileX && r.tileY === tileY)
.map(r => ({ kind: r.kind, hp: r.hp }))
const buildingsOnTile = Object.values(state.world.buildings)
.filter(b => b.tileX === tileX && b.tileY === tileY)
.map(b => b.kind)
const cropsOnTile = Object.values(state.world.crops)
.filter(c => c.tileX === tileX && c.tileY === tileY)
.map(c => ({ kind: c.kind, stage: c.stage, maxStage: c.maxStage }))
return {
fps: Math.round(this.scene.game.loop.actualFps),
mouseWorld: { x: ptr.worldX, y: ptr.worldY },
mouseTile: { tileX, tileY },
tileType: TILE_NAMES[tileType] ?? `UNKNOWN(${tileType})`,
resourcesOnTile,
buildingsOnTile,
cropsOnTile,
nisseTotal: villagers.length,
nisseByState,
jobsByType,
activePaths: this.villagerSystem.getActivePaths().length,
}
}
}

View File

@@ -5,16 +5,15 @@ import type { CropKind, CropState, ItemId } from '../types'
import { stateManager } from '../StateManager' import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter' import type { LocalAdapter } from '../NetworkAdapter'
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'tree_seed' | 'water' export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'water'
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'tree_seed', 'water'] const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'water']
const TOOL_LABELS: Record<FarmingTool, string> = { const TOOL_LABELS: Record<FarmingTool, string> = {
none: '— None', none: '— None',
hoe: '⛏ Hoe (till grass)', hoe: '⛏ Hoe (till grass)',
wheat_seed: '🌾 Wheat Seeds', wheat_seed: '🌾 Wheat Seeds',
carrot_seed: '🥕 Carrot Seeds', carrot_seed: '🥕 Carrot Seeds',
tree_seed: '🌲 Tree Seeds (plant on grass)',
water: '💧 Watering Can', water: '💧 Watering Can',
} }
@@ -31,14 +30,6 @@ export class FarmingSystem {
onToolChange?: (tool: FarmingTool, label: string) => void onToolChange?: (tool: FarmingTool, label: string) => void
/** Emitted for toast notifications */ /** Emitted for toast notifications */
onMessage?: (msg: string) => void onMessage?: (msg: string) => void
/**
* Called when the player uses the tree_seed tool on a tile.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param underlyingTile - The tile type at that position
* @returns true if planting succeeded, false if validation failed
*/
onPlantTreeSeed?: (tileX: number, tileY: number, underlyingTile: TileType) => boolean
constructor(scene: Phaser.Scene, adapter: LocalAdapter) { constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
this.scene = scene this.scene = scene
@@ -98,27 +89,9 @@ export class FarmingSystem {
if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile) if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile) else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
else if (this.currentTool === 'tree_seed') this.plantTreeSeed(tileX, tileY, tile)
else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind) else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
} }
/**
* Delegates tree-seedling planting to the registered callback (TreeSeedlingSystem).
* Only works on GRASS or DARK_GRASS tiles. Shows a toast on success or failure.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param tile - Current tile type at that position
*/
private plantTreeSeed(tileX: number, tileY: number, tile: TileType): void {
if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
this.onMessage?.('Plant tree seeds on grass!')
return
}
const ok = this.onPlantTreeSeed?.(tileX, tileY, tile)
if (ok === false) this.onMessage?.('No tree seeds, or tile is occupied!')
else if (ok) this.onMessage?.('Tree seed planted! 🌱 (~2 min to grow)')
}
private tillSoil(tileX: number, tileY: number, tile: TileType): void { private tillSoil(tileX: number, tileY: number, tile: TileType): void {
if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) { if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
this.onMessage?.('Hoe only works on grass!') this.onMessage?.('Hoe only works on grass!')

View File

@@ -76,16 +76,6 @@ export class ResourceSystem {
this.removeSprite(id) this.removeSprite(id)
} }
/**
* Spawns a sprite for a resource that was created at runtime
* (e.g. a tree grown from a seedling). The resource must already be
* present in the game state when this is called.
* @param node - The resource node to render
*/
public spawnResourcePublic(node: ResourceNodeState): void {
this.spawnSprite(node)
}
/** Called when WorldSystem changes a tile (e.g. after tree removed) */ /** Called when WorldSystem changes a tile (e.g. after tree removed) */
syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void { syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
const state = stateManager.getState() const state = stateManager.getState()

View File

@@ -1,131 +0,0 @@
import Phaser from 'phaser'
import { TILE_SIZE, TREE_SEEDLING_STAGE_MS } from '../config'
import { TileType, PLANTABLE_TILES } from '../types'
import type { TreeSeedlingState } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
import type { WorldSystem } from './WorldSystem'
export class TreeSeedlingSystem {
private scene: Phaser.Scene
private adapter: LocalAdapter
private worldSystem: WorldSystem
private sprites = new Map<string, Phaser.GameObjects.Image>()
/**
* @param scene - The Phaser scene this system belongs to
* @param adapter - Network adapter for dispatching state actions
* @param worldSystem - Used to refresh the terrain canvas when a seedling matures
*/
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
this.scene = scene
this.adapter = adapter
this.worldSystem = worldSystem
}
/** Spawns sprites for all seedlings that exist in the saved state. */
create(): void {
const state = stateManager.getState()
for (const s of Object.values(state.world.treeSeedlings)) {
this.spawnSprite(s)
}
}
/**
* Ticks all seedling growth timers and handles stage changes.
* Stage 0→1: updates the sprite to the sapling texture.
* Stage 1→2: removes the seedling, spawns a tree resource, and updates the terrain canvas.
* @param delta - Frame delta in milliseconds
*/
update(delta: number): void {
const advanced = stateManager.tickSeedlings(delta)
for (const id of advanced) {
const state = stateManager.getState()
const seedling = state.world.treeSeedlings[id]
if (!seedling) continue
if (seedling.stage === 2) {
// Fully mature: become a FOREST tile and a real tree resource
const { tileX, tileY } = seedling
this.removeSprite(id)
this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
this.adapter.send({
type: 'SPAWN_RESOURCE',
resource: { id: resourceId, tileX, tileY, kind: 'tree', hp: 3 },
})
} else {
// Stage 0→1: update sprite to sapling
const sprite = this.sprites.get(id)
if (sprite) sprite.setTexture(`seedling_${seedling.stage}`)
}
}
}
/**
* Attempts to plant a tree seedling on a grass tile.
* Validates that the stockpile has at least one tree_seed, the tile type is
* plantable (GRASS or DARK_GRASS), and no other object occupies the tile.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param underlyingTile - The current tile type (stored on the seedling for later restoration)
* @returns true if the seedling was planted, false if validation failed
*/
plantSeedling(tileX: number, tileY: number, underlyingTile: TileType): boolean {
const state = stateManager.getState()
if ((state.world.stockpile.tree_seed ?? 0) <= 0) return false
if (!PLANTABLE_TILES.has(underlyingTile)) return false
const occupied =
Object.values(state.world.resources).some(r => r.tileX === tileX && r.tileY === tileY) ||
Object.values(state.world.buildings).some(b => b.tileX === tileX && b.tileY === tileY) ||
Object.values(state.world.crops).some(c => c.tileX === tileX && c.tileY === tileY) ||
Object.values(state.world.treeSeedlings).some(s => s.tileX === tileX && s.tileY === tileY)
if (occupied) return false
const id = `seedling_${tileX}_${tileY}_${Date.now()}`
const seedling: TreeSeedlingState = {
id, tileX, tileY,
stage: 0,
stageTimerMs: TREE_SEEDLING_STAGE_MS,
underlyingTile,
}
this.adapter.send({ type: 'PLANT_TREE_SEED', seedling })
this.spawnSprite(seedling)
return true
}
/**
* Creates and registers the sprite for a seedling.
* @param s - Seedling state to render
*/
private spawnSprite(s: TreeSeedlingState): void {
const x = (s.tileX + 0.5) * TILE_SIZE
const y = (s.tileY + 0.5) * TILE_SIZE
const key = `seedling_${Math.min(s.stage, 2)}`
const sprite = this.scene.add.image(x, y, key)
.setOrigin(0.5, 0.85)
.setDepth(5)
this.sprites.set(s.id, sprite)
}
/**
* Destroys the sprite for a seedling and removes it from the registry.
* @param id - Seedling ID
*/
private removeSprite(id: string): void {
const s = this.sprites.get(id)
if (s) { s.destroy(); this.sprites.delete(id) }
}
/** Destroys all seedling sprites and clears the registry. */
destroy(): void {
for (const id of [...this.sprites.keys()]) this.removeSprite(id)
}
}

View File

@@ -11,8 +11,6 @@ import type { FarmingSystem } from './FarmingSystem'
const ARRIVAL_PX = 3 const ARRIVAL_PX = 3
const WORK_LOG_MAX = 20
interface VillagerRuntime { interface VillagerRuntime {
sprite: Phaser.GameObjects.Image sprite: Phaser.GameObjects.Image
nameLabel: Phaser.GameObjects.Text nameLabel: Phaser.GameObjects.Text
@@ -22,8 +20,6 @@ interface VillagerRuntime {
destination: 'job' | 'stockpile' | 'bed' | null destination: 'job' | 'stockpile' | 'bed' | null
workTimer: number workTimer: number
idleScanTimer: number idleScanTimer: number
/** Runtime-only activity log; not persisted. Max WORK_LOG_MAX entries. */
workLog: string[]
} }
export class VillagerSystem { export class VillagerSystem {
@@ -39,34 +35,19 @@ export class VillagerSystem {
private nameIndex = 0 private nameIndex = 0
onMessage?: (msg: string) => void onMessage?: (msg: string) => void
onNisseClick?: (villagerId: string) => void
/**
* @param scene - The Phaser scene this system belongs to
* @param adapter - Network adapter for dispatching state actions
* @param worldSystem - Used for passability checks during pathfinding
*/
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) { constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
this.scene = scene this.scene = scene
this.adapter = adapter this.adapter = adapter
this.worldSystem = worldSystem this.worldSystem = worldSystem
} }
/** /** Wire in sibling systems after construction */
* Wires in sibling systems that are not available at construction time.
* Must be called before create().
* @param resourceSystem - Used to remove harvested resource sprites
* @param farmingSystem - Used to remove harvested crop sprites
*/
init(resourceSystem: ResourceSystem, farmingSystem: FarmingSystem): void { init(resourceSystem: ResourceSystem, farmingSystem: FarmingSystem): void {
this.resourceSystem = resourceSystem this.resourceSystem = resourceSystem
this.farmingSystem = farmingSystem this.farmingSystem = farmingSystem
} }
/**
* Spawns sprites for all Nisse that exist in the saved state
* and re-claims any active job targets.
*/
create(): void { create(): void {
const state = stateManager.getState() const state = stateManager.getState()
for (const v of Object.values(state.world.villagers)) { for (const v of Object.values(state.world.villagers)) {
@@ -76,10 +57,6 @@ export class VillagerSystem {
} }
} }
/**
* Advances the spawn timer and ticks every Nisse's AI.
* @param delta - Frame delta in milliseconds
*/
update(delta: number): void { update(delta: number): void {
this.spawnTimer += delta this.spawnTimer += delta
if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) { if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) {
@@ -95,12 +72,6 @@ export class VillagerSystem {
// ─── Per-villager tick ──────────────────────────────────────────────────── // ─── Per-villager tick ────────────────────────────────────────────────────
/**
* Dispatches the correct AI tick method based on the villager's current state,
* then syncs the sprite, name label, energy bar, and job icon to the state.
* @param v - Villager state from the store
* @param delta - Frame delta in milliseconds
*/
private tickVillager(v: VillagerState, delta: number): void { private tickVillager(v: VillagerState, delta: number): void {
const rt = this.runtime.get(v.id) const rt = this.runtime.get(v.id)
if (!rt) return if (!rt) return
@@ -126,14 +97,6 @@ export class VillagerSystem {
// ─── IDLE ───────────────────────────────────────────────────────────────── // ─── IDLE ─────────────────────────────────────────────────────────────────
/**
* Handles the idle AI state: hauls items to stockpile if carrying any,
* seeks a bed if energy is low, otherwise picks the next job and begins walking.
* Applies a cooldown before scanning again if no job is found.
* @param v - Villager state
* @param rt - Villager runtime (sprites, path, timers)
* @param delta - Frame delta in milliseconds
*/
private tickIdle(v: VillagerState, rt: VillagerRuntime, delta: number): void { private tickIdle(v: VillagerState, rt: VillagerRuntime, delta: number): void {
// Decrement scan timer if cooling down // Decrement scan timer if cooling down
if (rt.idleScanTimer > 0) { if (rt.idleScanTimer > 0) {
@@ -144,21 +107,13 @@ export class VillagerSystem {
// Carrying items? → find stockpile // Carrying items? → find stockpile
if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) { if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
const sp = this.nearestBuilding(v, 'stockpile_zone') const sp = this.nearestBuilding(v, 'stockpile_zone')
if (sp) { if (sp) { this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile'); return }
this.addLog(v.id, '→ Hauling to stockpile')
this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile')
return
}
} }
// Low energy → find bed // Low energy → find bed
if (v.energy < 25) { if (v.energy < 25) {
const bed = this.findBed(v) const bed = this.findBed(v)
if (bed) { if (bed) { this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed'); return }
this.addLog(v.id, '→ Going to sleep (low energy)')
this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed')
return
}
} }
// Find a job // Find a job
@@ -169,7 +124,6 @@ export class VillagerSystem {
type: 'VILLAGER_SET_JOB', villagerId: v.id, type: 'VILLAGER_SET_JOB', villagerId: v.id,
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} }, job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
}) })
this.addLog(v.id, `→ Walking to ${job.type} at (${job.tileX}, ${job.tileY})`)
this.beginWalk(v, rt, job.tileX, job.tileY, 'job') this.beginWalk(v, rt, job.tileX, job.tileY, 'job')
} else { } else {
// No job available — wait before scanning again // No job available — wait before scanning again
@@ -179,14 +133,6 @@ export class VillagerSystem {
// ─── WALKING ────────────────────────────────────────────────────────────── // ─── WALKING ──────────────────────────────────────────────────────────────
/**
* Advances the Nisse along its path toward the current destination.
* Calls onArrived when the path is exhausted.
* Drains energy slowly while walking.
* @param v - Villager state
* @param rt - Villager runtime
* @param delta - Frame delta in milliseconds
*/
private tickWalking(v: VillagerState, rt: VillagerRuntime, delta: number): void { private tickWalking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
if (rt.path.length === 0) { if (rt.path.length === 0) {
this.onArrived(v, rt) this.onArrived(v, rt)
@@ -215,12 +161,6 @@ export class VillagerSystem {
;(v as { energy: number }).energy = Math.max(0, v.energy - delta * 0.0015) ;(v as { energy: number }).energy = Math.max(0, v.energy - delta * 0.0015)
} }
/**
* Called when a Nisse reaches its destination tile.
* Transitions to the appropriate next AI state based on destination type.
* @param v - Villager state
* @param rt - Villager runtime
*/
private onArrived(v: VillagerState, rt: VillagerRuntime): void { private onArrived(v: VillagerState, rt: VillagerRuntime): void {
switch (rt.destination) { switch (rt.destination) {
case 'job': case 'job':
@@ -232,12 +172,10 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id }) this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' }) this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
rt.idleScanTimer = 0 // scan for a new job immediately after deposit rt.idleScanTimer = 0 // scan for a new job immediately after deposit
this.addLog(v.id, '✓ Deposited at stockpile')
break break
case 'bed': case 'bed':
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'sleeping' }) this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'sleeping' })
this.addLog(v.id, '💤 Sleeping...')
break break
default: default:
@@ -248,14 +186,6 @@ export class VillagerSystem {
// ─── WORKING ────────────────────────────────────────────────────────────── // ─── WORKING ──────────────────────────────────────────────────────────────
/**
* Counts down the work timer and performs the harvest action on completion.
* Handles chop, mine, and farm job types.
* Returns the Nisse to idle when done.
* @param v - Villager state
* @param rt - Villager runtime
* @param delta - Frame delta in milliseconds
*/
private tickWorking(v: VillagerState, rt: VillagerRuntime, delta: number): void { private tickWorking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
rt.workTimer -= delta rt.workTimer -= delta
// Wobble while working // Wobble while working
@@ -276,10 +206,7 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId }) this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// Clear the FOREST tile so the area becomes passable for future pathfinding // Clear the FOREST tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS }) this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
this.resourceSystem.removeResource(job.targetId) this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
} }
} else if (job.type === 'mine') { } else if (job.type === 'mine') {
const res = state.world.resources[job.targetId] const res = state.world.resources[job.targetId]
@@ -288,7 +215,6 @@ export class VillagerSystem {
// Clear the ROCK tile so the area becomes passable for future pathfinding // Clear the ROCK tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS }) this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
this.resourceSystem.removeResource(job.targetId) this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
} }
} else if (job.type === 'farm') { } else if (job.type === 'farm') {
const crop = state.world.crops[job.targetId] const crop = state.world.crops[job.targetId]
@@ -296,7 +222,6 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_HARVEST_CROP', villagerId: v.id, cropId: job.targetId }) this.adapter.send({ type: 'VILLAGER_HARVEST_CROP', villagerId: v.id, cropId: job.targetId })
this.farmingSystem.removeCropSpritePublic(job.targetId) this.farmingSystem.removeCropSpritePublic(job.targetId)
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any }) this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
this.addLog(v.id, `✓ Farmed ${crop.kind}`)
} }
} }
@@ -312,12 +237,6 @@ export class VillagerSystem {
// ─── SLEEPING ───────────────────────────────────────────────────────────── // ─── SLEEPING ─────────────────────────────────────────────────────────────
/**
* Restores energy while sleeping. Returns to idle once energy is full.
* @param v - Villager state
* @param rt - Villager runtime
* @param delta - Frame delta in milliseconds
*/
private tickSleeping(v: VillagerState, rt: VillagerRuntime, delta: number): void { private tickSleeping(v: VillagerState, rt: VillagerRuntime, delta: number): void {
;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04) ;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04)
// Gentle bob while sleeping // Gentle bob while sleeping
@@ -325,19 +244,11 @@ export class VillagerSystem {
if (v.energy >= 100) { if (v.energy >= 100) {
rt.sprite.setAngle(0) rt.sprite.setAngle(0)
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' }) this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
this.addLog(v.id, '✓ Woke up (energy full)')
} }
} }
// ─── Job picking (RimWorld-style priority) ──────────────────────────────── // ─── Job picking (RimWorld-style priority) ────────────────────────────────
/**
* Selects the best available job for a Nisse based on their priority settings.
* Among jobs at the same priority level, the closest one wins.
* Returns null if no unclaimed job is available.
* @param v - Villager state (used for position and priorities)
* @returns The chosen job candidate, or null
*/
private pickJob(v: VillagerState): { type: JobType; targetId: string; tileX: number; tileY: number } | null { private pickJob(v: VillagerState): { type: JobType; targetId: string; tileX: number; tileY: number } | null {
const state = stateManager.getState() const state = stateManager.getState()
const p = v.priorities const p = v.priorities
@@ -378,15 +289,6 @@ export class VillagerSystem {
// ─── Pathfinding ────────────────────────────────────────────────────────── // ─── Pathfinding ──────────────────────────────────────────────────────────
/**
* Computes a path from the Nisse's current tile to the target tile and
* begins walking. If no path is found, the job is cleared and a cooldown applied.
* @param v - Villager state
* @param rt - Villager runtime
* @param tileX - Target tile X
* @param tileY - Target tile Y
* @param dest - Semantic destination type (used by onArrived)
*/
private beginWalk(v: VillagerState, rt: VillagerRuntime, tileX: number, tileY: number, dest: VillagerRuntime['destination']): void { private beginWalk(v: VillagerState, rt: VillagerRuntime, tileX: number, tileY: number, dest: VillagerRuntime['destination']): void {
const sx = Math.floor(v.x / TILE_SIZE) const sx = Math.floor(v.x / TILE_SIZE)
const sy = Math.floor(v.y / TILE_SIZE) const sy = Math.floor(v.y / TILE_SIZE)
@@ -408,11 +310,6 @@ export class VillagerSystem {
// ─── Building finders ───────────────────────────────────────────────────── // ─── Building finders ─────────────────────────────────────────────────────
/**
* Returns the nearest building of the given kind to the Nisse, or null if none exist.
* @param v - Villager state (used as reference position)
* @param kind - Building kind to search for
*/
private nearestBuilding(v: VillagerState, kind: string): { tileX: number; tileY: number } | null { private nearestBuilding(v: VillagerState, kind: string): { tileX: number; tileY: number } | null {
const state = stateManager.getState() const state = stateManager.getState()
const hits = Object.values(state.world.buildings).filter(b => b.kind === kind) const hits = Object.values(state.world.buildings).filter(b => b.kind === kind)
@@ -422,11 +319,6 @@ export class VillagerSystem {
return hits.sort((a, b) => Math.hypot(a.tileX - vx, a.tileY - vy) - Math.hypot(b.tileX - vx, b.tileY - vy))[0] return hits.sort((a, b) => Math.hypot(a.tileX - vx, a.tileY - vy) - Math.hypot(b.tileX - vx, b.tileY - vy))[0]
} }
/**
* Returns the Nisse's assigned bed if it still exists, otherwise the nearest bed.
* Returns null if no beds are placed.
* @param v - Villager state
*/
private findBed(v: VillagerState): { id: string; tileX: number; tileY: number } | null { private findBed(v: VillagerState): { id: string; tileX: number; tileY: number } | null {
const state = stateManager.getState() const state = stateManager.getState()
// Prefer assigned bed // Prefer assigned bed
@@ -436,10 +328,6 @@ export class VillagerSystem {
// ─── Spawning ───────────────────────────────────────────────────────────── // ─── Spawning ─────────────────────────────────────────────────────────────
/**
* Attempts to spawn a new Nisse if a free bed is available and the
* current population is below the bed count.
*/
private trySpawn(): void { private trySpawn(): void {
const state = stateManager.getState() const state = stateManager.getState()
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed') const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed')
@@ -473,11 +361,6 @@ export class VillagerSystem {
// ─── Sprite management ──────────────────────────────────────────────────── // ─── Sprite management ────────────────────────────────────────────────────
/**
* Creates and registers all runtime objects (sprite, label, energy bar, icon)
* for a newly added Nisse.
* @param v - Villager state to create sprites for
*/
private spawnSprite(v: VillagerState): void { private spawnSprite(v: VillagerState): void {
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11) const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
@@ -489,20 +372,9 @@ export class VillagerSystem {
const energyBar = this.scene.add.graphics().setDepth(12) const energyBar = this.scene.add.graphics().setDepth(12)
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13) const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
sprite.setInteractive() this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0, workLog: [] })
} }
/**
* Redraws the energy bar graphic for a Nisse at the given world position.
* Color transitions green → orange → red as energy decreases.
* @param g - Graphics object to draw into
* @param x - World X center of the Nisse
* @param y - World Y center of the Nisse
* @param energy - Current energy value (0100)
*/
private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void { private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void {
const W = 20, H = 3 const W = 20, H = 3
g.clear() g.clear()
@@ -511,29 +383,8 @@ export class VillagerSystem {
g.fillStyle(col); g.fillRect(x - W/2, y - 28, W * (energy / 100), H) g.fillStyle(col); g.fillRect(x - W/2, y - 28, W * (energy / 100), H)
} }
// ─── Work log ─────────────────────────────────────────────────────────────
/**
* Prepends a message to the runtime work log for the given Nisse.
* Trims the log to WORK_LOG_MAX entries. No-ops if the Nisse is not found.
* @param villagerId - Target Nisse ID
* @param msg - Log message to prepend
*/
private addLog(villagerId: string, msg: string): void {
const rt = this.runtime.get(villagerId)
if (!rt) return
rt.workLog.unshift(msg)
if (rt.workLog.length > WORK_LOG_MAX) rt.workLog.length = WORK_LOG_MAX
}
// ─── Public API ─────────────────────────────────────────────────────────── // ─── Public API ───────────────────────────────────────────────────────────
/**
* Returns a short human-readable status string for the given Nisse,
* suitable for display in UI panels.
* @param villagerId - The Nisse's ID
* @returns Status string, or '—' if the Nisse is not found
*/
getStatusText(villagerId: string): string { getStatusText(villagerId: string): string {
const v = stateManager.getState().world.villagers[villagerId] const v = stateManager.getState().world.villagers[villagerId]
if (!v) return '—' if (!v) return '—'
@@ -546,37 +397,6 @@ export class VillagerSystem {
return '💭 Idle' return '💭 Idle'
} }
/**
* Returns a copy of the runtime work log for the given Nisse (newest first).
* @param villagerId - The Nisse's ID
* @returns Array of log strings, or empty array if not found
*/
getWorkLog(villagerId: string): string[] {
return [...(this.runtime.get(villagerId)?.workLog ?? [])]
}
/**
* Returns the current world position and remaining path for every Nisse
* that is currently in the 'walking' state. Used by DebugSystem for
* pathfinding visualization.
* @returns Array of path entries, one per walking Nisse
*/
getActivePaths(): Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> {
const state = stateManager.getState()
const result: Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> = []
for (const v of Object.values(state.world.villagers)) {
if (v.aiState !== 'walking') continue
const rt = this.runtime.get(v.id)
if (!rt) continue
result.push({ x: v.x, y: v.y, path: [...rt.path] })
}
return result
}
/**
* Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down.
*/
destroy(): void { destroy(): void {
for (const rt of this.runtime.values()) { for (const rt of this.runtime.values()) {
rt.sprite.destroy(); rt.nameLabel.destroy() rt.sprite.destroy(); rt.nameLabel.destroy()

View File

@@ -21,23 +21,19 @@ export class WorldSystem {
private tileset!: Phaser.Tilemaps.Tileset private tileset!: Phaser.Tilemaps.Tileset
private bgImage!: Phaser.GameObjects.Image private bgImage!: Phaser.GameObjects.Image
private builtLayer!: Phaser.Tilemaps.TilemapLayer private builtLayer!: Phaser.Tilemaps.TilemapLayer
private bgCanvasTexture!: Phaser.Textures.CanvasTexture
/** @param scene - The Phaser scene this system belongs to */
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
this.scene = scene this.scene = scene
} }
/**
* Generates the terrain background canvas from saved tile data,
* creates the built-tile tilemap layer, and sets camera bounds.
*/
create(): void { create(): void {
const state = stateManager.getState() const state = stateManager.getState()
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) --- // --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
const canvasTexture = this.scene.textures.createCanvas('terrain_bg', WORLD_TILES, WORLD_TILES) as Phaser.Textures.CanvasTexture const canvas = document.createElement('canvas')
const ctx = canvasTexture.context canvas.width = WORLD_TILES
canvas.height = WORLD_TILES
const ctx = canvas.getContext('2d')!
for (let y = 0; y < WORLD_TILES; y++) { for (let y = 0; y < WORLD_TILES; y++) {
for (let x = 0; x < WORLD_TILES; x++) { for (let x = 0; x < WORLD_TILES; x++) {
@@ -47,14 +43,12 @@ export class WorldSystem {
} }
} }
canvasTexture.refresh() this.scene.textures.addCanvas('terrain_bg', canvas)
this.bgCanvasTexture = canvasTexture
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg') this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
.setOrigin(0, 0) .setOrigin(0, 0)
.setScale(TILE_SIZE) .setScale(TILE_SIZE)
.setDepth(0) .setDepth(0)
canvasTexture.setFilter(Phaser.Textures.FilterMode.LINEAR) this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) --- // --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
this.map = this.scene.make.tilemap({ this.map = this.scene.make.tilemap({
@@ -87,18 +81,10 @@ export class WorldSystem {
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE) this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
} }
/** Returns the built-tile tilemap layer (floor, wall, soil). */
getLayer(): Phaser.Tilemaps.TilemapLayer { getLayer(): Phaser.Tilemaps.TilemapLayer {
return this.builtLayer return this.builtLayer
} }
/**
* Places or removes a tile on the built layer.
* Built tile types are added; natural types remove the built-layer entry.
* @param tileX - Tile column
* @param tileY - Tile row
* @param type - New tile type to apply
*/
setTile(tileX: number, tileY: number, type: TileType): void { setTile(tileX: number, tileY: number, type: TileType): void {
const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL]) const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL])
if (BUILT_TILES.has(type)) { if (BUILT_TILES.has(type)) {
@@ -109,12 +95,6 @@ export class WorldSystem {
} }
} }
/**
* Returns whether the tile at the given coordinates can be walked on.
* Out-of-bounds tiles are treated as impassable.
* @param tileX - Tile column
* @param tileY - Tile row
*/
isPassable(tileX: number, tileY: number): boolean { isPassable(tileX: number, tileY: number): boolean {
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
const state = stateManager.getState() const state = stateManager.getState()
@@ -122,12 +102,6 @@ export class WorldSystem {
return !IMPASSABLE.has(tile) return !IMPASSABLE.has(tile)
} }
/**
* Converts world pixel coordinates to tile coordinates.
* @param worldX - World X in pixels
* @param worldY - World Y in pixels
* @returns Integer tile position
*/
worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } { worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } {
return { return {
tileX: Math.floor(worldX / TILE_SIZE), tileX: Math.floor(worldX / TILE_SIZE),
@@ -135,12 +109,6 @@ export class WorldSystem {
} }
} }
/**
* Converts tile coordinates to the world pixel center of that tile.
* @param tileX - Tile column
* @param tileY - Tile row
* @returns World pixel center position
*/
tileToWorld(tileX: number, tileY: number): { x: number; y: number } { tileToWorld(tileX: number, tileY: number): { x: number; y: number } {
return { return {
x: tileX * TILE_SIZE + TILE_SIZE / 2, x: tileX * TILE_SIZE + TILE_SIZE / 2,
@@ -148,32 +116,11 @@ export class WorldSystem {
} }
} }
/**
* Returns the tile type at the given tile coordinates from saved state.
* @param tileX - Tile column
* @param tileY - Tile row
*/
getTileType(tileX: number, tileY: number): TileType { getTileType(tileX: number, tileY: number): TileType {
const state = stateManager.getState() const state = stateManager.getState()
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
} }
/**
* Updates a single tile's pixel on the background canvas and refreshes the GPU texture.
* Used when a natural tile changes at runtime (e.g. DARK_GRASS → GRASS after recovery,
* or GRASS → FOREST when a seedling matures).
* @param tileX - Tile column
* @param tileY - Tile row
* @param type - New tile type to reflect visually
*/
refreshTerrainTile(tileX: number, tileY: number, type: TileType): void {
const color = BIOME_COLORS[type] ?? '#0a2210'
this.bgCanvasTexture.context.fillStyle = color
this.bgCanvasTexture.context.fillRect(tileX, tileY, 1, 1)
this.bgCanvasTexture.refresh()
}
/** Destroys the tilemap and background image. */
destroy(): void { destroy(): void {
this.map.destroy() this.map.destroy()
this.bgImage.destroy() this.bgImage.destroy()

View File

@@ -20,10 +20,7 @@ export const IMPASSABLE = new Set<number>([
TileType.WALL, TileType.WALL,
]) ])
/** Tiles on which tree seedlings may be planted. */ export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot'
export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_GRASS])
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot' | 'tree_seed'
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone' export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone'
@@ -93,18 +90,6 @@ export interface PlayerState {
inventory: Partial<Record<ItemId, number>> inventory: Partial<Record<ItemId, number>>
} }
export interface TreeSeedlingState {
id: string
tileX: number
tileY: number
/** Growth stage: 0 = sprout, 1 = sapling, 2 = mature (converts to resource). */
stage: number
/** Time remaining until next stage advance, in milliseconds. */
stageTimerMs: number
/** The tile type that was under the seedling when planted (GRASS or DARK_GRASS). */
underlyingTile: TileType
}
export interface WorldState { export interface WorldState {
seed: number seed: number
tiles: number[] tiles: number[]
@@ -113,13 +98,6 @@ export interface WorldState {
crops: Record<string, CropState> crops: Record<string, CropState>
villagers: Record<string, VillagerState> villagers: Record<string, VillagerState>
stockpile: Partial<Record<ItemId, number>> stockpile: Partial<Record<ItemId, number>>
/** Planted tree seedlings, keyed by ID. */
treeSeedlings: Record<string, TreeSeedlingState>
/**
* Recovery timers for DARK_GRASS tiles, keyed by "tileX,tileY".
* Value is remaining milliseconds until the tile reverts to GRASS.
*/
tileRecovery: Record<string, number>
} }
export interface GameStateData { export interface GameStateData {
@@ -145,7 +123,3 @@ export type GameAction =
| { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string } | { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string }
| { type: 'VILLAGER_DEPOSIT'; villagerId: string } | { type: 'VILLAGER_DEPOSIT'; villagerId: string }
| { type: 'UPDATE_PRIORITIES'; villagerId: string; priorities: JobPriorities } | { type: 'UPDATE_PRIORITIES'; villagerId: string; priorities: JobPriorities }
| { type: 'PLANT_TREE_SEED'; seedling: TreeSeedlingState }
| { type: 'REMOVE_TREE_SEEDLING'; seedlingId: string }
| { type: 'SPAWN_RESOURCE'; resource: ResourceNodeState }
| { type: 'TILE_RECOVERY_START'; tileX: number; tileY: number }