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fix/nisse-
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fix/gc-all
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24
CHANGELOG.md
24
CHANGELOG.md
@@ -7,6 +7,30 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
|
||||
|
||||
## [Unreleased]
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||||
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||||
### Fixed
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||||
- **Y-based depth sorting** (Issue #31): trees, rocks, seedlings and buildings now use `tileY + 5` as depth instead of fixed values — objects lower on screen always render in front of objects above them, regardless of spawn order; build ghost moved to depth 1000
|
||||
- **Nisse always visible** (Issue #33): Nisse sprites fixed at depth 900, always rendered above world objects
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|
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### Added
|
||||
- **Försterkreislauf** (Issue #25):
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- **Setzlinge beim Fällen**: Jeder gefällte Baum gibt 1–2 `tree_seed` in den Stockpile
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- **Försterhaus** (`forester_hut`): Neues Gebäude im Build-Menü (Kosten: 50 wood); Log-Hütten-Grafik mit Baum-Symbol; Klick auf das Haus öffnet ein Info-Panel
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||||
- **Zonenmarkierung**: Im Info-Panel öffnet „Edit Zone" den Zonen-Editor; innerhalb eines Radius von 5 Tiles können Tiles per Klick zur Pflanzzone hinzugefügt oder entfernt werden; markierte Tiles werden als halbtransparente grüne Fläche im Spiel angezeigt; Zone wird im Save gespeichert
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- **Förster-Job** (`forester`): Nisse mit `forester`-Priorität > 0 pflanzen automatisch `tree_seed` auf leeren Zonen-Tiles; erfordert `tree_seed` im Stockpile
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- **Chop-Priorisierung**: Beim Fällen werden Bäume innerhalb von Förster-Zonen bevorzugt; natürliche Bäume werden erst gefällt wenn keine Zonen-Bäume mehr vorhanden sind
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- Nisse-Info-Panel und Nisse-Panel (V) zeigen jetzt auch die `forester`-Priorität als Schaltfläche
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||||
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### Fixed
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- **Nisse idle loop** (Issue #22): Nisse no longer retry unreachable trees/rocks in an infinite 1.5 s loop — `pickJob` now skips resources with no adjacent passable tile via `hasAdjacentPassable()`; pathfind-fail cooldown raised to 4 s
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- **Resource-based passability** (Issue #22): FOREST and ROCK terrain tiles are only impassable when a tree/rock resource occupies them — empty forest floor and rocky ground are now walkable; `WorldSystem` maintains an O(1) `resourceTiles` index kept in sync at runtime
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- **Terrain canvas not updating** (Issue #22): `CHANGE_TILE` now calls `refreshTerrainTile()` centrally via the adapter handler, fixing the visual glitch where chopped trees left a dark FOREST-coloured pixel instead of DARK_GRASS
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- **Stockpile panel** (Issue #20): panel background now uses `uiOpacity` and updates live when Settings opacity changes; panel height increased so the Nisse count row no longer overlaps the carrot row
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- **ESC menu** (Issue #20): internal bottom padding corrected — last button now has 16px gap to panel edge instead of 0px
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### Added
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- **Overlay Opacity Setting** (Issue #16): all UI overlay backgrounds (build menu, villager panel, context menu, ESC menu, confirm dialog, Nisse info panel, debug panel) now use a central `uiOpacity` value instead of hardcoded alphas
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- **Settings Screen**: ESC menu → Settings now opens a real overlay with an overlay-opacity row (− / value% / + step buttons, range 40 %–100 %, default 80 %); setting persisted in `localStorage` under `tg_ui_settings`, separate from game save so New Game does not wipe it
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### Added
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- **Unified Tile System** (Issue #14):
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- 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
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79
CLAUDE.md
79
CLAUDE.md
@@ -73,3 +73,82 @@ npm run preview # Preview production build locally
|
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- **Systems** read/write state and are updated each game tick via Phaser's `update()`
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- **Scenes** are thin orchestrators — logic belongs in systems, not scenes
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- **NetworkAdapter** wraps any multiplayer/sync concerns; systems should not call network directly
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|
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---
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## Gitea Workflow (repo: tekki/nissefolk)
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||||
|
||||
**Tool:** `tea` CLI (installed at `~/.local/bin/tea`, login `zally` configured).
|
||||
Never use raw `curl` with `${CLAUDE_GITEA_TOKEN}` for Gitea — use `tea` instead.
|
||||
All `tea` commands run from `~/game` (git remote `gitea` points to the repo).
|
||||
|
||||
**Git commands:** Always use `git -C ~/game <cmd>` — never `cd ~/game && git <cmd>` (triggers security prompt).
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||||
|
||||
```bash
|
||||
# Create PR (always wait for user approval before merging)
|
||||
# Use ~/scripts/create-pr.sh — pass \n literally for newlines, the script expands them via printf.
|
||||
# Never use heredocs or $(cat file) — they trigger permission prompts.
|
||||
~/scripts/create-pr.sh "PR title" "Fixes #N.\n\n## What changed\n- item one\n- item two" feature/xyz
|
||||
|
||||
# List open PRs / issues
|
||||
tea pr list --login zally
|
||||
tea issue list --login zally
|
||||
|
||||
# View a single issue (body + comments)
|
||||
tea issue --login zally --repo tekki/nissefolk <ISSUE_NUMBER>
|
||||
|
||||
# Merge PR — ONLY after explicit user says "merge it"
|
||||
tea pr merge --login zally --style merge <PR_NUMBER>
|
||||
|
||||
# Close issue
|
||||
tea issue close --login zally --repo tekki/nissefolk <ISSUE_NUMBER>
|
||||
|
||||
# List labels
|
||||
tea labels list --login zally --repo tekki/nissefolk
|
||||
|
||||
# Set/remove labels on an issue (use label names, not IDs)
|
||||
tea issue edit --login zally --repo tekki/nissefolk --add-labels "status: done" <N>
|
||||
tea issue edit --login zally --repo tekki/nissefolk --remove-labels "status: in discussion" <N>
|
||||
|
||||
|
||||
# Both flags can be combined; --add-labels takes precedence over --remove-labels
|
||||
tea issue edit <N> --add-labels "status: done" --remove-labels "status: in progress" --repo tekki/nissefolk
|
||||
|
||||
# Note: "tea labels" manages label definitions in the repo — not issue assignments
|
||||
```
|
||||
|
||||
**Label IDs** (repo-specific, don't guess):
|
||||
| ID | Name |
|
||||
|----|------|
|
||||
| 1 | feature |
|
||||
| 2 | improvement |
|
||||
| 3 | bug |
|
||||
| 6 | status: backlog |
|
||||
| 8 | status: ready |
|
||||
| 9 | status: in progress |
|
||||
| 10 | status: review |
|
||||
| 11 | status: done |
|
||||
|
||||
**PR workflow rules:**
|
||||
1. Commit → push branch → `tea pr create` → **share URL, stop, wait for user approval**
|
||||
2. Only merge when user explicitly says so
|
||||
3. After merge: close issue + set label to `status: done`
|
||||
|
||||
**master branch is protected** — direct push is rejected. Always use PRs.
|
||||
|
||||
**Routine load issue**
|
||||
1. Load Issues
|
||||
if-> If the label is status: ready
|
||||
-> work as it says
|
||||
-> use a new branch for each issue
|
||||
-> test your code
|
||||
-> commit your code
|
||||
-> change the issue label
|
||||
-> do an pr to master
|
||||
|
||||
if-> If the label is status: discussion
|
||||
-> think if you need more information
|
||||
-> ask questions as comment in gitea
|
||||
|
||||
**Issue create**
|
||||
If i say something like "create an issue about..." you need to attach the labels to it to. Use status: discussion and feature/bug
|
||||
@@ -19,6 +19,7 @@ function makeEmptyWorld(seed: number): WorldState {
|
||||
stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0, tree_seed: 5 },
|
||||
treeSeedlings: {},
|
||||
tileRecovery: {},
|
||||
foresterZones: {},
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,11 +66,20 @@ class StateManager {
|
||||
w.buildings[action.building.id] = action.building
|
||||
for (const [k, v] of Object.entries(action.costs))
|
||||
w.stockpile[k as ItemId] = Math.max(0, (w.stockpile[k as ItemId] ?? 0) - (v ?? 0))
|
||||
// Automatically create an empty forester zone when a forester hut is placed
|
||||
if (action.building.kind === 'forester_hut') {
|
||||
w.foresterZones[action.building.id] = { buildingId: action.building.id, tiles: [] }
|
||||
}
|
||||
break
|
||||
}
|
||||
|
||||
case 'REMOVE_BUILDING':
|
||||
delete w.buildings[action.buildingId]; break
|
||||
// Remove associated forester zone when the hut is demolished
|
||||
if (w.buildings[action.buildingId]?.kind === 'forester_hut') {
|
||||
delete w.foresterZones[action.buildingId]
|
||||
}
|
||||
delete w.buildings[action.buildingId]
|
||||
break
|
||||
|
||||
case 'ADD_ITEMS':
|
||||
for (const [k, v] of Object.entries(action.items))
|
||||
@@ -169,6 +179,12 @@ class StateManager {
|
||||
case 'TILE_RECOVERY_START':
|
||||
w.tileRecovery[`${action.tileX},${action.tileY}`] = TILE_RECOVERY_MS
|
||||
break
|
||||
|
||||
case 'FORESTER_ZONE_UPDATE': {
|
||||
const zone = w.foresterZones[action.buildingId]
|
||||
if (zone) zone.tiles = [...action.tiles]
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -242,9 +258,18 @@ class StateManager {
|
||||
if (!p.world.stockpile) p.world.stockpile = {}
|
||||
if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
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||||
if (!p.world.tileRecovery) p.world.tileRecovery = {}
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||||
if (!p.world.foresterZones) p.world.foresterZones = {}
|
||||
// Reset in-flight AI states to idle on load so runtime timers start fresh
|
||||
for (const v of Object.values(p.world.villagers)) {
|
||||
if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
|
||||
// Migrate older saves that don't have the forester priority
|
||||
if (typeof (v.priorities as any).forester === 'undefined') v.priorities.forester = 4
|
||||
}
|
||||
// Rebuild forester zones for huts that predate the foresterZones field
|
||||
for (const b of Object.values(p.world.buildings)) {
|
||||
if (b.kind === 'forester_hut' && !p.world.foresterZones[b.id]) {
|
||||
p.world.foresterZones[b.id] = { buildingId: b.id, tiles: [] }
|
||||
}
|
||||
}
|
||||
return p
|
||||
} catch (_) { return null }
|
||||
|
||||
@@ -19,8 +19,12 @@ export const BUILDING_COSTS: Record<BuildingType, Record<string, number>> = {
|
||||
chest: { wood: 5, stone: 2 },
|
||||
bed: { wood: 6 },
|
||||
stockpile_zone:{ wood: 0 },
|
||||
forester_hut: { wood: 50 },
|
||||
}
|
||||
|
||||
/** Max Chebyshev radius (in tiles) that a forester hut's zone can extend. */
|
||||
export const FORESTER_ZONE_RADIUS = 5
|
||||
|
||||
export interface CropConfig {
|
||||
stages: number
|
||||
stageTimeMs: number
|
||||
@@ -39,6 +43,7 @@ export const VILLAGER_WORK_TIMES: Record<string, number> = {
|
||||
chop: 3000,
|
||||
mine: 5000,
|
||||
farm: 1200,
|
||||
forester: 2000,
|
||||
}
|
||||
export const VILLAGER_NAMES = [
|
||||
'Aldric','Brix','Cora','Dwyn','Edna','Finn','Greta',
|
||||
@@ -49,6 +54,9 @@ export const VILLAGER_NAMES = [
|
||||
export const SAVE_KEY = 'tg_save_v5'
|
||||
export const AUTOSAVE_INTERVAL = 30_000
|
||||
|
||||
/** localStorage key for UI settings (opacity etc.) — separate from the game save. */
|
||||
export const UI_SETTINGS_KEY = 'tg_ui_settings'
|
||||
|
||||
/** Milliseconds for one tree-seedling stage to advance (two stages = full tree). */
|
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export const TREE_SEEDLING_STAGE_MS = 60_000 // 1 min per stage → 2 min total
|
||||
|
||||
|
||||
@@ -12,6 +12,7 @@ import { FarmingSystem } from '../systems/FarmingSystem'
|
||||
import { VillagerSystem } from '../systems/VillagerSystem'
|
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import { DebugSystem } from '../systems/DebugSystem'
|
||||
import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
|
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import { ForesterZoneSystem } from '../systems/ForesterZoneSystem'
|
||||
|
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export class GameScene extends Phaser.Scene {
|
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private adapter!: LocalAdapter
|
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@@ -23,6 +24,7 @@ export class GameScene extends Phaser.Scene {
|
||||
villagerSystem!: VillagerSystem
|
||||
debugSystem!: DebugSystem
|
||||
private treeSeedlingSystem!: TreeSeedlingSystem
|
||||
foresterZoneSystem!: ForesterZoneSystem
|
||||
private autosaveTimer = 0
|
||||
private menuOpen = false
|
||||
|
||||
@@ -43,6 +45,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
|
||||
this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
|
||||
this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
|
||||
this.foresterZoneSystem = new ForesterZoneSystem(this, this.adapter)
|
||||
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
|
||||
|
||||
this.worldSystem.create()
|
||||
@@ -68,9 +71,16 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
this.treeSeedlingSystem.create()
|
||||
|
||||
this.foresterZoneSystem.create()
|
||||
this.foresterZoneSystem.refreshOverlay()
|
||||
this.foresterZoneSystem.onEditEnded = () => this.events.emit('foresterZoneEditEnded')
|
||||
this.foresterZoneSystem.onZoneChanged = (id, tiles) => this.events.emit('foresterZoneChanged', id, tiles)
|
||||
|
||||
this.villagerSystem.create()
|
||||
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
|
||||
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
|
||||
this.villagerSystem.onPlantSeedling = (tileX, tileY, tile) =>
|
||||
this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
|
||||
|
||||
this.debugSystem.create()
|
||||
|
||||
@@ -78,11 +88,30 @@ export class GameScene extends Phaser.Scene {
|
||||
this.adapter.onAction = (action) => {
|
||||
if (action.type === 'CHANGE_TILE') {
|
||||
this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
|
||||
this.worldSystem.refreshTerrainTile(action.tileX, action.tileY, action.tile)
|
||||
} else if (action.type === 'SPAWN_RESOURCE') {
|
||||
this.resourceSystem.spawnResourcePublic(action.resource)
|
||||
this.worldSystem.addResourceTile(action.resource.tileX, action.resource.tileY)
|
||||
} else if (action.type === 'FORESTER_ZONE_UPDATE') {
|
||||
this.foresterZoneSystem.refreshOverlay()
|
||||
}
|
||||
}
|
||||
|
||||
// Detect left-clicks on forester huts to open the zone panel
|
||||
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||
if (ptr.rightButtonDown() || this.menuOpen) return
|
||||
if (this.buildingSystem.isActive()) return
|
||||
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||
const state = stateManager.getState()
|
||||
const hut = Object.values(state.world.buildings).find(
|
||||
b => b.kind === 'forester_hut' && b.tileX === tileX && b.tileY === tileY
|
||||
)
|
||||
if (hut) {
|
||||
this.events.emit('foresterHutClicked', hut.id)
|
||||
}
|
||||
})
|
||||
|
||||
this.scene.launch('UI')
|
||||
|
||||
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
|
||||
@@ -91,9 +120,17 @@ export class GameScene extends Phaser.Scene {
|
||||
this.events.on('uiRequestBuildMenu', () => {
|
||||
if (!this.buildingSystem.isActive()) this.events.emit('openBuildMenu')
|
||||
})
|
||||
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; forester: number }) => {
|
||||
this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
|
||||
})
|
||||
|
||||
this.events.on('foresterZoneEditStart', (buildingId: string) => {
|
||||
this.foresterZoneSystem.startEditMode(buildingId)
|
||||
this.menuOpen = false // keep game ticking while zone editor is open
|
||||
})
|
||||
this.events.on('foresterZoneEditStop', () => {
|
||||
this.foresterZoneSystem.exitEditMode()
|
||||
})
|
||||
this.events.on('debugToggle', () => this.debugSystem.toggle())
|
||||
|
||||
this.autosaveTimer = AUTOSAVE_INTERVAL
|
||||
@@ -142,15 +179,27 @@ export class GameScene extends Phaser.Scene {
|
||||
const name = `bobj_${building.id}`
|
||||
if (this.children.getByName(name)) continue
|
||||
|
||||
const worldDepth = building.tileY + 5
|
||||
if (building.kind === 'chest') {
|
||||
const g = this.add.graphics().setName(name).setDepth(8)
|
||||
const g = this.add.graphics().setName(name).setDepth(worldDepth)
|
||||
g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
|
||||
g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
|
||||
g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
|
||||
} else if (building.kind === 'bed') {
|
||||
this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8)
|
||||
this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
|
||||
} else if (building.kind === 'stockpile_zone') {
|
||||
this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
|
||||
} else if (building.kind === 'forester_hut') {
|
||||
// Draw a simple log-cabin silhouette for the forester hut
|
||||
const g = this.add.graphics().setName(name).setDepth(worldDepth)
|
||||
// Body
|
||||
g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
|
||||
// Roof
|
||||
g.fillStyle(0x4a2800); g.fillTriangle(wx - 14, wy - 9, wx + 14, wy - 9, wx, wy - 22)
|
||||
// Door
|
||||
g.fillStyle(0x2a1500); g.fillRect(wx - 4, wy + 1, 8, 8)
|
||||
// Tree symbol on the roof
|
||||
g.fillStyle(0x228B22); g.fillTriangle(wx - 6, wy - 11, wx + 6, wy - 11, wx, wy - 20)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -163,6 +212,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.buildingSystem.destroy()
|
||||
this.farmingSystem.destroy()
|
||||
this.treeSeedlingSystem.destroy()
|
||||
this.foresterZoneSystem.destroy()
|
||||
this.villagerSystem.destroy()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ import type { BuildingType, JobPriorities } from '../types'
|
||||
import type { FarmingTool } from '../systems/FarmingSystem'
|
||||
import type { DebugData } from '../systems/DebugSystem'
|
||||
import { stateManager } from '../StateManager'
|
||||
import { UI_SETTINGS_KEY } from '../config'
|
||||
|
||||
const ITEM_ICONS: Record<string, string> = {
|
||||
wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕',
|
||||
@@ -21,8 +22,6 @@ export class UIScene extends Phaser.Scene {
|
||||
private villagerPanelVisible = false
|
||||
private buildModeText!: Phaser.GameObjects.Text
|
||||
private farmToolText!: Phaser.GameObjects.Text
|
||||
private coordsText!: Phaser.GameObjects.Text
|
||||
private controlsHintText!: Phaser.GameObjects.Text
|
||||
private popText!: Phaser.GameObjects.Text
|
||||
private stockpileTitleText!: Phaser.GameObjects.Text
|
||||
private contextMenuGroup!: Phaser.GameObjects.Group
|
||||
@@ -46,6 +45,32 @@ export class UIScene extends Phaser.Scene {
|
||||
logTexts: Phaser.GameObjects.Text[]
|
||||
} | null = null
|
||||
|
||||
/** Current overlay background opacity (0.4–1.0, default 0.8). Persisted in localStorage. */
|
||||
private uiOpacity = 0.8
|
||||
private settingsGroup!: Phaser.GameObjects.Group
|
||||
private settingsVisible = false
|
||||
|
||||
// ── Forester Hut Panel ────────────────────────────────────────────────────
|
||||
private foresterPanelGroup!: Phaser.GameObjects.Group
|
||||
private foresterPanelVisible = false
|
||||
private foresterPanelBuildingId: string | null = null
|
||||
/** Tile-count text inside the forester panel, updated live when zone changes. */
|
||||
private foresterTileCountText: Phaser.GameObjects.Text | null = null
|
||||
/** True while the zone-edit tool is active (shown in ESC priority stack). */
|
||||
private inForesterZoneEdit = false
|
||||
|
||||
// ── Action Bar ────────────────────────────────────────────────────────────
|
||||
private static readonly BAR_H = 48
|
||||
private static readonly TRAY_H = 68
|
||||
private actionBarBg!: Phaser.GameObjects.Rectangle
|
||||
private actionBuildBtn!: Phaser.GameObjects.Rectangle
|
||||
private actionBuildLabel!: Phaser.GameObjects.Text
|
||||
private actionNisseBtn!: Phaser.GameObjects.Rectangle
|
||||
private actionNisseLabel!: Phaser.GameObjects.Text
|
||||
private actionTrayGroup!: Phaser.GameObjects.Group
|
||||
private actionTrayVisible = false
|
||||
private activeCategory: 'build' | 'nisse' | null = null
|
||||
|
||||
constructor() { super({ key: 'UI' }) }
|
||||
|
||||
/**
|
||||
@@ -53,21 +78,21 @@ export class UIScene extends Phaser.Scene {
|
||||
* keyboard shortcuts (B, V, F3, ESC).
|
||||
*/
|
||||
create(): void {
|
||||
this.loadUISettings()
|
||||
this.createStockpilePanel()
|
||||
this.createHintText()
|
||||
this.createToast()
|
||||
this.createBuildMenu()
|
||||
this.createBuildModeIndicator()
|
||||
this.createFarmToolIndicator()
|
||||
this.createCoordsDisplay()
|
||||
this.createDebugPanel()
|
||||
this.createActionBar()
|
||||
|
||||
const gameScene = this.scene.get('Game')
|
||||
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
||||
gameScene.events.on('farmToolChanged', (t: FarmingTool, l: string) => this.onFarmToolChanged(t, l))
|
||||
gameScene.events.on('toast', (m: string) => this.showToast(m))
|
||||
gameScene.events.on('openBuildMenu', () => this.toggleBuildMenu())
|
||||
gameScene.events.on('cameraMoved', (pos: { tileX: number; tileY: number }) => this.onCameraMoved(pos))
|
||||
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.B)
|
||||
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
|
||||
@@ -85,6 +110,13 @@ export class UIScene extends Phaser.Scene {
|
||||
this.escMenuGroup = this.add.group()
|
||||
this.confirmGroup = this.add.group()
|
||||
this.nisseInfoGroup = this.add.group()
|
||||
this.settingsGroup = this.add.group()
|
||||
this.foresterPanelGroup = this.add.group()
|
||||
this.actionTrayGroup = this.add.group()
|
||||
|
||||
gameScene.events.on('foresterHutClicked', (id: string) => this.openForesterPanel(id))
|
||||
gameScene.events.on('foresterZoneEditEnded', () => this.onForesterEditEnded())
|
||||
gameScene.events.on('foresterZoneChanged', (id: string, tiles: string[]) => this.onForesterZoneChanged(id, tiles))
|
||||
|
||||
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||
if (ptr.rightButtonDown()) {
|
||||
@@ -119,14 +151,16 @@ export class UIScene extends Phaser.Scene {
|
||||
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
|
||||
private createStockpilePanel(): void {
|
||||
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)
|
||||
// 7 items × 22px + 26px header + 12px gap + 18px popText row + 10px bottom = 210px
|
||||
this.stockpilePanel = this.add.rectangle(x, y, 168, 210, 0x000000, this.uiOpacity).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)
|
||||
const items = ['wood','stone','wheat_seed','carrot_seed','tree_seed','wheat','carrot'] as const
|
||||
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)
|
||||
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)
|
||||
// last item (i=6) bottom edge ≈ y+190 → popText starts at y+192 with 8px gap
|
||||
this.popText = this.add.text(x + 10, y + 192, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
||||
}
|
||||
|
||||
/** Refreshes all item quantities and colors in the stockpile panel. */
|
||||
@@ -151,7 +185,7 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
/** Creates the centered hint text element near the bottom of the screen. */
|
||||
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 - UIScene.BAR_H - 24, '', {
|
||||
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
|
||||
backgroundColor: '#00000099', padding: { x: 10, y: 5 },
|
||||
}).setOrigin(0.5).setScrollFactor(0).setDepth(100).setVisible(false)
|
||||
@@ -194,9 +228,10 @@ export class UIScene extends Phaser.Scene {
|
||||
{ kind: 'chest', label: 'Chest', cost: '5 wood + 2 stone' },
|
||||
{ kind: 'bed', label: '🛏 Bed', cost: '6 wood (+1 villager)' },
|
||||
{ kind: 'stockpile_zone', label: '📦 Stockpile', cost: 'free (workers deliver here)' },
|
||||
{ kind: 'forester_hut', label: '🌲 Forester Hut', cost: '50 wood' },
|
||||
]
|
||||
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 140
|
||||
const bg = this.add.rectangle(menuX, menuY, 300, 280, 0x000000, 0.88).setOrigin(0,0).setScrollFactor(0).setDepth(200)
|
||||
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 168
|
||||
const bg = this.add.rectangle(menuX, menuY, 300, 326, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
|
||||
this.buildMenuGroup.add(bg)
|
||||
this.buildMenuGroup.add(this.add.text(menuX + 150, menuY + 14, 'BUILD MENU [B/ESC]', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setOrigin(0.5,0).setScrollFactor(0).setDepth(201))
|
||||
|
||||
@@ -245,6 +280,10 @@ export class UIScene extends Phaser.Scene {
|
||||
this.villagerPanelVisible = false
|
||||
this.villagerPanelGroup?.destroy(true)
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
if (this.activeCategory === 'nisse') {
|
||||
this.activeCategory = null
|
||||
this.updateCategoryHighlights()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -257,13 +296,13 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
const state = stateManager.getState()
|
||||
const villagers = Object.values(state.world.villagers)
|
||||
const panelW = 420
|
||||
const panelW = 490
|
||||
const rowH = 60
|
||||
const panelH = Math.max(100, villagers.length * rowH + 50)
|
||||
const px = this.scale.width / 2 - panelW / 2
|
||||
const py = this.scale.height / 2 - panelH / 2
|
||||
|
||||
const bg = this.add.rectangle(px, py, panelW, panelH, 0x0a0a0a, 0.92).setOrigin(0,0).setScrollFactor(0).setDepth(210)
|
||||
const bg = this.add.rectangle(px, py, panelW, panelH, 0x0a0a0a, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(210)
|
||||
this.villagerPanelGroup.add(bg)
|
||||
|
||||
this.villagerPanelGroup.add(
|
||||
@@ -299,12 +338,12 @@ export class UIScene extends Phaser.Scene {
|
||||
eg.fillStyle(col); eg.fillRect(px + 12, ry + 30, 80 * v.energy / 100, 6)
|
||||
this.villagerPanelGroup.add(eg)
|
||||
|
||||
// Job priority buttons: chop / mine / farm
|
||||
// Job priority buttons: chop / mine / farm / forester
|
||||
const jobs: Array<{ key: keyof JobPriorities; label: string }> = [
|
||||
{ key: 'chop', label: '🪓' }, { key: 'mine', label: '⛏' }, { key: 'farm', label: '🌾' }
|
||||
{ key: 'chop', label: '🪓' }, { key: 'mine', label: '⛏' }, { key: 'farm', label: '🌾' }, { key: 'forester', label: '🌲' }
|
||||
]
|
||||
jobs.forEach((job, ji) => {
|
||||
const bx = px + 110 + ji * 100
|
||||
const bx = px + 110 + ji * 76
|
||||
const pri = v.priorities[job.key]
|
||||
const label = pri === 0 ? `${job.label} OFF` : `${job.label} P${pri}`
|
||||
const btn = this.add.text(bx, ry + 6, label, {
|
||||
@@ -361,32 +400,15 @@ export class UIScene extends Phaser.Scene {
|
||||
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
|
||||
}
|
||||
|
||||
// ─── Coords + controls ────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the tile-coordinate display and controls hint at the bottom-left. */
|
||||
private createCoordsDisplay(): void {
|
||||
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', {
|
||||
fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 }
|
||||
}).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 {
|
||||
this.coordsText.setText(`Tile: ${pos.tileX}, ${pos.tileY}`)
|
||||
}
|
||||
|
||||
// ─── Debug Panel (F3) ─────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the debug panel text object (initially hidden). */
|
||||
private createDebugPanel(): void {
|
||||
const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
|
||||
this.debugPanelText = this.add.text(10, 80, '', {
|
||||
fontSize: '12px',
|
||||
color: '#cccccc',
|
||||
backgroundColor: '#000000cc',
|
||||
backgroundColor: `#000000${hexAlpha}`,
|
||||
padding: { x: 8, y: 6 },
|
||||
lineSpacing: 2,
|
||||
fontFamily: 'monospace',
|
||||
@@ -463,7 +485,7 @@ export class UIScene extends Phaser.Scene {
|
||||
const mx = Math.min(x, this.scale.width - menuW - 4)
|
||||
const my = Math.min(y, this.scale.height - menuH - 4)
|
||||
|
||||
const bg = this.add.rectangle(mx, my, menuW, menuH, 0x000000, 0.88)
|
||||
const bg = this.add.rectangle(mx, my, menuW, menuH, 0x000000, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
|
||||
this.contextMenuGroup.add(bg)
|
||||
|
||||
@@ -517,10 +539,14 @@ export class UIScene extends Phaser.Scene {
|
||||
*/
|
||||
private handleEsc(): void {
|
||||
if (this.confirmVisible) { this.hideConfirm(); return }
|
||||
if (this.inForesterZoneEdit) { this.scene.get('Game').events.emit('foresterZoneEditStop'); return }
|
||||
if (this.foresterPanelVisible) { this.closeForesterPanel(); return }
|
||||
if (this.contextMenuVisible) { this.hideContextMenu(); return }
|
||||
if (this.buildMenuVisible) { this.closeBuildMenu(); return }
|
||||
if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
|
||||
if (this.actionTrayVisible) { this.closeActionTray(); return }
|
||||
if (this.villagerPanelVisible) { this.closeVillagerPanel(); return }
|
||||
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
|
||||
if (this.settingsVisible) { this.closeSettings(); return }
|
||||
if (this.escMenuVisible) { this.closeEscMenu(); return }
|
||||
// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
|
||||
// We only skip opening the ESC menu while those modes are active.
|
||||
@@ -560,11 +586,13 @@ export class UIScene extends Phaser.Scene {
|
||||
{ label: '⚙️ Settings', action: () => this.doSettings() },
|
||||
{ label: '🆕 New Game', action: () => this.doNewGame() },
|
||||
]
|
||||
const menuH = 16 + entries.length * (btnH + 8) + 8
|
||||
const keysBlock = '[WASD] Pan [Scroll] Zoom\n[F] Farm [B] Build [V] Nisse\n[F3] Debug [ESC] Menu'
|
||||
// 32px header + entries × (btnH + 8px gap) + 8px sep + 46px keys block + 12px bottom padding
|
||||
const menuH = 32 + entries.length * (btnH + 8) + 8 + 46 + 12
|
||||
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)
|
||||
const bg = this.add.rectangle(mx, my, menuW, menuH, 0x0a0a0a, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(400)
|
||||
this.escMenuGroup.add(bg)
|
||||
this.escMenuGroup.add(
|
||||
@@ -587,6 +615,14 @@ export class UIScene extends Phaser.Scene {
|
||||
}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(402)
|
||||
)
|
||||
})
|
||||
|
||||
// Keyboard shortcuts reference at the bottom of the menu
|
||||
const keysY = my + 32 + entries.length * (btnH + 8) + 8
|
||||
this.escMenuGroup.add(
|
||||
this.add.text(mx + menuW / 2, keysY, keysBlock, {
|
||||
fontSize: '10px', color: '#555555', fontFamily: 'monospace', align: 'center',
|
||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(401)
|
||||
)
|
||||
}
|
||||
|
||||
/** Saves the game and shows a toast confirmation. */
|
||||
@@ -602,10 +638,155 @@ export class UIScene extends Phaser.Scene {
|
||||
window.location.reload()
|
||||
}
|
||||
|
||||
/** Opens an empty Settings panel (placeholder). */
|
||||
/** Opens the Settings overlay. */
|
||||
private doSettings(): void {
|
||||
this.closeEscMenu()
|
||||
this.showToast('Settings — coming soon')
|
||||
this.openSettings()
|
||||
}
|
||||
|
||||
// ─── Settings overlay ─────────────────────────────────────────────────────
|
||||
|
||||
/** Opens the settings overlay if it is not already open. */
|
||||
private openSettings(): void {
|
||||
if (this.settingsVisible) return
|
||||
this.settingsVisible = true
|
||||
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||
this.buildSettings()
|
||||
}
|
||||
|
||||
/** Closes and destroys the settings overlay. */
|
||||
private closeSettings(): void {
|
||||
if (!this.settingsVisible) return
|
||||
this.settingsVisible = false
|
||||
this.settingsGroup.destroy(true)
|
||||
this.settingsGroup = this.add.group()
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds the settings overlay with an overlay-opacity row (step buttons).
|
||||
* Destroying and recreating this method is used to refresh the displayed value.
|
||||
*/
|
||||
private buildSettings(): void {
|
||||
if (this.settingsGroup) this.settingsGroup.destroy(true)
|
||||
this.settingsGroup = this.add.group()
|
||||
|
||||
const panelW = 280
|
||||
const panelH = 130
|
||||
const px = this.scale.width / 2 - panelW / 2
|
||||
const py = this.scale.height / 2 - panelH / 2
|
||||
|
||||
// Background
|
||||
const bg = this.add.rectangle(px, py, panelW, panelH, 0x0a0a0a, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(450)
|
||||
this.settingsGroup.add(bg)
|
||||
|
||||
// Title
|
||||
this.settingsGroup.add(
|
||||
this.add.text(px + panelW / 2, py + 14, '⚙️ SETTINGS [ESC close]', {
|
||||
fontSize: '11px', color: '#666666', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(451)
|
||||
)
|
||||
|
||||
// Opacity label
|
||||
this.settingsGroup.add(
|
||||
this.add.text(px + 16, py + 58, 'Overlay opacity:', {
|
||||
fontSize: '13px', color: '#cccccc', fontFamily: 'monospace',
|
||||
}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(451)
|
||||
)
|
||||
|
||||
// Minus button
|
||||
const minusBtn = this.add.rectangle(px + 170, py + 47, 26, 22, 0x1a1a2e, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(451).setInteractive()
|
||||
minusBtn.on('pointerover', () => minusBtn.setFillStyle(0x2a2a4e, 0.9))
|
||||
minusBtn.on('pointerout', () => minusBtn.setFillStyle(0x1a1a2e, 0.9))
|
||||
minusBtn.on('pointerdown', () => {
|
||||
this.uiOpacity = Math.max(0.4, Math.round((this.uiOpacity - 0.1) * 10) / 10)
|
||||
this.saveUISettings()
|
||||
this.updateStaticPanelOpacity()
|
||||
this.buildSettings()
|
||||
})
|
||||
this.settingsGroup.add(minusBtn)
|
||||
this.settingsGroup.add(
|
||||
this.add.text(px + 183, py + 58, '−', {
|
||||
fontSize: '15px', color: '#ffffff', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(452)
|
||||
)
|
||||
|
||||
// Value display
|
||||
this.settingsGroup.add(
|
||||
this.add.text(px + 215, py + 58, `${Math.round(this.uiOpacity * 100)}%`, {
|
||||
fontSize: '13px', color: '#aaaaaa', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(451)
|
||||
)
|
||||
|
||||
// Plus button
|
||||
const plusBtn = this.add.rectangle(px + 242, py + 47, 26, 22, 0x1a1a2e, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(451).setInteractive()
|
||||
plusBtn.on('pointerover', () => plusBtn.setFillStyle(0x2a2a4e, 0.9))
|
||||
plusBtn.on('pointerout', () => plusBtn.setFillStyle(0x1a1a2e, 0.9))
|
||||
plusBtn.on('pointerdown', () => {
|
||||
this.uiOpacity = Math.min(1.0, Math.round((this.uiOpacity + 0.1) * 10) / 10)
|
||||
this.saveUISettings()
|
||||
this.updateStaticPanelOpacity()
|
||||
this.buildSettings()
|
||||
})
|
||||
this.settingsGroup.add(plusBtn)
|
||||
this.settingsGroup.add(
|
||||
this.add.text(px + 255, py + 58, '+', {
|
||||
fontSize: '15px', color: '#ffffff', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(452)
|
||||
)
|
||||
|
||||
// Close button
|
||||
const closeBtnRect = this.add.rectangle(px + panelW / 2 - 50, py + 92, 100, 28, 0x1a1a2e, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(451).setInteractive()
|
||||
closeBtnRect.on('pointerover', () => closeBtnRect.setFillStyle(0x2a2a4e, 0.9))
|
||||
closeBtnRect.on('pointerout', () => closeBtnRect.setFillStyle(0x1a1a2e, 0.9))
|
||||
closeBtnRect.on('pointerdown', () => this.closeSettings())
|
||||
this.settingsGroup.add(closeBtnRect)
|
||||
this.settingsGroup.add(
|
||||
this.add.text(px + panelW / 2, py + 106, 'Close', {
|
||||
fontSize: '13px', color: '#dddddd', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(452)
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads UI settings from localStorage and applies the stored opacity value.
|
||||
* Falls back to the default (0.8) if no setting is found.
|
||||
*/
|
||||
private loadUISettings(): void {
|
||||
try {
|
||||
const raw = localStorage.getItem(UI_SETTINGS_KEY)
|
||||
if (raw) {
|
||||
const parsed = JSON.parse(raw) as { opacity?: number }
|
||||
if (typeof parsed.opacity === 'number') {
|
||||
this.uiOpacity = Math.max(0.4, Math.min(1.0, parsed.opacity))
|
||||
}
|
||||
}
|
||||
} catch (_) {}
|
||||
}
|
||||
|
||||
/**
|
||||
* Persists the current UI settings (opacity) to localStorage.
|
||||
* Stored separately from the game save so New Game does not wipe it.
|
||||
*/
|
||||
private saveUISettings(): void {
|
||||
try {
|
||||
localStorage.setItem(UI_SETTINGS_KEY, JSON.stringify({ opacity: this.uiOpacity }))
|
||||
} catch (_) {}
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies the current uiOpacity to all static UI elements that are not
|
||||
* rebuilt on open (stockpile panel, debug panel background).
|
||||
* Called whenever uiOpacity changes.
|
||||
*/
|
||||
private updateStaticPanelOpacity(): void {
|
||||
this.stockpilePanel.setAlpha(this.uiOpacity)
|
||||
const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
|
||||
this.debugPanelText.setStyle({ backgroundColor: `#000000${hexAlpha}` })
|
||||
}
|
||||
|
||||
/** Shows a confirmation dialog before starting a new game. */
|
||||
@@ -634,7 +815,7 @@ export class UIScene extends Phaser.Scene {
|
||||
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)
|
||||
const bg = this.add.rectangle(dx, dy, dialogW, dialogH, 0x0a0a0a, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(500)
|
||||
this.confirmGroup.add(bg)
|
||||
|
||||
@@ -728,7 +909,7 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// Background
|
||||
this.nisseInfoGroup.add(
|
||||
this.add.rectangle(px, py, panelW, panelH, 0x050510, 0.93)
|
||||
this.add.rectangle(px, py, panelW, panelH, 0x050510, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
|
||||
)
|
||||
|
||||
@@ -770,12 +951,12 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// Static: priority label + buttons
|
||||
const jobKeys: Array<{ key: string; icon: string }> = [
|
||||
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' },
|
||||
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' }, { key: 'forester', 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 bx = px + 10 + i * 66
|
||||
const btn = this.add.text(bx, py + 78, label, {
|
||||
fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
|
||||
fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
|
||||
@@ -850,6 +1031,277 @@ export class UIScene extends Phaser.Scene {
|
||||
})
|
||||
}
|
||||
|
||||
// ─── Forester Hut Panel ───────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Opens the forester hut info panel for the given building.
|
||||
* If another forester panel is open it is replaced.
|
||||
* @param buildingId - ID of the clicked forester_hut
|
||||
*/
|
||||
private openForesterPanel(buildingId: string): void {
|
||||
this.foresterPanelBuildingId = buildingId
|
||||
this.foresterPanelVisible = true
|
||||
this.buildForesterPanel()
|
||||
}
|
||||
|
||||
/** Closes and destroys the forester hut panel and exits zone edit mode if active. */
|
||||
private closeForesterPanel(): void {
|
||||
if (!this.foresterPanelVisible) return
|
||||
if (this.inForesterZoneEdit) {
|
||||
this.scene.get('Game').events.emit('foresterZoneEditStop')
|
||||
}
|
||||
this.foresterPanelVisible = false
|
||||
this.foresterPanelBuildingId = null
|
||||
this.foresterTileCountText = null
|
||||
this.foresterPanelGroup.destroy(true)
|
||||
this.foresterPanelGroup = this.add.group()
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds the forester hut panel showing zone tile count and an edit-zone button.
|
||||
* Positioned in the top-left corner (similar to the Nisse info panel).
|
||||
*/
|
||||
private buildForesterPanel(): void {
|
||||
this.foresterPanelGroup.destroy(true)
|
||||
this.foresterPanelGroup = this.add.group()
|
||||
this.foresterTileCountText = null
|
||||
|
||||
const id = this.foresterPanelBuildingId
|
||||
if (!id) return
|
||||
|
||||
const state = stateManager.getState()
|
||||
const building = state.world.buildings[id]
|
||||
if (!building) { this.closeForesterPanel(); return }
|
||||
|
||||
const zone = state.world.foresterZones[id]
|
||||
const tileCount = zone?.tiles.length ?? 0
|
||||
|
||||
const panelW = 240
|
||||
const panelH = 100
|
||||
const px = 10, py = 10
|
||||
|
||||
// Background
|
||||
this.foresterPanelGroup.add(
|
||||
this.add.rectangle(px, py, panelW, panelH, 0x030a03, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
|
||||
)
|
||||
|
||||
// Title
|
||||
this.foresterPanelGroup.add(
|
||||
this.add.text(px + 10, py + 10, '🌲 FORESTER HUT', {
|
||||
fontSize: '13px', color: '#88dd88', 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.closeForesterPanel())
|
||||
this.foresterPanelGroup.add(closeBtn)
|
||||
|
||||
// Zone tile count (dynamic — updated via onForesterZoneChanged)
|
||||
const countTxt = this.add.text(px + 10, py + 32, `Zone: ${tileCount} tile${tileCount === 1 ? '' : 's'} marked`, {
|
||||
fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
|
||||
}).setScrollFactor(0).setDepth(251)
|
||||
this.foresterPanelGroup.add(countTxt)
|
||||
this.foresterTileCountText = countTxt
|
||||
|
||||
// Edit zone button
|
||||
const editLabel = this.inForesterZoneEdit ? '✅ Done editing' : '✏️ Edit Zone'
|
||||
const editBtn = this.add.rectangle(px + 10, py + 54, panelW - 20, 30, 0x1a3a1a, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(251).setInteractive()
|
||||
editBtn.on('pointerover', () => editBtn.setFillStyle(0x2d6a4f, 0.9))
|
||||
editBtn.on('pointerout', () => editBtn.setFillStyle(0x1a3a1a, 0.9))
|
||||
editBtn.on('pointerdown', () => {
|
||||
if (this.inForesterZoneEdit) {
|
||||
this.scene.get('Game').events.emit('foresterZoneEditStop')
|
||||
} else {
|
||||
this.inForesterZoneEdit = true
|
||||
this.scene.get('Game').events.emit('foresterZoneEditStart', id)
|
||||
// Rebuild panel to show "Done editing" button
|
||||
this.buildForesterPanel()
|
||||
}
|
||||
})
|
||||
this.foresterPanelGroup.add(editBtn)
|
||||
this.foresterPanelGroup.add(
|
||||
this.add.text(px + panelW / 2, py + 69, editLabel, {
|
||||
fontSize: '12px', color: '#dddddd', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(252)
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the ForesterZoneSystem signals that zone editing ended
|
||||
* (via right-click, ESC, or the "Done" button).
|
||||
*/
|
||||
private onForesterEditEnded(): void {
|
||||
this.inForesterZoneEdit = false
|
||||
// Rebuild panel to switch button back to "Edit Zone"
|
||||
if (this.foresterPanelVisible) this.buildForesterPanel()
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the zone tiles change so we can update the tile-count text live.
|
||||
* @param buildingId - Building whose zone changed
|
||||
* @param tiles - Updated tile array
|
||||
*/
|
||||
private onForesterZoneChanged(buildingId: string, tiles: string[]): void {
|
||||
if (buildingId !== this.foresterPanelBuildingId) return
|
||||
if (this.foresterTileCountText) {
|
||||
const n = tiles.length
|
||||
this.foresterTileCountText.setText(`Zone: ${n} tile${n === 1 ? '' : 's'} marked`)
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Action Bar ───────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Creates the persistent bottom action bar with Build and Nisse category buttons.
|
||||
* The bar is always visible; individual button highlights change with the active category.
|
||||
*/
|
||||
private createActionBar(): void {
|
||||
const { width, height } = this.scale
|
||||
const barY = height - UIScene.BAR_H
|
||||
|
||||
this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, 0.92)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
|
||||
|
||||
this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
|
||||
this.actionBuildBtn.on('pointerover', () => {
|
||||
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x2a5a2a, 0.9)
|
||||
})
|
||||
this.actionBuildBtn.on('pointerout', () => {
|
||||
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x1a3a1a, 0.9)
|
||||
})
|
||||
this.actionBuildBtn.on('pointerdown', () => this.toggleCategory('build'))
|
||||
|
||||
this.actionBuildLabel = this.add.text(52, barY + UIScene.BAR_H / 2, '🔨 Build', {
|
||||
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
|
||||
|
||||
this.actionNisseBtn = this.add.rectangle(104, barY + 8, 88, 32, 0x1a1a3a, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
|
||||
this.actionNisseBtn.on('pointerover', () => {
|
||||
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x2a2a5a, 0.9)
|
||||
})
|
||||
this.actionNisseBtn.on('pointerout', () => {
|
||||
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x1a1a3a, 0.9)
|
||||
})
|
||||
this.actionNisseBtn.on('pointerdown', () => this.toggleCategory('nisse'))
|
||||
|
||||
this.actionNisseLabel = this.add.text(148, barY + UIScene.BAR_H / 2, '👥 Nisse', {
|
||||
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
|
||||
}
|
||||
|
||||
/**
|
||||
* Toggles the given action bar category on or off.
|
||||
* Selecting the active category deselects it; selecting a new one closes the previous.
|
||||
* @param cat - The category to toggle ('build' or 'nisse')
|
||||
*/
|
||||
private toggleCategory(cat: 'build' | 'nisse'): void {
|
||||
if (this.activeCategory === cat) {
|
||||
this.deactivateCategory()
|
||||
return
|
||||
}
|
||||
// Close whatever was open before
|
||||
if (this.activeCategory === 'build') this.closeActionTray()
|
||||
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
|
||||
this.activeCategory = cat
|
||||
this.updateCategoryHighlights()
|
||||
|
||||
if (cat === 'build') {
|
||||
this.openActionTray()
|
||||
} else {
|
||||
this.openVillagerPanel()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Deactivates the currently active category, closing its associated panel or tray.
|
||||
*/
|
||||
private deactivateCategory(): void {
|
||||
if (this.activeCategory === 'build') this.closeActionTray()
|
||||
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
this.activeCategory = null
|
||||
this.updateCategoryHighlights()
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the visual highlight of the Build and Nisse buttons
|
||||
* to reflect the current active category.
|
||||
*/
|
||||
private updateCategoryHighlights(): void {
|
||||
this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, 0.9)
|
||||
this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, 0.9)
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds and shows the building tool tray above the action bar.
|
||||
* Each building is shown as a clickable tile with emoji and name.
|
||||
*/
|
||||
private openActionTray(): void {
|
||||
if (this.actionTrayVisible) return
|
||||
this.actionTrayVisible = true
|
||||
this.actionTrayGroup.destroy(true)
|
||||
this.actionTrayGroup = this.add.group()
|
||||
|
||||
const { width, height } = this.scale
|
||||
const trayY = height - UIScene.BAR_H - UIScene.TRAY_H
|
||||
|
||||
const bg = this.add.rectangle(0, trayY, width, UIScene.TRAY_H, 0x0d0d0d, 0.88)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
|
||||
this.actionTrayGroup.add(bg)
|
||||
|
||||
const buildings: { kind: BuildingType; emoji: string; label: string }[] = [
|
||||
{ kind: 'floor', emoji: '🪵', label: 'Floor' },
|
||||
{ kind: 'wall', emoji: '🧱', label: 'Wall' },
|
||||
{ kind: 'chest', emoji: '📦', label: 'Chest' },
|
||||
{ kind: 'bed', emoji: '🛏', label: 'Bed' },
|
||||
{ kind: 'stockpile_zone', emoji: '📦', label: 'Stockpile' },
|
||||
{ kind: 'forester_hut', emoji: '🌲', label: 'Forester' },
|
||||
]
|
||||
|
||||
const itemW = 84
|
||||
buildings.forEach((b, i) => {
|
||||
const bx = 8 + i * (itemW + 4)
|
||||
const btn = this.add.rectangle(bx, trayY + 4, itemW, UIScene.TRAY_H - 8, 0x1a2a1a, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
|
||||
btn.on('pointerover', () => btn.setFillStyle(0x2d4a2d, 0.9))
|
||||
btn.on('pointerout', () => btn.setFillStyle(0x1a2a1a, 0.9))
|
||||
btn.on('pointerdown', () => {
|
||||
this.closeActionTray()
|
||||
this.deactivateCategory()
|
||||
this.scene.get('Game').events.emit('selectBuilding', b.kind)
|
||||
})
|
||||
this.actionTrayGroup.add(btn)
|
||||
this.actionTrayGroup.add(
|
||||
this.add.text(bx + itemW / 2, trayY + 18, b.emoji, { fontSize: '18px' })
|
||||
.setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
|
||||
)
|
||||
this.actionTrayGroup.add(
|
||||
this.add.text(bx + itemW / 2, trayY + 44, b.label, {
|
||||
fontSize: '10px', color: '#cccccc', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Hides and destroys the building tool tray.
|
||||
*/
|
||||
private closeActionTray(): void {
|
||||
if (!this.actionTrayVisible) return
|
||||
this.actionTrayVisible = false
|
||||
this.actionTrayGroup.destroy(true)
|
||||
this.actionTrayGroup = this.add.group()
|
||||
}
|
||||
|
||||
// ─── Resize ───────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
@@ -870,18 +1322,25 @@ export class UIScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
// Bottom elements
|
||||
this.hintText.setPosition(width / 2, height - 40)
|
||||
this.hintText.setPosition(width / 2, height - UIScene.BAR_H - 24)
|
||||
this.toastText.setPosition(width / 2, 60)
|
||||
this.coordsText.setPosition(10, height - 24)
|
||||
this.controlsHintText.setPosition(10, height - 42)
|
||||
|
||||
// Action bar — reposition persistent elements
|
||||
this.actionBarBg.setPosition(0, height - UIScene.BAR_H).setSize(width, UIScene.BAR_H)
|
||||
this.actionBuildBtn.setPosition(8, height - UIScene.BAR_H + 8)
|
||||
this.actionBuildLabel.setPosition(48, height - UIScene.BAR_H + UIScene.BAR_H / 2)
|
||||
this.actionNisseBtn.setPosition(104, height - UIScene.BAR_H + 8)
|
||||
this.actionNisseLabel.setPosition(144, height - UIScene.BAR_H + UIScene.BAR_H / 2)
|
||||
if (this.actionTrayVisible) this.closeActionTray()
|
||||
// Close centered panels — their position is calculated on open, so they
|
||||
// would be off-center if left open during a resize
|
||||
if (this.buildMenuVisible) this.closeBuildMenu()
|
||||
if (this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
if (this.contextMenuVisible) this.hideContextMenu()
|
||||
if (this.escMenuVisible) this.closeEscMenu()
|
||||
if (this.settingsVisible) this.closeSettings()
|
||||
if (this.confirmVisible) this.hideConfirm()
|
||||
if (this.nisseInfoVisible) this.closeNisseInfoPanel()
|
||||
if (this.foresterPanelVisible) this.closeForesterPanel()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,7 +32,7 @@ export class BuildingSystem {
|
||||
|
||||
create(): void {
|
||||
this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
|
||||
this.ghost.setDepth(20)
|
||||
this.ghost.setDepth(1000)
|
||||
this.ghost.setVisible(false)
|
||||
this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
|
||||
|
||||
@@ -40,7 +40,7 @@ export class BuildingSystem {
|
||||
fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
|
||||
backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
|
||||
})
|
||||
this.ghostLabel.setDepth(21)
|
||||
this.ghostLabel.setDepth(1001)
|
||||
this.ghostLabel.setVisible(false)
|
||||
this.ghostLabel.setOrigin(0.5, 1)
|
||||
|
||||
|
||||
194
src/systems/ForesterZoneSystem.ts
Normal file
194
src/systems/ForesterZoneSystem.ts
Normal file
@@ -0,0 +1,194 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE, FORESTER_ZONE_RADIUS } from '../config'
|
||||
import { PLANTABLE_TILES } from '../types'
|
||||
import type { TileType } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
import type { LocalAdapter } from '../NetworkAdapter'
|
||||
|
||||
/** Colors used for zone rendering. */
|
||||
const COLOR_IN_RADIUS = 0x44aa44 // unselected tile within radius (edit mode only)
|
||||
const COLOR_ZONE_TILE = 0x00ff44 // tile marked as part of the zone
|
||||
const ALPHA_VIEW = 0.18 // always-on zone overlay
|
||||
const ALPHA_RADIUS = 0.12 // in-radius tiles while editing
|
||||
const ALPHA_ZONE_EDIT = 0.45 // zone tiles while editing
|
||||
|
||||
export class ForesterZoneSystem {
|
||||
private scene: Phaser.Scene
|
||||
private adapter: LocalAdapter
|
||||
|
||||
/** Graphics layer for the always-visible zone overlay. */
|
||||
private zoneGraphics!: Phaser.GameObjects.Graphics
|
||||
/** Graphics layer for the edit-mode radius/tile overlay. */
|
||||
private editGraphics!: Phaser.GameObjects.Graphics
|
||||
|
||||
/** Building ID currently being edited, or null when not in edit mode. */
|
||||
private editBuildingId: string | null = null
|
||||
|
||||
/**
|
||||
* Callback invoked after a tile toggle so callers can react (e.g. refresh the panel).
|
||||
* Receives the updated zone tiles array.
|
||||
*/
|
||||
onZoneChanged?: (buildingId: string, tiles: string[]) => void
|
||||
|
||||
/**
|
||||
* Callback invoked when the user exits edit mode (right-click or programmatic close).
|
||||
* UIScene listens to this to close the zone edit indicator.
|
||||
*/
|
||||
onEditEnded?: () => void
|
||||
|
||||
/**
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
* @param adapter - Network adapter for dispatching state actions
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
|
||||
this.scene = scene
|
||||
this.adapter = adapter
|
||||
}
|
||||
|
||||
/** Creates the graphics layers and registers the pointer listener. */
|
||||
create(): void {
|
||||
this.zoneGraphics = this.scene.add.graphics().setDepth(3)
|
||||
this.editGraphics = this.scene.add.graphics().setDepth(4)
|
||||
|
||||
this.scene.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||
if (!this.editBuildingId) return
|
||||
if (ptr.rightButtonDown()) {
|
||||
this.exitEditMode()
|
||||
return
|
||||
}
|
||||
this.handleTileClick(ptr.worldX, ptr.worldY)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Redraws all zone overlays for every forester hut in the current state.
|
||||
* Should be called whenever the zone data changes.
|
||||
*/
|
||||
refreshOverlay(): void {
|
||||
this.zoneGraphics.clear()
|
||||
const state = stateManager.getState()
|
||||
for (const zone of Object.values(state.world.foresterZones)) {
|
||||
for (const key of zone.tiles) {
|
||||
const [tx, ty] = key.split(',').map(Number)
|
||||
this.zoneGraphics.fillStyle(COLOR_ZONE_TILE, ALPHA_VIEW)
|
||||
this.zoneGraphics.fillRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Activates zone-editing mode for the given forester hut.
|
||||
* Draws the radius indicator and zone tiles in edit colors.
|
||||
* @param buildingId - ID of the forester_hut building to edit
|
||||
*/
|
||||
startEditMode(buildingId: string): void {
|
||||
this.editBuildingId = buildingId
|
||||
this.drawEditOverlay()
|
||||
}
|
||||
|
||||
/**
|
||||
* Deactivates zone-editing mode and clears the edit overlay.
|
||||
* Triggers the onEditEnded callback.
|
||||
*/
|
||||
exitEditMode(): void {
|
||||
if (!this.editBuildingId) return
|
||||
this.editBuildingId = null
|
||||
this.editGraphics.clear()
|
||||
this.onEditEnded?.()
|
||||
}
|
||||
|
||||
/** Returns true when the zone editor is currently active. */
|
||||
isEditing(): boolean {
|
||||
return this.editBuildingId !== null
|
||||
}
|
||||
|
||||
/** Destroys all graphics objects. */
|
||||
destroy(): void {
|
||||
this.zoneGraphics.destroy()
|
||||
this.editGraphics.destroy()
|
||||
}
|
||||
|
||||
// ─── Private helpers ──────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Handles a left-click during edit mode.
|
||||
* Toggles the clicked tile in the zone if it is within radius and plantable.
|
||||
* @param worldX - World pixel X of the pointer
|
||||
* @param worldY - World pixel Y of the pointer
|
||||
*/
|
||||
private handleTileClick(worldX: number, worldY: number): void {
|
||||
const id = this.editBuildingId
|
||||
if (!id) return
|
||||
|
||||
const state = stateManager.getState()
|
||||
const building = state.world.buildings[id]
|
||||
if (!building) { this.exitEditMode(); return }
|
||||
|
||||
const tileX = Math.floor(worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(worldY / TILE_SIZE)
|
||||
|
||||
// Chebyshev distance — must be within radius
|
||||
const dx = Math.abs(tileX - building.tileX)
|
||||
const dy = Math.abs(tileY - building.tileY)
|
||||
if (Math.max(dx, dy) > FORESTER_ZONE_RADIUS) return
|
||||
|
||||
const zone = state.world.foresterZones[id]
|
||||
if (!zone) return
|
||||
|
||||
const key = `${tileX},${tileY}`
|
||||
const idx = zone.tiles.indexOf(key)
|
||||
const tiles = idx >= 0
|
||||
? zone.tiles.filter(t => t !== key) // remove
|
||||
: [...zone.tiles, key] // add
|
||||
|
||||
this.adapter.send({ type: 'FORESTER_ZONE_UPDATE', buildingId: id, tiles })
|
||||
this.refreshOverlay()
|
||||
this.drawEditOverlay()
|
||||
this.onZoneChanged?.(id, tiles)
|
||||
}
|
||||
|
||||
/**
|
||||
* Redraws the edit-mode overlay showing the valid radius and current zone tiles.
|
||||
* Only called while editBuildingId is set.
|
||||
*/
|
||||
private drawEditOverlay(): void {
|
||||
this.editGraphics.clear()
|
||||
const id = this.editBuildingId
|
||||
if (!id) return
|
||||
|
||||
const state = stateManager.getState()
|
||||
const building = state.world.buildings[id]
|
||||
if (!building) return
|
||||
|
||||
const zone = state.world.foresterZones[id]
|
||||
const zoneSet = new Set(zone?.tiles ?? [])
|
||||
const r = FORESTER_ZONE_RADIUS
|
||||
|
||||
for (let dy = -r; dy <= r; dy++) {
|
||||
for (let dx = -r; dx <= r; dx++) {
|
||||
const tx = building.tileX + dx
|
||||
const ty = building.tileY + dy
|
||||
const key = `${tx},${ty}`
|
||||
|
||||
// Only draw on plantable terrain
|
||||
const tileType = state.world.tiles[ty * 512 + tx] as TileType
|
||||
if (!PLANTABLE_TILES.has(tileType)) continue
|
||||
|
||||
if (zoneSet.has(key)) {
|
||||
this.editGraphics.fillStyle(COLOR_ZONE_TILE, ALPHA_ZONE_EDIT)
|
||||
this.editGraphics.strokeRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
||||
} else {
|
||||
this.editGraphics.fillStyle(COLOR_IN_RADIUS, ALPHA_RADIUS)
|
||||
}
|
||||
this.editGraphics.fillRect(tx * TILE_SIZE, ty * TILE_SIZE, TILE_SIZE, TILE_SIZE)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a subtle border around the entire radius square
|
||||
const bx = (building.tileX - r) * TILE_SIZE
|
||||
const by = (building.tileY - r) * TILE_SIZE
|
||||
const bw = (2 * r + 1) * TILE_SIZE
|
||||
this.editGraphics.lineStyle(1, COLOR_ZONE_TILE, 0.4)
|
||||
this.editGraphics.strokeRect(bx, by, bw, bw)
|
||||
}
|
||||
}
|
||||
@@ -47,10 +47,10 @@ export class ResourceSystem {
|
||||
sprite.setOrigin(0.5, 0.75)
|
||||
}
|
||||
|
||||
sprite.setDepth(5)
|
||||
sprite.setDepth(node.tileY + 5)
|
||||
|
||||
const healthBar = this.scene.add.graphics()
|
||||
healthBar.setDepth(6)
|
||||
healthBar.setDepth(node.tileY + 6)
|
||||
healthBar.setVisible(false)
|
||||
|
||||
this.sprites.set(node.id, { sprite, node, healthBar })
|
||||
|
||||
@@ -50,7 +50,6 @@ export class TreeSeedlingSystem {
|
||||
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}_${Date.now()}`
|
||||
this.adapter.send({
|
||||
@@ -111,7 +110,7 @@ export class TreeSeedlingSystem {
|
||||
const key = `seedling_${Math.min(s.stage, 2)}`
|
||||
const sprite = this.scene.add.image(x, y, key)
|
||||
.setOrigin(0.5, 0.85)
|
||||
.setDepth(5)
|
||||
.setDepth(s.tileY + 5)
|
||||
this.sprites.set(s.id, sprite)
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES } from '../config'
|
||||
import { TileType } from '../types'
|
||||
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES } from '../config'
|
||||
import { TileType, PLANTABLE_TILES } from '../types'
|
||||
import type { VillagerState, VillagerJob, JobType, AIState, ItemId } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
import { findPath } from '../utils/pathfinding'
|
||||
@@ -13,6 +13,9 @@ const ARRIVAL_PX = 3
|
||||
|
||||
const WORK_LOG_MAX = 20
|
||||
|
||||
/** Job-type → display icon mapping; defined once at module level to avoid per-frame allocation. */
|
||||
const JOB_ICONS: Record<string, string> = { chop: '🪓', mine: '⛏', farm: '🌾', forester: '🌲', '': '' }
|
||||
|
||||
interface VillagerRuntime {
|
||||
sprite: Phaser.GameObjects.Image
|
||||
nameLabel: Phaser.GameObjects.Text
|
||||
@@ -40,6 +43,12 @@ export class VillagerSystem {
|
||||
|
||||
onMessage?: (msg: string) => void
|
||||
onNisseClick?: (villagerId: string) => void
|
||||
/**
|
||||
* Called when a Nisse completes a forester planting job.
|
||||
* GameScene wires this to TreeSeedlingSystem.plantSeedling so that the
|
||||
* seedling sprite is spawned alongside the state action.
|
||||
*/
|
||||
onPlantSeedling?: (tileX: number, tileY: number, tile: TileType) => void
|
||||
|
||||
/**
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
@@ -112,15 +121,15 @@ export class VillagerSystem {
|
||||
case 'sleeping':this.tickSleeping(v, rt, delta); break
|
||||
}
|
||||
|
||||
// Sync sprite to state position
|
||||
// Nisse always render above world objects
|
||||
rt.sprite.setPosition(v.x, v.y)
|
||||
|
||||
rt.nameLabel.setPosition(v.x, v.y - 22)
|
||||
rt.energyBar.setPosition(0, 0)
|
||||
this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy)
|
||||
|
||||
// Job icon
|
||||
const icons: Record<string, string> = { chop: '🪓', mine: '⛏', farm: '🌾', '': '' }
|
||||
const jobType = v.aiState === 'sleeping' ? '💤' : (v.job ? (icons[v.job.type] ?? '') : '')
|
||||
const jobType = v.aiState === 'sleeping' ? '💤' : (v.job ? (JOB_ICONS[v.job.type] ?? '') : '')
|
||||
rt.jobIcon.setText(jobType).setPosition(v.x + 10, v.y - 18)
|
||||
}
|
||||
|
||||
@@ -274,19 +283,21 @@ export class VillagerSystem {
|
||||
const res = state.world.resources[job.targetId]
|
||||
if (res) {
|
||||
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
|
||||
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.worldSystem.removeResourceTile(res.tileX, res.tileY)
|
||||
this.resourceSystem.removeResource(job.targetId)
|
||||
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
|
||||
// Chopping a tree yields 1–2 tree seeds in the stockpile
|
||||
const seeds = Math.random() < 0.5 ? 2 : 1
|
||||
this.adapter.send({ type: 'ADD_ITEMS', items: { tree_seed: seeds } })
|
||||
this.addLog(v.id, `✓ Chopped tree (+2 wood, +${seeds} tree seed)`)
|
||||
}
|
||||
} else if (job.type === 'mine') {
|
||||
const res = state.world.resources[job.targetId]
|
||||
if (res) {
|
||||
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
|
||||
// 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.worldSystem.removeResourceTile(res.tileX, res.tileY)
|
||||
this.resourceSystem.removeResource(job.targetId)
|
||||
this.addLog(v.id, '✓ Mined rock (+2 stone)')
|
||||
}
|
||||
@@ -298,6 +309,20 @@ export class VillagerSystem {
|
||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
|
||||
this.addLog(v.id, `✓ Farmed ${crop.kind}`)
|
||||
}
|
||||
} else if (job.type === 'forester') {
|
||||
// Verify the tile is still empty and the stockpile still has seeds
|
||||
const tileType = state.world.tiles[job.tileY * WORLD_TILES + job.tileX] as TileType
|
||||
const hasSeeds = (state.world.stockpile.tree_seed ?? 0) > 0
|
||||
const tileOccupied =
|
||||
Object.values(state.world.resources).some(r => r.tileX === job.tileX && r.tileY === job.tileY) ||
|
||||
Object.values(state.world.buildings).some(b => b.tileX === job.tileX && b.tileY === job.tileY) ||
|
||||
Object.values(state.world.crops).some(c => c.tileX === job.tileX && c.tileY === job.tileY) ||
|
||||
Object.values(state.world.treeSeedlings).some(s => s.tileX === job.tileX && s.tileY === job.tileY)
|
||||
|
||||
if (hasSeeds && PLANTABLE_TILES.has(tileType) && !tileOccupied) {
|
||||
this.onPlantSeedling?.(job.tileX, job.tileY, tileType)
|
||||
this.addLog(v.id, `🌱 Planted seedling at (${job.tileX}, ${job.tileY})`)
|
||||
}
|
||||
}
|
||||
|
||||
// If the harvest produced nothing (resource already gone), clear the stale job
|
||||
@@ -338,6 +363,15 @@ export class VillagerSystem {
|
||||
* @param v - Villager state (used for position and priorities)
|
||||
* @returns The chosen job candidate, or null
|
||||
*/
|
||||
/**
|
||||
* Selects the best available job for a Nisse based on their priority settings.
|
||||
* Among jobs at the same priority level, the closest one wins.
|
||||
* For chop jobs, trees within a forester zone are preferred over natural trees —
|
||||
* natural trees are only offered when no forester-zone trees are available.
|
||||
* 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 {
|
||||
const state = stateManager.getState()
|
||||
const p = v.priorities
|
||||
@@ -345,32 +379,84 @@ export class VillagerSystem {
|
||||
const vTY = Math.floor(v.y / TILE_SIZE)
|
||||
const dist = (tx: number, ty: number) => Math.abs(tx - vTX) + Math.abs(ty - vTY)
|
||||
|
||||
// Extract state collections once — avoids repeated Object.values() allocation per branch/loop.
|
||||
const resources = Object.values(state.world.resources)
|
||||
const buildings = Object.values(state.world.buildings)
|
||||
const crops = Object.values(state.world.crops)
|
||||
const seedlings = Object.values(state.world.treeSeedlings)
|
||||
const zones = Object.values(state.world.foresterZones)
|
||||
|
||||
type C = { type: JobType; targetId: string; tileX: number; tileY: number; dist: number; pri: number }
|
||||
const candidates: C[] = []
|
||||
|
||||
if (p.chop > 0) {
|
||||
for (const res of Object.values(state.world.resources)) {
|
||||
// Build the set of all tiles belonging to forester zones for chop priority
|
||||
const zoneTiles = new Set<string>()
|
||||
for (const zone of zones) {
|
||||
for (const key of zone.tiles) zoneTiles.add(key)
|
||||
}
|
||||
|
||||
const zoneChop: C[] = []
|
||||
const naturalChop: C[] = []
|
||||
|
||||
for (const res of resources) {
|
||||
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
|
||||
candidates.push({ type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop })
|
||||
// Skip trees with no reachable neighbour — A* cannot reach them.
|
||||
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
|
||||
const c: C = { type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop }
|
||||
if (zoneTiles.has(`${res.tileX},${res.tileY}`)) {
|
||||
zoneChop.push(c)
|
||||
} else {
|
||||
naturalChop.push(c)
|
||||
}
|
||||
}
|
||||
// Prefer zone trees; fall back to natural only when no zone trees are reachable.
|
||||
candidates.push(...(zoneChop.length > 0 ? zoneChop : naturalChop))
|
||||
}
|
||||
|
||||
if (p.mine > 0) {
|
||||
for (const res of Object.values(state.world.resources)) {
|
||||
for (const res of resources) {
|
||||
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
|
||||
// Same reachability guard for rock tiles.
|
||||
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
|
||||
candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
|
||||
}
|
||||
}
|
||||
|
||||
if (p.farm > 0) {
|
||||
for (const crop of Object.values(state.world.crops)) {
|
||||
for (const crop of crops) {
|
||||
if (crop.stage < crop.maxStage || this.claimed.has(crop.id)) continue
|
||||
candidates.push({ type: 'farm', targetId: crop.id, tileX: crop.tileX, tileY: crop.tileY, dist: dist(crop.tileX, crop.tileY), pri: p.farm })
|
||||
}
|
||||
}
|
||||
|
||||
if (p.forester > 0 && (state.world.stockpile.tree_seed ?? 0) > 0) {
|
||||
// Find empty plantable zone tiles to seed
|
||||
for (const zone of zones) {
|
||||
for (const key of zone.tiles) {
|
||||
const [tx, ty] = key.split(',').map(Number)
|
||||
const targetId = `forester_tile_${tx}_${ty}`
|
||||
if (this.claimed.has(targetId)) continue
|
||||
// Skip if tile is not plantable
|
||||
const tileType = state.world.tiles[ty * WORLD_TILES + tx] as TileType
|
||||
if (!PLANTABLE_TILES.has(tileType)) continue
|
||||
// Skip if something occupies this tile — reuse already-extracted arrays
|
||||
const occupied =
|
||||
resources.some(r => r.tileX === tx && r.tileY === ty) ||
|
||||
buildings.some(b => b.tileX === tx && b.tileY === ty) ||
|
||||
crops.some(c => c.tileX === tx && c.tileY === ty) ||
|
||||
seedlings.some(s => s.tileX === tx && s.tileY === ty)
|
||||
if (occupied) continue
|
||||
candidates.push({ type: 'forester', targetId, tileX: tx, tileY: ty, dist: dist(tx, ty), pri: p.forester })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (candidates.length === 0) return null
|
||||
|
||||
// Lowest priority number wins; ties broken by distance
|
||||
const bestPri = Math.min(...candidates.map(c => c.pri))
|
||||
// Lowest priority number wins; ties broken by distance — avoid spread+map allocation
|
||||
let bestPri = candidates[0].pri
|
||||
for (let i = 1; i < candidates.length; i++) if (candidates[i].pri < bestPri) bestPri = candidates[i].pri
|
||||
return candidates
|
||||
.filter(c => c.pri === bestPri)
|
||||
.sort((a, b) => a.dist - b.dist)[0] ?? null
|
||||
@@ -397,7 +483,7 @@ export class VillagerSystem {
|
||||
this.claimed.delete(v.job.targetId)
|
||||
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
|
||||
}
|
||||
rt.idleScanTimer = 1500 // longer delay after failed pathfind
|
||||
rt.idleScanTimer = 4000 // longer delay after failed pathfind to avoid tight retry loops
|
||||
return
|
||||
}
|
||||
|
||||
@@ -434,6 +520,22 @@ export class VillagerSystem {
|
||||
return this.nearestBuilding(v, 'bed') as any
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if at least one of the 8 neighbours of the given tile is passable.
|
||||
* Used to pre-filter job targets that are fully enclosed by impassable terrain —
|
||||
* such as trees deep inside a dense forest cluster where A* can never reach the goal
|
||||
* tile because no passable tile is adjacent to it.
|
||||
* @param tileX - Target tile X
|
||||
* @param tileY - Target tile Y
|
||||
*/
|
||||
private hasAdjacentPassable(tileX: number, tileY: number): boolean {
|
||||
const DIRS = [[1,0],[-1,0],[0,1],[0,-1],[1,1],[1,-1],[-1,1],[-1,-1]] as const
|
||||
for (const [dx, dy] of DIRS) {
|
||||
if (this.worldSystem.isPassable(tileX + dx, tileY + dy)) return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// ─── Spawning ─────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
@@ -461,7 +563,7 @@ export class VillagerSystem {
|
||||
y: (freeBed.tileY + 0.5) * TILE_SIZE,
|
||||
bedId: freeBed.id,
|
||||
job: null,
|
||||
priorities: { chop: 1, mine: 2, farm: 3 },
|
||||
priorities: { chop: 1, mine: 2, farm: 3, forester: 4 },
|
||||
energy: 100,
|
||||
aiState: 'idle',
|
||||
}
|
||||
@@ -478,16 +580,23 @@ export class VillagerSystem {
|
||||
* for a newly added Nisse.
|
||||
* @param v - Villager state to create sprites for
|
||||
*/
|
||||
/**
|
||||
* Creates and registers all runtime objects (sprite, outline, label, energy bar, icon)
|
||||
* for a newly added Nisse.
|
||||
* @param v - Villager state to create sprites for
|
||||
*/
|
||||
private spawnSprite(v: VillagerState): void {
|
||||
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
|
||||
// Nisse always render above trees, buildings and other world objects.
|
||||
const sprite = this.scene.add.image(v.x, v.y, 'villager')
|
||||
.setDepth(900)
|
||||
|
||||
const nameLabel = this.scene.add.text(v.x, v.y - 22, v.name, {
|
||||
fontSize: '8px', color: '#ffffff', fontFamily: 'monospace',
|
||||
backgroundColor: '#00000088', padding: { x: 2, y: 1 },
|
||||
}).setOrigin(0.5, 1).setDepth(12)
|
||||
}).setOrigin(0.5, 1).setDepth(901)
|
||||
|
||||
const energyBar = this.scene.add.graphics().setDepth(12)
|
||||
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
|
||||
const energyBar = this.scene.add.graphics().setDepth(901)
|
||||
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(902)
|
||||
|
||||
sprite.setInteractive()
|
||||
sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
|
||||
@@ -538,7 +647,10 @@ export class VillagerSystem {
|
||||
const v = stateManager.getState().world.villagers[villagerId]
|
||||
if (!v) return '—'
|
||||
if (v.aiState === 'sleeping') return '💤 Sleeping'
|
||||
if (v.aiState === 'working' && v.job) return `⚒ ${v.job.type}ing`
|
||||
if (v.aiState === 'working' && v.job) {
|
||||
const label = v.job.type === 'forester' ? 'planting' : `${v.job.type}ing`
|
||||
return `⚒ ${label}`
|
||||
}
|
||||
if (v.aiState === 'walking' && v.job) return `🚶 → ${v.job.type}`
|
||||
if (v.aiState === 'walking') return '🚶 Walking'
|
||||
const carrying = v.job?.carrying
|
||||
@@ -573,6 +685,14 @@ export class VillagerSystem {
|
||||
return result
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
*/
|
||||
/**
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
*/
|
||||
/**
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE, WORLD_TILES } from '../config'
|
||||
import { TileType, IMPASSABLE } from '../types'
|
||||
import { TileType, IMPASSABLE, RESOURCE_TERRAIN } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
|
||||
const BIOME_COLORS: Record<number, string> = {
|
||||
@@ -18,6 +18,12 @@ const BIOME_COLORS: Record<number, string> = {
|
||||
export class WorldSystem {
|
||||
private scene: Phaser.Scene
|
||||
private map!: Phaser.Tilemaps.Tilemap
|
||||
/**
|
||||
* Spatial index: tile keys (tileY * WORLD_TILES + tileX) for every tile
|
||||
* that is currently occupied by a tree or rock resource.
|
||||
* Used by isPassable() to decide if a FOREST or ROCK terrain tile is blocked.
|
||||
*/
|
||||
private resourceTiles = new Set<number>()
|
||||
private tileset!: Phaser.Tilemaps.Tileset
|
||||
private bgImage!: Phaser.GameObjects.Image
|
||||
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
||||
@@ -85,6 +91,8 @@ export class WorldSystem {
|
||||
|
||||
// Camera bounds
|
||||
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
|
||||
|
||||
this.initResourceTiles()
|
||||
}
|
||||
|
||||
/** Returns the built-tile tilemap layer (floor, wall, soil). */
|
||||
@@ -111,6 +119,10 @@ export class WorldSystem {
|
||||
|
||||
/**
|
||||
* Returns whether the tile at the given coordinates can be walked on.
|
||||
* Water and wall tiles are always impassable.
|
||||
* Forest and rock terrain tiles are only impassable when a resource
|
||||
* (tree or rock) currently occupies them — empty forest floor and bare
|
||||
* rocky ground are walkable.
|
||||
* Out-of-bounds tiles are treated as impassable.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
@@ -119,7 +131,55 @@ export class WorldSystem {
|
||||
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
|
||||
const state = stateManager.getState()
|
||||
const tile = state.world.tiles[tileY * WORLD_TILES + tileX]
|
||||
return !IMPASSABLE.has(tile)
|
||||
if (IMPASSABLE.has(tile)) return false
|
||||
if (RESOURCE_TERRAIN.has(tile)) {
|
||||
return !this.resourceTiles.has(tileY * WORLD_TILES + tileX)
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* Builds the resource tile index from the current world state.
|
||||
* Called once in create() so that isPassable() has an O(1) lookup.
|
||||
*/
|
||||
private initResourceTiles(): void {
|
||||
this.resourceTiles.clear()
|
||||
const state = stateManager.getState()
|
||||
for (const res of Object.values(state.world.resources)) {
|
||||
this.resourceTiles.add(res.tileY * WORLD_TILES + res.tileX)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Registers a newly placed resource so isPassable() treats the tile as blocked.
|
||||
* Call this whenever a resource is added at runtime (e.g. a seedling matures).
|
||||
* @param tileX - Resource tile column
|
||||
* @param tileY - Resource tile row
|
||||
*/
|
||||
addResourceTile(tileX: number, tileY: number): void {
|
||||
this.resourceTiles.add(tileY * WORLD_TILES + tileX)
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes a resource from the tile index so isPassable() treats the tile as free.
|
||||
* Call this when a resource is removed at runtime (e.g. after chopping/mining).
|
||||
* Not strictly required when the tile type also changes (FOREST → DARK_GRASS),
|
||||
* but keeps the index clean for correctness.
|
||||
* @param tileX - Resource tile column
|
||||
* @param tileY - Resource tile row
|
||||
*/
|
||||
removeResourceTile(tileX: number, tileY: number): void {
|
||||
this.resourceTiles.delete(tileY * WORLD_TILES + tileX)
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if a resource (tree or rock) occupies the given tile.
|
||||
* Uses the O(1) resourceTiles index.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
*/
|
||||
hasResourceAt(tileX: number, tileY: number): boolean {
|
||||
return this.resourceTiles.has(tileY * WORLD_TILES + tileX)
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
29
src/types.ts
29
src/types.ts
@@ -12,24 +12,31 @@ export enum TileType {
|
||||
WATERED_SOIL = 10,
|
||||
}
|
||||
|
||||
/** Tiles that are always impassable regardless of what is on them. */
|
||||
export const IMPASSABLE = new Set<number>([
|
||||
TileType.DEEP_WATER,
|
||||
TileType.SHALLOW_WATER,
|
||||
TileType.FOREST,
|
||||
TileType.ROCK,
|
||||
TileType.WALL,
|
||||
])
|
||||
|
||||
/**
|
||||
* Terrain tiles whose passability depends on whether a resource
|
||||
* (tree or rock) is currently placed on them.
|
||||
* An empty FOREST tile is walkable forest floor; a ROCK tile without a
|
||||
* rock resource is just rocky ground.
|
||||
*/
|
||||
export const RESOURCE_TERRAIN = new Set<number>([TileType.FOREST, TileType.ROCK])
|
||||
|
||||
/** Tiles on which tree seedlings may be planted. */
|
||||
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' | 'forester_hut'
|
||||
|
||||
export type CropKind = 'wheat' | 'carrot'
|
||||
|
||||
export type JobType = 'chop' | 'mine' | 'farm'
|
||||
export type JobType = 'chop' | 'mine' | 'farm' | 'forester'
|
||||
|
||||
export type AIState = 'idle' | 'walking' | 'working' | 'sleeping'
|
||||
|
||||
@@ -37,6 +44,7 @@ export interface JobPriorities {
|
||||
chop: number // 0 = disabled, 1 = highest, 4 = lowest
|
||||
mine: number
|
||||
farm: number
|
||||
forester: number // plant tree seedlings in forester zones
|
||||
}
|
||||
|
||||
export interface VillagerJob {
|
||||
@@ -105,6 +113,16 @@ export interface TreeSeedlingState {
|
||||
underlyingTile: TileType
|
||||
}
|
||||
|
||||
/**
|
||||
* The set of tiles assigned to one forester hut's planting zone.
|
||||
* Tiles are stored as "tileX,tileY" key strings.
|
||||
*/
|
||||
export interface ForesterZoneState {
|
||||
buildingId: string
|
||||
/** Tile keys "tileX,tileY" that the player has marked for planting. */
|
||||
tiles: string[]
|
||||
}
|
||||
|
||||
export interface WorldState {
|
||||
seed: number
|
||||
tiles: number[]
|
||||
@@ -120,6 +138,8 @@ export interface WorldState {
|
||||
* Value is remaining milliseconds until the tile reverts to GRASS.
|
||||
*/
|
||||
tileRecovery: Record<string, number>
|
||||
/** Forester zone definitions, keyed by forester_hut building ID. */
|
||||
foresterZones: Record<string, ForesterZoneState>
|
||||
}
|
||||
|
||||
export interface GameStateData {
|
||||
@@ -149,3 +169,4 @@ export type GameAction =
|
||||
| { type: 'REMOVE_TREE_SEEDLING'; seedlingId: string }
|
||||
| { type: 'SPAWN_RESOURCE'; resource: ResourceNodeState }
|
||||
| { type: 'TILE_RECOVERY_START'; tileX: number; tileY: number }
|
||||
| { type: 'FORESTER_ZONE_UPDATE'; buildingId: string; tiles: string[] }
|
||||
|
||||
Reference in New Issue
Block a user