Issue #9: Nisse info panel with work log #13
@@ -8,8 +8,10 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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## [Unreleased]
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### Added
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### Added
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- **ESC Menu**: 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
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- **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
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- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
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- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
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- **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
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- 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
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### Added
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### Added
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- **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)
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- **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)
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@@ -62,6 +62,7 @@ export class GameScene extends Phaser.Scene {
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this.villagerSystem.create()
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this.villagerSystem.create()
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this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
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this.debugSystem.create()
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this.debugSystem.create()
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@@ -35,6 +35,16 @@ export class UIScene extends Phaser.Scene {
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private escMenuVisible = false
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private escMenuVisible = false
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private confirmGroup!: Phaser.GameObjects.Group
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private confirmGroup!: Phaser.GameObjects.Group
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private confirmVisible = false
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private confirmVisible = false
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private nisseInfoGroup!: Phaser.GameObjects.Group
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private nisseInfoVisible = false
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private nisseInfoId: string | null = null
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private nisseInfoDynamic: {
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statusText: Phaser.GameObjects.Text
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energyBar: Phaser.GameObjects.Graphics
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energyPct: Phaser.GameObjects.Text
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jobText: Phaser.GameObjects.Text
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logTexts: Phaser.GameObjects.Text[]
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} | null = null
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constructor() { super({ key: 'UI' }) }
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constructor() { super({ key: 'UI' }) }
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@@ -68,10 +78,13 @@ export class UIScene extends Phaser.Scene {
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this.scale.on('resize', () => this.repositionUI())
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this.scale.on('resize', () => this.repositionUI())
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gameScene.events.on('nisseClicked', (id: string) => this.openNisseInfoPanel(id))
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this.input.mouse!.disableContextMenu()
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this.input.mouse!.disableContextMenu()
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this.contextMenuGroup = this.add.group()
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this.contextMenuGroup = this.add.group()
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this.escMenuGroup = this.add.group()
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this.escMenuGroup = this.add.group()
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this.confirmGroup = this.add.group()
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this.confirmGroup = this.add.group()
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this.nisseInfoGroup = this.add.group()
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this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
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this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
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if (ptr.rightButtonDown()) {
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if (ptr.rightButtonDown()) {
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@@ -98,6 +111,7 @@ export class UIScene extends Phaser.Scene {
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this.updateToast(delta)
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this.updateToast(delta)
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this.updatePopText()
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this.updatePopText()
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if (this.debugActive) this.updateDebugPanel()
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if (this.debugActive) this.updateDebugPanel()
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if (this.nisseInfoVisible) this.refreshNisseInfoPanel()
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}
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}
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// ─── Stockpile ────────────────────────────────────────────────────────────
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// ─── Stockpile ────────────────────────────────────────────────────────────
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@@ -506,6 +520,7 @@ export class UIScene extends Phaser.Scene {
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if (this.contextMenuVisible) { this.hideContextMenu(); return }
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if (this.contextMenuVisible) { this.hideContextMenu(); return }
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if (this.buildMenuVisible) { this.closeBuildMenu(); return }
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if (this.buildMenuVisible) { this.closeBuildMenu(); return }
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if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
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if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
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if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
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if (this.escMenuVisible) { this.closeEscMenu(); return }
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if (this.escMenuVisible) { this.closeEscMenu(); return }
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// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
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// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
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// We only skip opening the ESC menu while those modes are active.
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// We only skip opening the ESC menu while those modes are active.
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@@ -667,6 +682,176 @@ export class UIScene extends Phaser.Scene {
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this.scene.get('Game').events.emit('uiMenuClose')
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this.scene.get('Game').events.emit('uiMenuClose')
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}
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}
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// ─── Nisse Info Panel ─────────────────────────────────────────────────────
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/**
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* Opens (or switches to) the Nisse info panel for the given Nisse ID.
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* If another Nisse's panel is already open, it is replaced.
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* @param villagerId - ID of the Nisse to display
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*/
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private openNisseInfoPanel(villagerId: string): void {
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this.nisseInfoId = villagerId
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this.nisseInfoVisible = true
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this.scene.get('Game').events.emit('uiMenuOpen')
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this.buildNisseInfoPanel()
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}
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/** Closes and destroys the Nisse info panel. */
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private closeNisseInfoPanel(): void {
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if (!this.nisseInfoVisible) return
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this.nisseInfoVisible = false
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this.nisseInfoId = null
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this.nisseInfoGroup.destroy(true)
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this.nisseInfoGroup = this.add.group()
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this.scene.get('Game').events.emit('uiMenuClose')
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}
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/**
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* Builds the static skeleton of the Nisse info panel (background, name, close
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* button, labels, priority buttons) and stores references to the dynamic parts
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* (status text, energy bar, job text, work log texts).
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*/
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private buildNisseInfoPanel(): void {
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this.nisseInfoGroup.destroy(true)
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this.nisseInfoGroup = this.add.group()
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this.nisseInfoDynamic = null
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const id = this.nisseInfoId
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if (!id) return
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const state = stateManager.getState()
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const v = state.world.villagers[id]
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if (!v) { this.closeNisseInfoPanel(); return }
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const LOG_ROWS = 10
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const panelW = 280
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const panelH = 120 + LOG_ROWS * 14 + 16
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const px = 10, py = 10
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// Background
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this.nisseInfoGroup.add(
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this.add.rectangle(px, py, panelW, panelH, 0x050510, 0.93)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
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)
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// Name
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this.nisseInfoGroup.add(
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this.add.text(px + 10, py + 10, v.name, {
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fontSize: '14px', color: '#ffffff', fontFamily: 'monospace',
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}).setScrollFactor(0).setDepth(251)
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)
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// Close button
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const closeBtn = this.add.text(px + panelW - 12, py + 10, '✕', {
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fontSize: '13px', color: '#888888', fontFamily: 'monospace',
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}).setOrigin(1, 0).setScrollFactor(0).setDepth(251).setInteractive()
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closeBtn.on('pointerover', () => closeBtn.setStyle({ color: '#ffffff' }))
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closeBtn.on('pointerout', () => closeBtn.setStyle({ color: '#888888' }))
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closeBtn.on('pointerdown', () => this.closeNisseInfoPanel())
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this.nisseInfoGroup.add(closeBtn)
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// Dynamic: status text
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const statusTxt = this.add.text(px + 10, py + 28, '', {
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fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
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}).setScrollFactor(0).setDepth(251)
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this.nisseInfoGroup.add(statusTxt)
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// Dynamic: energy bar + pct
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const energyBar = this.add.graphics().setScrollFactor(0).setDepth(251)
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this.nisseInfoGroup.add(energyBar)
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const energyPct = this.add.text(px + 136, py + 46, '', {
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fontSize: '10px', color: '#888888', fontFamily: 'monospace',
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}).setScrollFactor(0).setDepth(251)
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this.nisseInfoGroup.add(energyPct)
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// Dynamic: job text
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const jobTxt = this.add.text(px + 10, py + 60, '', {
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fontSize: '11px', color: '#cccccc', fontFamily: 'monospace',
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}).setScrollFactor(0).setDepth(251)
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this.nisseInfoGroup.add(jobTxt)
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// Static: priority label + buttons
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const jobKeys: Array<{ key: string; icon: string }> = [
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{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' },
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]
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jobKeys.forEach((j, i) => {
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const pri = v.priorities[j.key as keyof typeof v.priorities]
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const label = pri === 0 ? `${j.icon} OFF` : `${j.icon} P${pri}`
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const bx = px + 10 + i * 88
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const btn = this.add.text(bx, py + 78, label, {
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fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
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fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
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padding: { x: 5, y: 3 },
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}).setScrollFactor(0).setDepth(252).setInteractive()
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btn.on('pointerover', () => btn.setStyle({ backgroundColor: '#2d6a4f' }))
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btn.on('pointerout', () => btn.setStyle({ backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a' }))
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btn.on('pointerdown', () => {
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const newPri = (v.priorities[j.key as keyof typeof v.priorities] + 1) % 5
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const newPriorities = { ...v.priorities, [j.key]: newPri }
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this.scene.get('Game').events.emit('updatePriorities', id, newPriorities)
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// Rebuild panel so priority buttons reflect the new values immediately
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this.buildNisseInfoPanel()
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})
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this.nisseInfoGroup.add(btn)
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})
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// Static: work log header
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this.nisseInfoGroup.add(
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this.add.text(px + 10, py + 98, '── Work Log ──────────────────', {
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fontSize: '10px', color: '#555555', fontFamily: 'monospace',
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}).setScrollFactor(0).setDepth(251)
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)
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// Dynamic: log text rows (pre-allocated)
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const logTexts: Phaser.GameObjects.Text[] = []
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for (let i = 0; i < LOG_ROWS; i++) {
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const t = this.add.text(px + 10, py + 112 + i * 14, '', {
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fontSize: '10px', color: '#888888', fontFamily: 'monospace',
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}).setScrollFactor(0).setDepth(251)
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this.nisseInfoGroup.add(t)
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logTexts.push(t)
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}
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this.nisseInfoDynamic = { statusText: statusTxt, energyBar, energyPct, jobText: jobTxt, logTexts }
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this.refreshNisseInfoPanel()
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}
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/**
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* Updates only the dynamic parts of the Nisse info panel (status, energy,
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* job, work log) without destroying and recreating the full group.
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* Called every frame while the panel is visible.
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*/
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private refreshNisseInfoPanel(): void {
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const dyn = this.nisseInfoDynamic
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if (!dyn || !this.nisseInfoId) return
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const state = stateManager.getState()
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const v = state.world.villagers[this.nisseInfoId]
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if (!v) { this.closeNisseInfoPanel(); return }
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const gameScene = this.scene.get('Game') as any
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const workLog = (gameScene.villagerSystem?.getWorkLog(this.nisseInfoId) ?? []) as string[]
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const statusStr = (gameScene.villagerSystem?.getStatusText(this.nisseInfoId) ?? '—') as string
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dyn.statusText.setText(statusStr)
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// Energy bar
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const px = 10, py = 10
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dyn.energyBar.clear()
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dyn.energyBar.fillStyle(0x333333); dyn.energyBar.fillRect(px + 10, py + 46, 120, 7)
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const col = v.energy > 60 ? 0x4CAF50 : v.energy > 30 ? 0xFF9800 : 0xF44336
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dyn.energyBar.fillStyle(col); dyn.energyBar.fillRect(px + 10, py + 46, 120 * (v.energy / 100), 7)
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dyn.energyPct.setText(`${Math.round(v.energy)}%`)
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// Job
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dyn.jobText.setText(`Job: ${v.job ? `${v.job.type} → (${v.job.tileX}, ${v.job.tileY})` : '—'}`)
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// Work log rows
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dyn.logTexts.forEach((t, i) => {
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t.setText(workLog[i] ?? '')
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})
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}
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// ─── Resize ───────────────────────────────────────────────────────────────
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// ─── Resize ───────────────────────────────────────────────────────────────
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/**
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/**
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@@ -699,5 +884,6 @@ export class UIScene extends Phaser.Scene {
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if (this.contextMenuVisible) this.hideContextMenu()
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if (this.contextMenuVisible) this.hideContextMenu()
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if (this.escMenuVisible) this.closeEscMenu()
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if (this.escMenuVisible) this.closeEscMenu()
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if (this.confirmVisible) this.hideConfirm()
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if (this.confirmVisible) this.hideConfirm()
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if (this.nisseInfoVisible) this.closeNisseInfoPanel()
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}
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}
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}
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}
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@@ -11,6 +11,8 @@ import type { FarmingSystem } from './FarmingSystem'
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const ARRIVAL_PX = 3
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const ARRIVAL_PX = 3
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const WORK_LOG_MAX = 20
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interface VillagerRuntime {
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interface VillagerRuntime {
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sprite: Phaser.GameObjects.Image
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sprite: Phaser.GameObjects.Image
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nameLabel: Phaser.GameObjects.Text
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nameLabel: Phaser.GameObjects.Text
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@@ -20,6 +22,8 @@ interface VillagerRuntime {
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destination: 'job' | 'stockpile' | 'bed' | null
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destination: 'job' | 'stockpile' | 'bed' | null
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workTimer: number
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workTimer: number
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idleScanTimer: number
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idleScanTimer: number
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/** Runtime-only activity log; not persisted. Max WORK_LOG_MAX entries. */
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workLog: string[]
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}
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}
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export class VillagerSystem {
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export class VillagerSystem {
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@@ -35,6 +39,7 @@ export class VillagerSystem {
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private nameIndex = 0
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private nameIndex = 0
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onMessage?: (msg: string) => void
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onMessage?: (msg: string) => void
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onNisseClick?: (villagerId: string) => void
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/**
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/**
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* @param scene - The Phaser scene this system belongs to
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* @param scene - The Phaser scene this system belongs to
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@@ -139,13 +144,21 @@ export class VillagerSystem {
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// Carrying items? → find stockpile
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// Carrying items? → find stockpile
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if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
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if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
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const sp = this.nearestBuilding(v, 'stockpile_zone')
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const sp = this.nearestBuilding(v, 'stockpile_zone')
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if (sp) { this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile'); return }
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if (sp) {
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this.addLog(v.id, '→ Hauling to stockpile')
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this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile')
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return
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}
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}
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}
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// Low energy → find bed
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// Low energy → find bed
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if (v.energy < 25) {
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if (v.energy < 25) {
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const bed = this.findBed(v)
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const bed = this.findBed(v)
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if (bed) { this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed'); return }
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if (bed) {
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this.addLog(v.id, '→ Going to sleep (low energy)')
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this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed')
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return
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}
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}
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}
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// Find a job
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// Find a job
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@@ -156,6 +169,7 @@ export class VillagerSystem {
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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
|
||||||
@@ -218,10 +232,12 @@ 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:
|
||||||
@@ -261,6 +277,7 @@ export class VillagerSystem {
|
|||||||
// 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 })
|
||||||
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]
|
||||||
@@ -269,6 +286,7 @@ 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]
|
||||||
@@ -276,6 +294,7 @@ 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}`)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -304,6 +323,7 @@ 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)')
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -467,7 +487,10 @@ 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)
|
||||||
|
|
||||||
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
|
sprite.setInteractive()
|
||||||
|
sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
|
||||||
|
|
||||||
|
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0, workLog: [] })
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -486,6 +509,21 @@ 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 ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -506,6 +544,15 @@ 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
|
* Returns the current world position and remaining path for every Nisse
|
||||||
* that is currently in the 'walking' state. Used by DebugSystem for
|
* that is currently in the 'walking' state. Used by DebugSystem for
|
||||||
|
|||||||
Reference in New Issue
Block a user