🐛 fix Nisse stuck idle after stockpile deposit; rename Villager → Nisse in UI

This commit is contained in:
2026-03-20 17:07:34 +00:00
parent 8ed67313a8
commit 787ada7cb4
4 changed files with 24 additions and 11 deletions

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@@ -8,12 +8,18 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased] ## [Unreleased]
### Fixed ### Fixed
- Nisse no longer get stuck idle after depositing items at the stockpile
- Working Nisse now reset to idle on game load (like walking ones), preventing stale AI state
- Stale jobs with empty carry are now cleared after work completes, avoiding a false "haul to stockpile" loop
- UI elements (stockpile panel, controls hint) now reposition correctly after window resize - UI elements (stockpile panel, controls hint) now reposition correctly after window resize
- Centered overlay panels (build menu, villager panel) close on resize so they reopen at the correct position - Centered overlay panels (build menu, villager panel) close on resize so they reopen at the correct position
- Mouse world coordinates now use `ptr.worldX`/`ptr.worldY` in BuildingSystem and FarmingSystem, fixing misalignment after resize or zoom - Mouse world coordinates now use `ptr.worldX`/`ptr.worldY` in BuildingSystem and FarmingSystem, fixing misalignment after resize or zoom
### Changed
- Villagers are now called **Nisse** throughout the UI (panel, controls hint, stockpile display, context menu, spawn message)
### Added ### Added
- Right-click context menu: suppresses browser default, shows Build and Folks actions in the game world - Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world
- Initial project setup: Phaser 3 + TypeScript + Vite - Initial project setup: Phaser 3 + TypeScript + Vite
- Core scenes: `BootScene`, `GameScene`, `UIScene` - Core scenes: `BootScene`, `GameScene`, `UIScene`
- Systems: `BuildingSystem`, `CameraSystem`, `FarmingSystem`, `PlayerSystem`, - Systems: `BuildingSystem`, `CameraSystem`, `FarmingSystem`, `PlayerSystem`,

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@@ -176,9 +176,9 @@ class StateManager {
if (!p.world.crops) p.world.crops = {} if (!p.world.crops) p.world.crops = {}
if (!p.world.villagers) p.world.villagers = {} if (!p.world.villagers) p.world.villagers = {}
if (!p.world.stockpile) p.world.stockpile = {} if (!p.world.stockpile) p.world.stockpile = {}
// Reset walking villagers to idle on load // Reset in-flight AI states to idle on load so runtime timers start fresh
for (const v of Object.values(p.world.villagers)) { for (const v of Object.values(p.world.villagers)) {
if (v.aiState === 'walking') v.aiState = 'idle' if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
} }
return p return p
} catch (_) { return null } } catch (_) { return null }

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@@ -88,7 +88,7 @@ export class UIScene extends Phaser.Scene {
const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101) const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
this.stockpileTexts.set(item, t) this.stockpileTexts.set(item, t)
}) })
this.popText = this.add.text(x + 10, y + 145, '👥 Pop: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101) this.popText = this.add.text(x + 10, y + 145, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
} }
private updateStockpile(): void { private updateStockpile(): void {
@@ -104,7 +104,7 @@ export class UIScene extends Phaser.Scene {
const state = stateManager.getState() const state = stateManager.getState()
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
const current = Object.keys(state.world.villagers).length const current = Object.keys(state.world.villagers).length
this.popText?.setText(`👥 Pop: ${current} / ${beds} [V] manage`) this.popText?.setText(`👥 Nisse: ${current} / ${beds} [V]`)
} }
// ─── Hint ───────────────────────────────────────────────────────────────── // ─── Hint ─────────────────────────────────────────────────────────────────
@@ -204,13 +204,13 @@ export class UIScene extends Phaser.Scene {
this.villagerPanelGroup.add(bg) this.villagerPanelGroup.add(bg)
this.villagerPanelGroup.add( this.villagerPanelGroup.add(
this.add.text(px + panelW/2, py + 12, '👥 VILLAGERS [V] close', { fontSize: '12px', color: '#aaaaaa', fontFamily: 'monospace' }) this.add.text(px + panelW/2, py + 12, '👥 NISSE [V] close', { fontSize: '12px', color: '#aaaaaa', fontFamily: 'monospace' })
.setOrigin(0.5, 0).setScrollFactor(0).setDepth(211) .setOrigin(0.5, 0).setScrollFactor(0).setDepth(211)
) )
if (villagers.length === 0) { if (villagers.length === 0) {
this.villagerPanelGroup.add( this.villagerPanelGroup.add(
this.add.text(px + panelW/2, py + panelH/2, 'No villagers yet.\nBuild a 🛏 Bed first!', { this.add.text(px + panelW/2, py + panelH/2, 'No Nisse yet.\nBuild a 🛏 Bed first!', {
fontSize: '13px', color: '#666666', fontFamily: 'monospace', align: 'center' fontSize: '13px', color: '#666666', fontFamily: 'monospace', align: 'center'
}).setOrigin(0.5).setScrollFactor(0).setDepth(211) }).setOrigin(0.5).setScrollFactor(0).setDepth(211)
) )
@@ -288,7 +288,7 @@ export class UIScene extends Phaser.Scene {
private createCoordsDisplay(): void { private createCoordsDisplay(): void {
this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100) this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100)
this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Villagers', { this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse', {
fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 } fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 }
}).setScrollFactor(0).setDepth(100) }).setScrollFactor(0).setDepth(100)
} }
@@ -324,7 +324,7 @@ export class UIScene extends Phaser.Scene {
action: () => { this.hideContextMenu(); this.scene.get('Game').events.emit('uiRequestBuildMenu') }, action: () => { this.hideContextMenu(); this.scene.get('Game').events.emit('uiRequestBuildMenu') },
}, },
{ {
label: '👥 Folks', label: '👥 Nisse',
action: () => { this.hideContextMenu(); this.toggleVillagerPanel() }, action: () => { this.hideContextMenu(); this.toggleVillagerPanel() },
}, },
] ]

View File

@@ -170,6 +170,7 @@ export class VillagerSystem {
case 'stockpile': case 'stockpile':
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
break break
case 'bed': case 'bed':
@@ -217,7 +218,13 @@ export class VillagerSystem {
} }
} }
// Back to idle so decideAction handles depositing // If the harvest produced nothing (resource already gone), clear the stale job
// so tickIdle does not try to walk to a stockpile with nothing to deposit.
if (!v.job?.carrying || !Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
}
// Back to idle — tickIdle will handle hauling to stockpile if carrying items
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' }) this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
} }
@@ -342,7 +349,7 @@ export class VillagerSystem {
this.adapter.send({ type: 'SPAWN_VILLAGER', villager }) this.adapter.send({ type: 'SPAWN_VILLAGER', villager })
this.spawnSprite(villager) this.spawnSprite(villager)
this.onMessage?.(`${name} has joined the settlement! 🏘`) this.onMessage?.(`${name} the Nisse has arrived! 🏘`)
} }
// ─── Sprite management ──────────────────────────────────────────────────── // ─── Sprite management ────────────────────────────────────────────────────