♻️ resource-based passability: FOREST/ROCK walkable without a resource (Issue #22)
Previously FOREST and ROCK tile types were always impassable, making 30 % of forest floor and 50 % of rocky terrain permanently blocked even with no object on them. - Remove FOREST + ROCK from IMPASSABLE in types.ts - Add RESOURCE_TERRAIN set (FOREST, ROCK) for tiles that need resource check - WorldSystem: add resourceTiles Set<number> as O(1) spatial index - initResourceTiles() builds index from state on create() - addResourceTile() / removeResourceTile() keep it in sync at runtime - isPassable() now: impassable tiles → false | RESOURCE_TERRAIN → check index | else → true - GameScene: call addResourceTile() when SPAWN_RESOURCE fires (seedling matures) - VillagerSystem: call removeResourceTile() after chop / mine completes Side effect: trees fully enclosed by other trees are now reachable once an adjacent tree is cleared; the hasAdjacentPassable() guard in pickJob still correctly skips resources with zero passable neighbours. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -80,6 +80,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.worldSystem.setTile(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)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user