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10 Commits
174db14c7a
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fix/change
| Author | SHA1 | Date | |
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| b024cf36fb | |||
| 8197348cfc | |||
| 732d9100ab | |||
| f2a1811a36 | |||
| 774054db56 | |||
| 0ed3bfaea6 | |||
| 1d46446012 | |||
| a5c37f20f6 | |||
| b259d966ee | |||
| a0e813e86b |
@@ -7,6 +7,13 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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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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@@ -78,8 +78,10 @@ export class GameScene extends Phaser.Scene {
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this.adapter.onAction = (action) => {
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if (action.type === 'CHANGE_TILE') {
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this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
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this.worldSystem.refreshTerrainTile(action.tileX, action.tileY, action.tile)
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} else if (action.type === 'SPAWN_RESOURCE') {
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this.resourceSystem.spawnResourcePublic(action.resource)
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this.worldSystem.addResourceTile(action.resource.tileX, action.resource.tileY)
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}
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}
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@@ -127,14 +127,16 @@ export class UIScene extends Phaser.Scene {
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/** Creates the stockpile panel in the top-right corner with item rows and population count. */
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private createStockpilePanel(): void {
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const x = this.scale.width - 178, y = 10
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this.stockpilePanel = this.add.rectangle(x, y, 168, 187, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
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// 7 items × 22px + 26px header + 12px gap + 18px popText row + 10px bottom = 210px
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this.stockpilePanel = this.add.rectangle(x, y, 168, 210, 0x000000, this.uiOpacity).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
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this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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const items = ['wood','stone','wheat_seed','carrot_seed','tree_seed','wheat','carrot'] as const
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items.forEach((item, i) => {
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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)
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this.stockpileTexts.set(item, t)
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})
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this.popText = this.add.text(x + 10, y + 167, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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// last item (i=6) bottom edge ≈ y+190 → popText starts at y+192 with 8px gap
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this.popText = this.add.text(x + 10, y + 192, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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}
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/** Refreshes all item quantities and colors in the stockpile panel. */
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@@ -570,7 +572,8 @@ export class UIScene extends Phaser.Scene {
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{ label: '⚙️ Settings', action: () => this.doSettings() },
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{ label: '🆕 New Game', action: () => this.doNewGame() },
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]
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const menuH = 16 + entries.length * (btnH + 8) + 8
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// 32px header + entries × (btnH + 8px gap) + 8px bottom padding
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const menuH = 32 + entries.length * (btnH + 8) + 8
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const mx = this.scale.width / 2 - menuW / 2
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const my = this.scale.height / 2 - menuH / 2
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@@ -677,7 +680,7 @@ export class UIScene extends Phaser.Scene {
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minusBtn.on('pointerdown', () => {
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this.uiOpacity = Math.max(0.4, Math.round((this.uiOpacity - 0.1) * 10) / 10)
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this.saveUISettings()
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this.updateDebugPanelBackground()
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this.updateStaticPanelOpacity()
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this.buildSettings()
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})
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this.settingsGroup.add(minusBtn)
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@@ -702,7 +705,7 @@ export class UIScene extends Phaser.Scene {
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plusBtn.on('pointerdown', () => {
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this.uiOpacity = Math.min(1.0, Math.round((this.uiOpacity + 0.1) * 10) / 10)
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this.saveUISettings()
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this.updateDebugPanelBackground()
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this.updateStaticPanelOpacity()
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this.buildSettings()
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})
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this.settingsGroup.add(plusBtn)
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@@ -753,10 +756,12 @@ export class UIScene extends Phaser.Scene {
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}
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/**
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* Applies the current uiOpacity to the debug panel text background.
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* Called whenever uiOpacity changes so the debug panel stays in sync.
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* Applies the current uiOpacity to all static UI elements that are not
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* rebuilt on open (stockpile panel, debug panel background).
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* Called whenever uiOpacity changes.
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*/
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private updateDebugPanelBackground(): void {
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private updateStaticPanelOpacity(): void {
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this.stockpilePanel.setAlpha(this.uiOpacity)
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const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
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this.debugPanelText.setStyle({ backgroundColor: `#000000${hexAlpha}` })
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}
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@@ -50,7 +50,6 @@ export class TreeSeedlingSystem {
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this.removeSprite(id)
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this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
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this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
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this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
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const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
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this.adapter.send({
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@@ -274,10 +274,9 @@ export class VillagerSystem {
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const res = state.world.resources[job.targetId]
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if (res) {
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this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
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// Clear the FOREST tile so the area becomes passable for future pathfinding
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this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
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// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
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this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
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this.worldSystem.removeResourceTile(res.tileX, res.tileY)
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this.resourceSystem.removeResource(job.targetId)
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this.addLog(v.id, '✓ Chopped tree (+2 wood)')
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}
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@@ -285,8 +284,8 @@ export class VillagerSystem {
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const res = state.world.resources[job.targetId]
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if (res) {
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this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
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// Clear the ROCK tile so the area becomes passable for future pathfinding
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this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
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this.worldSystem.removeResourceTile(res.tileX, res.tileY)
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this.resourceSystem.removeResource(job.targetId)
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this.addLog(v.id, '✓ Mined rock (+2 stone)')
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}
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@@ -351,12 +350,17 @@ export class VillagerSystem {
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if (p.chop > 0) {
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for (const res of Object.values(state.world.resources)) {
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if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
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// Skip trees with no reachable neighbour — A* cannot enter an impassable goal
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// tile unless at least one passable neighbour exists to jump from.
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if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
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candidates.push({ type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop })
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}
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}
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if (p.mine > 0) {
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for (const res of Object.values(state.world.resources)) {
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if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
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// Same reachability guard for rock tiles.
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if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
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candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
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}
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}
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@@ -397,7 +401,7 @@ export class VillagerSystem {
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this.claimed.delete(v.job.targetId)
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this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
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}
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rt.idleScanTimer = 1500 // longer delay after failed pathfind
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rt.idleScanTimer = 4000 // longer delay after failed pathfind to avoid tight retry loops
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return
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}
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@@ -434,6 +438,22 @@ export class VillagerSystem {
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return this.nearestBuilding(v, 'bed') as any
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}
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/**
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* Returns true if at least one of the 8 neighbours of the given tile is passable.
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* Used to pre-filter job targets that are fully enclosed by impassable terrain —
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* such as trees deep inside a dense forest cluster where A* can never reach the goal
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* tile because no passable tile is adjacent to it.
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* @param tileX - Target tile X
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* @param tileY - Target tile Y
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*/
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private hasAdjacentPassable(tileX: number, tileY: number): boolean {
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const DIRS = [[1,0],[-1,0],[0,1],[0,-1],[1,1],[1,-1],[-1,1],[-1,-1]] as const
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for (const [dx, dy] of DIRS) {
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if (this.worldSystem.isPassable(tileX + dx, tileY + dy)) return true
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}
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return false
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}
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// ─── Spawning ─────────────────────────────────────────────────────────────
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/**
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@@ -1,6 +1,6 @@
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import Phaser from 'phaser'
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import { TILE_SIZE, WORLD_TILES } from '../config'
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import { TileType, IMPASSABLE } from '../types'
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import { TileType, IMPASSABLE, RESOURCE_TERRAIN } from '../types'
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import { stateManager } from '../StateManager'
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const BIOME_COLORS: Record<number, string> = {
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@@ -18,6 +18,12 @@ const BIOME_COLORS: Record<number, string> = {
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export class WorldSystem {
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private scene: Phaser.Scene
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private map!: Phaser.Tilemaps.Tilemap
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/**
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* Spatial index: tile keys (tileY * WORLD_TILES + tileX) for every tile
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* that is currently occupied by a tree or rock resource.
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* Used by isPassable() to decide if a FOREST or ROCK terrain tile is blocked.
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*/
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private resourceTiles = new Set<number>()
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private tileset!: Phaser.Tilemaps.Tileset
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private bgImage!: Phaser.GameObjects.Image
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private builtLayer!: Phaser.Tilemaps.TilemapLayer
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@@ -85,6 +91,8 @@ export class WorldSystem {
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// Camera bounds
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this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
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this.initResourceTiles()
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}
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/** Returns the built-tile tilemap layer (floor, wall, soil). */
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@@ -111,6 +119,10 @@ export class WorldSystem {
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/**
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* Returns whether the tile at the given coordinates can be walked on.
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* Water and wall tiles are always impassable.
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* Forest and rock terrain tiles are only impassable when a resource
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* (tree or rock) currently occupies them — empty forest floor and bare
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* rocky ground are walkable.
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* Out-of-bounds tiles are treated as impassable.
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* @param tileX - Tile column
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* @param tileY - Tile row
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@@ -119,7 +131,45 @@ export class WorldSystem {
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if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
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const state = stateManager.getState()
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const tile = state.world.tiles[tileY * WORLD_TILES + tileX]
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return !IMPASSABLE.has(tile)
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if (IMPASSABLE.has(tile)) return false
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if (RESOURCE_TERRAIN.has(tile)) {
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return !this.resourceTiles.has(tileY * WORLD_TILES + tileX)
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}
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return true
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}
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/**
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* Builds the resource tile index from the current world state.
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* Called once in create() so that isPassable() has an O(1) lookup.
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*/
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private initResourceTiles(): void {
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this.resourceTiles.clear()
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const state = stateManager.getState()
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for (const res of Object.values(state.world.resources)) {
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this.resourceTiles.add(res.tileY * WORLD_TILES + res.tileX)
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}
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}
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/**
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* Registers a newly placed resource so isPassable() treats the tile as blocked.
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* Call this whenever a resource is added at runtime (e.g. a seedling matures).
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* @param tileX - Resource tile column
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* @param tileY - Resource tile row
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*/
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addResourceTile(tileX: number, tileY: number): void {
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this.resourceTiles.add(tileY * WORLD_TILES + tileX)
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}
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/**
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* Removes a resource from the tile index so isPassable() treats the tile as free.
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* Call this when a resource is removed at runtime (e.g. after chopping/mining).
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* Not strictly required when the tile type also changes (FOREST → DARK_GRASS),
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* but keeps the index clean for correctness.
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* @param tileX - Resource tile column
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* @param tileY - Resource tile row
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*/
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removeResourceTile(tileX: number, tileY: number): void {
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this.resourceTiles.delete(tileY * WORLD_TILES + tileX)
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}
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/**
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11
src/types.ts
11
src/types.ts
@@ -12,14 +12,21 @@ export enum TileType {
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WATERED_SOIL = 10,
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}
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/** Tiles that are always impassable regardless of what is on them. */
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export const IMPASSABLE = new Set<number>([
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TileType.DEEP_WATER,
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TileType.SHALLOW_WATER,
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TileType.FOREST,
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TileType.ROCK,
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TileType.WALL,
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])
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/**
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* Terrain tiles whose passability depends on whether a resource
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* (tree or rock) is currently placed on them.
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* An empty FOREST tile is walkable forest floor; a ROCK tile without a
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* rock resource is just rocky ground.
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*/
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export const RESOURCE_TERRAIN = new Set<number>([TileType.FOREST, TileType.ROCK])
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/** Tiles on which tree seedlings may be planted. */
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export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_GRASS])
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Reference in New Issue
Block a user