11 Commits

Author SHA1 Message Date
18c8ccb644 implement unified tile system (Issue #14)
- Tree seedlings: plant tree_seed on grass via farming tool; two-stage
  growth (sprout → sapling → young tree, ~1 min/stage); matures into
  a harvestable FOREST resource tile
- Tile recovery: Nisse chops start a 5-min DARK_GRASS→GRASS timer;
  terrain canvas updated live via WorldSystem.refreshTerrainTile()
- New TreeSeedlingSystem manages sprites, growth ticking, maturation
- BootScene generates seedling_0/1/2 textures procedurally
- FarmingSystem adds tree_seed to tool cycle (F key)
- Stockpile panel shows tree_seed (default: 5); panel height adjusted
- StateManager v5: treeSeedlings + tileRecovery in WorldState
- WorldSystem uses CanvasTexture for live single-pixel updates

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 16:15:21 +00:00
bbbb3e1f58 Merge pull request 'Issue #9: Nisse info panel with work log' (#13) from feature/nisse-info-panel into master 2026-03-21 14:22:56 +00:00
822ca620d9 Merge pull request 'Issue #7: ESC Menu' (#12) from feature/esc-menu into master 2026-03-21 14:22:19 +00:00
155a40f963 add Nisse info panel with work log (Issue #9)
Clicking a Nisse opens a top-left panel showing name, AI status,
energy bar, active job, job priority buttons, and a live work log
(last 10 of 20 runtime-only entries). Closes via ESC, ✕, or clicking
another Nisse. Dynamic parts (status/energy/job/log) refresh each
frame without rebuilding the full group.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 14:21:12 +00:00
41097b4765 add ESC menu (Issue #7)
ESC key follows priority stack: confirm dialog → context menu →
build menu → villager panel → ESC menu → open ESC menu.
Menu items: Save Game, Load Game, Settings (placeholder), New Game
(with confirmation dialog).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 14:13:53 +00:00
0c636ed5ec Merge pull request 'Issue #6: F3 Debug View' (#11) from feature/debug-view into master
Reviewed-on: #11
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-21 14:07:06 +00:00
4c41dc9205 Merge pull request 'Issue #5: Mouse handling — zoom-to-mouse + middle-click pan' (#10) from feature/mouse-handling into master
Reviewed-on: #10
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-21 14:06:45 +00:00
01e57df6a6 📝 add session-start warning to CLAUDE.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 13:56:19 +00:00
1feeff215d 🔒 ignore .claude/ dir and game-test.log 2026-03-21 12:37:51 +00:00
793ab430e4 📝 update CHANGELOG for Issue #6 debug view 2026-03-21 12:12:07 +00:00
6f0d8a866f add F3 debug view (Issue #6)
F3 toggles a debug overlay with:
- FPS
- Mouse world/tile coordinates
- Tile type under cursor
- Resources, buildings, crops on hovered tile
- Nisse count broken down by AI state (idle/walking/working/sleeping)
- Active jobs by type (chop/mine/farm)
- Pathfinding visualization: cyan lines + destination highlight
  drawn in world space via DebugSystem

Added DebugSystem to GameScene. VillagerSystem exposes
getActivePaths() for the path visualization. JSDoc added to all
previously undocumented methods in VillagerSystem, WorldSystem,
GameScene, and UIScene.
2026-03-21 12:11:54 +00:00
14 changed files with 1298 additions and 37 deletions

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@@ -7,6 +7,24 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased]
### Added
- **Unified Tile System** (Issue #14):
- 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
- Tile recovery: when a Nisse chops a tree, the resulting DARK_GRASS tile starts a 5-minute recovery timer and reverts to GRASS automatically, with the terrain canvas updated in real time
- Three new procedural seedling textures (`seedling_0/1/2`) generated in BootScene
- `tree_seed` added to stockpile display (default 5 at game start) and to the farming tool cycle
- `WorldSystem.refreshTerrainTile()` updates the terrain canvas for a single tile without regenerating the full background
- New `TreeSeedlingSystem` manages seedling sprites, growth ticking, and maturation
### Added
- **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
- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
- **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
- 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
### Added
- **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)
### Fixed
- Nisse now clear the FOREST/ROCK tile after harvesting, opening paths to deeper resources
- Nisse no longer get stuck idle after depositing items at the stockpile

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@@ -1,5 +1,16 @@
# CLAUDE.md — Game Project
## ⚠️ Important: Session Start Location
**Claude Code must be started from `~` (home directory), NOT from `~/game`.**
If you are reading this and the working directory is `/home/tekki/game`, please let the user know:
> "Heads up: you've started me from inside `~/game`. Please exit and restart from your home directory (`~`) so that `.claude/` settings and memory stay outside the repo."
`.claude/` directories inside `~/game` are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo.
---
## Project Overview
A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**.

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@@ -1,5 +1,6 @@
import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS } from './config'
import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS, TREE_SEEDLING_STAGE_MS, TILE_RECOVERY_MS } from './config'
import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types'
import { TileType } from './types'
const DEFAULT_PLAYER: PlayerState = {
id: 'player1',
@@ -15,13 +16,15 @@ function makeEmptyWorld(seed: number): WorldState {
buildings: {},
crops: {},
villagers: {},
stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0 },
stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0, tree_seed: 5 },
treeSeedlings: {},
tileRecovery: {},
}
}
function makeDefaultState(): GameStateData {
return {
version: 4,
version: 5,
world: makeEmptyWorld(Math.floor(Math.random() * 999999)),
player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } },
}
@@ -146,6 +149,26 @@ class StateManager {
if (v) v.priorities = { ...action.priorities }
break
}
case 'PLANT_TREE_SEED': {
w.treeSeedlings[action.seedling.id] = { ...action.seedling }
w.stockpile.tree_seed = Math.max(0, (w.stockpile.tree_seed ?? 0) - 1)
// Cancel any tile recovery on this tile
delete w.tileRecovery[`${action.seedling.tileX},${action.seedling.tileY}`]
break
}
case 'REMOVE_TREE_SEEDLING':
delete w.treeSeedlings[action.seedlingId]
break
case 'SPAWN_RESOURCE':
w.resources[action.resource.id] = { ...action.resource }
break
case 'TILE_RECOVERY_START':
w.tileRecovery[`${action.tileX},${action.tileY}`] = TILE_RECOVERY_MS
break
}
}
@@ -163,6 +186,47 @@ class StateManager {
return advanced
}
/**
* Advances all tree-seedling growth timers.
* Returns IDs of seedlings that have reached stage 2 (ready to mature into a tree).
* @param delta - Frame delta in milliseconds
* @returns Array of seedling IDs that are now mature
*/
tickSeedlings(delta: number): string[] {
const advanced: string[] = []
for (const s of Object.values(this.state.world.treeSeedlings)) {
s.stageTimerMs -= delta
if (s.stageTimerMs <= 0) {
s.stage = Math.min(s.stage + 1, 2)
s.stageTimerMs = TREE_SEEDLING_STAGE_MS
advanced.push(s.id)
}
}
return advanced
}
/**
* Ticks tile-recovery timers.
* Returns keys ("tileX,tileY") of tiles that have now recovered back to GRASS.
* @param delta - Frame delta in milliseconds
* @returns Array of recovered tile keys
*/
tickTileRecovery(delta: number): string[] {
const recovered: string[] = []
const rec = this.state.world.tileRecovery
for (const key of Object.keys(rec)) {
rec[key] -= delta
if (rec[key] <= 0) {
delete rec[key]
recovered.push(key)
// Update tiles array directly (DARK_GRASS → GRASS)
const [tx, ty] = key.split(',').map(Number)
this.state.world.tiles[ty * WORLD_TILES + tx] = TileType.GRASS
}
}
return recovered
}
save(): void {
try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
}
@@ -172,10 +236,12 @@ class StateManager {
const raw = localStorage.getItem(SAVE_KEY)
if (!raw) return null
const p = JSON.parse(raw) as GameStateData
if (p.version !== 4) return null
if (p.version !== 5) return null
if (!p.world.crops) p.world.crops = {}
if (!p.world.villagers) p.world.villagers = {}
if (!p.world.stockpile) p.world.stockpile = {}
if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
if (!p.world.tileRecovery) p.world.tileRecovery = {}
// 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'

View File

@@ -46,5 +46,11 @@ export const VILLAGER_NAMES = [
'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
]
export const SAVE_KEY = 'tg_save_v4'
export const SAVE_KEY = 'tg_save_v5'
export const AUTOSAVE_INTERVAL = 30_000
/** Milliseconds for one tree-seedling stage to advance (two stages = full tree). */
export const TREE_SEEDLING_STAGE_MS = 60_000 // 1 min per stage → 2 min total
/** Milliseconds before a bare DARK_GRASS tile (after tree felling) reverts to GRASS. */
export const TILE_RECOVERY_MS = 300_000 // 5 minutes

View File

@@ -20,6 +20,7 @@ export class BootScene extends Phaser.Scene {
this.buildResourceTextures()
this.buildPlayerTexture()
this.buildCropTextures()
this.buildSeedlingTextures()
this.buildUITextures()
this.buildVillagerAndBuildingTextures()
this.generateWorldIfNeeded()
@@ -287,6 +288,40 @@ export class BootScene extends Phaser.Scene {
g3.generateTexture('crop_carrot_3', W, H); g3.destroy()
}
// ─── Tree seedling textures (3 growth stages) ────────────────────────────
/**
* Generates textures for the three tree-seedling growth stages:
* seedling_0 small sprout
* seedling_1 sapling with leaves
* seedling_2 young tree (about to mature into a FOREST tile)
*/
private buildSeedlingTextures(): void {
// Stage 0: tiny sprout
const g0 = this.add.graphics()
g0.fillStyle(0x6D4C41); g0.fillRect(10, 20, 4, 10)
g0.fillStyle(0x66BB6A); g0.fillEllipse(12, 16, 12, 8)
g0.fillStyle(0x4CAF50); g0.fillEllipse(12, 13, 8, 6)
g0.generateTexture('seedling_0', 24, 32); g0.destroy()
// Stage 1: sapling
const g1 = this.add.graphics()
g1.fillStyle(0x6D4C41); g1.fillRect(9, 15, 5, 16)
g1.fillStyle(0x4CAF50); g1.fillCircle(12, 12, 8)
g1.fillStyle(0x66BB6A, 0.7); g1.fillCircle(7, 16, 5); g1.fillCircle(17, 16, 5)
g1.fillStyle(0x81C784); g1.fillCircle(12, 8, 5)
g1.generateTexture('seedling_1', 24, 32); g1.destroy()
// Stage 2: young tree (mature, ready to become a resource)
const g2 = this.add.graphics()
g2.fillStyle(0x000000, 0.15); g2.fillEllipse(12, 28, 16, 6)
g2.fillStyle(0x6D4C41); g2.fillRect(9, 14, 6, 14)
g2.fillStyle(0x2E7D32); g2.fillCircle(12, 9, 10)
g2.fillStyle(0x388E3C); g2.fillCircle(7, 13, 7); g2.fillCircle(17, 13, 7)
g2.fillStyle(0x43A047); g2.fillCircle(12, 6, 7)
g2.generateTexture('seedling_2', 24, 32); g2.destroy()
}
// ─── UI panel texture ─────────────────────────────────────────────────────
private buildUITextures(): void {

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@@ -1,5 +1,6 @@
import Phaser from 'phaser'
import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
import { TileType } from '../types'
import type { BuildingType } from '../types'
import { stateManager } from '../StateManager'
import { LocalAdapter } from '../NetworkAdapter'
@@ -9,6 +10,8 @@ import { ResourceSystem } from '../systems/ResourceSystem'
import { BuildingSystem } from '../systems/BuildingSystem'
import { FarmingSystem } from '../systems/FarmingSystem'
import { VillagerSystem } from '../systems/VillagerSystem'
import { DebugSystem } from '../systems/DebugSystem'
import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
export class GameScene extends Phaser.Scene {
private adapter!: LocalAdapter
@@ -18,11 +21,17 @@ export class GameScene extends Phaser.Scene {
private buildingSystem!: BuildingSystem
private farmingSystem!: FarmingSystem
villagerSystem!: VillagerSystem
debugSystem!: DebugSystem
private treeSeedlingSystem!: TreeSeedlingSystem
private autosaveTimer = 0
private menuOpen = false
constructor() { super({ key: 'Game' }) }
/**
* Initialises all game systems, wires up inter-system events,
* launches the UI scene overlay, and starts the autosave timer.
*/
create(): void {
this.adapter = new LocalAdapter()
@@ -33,6 +42,8 @@ export class GameScene extends Phaser.Scene {
this.farmingSystem = new FarmingSystem(this, this.adapter)
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.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
this.worldSystem.create()
this.renderPersistentObjects()
@@ -52,14 +63,23 @@ export class GameScene extends Phaser.Scene {
this.farmingSystem.create()
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
this.farmingSystem.onPlantTreeSeed = (tileX, tileY, tile) =>
this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
this.treeSeedlingSystem.create()
this.villagerSystem.create()
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
this.debugSystem.create()
// Sync tile changes and building visuals through adapter
this.adapter.onAction = (action) => {
if (action.type === 'CHANGE_TILE') {
this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
} else if (action.type === 'SPAWN_RESOURCE') {
this.resourceSystem.spawnResourcePublic(action.resource)
}
}
@@ -74,10 +94,17 @@ export class GameScene extends Phaser.Scene {
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
})
this.events.on('debugToggle', () => this.debugSystem.toggle())
this.autosaveTimer = AUTOSAVE_INTERVAL
}
/**
* Main game loop: updates all systems and emits the cameraMoved event for the UI.
* Skips system updates while a menu is open.
* @param _time - Total elapsed time (unused)
* @param delta - Frame delta in milliseconds
*/
update(_time: number, delta: number): void {
if (this.menuOpen) return
@@ -85,7 +112,16 @@ export class GameScene extends Phaser.Scene {
this.resourceSystem.update(delta)
this.farmingSystem.update(delta)
this.treeSeedlingSystem.update(delta)
this.villagerSystem.update(delta)
this.debugSystem.update()
// Tick tile-recovery timers; refresh canvas for any tiles that reverted to GRASS
const recovered = stateManager.tickTileRecovery(delta)
for (const key of recovered) {
const [tx, ty] = key.split(',').map(Number)
this.worldSystem.refreshTerrainTile(tx, ty, TileType.GRASS)
}
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
this.buildingSystem.update()
@@ -119,12 +155,14 @@ export class GameScene extends Phaser.Scene {
}
}
/** Saves game state and destroys all systems cleanly on scene shutdown. */
shutdown(): void {
stateManager.save()
this.worldSystem.destroy()
this.resourceSystem.destroy()
this.buildingSystem.destroy()
this.farmingSystem.destroy()
this.treeSeedlingSystem.destroy()
this.villagerSystem.destroy()
}
}

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@@ -1,11 +1,12 @@
import Phaser from 'phaser'
import type { BuildingType, JobPriorities } from '../types'
import type { FarmingTool } from '../systems/FarmingSystem'
import type { DebugData } from '../systems/DebugSystem'
import { stateManager } from '../StateManager'
const ITEM_ICONS: Record<string, string> = {
wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕',
wheat: '🌾', carrot: '🧡',
wheat: '🌾', carrot: '🧡', tree_seed: '🌲',
}
export class UIScene extends Phaser.Scene {
@@ -28,9 +29,29 @@ export class UIScene extends Phaser.Scene {
private contextMenuVisible = false
private inBuildMode = false
private inFarmMode = false
private debugPanelText!: Phaser.GameObjects.Text
private debugActive = false
private escMenuGroup!: Phaser.GameObjects.Group
private escMenuVisible = false
private confirmGroup!: Phaser.GameObjects.Group
private confirmVisible = false
private nisseInfoGroup!: Phaser.GameObjects.Group
private nisseInfoVisible = false
private nisseInfoId: string | null = null
private nisseInfoDynamic: {
statusText: Phaser.GameObjects.Text
energyBar: Phaser.GameObjects.Graphics
energyPct: Phaser.GameObjects.Text
jobText: Phaser.GameObjects.Text
logTexts: Phaser.GameObjects.Text[]
} | null = null
constructor() { super({ key: 'UI' }) }
/**
* Creates all HUD elements, wires up game scene events, and registers
* keyboard shortcuts (B, V, F3, ESC).
*/
create(): void {
this.createStockpilePanel()
this.createHintText()
@@ -39,6 +60,7 @@ export class UIScene extends Phaser.Scene {
this.createBuildModeIndicator()
this.createFarmToolIndicator()
this.createCoordsDisplay()
this.createDebugPanel()
const gameScene = this.scene.get('Game')
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
@@ -51,11 +73,18 @@ export class UIScene extends Phaser.Scene {
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V)
.on('down', () => this.toggleVillagerPanel())
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.F3)
.on('down', () => this.toggleDebugPanel())
this.scale.on('resize', () => this.repositionUI())
gameScene.events.on('nisseClicked', (id: string) => this.openNisseInfoPanel(id))
this.input.mouse!.disableContextMenu()
this.contextMenuGroup = this.add.group()
this.escMenuGroup = this.add.group()
this.confirmGroup = this.add.group()
this.nisseInfoGroup = this.add.group()
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (ptr.rightButtonDown()) {
@@ -68,29 +97,39 @@ export class UIScene extends Phaser.Scene {
})
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
.on('down', () => this.hideContextMenu())
.on('down', () => this.handleEsc())
}
/**
* Updates the stockpile display, toast fade timer, population count,
* and the debug panel each frame.
* @param _t - Total elapsed time (unused)
* @param delta - Frame delta in milliseconds
*/
update(_t: number, delta: number): void {
this.updateStockpile()
this.updateToast(delta)
this.updatePopText()
if (this.debugActive) this.updateDebugPanel()
if (this.nisseInfoVisible) this.refreshNisseInfoPanel()
}
// ─── Stockpile ────────────────────────────────────────────────────────────
/** 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, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
this.stockpilePanel = this.add.rectangle(x, y, 168, 187, 0x000000, 0.72).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','wheat','carrot'] as const
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 + 145, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
this.popText = this.add.text(x + 10, y + 167, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
}
/** Refreshes all item quantities and colors in the stockpile panel. */
private updateStockpile(): void {
const sp = stateManager.getState().world.stockpile
for (const [item, t] of this.stockpileTexts) {
@@ -100,6 +139,7 @@ export class UIScene extends Phaser.Scene {
}
}
/** Updates the Nisse population / bed capacity counter. */
private updatePopText(): void {
const state = stateManager.getState()
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
@@ -109,6 +149,7 @@ export class UIScene extends Phaser.Scene {
// ─── Hint ─────────────────────────────────────────────────────────────────
/** 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, '', {
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
@@ -118,6 +159,7 @@ export class UIScene extends Phaser.Scene {
// ─── Toast ────────────────────────────────────────────────────────────────
/** Creates the toast notification text element (top center, initially hidden). */
private createToast(): void {
this.toastText = this.add.text(this.scale.width / 2, 60, '', {
fontSize: '15px', color: '#88ff88', fontFamily: 'monospace',
@@ -125,8 +167,16 @@ export class UIScene extends Phaser.Scene {
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(102).setAlpha(0)
}
/**
* Displays a toast message for 2.2 seconds then fades it out.
* @param msg - Message to display
*/
showToast(msg: string): void { this.toastText.setText(msg).setAlpha(1); this.toastTimer = 2200 }
/**
* Counts down the toast timer and triggers the fade-out tween when it expires.
* @param delta - Frame delta in milliseconds
*/
private updateToast(delta: number): void {
if (this.toastTimer <= 0) return
this.toastTimer -= delta
@@ -135,6 +185,7 @@ export class UIScene extends Phaser.Scene {
// ─── Build Menu ───────────────────────────────────────────────────────────
/** Creates and hides the build menu with buttons for each available building type. */
private createBuildMenu(): void {
this.buildMenuGroup = this.add.group()
const buildings: { kind: BuildingType; label: string; cost: string }[] = [
@@ -162,12 +213,18 @@ export class UIScene extends Phaser.Scene {
this.buildMenuGroup.setVisible(false)
}
/** Toggles the build menu open or closed. */
private toggleBuildMenu(): void { this.buildMenuVisible ? this.closeBuildMenu() : this.openBuildMenu() }
/** Opens the build menu and notifies GameScene that a menu is active. */
private openBuildMenu(): void { this.buildMenuVisible = true; this.buildMenuGroup.setVisible(true); this.scene.get('Game').events.emit('uiMenuOpen') }
/** Closes the build menu and notifies GameScene that no menu is active. */
private closeBuildMenu(): void { this.buildMenuVisible = false; this.buildMenuGroup.setVisible(false); this.scene.get('Game').events.emit('uiMenuClose') }
// ─── Villager Panel (V key) ───────────────────────────────────────────────
/** Toggles the Nisse management panel open or closed. */
private toggleVillagerPanel(): void {
if (this.villagerPanelVisible) {
this.closeVillagerPanel()
@@ -176,18 +233,24 @@ export class UIScene extends Phaser.Scene {
}
}
/** Opens the Nisse panel, builds its contents, and notifies GameScene. */
private openVillagerPanel(): void {
this.villagerPanelVisible = true
this.buildVillagerPanel()
this.scene.get('Game').events.emit('uiMenuOpen')
}
/** Closes and destroys the Nisse panel and notifies GameScene. */
private closeVillagerPanel(): void {
this.villagerPanelVisible = false
this.villagerPanelGroup?.destroy(true)
this.scene.get('Game').events.emit('uiMenuClose')
}
/**
* Destroys and rebuilds the Nisse panel from current state.
* Shows name, status, energy bar, and job priority buttons per Nisse.
*/
private buildVillagerPanel(): void {
if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true)
this.villagerPanelGroup = this.add.group()
@@ -266,9 +329,16 @@ export class UIScene extends Phaser.Scene {
// ─── Build mode indicator ─────────────────────────────────────────────────
/** Creates the build-mode indicator text in the top-left corner (initially hidden). */
private createBuildModeIndicator(): void {
this.buildModeText = this.add.text(10, 10, '', { fontSize: '13px', color: '#ffff00', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
}
/**
* Shows or hides the build-mode indicator based on whether build mode is active.
* @param active - Whether build mode is currently active
* @param building - The selected building type
*/
private onBuildModeChanged(active: boolean, building: BuildingType): void {
this.inBuildMode = active
this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active)
@@ -276,9 +346,16 @@ export class UIScene extends Phaser.Scene {
// ─── Farm tool indicator ──────────────────────────────────────────────────
/** Creates the farm-tool indicator text below the build-mode indicator (initially hidden). */
private createFarmToolIndicator(): void {
this.farmToolText = this.add.text(10, 44, '', { fontSize: '13px', color: '#aaffaa', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
}
/**
* Shows or hides the farm-tool indicator and updates the active tool label.
* @param tool - Currently selected farm tool
* @param label - Human-readable label for the tool
*/
private onFarmToolChanged(tool: FarmingTool, label: string): void {
this.inFarmMode = tool !== 'none'
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
@@ -286,16 +363,88 @@ export class UIScene extends Phaser.Scene {
// ─── 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', {
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}, ${pos.tileY}`)
}
// ─── Debug Panel (F3) ─────────────────────────────────────────────────────
/** Creates the debug panel text object (initially hidden). */
private createDebugPanel(): void {
this.debugPanelText = this.add.text(10, 80, '', {
fontSize: '12px',
color: '#cccccc',
backgroundColor: '#000000cc',
padding: { x: 8, y: 6 },
lineSpacing: 2,
fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(150).setVisible(false)
}
/** Toggles the debug panel and notifies GameScene to toggle the pathfinding overlay. */
private toggleDebugPanel(): void {
this.debugActive = !this.debugActive
this.debugPanelText.setVisible(this.debugActive)
this.scene.get('Game').events.emit('debugToggle')
}
/**
* Reads current debug data from DebugSystem and updates the panel text.
* Called every frame while debug mode is active.
*/
private updateDebugPanel(): void {
const gameScene = this.scene.get('Game') as any
const debugSystem = gameScene.debugSystem
if (!debugSystem?.isActive()) return
const ptr = this.input.activePointer
const data = debugSystem.getDebugData(ptr) as DebugData
const resLine = data.resourcesOnTile.length > 0
? data.resourcesOnTile.map(r => `${r.kind} (hp:${r.hp})`).join(', ')
: '—'
const bldLine = data.buildingsOnTile.length > 0 ? data.buildingsOnTile.join(', ') : '—'
const cropLine = data.cropsOnTile.length > 0
? data.cropsOnTile.map(c => `${c.kind} (${c.stage}/${c.maxStage})`).join(', ')
: '—'
const { idle, walking, working, sleeping } = data.nisseByState
const { chop, mine, farm } = data.jobsByType
this.debugPanelText.setText([
'── F3 DEBUG ──────────────────',
`FPS: ${data.fps}`,
'',
`Mouse world: ${data.mouseWorld.x.toFixed(1)}, ${data.mouseWorld.y.toFixed(1)}`,
`Mouse tile: ${data.mouseTile.tileX}, ${data.mouseTile.tileY}`,
`Tile type: ${data.tileType}`,
`Resources: ${resLine}`,
`Buildings: ${bldLine}`,
`Crops: ${cropLine}`,
'',
`Nisse: ${data.nisseTotal} total`,
` idle: ${idle} walking: ${walking} working: ${working} sleeping: ${sleeping}`,
'',
`Jobs active:`,
` chop: ${chop} mine: ${mine} farm: ${farm}`,
'',
`Paths: ${data.activePaths} (cyan lines in world)`,
'',
'[F3] close',
])
}
// ─── Context Menu ─────────────────────────────────────────────────────────
/**
@@ -359,6 +508,350 @@ export class UIScene extends Phaser.Scene {
this.scene.get('Game').events.emit('uiMenuClose')
}
// ─── ESC key handler ──────────────────────────────────────────────────────
/**
* Handles ESC key presses with a priority stack:
* confirm dialog → context menu → build menu → villager panel →
* esc menu → build/farm mode (handled by their own systems) → open ESC menu.
*/
private handleEsc(): void {
if (this.confirmVisible) { this.hideConfirm(); return }
if (this.contextMenuVisible) { this.hideContextMenu(); return }
if (this.buildMenuVisible) { this.closeBuildMenu(); return }
if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); 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.
if (this.inBuildMode || this.inFarmMode) return
this.openEscMenu()
}
// ─── ESC Menu ─────────────────────────────────────────────────────────────
/** Opens the ESC pause menu (New Game / Save / Load / Settings). */
private openEscMenu(): void {
if (this.escMenuVisible) return
this.escMenuVisible = true
this.scene.get('Game').events.emit('uiMenuOpen')
this.buildEscMenu()
}
/** Closes and destroys the ESC menu. */
private closeEscMenu(): void {
if (!this.escMenuVisible) return
this.escMenuVisible = false
this.escMenuGroup.destroy(true)
this.escMenuGroup = this.add.group()
this.scene.get('Game').events.emit('uiMenuClose')
}
/** Builds the ESC menu UI elements. */
private buildEscMenu(): void {
if (this.escMenuGroup) this.escMenuGroup.destroy(true)
this.escMenuGroup = this.add.group()
const menuW = 240
const btnH = 40
const entries: { label: string; action: () => void }[] = [
{ label: '💾 Save Game', action: () => this.doSaveGame() },
{ label: '📂 Load Game', action: () => this.doLoadGame() },
{ label: '⚙️ Settings', action: () => this.doSettings() },
{ label: '🆕 New Game', action: () => this.doNewGame() },
]
const menuH = 16 + entries.length * (btnH + 8) + 8
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)
.setOrigin(0, 0).setScrollFactor(0).setDepth(400)
this.escMenuGroup.add(bg)
this.escMenuGroup.add(
this.add.text(mx + menuW / 2, my + 12, 'MENU [ESC] close', {
fontSize: '11px', color: '#666666', fontFamily: 'monospace',
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(401)
)
entries.forEach((entry, i) => {
const by = my + 32 + i * (btnH + 8)
const btn = this.add.rectangle(mx + 12, by, menuW - 24, btnH, 0x1a1a2e, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(401).setInteractive()
btn.on('pointerover', () => btn.setFillStyle(0x2a2a4e, 0.9))
btn.on('pointerout', () => btn.setFillStyle(0x1a1a2e, 0.9))
btn.on('pointerdown', entry.action)
this.escMenuGroup.add(btn)
this.escMenuGroup.add(
this.add.text(mx + 24, by + btnH / 2, entry.label, {
fontSize: '14px', color: '#dddddd', fontFamily: 'monospace',
}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(402)
)
})
}
/** Saves the game and shows a toast confirmation. */
private doSaveGame(): void {
stateManager.save()
this.closeEscMenu()
this.showToast('Game saved!')
}
/** Reloads the page to load the last save from localStorage. */
private doLoadGame(): void {
this.closeEscMenu()
window.location.reload()
}
/** Opens an empty Settings panel (placeholder). */
private doSettings(): void {
this.closeEscMenu()
this.showToast('Settings — coming soon')
}
/** Shows a confirmation dialog before starting a new game. */
private doNewGame(): void {
this.closeEscMenu()
this.showConfirm(
'Start a new game?\nAll progress will be lost.',
() => { stateManager.reset(); window.location.reload() },
)
}
// ─── Confirm dialog ───────────────────────────────────────────────────────
/**
* Shows a modal confirmation dialog with OK and Cancel buttons.
* @param message - Message to display (newlines supported)
* @param onConfirm - Callback invoked when the user confirms
*/
private showConfirm(message: string, onConfirm: () => void): void {
this.hideConfirm()
this.confirmVisible = true
this.scene.get('Game').events.emit('uiMenuOpen')
const dialogW = 280
const dialogH = 130
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)
.setOrigin(0, 0).setScrollFactor(0).setDepth(500)
this.confirmGroup.add(bg)
this.confirmGroup.add(
this.add.text(dx + dialogW / 2, dy + 20, message, {
fontSize: '13px', color: '#cccccc', fontFamily: 'monospace',
align: 'center', wordWrap: { width: dialogW - 32 },
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(501)
)
const btnY = dy + dialogH - 44
// Cancel button
const cancelBtn = this.add.rectangle(dx + 16, btnY, 110, 30, 0x333333, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
cancelBtn.on('pointerover', () => cancelBtn.setFillStyle(0x555555, 0.9))
cancelBtn.on('pointerout', () => cancelBtn.setFillStyle(0x333333, 0.9))
cancelBtn.on('pointerdown', () => this.hideConfirm())
this.confirmGroup.add(cancelBtn)
this.confirmGroup.add(
this.add.text(dx + 71, btnY + 15, 'Cancel', {
fontSize: '13px', color: '#aaaaaa', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
)
// OK button
const okBtn = this.add.rectangle(dx + dialogW - 126, btnY, 110, 30, 0x4a1a1a, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
okBtn.on('pointerover', () => okBtn.setFillStyle(0x8a2a2a, 0.9))
okBtn.on('pointerout', () => okBtn.setFillStyle(0x4a1a1a, 0.9))
okBtn.on('pointerdown', () => { this.hideConfirm(); onConfirm() })
this.confirmGroup.add(okBtn)
this.confirmGroup.add(
this.add.text(dx + dialogW - 71, btnY + 15, 'OK', {
fontSize: '13px', color: '#ff8888', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
)
}
/** Closes and destroys the confirmation dialog. */
private hideConfirm(): void {
if (!this.confirmVisible) return
this.confirmVisible = false
this.confirmGroup.destroy(true)
this.confirmGroup = this.add.group()
this.scene.get('Game').events.emit('uiMenuClose')
}
// ─── Nisse Info Panel ─────────────────────────────────────────────────────
/**
* Opens (or switches to) the Nisse info panel for the given Nisse ID.
* If another Nisse's panel is already open, it is replaced.
* @param villagerId - ID of the Nisse to display
*/
private openNisseInfoPanel(villagerId: string): void {
this.nisseInfoId = villagerId
this.nisseInfoVisible = true
this.scene.get('Game').events.emit('uiMenuOpen')
this.buildNisseInfoPanel()
}
/** Closes and destroys the Nisse info panel. */
private closeNisseInfoPanel(): void {
if (!this.nisseInfoVisible) return
this.nisseInfoVisible = false
this.nisseInfoId = null
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
this.scene.get('Game').events.emit('uiMenuClose')
}
/**
* Builds the static skeleton of the Nisse info panel (background, name, close
* button, labels, priority buttons) and stores references to the dynamic parts
* (status text, energy bar, job text, work log texts).
*/
private buildNisseInfoPanel(): void {
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
this.nisseInfoDynamic = null
const id = this.nisseInfoId
if (!id) return
const state = stateManager.getState()
const v = state.world.villagers[id]
if (!v) { this.closeNisseInfoPanel(); return }
const LOG_ROWS = 10
const panelW = 280
const panelH = 120 + LOG_ROWS * 14 + 16
const px = 10, py = 10
// Background
this.nisseInfoGroup.add(
this.add.rectangle(px, py, panelW, panelH, 0x050510, 0.93)
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
)
// Name
this.nisseInfoGroup.add(
this.add.text(px + 10, py + 10, v.name, {
fontSize: '14px', color: '#ffffff', 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.closeNisseInfoPanel())
this.nisseInfoGroup.add(closeBtn)
// Dynamic: status text
const statusTxt = this.add.text(px + 10, py + 28, '', {
fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(statusTxt)
// Dynamic: energy bar + pct
const energyBar = this.add.graphics().setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(energyBar)
const energyPct = this.add.text(px + 136, py + 46, '', {
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(energyPct)
// Dynamic: job text
const jobTxt = this.add.text(px + 10, py + 60, '', {
fontSize: '11px', color: '#cccccc', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(jobTxt)
// Static: priority label + buttons
const jobKeys: Array<{ key: string; icon: string }> = [
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', 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 btn = this.add.text(bx, py + 78, label, {
fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
padding: { x: 5, y: 3 },
}).setScrollFactor(0).setDepth(252).setInteractive()
btn.on('pointerover', () => btn.setStyle({ backgroundColor: '#2d6a4f' }))
btn.on('pointerout', () => btn.setStyle({ backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a' }))
btn.on('pointerdown', () => {
const newPri = (v.priorities[j.key as keyof typeof v.priorities] + 1) % 5
const newPriorities = { ...v.priorities, [j.key]: newPri }
this.scene.get('Game').events.emit('updatePriorities', id, newPriorities)
// Rebuild panel so priority buttons reflect the new values immediately
this.buildNisseInfoPanel()
})
this.nisseInfoGroup.add(btn)
})
// Static: work log header
this.nisseInfoGroup.add(
this.add.text(px + 10, py + 98, '── Work Log ──────────────────', {
fontSize: '10px', color: '#555555', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
)
// Dynamic: log text rows (pre-allocated)
const logTexts: Phaser.GameObjects.Text[] = []
for (let i = 0; i < LOG_ROWS; i++) {
const t = this.add.text(px + 10, py + 112 + i * 14, '', {
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(t)
logTexts.push(t)
}
this.nisseInfoDynamic = { statusText: statusTxt, energyBar, energyPct, jobText: jobTxt, logTexts }
this.refreshNisseInfoPanel()
}
/**
* Updates only the dynamic parts of the Nisse info panel (status, energy,
* job, work log) without destroying and recreating the full group.
* Called every frame while the panel is visible.
*/
private refreshNisseInfoPanel(): void {
const dyn = this.nisseInfoDynamic
if (!dyn || !this.nisseInfoId) return
const state = stateManager.getState()
const v = state.world.villagers[this.nisseInfoId]
if (!v) { this.closeNisseInfoPanel(); return }
const gameScene = this.scene.get('Game') as any
const workLog = (gameScene.villagerSystem?.getWorkLog(this.nisseInfoId) ?? []) as string[]
const statusStr = (gameScene.villagerSystem?.getStatusText(this.nisseInfoId) ?? '—') as string
dyn.statusText.setText(statusStr)
// Energy bar
const px = 10, py = 10
dyn.energyBar.clear()
dyn.energyBar.fillStyle(0x333333); dyn.energyBar.fillRect(px + 10, py + 46, 120, 7)
const col = v.energy > 60 ? 0x4CAF50 : v.energy > 30 ? 0xFF9800 : 0xF44336
dyn.energyBar.fillStyle(col); dyn.energyBar.fillRect(px + 10, py + 46, 120 * (v.energy / 100), 7)
dyn.energyPct.setText(`${Math.round(v.energy)}%`)
// Job
dyn.jobText.setText(`Job: ${v.job ? `${v.job.type} → (${v.job.tileX}, ${v.job.tileY})` : '—'}`)
// Work log rows
dyn.logTexts.forEach((t, i) => {
t.setText(workLog[i] ?? '')
})
}
// ─── Resize ───────────────────────────────────────────────────────────────
/**
@@ -389,5 +882,8 @@ export class UIScene extends Phaser.Scene {
if (this.buildMenuVisible) this.closeBuildMenu()
if (this.villagerPanelVisible) this.closeVillagerPanel()
if (this.contextMenuVisible) this.hideContextMenu()
if (this.escMenuVisible) this.closeEscMenu()
if (this.confirmVisible) this.hideConfirm()
if (this.nisseInfoVisible) this.closeNisseInfoPanel()
}
}

164
src/systems/DebugSystem.ts Normal file
View File

@@ -0,0 +1,164 @@
import Phaser from 'phaser'
import { TILE_SIZE } from '../config'
import { TileType } from '../types'
import { stateManager } from '../StateManager'
import type { VillagerSystem } from './VillagerSystem'
import type { WorldSystem } from './WorldSystem'
/** All data collected each frame for the debug panel. */
export interface DebugData {
fps: number
mouseWorld: { x: number; y: number }
mouseTile: { tileX: number; tileY: number }
tileType: string
resourcesOnTile: Array<{ kind: string; hp: number }>
buildingsOnTile: string[]
cropsOnTile: Array<{ kind: string; stage: number; maxStage: number }>
nisseTotal: number
nisseByState: { idle: number; walking: number; working: number; sleeping: number }
jobsByType: { chop: number; mine: number; farm: number }
activePaths: number
}
/** Human-readable names for TileType enum values. */
const TILE_NAMES: Record<number, string> = {
[TileType.DEEP_WATER]: 'DEEP_WATER',
[TileType.SHALLOW_WATER]: 'SHALLOW_WATER',
[TileType.SAND]: 'SAND',
[TileType.GRASS]: 'GRASS',
[TileType.DARK_GRASS]: 'DARK_GRASS',
[TileType.FOREST]: 'FOREST',
[TileType.ROCK]: 'ROCK',
[TileType.FLOOR]: 'FLOOR',
[TileType.WALL]: 'WALL',
[TileType.TILLED_SOIL]: 'TILLED_SOIL',
[TileType.WATERED_SOIL]: 'WATERED_SOIL',
}
export class DebugSystem {
private scene: Phaser.Scene
private villagerSystem: VillagerSystem
private worldSystem: WorldSystem
private pathGraphics!: Phaser.GameObjects.Graphics
private active = false
/**
* @param scene - The Phaser scene this system belongs to
* @param villagerSystem - Used to read active paths for visualization
* @param worldSystem - Used to read tile types under the mouse
*/
constructor(scene: Phaser.Scene, villagerSystem: VillagerSystem, worldSystem: WorldSystem) {
this.scene = scene
this.villagerSystem = villagerSystem
this.worldSystem = worldSystem
}
/**
* Creates the world-space Graphics object used for pathfinding visualization.
* Starts hidden until toggled on.
*/
create(): void {
this.pathGraphics = this.scene.add.graphics().setDepth(50)
this.pathGraphics.setVisible(false)
}
/**
* Toggles debug mode on or off.
* Shows or hides the pathfinding overlay graphics accordingly.
*/
toggle(): void {
this.active = !this.active
this.pathGraphics.setVisible(this.active)
if (!this.active) this.pathGraphics.clear()
}
/** Returns whether debug mode is currently active. */
isActive(): boolean {
return this.active
}
/**
* Redraws pathfinding lines for all currently walking Nisse.
* Should be called every frame while debug mode is active.
*/
update(): void {
if (!this.active) return
this.pathGraphics.clear()
const paths = this.villagerSystem.getActivePaths()
this.pathGraphics.lineStyle(1, 0x00ffff, 0.65)
for (const entry of paths) {
if (entry.path.length === 0) continue
this.pathGraphics.beginPath()
this.pathGraphics.moveTo(entry.x, entry.y)
for (const step of entry.path) {
this.pathGraphics.lineTo(
(step.tileX + 0.5) * TILE_SIZE,
(step.tileY + 0.5) * TILE_SIZE,
)
}
this.pathGraphics.strokePath()
// Mark the destination tile
const last = entry.path[entry.path.length - 1]
this.pathGraphics.fillStyle(0x00ffff, 0.4)
this.pathGraphics.fillRect(
last.tileX * TILE_SIZE,
last.tileY * TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
)
}
}
/**
* Collects and returns all debug data for the current frame.
* Called by UIScene to populate the debug panel.
* @param ptr - The active pointer, used to resolve world position
* @returns Snapshot of game state for display
*/
getDebugData(ptr: Phaser.Input.Pointer): DebugData {
const state = stateManager.getState()
const villagers = Object.values(state.world.villagers)
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const tileType = this.worldSystem.getTileType(tileX, tileY)
const nisseByState = { idle: 0, walking: 0, working: 0, sleeping: 0 }
const jobsByType = { chop: 0, mine: 0, farm: 0 }
for (const v of villagers) {
nisseByState[v.aiState as keyof typeof nisseByState]++
if (v.job && (v.aiState === 'working' || v.aiState === 'walking')) {
jobsByType[v.job.type as keyof typeof jobsByType]++
}
}
const resourcesOnTile = Object.values(state.world.resources)
.filter(r => r.tileX === tileX && r.tileY === tileY)
.map(r => ({ kind: r.kind, hp: r.hp }))
const buildingsOnTile = Object.values(state.world.buildings)
.filter(b => b.tileX === tileX && b.tileY === tileY)
.map(b => b.kind)
const cropsOnTile = Object.values(state.world.crops)
.filter(c => c.tileX === tileX && c.tileY === tileY)
.map(c => ({ kind: c.kind, stage: c.stage, maxStage: c.maxStage }))
return {
fps: Math.round(this.scene.game.loop.actualFps),
mouseWorld: { x: ptr.worldX, y: ptr.worldY },
mouseTile: { tileX, tileY },
tileType: TILE_NAMES[tileType] ?? `UNKNOWN(${tileType})`,
resourcesOnTile,
buildingsOnTile,
cropsOnTile,
nisseTotal: villagers.length,
nisseByState,
jobsByType,
activePaths: this.villagerSystem.getActivePaths().length,
}
}
}

View File

@@ -5,15 +5,16 @@ import type { CropKind, CropState, ItemId } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'water'
export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'tree_seed' | 'water'
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'water']
const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'tree_seed', 'water']
const TOOL_LABELS: Record<FarmingTool, string> = {
none: '— None',
hoe: '⛏ Hoe (till grass)',
wheat_seed: '🌾 Wheat Seeds',
carrot_seed: '🥕 Carrot Seeds',
tree_seed: '🌲 Tree Seeds (plant on grass)',
water: '💧 Watering Can',
}
@@ -30,6 +31,14 @@ export class FarmingSystem {
onToolChange?: (tool: FarmingTool, label: string) => void
/** Emitted for toast notifications */
onMessage?: (msg: string) => void
/**
* Called when the player uses the tree_seed tool on a tile.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param underlyingTile - The tile type at that position
* @returns true if planting succeeded, false if validation failed
*/
onPlantTreeSeed?: (tileX: number, tileY: number, underlyingTile: TileType) => boolean
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
this.scene = scene
@@ -89,9 +98,27 @@ export class FarmingSystem {
if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
else if (this.currentTool === 'tree_seed') this.plantTreeSeed(tileX, tileY, tile)
else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
}
/**
* Delegates tree-seedling planting to the registered callback (TreeSeedlingSystem).
* Only works on GRASS or DARK_GRASS tiles. Shows a toast on success or failure.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param tile - Current tile type at that position
*/
private plantTreeSeed(tileX: number, tileY: number, tile: TileType): void {
if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
this.onMessage?.('Plant tree seeds on grass!')
return
}
const ok = this.onPlantTreeSeed?.(tileX, tileY, tile)
if (ok === false) this.onMessage?.('No tree seeds, or tile is occupied!')
else if (ok) this.onMessage?.('Tree seed planted! 🌱 (~2 min to grow)')
}
private tillSoil(tileX: number, tileY: number, tile: TileType): void {
if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
this.onMessage?.('Hoe only works on grass!')

View File

@@ -76,6 +76,16 @@ export class ResourceSystem {
this.removeSprite(id)
}
/**
* Spawns a sprite for a resource that was created at runtime
* (e.g. a tree grown from a seedling). The resource must already be
* present in the game state when this is called.
* @param node - The resource node to render
*/
public spawnResourcePublic(node: ResourceNodeState): void {
this.spawnSprite(node)
}
/** Called when WorldSystem changes a tile (e.g. after tree removed) */
syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
const state = stateManager.getState()

View File

@@ -0,0 +1,131 @@
import Phaser from 'phaser'
import { TILE_SIZE, TREE_SEEDLING_STAGE_MS } from '../config'
import { TileType, PLANTABLE_TILES } from '../types'
import type { TreeSeedlingState } from '../types'
import { stateManager } from '../StateManager'
import type { LocalAdapter } from '../NetworkAdapter'
import type { WorldSystem } from './WorldSystem'
export class TreeSeedlingSystem {
private scene: Phaser.Scene
private adapter: LocalAdapter
private worldSystem: WorldSystem
private sprites = new Map<string, Phaser.GameObjects.Image>()
/**
* @param scene - The Phaser scene this system belongs to
* @param adapter - Network adapter for dispatching state actions
* @param worldSystem - Used to refresh the terrain canvas when a seedling matures
*/
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
this.scene = scene
this.adapter = adapter
this.worldSystem = worldSystem
}
/** Spawns sprites for all seedlings that exist in the saved state. */
create(): void {
const state = stateManager.getState()
for (const s of Object.values(state.world.treeSeedlings)) {
this.spawnSprite(s)
}
}
/**
* Ticks all seedling growth timers and handles stage changes.
* Stage 0→1: updates the sprite to the sapling texture.
* Stage 1→2: removes the seedling, spawns a tree resource, and updates the terrain canvas.
* @param delta - Frame delta in milliseconds
*/
update(delta: number): void {
const advanced = stateManager.tickSeedlings(delta)
for (const id of advanced) {
const state = stateManager.getState()
const seedling = state.world.treeSeedlings[id]
if (!seedling) continue
if (seedling.stage === 2) {
// Fully mature: become a FOREST tile and a real tree resource
const { tileX, tileY } = seedling
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}_${Date.now()}`
this.adapter.send({
type: 'SPAWN_RESOURCE',
resource: { id: resourceId, tileX, tileY, kind: 'tree', hp: 3 },
})
} else {
// Stage 0→1: update sprite to sapling
const sprite = this.sprites.get(id)
if (sprite) sprite.setTexture(`seedling_${seedling.stage}`)
}
}
}
/**
* Attempts to plant a tree seedling on a grass tile.
* Validates that the stockpile has at least one tree_seed, the tile type is
* plantable (GRASS or DARK_GRASS), and no other object occupies the tile.
* @param tileX - Target tile column
* @param tileY - Target tile row
* @param underlyingTile - The current tile type (stored on the seedling for later restoration)
* @returns true if the seedling was planted, false if validation failed
*/
plantSeedling(tileX: number, tileY: number, underlyingTile: TileType): boolean {
const state = stateManager.getState()
if ((state.world.stockpile.tree_seed ?? 0) <= 0) return false
if (!PLANTABLE_TILES.has(underlyingTile)) return false
const occupied =
Object.values(state.world.resources).some(r => r.tileX === tileX && r.tileY === tileY) ||
Object.values(state.world.buildings).some(b => b.tileX === tileX && b.tileY === tileY) ||
Object.values(state.world.crops).some(c => c.tileX === tileX && c.tileY === tileY) ||
Object.values(state.world.treeSeedlings).some(s => s.tileX === tileX && s.tileY === tileY)
if (occupied) return false
const id = `seedling_${tileX}_${tileY}_${Date.now()}`
const seedling: TreeSeedlingState = {
id, tileX, tileY,
stage: 0,
stageTimerMs: TREE_SEEDLING_STAGE_MS,
underlyingTile,
}
this.adapter.send({ type: 'PLANT_TREE_SEED', seedling })
this.spawnSprite(seedling)
return true
}
/**
* Creates and registers the sprite for a seedling.
* @param s - Seedling state to render
*/
private spawnSprite(s: TreeSeedlingState): void {
const x = (s.tileX + 0.5) * TILE_SIZE
const y = (s.tileY + 0.5) * TILE_SIZE
const key = `seedling_${Math.min(s.stage, 2)}`
const sprite = this.scene.add.image(x, y, key)
.setOrigin(0.5, 0.85)
.setDepth(5)
this.sprites.set(s.id, sprite)
}
/**
* Destroys the sprite for a seedling and removes it from the registry.
* @param id - Seedling ID
*/
private removeSprite(id: string): void {
const s = this.sprites.get(id)
if (s) { s.destroy(); this.sprites.delete(id) }
}
/** Destroys all seedling sprites and clears the registry. */
destroy(): void {
for (const id of [...this.sprites.keys()]) this.removeSprite(id)
}
}

View File

@@ -11,6 +11,8 @@ import type { FarmingSystem } from './FarmingSystem'
const ARRIVAL_PX = 3
const WORK_LOG_MAX = 20
interface VillagerRuntime {
sprite: Phaser.GameObjects.Image
nameLabel: Phaser.GameObjects.Text
@@ -20,6 +22,8 @@ interface VillagerRuntime {
destination: 'job' | 'stockpile' | 'bed' | null
workTimer: number
idleScanTimer: number
/** Runtime-only activity log; not persisted. Max WORK_LOG_MAX entries. */
workLog: string[]
}
export class VillagerSystem {
@@ -35,19 +39,34 @@ export class VillagerSystem {
private nameIndex = 0
onMessage?: (msg: string) => void
onNisseClick?: (villagerId: string) => void
/**
* @param scene - The Phaser scene this system belongs to
* @param adapter - Network adapter for dispatching state actions
* @param worldSystem - Used for passability checks during pathfinding
*/
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
this.scene = scene
this.adapter = adapter
this.worldSystem = worldSystem
}
/** Wire in sibling systems after construction */
/**
* Wires in sibling systems that are not available at construction time.
* Must be called before create().
* @param resourceSystem - Used to remove harvested resource sprites
* @param farmingSystem - Used to remove harvested crop sprites
*/
init(resourceSystem: ResourceSystem, farmingSystem: FarmingSystem): void {
this.resourceSystem = resourceSystem
this.farmingSystem = farmingSystem
}
/**
* Spawns sprites for all Nisse that exist in the saved state
* and re-claims any active job targets.
*/
create(): void {
const state = stateManager.getState()
for (const v of Object.values(state.world.villagers)) {
@@ -57,6 +76,10 @@ export class VillagerSystem {
}
}
/**
* Advances the spawn timer and ticks every Nisse's AI.
* @param delta - Frame delta in milliseconds
*/
update(delta: number): void {
this.spawnTimer += delta
if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) {
@@ -72,6 +95,12 @@ export class VillagerSystem {
// ─── Per-villager tick ────────────────────────────────────────────────────
/**
* Dispatches the correct AI tick method based on the villager's current state,
* then syncs the sprite, name label, energy bar, and job icon to the state.
* @param v - Villager state from the store
* @param delta - Frame delta in milliseconds
*/
private tickVillager(v: VillagerState, delta: number): void {
const rt = this.runtime.get(v.id)
if (!rt) return
@@ -97,6 +126,14 @@ export class VillagerSystem {
// ─── IDLE ─────────────────────────────────────────────────────────────────
/**
* Handles the idle AI state: hauls items to stockpile if carrying any,
* seeks a bed if energy is low, otherwise picks the next job and begins walking.
* Applies a cooldown before scanning again if no job is found.
* @param v - Villager state
* @param rt - Villager runtime (sprites, path, timers)
* @param delta - Frame delta in milliseconds
*/
private tickIdle(v: VillagerState, rt: VillagerRuntime, delta: number): void {
// Decrement scan timer if cooling down
if (rt.idleScanTimer > 0) {
@@ -107,13 +144,21 @@ export class VillagerSystem {
// Carrying items? → find stockpile
if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
const sp = this.nearestBuilding(v, 'stockpile_zone')
if (sp) { this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile'); return }
if (sp) {
this.addLog(v.id, '→ Hauling to stockpile')
this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile')
return
}
}
// Low energy → find bed
if (v.energy < 25) {
const bed = this.findBed(v)
if (bed) { this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed'); return }
if (bed) {
this.addLog(v.id, '→ Going to sleep (low energy)')
this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed')
return
}
}
// Find a job
@@ -124,6 +169,7 @@ export class VillagerSystem {
type: 'VILLAGER_SET_JOB', villagerId: v.id,
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')
} else {
// No job available — wait before scanning again
@@ -133,6 +179,14 @@ export class VillagerSystem {
// ─── WALKING ──────────────────────────────────────────────────────────────
/**
* Advances the Nisse along its path toward the current destination.
* Calls onArrived when the path is exhausted.
* Drains energy slowly while walking.
* @param v - Villager state
* @param rt - Villager runtime
* @param delta - Frame delta in milliseconds
*/
private tickWalking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
if (rt.path.length === 0) {
this.onArrived(v, rt)
@@ -161,6 +215,12 @@ export class VillagerSystem {
;(v as { energy: number }).energy = Math.max(0, v.energy - delta * 0.0015)
}
/**
* Called when a Nisse reaches its destination tile.
* Transitions to the appropriate next AI state based on destination type.
* @param v - Villager state
* @param rt - Villager runtime
*/
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
switch (rt.destination) {
case 'job':
@@ -172,10 +232,12 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
rt.idleScanTimer = 0 // scan for a new job immediately after deposit
this.addLog(v.id, '✓ Deposited at stockpile')
break
case 'bed':
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'sleeping' })
this.addLog(v.id, '💤 Sleeping...')
break
default:
@@ -186,6 +248,14 @@ export class VillagerSystem {
// ─── WORKING ──────────────────────────────────────────────────────────────
/**
* Counts down the work timer and performs the harvest action on completion.
* Handles chop, mine, and farm job types.
* Returns the Nisse to idle when done.
* @param v - Villager state
* @param rt - Villager runtime
* @param delta - Frame delta in milliseconds
*/
private tickWorking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
rt.workTimer -= delta
// Wobble while working
@@ -206,7 +276,10 @@ export class VillagerSystem {
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.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
}
} else if (job.type === 'mine') {
const res = state.world.resources[job.targetId]
@@ -215,6 +288,7 @@ export class VillagerSystem {
// 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.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
}
} else if (job.type === 'farm') {
const crop = state.world.crops[job.targetId]
@@ -222,6 +296,7 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_HARVEST_CROP', villagerId: v.id, cropId: job.targetId })
this.farmingSystem.removeCropSpritePublic(job.targetId)
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
this.addLog(v.id, `✓ Farmed ${crop.kind}`)
}
}
@@ -237,6 +312,12 @@ export class VillagerSystem {
// ─── SLEEPING ─────────────────────────────────────────────────────────────
/**
* Restores energy while sleeping. Returns to idle once energy is full.
* @param v - Villager state
* @param rt - Villager runtime
* @param delta - Frame delta in milliseconds
*/
private tickSleeping(v: VillagerState, rt: VillagerRuntime, delta: number): void {
;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04)
// Gentle bob while sleeping
@@ -244,11 +325,19 @@ export class VillagerSystem {
if (v.energy >= 100) {
rt.sprite.setAngle(0)
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
this.addLog(v.id, '✓ Woke up (energy full)')
}
}
// ─── Job picking (RimWorld-style priority) ────────────────────────────────
/**
* Selects the best available job for a Nisse based on their priority settings.
* Among jobs at the same priority level, the closest one wins.
* 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
@@ -289,6 +378,15 @@ export class VillagerSystem {
// ─── Pathfinding ──────────────────────────────────────────────────────────
/**
* Computes a path from the Nisse's current tile to the target tile and
* begins walking. If no path is found, the job is cleared and a cooldown applied.
* @param v - Villager state
* @param rt - Villager runtime
* @param tileX - Target tile X
* @param tileY - Target tile Y
* @param dest - Semantic destination type (used by onArrived)
*/
private beginWalk(v: VillagerState, rt: VillagerRuntime, tileX: number, tileY: number, dest: VillagerRuntime['destination']): void {
const sx = Math.floor(v.x / TILE_SIZE)
const sy = Math.floor(v.y / TILE_SIZE)
@@ -310,6 +408,11 @@ export class VillagerSystem {
// ─── Building finders ─────────────────────────────────────────────────────
/**
* Returns the nearest building of the given kind to the Nisse, or null if none exist.
* @param v - Villager state (used as reference position)
* @param kind - Building kind to search for
*/
private nearestBuilding(v: VillagerState, kind: string): { tileX: number; tileY: number } | null {
const state = stateManager.getState()
const hits = Object.values(state.world.buildings).filter(b => b.kind === kind)
@@ -319,6 +422,11 @@ export class VillagerSystem {
return hits.sort((a, b) => Math.hypot(a.tileX - vx, a.tileY - vy) - Math.hypot(b.tileX - vx, b.tileY - vy))[0]
}
/**
* Returns the Nisse's assigned bed if it still exists, otherwise the nearest bed.
* Returns null if no beds are placed.
* @param v - Villager state
*/
private findBed(v: VillagerState): { id: string; tileX: number; tileY: number } | null {
const state = stateManager.getState()
// Prefer assigned bed
@@ -328,6 +436,10 @@ export class VillagerSystem {
// ─── Spawning ─────────────────────────────────────────────────────────────
/**
* Attempts to spawn a new Nisse if a free bed is available and the
* current population is below the bed count.
*/
private trySpawn(): void {
const state = stateManager.getState()
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed')
@@ -361,6 +473,11 @@ export class VillagerSystem {
// ─── Sprite management ────────────────────────────────────────────────────
/**
* Creates and registers all runtime objects (sprite, 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)
@@ -372,9 +489,20 @@ export class VillagerSystem {
const energyBar = this.scene.add.graphics().setDepth(12)
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: [] })
}
/**
* Redraws the energy bar graphic for a Nisse at the given world position.
* Color transitions green → orange → red as energy decreases.
* @param g - Graphics object to draw into
* @param x - World X center of the Nisse
* @param y - World Y center of the Nisse
* @param energy - Current energy value (0100)
*/
private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void {
const W = 20, H = 3
g.clear()
@@ -383,8 +511,29 @@ export class VillagerSystem {
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 ───────────────────────────────────────────────────────────
/**
* Returns a short human-readable status string for the given Nisse,
* suitable for display in UI panels.
* @param villagerId - The Nisse's ID
* @returns Status string, or '—' if the Nisse is not found
*/
getStatusText(villagerId: string): string {
const v = stateManager.getState().world.villagers[villagerId]
if (!v) return '—'
@@ -397,6 +546,37 @@ export class VillagerSystem {
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
* that is currently in the 'walking' state. Used by DebugSystem for
* pathfinding visualization.
* @returns Array of path entries, one per walking Nisse
*/
getActivePaths(): Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> {
const state = stateManager.getState()
const result: Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> = []
for (const v of Object.values(state.world.villagers)) {
if (v.aiState !== 'walking') continue
const rt = this.runtime.get(v.id)
if (!rt) continue
result.push({ x: v.x, y: v.y, path: [...rt.path] })
}
return result
}
/**
* Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down.
*/
destroy(): void {
for (const rt of this.runtime.values()) {
rt.sprite.destroy(); rt.nameLabel.destroy()

View File

@@ -21,19 +21,23 @@ export class WorldSystem {
private tileset!: Phaser.Tilemaps.Tileset
private bgImage!: Phaser.GameObjects.Image
private builtLayer!: Phaser.Tilemaps.TilemapLayer
private bgCanvasTexture!: Phaser.Textures.CanvasTexture
/** @param scene - The Phaser scene this system belongs to */
constructor(scene: Phaser.Scene) {
this.scene = scene
}
/**
* Generates the terrain background canvas from saved tile data,
* creates the built-tile tilemap layer, and sets camera bounds.
*/
create(): void {
const state = stateManager.getState()
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
const canvas = document.createElement('canvas')
canvas.width = WORLD_TILES
canvas.height = WORLD_TILES
const ctx = canvas.getContext('2d')!
const canvasTexture = this.scene.textures.createCanvas('terrain_bg', WORLD_TILES, WORLD_TILES) as Phaser.Textures.CanvasTexture
const ctx = canvasTexture.context
for (let y = 0; y < WORLD_TILES; y++) {
for (let x = 0; x < WORLD_TILES; x++) {
@@ -43,12 +47,14 @@ export class WorldSystem {
}
}
this.scene.textures.addCanvas('terrain_bg', canvas)
canvasTexture.refresh()
this.bgCanvasTexture = canvasTexture
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
.setOrigin(0, 0)
.setScale(TILE_SIZE)
.setDepth(0)
this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
canvasTexture.setFilter(Phaser.Textures.FilterMode.LINEAR)
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
this.map = this.scene.make.tilemap({
@@ -81,10 +87,18 @@ export class WorldSystem {
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
}
/** Returns the built-tile tilemap layer (floor, wall, soil). */
getLayer(): Phaser.Tilemaps.TilemapLayer {
return this.builtLayer
}
/**
* Places or removes a tile on the built layer.
* Built tile types are added; natural types remove the built-layer entry.
* @param tileX - Tile column
* @param tileY - Tile row
* @param type - New tile type to apply
*/
setTile(tileX: number, tileY: number, type: TileType): void {
const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL])
if (BUILT_TILES.has(type)) {
@@ -95,6 +109,12 @@ export class WorldSystem {
}
}
/**
* Returns whether the tile at the given coordinates can be walked on.
* Out-of-bounds tiles are treated as impassable.
* @param tileX - Tile column
* @param tileY - Tile row
*/
isPassable(tileX: number, tileY: number): boolean {
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
const state = stateManager.getState()
@@ -102,6 +122,12 @@ export class WorldSystem {
return !IMPASSABLE.has(tile)
}
/**
* Converts world pixel coordinates to tile coordinates.
* @param worldX - World X in pixels
* @param worldY - World Y in pixels
* @returns Integer tile position
*/
worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } {
return {
tileX: Math.floor(worldX / TILE_SIZE),
@@ -109,6 +135,12 @@ export class WorldSystem {
}
}
/**
* Converts tile coordinates to the world pixel center of that tile.
* @param tileX - Tile column
* @param tileY - Tile row
* @returns World pixel center position
*/
tileToWorld(tileX: number, tileY: number): { x: number; y: number } {
return {
x: tileX * TILE_SIZE + TILE_SIZE / 2,
@@ -116,11 +148,32 @@ export class WorldSystem {
}
}
/**
* Returns the tile type at the given tile coordinates from saved state.
* @param tileX - Tile column
* @param tileY - Tile row
*/
getTileType(tileX: number, tileY: number): TileType {
const state = stateManager.getState()
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
}
/**
* Updates a single tile's pixel on the background canvas and refreshes the GPU texture.
* Used when a natural tile changes at runtime (e.g. DARK_GRASS → GRASS after recovery,
* or GRASS → FOREST when a seedling matures).
* @param tileX - Tile column
* @param tileY - Tile row
* @param type - New tile type to reflect visually
*/
refreshTerrainTile(tileX: number, tileY: number, type: TileType): void {
const color = BIOME_COLORS[type] ?? '#0a2210'
this.bgCanvasTexture.context.fillStyle = color
this.bgCanvasTexture.context.fillRect(tileX, tileY, 1, 1)
this.bgCanvasTexture.refresh()
}
/** Destroys the tilemap and background image. */
destroy(): void {
this.map.destroy()
this.bgImage.destroy()

View File

@@ -20,7 +20,10 @@ export const IMPASSABLE = new Set<number>([
TileType.WALL,
])
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot'
/** 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'
@@ -90,6 +93,18 @@ export interface PlayerState {
inventory: Partial<Record<ItemId, number>>
}
export interface TreeSeedlingState {
id: string
tileX: number
tileY: number
/** Growth stage: 0 = sprout, 1 = sapling, 2 = mature (converts to resource). */
stage: number
/** Time remaining until next stage advance, in milliseconds. */
stageTimerMs: number
/** The tile type that was under the seedling when planted (GRASS or DARK_GRASS). */
underlyingTile: TileType
}
export interface WorldState {
seed: number
tiles: number[]
@@ -98,6 +113,13 @@ export interface WorldState {
crops: Record<string, CropState>
villagers: Record<string, VillagerState>
stockpile: Partial<Record<ItemId, number>>
/** Planted tree seedlings, keyed by ID. */
treeSeedlings: Record<string, TreeSeedlingState>
/**
* Recovery timers for DARK_GRASS tiles, keyed by "tileX,tileY".
* Value is remaining milliseconds until the tile reverts to GRASS.
*/
tileRecovery: Record<string, number>
}
export interface GameStateData {
@@ -123,3 +145,7 @@ export type GameAction =
| { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string }
| { type: 'VILLAGER_DEPOSIT'; villagerId: string }
| { type: 'UPDATE_PRIORITIES'; villagerId: string; priorities: JobPriorities }
| { type: 'PLANT_TREE_SEED'; seedling: TreeSeedlingState }
| { type: 'REMOVE_TREE_SEEDLING'; seedlingId: string }
| { type: 'SPAWN_RESOURCE'; resource: ResourceNodeState }
| { type: 'TILE_RECOVERY_START'; tileX: number; tileY: number }