Compare commits
11 Commits
fix/ui-opa
...
master
| Author | SHA1 | Date | |
|---|---|---|---|
| 42c076b568 | |||
| fc10201469 | |||
| 6eeb47c720 | |||
| fcf805d4d2 | |||
| ccc224e2b9 | |||
| 202ff435f7 | |||
| a6c2aa5309 | |||
| 3bf143993e | |||
| 0a706b8def | |||
| ae6c14d9a1 | |||
| 3e099d92e2 |
@@ -7,7 +7,12 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
|
||||
|
||||
## [Unreleased]
|
||||
|
||||
### Added
|
||||
- **Demolish Mode** (Issue #50): New 💥 Demolish button in the action bar; hover shows a red ghost over any building with a refund percentage; buildings demolished within 3 minutes return 100% of costs (linear decay to 0%); mine footprint tiles are unblocked on teardown; Nisse working inside a demolished building are rescued and resume idle; tile types are restored where applicable (floor/wall/chest → grass)
|
||||
- **Mine Building** (Issue #42): 3×2 building placeable only on resource-free ROCK tiles (costs: 200 wood + 50 stone); Nisse with mine priority walk to the entrance, disappear inside for 15 s, then reappear carrying 2 stone; up to 3 Nisse work simultaneously; ⛏ X/3 status label shown directly on the building in world space; surface rock harvesting remains functional alongside the building
|
||||
|
||||
### Fixed
|
||||
- **Debug-Panel überlagert Nisse-Info-Panel** (Issue #41): F3-Debug-Panel weicht dynamisch aus — wenn das Nisse-Info-Panel offen ist, erscheint das Debug-Panel unterhalb davon statt darüber
|
||||
- **Stockpile-Overlay Transparenz** (Issue #39): `updateStaticPanelOpacity()` verwendete `setAlpha()` statt `setFillStyle()` — dadurch wurde die Opacity quadratisch statt linear angewendet; bei 100 % blieb das Panel sichtbar transparent
|
||||
- **Action Bar Transparenz** (Issue #40): Action Bar ignorierte `uiOpacity` komplett — Hintergrund war hardcoded auf 0.92; wird jetzt korrekt mit `uiOpacity` erstellt und per `updateStaticPanelOpacity()` live aktualisiert
|
||||
|
||||
|
||||
@@ -233,7 +233,7 @@ class StateManager {
|
||||
w.tiles[action.tileY * WORLD_TILES + action.tileX] = action.tile; break
|
||||
|
||||
case 'PLACE_BUILDING': {
|
||||
w.buildings[action.building.id] = action.building
|
||||
w.buildings[action.building.id] = { ...action.building, builtAt: w.gameTime }
|
||||
for (const [k, v] of Object.entries(action.costs))
|
||||
w.stockpile[k as ItemId] = Math.max(0, (w.stockpile[k as ItemId] ?? 0) - (v ?? 0))
|
||||
if (action.building.kind === 'forester_hut') {
|
||||
@@ -415,6 +415,8 @@ class StateManager {
|
||||
if (b.kind === 'forester_hut' && !p.world.foresterZones[b.id]) {
|
||||
p.world.foresterZones[b.id] = { buildingId: b.id, tiles: [] }
|
||||
}
|
||||
// Migrate buildings without builtAt (pre-demolish saves): set to 0 = no refund
|
||||
if (typeof (b as any).builtAt === 'undefined') (b as any).builtAt = 0
|
||||
}
|
||||
return p
|
||||
} catch (_) { return null }
|
||||
|
||||
@@ -20,8 +20,18 @@ export const BUILDING_COSTS: Record<BuildingType, Record<string, number>> = {
|
||||
bed: { wood: 6 },
|
||||
stockpile_zone:{ wood: 0 },
|
||||
forester_hut: { wood: 50 },
|
||||
mine: { stone: 50, wood: 200 },
|
||||
}
|
||||
|
||||
/** Maximum number of Nisse that can work inside a mine simultaneously. */
|
||||
export const MINE_CAPACITY = 3
|
||||
|
||||
/** Milliseconds a Nisse spends inside a mine per visit. */
|
||||
export const MINE_WORK_MS = 15_000
|
||||
|
||||
/** Stone yielded per mine visit. */
|
||||
export const MINE_STONE_YIELD = 2
|
||||
|
||||
/** Max Chebyshev radius (in tiles) that a forester hut's zone can extend. */
|
||||
export const FORESTER_ZONE_RADIUS = 5
|
||||
|
||||
@@ -51,6 +61,9 @@ export const VILLAGER_NAMES = [
|
||||
'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
|
||||
]
|
||||
|
||||
/** Milliseconds after placement during which demolishing gives a full refund (linearly decays to 0%). */
|
||||
export const DEMOLISH_REFUND_MS = 180_000 // 3 minutes
|
||||
|
||||
export const SAVE_KEY = 'tg_save_v5'
|
||||
export const AUTOSAVE_INTERVAL = 30_000
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import Phaser from 'phaser'
|
||||
import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
|
||||
import { AUTOSAVE_INTERVAL, TILE_SIZE, MINE_CAPACITY } from '../config'
|
||||
import { TileType } from '../types'
|
||||
import type { BuildingType } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
@@ -27,6 +27,8 @@ export class GameScene extends Phaser.Scene {
|
||||
foresterZoneSystem!: ForesterZoneSystem
|
||||
private autosaveTimer = 0
|
||||
private menuOpen = false
|
||||
/** World-space status labels for mine buildings, keyed by building ID. */
|
||||
private mineStatusTexts = new Map<string, Phaser.GameObjects.Text>()
|
||||
|
||||
constructor() { super({ key: 'Game' }) }
|
||||
|
||||
@@ -62,6 +64,31 @@ export class GameScene extends Phaser.Scene {
|
||||
this.events.emit('toast', msg)
|
||||
this.renderPersistentObjects()
|
||||
}
|
||||
this.buildingSystem.onDemolishModeChange = (active) => this.events.emit('demolishModeChanged', active)
|
||||
this.buildingSystem.onDemolished = (building, refund) => {
|
||||
// Remove the building sprite
|
||||
this.children.getByName(`bobj_${building.id}`)?.destroy()
|
||||
|
||||
// Mine-specific cleanup: unblock the 5 passability tiles and remove status label
|
||||
if (building.kind === 'mine') {
|
||||
for (let dy = 0; dy < 2; dy++) {
|
||||
for (let dx = 0; dx < 3; dx++) {
|
||||
if (dx === 1 && dy === 1) continue // entrance tile was never blocked
|
||||
this.worldSystem.removeResourceTile(building.tileX + dx, building.tileY + dy)
|
||||
}
|
||||
}
|
||||
this.mineStatusTexts.get(building.id)?.destroy()
|
||||
this.mineStatusTexts.delete(building.id)
|
||||
}
|
||||
|
||||
// Rescue any Nisse working in or walking to this building
|
||||
this.villagerSystem.rescueNisseFromBuilding(building.id)
|
||||
|
||||
const refundMsg = Object.keys(refund).length
|
||||
? ` (+${Object.entries(refund).map(([k, v]) => `${v} ${k}`).join(', ')})`
|
||||
: ' (no refund)'
|
||||
this.events.emit('toast', `Demolished ${building.kind}${refundMsg}`)
|
||||
}
|
||||
|
||||
this.farmingSystem.create()
|
||||
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
|
||||
@@ -100,7 +127,7 @@ export class GameScene extends Phaser.Scene {
|
||||
// Detect left-clicks on forester huts to open the zone panel
|
||||
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||
if (ptr.rightButtonDown() || this.menuOpen) return
|
||||
if (this.buildingSystem.isActive()) return
|
||||
if (this.buildingSystem.isActive() || this.buildingSystem.isDemolishActive()) return
|
||||
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||
const state = stateManager.getState()
|
||||
@@ -114,7 +141,9 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
this.scene.launch('UI')
|
||||
|
||||
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
|
||||
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
|
||||
this.events.on('activateDemolish', () => this.buildingSystem.activateDemolish())
|
||||
this.events.on('deactivateDemolish', () => this.buildingSystem.deactivateDemolish())
|
||||
this.events.on('uiMenuOpen', () => { this.menuOpen = true })
|
||||
this.events.on('uiMenuClose', () => { this.menuOpen = false })
|
||||
this.events.on('uiRequestBuildMenu', () => {
|
||||
@@ -165,6 +194,7 @@ export class GameScene extends Phaser.Scene {
|
||||
|
||||
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
|
||||
this.buildingSystem.update()
|
||||
this.updateMineStatusLabels()
|
||||
|
||||
this.autosaveTimer -= delta
|
||||
if (this.autosaveTimer <= 0) {
|
||||
@@ -203,10 +233,105 @@ export class GameScene extends Phaser.Scene {
|
||||
g.fillStyle(0x2a1500); g.fillRect(wx - 4, wy + 1, 8, 8)
|
||||
// Tree symbol on the roof
|
||||
g.fillStyle(0x228B22); g.fillTriangle(wx - 6, wy - 11, wx + 6, wy - 11, wx, wy - 20)
|
||||
} else if (building.kind === 'mine') {
|
||||
this.renderMineBuilding(building)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws a mine building (3×2 tiles) at the given building position.
|
||||
* Blocks the 5 non-entrance tiles in the WorldSystem passability index and
|
||||
* creates a world-space status label showing current / max workers.
|
||||
* @param building - The mine building state to render
|
||||
*/
|
||||
private renderMineBuilding(building: ReturnType<typeof stateManager.getState>['world']['buildings'][string]): void {
|
||||
const name = `bobj_${building.id}`
|
||||
const left = building.tileX * TILE_SIZE
|
||||
const top = building.tileY * TILE_SIZE
|
||||
const W = TILE_SIZE * 3 // 96 px
|
||||
const H = TILE_SIZE * 2 // 64 px
|
||||
|
||||
const g = this.add.graphics().setName(name).setDepth(building.tileY + 6)
|
||||
|
||||
// Rocky stone face
|
||||
g.fillStyle(0x424242); g.fillRect(left, top, W, H)
|
||||
|
||||
// Stone texture highlights — top row
|
||||
g.fillStyle(0x5a5a5a, 0.7)
|
||||
g.fillRect(left + 4, top + 3, 20, 10)
|
||||
g.fillRect(left + 28, top + 5, 18, 9)
|
||||
g.fillRect(left + 52, top + 3, 22, 11)
|
||||
g.fillRect(left + 76, top + 5, 14, 10)
|
||||
|
||||
// Stone highlights — bottom row sides (left of entrance, right of entrance)
|
||||
g.fillRect(left + 4, top + 36, 16, 10)
|
||||
g.fillRect(left + 70, top + 37, 18, 10)
|
||||
g.fillStyle(0x3a3a3a, 0.5)
|
||||
g.fillRect(left + 6, top + 50, 18, 8)
|
||||
g.fillRect(left + 68, top + 51, 16, 8)
|
||||
|
||||
// Wooden support posts flanking entrance
|
||||
g.fillStyle(0x8B4513)
|
||||
g.fillRect(left + 30, top + 22, 8, H - 22) // left post
|
||||
g.fillRect(left + 58, top + 22, 8, H - 22) // right post
|
||||
|
||||
// Lintel beam across top of entrance
|
||||
g.fillStyle(0x6B3311)
|
||||
g.fillRect(left + 28, top + 20, 40, 10)
|
||||
|
||||
// Horizontal wood grain lines on posts
|
||||
g.lineStyle(1, 0x5C2A00, 0.4)
|
||||
for (let yy = top + 28; yy < top + H; yy += 7) {
|
||||
g.lineBetween(left + 30, yy, left + 38, yy)
|
||||
g.lineBetween(left + 58, yy, left + 66, yy)
|
||||
}
|
||||
|
||||
// Mine shaft (dark entrance opening)
|
||||
g.fillStyle(0x0d0d0d); g.fillRect(left + 38, top + 30, 20, H - 30)
|
||||
g.fillStyle(0x000000, 0.5); g.fillRect(left + 38, top + 30, 4, H - 30) // left shadow
|
||||
|
||||
// Rail track at entrance floor
|
||||
g.fillStyle(0x888888); g.fillRect(left + 42, top + H - 5, 12, 2)
|
||||
g.fillStyle(0x777777)
|
||||
g.fillRect(left + 44, top + H - 8, 2, 6)
|
||||
g.fillRect(left + 50, top + H - 8, 2, 6)
|
||||
|
||||
// Block the 5 non-entrance tiles in the passability index.
|
||||
// Entrance = (tileX+1, tileY+1) — stays passable.
|
||||
for (let dy = 0; dy < 2; dy++) {
|
||||
for (let dx = 0; dx < 3; dx++) {
|
||||
if (dx === 1 && dy === 1) continue // entrance tile: skip
|
||||
this.worldSystem.addResourceTile(building.tileX + dx, building.tileY + dy)
|
||||
}
|
||||
}
|
||||
|
||||
// Create the ⛏ X/3 status label above the building (only once)
|
||||
if (!this.mineStatusTexts.has(building.id)) {
|
||||
const cx = left + W / 2
|
||||
const st = this.add.text(cx, top - 4, `⛏ 0/${MINE_CAPACITY}`, {
|
||||
fontSize: '10px', color: '#ffdd88', fontFamily: 'monospace',
|
||||
backgroundColor: '#00000088', padding: { x: 2, y: 1 },
|
||||
}).setOrigin(0.5, 1).setDepth(building.tileY + 7)
|
||||
this.mineStatusTexts.set(building.id, st)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the ⛏ X/3 status label for every mine building each frame.
|
||||
* Counts Nisse currently working (inside) the mine from the game state.
|
||||
*/
|
||||
private updateMineStatusLabels(): void {
|
||||
const state = stateManager.getState()
|
||||
const villagers = Object.values(state.world.villagers)
|
||||
for (const [buildingId, text] of this.mineStatusTexts) {
|
||||
const count = villagers.filter(
|
||||
v => v.job?.targetId === buildingId && v.aiState === 'working'
|
||||
).length
|
||||
text.setText(`⛏ ${count}/${MINE_CAPACITY}`)
|
||||
}
|
||||
}
|
||||
|
||||
/** Saves game state and destroys all systems cleanly on scene shutdown. */
|
||||
shutdown(): void {
|
||||
stateManager.save()
|
||||
|
||||
@@ -67,9 +67,11 @@ export class UIScene extends Phaser.Scene {
|
||||
private actionBuildLabel!: Phaser.GameObjects.Text
|
||||
private actionNisseBtn!: Phaser.GameObjects.Rectangle
|
||||
private actionNisseLabel!: Phaser.GameObjects.Text
|
||||
private actionDemolishBtn!: Phaser.GameObjects.Rectangle
|
||||
private actionDemolishLabel!: Phaser.GameObjects.Text
|
||||
private actionTrayGroup!: Phaser.GameObjects.Group
|
||||
private actionTrayVisible = false
|
||||
private activeCategory: 'build' | 'nisse' | null = null
|
||||
private activeCategory: 'build' | 'nisse' | 'demolish' | null = null
|
||||
|
||||
constructor() { super({ key: 'UI' }) }
|
||||
|
||||
@@ -89,10 +91,16 @@ export class UIScene extends Phaser.Scene {
|
||||
this.createActionBar()
|
||||
|
||||
const gameScene = this.scene.get('Game')
|
||||
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
||||
gameScene.events.on('farmToolChanged', (t: FarmingTool, l: string) => this.onFarmToolChanged(t, l))
|
||||
gameScene.events.on('toast', (m: string) => this.showToast(m))
|
||||
gameScene.events.on('openBuildMenu', () => this.toggleBuildMenu())
|
||||
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
||||
gameScene.events.on('farmToolChanged', (t: FarmingTool, l: string) => this.onFarmToolChanged(t, l))
|
||||
gameScene.events.on('toast', (m: string) => this.showToast(m))
|
||||
gameScene.events.on('openBuildMenu', () => this.toggleBuildMenu())
|
||||
gameScene.events.on('demolishModeChanged', (active: boolean) => {
|
||||
if (!active && this.activeCategory === 'demolish') {
|
||||
this.activeCategory = null
|
||||
this.updateCategoryHighlights()
|
||||
}
|
||||
})
|
||||
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.B)
|
||||
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
|
||||
@@ -229,9 +237,10 @@ export class UIScene extends Phaser.Scene {
|
||||
{ kind: 'bed', label: '🛏 Bed', cost: '6 wood (+1 villager)' },
|
||||
{ kind: 'stockpile_zone', label: '📦 Stockpile', cost: 'free (workers deliver here)' },
|
||||
{ kind: 'forester_hut', label: '🌲 Forester Hut', cost: '50 wood' },
|
||||
{ kind: 'mine', label: '⛏ Mine', cost: '200 wood + 50 stone (place on ROCK)' },
|
||||
]
|
||||
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 168
|
||||
const bg = this.add.rectangle(menuX, menuY, 300, 326, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
|
||||
const menuX = this.scale.width / 2 - 150, menuY = this.scale.height / 2 - 186
|
||||
const bg = this.add.rectangle(menuX, menuY, 300, 372, 0x000000, this.uiOpacity).setOrigin(0,0).setScrollFactor(0).setDepth(200)
|
||||
this.buildMenuGroup.add(bg)
|
||||
this.buildMenuGroup.add(this.add.text(menuX + 150, menuY + 14, 'BUILD MENU [B/ESC]', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setOrigin(0.5,0).setScrollFactor(0).setDepth(201))
|
||||
|
||||
@@ -405,7 +414,7 @@ export class UIScene extends Phaser.Scene {
|
||||
/** Creates the debug panel text object (initially hidden). */
|
||||
private createDebugPanel(): void {
|
||||
const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
|
||||
this.debugPanelText = this.add.text(10, 80, '', {
|
||||
this.debugPanelText = this.add.text(10, 10, '', {
|
||||
fontSize: '12px',
|
||||
color: '#cccccc',
|
||||
backgroundColor: `#000000${hexAlpha}`,
|
||||
@@ -419,9 +428,20 @@ export class UIScene extends Phaser.Scene {
|
||||
private toggleDebugPanel(): void {
|
||||
this.debugActive = !this.debugActive
|
||||
this.debugPanelText.setVisible(this.debugActive)
|
||||
this.repositionDebugPanel()
|
||||
this.scene.get('Game').events.emit('debugToggle')
|
||||
}
|
||||
|
||||
/**
|
||||
* Repositions the debug panel to avoid overlapping the Nisse info panel.
|
||||
* When the Nisse info panel is open, the debug panel shifts below it.
|
||||
*/
|
||||
private repositionDebugPanel(): void {
|
||||
const NISSE_PANEL_H = 120 + 10 * 14 + 16 // matches buildNisseInfoPanel: 276px
|
||||
const debugY = this.nisseInfoVisible ? 10 + NISSE_PANEL_H + 10 : 10
|
||||
this.debugPanelText.setY(debugY)
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads current debug data from DebugSystem and updates the panel text.
|
||||
* Called every frame while debug mode is active.
|
||||
@@ -551,9 +571,9 @@ export class UIScene extends Phaser.Scene {
|
||||
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
|
||||
if (this.settingsVisible) { this.closeSettings(); 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.
|
||||
// Build/farm/demolish mode: let their systems handle ESC. Skip opening the ESC menu.
|
||||
if (this.inBuildMode || this.inFarmMode) return
|
||||
if (this.activeCategory === 'demolish') { this.deactivateCategory(); return }
|
||||
this.openEscMenu()
|
||||
}
|
||||
|
||||
@@ -879,6 +899,7 @@ export class UIScene extends Phaser.Scene {
|
||||
this.nisseInfoId = villagerId
|
||||
this.nisseInfoVisible = true
|
||||
this.buildNisseInfoPanel()
|
||||
this.repositionDebugPanel()
|
||||
}
|
||||
|
||||
/** Closes and destroys the Nisse info panel. */
|
||||
@@ -888,6 +909,7 @@ export class UIScene extends Phaser.Scene {
|
||||
this.nisseInfoId = null
|
||||
this.nisseInfoGroup.destroy(true)
|
||||
this.nisseInfoGroup = this.add.group()
|
||||
this.repositionDebugPanel()
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1201,14 +1223,28 @@ export class UIScene extends Phaser.Scene {
|
||||
this.actionNisseLabel = this.add.text(148, barY + UIScene.BAR_H / 2, '👥 Nisse', {
|
||||
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
|
||||
|
||||
this.actionDemolishBtn = this.add.rectangle(200, barY + 8, 88, 32, 0x3a1a1a, this.uiOpacity)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
|
||||
this.actionDemolishBtn.on('pointerover', () => {
|
||||
if (this.activeCategory !== 'demolish') this.actionDemolishBtn.setFillStyle(0x5a2a2a, this.uiOpacity)
|
||||
})
|
||||
this.actionDemolishBtn.on('pointerout', () => {
|
||||
if (this.activeCategory !== 'demolish') this.actionDemolishBtn.setFillStyle(0x3a1a1a, this.uiOpacity)
|
||||
})
|
||||
this.actionDemolishBtn.on('pointerdown', () => this.toggleCategory('demolish'))
|
||||
|
||||
this.actionDemolishLabel = this.add.text(244, barY + UIScene.BAR_H / 2, '💥 Demolish', {
|
||||
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
|
||||
}
|
||||
|
||||
/**
|
||||
* Toggles the given action bar category on or off.
|
||||
* Selecting the active category deselects it; selecting a new one closes the previous.
|
||||
* @param cat - The category to toggle ('build' or 'nisse')
|
||||
* @param cat - The category to toggle
|
||||
*/
|
||||
private toggleCategory(cat: 'build' | 'nisse'): void {
|
||||
private toggleCategory(cat: 'build' | 'nisse' | 'demolish'): void {
|
||||
if (this.activeCategory === cat) {
|
||||
this.deactivateCategory()
|
||||
return
|
||||
@@ -1216,14 +1252,17 @@ export class UIScene extends Phaser.Scene {
|
||||
// Close whatever was open before
|
||||
if (this.activeCategory === 'build') this.closeActionTray()
|
||||
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
if (this.activeCategory === 'demolish') this.scene.get('Game').events.emit('deactivateDemolish')
|
||||
|
||||
this.activeCategory = cat
|
||||
this.updateCategoryHighlights()
|
||||
|
||||
if (cat === 'build') {
|
||||
this.openActionTray()
|
||||
} else {
|
||||
} else if (cat === 'nisse') {
|
||||
this.openVillagerPanel()
|
||||
} else {
|
||||
this.scene.get('Game').events.emit('activateDemolish')
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1233,17 +1272,19 @@ export class UIScene extends Phaser.Scene {
|
||||
private deactivateCategory(): void {
|
||||
if (this.activeCategory === 'build') this.closeActionTray()
|
||||
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
if (this.activeCategory === 'demolish') this.scene.get('Game').events.emit('deactivateDemolish')
|
||||
this.activeCategory = null
|
||||
this.updateCategoryHighlights()
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the visual highlight of the Build and Nisse buttons
|
||||
* Updates the visual highlight of the Build, Nisse, and Demolish buttons
|
||||
* to reflect the current active category.
|
||||
*/
|
||||
private updateCategoryHighlights(): void {
|
||||
this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, this.uiOpacity)
|
||||
this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, this.uiOpacity)
|
||||
this.actionDemolishBtn.setFillStyle(this.activeCategory === 'demolish' ? 0x7a3d3d : 0x3a1a1a, this.uiOpacity)
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1271,6 +1312,7 @@ export class UIScene extends Phaser.Scene {
|
||||
{ kind: 'bed', emoji: '🛏', label: 'Bed' },
|
||||
{ kind: 'stockpile_zone', emoji: '📦', label: 'Stockpile' },
|
||||
{ kind: 'forester_hut', emoji: '🌲', label: 'Forester' },
|
||||
{ kind: 'mine', emoji: '⛏', label: 'Mine' },
|
||||
]
|
||||
|
||||
const itemW = 84
|
||||
@@ -1337,7 +1379,9 @@ export class UIScene extends Phaser.Scene {
|
||||
this.actionBuildBtn.setPosition(8, height - UIScene.BAR_H + 8)
|
||||
this.actionBuildLabel.setPosition(48, height - UIScene.BAR_H + UIScene.BAR_H / 2)
|
||||
this.actionNisseBtn.setPosition(104, height - UIScene.BAR_H + 8)
|
||||
this.actionNisseLabel.setPosition(144, height - UIScene.BAR_H + UIScene.BAR_H / 2)
|
||||
this.actionNisseLabel.setPosition(148, height - UIScene.BAR_H + UIScene.BAR_H / 2)
|
||||
this.actionDemolishBtn.setPosition(200, height - UIScene.BAR_H + 8)
|
||||
this.actionDemolishLabel.setPosition(244, height - UIScene.BAR_H + UIScene.BAR_H / 2)
|
||||
if (this.actionTrayVisible) this.closeActionTray()
|
||||
// Close centered panels — their position is calculated on open, so they
|
||||
// would be off-center if left open during a resize
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE, BUILDING_COSTS } from '../config'
|
||||
import { TILE_SIZE, BUILDING_COSTS, DEMOLISH_REFUND_MS } from '../config'
|
||||
import { TileType, IMPASSABLE } from '../types'
|
||||
import type { BuildingType } from '../types'
|
||||
import type { BuildingType, BuildingState, ItemId } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
import type { LocalAdapter } from '../NetworkAdapter'
|
||||
|
||||
@@ -12,10 +12,18 @@ const BUILDING_TILE: Partial<Record<BuildingType, TileType>> = {
|
||||
// bed and stockpile_zone do NOT change the underlying tile
|
||||
}
|
||||
|
||||
/** Tile type to restore when a building that changed its tile is demolished. */
|
||||
const DEMOLISH_RESTORE_TILE: Partial<Record<BuildingType, TileType>> = {
|
||||
floor: TileType.GRASS,
|
||||
wall: TileType.GRASS,
|
||||
chest: TileType.GRASS,
|
||||
}
|
||||
|
||||
export class BuildingSystem {
|
||||
private scene: Phaser.Scene
|
||||
private adapter: LocalAdapter
|
||||
private active = false
|
||||
private demolishActive = false
|
||||
private selectedBuilding: BuildingType = 'floor'
|
||||
private ghost!: Phaser.GameObjects.Rectangle
|
||||
private ghostLabel!: Phaser.GameObjects.Text
|
||||
@@ -24,12 +32,23 @@ export class BuildingSystem {
|
||||
|
||||
onModeChange?: (active: boolean, building: BuildingType) => void
|
||||
onPlaced?: (msg: string) => void
|
||||
onDemolishModeChange?: (active: boolean) => void
|
||||
/**
|
||||
* Called after a building is demolished with the removed building data and the refund items.
|
||||
* @param building - The BuildingState that was removed
|
||||
* @param refund - Items returned to stockpile
|
||||
*/
|
||||
onDemolished?: (building: BuildingState, refund: Partial<Record<ItemId, number>>) => void
|
||||
|
||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
|
||||
this.scene = scene
|
||||
this.adapter = adapter
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialises ghost sprite, label, and keyboard/pointer handlers for
|
||||
* both build mode and demolish mode.
|
||||
*/
|
||||
create(): void {
|
||||
this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
|
||||
this.ghost.setDepth(1000)
|
||||
@@ -47,20 +66,64 @@ export class BuildingSystem {
|
||||
this.buildKey = this.scene.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.B)
|
||||
this.cancelKey = this.scene.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
|
||||
|
||||
// Click to place
|
||||
// Click to place (build mode) or demolish (demolish mode)
|
||||
this.scene.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||
if (!this.active) return
|
||||
if (ptr.rightButtonDown()) {
|
||||
this.deactivate()
|
||||
if (this.active) this.deactivate()
|
||||
if (this.demolishActive) this.deactivateDemolish()
|
||||
return
|
||||
}
|
||||
this.tryPlace(ptr)
|
||||
if (this.active) this.tryPlace(ptr)
|
||||
else if (this.demolishActive) this.tryDemolish(ptr)
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the tile footprint dimensions for the given building type.
|
||||
* @param kind - The building type to query
|
||||
* @returns Width and height in tiles
|
||||
*/
|
||||
private getFootprint(kind: BuildingType): { w: number; h: number } {
|
||||
if (kind === 'mine') return { w: 3, h: 2 }
|
||||
return { w: 1, h: 1 }
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all tile positions occupied by the given building,
|
||||
* expanding multi-tile buildings (e.g. mine: 3×2) to their full footprint.
|
||||
* @param b - The building state to expand
|
||||
* @returns Array of tile positions in the building's footprint
|
||||
*/
|
||||
private getBuildingFootprintTiles(b: BuildingState): Array<{ tileX: number; tileY: number }> {
|
||||
if (b.kind === 'mine') {
|
||||
const result: Array<{ tileX: number; tileY: number }> = []
|
||||
for (let dy = 0; dy < 2; dy++)
|
||||
for (let dx = 0; dx < 3; dx++)
|
||||
result.push({ tileX: b.tileX + dx, tileY: b.tileY + dy })
|
||||
return result
|
||||
}
|
||||
return [{ tileX: b.tileX, tileY: b.tileY }]
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the building whose footprint contains the given tile, if any.
|
||||
* @param tileX - Tile column to check
|
||||
* @param tileY - Tile row to check
|
||||
* @returns The matching BuildingState, or undefined
|
||||
*/
|
||||
private findBuildingAtTile(tileX: number, tileY: number): BuildingState | undefined {
|
||||
const buildings = Object.values(stateManager.getState().world.buildings)
|
||||
return buildings.find(b =>
|
||||
this.getBuildingFootprintTiles(b).some(t => t.tileX === tileX && t.tileY === tileY)
|
||||
)
|
||||
}
|
||||
|
||||
/** Select a building type and activate build mode */
|
||||
selectBuilding(kind: BuildingType): void {
|
||||
if (this.demolishActive) this.deactivateDemolish()
|
||||
this.selectedBuilding = kind
|
||||
const { w, h } = this.getFootprint(kind)
|
||||
this.ghost.setSize(w * TILE_SIZE, h * TILE_SIZE)
|
||||
this.activate()
|
||||
}
|
||||
|
||||
@@ -80,6 +143,37 @@ export class BuildingSystem {
|
||||
|
||||
isActive(): boolean { return this.active }
|
||||
|
||||
/**
|
||||
* Activates demolish mode. Deactivates build mode if currently active.
|
||||
* In demolish mode the ghost turns red and clicking a building removes it.
|
||||
*/
|
||||
activateDemolish(): void {
|
||||
if (this.active) this.deactivate()
|
||||
this.demolishActive = true
|
||||
this.ghost.setSize(TILE_SIZE, TILE_SIZE)
|
||||
this.ghost.setFillStyle(0xFF2222, 0.35)
|
||||
this.ghost.setStrokeStyle(2, 0xFF2222, 0.9)
|
||||
this.ghost.setVisible(true)
|
||||
this.ghostLabel.setVisible(true)
|
||||
this.onDemolishModeChange?.(true)
|
||||
}
|
||||
|
||||
/**
|
||||
* Deactivates demolish mode and hides the ghost.
|
||||
*/
|
||||
deactivateDemolish(): void {
|
||||
this.demolishActive = false
|
||||
this.ghost.setVisible(false)
|
||||
this.ghostLabel.setVisible(false)
|
||||
this.onDemolishModeChange?.(false)
|
||||
}
|
||||
|
||||
/** Returns true if demolish mode is currently active. */
|
||||
isDemolishActive(): boolean { return this.demolishActive }
|
||||
|
||||
/**
|
||||
* Updates ghost position and label each frame for both build and demolish modes.
|
||||
*/
|
||||
update(): void {
|
||||
if (Phaser.Input.Keyboard.JustDown(this.buildKey)) {
|
||||
if (this.active) this.deactivate()
|
||||
@@ -87,23 +181,30 @@ export class BuildingSystem {
|
||||
}
|
||||
if (Phaser.Input.Keyboard.JustDown(this.cancelKey)) {
|
||||
this.deactivate()
|
||||
this.deactivateDemolish()
|
||||
}
|
||||
|
||||
if (!this.active) return
|
||||
if (this.active) {
|
||||
this.updateBuildGhost()
|
||||
} else if (this.demolishActive) {
|
||||
this.updateDemolishGhost()
|
||||
}
|
||||
}
|
||||
|
||||
// Update ghost to follow mouse (snapped to tile grid)
|
||||
/**
|
||||
* Updates the green/red build-mode ghost to follow the mouse, snapped to the tile grid.
|
||||
*/
|
||||
private updateBuildGhost(): void {
|
||||
const ptr = this.scene.input.activePointer
|
||||
const worldX = ptr.worldX
|
||||
const worldY = ptr.worldY
|
||||
const tileX = Math.floor(worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(worldY / TILE_SIZE)
|
||||
const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
|
||||
const snapY = tileY * TILE_SIZE + TILE_SIZE / 2
|
||||
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||
const { w, h } = this.getFootprint(this.selectedBuilding)
|
||||
const snapX = tileX * TILE_SIZE + (w * TILE_SIZE) / 2
|
||||
const snapY = tileY * TILE_SIZE + (h * TILE_SIZE) / 2
|
||||
|
||||
this.ghost.setPosition(snapX, snapY)
|
||||
this.ghostLabel.setPosition(snapX, snapY - TILE_SIZE / 2 - 2)
|
||||
this.ghostLabel.setPosition(snapX, snapY - (h * TILE_SIZE) / 2 - 2)
|
||||
|
||||
// Color ghost based on can-build
|
||||
const canBuild = this.canBuildAt(tileX, tileY)
|
||||
const color = canBuild ? 0x00FF00 : 0xFF4444
|
||||
this.ghost.setFillStyle(color, 0.35)
|
||||
@@ -114,8 +215,62 @@ export class BuildingSystem {
|
||||
this.ghostLabel.setText(`${this.selectedBuilding} [${costStr}]`)
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the red demolish ghost to follow the mouse. Highlights the hovered building's
|
||||
* footprint and shows the refund percentage in the label.
|
||||
*/
|
||||
private updateDemolishGhost(): void {
|
||||
const ptr = this.scene.input.activePointer
|
||||
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||
|
||||
const building = this.findBuildingAtTile(tileX, tileY)
|
||||
if (building) {
|
||||
const { w, h } = this.getFootprint(building.kind)
|
||||
const snapX = building.tileX * TILE_SIZE + (w * TILE_SIZE) / 2
|
||||
const snapY = building.tileY * TILE_SIZE + (h * TILE_SIZE) / 2
|
||||
this.ghost.setSize(w * TILE_SIZE, h * TILE_SIZE)
|
||||
this.ghost.setPosition(snapX, snapY)
|
||||
this.ghostLabel.setPosition(snapX, snapY - (h * TILE_SIZE) / 2 - 2)
|
||||
this.ghost.setFillStyle(0xFF2222, 0.45)
|
||||
this.ghost.setStrokeStyle(2, 0xFF2222, 1)
|
||||
|
||||
const refundPct = this.calcRefundPct(building)
|
||||
const label = refundPct > 0
|
||||
? `${building.kind} [refund ${Math.round(refundPct * 100)}%]`
|
||||
: `${building.kind} [no refund]`
|
||||
this.ghostLabel.setText(label)
|
||||
} else {
|
||||
// No building under cursor — small neutral ghost
|
||||
const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
|
||||
const snapY = tileY * TILE_SIZE + TILE_SIZE / 2
|
||||
this.ghost.setSize(TILE_SIZE, TILE_SIZE)
|
||||
this.ghost.setPosition(snapX, snapY)
|
||||
this.ghostLabel.setPosition(snapX, snapY - TILE_SIZE / 2 - 2)
|
||||
this.ghost.setFillStyle(0x444444, 0.2)
|
||||
this.ghost.setStrokeStyle(1, 0x666666, 0.5)
|
||||
this.ghostLabel.setText('')
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates the refund fraction (0–1) for a building based on how long ago it was built.
|
||||
* Returns 1.0 within the first 3 minutes, decaying linearly to 0.
|
||||
* @param building - The building to evaluate
|
||||
* @returns Refund fraction between 0 and 1
|
||||
*/
|
||||
private calcRefundPct(building: BuildingState): number {
|
||||
const elapsed = stateManager.getGameTime() - (building.builtAt ?? 0)
|
||||
return Math.max(0, 1 - elapsed / DEMOLISH_REFUND_MS)
|
||||
}
|
||||
|
||||
private canBuildAt(tileX: number, tileY: number): boolean {
|
||||
const state = stateManager.getState()
|
||||
|
||||
if (this.selectedBuilding === 'mine') {
|
||||
return this.canPlaceMineAt(tileX, tileY)
|
||||
}
|
||||
|
||||
const tile = state.world.tiles[tileY * 512 + tileX] as TileType // 512 = WORLD_TILES
|
||||
|
||||
// Can only build on passable ground tiles (not water, not existing buildings)
|
||||
@@ -141,6 +296,40 @@ export class BuildingSystem {
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks whether a 3×2 mine can be placed with top-left at (tileX, tileY).
|
||||
* All 6 tiles must be ROCK with no resources and no overlapping buildings.
|
||||
* @param tileX - Top-left tile column
|
||||
* @param tileY - Top-left tile row
|
||||
*/
|
||||
private canPlaceMineAt(tileX: number, tileY: number): boolean {
|
||||
const state = stateManager.getState()
|
||||
|
||||
// Check costs
|
||||
const costs = BUILDING_COSTS.mine
|
||||
for (const [item, qty] of Object.entries(costs)) {
|
||||
const have = state.world.stockpile[item as keyof typeof state.world.stockpile] ?? 0
|
||||
if (have < qty) return false
|
||||
}
|
||||
|
||||
const resources = Object.values(state.world.resources)
|
||||
const buildings = Object.values(state.world.buildings)
|
||||
|
||||
for (let dy = 0; dy < 2; dy++) {
|
||||
for (let dx = 0; dx < 3; dx++) {
|
||||
const tx = tileX + dx, ty = tileY + dy
|
||||
// Must be ROCK
|
||||
if ((state.world.tiles[ty * 512 + tx] as TileType) !== TileType.ROCK) return false
|
||||
// No resource on this tile
|
||||
if (resources.some(r => r.tileX === tx && r.tileY === ty)) return false
|
||||
// No existing building footprint overlapping this tile
|
||||
if (buildings.some(b => this.getBuildingFootprintTiles(b).some(t => t.tileX === tx && t.tileY === ty))) return false
|
||||
}
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
private tryPlace(ptr: Phaser.Input.Pointer): void {
|
||||
const worldX = ptr.worldX
|
||||
const worldY = ptr.worldY
|
||||
@@ -148,33 +337,92 @@ export class BuildingSystem {
|
||||
const tileY = Math.floor(worldY / TILE_SIZE)
|
||||
|
||||
if (!this.canBuildAt(tileX, tileY)) {
|
||||
this.onPlaced?.('Cannot build here!')
|
||||
const missing = this.getMissingResources(tileX, tileY)
|
||||
this.onPlaced?.(missing.length ? `Need: ${missing}` : 'Cannot build here!')
|
||||
return
|
||||
}
|
||||
|
||||
const costs = BUILDING_COSTS[this.selectedBuilding] ?? {}
|
||||
const building = {
|
||||
const building: BuildingState = {
|
||||
id: `building_${tileX}_${tileY}_${Date.now()}`,
|
||||
tileX,
|
||||
tileY,
|
||||
kind: this.selectedBuilding,
|
||||
ownerId: stateManager.getState().player.id,
|
||||
builtAt: stateManager.getGameTime(),
|
||||
}
|
||||
|
||||
this.adapter.send({ type: 'PLACE_BUILDING', building, costs })
|
||||
// Only change the tile type for buildings that have a floor/wall tile mapping
|
||||
const tileMapped = BUILDING_TILE[this.selectedBuilding]
|
||||
if (tileMapped !== undefined) {
|
||||
this.adapter.send({
|
||||
type: 'CHANGE_TILE',
|
||||
tileX,
|
||||
tileY,
|
||||
tile: tileMapped,
|
||||
})
|
||||
// Mine keeps its ROCK tile type; footprint blocking is handled in renderPersistentObjects.
|
||||
// Other buildings change tile type where applicable.
|
||||
if (this.selectedBuilding !== 'mine') {
|
||||
const tileMapped = BUILDING_TILE[this.selectedBuilding]
|
||||
if (tileMapped !== undefined) {
|
||||
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: tileMapped })
|
||||
}
|
||||
}
|
||||
this.onPlaced?.(`Placed ${this.selectedBuilding}!`)
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a human-readable string describing which resources are missing
|
||||
* to build the currently selected building at the given tile.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
* @returns Comma-separated missing resource string, or empty string if nothing is missing
|
||||
*/
|
||||
private getMissingResources(tileX: number, tileY: number): string {
|
||||
const state = stateManager.getState()
|
||||
const costs = BUILDING_COSTS[this.selectedBuilding] ?? {}
|
||||
const parts: string[] = []
|
||||
for (const [item, qty] of Object.entries(costs)) {
|
||||
const have = state.world.stockpile[item as keyof typeof state.world.stockpile] ?? 0
|
||||
if (have < qty) parts.push(`${qty - have} ${item}`)
|
||||
}
|
||||
return parts.join(', ')
|
||||
}
|
||||
|
||||
/**
|
||||
* Attempts to demolish the building at the clicked tile.
|
||||
* Calculates the time-based refund, removes the building from state,
|
||||
* restores the tile type if applicable, and fires onDemolished.
|
||||
* @param ptr - The pointer that was clicked
|
||||
*/
|
||||
private tryDemolish(ptr: Phaser.Input.Pointer): void {
|
||||
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||
|
||||
const building = this.findBuildingAtTile(tileX, tileY)
|
||||
if (!building) return
|
||||
|
||||
// Calculate refund
|
||||
const costs = BUILDING_COSTS[building.kind] ?? {}
|
||||
const refundPct = this.calcRefundPct(building)
|
||||
const refund: Partial<Record<ItemId, number>> = {}
|
||||
for (const [item, qty] of Object.entries(costs)) {
|
||||
const amount = Math.floor((qty ?? 0) * refundPct)
|
||||
if (amount > 0) refund[item as ItemId] = amount
|
||||
}
|
||||
|
||||
this.adapter.send({ type: 'REMOVE_BUILDING', buildingId: building.id })
|
||||
|
||||
// Restore tile type for buildings that changed it on placement
|
||||
const restoreTile = DEMOLISH_RESTORE_TILE[building.kind]
|
||||
if (restoreTile !== undefined) {
|
||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: building.tileX, tileY: building.tileY, tile: restoreTile })
|
||||
}
|
||||
|
||||
// Return resources to stockpile
|
||||
if (Object.keys(refund).length > 0) {
|
||||
this.adapter.send({ type: 'ADD_ITEMS', items: refund })
|
||||
}
|
||||
|
||||
this.onDemolished?.(building, refund)
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleans up ghost sprites on scene shutdown.
|
||||
*/
|
||||
destroy(): void {
|
||||
this.ghost.destroy()
|
||||
this.ghostLabel.destroy()
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES } from '../config'
|
||||
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES, WORLD_TILES, MINE_CAPACITY, MINE_WORK_MS, MINE_STONE_YIELD } from '../config'
|
||||
import { TileType, PLANTABLE_TILES } from '../types'
|
||||
import type { VillagerState, VillagerJob, JobType, AIState, ItemId } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
@@ -37,7 +37,8 @@ export class VillagerSystem {
|
||||
private farmingSystem!: FarmingSystem
|
||||
|
||||
private runtime = new Map<string, VillagerRuntime>()
|
||||
private claimed = new Set<string>() // target IDs currently claimed by a villager
|
||||
private claimed = new Set<string>() // target IDs currently claimed (resources, crops, etc.)
|
||||
private mineClaimsMap = new Map<string, number>() // mine building ID → number of claimed slots
|
||||
private spawnTimer = 0
|
||||
private nameIndex = 0
|
||||
|
||||
@@ -72,6 +73,48 @@ export class VillagerSystem {
|
||||
this.farmingSystem = farmingSystem
|
||||
}
|
||||
|
||||
// ─── Claim helpers ────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Claims a job target. Mine buildings use a capacity counter (up to MINE_CAPACITY);
|
||||
* all other targets use the exclusive claimed Set.
|
||||
* @param targetId - The resource, crop, or building ID being claimed
|
||||
*/
|
||||
private claimTarget(targetId: string): void {
|
||||
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
|
||||
this.mineClaimsMap.set(targetId, (this.mineClaimsMap.get(targetId) ?? 0) + 1)
|
||||
} else {
|
||||
this.claimed.add(targetId)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Releases a job target claim.
|
||||
* @param targetId - The previously claimed target ID
|
||||
*/
|
||||
private releaseTarget(targetId: string): void {
|
||||
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
|
||||
const n = this.mineClaimsMap.get(targetId) ?? 0
|
||||
if (n <= 1) this.mineClaimsMap.delete(targetId)
|
||||
else this.mineClaimsMap.set(targetId, n - 1)
|
||||
} else {
|
||||
this.claimed.delete(targetId)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if the given target is fully claimed.
|
||||
* Mine buildings are claimed when their worker count reaches MINE_CAPACITY.
|
||||
* All other targets are claimed exclusively.
|
||||
* @param targetId - The target ID to check
|
||||
*/
|
||||
private isTargetClaimed(targetId: string): boolean {
|
||||
if (stateManager.getState().world.buildings[targetId]?.kind === 'mine') {
|
||||
return (this.mineClaimsMap.get(targetId) ?? 0) >= MINE_CAPACITY
|
||||
}
|
||||
return this.claimed.has(targetId)
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns sprites for all Nisse that exist in the saved state
|
||||
* and re-claims any active job targets.
|
||||
@@ -81,7 +124,7 @@ export class VillagerSystem {
|
||||
for (const v of Object.values(state.world.villagers)) {
|
||||
this.spawnSprite(v)
|
||||
// Re-claim any active job targets
|
||||
if (v.job) this.claimed.add(v.job.targetId)
|
||||
if (v.job) this.claimTarget(v.job.targetId)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -173,7 +216,7 @@ export class VillagerSystem {
|
||||
// Find a job
|
||||
const job = this.pickJob(v)
|
||||
if (job) {
|
||||
this.claimed.add(job.targetId)
|
||||
this.claimTarget(job.targetId)
|
||||
this.adapter.send({
|
||||
type: 'VILLAGER_SET_JOB', villagerId: v.id,
|
||||
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
|
||||
@@ -232,10 +275,20 @@ export class VillagerSystem {
|
||||
*/
|
||||
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
|
||||
switch (rt.destination) {
|
||||
case 'job':
|
||||
rt.workTimer = VILLAGER_WORK_TIMES[v.job?.type ?? 'chop'] ?? 3000
|
||||
case 'job': {
|
||||
// Mine buildings take longer than surface-rock mining and hide the Nisse sprite.
|
||||
const isMineBuilding = v.job?.type === 'mine' &&
|
||||
stateManager.getState().world.buildings[v.job.targetId]?.kind === 'mine'
|
||||
rt.workTimer = isMineBuilding ? MINE_WORK_MS : (VILLAGER_WORK_TIMES[v.job?.type ?? 'chop'] ?? 3000)
|
||||
if (isMineBuilding) {
|
||||
rt.sprite.setVisible(false)
|
||||
rt.nameLabel.setVisible(false)
|
||||
rt.energyBar.setVisible(false)
|
||||
rt.jobIcon.setVisible(false)
|
||||
}
|
||||
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'working' })
|
||||
break
|
||||
}
|
||||
|
||||
case 'stockpile':
|
||||
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
|
||||
@@ -276,7 +329,7 @@ export class VillagerSystem {
|
||||
const job = v.job
|
||||
if (!job) { this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' }); return }
|
||||
|
||||
this.claimed.delete(job.targetId)
|
||||
this.releaseTarget(job.targetId)
|
||||
const state = stateManager.getState()
|
||||
|
||||
if (job.type === 'chop') {
|
||||
@@ -293,13 +346,27 @@ export class VillagerSystem {
|
||||
this.addLog(v.id, `✓ Chopped tree (+2 wood, +${seeds} tree seed)`)
|
||||
}
|
||||
} else if (job.type === 'mine') {
|
||||
const res = state.world.resources[job.targetId]
|
||||
if (res) {
|
||||
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
|
||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
|
||||
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
|
||||
this.resourceSystem.removeResource(job.targetId)
|
||||
this.addLog(v.id, '✓ Mined rock (+2 stone)')
|
||||
const building = state.world.buildings[job.targetId]
|
||||
if (building?.kind === 'mine') {
|
||||
// Mine building: yield stone directly into carrying, then show the Nisse again
|
||||
const mutableJob = v.job as { carrying: Partial<Record<'stone', number>> }
|
||||
mutableJob.carrying.stone = (mutableJob.carrying.stone ?? 0) + MINE_STONE_YIELD
|
||||
rt.sprite.setVisible(true)
|
||||
rt.nameLabel.setVisible(true)
|
||||
rt.energyBar.setVisible(true)
|
||||
rt.jobIcon.setVisible(true)
|
||||
this.addLog(v.id, `✓ Mined (+${MINE_STONE_YIELD} stone) at mine`)
|
||||
} else {
|
||||
// Surface rock: ROCK tile stays ROCK after mining
|
||||
const res = state.world.resources[job.targetId]
|
||||
if (res) {
|
||||
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
|
||||
// ROCK tile stays ROCK after mining — empty rocky ground remains passable
|
||||
// and valid for mine building placement.
|
||||
this.worldSystem.removeResourceTile(res.tileX, res.tileY)
|
||||
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]
|
||||
@@ -400,7 +467,7 @@ export class VillagerSystem {
|
||||
const naturalChop: C[] = []
|
||||
|
||||
for (const res of resources) {
|
||||
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
|
||||
if (res.kind !== 'tree' || this.isTargetClaimed(res.id)) continue
|
||||
// Skip trees with no reachable neighbour — A* cannot reach them.
|
||||
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
|
||||
const c: C = { type: 'chop', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.chop }
|
||||
@@ -415,8 +482,15 @@ export class VillagerSystem {
|
||||
}
|
||||
|
||||
if (p.mine > 0) {
|
||||
// Mine buildings: walk to entrance tile (tileX+1, tileY+1) and work inside
|
||||
for (const b of buildings) {
|
||||
if (b.kind !== 'mine' || this.isTargetClaimed(b.id)) continue
|
||||
const eTileX = b.tileX + 1, eTileY = b.tileY + 1
|
||||
candidates.push({ type: 'mine', targetId: b.id, tileX: eTileX, tileY: eTileY, dist: dist(eTileX, eTileY), pri: p.mine })
|
||||
}
|
||||
// Surface rocks (still valid without a mine building)
|
||||
for (const res of resources) {
|
||||
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
|
||||
if (res.kind !== 'rock' || this.isTargetClaimed(res.id)) continue
|
||||
// Same reachability guard for rock tiles.
|
||||
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
|
||||
candidates.push({ type: 'mine', targetId: res.id, tileX: res.tileX, tileY: res.tileY, dist: dist(res.tileX, res.tileY), pri: p.mine })
|
||||
@@ -425,7 +499,7 @@ export class VillagerSystem {
|
||||
|
||||
if (p.farm > 0) {
|
||||
for (const crop of crops) {
|
||||
if (crop.stage < crop.maxStage || this.claimed.has(crop.id)) continue
|
||||
if (crop.stage < crop.maxStage || this.isTargetClaimed(crop.id)) continue
|
||||
candidates.push({ type: 'farm', targetId: crop.id, tileX: crop.tileX, tileY: crop.tileY, dist: dist(crop.tileX, crop.tileY), pri: p.farm })
|
||||
}
|
||||
}
|
||||
@@ -436,7 +510,7 @@ export class VillagerSystem {
|
||||
for (const key of zone.tiles) {
|
||||
const [tx, ty] = key.split(',').map(Number)
|
||||
const targetId = `forester_tile_${tx}_${ty}`
|
||||
if (this.claimed.has(targetId)) continue
|
||||
if (this.isTargetClaimed(targetId)) continue
|
||||
// Skip if tile is not plantable
|
||||
const tileType = state.world.tiles[ty * WORLD_TILES + tx] as TileType
|
||||
if (!PLANTABLE_TILES.has(tileType)) continue
|
||||
@@ -480,7 +554,7 @@ export class VillagerSystem {
|
||||
|
||||
if (!path) {
|
||||
if (v.job) {
|
||||
this.claimed.delete(v.job.targetId)
|
||||
this.releaseTarget(v.job.targetId)
|
||||
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
|
||||
}
|
||||
rt.idleScanTimer = 4000 // longer delay after failed pathfind to avoid tight retry loops
|
||||
@@ -693,6 +767,33 @@ export class VillagerSystem {
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
*/
|
||||
/**
|
||||
* Rescues all Nisse that were working inside a demolished building.
|
||||
* Makes hidden sprites visible again, clears their jobs, and resets AI to idle.
|
||||
* Also releases any mine-capacity claims for that building.
|
||||
* @param buildingId - ID of the building that was demolished
|
||||
*/
|
||||
rescueNisseFromBuilding(buildingId: string): void {
|
||||
this.mineClaimsMap.delete(buildingId)
|
||||
const state = stateManager.getState()
|
||||
for (const v of Object.values(state.world.villagers)) {
|
||||
if (v.job?.targetId !== buildingId) continue
|
||||
const rt = this.runtime.get(v.id)
|
||||
if (!rt) continue
|
||||
// Make sprite visible in case the Nisse was hidden inside the mine
|
||||
rt.sprite.setVisible(true)
|
||||
rt.nameLabel.setVisible(true)
|
||||
rt.energyBar.setVisible(true)
|
||||
rt.jobIcon.setVisible(true)
|
||||
rt.workTimer = 0
|
||||
rt.idleScanTimer = 0
|
||||
this.claimed.delete(buildingId)
|
||||
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
|
||||
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
|
||||
this.addLog(v.id, '! Building demolished — resuming')
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
|
||||
@@ -32,7 +32,7 @@ export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_
|
||||
|
||||
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot' | 'tree_seed'
|
||||
|
||||
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone' | 'forester_hut'
|
||||
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone' | 'forester_hut' | 'mine'
|
||||
|
||||
export type CropKind = 'wheat' | 'carrot'
|
||||
|
||||
@@ -81,6 +81,8 @@ export interface BuildingState {
|
||||
tileY: number
|
||||
kind: BuildingType
|
||||
ownerId: string
|
||||
/** In-game time (ms) when the building was placed. Used for demolish refund calculation. */
|
||||
builtAt: number
|
||||
}
|
||||
|
||||
export interface CropState {
|
||||
|
||||
Reference in New Issue
Block a user