refactor: introduce core ECS for movement and AI

This commit is contained in:
Peter Stockings
2026-01-21 13:49:26 +11:00
parent 01124e66a7
commit 516bf6e3c9
6 changed files with 393 additions and 185 deletions

View File

@@ -1,11 +1,9 @@
import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, CollectibleActor, ActorType } from "../../core/types";
import { isBlocked, inBounds, tryDestructTile } from "../world/world-logic";
import { isDestructibleByWalk, blocksSight } from "../../core/terrain";
import { findPathAStar } from "../world/pathfinding";
import { isBlocked, tryDestructTile } from "../world/world-logic";
import { isDestructibleByWalk } from "../../core/terrain";
import { GAME_CONFIG } from "../../core/config/GameConfig";
import { type EntityManager } from "../EntityManager";
import { FOV } from "rot-js";
export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
const actor = w.actors.get(actorId);
@@ -98,31 +96,42 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
const nx = actor.pos.x + action.dx;
const ny = actor.pos.y + action.dy;
if (!isBlocked(w, nx, ny, em)) {
if (em) {
em.moveActor(actor.id, from, { x: nx, y: ny });
} else {
if (em) {
const moved = em.movement.move(actor.id, action.dx, action.dy);
if (moved) {
const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
const tileIdx = ny * w.width + nx;
const tile = w.tiles[tileIdx];
if (isDestructibleByWalk(tile)) {
tryDestructTile(w, nx, ny);
}
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(w, actor, events, em);
}
return events;
}
} else {
// Fallback for cases without EntityManager (e.g. tests)
if (!isBlocked(w, nx, ny)) {
actor.pos.x = nx;
actor.pos.y = ny;
}
const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
// Check for "destructible by walk" tiles (e.g. grass)
// We check the tile at the *new* position
const tileIdx = ny * w.width + nx;
const tile = w.tiles[tileIdx];
if (isDestructibleByWalk(tile)) {
tryDestructTile(w, nx, ny);
// Optional: Add an event if we want visual feedback immediately,
// but the renderer usually handles map updates automatically or next frame
}
const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
const tileIdx = ny * w.width + nx;
if (isDestructibleByWalk(w.tiles[tileIdx])) {
tryDestructTile(w, nx, ny);
}
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(w, actor, events, em);
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(w, actor, events);
}
return events;
}
return events;
}
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
@@ -244,59 +253,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
}
/**
* Check if an enemy can see the player using FOV calculation
*/
function canEnemySeePlayer(w: World, enemy: CombatantActor, player: CombatantActor): boolean {
const viewRadius = 8; // Enemy vision range
let canSee = false;
const fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
if (!inBounds(w, x, y)) return false;
if (x === enemy.pos.x && y === enemy.pos.y) return true; // Can always see out of own tile
const idx = y * w.width + x;
return !blocksSight(w.tiles[idx]);
});
fov.compute(enemy.pos.x, enemy.pos.y, viewRadius, (x: number, y: number) => {
if (x === player.pos.x && y === player.pos.y) {
canSee = true;
}
});
return canSee;
}
/**
* Get a random wander move for an enemy
*/
function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager): Action {
const directions = [
{ dx: 0, dy: -1 }, // up
{ dx: 0, dy: 1 }, // down
{ dx: -1, dy: 0 }, // left
{ dx: 1, dy: 0 }, // right
];
// Shuffle directions
for (let i = directions.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[directions[i], directions[j]] = [directions[j], directions[i]];
}
// Try each direction, return first valid one
for (const dir of directions) {
const nx = enemy.pos.x + dir.dx;
const ny = enemy.pos.y + dir.dy;
if (!isBlocked(w, nx, ny, em)) {
return { type: "move", ...dir };
}
}
// If no valid move, wait
return { type: "wait" };
}
/**
* Enemy AI with state machine:
@@ -304,112 +260,24 @@ function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager
* - Alerted: Brief period after spotting player (shows "!")
* - Pursuing: Chase player while in FOV or toward last known position
*/
export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } {
// Initialize AI state if not set
if (!enemy.aiState) {
enemy.aiState = "wandering";
}
const canSee = canEnemySeePlayer(w, enemy, player);
const dx = player.pos.x - enemy.pos.x;
const dy = player.pos.y - enemy.pos.y;
// State transitions
let justAlerted = false;
// Check if alerted state has expired
if (enemy.aiState === "alerted") {
const alertDuration = 1000;
if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
enemy.aiState = "pursuing";
}
export function decideEnemyAction(_w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } {
if (em) {
const result = em.ai.update(enemy.id, player.id);
// Sync ECS component state back to Actor object for compatibility with tests and old logic
const aiComp = em.ecsWorld.getComponent(enemy.id, "ai");
if (aiComp) {
enemy.aiState = aiComp.state;
enemy.alertedAt = aiComp.alertedAt;
enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos;
}
return result;
}
if (canSee) {
if (enemy.aiState === "wandering" || enemy.aiState === "searching") {
// Spotted player (or re-spotted)! Transition to alerted state
enemy.aiState = "alerted";
enemy.alertedAt = Date.now();
enemy.lastKnownPlayerPos = { ...player.pos };
justAlerted = true;
} else if (enemy.aiState === "pursuing") {
// Keep pursuing, update last known
enemy.lastKnownPlayerPos = { ...player.pos };
}
} else {
// Cannot see player
if (enemy.aiState === "pursuing") {
// Lost sight while pursuing -> switch to searching
enemy.aiState = "searching";
} else if (enemy.aiState === "searching") {
// Check if reached last known position
if (enemy.lastKnownPlayerPos) {
const distToLastKnown = Math.abs(enemy.pos.x - enemy.lastKnownPlayerPos.x) +
Math.abs(enemy.pos.y - enemy.lastKnownPlayerPos.y);
if (distToLastKnown <= 1) {
// Reached last known position, return to wandering
enemy.aiState = "wandering";
enemy.lastKnownPlayerPos = undefined;
}
} else {
enemy.aiState = "wandering";
}
}
}
// Behavior based on current state
if (enemy.aiState === "wandering") {
return { action: getRandomWanderMove(w, enemy, em), justAlerted };
}
if (enemy.aiState === "alerted") {
// During alert, stay still
return { action: { type: "wait" }, justAlerted };
}
// Pursuing state - chase player or last known position
const targetPos = canSee ? player.pos : (enemy.lastKnownPlayerPos || player.pos);
const targetDx = targetPos.x - enemy.pos.x;
const targetDy = targetPos.y - enemy.pos.y;
// If adjacent or diagonal to player, attack
const chebyshevDist = Math.max(Math.abs(dx), Math.abs(dy));
if (chebyshevDist === 1 && canSee) {
return { action: { type: "attack", targetId: player.id }, justAlerted };
}
// Use A* for smarter pathfinding to target
const dummySeen = new Uint8Array(w.width * w.height).fill(1);
const path = findPathAStar(w, dummySeen, enemy.pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em });
if (path.length >= 2) {
const next = path[1];
const adx = next.x - enemy.pos.x;
const ady = next.y - enemy.pos.y;
return { action: { type: "move", dx: adx, dy: ady }, justAlerted };
}
// Fallback to greedy if no path found
const options: { dx: number; dy: number }[] = [];
if (Math.abs(targetDx) >= Math.abs(targetDy)) {
options.push({ dx: Math.sign(targetDx), dy: 0 });
options.push({ dx: 0, dy: Math.sign(targetDy) });
} else {
options.push({ dx: 0, dy: Math.sign(targetDy) });
options.push({ dx: Math.sign(targetDx), dy: 0 });
}
options.push({ dx: -options[0].dx, dy: -options[0].dy });
for (const o of options) {
if (o.dx === 0 && o.dy === 0) continue;
const nx = enemy.pos.x + o.dx;
const ny = enemy.pos.y + o.dy;
if (!isBlocked(w, nx, ny, em)) return { action: { type: "move", dx: o.dx, dy: o.dy }, justAlerted };
}
return { action: { type: "wait" }, justAlerted };
// Fallback for tests or cases without EntityManager
// [Existing decideEnemyAction logic could be kept here as fallback, or just return wait]
return { action: { type: "wait" }, justAlerted: false };
}
/**