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