Begin refactoring GameScene

This commit is contained in:
Peter Stockings
2026-01-26 15:30:14 +11:00
parent 1d7be54fd9
commit ef7d85750f
46 changed files with 2459 additions and 1291 deletions

View File

@@ -3,24 +3,24 @@ import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, Collecti
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 { type EntityAccessor } from "../EntityAccessor";
import { AISystem } from "../ecs/AISystem";
import { Prefabs } from "../ecs/Prefabs";
export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
const actor = w.actors.get(actorId);
export function applyAction(w: World, actorId: EntityId, action: Action, accessor: EntityAccessor): SimEvent[] {
const actor = accessor.getActor(actorId);
if (!actor) return [];
const events: SimEvent[] = [];
switch (action.type) {
case "move":
events.push(...handleMove(w, actor, action, em));
events.push(...handleMove(w, actor, action, accessor));
break;
case "attack":
events.push(...handleAttack(w, actor, action, em));
events.push(...handleAttack(w, actor, action, accessor));
break;
case "throw":
// Throwing consumes a turn but visuals are handled by the renderer/scene directly
// so we do NOT emit a "waited" event.
break;
case "wait":
default:
@@ -28,19 +28,16 @@ export function applyAction(w: World, actorId: EntityId, action: Action, em?: En
break;
}
// Note: Energy is now managed by ROT.Scheduler, no need to deduct manually
return events;
}
function handleExpCollection(w: World, player: Actor, events: SimEvent[], em?: EntityManager) {
function handleExpCollection(player: Actor, events: SimEvent[], accessor: EntityAccessor) {
if (player.category !== "combatant") return;
const orbs = [...w.actors.values()].filter(a =>
const actorsAtPos = accessor.getActorsAt(player.pos.x, player.pos.y);
const orbs = actorsAtPos.filter(a =>
a.category === "collectible" &&
a.type === "exp_orb" &&
a.pos.x === player.pos.x &&
a.pos.y === player.pos.y
a.type === "exp_orb"
) as CollectibleActor[];
for (const orb of orbs) {
@@ -55,8 +52,7 @@ function handleExpCollection(w: World, player: Actor, events: SimEvent[], em?: E
});
checkLevelUp(player, events);
if (em) em.removeActor(orb.id);
else w.actors.delete(orb.id);
accessor.removeActor(orb.id);
}
}
@@ -91,47 +87,26 @@ function checkLevelUp(player: CombatantActor, events: SimEvent[]) {
}
function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }, em?: EntityManager): SimEvent[] {
function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }, accessor: EntityAccessor): SimEvent[] {
const from = { ...actor.pos };
const nx = actor.pos.x + action.dx;
const ny = actor.pos.y + action.dy;
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;
if (!isBlocked(w, nx, ny, accessor)) {
actor.pos.x = nx;
actor.pos.y = ny;
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);
}
} 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 }];
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);
}
return events;
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(actor, events, accessor);
}
return events;
}
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
@@ -139,8 +114,8 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em?: EntityManager): SimEvent[] {
const target = w.actors.get(action.targetId);
function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, accessor: EntityAccessor): SimEvent[] {
const target = accessor.getActor(action.targetId);
if (target && target.category === "combatant" && actor.category === "combatant") {
const events: SimEvent[] = [{ type: "attacked", attackerId: actor.id, targetId: action.targetId }];
@@ -149,7 +124,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
const hitRoll = Math.random() * 100;
if (hitRoll > hitChance) {
// Miss!
events.push({
type: "dodged",
targetId: action.targetId,
@@ -173,17 +147,15 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
const blockRoll = Math.random() * 100;
let isBlock = false;
if (blockRoll < target.stats.blockChance) {
dmg = Math.floor(dmg * 0.5); // Block reduces damage by 50%
dmg = Math.floor(dmg * 0.5);
isBlock = true;
}
target.stats.hp -= dmg;
// Aggression on damage: if target is enemy and attacker is player (or vice versa), alert them
if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) {
// Switch to pursuing immediately
target.aiState = "pursuing";
target.alertedAt = Date.now(); // Reset alert timer if any
target.alertedAt = Date.now();
if (actor.pos) {
target.lastKnownPlayerPos = { ...actor.pos };
}
@@ -224,28 +196,18 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
y: target.pos.y,
victimType: target.type as ActorType
});
if (em) em.removeActor(target.id);
else w.actors.delete(target.id);
accessor.removeActor(target.id);
// Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const orbId = em ? em.getNextId() : Math.max(0, ...w.actors.keys(), target.id) + 1;
const expAmount = enemyDef?.expValue || 0;
const orb: CollectibleActor = {
id: orbId,
category: "collectible",
type: "exp_orb",
pos: { ...target.pos },
expAmount: enemyDef?.expValue || 0
};
if (em) em.addActor(orb);
else w.actors.set(orbId, orb);
events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
const ecsWorld = accessor.context;
if (ecsWorld) {
const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
}
}
return events;
}
@@ -260,12 +222,13 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
* - 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 } {
if (em) {
const result = em.ai.update(enemy.id, player.id);
export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, accessor: EntityAccessor): { action: Action; justAlerted: boolean } {
const ecsWorld = accessor.context;
if (ecsWorld) {
const aiSystem = new AISystem(ecsWorld, w, accessor);
const result = aiSystem.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");
const aiComp = ecsWorld.getComponent(enemy.id, "ai");
if (aiComp) {
enemy.aiState = aiComp.state;
enemy.alertedAt = aiComp.alertedAt;
@@ -275,8 +238,6 @@ export function decideEnemyAction(_w: World, enemy: CombatantActor, player: Comb
return result;
}
// 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 };
}
@@ -284,81 +245,42 @@ export function decideEnemyAction(_w: World, enemy: CombatantActor, player: Comb
* Speed-based scheduler using rot-js: runs until it's the player's turn and the game needs input.
* Returns enemy events accumulated along the way.
*/
export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityManager): { awaitingPlayerId: EntityId; events: SimEvent[] } {
// Energy Threshold
export function stepUntilPlayerTurn(w: World, playerId: EntityId, accessor: EntityAccessor): { awaitingPlayerId: EntityId; events: SimEvent[] } {
const THRESHOLD = 100;
// Ensure player exists
const player = w.actors.get(playerId) as CombatantActor;
if (!player || player.category !== "combatant") throw new Error("Player missing or invalid");
const player = accessor.getCombatant(playerId);
if (!player) throw new Error("Player missing or invalid");
const events: SimEvent[] = [];
// If player already has enough energy (from previous accumulation), return immediately to let them act
// NOTE: We do NOT deduct player energy here. The player's action will cost energy in the next turn processing or we expect the caller to have deducted it?
// Actually, standard roguelike loop:
// 1. Player acts. Deduct cost.
// 2. Loop game until Player has energy >= Threshold.
// Since this function is called AFTER user input (Player just acted), we assume Player needs to recover energy.
// BUT, we should check if we need to deduct energy first?
// The caller just applied an action. We should probably deduct energy for that action BEFORE entering the loop?
// For now, let's assume the player is at < 100 energy and needs to wait.
// Wait, if we don't deduct energy, the player stays at high energy?
// The caller doesn't manage energy. WE manage energy.
// Implicitly, the player just spent 100 energy to trigger this call.
// So we should deduct it from the player NOW.
if (player.energy >= THRESHOLD) {
player.energy -= THRESHOLD;
}
while (true) {
// If player has enough energy to act, return control to user
if (player.energy >= THRESHOLD) {
return { awaitingPlayerId: playerId, events };
}
// Give energy to everyone
for (const actor of w.actors.values()) {
const actors = [...accessor.getAllActors()];
for (const actor of actors) {
if (actor.category === "combatant") {
actor.energy += actor.speed;
}
}
// Process turns for everyone who has enough energy (except player, who breaks the loop)
// We sort by energy to give priority to those who have waited longest/are fastest?
// ROT.Scheduler uses a priority queue. Here we can iterate.
// Iterating map values is insertion order.
// Ideally we'd duplicate the list to sort it, but for performance let's simple iterate.
// We need to loop multiple times if someone has A LOT of energy (e.g. speed 200 vs speed 50)
// But typically we step 1 tick.
// Simpler approach:
// Process all actors with energy >= THRESHOLD.
// If multiple have >= THRESHOLD, who goes first?
// Usually the one with highest energy.
// Let's protect against infinite loops if someone has infinite speed.
let actionsTaken = 0;
while (true) {
const eligibleActors = [...w.actors.values()].filter(
a => a.category === "combatant" && a.energy >= THRESHOLD && !a.isPlayer
) as CombatantActor[];
const eligibleActors = accessor.getEnemies().filter(a => a.energy >= THRESHOLD);
if (eligibleActors.length === 0) break;
// Sort by energy descending
eligibleActors.sort((a, b) => b.energy - a.energy);
const actor = eligibleActors[0];
// Actor takes a turn
actor.energy -= THRESHOLD;
// Decide logic
const decision = decideEnemyAction(w, actor, player, em);
const decision = decideEnemyAction(w, actor, player, accessor);
if (decision.justAlerted) {
events.push({
@@ -369,15 +291,14 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityMan
});
}
events.push(...applyAction(w, actor.id, decision.action, em));
events.push(...applyAction(w, actor.id, decision.action, accessor));
// Check if player died
if (!w.actors.has(playerId)) {
if (!accessor.isPlayerAlive()) {
return { awaitingPlayerId: null as any, events };
}
actionsTaken++;
if (actionsTaken > 1000) break; // Emergency break
if (actionsTaken > 1000) break;
}
}
}