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2 Commits
3a656c46fc
...
58b3726d21
| Author | SHA1 | Date | |
|---|---|---|---|
| 58b3726d21 | |||
| 41909fd8e6 |
@@ -152,7 +152,15 @@ export const GAME_CONFIG = {
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gameplay: {
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energyThreshold: 100,
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actionCost: 100
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actionCost: 100,
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flamethrower: {
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range: 4,
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initialDamage: 7,
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burnDamage: 3,
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burnDuration: 5,
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rechargeTurns: 20,
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maxCharges: 3
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}
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},
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assets: {
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@@ -3,8 +3,10 @@ import type {
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MeleeWeaponItem,
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RangedWeaponItem,
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ArmourItem,
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AmmoItem
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AmmoItem,
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FlamethrowerItem
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} from "../types";
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import { GAME_CONFIG } from "../config/GameConfig";
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// =============================================================================
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// Per-Type Template Lists (Immutable)
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@@ -244,6 +246,24 @@ export function createUpgradeScroll(quantity = 1): ConsumableItem {
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};
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}
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export function createFlamethrower(): FlamethrowerItem {
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const config = GAME_CONFIG.gameplay.flamethrower;
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return {
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id: "flamethrower",
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name: "Flamethrower",
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type: "Weapon",
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weaponType: "flamethrower",
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textureKey: "weapons",
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spriteIndex: 5,
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charges: config.maxCharges,
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maxCharges: config.maxCharges,
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lastRechargeTurn: 0,
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stats: {
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attack: config.initialDamage,
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range: config.range,
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},
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};
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}
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// Legacy export for backward compatibility during migration
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export const ITEMS = ALL_TEMPLATES;
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@@ -112,7 +112,20 @@ export interface RangedWeaponItem extends BaseItem {
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};
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}
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export type WeaponItem = MeleeWeaponItem | RangedWeaponItem;
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export interface FlamethrowerItem extends BaseItem {
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type: "Weapon";
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weaponType: "flamethrower";
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charges: number;
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maxCharges: number;
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lastRechargeTurn: number;
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stats: {
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attack: number;
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range: number;
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};
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}
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export type WeaponItem = MeleeWeaponItem | RangedWeaponItem | FlamethrowerItem;
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export interface ArmourItem extends BaseItem {
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type: "BodyArmour" | "Helmet" | "Gloves" | "Boots";
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@@ -24,7 +24,10 @@ export type GameEvent =
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// Status effect events
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| { type: "status_applied"; entityId: EntityId; status: string; duration: number }
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| { type: "status_expired"; entityId: EntityId; status: string }
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| { type: "status_tick"; entityId: EntityId; status: string; remaining: number };
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| { type: "status_tick"; entityId: EntityId; status: string; remaining: number }
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// World events
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| { type: "tile_changed"; x: number; y: number };
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export type GameEventType = GameEvent["type"];
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@@ -185,6 +185,29 @@ export const Prefabs = {
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.build();
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},
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/**
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* Create a fire entity on a tile.
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*/
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fire(world: ECSWorld, x: number, y: number, duration: number = 4): EntityId {
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return EntityBuilder.create(world)
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.withPosition(x, y)
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.withName("Fire")
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.withSprite("dungeon", 19) // Reuse fire trap sprite index for fire
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.with("lifeSpan", { remainingTurns: duration })
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.asTrigger({
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onEnter: true,
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effect: "burning",
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effectDuration: 5
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})
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.with("trigger", {
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onEnter: true,
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effect: "burning",
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effectDuration: 5,
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damage: 3
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})
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.build();
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},
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/**
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* Create a player entity at the given position.
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*/
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@@ -105,6 +105,13 @@ export interface InventoryComponent extends Inventory {}
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export interface EquipmentComponent extends Equipment { }
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/**
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* For entities that should be destroyed after a certain amount of time/turns.
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*/
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export interface LifeSpanComponent {
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remainingTurns: number;
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}
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export type ComponentMap = {
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// Core components
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position: PositionComponent;
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@@ -125,6 +132,7 @@ export type ComponentMap = {
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groundItem: GroundItemComponent;
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inventory: InventoryComponent;
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equipment: EquipmentComponent;
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lifeSpan: LifeSpanComponent;
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};
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export type ComponentType = keyof ComponentMap;
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103
src/engine/ecs/systems/FireSystem.ts
Normal file
103
src/engine/ecs/systems/FireSystem.ts
Normal file
@@ -0,0 +1,103 @@
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import { System } from "../System";
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import { type ECSWorld } from "../World";
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import { type ComponentType } from "../components";
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import { type EntityId, type World } from "../../../core/types";
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import { TileType, getDestructionResult } from "../../../core/terrain";
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import { idx, inBounds } from "../../world/world-logic";
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import { Prefabs } from "../Prefabs";
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export class FireSystem extends System {
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readonly name = "Fire";
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readonly requiredComponents: readonly ComponentType[] = ["position"];
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readonly priority = 15; // Run after status effects
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private world: World;
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constructor(world: World) {
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super();
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this.world = world;
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}
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update(entities: EntityId[], ecsWorld: ECSWorld, _dt?: number): void {
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const fireEntities = entities.filter(id => ecsWorld.getComponent(id, "name")?.name === "Fire");
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const spreadTargets: { x: number; y: number; duration: number }[] = [];
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const entitiesToRemove: EntityId[] = [];
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// Get all combatant positions to avoid spreading onto them
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const combatantEntities = ecsWorld.getEntitiesWith("position").filter(id =>
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ecsWorld.hasComponent(id, "player") || ecsWorld.hasComponent(id, "stats")
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);
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const combatantPosSet = new Set(combatantEntities.map(id => {
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const p = ecsWorld.getComponent(id, "position")!;
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return `${p.x},${p.y}`;
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}));
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// 1. Process existing fire entities
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for (const fireId of fireEntities) {
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const pos = ecsWorld.getComponent(fireId, "position");
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const lifeSpan = ecsWorld.getComponent(fireId, "lifeSpan");
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if (!pos) continue;
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// Decrement lifespan
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if (lifeSpan) {
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lifeSpan.remainingTurns--;
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// If fire expires, destroy it and the tile below it
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if (lifeSpan.remainingTurns <= 0) {
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entitiesToRemove.push(fireId);
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const tileIdx = idx(this.world, pos.x, pos.y);
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const tile = this.world.tiles[tileIdx];
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const nextTile = getDestructionResult(tile);
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if (nextTile !== undefined) {
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this.world.tiles[tileIdx] = nextTile;
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this.eventBus?.emit({ type: "tile_changed", x: pos.x, y: pos.y });
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}
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continue; // Fire is gone, don't spread from it anymore
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}
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}
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// 2. Spreading logic (only if fire is still active)
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for (let dy = -1; dy <= 1; dy++) {
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for (let dx = -1; dx <= 1; dx++) {
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if (dx === 0 && dy === 0) continue;
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const nx = pos.x + dx;
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const ny = pos.y + dy;
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if (!inBounds(this.world, nx, ny)) continue;
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// Skip tiles occupied by any combatant
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if (combatantPosSet.has(`${nx},${ny}`)) continue;
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const tileIdx = idx(this.world, nx, ny);
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const tile = this.world.tiles[tileIdx];
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// Fire ONLY spreads to GRASS
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if (tile === TileType.GRASS) {
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spreadTargets.push({ x: nx, y: ny, duration: 2 });
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}
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}
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}
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}
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// Cleanup expired fires
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for (const id of entitiesToRemove) {
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ecsWorld.destroyEntity(id);
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}
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// 3. Apply spreading
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for (const target of spreadTargets) {
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// Check if fire already there
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const existing = ecsWorld.getEntitiesWith("position").find(id => {
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const p = ecsWorld.getComponent(id, "position");
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const n = ecsWorld.getComponent(id, "name");
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return p?.x === target.x && p?.y === target.y && n?.name === "Fire";
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});
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if (!existing) {
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Prefabs.fire(ecsWorld, target.x, target.y, target.duration);
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}
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}
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}
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}
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@@ -123,9 +123,38 @@ export function traceProjectile(
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};
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}
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/**
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* Finds the closest visible enemy to a given position.
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* Calculates tiles within a cone for area of effect attacks.
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*/
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export function getConeTiles(origin: Vec2, target: Vec2, range: number): Vec2[] {
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const tiles: Vec2[] = [];
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const angle = Math.atan2(target.y - origin.y, target.x - origin.x);
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const halfSpread = Math.PI / 4; // 90 degree cone
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for (let dy = -range; dy <= range; dy++) {
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for (let dx = -range; dx <= range; dx++) {
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if (dx === 0 && dy === 0) continue;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist > range + 0.5) continue;
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const tilePos = { x: origin.x + dx, y: origin.y + dy };
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const tileAngle = Math.atan2(dy, dx);
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// Normalize angle difference to [-PI, PI]
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let angleDiff = tileAngle - angle;
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while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
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while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
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if (Math.abs(angleDiff) <= halfSpread) {
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tiles.push(tilePos);
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}
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}
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}
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return tiles;
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}
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export function getClosestVisibleEnemy(
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origin: Vec2,
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seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures
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@@ -185,11 +185,23 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
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accessor.removeActor(target.id);
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// Extinguish fire at the death position
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const ecsWorld = accessor.context;
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if (ecsWorld) {
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const firesAtPos = ecsWorld.getEntitiesWith("position", "name").filter(id => {
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const p = ecsWorld.getComponent(id, "position");
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const n = ecsWorld.getComponent(id, "name");
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return p?.x === target.pos.x && p?.y === target.pos.y && n?.name === "Fire";
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});
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for (const fireId of firesAtPos) {
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ecsWorld.destroyEntity(fireId);
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}
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}
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// Spawn EXP Orb
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const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
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const expAmount = enemyDef?.expValue || 0;
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const ecsWorld = accessor.context;
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if (ecsWorld) {
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const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
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events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
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@@ -8,7 +8,8 @@ import {
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createRangedWeapon,
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createArmour,
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createUpgradeScroll,
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createAmmo
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createAmmo,
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createFlamethrower
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} from "../../core/config/Items";
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import { seededRandom } from "../../core/math";
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import * as ROT from "rot-js";
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@@ -62,6 +63,7 @@ export function generateWorld(floor: number, runState: RunState): { world: World
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createConsumable("throwing_dagger", 3),
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createRangedWeapon("pistol"),
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createAmmo("ammo_9mm", 10),
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createFlamethrower(),
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createArmour("leather_armor", "heavy"),
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createUpgradeScroll(2)
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] : [])
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@@ -1,5 +1,6 @@
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import Phaser from "phaser";
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import { type World, type EntityId, type Vec2, type ActorType } from "../core/types";
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import { TileType } from "../core/terrain";
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import { TILE_SIZE } from "../core/constants";
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import { idx, isWall } from "../engine/world/world-logic";
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import { GAME_CONFIG } from "../core/config/GameConfig";
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@@ -167,6 +168,18 @@ export class DungeonRenderer {
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const seen = this.fovManager.seenArray;
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const visible = this.fovManager.visibleArray;
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// Pre-collect fire positions for efficient tile tinting
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const firePositions = new Set<string>();
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if (this.ecsWorld) {
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const fires = this.ecsWorld.getEntitiesWith("position", "name");
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for (const fid of fires) {
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if (this.ecsWorld.getComponent(fid, "name")?.name === "Fire") {
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const pos = this.ecsWorld.getComponent(fid, "position")!;
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firePositions.add(`${pos.x},${pos.y}`);
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}
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}
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}
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// Update Tiles
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this.layer.forEachTile(tile => {
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const i = idx(this.world, tile.x, tile.y);
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@@ -189,6 +202,13 @@ export class DungeonRenderer {
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if (isVis) {
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tile.alpha = 1.0;
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tile.tint = 0xffffff;
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// Special effect for burning grass
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if (firePositions.has(`${tile.x},${tile.y}`) && worldTile === TileType.GRASS) {
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const flicker = 0.8 + Math.sin(this.scene.time.now / 120) * 0.2;
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tile.tint = 0xff3333; // Bright red
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tile.alpha = flicker;
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}
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} else {
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tile.alpha = isWall(this.world, tile.x, tile.y) ? 0.4 : 0.2;
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tile.tint = 0x888888;
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@@ -218,6 +238,30 @@ export class DungeonRenderer {
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if (isSeen && !isVis) {
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sprite.setAlpha(0.4);
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sprite.setTint(0x888888);
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} else {
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// Flickering effect for Fire
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const name = this.ecsWorld.getComponent(trapId, "name");
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if (name?.name === "Fire") {
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const flicker = 0.8 + Math.sin(this.scene.time.now / 100) * 0.2;
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sprite.setAlpha(flicker);
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sprite.setScale(0.9 + Math.sin(this.scene.time.now / 150) * 0.1);
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// Tint based on underlying tile
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const tileIdx = idx(this.world, pos.x, pos.y);
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const worldTile = this.world.tiles[tileIdx];
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if (worldTile === TileType.GRASS) {
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sprite.setTint(0xff3300); // Bright red-orange for burning grass
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} else if (worldTile === TileType.DOOR_CLOSED || worldTile === TileType.DOOR_OPEN) {
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// Pulse between yellow and red for doors
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const pulse = (Math.sin(this.scene.time.now / 150) + 1) / 2;
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const r = 255;
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const g = Math.floor(200 * (1 - pulse));
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const b = 0;
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sprite.setTint((r << 16) | (g << 8) | b);
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} else {
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sprite.setTint(0xffaa44); // Default orange
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}
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} else {
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sprite.setAlpha(1);
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sprite.clearTint();
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@@ -225,6 +269,7 @@ export class DungeonRenderer {
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}
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}
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}
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}
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// Actors (Combatants)
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const activeEnemyIds = new Set<EntityId>();
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@@ -253,6 +298,14 @@ export class DungeonRenderer {
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});
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}
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this.playerSprite.setVisible(true);
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// Burning status effect
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const statusEffects = this.ecsWorld.getComponent(this.entityAccessor.playerId, "statusEffects");
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if (statusEffects?.effects.some(e => e.type === "burning")) {
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this.playerSprite.setTint(0xff6600);
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} else {
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this.playerSprite.clearTint();
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}
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}
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continue;
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}
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@@ -292,6 +345,14 @@ export class DungeonRenderer {
|
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}
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}
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// Burning status effect
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const statusEffects = this.ecsWorld.getComponent(a.id, "statusEffects");
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if (statusEffects?.effects.some(e => e.type === "burning")) {
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sprite.setTint(0xff6600);
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} else if (sprite) {
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sprite.clearTint();
|
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}
|
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|
||||
} else if (a.category === "collectible") {
|
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if (a.type === "exp_orb") {
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if (!isVis) continue;
|
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|
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@@ -14,6 +14,7 @@ import { isBlocked, isPlayerOnExit, tryDestructTile } from "../engine/world/worl
|
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import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulation";
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import { generateWorld } from "../engine/world/generator";
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import { DungeonRenderer } from "../rendering/DungeonRenderer";
|
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import { Prefabs } from "../engine/ecs/Prefabs";
|
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import { GAME_CONFIG } from "../core/config/GameConfig";
|
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import { EntityAccessor } from "../engine/EntityAccessor";
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import { ProgressionManager } from "../engine/ProgressionManager";
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@@ -24,11 +25,13 @@ import { TargetingSystem } from "./systems/TargetingSystem";
|
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import { ECSWorld } from "../engine/ecs/World";
|
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import { SystemRegistry } from "../engine/ecs/System";
|
||||
import { TriggerSystem } from "../engine/ecs/systems/TriggerSystem";
|
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import { StatusEffectSystem } from "../engine/ecs/systems/StatusEffectSystem";
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import { StatusEffectSystem, applyStatusEffect } from "../engine/ecs/systems/StatusEffectSystem";
|
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import { TileType } from "../core/terrain";
|
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import { FireSystem } from "../engine/ecs/systems/FireSystem";
|
||||
import { EventBus } from "../engine/ecs/EventBus";
|
||||
import { generateLoot } from "../engine/systems/LootSystem";
|
||||
import { getEffectColor, getEffectName } from "./systems/EventRenderer";
|
||||
import { calculateDamage } from "../engine/gameplay/CombatLogic";
|
||||
import { calculateDamage, getConeTiles } from "../engine/gameplay/CombatLogic";
|
||||
import { GameInput } from "../engine/input/GameInput";
|
||||
import { GameRenderer } from "./rendering/GameRenderer";
|
||||
import { PlayerInputHandler } from "./systems/PlayerInputHandler";
|
||||
@@ -254,6 +257,14 @@ export class GameScene extends Phaser.Scene {
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
|
||||
// Handle tile changes from ECS/FireSystem
|
||||
const ecsEvents = this.ecsEventBus.drain();
|
||||
for (const ev of ecsEvents) {
|
||||
if (ev.type === "tile_changed") {
|
||||
this.dungeonRenderer.updateTile(ev.x, ev.y);
|
||||
}
|
||||
}
|
||||
|
||||
// Process traps and status effects
|
||||
this.ecsRegistry.updateAll();
|
||||
|
||||
@@ -299,11 +310,26 @@ export class GameScene extends Phaser.Scene {
|
||||
);
|
||||
player.stats.mana += regenAmount;
|
||||
}
|
||||
|
||||
// Flamethrower Recharge logic
|
||||
if (player && player.inventory) {
|
||||
for (const item of player.inventory.items) {
|
||||
if (item.type === "Weapon" && item.weaponType === "flamethrower") {
|
||||
if (item.charges < item.maxCharges) {
|
||||
const turnsSinceLast = this.turnCount - item.lastRechargeTurn;
|
||||
if (turnsSinceLast >= GAME_CONFIG.gameplay.flamethrower.rechargeTurns) {
|
||||
item.charges++;
|
||||
item.lastRechargeTurn = this.turnCount;
|
||||
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "+Charge", "#ff6600");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const allEvents = [...playerEvents, ...enemyStep.events];
|
||||
|
||||
|
||||
this.gameRenderer.renderEvents(allEvents, this.playerId, this.entityAccessor);
|
||||
|
||||
// Handle loot drops from kills (not part of renderSimEvents since it modifies world state)
|
||||
@@ -317,15 +343,14 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!this.entityAccessor.isPlayerAlive()) {
|
||||
this.syncRunStateFromPlayer();
|
||||
const uiScene = this.scene.get("GameUI") as GameUI;
|
||||
if (uiScene && 'showDeathScreen' in uiScene) {
|
||||
if (uiScene && "showDeathScreen" in uiScene) {
|
||||
uiScene.showDeathScreen({
|
||||
floor: this.floorIndex,
|
||||
gold: this.runState.inventory.gold,
|
||||
stats: this.runState.stats
|
||||
stats: this.runState.stats,
|
||||
});
|
||||
}
|
||||
return;
|
||||
@@ -373,6 +398,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.ecsRegistry = new SystemRegistry(this.ecsWorld, this.ecsEventBus);
|
||||
this.ecsRegistry.register(new TriggerSystem());
|
||||
this.ecsRegistry.register(new StatusEffectSystem());
|
||||
this.ecsRegistry.register(new FireSystem(this.world));
|
||||
|
||||
// NOTE: Entities are synced to ECS via EntityAccessor which bridges the World state.
|
||||
// No need to manually add player here anymore.
|
||||
@@ -462,6 +488,38 @@ export class GameScene extends Phaser.Scene {
|
||||
blockedPos,
|
||||
projectileId,
|
||||
() => {
|
||||
// Handle Flamethrower specific impact
|
||||
if (item.type === "Weapon" && item.weaponType === "flamethrower") {
|
||||
item.charges--;
|
||||
item.lastRechargeTurn = this.turnCount; // Prevent immediate recharge if turn logic is before/after
|
||||
|
||||
const config = GAME_CONFIG.gameplay.flamethrower;
|
||||
const targetTiles = getConeTiles(player.pos, blockedPos, config.range);
|
||||
|
||||
for (const tile of targetTiles) {
|
||||
// 1. Initial Damage to Enemies
|
||||
const enemy = this.entityAccessor.findEnemyAt(tile.x, tile.y);
|
||||
if (enemy) {
|
||||
enemy.stats.hp -= config.initialDamage;
|
||||
this.dungeonRenderer.showDamage(tile.x, tile.y, config.initialDamage);
|
||||
|
||||
// 2. Burning Status
|
||||
applyStatusEffect(this.ecsWorld, enemy.id, {
|
||||
type: "burning",
|
||||
duration: config.burnDuration,
|
||||
magnitude: config.burnDamage,
|
||||
source: this.playerId
|
||||
});
|
||||
}
|
||||
|
||||
// 3. Set Tile on Fire (ONLY if flammable)
|
||||
const tileIdx = tile.y * this.world.width + tile.x;
|
||||
const worldTile = this.world.tiles[tileIdx];
|
||||
if (worldTile === TileType.GRASS || worldTile === TileType.DOOR_CLOSED || worldTile === TileType.DOOR_OPEN) {
|
||||
Prefabs.fire(this.ecsWorld, tile.x, tile.y, 4);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Only drop item if it acts as a thrown item (Consumable/Misc), NOT Weapon
|
||||
const shouldDrop = item.type !== "Weapon";
|
||||
|
||||
@@ -475,6 +533,7 @@ export class GameScene extends Phaser.Scene {
|
||||
if (tryDestructTile(this.world, blockedPos.x, blockedPos.y)) {
|
||||
this.dungeonRenderer.updateTile(blockedPos.x, blockedPos.y);
|
||||
}
|
||||
}
|
||||
|
||||
this.targetingSystem.cancel();
|
||||
this.commitPlayerAction({ type: "throw" }); // Or 'attack' if shooting? 'throw' is fine for now
|
||||
|
||||
@@ -95,7 +95,8 @@ export class GameEventHandler {
|
||||
const item = player.inventory.items[itemIdx];
|
||||
|
||||
// Ranged Weapon Logic
|
||||
if (item.type === "Weapon" && item.weaponType === "ranged") {
|
||||
if (item.type === "Weapon" && (item.weaponType === "ranged" || item.weaponType === "flamethrower")) {
|
||||
if (item.weaponType === "ranged") {
|
||||
// Check Ammo
|
||||
if (item.currentAmmo <= 0) {
|
||||
if (item.reloadingTurnsLeft > 0) {
|
||||
@@ -113,10 +114,17 @@ export class GameEventHandler {
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
|
||||
return;
|
||||
}
|
||||
} else if (item.weaponType === "flamethrower") {
|
||||
// Check Charges
|
||||
if (item.charges <= 0) {
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "No charges!", "#ff6600");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Has ammo, start targeting
|
||||
// Has ammo/charges, start targeting
|
||||
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
|
||||
// Already targeting - execute shoot
|
||||
// Already targeting - execute action
|
||||
if (this.scene.targetingSystem.cursorPos) {
|
||||
this.scene.executeThrow();
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ import type { World, Item, Vec2, EntityId } from "../../core/types";
|
||||
import { TILE_SIZE } from "../../core/constants";
|
||||
import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
import { UI_CONFIG } from "../../core/config/ui";
|
||||
import { traceProjectile, getClosestVisibleEnemy } from "../../engine/gameplay/CombatLogic";
|
||||
import { traceProjectile, getClosestVisibleEnemy, getConeTiles } from "../../engine/gameplay/CombatLogic";
|
||||
import { type EntityAccessor } from "../../engine/EntityAccessor";
|
||||
|
||||
/**
|
||||
@@ -109,6 +109,18 @@ export class TargetingSystem {
|
||||
|
||||
const item = player.inventory.items[itemIdx];
|
||||
|
||||
const start = player.pos;
|
||||
const end = { x: this.cursor.x, y: this.cursor.y };
|
||||
|
||||
if (item.type === "Weapon" && item.weaponType === "flamethrower") {
|
||||
if (item.charges <= 0) {
|
||||
console.log("No charges left!");
|
||||
return false;
|
||||
}
|
||||
onProjectileComplete(end, undefined, item);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Only remove if it's a consumable throwable
|
||||
if (item.type === "Consumable" && item.throwable) {
|
||||
// Handle stack decrement if applicable, or remove
|
||||
@@ -119,9 +131,6 @@ export class TargetingSystem {
|
||||
}
|
||||
}
|
||||
|
||||
const start = player.pos;
|
||||
const end = { x: this.cursor.x, y: this.cursor.y };
|
||||
|
||||
const result = traceProjectile(world, start, end, accessor, playerId);
|
||||
const { blockedPos, hitActorId } = result;
|
||||
|
||||
@@ -196,6 +205,24 @@ export class TargetingSystem {
|
||||
|
||||
finalEndX = bPos.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
finalEndY = bPos.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
// Draw Cone if it's a flamethrower
|
||||
const player = this.accessor.getCombatant(this.playerId);
|
||||
const item = player?.inventory?.items.find(it => it.id === this.targetingItemId);
|
||||
if (item?.type === "Weapon" && item.weaponType === "flamethrower") {
|
||||
const range = item.stats.range;
|
||||
const tiles = getConeTiles(playerPos, this.cursor, range);
|
||||
|
||||
this.graphics.fillStyle(GAME_CONFIG.ui.targetingLineColor, 0.2);
|
||||
for (const tile of tiles) {
|
||||
this.graphics.fillRect(
|
||||
tile.x * TILE_SIZE,
|
||||
tile.y * TILE_SIZE,
|
||||
TILE_SIZE,
|
||||
TILE_SIZE
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update crosshair position to ACTUAL impact point
|
||||
|
||||
@@ -8,7 +8,7 @@ export class QuickSlotComponent {
|
||||
private container!: Phaser.GameObjects.Container;
|
||||
private slots: Phaser.GameObjects.Container[] = [];
|
||||
private itemMap: (Item | null)[] = new Array(10).fill(null);
|
||||
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", ...new Array(7).fill("")];
|
||||
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", "flamethrower", ...new Array(6).fill("")];
|
||||
private draggedSlotIndex: number | null = null;
|
||||
private dragIcon: Phaser.GameObjects.Sprite | null = null;
|
||||
private reloadSliderContainer!: Phaser.GameObjects.Container;
|
||||
@@ -247,6 +247,9 @@ export class QuickSlotComponent {
|
||||
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
|
||||
// Show ammo for non-stackable ranged weapons
|
||||
labelText = `${foundItem.currentAmmo}/${foundItem.stats.magazineSize}`;
|
||||
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "flamethrower") {
|
||||
// Show charges for flamethrower
|
||||
labelText = `${foundItem.charges}/${foundItem.maxCharges}`;
|
||||
}
|
||||
|
||||
if (labelText) {
|
||||
|
||||
Reference in New Issue
Block a user