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master
| Author | SHA1 | Date | |
|---|---|---|---|
| b0dd090a60 | |||
| 88017add92 | |||
| 72c4251fc4 | |||
| 319ce20b6a | |||
| 72d0f5d576 | |||
| da544438e1 | |||
| 02f850da35 | |||
| 4b50e341a7 | |||
| f6fc057e4f | |||
| 43b33733e9 | |||
| b18e2d08ba | |||
| 58b3726d21 | |||
| 41909fd8e6 |
BIN
public/assets/sprites/items/ceramic_dragon_head.png
Normal file
|
After Width: | Height: | Size: 408 KiB |
BIN
public/assets/sprites/items/mine_cart.png
Normal file
|
After Width: | Height: | Size: 624 KiB |
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public/assets/sprites/items/track_corner.png
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|
After Width: | Height: | Size: 2.5 KiB |
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public/assets/sprites/items/track_straight.png
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|
After Width: | Height: | Size: 610 B |
BIN
public/assets/sprites/items/track_switch.png
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After Width: | Height: | Size: 896 B |
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public/assets/sprites/items/track_vertical.png
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|
After Width: | Height: | Size: 610 B |
BIN
public/assets/sprites/priestess/PriestessEast.png
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|
After Width: | Height: | Size: 1.2 KiB |
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public/assets/sprites/priestess/PriestessNorth.png
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After Width: | Height: | Size: 1.0 KiB |
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public/assets/sprites/priestess/PriestessSouth.png
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After Width: | Height: | Size: 1.5 KiB |
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public/assets/sprites/priestess/PriestessWest.png
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|
After Width: | Height: | Size: 1.4 KiB |
@@ -43,8 +43,8 @@ export const GAME_CONFIG = {
|
||||
},
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||||
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map: {
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width: 60,
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height: 40,
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width: 120,
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height: 80,
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minRooms: 8,
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maxRooms: 13,
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roomMinWidth: 5,
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@@ -73,10 +73,16 @@ export const GAME_CONFIG = {
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},
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enemyScaling: {
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baseCount: 3,
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baseCountPerFloor: 3,
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baseCount: 15,
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baseCountPerFloor: 5,
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hpPerFloor: 5,
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attackPerTwoFloors: 1,
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expMultiplier: 1.2
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},
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||||
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trapScaling: {
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baseCount: 0,
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baseCountPerFloor: 0.5
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},
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leveling: {
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@@ -97,9 +103,9 @@ export const GAME_CONFIG = {
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rendering: {
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tileSize: 16,
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cameraZoom: 2,
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minZoom: 0.5,
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minZoom: 1,
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maxZoom: 4,
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zoomStep: 0.1,
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zoomStep: 1,
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wallColor: 0x2b2b2b,
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floorColor: 0x161616,
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exitColor: 0xffd166,
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@@ -152,7 +158,15 @@ 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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ceramicDragonHead: {
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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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@@ -167,8 +181,20 @@ export const GAME_CONFIG = {
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],
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images: [
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{ key: "splash_bg", path: "assets/ui/splash_bg.png" },
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{ key: "character_outline", path: "assets/ui/character_outline.png" }
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{ key: "character_outline", path: "assets/ui/character_outline.png" },
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{ key: "ceramic_dragon_head", path: "assets/sprites/items/ceramic_dragon_head.png" },
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{ key: "PriestessNorth", path: "assets/sprites/priestess/PriestessNorth.png" },
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{ key: "PriestessSouth", path: "assets/sprites/priestess/PriestessSouth.png" },
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{ key: "PriestessEast", path: "assets/sprites/priestess/PriestessEast.png" },
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{ key: "PriestessWest", path: "assets/sprites/priestess/PriestessWest.png" },
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{ key: "mine_cart", path: "assets/sprites/items/mine_cart.png" },
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{ key: "track_straight", path: "assets/sprites/items/track_straight.png" },
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{ key: "track_corner", path: "assets/sprites/items/track_corner.png" },
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{ key: "track_vertical", path: "assets/sprites/items/track_vertical.png" },
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{ key: "track_switch", path: "assets/sprites/items/track_switch.png" }
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]
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},
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animations: [
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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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CeramicDragonHeadItem
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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 createCeramicDragonHead(): CeramicDragonHeadItem {
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const config = GAME_CONFIG.gameplay.ceramicDragonHead;
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return {
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id: "ceramic_dragon_head",
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name: "Ceramic Dragon Head",
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type: "Weapon",
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weaponType: "ceramic_dragon_head",
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textureKey: "ceramic_dragon_head",
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spriteIndex: 0,
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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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@@ -8,9 +8,13 @@ export const TileType = {
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EXIT: 8,
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WATER: 63, // Unused but kept for safety/legacy
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DOOR_CLOSED: 5,
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DOOR_OPEN: 6
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DOOR_OPEN: 6,
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TRACK: 30, // Restored to 30 to fix duplicate key error
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SWITCH_OFF: 31,
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SWITCH_ON: 32
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} as const;
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export type TileType = typeof TileType[keyof typeof TileType];
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export interface TileBehavior {
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@@ -32,9 +36,13 @@ export const TILE_DEFINITIONS: Record<number, TileBehavior> = {
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[TileType.EXIT]: { id: TileType.EXIT, isBlocking: false, isDestructible: false },
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[TileType.WATER]: { id: TileType.WATER, isBlocking: true, isDestructible: false },
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[TileType.DOOR_CLOSED]: { id: TileType.DOOR_CLOSED, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: true, destructsTo: TileType.DOOR_OPEN },
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[TileType.DOOR_OPEN]: { id: TileType.DOOR_OPEN, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: false, destructsTo: TileType.DOOR_CLOSED }
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[TileType.DOOR_OPEN]: { id: TileType.DOOR_OPEN, isBlocking: false, isDestructible: true, isDestructibleByWalk: true, blocksVision: false, destructsTo: TileType.DOOR_CLOSED },
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[TileType.TRACK]: { id: TileType.TRACK, isBlocking: false, isDestructible: false },
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[TileType.SWITCH_OFF]: { id: TileType.SWITCH_OFF, isBlocking: true, isDestructible: false },
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[TileType.SWITCH_ON]: { id: TileType.SWITCH_ON, isBlocking: true, isDestructible: false }
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};
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export function isBlocking(tile: number): boolean {
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const def = TILE_DEFINITIONS[tile];
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return def ? def.isBlocking : false;
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@@ -27,7 +27,8 @@ export type SimEvent =
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| { type: "orb-spawned"; orbId: EntityId; x: number; y: number }
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| { type: "leveled-up"; actorId: EntityId; level: number; x: number; y: number }
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| { type: "enemy-alerted"; enemyId: EntityId; x: number; y: number }
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| { type: "move-blocked"; actorId: EntityId; x: number; y: number };
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| { type: "move-blocked"; actorId: EntityId; x: number; y: number }
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| { type: "mission-complete" };
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export type Stats = {
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@@ -112,7 +113,20 @@ 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 CeramicDragonHeadItem extends BaseItem {
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type: "Weapon";
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weaponType: "ceramic_dragon_head";
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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 | CeramicDragonHeadItem;
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export interface ArmourItem extends BaseItem {
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type: "BodyArmour" | "Helmet" | "Gloves" | "Boots";
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@@ -163,6 +177,7 @@ export type Inventory = {
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export type RunState = {
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stats: Stats;
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inventory: Inventory;
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seed: number;
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lastReloadableWeaponId?: string | null;
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};
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@@ -209,6 +224,7 @@ export type World = {
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height: number;
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tiles: Tile[];
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exit: Vec2;
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trackPath: Vec2[];
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};
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export interface UIUpdatePayload {
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126
src/engine/__tests__/DoorWalkthrough.test.ts
Normal file
@@ -0,0 +1,126 @@
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import { describe, it, expect, beforeEach } from 'vitest';
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import { applyAction } from '../simulation/simulation';
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import { type World, type Actor, type EntityId } from '../../core/types';
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import { EntityAccessor } from '../EntityAccessor';
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import { ECSWorld } from '../ecs/World';
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import { TileType } from '../../core/terrain';
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const createTestWorld = (): World => {
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return {
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width: 10,
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height: 10,
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tiles: new Array(100).fill(TileType.EMPTY),
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exit: { x: 9, y: 9 },
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trackPath: []
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};
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};
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describe('Multi-step Door Walkthrough Bug', () => {
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let ecsWorld: ECSWorld;
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let world: World;
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beforeEach(() => {
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ecsWorld = new ECSWorld();
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world = createTestWorld();
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});
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it('door should close after player walks through and moves away', () => {
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const playerId = 1 as EntityId;
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const player: Actor = {
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id: playerId, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: { hp: 10, maxHp: 10 } as any, energy: 0
|
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} as any;
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ecsWorld.addComponent(playerId, "position", player.pos);
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ecsWorld.addComponent(playerId, "player", {});
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ecsWorld.addComponent(playerId, "stats", { hp: 10, maxHp: 10 } as any);
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ecsWorld.addComponent(playerId, "actorType", { type: "player" });
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ecsWorld.addComponent(playerId, "energy", { current: 0, speed: 100 });
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const accessor = new EntityAccessor(world, playerId, ecsWorld);
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// Place a closed door at (4,3)
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const doorIdx = 3 * 10 + 4;
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world.tiles[doorIdx] = TileType.DOOR_CLOSED;
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// 1. Move onto the door
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console.log("Step 1: Moving onto door at (4,3)");
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applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
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expect(player.pos).toEqual({ x: 4, y: 3 });
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expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
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// 2. Move off the door to (5,3)
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console.log("Step 2: Moving off door to (5,3)");
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applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
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expect(player.pos).toEqual({ x: 5, y: 3 });
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// This is where it's reported to stay open sometimes
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console.log("Door tile state after Step 2:", world.tiles[doorIdx]);
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expect(world.tiles[doorIdx]).toBe(TileType.DOOR_CLOSED);
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// 3. Move further away to (6,3)
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console.log("Step 3: Moving further away to (6,3)");
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applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
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expect(player.pos).toEqual({ x: 6, y: 3 });
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expect(world.tiles[doorIdx]).toBe(TileType.DOOR_CLOSED);
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});
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it('door should close after player walks through it diagonally', () => {
|
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const playerId = 1 as EntityId;
|
||||
const player: Actor = {
|
||||
id: playerId, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: { hp: 10, maxHp: 10 } as any, energy: 0
|
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} as any;
|
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|
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ecsWorld.addComponent(playerId, "position", player.pos);
|
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ecsWorld.addComponent(playerId, "player", {});
|
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ecsWorld.addComponent(playerId, "stats", { hp: 10, maxHp: 10 } as any);
|
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ecsWorld.addComponent(playerId, "actorType", { type: "player" });
|
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ecsWorld.addComponent(playerId, "energy", { current: 0, speed: 100 });
|
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|
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const accessor = new EntityAccessor(world, playerId, ecsWorld);
|
||||
|
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// Place a closed door at (4,4)
|
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const doorIdx = 4 * 10 + 4;
|
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world.tiles[doorIdx] = TileType.DOOR_CLOSED;
|
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|
||||
// 1. Move onto the door diagonally
|
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applyAction(world, playerId, { type: "move", dx: 1, dy: 1 }, accessor);
|
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expect(player.pos).toEqual({ x: 4, y: 4 });
|
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expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
|
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|
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// 2. Move off the door diagonally to (5,5)
|
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applyAction(world, playerId, { type: "move", dx: 1, dy: 1 }, accessor);
|
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expect(player.pos).toEqual({ x: 5, y: 5 });
|
||||
|
||||
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_CLOSED);
|
||||
});
|
||||
|
||||
it('door should stay open while player is standing on it (wait action)', () => {
|
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const playerId = 1 as EntityId;
|
||||
const player: Actor = {
|
||||
id: playerId, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, stats: { hp: 10, maxHp: 10 } as any, energy: 0
|
||||
} as any;
|
||||
|
||||
ecsWorld.addComponent(playerId, "position", player.pos);
|
||||
ecsWorld.addComponent(playerId, "player", {});
|
||||
ecsWorld.addComponent(playerId, "stats", { hp: 10, maxHp: 10 } as any);
|
||||
ecsWorld.addComponent(playerId, "actorType", { type: "player" });
|
||||
ecsWorld.addComponent(playerId, "energy", { current: 0, speed: 100 });
|
||||
|
||||
const accessor = new EntityAccessor(world, playerId, ecsWorld);
|
||||
|
||||
// Place a closed door at (4,3)
|
||||
const doorIdx = 3 * 10 + 4;
|
||||
world.tiles[doorIdx] = TileType.DOOR_CLOSED;
|
||||
|
||||
// 1. Move onto the door
|
||||
applyAction(world, playerId, { type: "move", dx: 1, dy: 0 }, accessor);
|
||||
expect(player.pos).toEqual({ x: 4, y: 3 });
|
||||
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
|
||||
|
||||
// 2. Wait on the door
|
||||
applyAction(world, playerId, { type: "wait" }, accessor);
|
||||
expect(player.pos).toEqual({ x: 4, y: 3 });
|
||||
expect(world.tiles[doorIdx]).toBe(TileType.DOOR_OPEN);
|
||||
});
|
||||
});
|
||||
@@ -10,6 +10,7 @@ function createMockWorld(): World {
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
}
|
||||
|
||||
@@ -95,19 +96,19 @@ describe("EntityAccessor", () => {
|
||||
ecsWorld.addComponent(actor.id, "name", { name: actor.id.toString() });
|
||||
|
||||
if (actor.category === "combatant") {
|
||||
const c = actor as CombatantActor;
|
||||
ecsWorld.addComponent(actor.id, "stats", c.stats);
|
||||
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed });
|
||||
ecsWorld.addComponent(actor.id, "actorType", { type: c.type });
|
||||
if (c.isPlayer) {
|
||||
ecsWorld.addComponent(actor.id, "player", {});
|
||||
} else {
|
||||
ecsWorld.addComponent(actor.id, "ai", { state: "wandering" });
|
||||
}
|
||||
const c = actor as CombatantActor;
|
||||
ecsWorld.addComponent(actor.id, "stats", c.stats);
|
||||
ecsWorld.addComponent(actor.id, "energy", { current: c.energy, speed: c.speed });
|
||||
ecsWorld.addComponent(actor.id, "actorType", { type: c.type });
|
||||
if (c.isPlayer) {
|
||||
ecsWorld.addComponent(actor.id, "player", {});
|
||||
} else {
|
||||
ecsWorld.addComponent(actor.id, "ai", { state: "wandering" });
|
||||
}
|
||||
} else if (actor.category === "collectible") {
|
||||
ecsWorld.addComponent(actor.id, "collectible", { type: "exp_orb", amount: (actor as CollectibleActor).expAmount });
|
||||
ecsWorld.addComponent(actor.id, "collectible", { type: "exp_orb", amount: (actor as CollectibleActor).expAmount });
|
||||
} else if (actor.category === "item_drop") {
|
||||
ecsWorld.addComponent(actor.id, "groundItem", { item: (actor as ItemDropActor).item });
|
||||
ecsWorld.addComponent(actor.id, "groundItem", { item: (actor as ItemDropActor).item });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -10,9 +10,10 @@ const createTestWorld = (): World => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(TileType.EMPTY),
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
const createTestStats = (overrides: Partial<any> = {}) => ({
|
||||
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
|
||||
@@ -107,11 +108,11 @@ describe('AI Behavior & Scheduling', () => {
|
||||
terrainTypes.forEach(({ type, name }) => {
|
||||
it(`should see player when standing on ${name}`, () => {
|
||||
const actors = new Map<EntityId, Actor>();
|
||||
actors.set(1 as EntityId, { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any);
|
||||
actors.set(2 as EntityId, {
|
||||
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 },
|
||||
stats: createTestStats(), aiState: "wandering", energy: 0
|
||||
} as any);
|
||||
actors.set(1 as EntityId, { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 5, y: 0 }, stats: createTestStats(), energy: 0 } as any);
|
||||
actors.set(2 as EntityId, {
|
||||
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 0 },
|
||||
stats: createTestStats(), aiState: "wandering", energy: 0
|
||||
} as any);
|
||||
|
||||
const world = createTestWorld();
|
||||
world.tiles[0] = type;
|
||||
@@ -132,25 +133,25 @@ describe('AI Behavior & Scheduling', () => {
|
||||
// -------------------------------------------------------------------------
|
||||
describe('AI Aggression State Machine', () => {
|
||||
it('should become pursuing when damaged by player, even if not sighting player', () => {
|
||||
const actors = new Map<EntityId, Actor>();
|
||||
// Player far away/invisible (simulated logic)
|
||||
const player = { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any;
|
||||
const enemy = {
|
||||
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 },
|
||||
stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0
|
||||
} as any;
|
||||
const actors = new Map<EntityId, Actor>();
|
||||
// Player far away/invisible (simulated logic)
|
||||
const player = { id: 1 as EntityId, category: "combatant", isPlayer: true, pos: { x: 0, y: 0 }, stats: createTestStats({ attack: 1, accuracy: 100 }), energy: 0 } as any;
|
||||
const enemy = {
|
||||
id: 2 as EntityId, category: "combatant", isPlayer: false, pos: { x: 0, y: 5 },
|
||||
stats: createTestStats({ hp: 10, defense: 0, evasion: 0 }), aiState: "wandering", energy: 0
|
||||
} as any;
|
||||
|
||||
actors.set(1 as EntityId, player);
|
||||
actors.set(2 as EntityId, enemy);
|
||||
const world = createTestWorld();
|
||||
syncToECS(actors);
|
||||
actors.set(1 as EntityId, player);
|
||||
actors.set(2 as EntityId, enemy);
|
||||
const world = createTestWorld();
|
||||
syncToECS(actors);
|
||||
|
||||
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
|
||||
applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, testAccessor);
|
||||
const testAccessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
|
||||
applyAction(world, 1 as EntityId, { type: "attack", targetId: 2 as EntityId }, testAccessor);
|
||||
|
||||
const updatedEnemy = testAccessor.getCombatant(2 as EntityId);
|
||||
expect(updatedEnemy?.aiState).toBe("pursuing");
|
||||
expect(updatedEnemy?.lastKnownPlayerPos).toEqual(player.pos);
|
||||
const updatedEnemy = testAccessor.getCombatant(2 as EntityId);
|
||||
expect(updatedEnemy?.aiState).toBe("pursuing");
|
||||
expect(updatedEnemy?.lastKnownPlayerPos).toEqual(player.pos);
|
||||
});
|
||||
|
||||
it("should transition from alerted to pursuing after delay even if sight is blocked", () => {
|
||||
|
||||
@@ -28,7 +28,8 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
|
||||
const actors = new Map<EntityId, Actor>();
|
||||
@@ -70,7 +71,8 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
|
||||
const actors = new Map<EntityId, Actor>();
|
||||
@@ -123,7 +125,8 @@ describe("CombatLogic - getClosestVisibleEnemy", () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
|
||||
const actors = new Map<EntityId, Actor>();
|
||||
|
||||
@@ -22,9 +22,9 @@ describe('World Generator', () => {
|
||||
|
||||
const { world } = generateWorld(1, runState);
|
||||
|
||||
expect(world.width).toBe(60);
|
||||
expect(world.height).toBe(40);
|
||||
expect(world.tiles.length).toBe(60 * 40);
|
||||
expect(world.width).toBe(120);
|
||||
expect(world.height).toBe(80);
|
||||
expect(world.tiles.length).toBe(120 * 80);
|
||||
});
|
||||
|
||||
it('should place player actor', () => {
|
||||
@@ -252,8 +252,8 @@ describe('World Generator', () => {
|
||||
const { world } = generateWorld(10, runState);
|
||||
|
||||
// Basic validity checks
|
||||
expect(world.width).toBe(60);
|
||||
expect(world.height).toBe(40);
|
||||
expect(world.width).toBe(120);
|
||||
expect(world.height).toBe(80);
|
||||
expect(world.tiles.some(t => t === TileType.EMPTY)).toBe(true);
|
||||
expect(world.tiles.some(t => t === TileType.WALL)).toBe(true);
|
||||
});
|
||||
@@ -307,20 +307,20 @@ describe('World Generator', () => {
|
||||
});
|
||||
|
||||
it('should verify safe spawn logic on caves', () => {
|
||||
const runState = {
|
||||
stats: {
|
||||
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
|
||||
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
|
||||
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
|
||||
passiveNodes: []
|
||||
},
|
||||
inventory: { gold: 0, items: [] }
|
||||
};
|
||||
const { world, playerId, ecsWorld } = generateWorld(12, runState);
|
||||
const accessor = new EntityAccessor(world, playerId, ecsWorld);
|
||||
const player = accessor.getPlayer()!;
|
||||
const runState = {
|
||||
stats: {
|
||||
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10, maxMana: 20, mana: 20,
|
||||
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10,
|
||||
critChance: 5, critMultiplier: 150, accuracy: 90, lifesteal: 0, evasion: 5, blockChance: 0, luck: 0,
|
||||
passiveNodes: []
|
||||
},
|
||||
inventory: { gold: 0, items: [] }
|
||||
};
|
||||
const { world, playerId, ecsWorld } = generateWorld(12, runState);
|
||||
const accessor = new EntityAccessor(world, playerId, ecsWorld);
|
||||
const player = accessor.getPlayer()!;
|
||||
|
||||
expect(world.tiles[player.pos.y * world.width + player.pos.x]).toBe(TileType.EMPTY);
|
||||
expect(world.tiles[player.pos.y * world.width + player.pos.x]).toBe(TileType.EMPTY);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -11,7 +11,8 @@ describe('Pathfinding', () => {
|
||||
width,
|
||||
height,
|
||||
tiles: new Array(width * height).fill(tileType),
|
||||
exit: { x: 0, y: 0 }
|
||||
exit: { x: 0, y: 0 },
|
||||
trackPath: []
|
||||
});
|
||||
|
||||
it('should find a path between two reachable points', () => {
|
||||
@@ -38,7 +39,7 @@ describe('Pathfinding', () => {
|
||||
it('should return empty array if no path exists', () => {
|
||||
const world = createTestWorld(10, 10);
|
||||
// Create a wall blockage
|
||||
for(let x=0; x<10; x++) world.tiles[10 + x] = TileType.WALL;
|
||||
for (let x = 0; x < 10; x++) world.tiles[10 + x] = TileType.WALL;
|
||||
|
||||
const seen = new Uint8Array(100).fill(1);
|
||||
|
||||
|
||||
@@ -10,7 +10,8 @@ const createTestWorld = (): World => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0), // 0 = Floor
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { idx, inBounds, isWall, isBlocked, tryDestructTile, isPlayerOnExit } from '../world/world-logic';
|
||||
import { idx, inBounds, isWall, isBlocked, tryDestructTile } from '../world/world-logic';
|
||||
import { type World, type Tile } from '../../core/types';
|
||||
import { TileType } from '../../core/terrain';
|
||||
|
||||
@@ -9,7 +9,8 @@ describe('World Utilities', () => {
|
||||
width,
|
||||
height,
|
||||
tiles,
|
||||
exit: { x: 0, y: 0 }
|
||||
exit: { x: 0, y: 0 },
|
||||
trackPath: []
|
||||
});
|
||||
|
||||
describe('idx', () => {
|
||||
@@ -88,10 +89,10 @@ describe('World Utilities', () => {
|
||||
it('should return true for actor positions', () => {
|
||||
const world = createTestWorld(10, 10, new Array(100).fill(0));
|
||||
const mockAccessor = {
|
||||
getActorsAt: (x: number, y: number) => {
|
||||
if (x === 3 && y === 3) return [{ category: "combatant" }];
|
||||
return [];
|
||||
}
|
||||
getActorsAt: (x: number, y: number) => {
|
||||
if (x === 3 && y === 3) return [{ category: "combatant" }];
|
||||
return [];
|
||||
}
|
||||
} as any;
|
||||
|
||||
expect(isBlocked(world, 3, 3, mockAccessor)).toBe(true);
|
||||
@@ -137,43 +138,8 @@ describe('World Utilities', () => {
|
||||
});
|
||||
|
||||
it('should return false for out of bounds', () => {
|
||||
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
|
||||
expect(tryDestructTile(world, -1, 0)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isPlayerOnExit', () => {
|
||||
it('should return true when player is on exit', () => {
|
||||
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
|
||||
world.exit = { x: 5, y: 5 };
|
||||
|
||||
const mockAccessor = {
|
||||
getPlayer: () => ({ pos: { x: 5, y: 5 } })
|
||||
} as any;
|
||||
|
||||
expect(isPlayerOnExit(world, mockAccessor)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false when player is not on exit', () => {
|
||||
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
|
||||
world.exit = { x: 5, y: 5 };
|
||||
|
||||
const mockAccessor = {
|
||||
getPlayer: () => ({ pos: { x: 4, y: 4 } })
|
||||
} as any;
|
||||
|
||||
expect(isPlayerOnExit(world, mockAccessor)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false when player does not exist', () => {
|
||||
const world = createTestWorld(10, 10, new Array(100).fill(TileType.EMPTY));
|
||||
world.exit = { x: 5, y: 5 };
|
||||
|
||||
const mockAccessor = {
|
||||
getPlayer: () => null
|
||||
} as any;
|
||||
|
||||
expect(isPlayerOnExit(world, mockAccessor)).toBe(false);
|
||||
expect(tryDestructTile(world, -1, 0)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
import { type ECSWorld } from "./World";
|
||||
import { type ComponentMap } from "./components";
|
||||
import { type EntityId, type Stats, type EnemyAIState, type ActorType, type Inventory, type Equipment, type Item } from "../../core/types";
|
||||
import { type EntityId, type Stats, type EnemyAIState, type ActorType, type Inventory, type Equipment, type Item, type Vec2 } from "../../core/types";
|
||||
import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
|
||||
/**
|
||||
@@ -167,17 +167,22 @@ export class EntityBuilder {
|
||||
asTrigger(options: {
|
||||
onEnter?: boolean;
|
||||
onExit?: boolean;
|
||||
onInteract?: boolean;
|
||||
oneShot?: boolean;
|
||||
targetId?: EntityId;
|
||||
effect?: string;
|
||||
effectDuration?: number;
|
||||
}): this {
|
||||
this.components.trigger = {
|
||||
onEnter: options.onEnter ?? true,
|
||||
onEnter: options.onEnter ?? false,
|
||||
onExit: options.onExit,
|
||||
onInteract: options.onInteract,
|
||||
oneShot: options.oneShot,
|
||||
targetId: options.targetId,
|
||||
effect: options.effect,
|
||||
effectDuration: options.effectDuration
|
||||
};
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
@@ -237,11 +242,26 @@ export class EntityBuilder {
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Configure as a mine cart.
|
||||
*/
|
||||
asMineCart(path: Vec2[]): this {
|
||||
this.components.mineCart = {
|
||||
isMoving: false,
|
||||
path,
|
||||
pathIndex: 0
|
||||
};
|
||||
this.withSprite("mine_cart", 0);
|
||||
this.withName("Mine Cart");
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Finalize and register all components with the ECS world.
|
||||
* @returns The created entity ID
|
||||
*/
|
||||
build(): EntityId {
|
||||
|
||||
for (const [type, data] of Object.entries(this.components)) {
|
||||
if (data !== undefined) {
|
||||
this.world.addComponent(this.entityId, type as keyof ComponentMap, data as any);
|
||||
|
||||
@@ -19,12 +19,18 @@ export type GameEvent =
|
||||
|
||||
// Movement & trigger events
|
||||
| { type: "stepped_on"; entityId: EntityId; x: number; y: number }
|
||||
| { type: "entity_moved"; entityId: EntityId; from: { x: number; y: number }; to: { x: number; y: number } }
|
||||
| { type: "trigger_activated"; triggerId: EntityId; activatorId: EntityId }
|
||||
|
||||
|
||||
// Status effect events
|
||||
| { type: "status_applied"; entityId: EntityId; status: string; duration: number }
|
||||
| { type: "status_expired"; entityId: EntityId; status: string }
|
||||
| { type: "status_tick"; entityId: EntityId; status: string; remaining: number };
|
||||
| { type: "status_tick"; entityId: EntityId; status: string; remaining: number }
|
||||
|
||||
// World events
|
||||
| { type: "tile_changed"; x: number; y: number }
|
||||
| { type: "mission_complete" };
|
||||
|
||||
export type GameEventType = GameEvent["type"];
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import { type ECSWorld } from "./World";
|
||||
import { EntityBuilder } from "./EntityBuilder";
|
||||
import { type EntityId, type Item } from "../../core/types";
|
||||
import { type EntityId, type Item, type Vec2 } from "../../core/types";
|
||||
|
||||
import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
|
||||
/**
|
||||
@@ -20,7 +21,6 @@ export const Prefabs = {
|
||||
return EntityBuilder.create(world)
|
||||
.withPosition(x, y)
|
||||
.withName("Rat")
|
||||
.withSprite("rat", 0)
|
||||
.asEnemy("rat")
|
||||
.withStats({
|
||||
maxHp: config.baseHp + floorBonus,
|
||||
@@ -40,7 +40,6 @@ export const Prefabs = {
|
||||
return EntityBuilder.create(world)
|
||||
.withPosition(x, y)
|
||||
.withName("Bat")
|
||||
.withSprite("bat", 0)
|
||||
.asEnemy("bat")
|
||||
.withStats({
|
||||
maxHp: config.baseHp + floorBonus,
|
||||
@@ -185,6 +184,29 @@ export const Prefabs = {
|
||||
.build();
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a fire entity on a tile.
|
||||
*/
|
||||
fire(world: ECSWorld, x: number, y: number, duration: number = 4): EntityId {
|
||||
return EntityBuilder.create(world)
|
||||
.withPosition(x, y)
|
||||
.withName("Fire")
|
||||
.withSprite("dungeon", 19) // Reuse fire trap sprite index for fire
|
||||
.with("lifeSpan", { remainingTurns: duration })
|
||||
.asTrigger({
|
||||
onEnter: true,
|
||||
effect: "burning",
|
||||
effectDuration: 5
|
||||
})
|
||||
.with("trigger", {
|
||||
onEnter: true,
|
||||
effect: "burning",
|
||||
effectDuration: 5,
|
||||
damage: 3
|
||||
})
|
||||
.build();
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a player entity at the given position.
|
||||
*/
|
||||
@@ -193,15 +215,43 @@ export const Prefabs = {
|
||||
return EntityBuilder.create(world)
|
||||
.withPosition(x, y)
|
||||
.withName("Player")
|
||||
.withSprite("warrior", 0)
|
||||
.asPlayer()
|
||||
.withStats(config.initialStats)
|
||||
.withEnergy(config.speed)
|
||||
.withCombat()
|
||||
.build();
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a mine cart at the start of a path.
|
||||
*/
|
||||
mineCart(world: ECSWorld, path: Vec2[]): EntityId {
|
||||
const start = path[0];
|
||||
return EntityBuilder.create(world)
|
||||
.withPosition(start.x, start.y)
|
||||
.asMineCart(path)
|
||||
.build();
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a switch that triggers the mine cart.
|
||||
*/
|
||||
trackSwitch(world: ECSWorld, x: number, y: number, cartId: EntityId): EntityId {
|
||||
return EntityBuilder.create(world)
|
||||
.withPosition(x, y)
|
||||
.withName("Track Switch")
|
||||
.withSprite("track_switch", 0)
|
||||
.asTrigger({
|
||||
onEnter: false,
|
||||
onInteract: true,
|
||||
oneShot: true,
|
||||
targetId: cartId
|
||||
})
|
||||
.build();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Type for prefab factory functions.
|
||||
* Useful for creating maps of spawnable entities.
|
||||
|
||||
@@ -12,7 +12,8 @@ describe('ECS Removal and Accessor', () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 0, y: 0 }
|
||||
exit: { x: 0, y: 0 },
|
||||
trackPath: []
|
||||
};
|
||||
const accessor = new EntityAccessor(gameWorld, 999 as EntityId, ecsWorld);
|
||||
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
import { type Vec2, type Stats, type ActorType, type EnemyAIState, type EntityId, type Inventory, type Equipment, type Item } from "../../core/types";
|
||||
|
||||
export interface PositionComponent extends Vec2 {}
|
||||
export interface PositionComponent extends Vec2 { }
|
||||
|
||||
export interface StatsComponent extends Stats {}
|
||||
export interface StatsComponent extends Stats { }
|
||||
|
||||
export interface EnergyComponent {
|
||||
current: number;
|
||||
@@ -15,7 +15,7 @@ export interface AIComponent {
|
||||
lastKnownPlayerPos?: Vec2;
|
||||
}
|
||||
|
||||
export interface PlayerTagComponent {}
|
||||
export interface PlayerTagComponent { }
|
||||
|
||||
export interface CollectibleComponent {
|
||||
type: "exp_orb";
|
||||
@@ -46,13 +46,26 @@ export interface ActorTypeComponent {
|
||||
export interface TriggerComponent {
|
||||
onEnter?: boolean; // Trigger when entity steps on this tile
|
||||
onExit?: boolean; // Trigger when entity leaves this tile
|
||||
onInteract?: boolean; // Trigger when entity interacts with this
|
||||
oneShot?: boolean; // Destroy/disable after triggering once
|
||||
triggered?: boolean; // Has already triggered (for oneShot triggers)
|
||||
triggered?: boolean; // Is currently triggered/active
|
||||
spent?: boolean; // Has already triggered (for oneShot triggers)
|
||||
targetId?: EntityId; // Target entity for this trigger (e.g., mine cart for a switch)
|
||||
damage?: number; // Damage to deal on trigger (for traps)
|
||||
|
||||
effect?: string; // Status effect to apply (e.g., "poison", "slow")
|
||||
effectDuration?: number; // Duration of applied effect
|
||||
}
|
||||
|
||||
/**
|
||||
* For the Mine Cart.
|
||||
*/
|
||||
export interface MineCartComponent {
|
||||
isMoving: boolean;
|
||||
path: Vec2[];
|
||||
pathIndex: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Status effect instance applied to an entity.
|
||||
*/
|
||||
@@ -101,9 +114,16 @@ export interface GroundItemComponent {
|
||||
item: Item;
|
||||
}
|
||||
|
||||
export interface InventoryComponent extends Inventory {}
|
||||
export interface InventoryComponent extends Inventory { }
|
||||
|
||||
export interface EquipmentComponent extends Equipment {}
|
||||
export interface EquipmentComponent extends Equipment { }
|
||||
|
||||
/**
|
||||
* For entities that should be destroyed after a certain amount of time/turns.
|
||||
*/
|
||||
export interface LifeSpanComponent {
|
||||
remainingTurns: number;
|
||||
}
|
||||
|
||||
export type ComponentMap = {
|
||||
// Core components
|
||||
@@ -125,6 +145,8 @@ export type ComponentMap = {
|
||||
groundItem: GroundItemComponent;
|
||||
inventory: InventoryComponent;
|
||||
equipment: EquipmentComponent;
|
||||
lifeSpan: LifeSpanComponent;
|
||||
mineCart: MineCartComponent;
|
||||
};
|
||||
|
||||
export type ComponentType = keyof ComponentMap;
|
||||
|
||||
103
src/engine/ecs/systems/FireSystem.ts
Normal file
@@ -0,0 +1,103 @@
|
||||
import { System } from "../System";
|
||||
import { type ECSWorld } from "../World";
|
||||
import { type ComponentType } from "../components";
|
||||
import { type EntityId, type World } from "../../../core/types";
|
||||
import { TileType, getDestructionResult } from "../../../core/terrain";
|
||||
import { idx, inBounds } from "../../world/world-logic";
|
||||
import { Prefabs } from "../Prefabs";
|
||||
|
||||
export class FireSystem extends System {
|
||||
readonly name = "Fire";
|
||||
readonly requiredComponents: readonly ComponentType[] = ["position"];
|
||||
readonly priority = 15; // Run after status effects
|
||||
|
||||
private world: World;
|
||||
|
||||
constructor(world: World) {
|
||||
super();
|
||||
this.world = world;
|
||||
}
|
||||
|
||||
update(entities: EntityId[], ecsWorld: ECSWorld, _dt?: number): void {
|
||||
const fireEntities = entities.filter(id => ecsWorld.getComponent(id, "name")?.name === "Fire");
|
||||
const spreadTargets: { x: number; y: number; duration: number }[] = [];
|
||||
const entitiesToRemove: EntityId[] = [];
|
||||
|
||||
// Get all combatant positions to avoid spreading onto them
|
||||
const combatantEntities = ecsWorld.getEntitiesWith("position").filter(id =>
|
||||
ecsWorld.hasComponent(id, "player") || ecsWorld.hasComponent(id, "stats")
|
||||
);
|
||||
const combatantPosSet = new Set(combatantEntities.map(id => {
|
||||
const p = ecsWorld.getComponent(id, "position")!;
|
||||
return `${p.x},${p.y}`;
|
||||
}));
|
||||
|
||||
// 1. Process existing fire entities
|
||||
for (const fireId of fireEntities) {
|
||||
const pos = ecsWorld.getComponent(fireId, "position");
|
||||
const lifeSpan = ecsWorld.getComponent(fireId, "lifeSpan");
|
||||
if (!pos) continue;
|
||||
|
||||
// Decrement lifespan
|
||||
if (lifeSpan) {
|
||||
lifeSpan.remainingTurns--;
|
||||
|
||||
// If fire expires, destroy it and the tile below it
|
||||
if (lifeSpan.remainingTurns <= 0) {
|
||||
entitiesToRemove.push(fireId);
|
||||
|
||||
const tileIdx = idx(this.world, pos.x, pos.y);
|
||||
const tile = this.world.tiles[tileIdx];
|
||||
const nextTile = getDestructionResult(tile);
|
||||
|
||||
if (nextTile !== undefined) {
|
||||
this.world.tiles[tileIdx] = nextTile;
|
||||
this.eventBus?.emit({ type: "tile_changed", x: pos.x, y: pos.y });
|
||||
}
|
||||
continue; // Fire is gone, don't spread from it anymore
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Spreading logic (only if fire is still active)
|
||||
for (let dy = -1; dy <= 1; dy++) {
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
if (dx === 0 && dy === 0) continue;
|
||||
|
||||
const nx = pos.x + dx;
|
||||
const ny = pos.y + dy;
|
||||
if (!inBounds(this.world, nx, ny)) continue;
|
||||
|
||||
// Skip tiles occupied by any combatant
|
||||
if (combatantPosSet.has(`${nx},${ny}`)) continue;
|
||||
|
||||
const tileIdx = idx(this.world, nx, ny);
|
||||
const tile = this.world.tiles[tileIdx];
|
||||
|
||||
// Fire ONLY spreads to GRASS
|
||||
if (tile === TileType.GRASS) {
|
||||
spreadTargets.push({ x: nx, y: ny, duration: 2 });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup expired fires
|
||||
for (const id of entitiesToRemove) {
|
||||
ecsWorld.destroyEntity(id);
|
||||
}
|
||||
|
||||
// 3. Apply spreading
|
||||
for (const target of spreadTargets) {
|
||||
// Check if fire already there
|
||||
const existing = ecsWorld.getEntitiesWith("position").find(id => {
|
||||
const p = ecsWorld.getComponent(id, "position");
|
||||
const n = ecsWorld.getComponent(id, "name");
|
||||
return p?.x === target.x && p?.y === target.y && n?.name === "Fire";
|
||||
});
|
||||
|
||||
if (!existing) {
|
||||
Prefabs.fire(ecsWorld, target.x, target.y, target.duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
47
src/engine/ecs/systems/MineCartSystem.ts
Normal file
@@ -0,0 +1,47 @@
|
||||
import { System } from "../System";
|
||||
import { type ECSWorld } from "../World";
|
||||
import { type EntityId } from "../../../core/types";
|
||||
|
||||
|
||||
/**
|
||||
* System that moves the mine cart along its fixed path.
|
||||
* Moves 1 tile per update (tick).
|
||||
*/
|
||||
export class MineCartSystem extends System {
|
||||
readonly name = "MineCart";
|
||||
readonly requiredComponents = ["mineCart", "position", "sprite"] as const;
|
||||
|
||||
update(entities: EntityId[], world: ECSWorld) {
|
||||
for (const id of entities) {
|
||||
const mineCart = world.getComponent(id, "mineCart");
|
||||
const pos = world.getComponent(id, "position");
|
||||
|
||||
if (!mineCart || !pos || !mineCart.isMoving) continue;
|
||||
|
||||
// Move to next path node if available
|
||||
if (mineCart.pathIndex < mineCart.path.length - 1) {
|
||||
mineCart.pathIndex++;
|
||||
const nextPos = mineCart.path[mineCart.pathIndex];
|
||||
|
||||
// Update position component
|
||||
pos.x = nextPos.x;
|
||||
pos.y = nextPos.y;
|
||||
|
||||
// Emit event for visual feedback
|
||||
this.eventBus?.emit({
|
||||
type: "entity_moved",
|
||||
entityId: id,
|
||||
from: { x: pos.x, y: pos.y },
|
||||
to: nextPos
|
||||
});
|
||||
|
||||
} else {
|
||||
// Reached the end
|
||||
if (mineCart.isMoving) {
|
||||
mineCart.isMoving = false;
|
||||
this.eventBus?.emit({ type: "mission_complete" });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -37,7 +37,7 @@ export class TriggerSystem extends System {
|
||||
const triggerPos = world.getComponent(triggerId, "position");
|
||||
|
||||
if (!trigger || !triggerPos) continue;
|
||||
if (trigger.triggered && trigger.oneShot) continue; // Already triggered one-shot
|
||||
if (trigger.spent && trigger.oneShot) continue; // Already spent one-shot
|
||||
|
||||
// Check for entities at this trigger's position
|
||||
for (const entityId of allWithPosition) {
|
||||
@@ -49,9 +49,14 @@ export class TriggerSystem extends System {
|
||||
const isOnTrigger = entityPos.x === triggerPos.x && entityPos.y === triggerPos.y;
|
||||
const wasOnTrigger = this.wasEntityOnTrigger(entityId, triggerPos);
|
||||
|
||||
// Handle enter
|
||||
if (trigger.onEnter && isOnTrigger && !wasOnTrigger) {
|
||||
// Handle enter or manual trigger
|
||||
if ((trigger.onEnter && isOnTrigger && !wasOnTrigger) || trigger.triggered) {
|
||||
this.activateTrigger(triggerId, entityId, trigger, world);
|
||||
|
||||
// If it was manually triggered, we should reset the flag
|
||||
if (trigger.triggered) {
|
||||
trigger.triggered = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Handle exit
|
||||
@@ -81,6 +86,9 @@ export class TriggerSystem extends System {
|
||||
effectDuration?: number;
|
||||
oneShot?: boolean;
|
||||
triggered?: boolean;
|
||||
targetId?: EntityId;
|
||||
onInteract?: boolean;
|
||||
spent?: boolean;
|
||||
},
|
||||
world: ECSWorld
|
||||
): void {
|
||||
@@ -91,7 +99,22 @@ export class TriggerSystem extends System {
|
||||
activatorId
|
||||
});
|
||||
|
||||
// Handle Mine Cart activation
|
||||
if (trigger.targetId) {
|
||||
const mineCart = world.getComponent(trigger.targetId, "mineCart");
|
||||
if (mineCart) {
|
||||
mineCart.isMoving = true;
|
||||
|
||||
// Change switch sprite if applicable (optional for now as we only have one frame)
|
||||
const sprite = world.getComponent(triggerId, "sprite");
|
||||
if (sprite && sprite.texture === "dungeon") {
|
||||
sprite.index = 32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply damage if trap
|
||||
|
||||
if (trigger.damage && trigger.damage > 0) {
|
||||
const stats = world.getComponent(activatorId, "stats");
|
||||
if (stats) {
|
||||
@@ -124,11 +147,12 @@ export class TriggerSystem extends System {
|
||||
|
||||
// Mark as triggered for one-shot triggers and update sprite
|
||||
if (trigger.oneShot) {
|
||||
trigger.triggered = true;
|
||||
trigger.spent = true;
|
||||
trigger.triggered = false;
|
||||
|
||||
// Change sprite to triggered appearance (dungeon sprite 23)
|
||||
// Change sprite to triggered appearance if it's a dungeon sprite
|
||||
const sprite = world.getComponent(triggerId, "sprite");
|
||||
if (sprite) {
|
||||
if (sprite && sprite.texture === "dungeon") {
|
||||
sprite.index = 23; // Triggered/spent trap appearance
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,9 +123,38 @@ export function traceProjectile(
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Finds the closest visible enemy to a given position.
|
||||
* Calculates tiles within a cone for area of effect attacks.
|
||||
*/
|
||||
export function getConeTiles(origin: Vec2, target: Vec2, range: number): Vec2[] {
|
||||
const tiles: Vec2[] = [];
|
||||
const angle = Math.atan2(target.y - origin.y, target.x - origin.x);
|
||||
const halfSpread = Math.PI / 4; // 90 degree cone
|
||||
|
||||
for (let dy = -range; dy <= range; dy++) {
|
||||
for (let dx = -range; dx <= range; dx++) {
|
||||
if (dx === 0 && dy === 0) continue;
|
||||
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist > range + 0.5) continue;
|
||||
|
||||
const tilePos = { x: origin.x + dx, y: origin.y + dy };
|
||||
const tileAngle = Math.atan2(dy, dx);
|
||||
|
||||
// Normalize angle difference to [-PI, PI]
|
||||
let angleDiff = tileAngle - angle;
|
||||
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
|
||||
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
|
||||
|
||||
if (Math.abs(angleDiff) <= halfSpread) {
|
||||
tiles.push(tilePos);
|
||||
}
|
||||
}
|
||||
}
|
||||
return tiles;
|
||||
}
|
||||
|
||||
export function getClosestVisibleEnemy(
|
||||
origin: Vec2,
|
||||
seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures
|
||||
|
||||
@@ -22,7 +22,8 @@ describe('CombatLogic', () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(TileType.EMPTY),
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
ecsWorld = new ECSWorld();
|
||||
// Shooter ID 1
|
||||
@@ -85,24 +86,24 @@ describe('CombatLogic', () => {
|
||||
});
|
||||
|
||||
it('should ignore shooter position', () => {
|
||||
const start = { x: 0, y: 0 };
|
||||
const end = { x: 5, y: 0 };
|
||||
const start = { x: 0, y: 0 };
|
||||
const end = { x: 5, y: 0 };
|
||||
|
||||
// Shooter at start
|
||||
const shooter = {
|
||||
id: 1 as EntityId,
|
||||
type: 'player',
|
||||
category: 'combatant',
|
||||
pos: { x: 0, y: 0 },
|
||||
isPlayer: true
|
||||
};
|
||||
syncActor(shooter);
|
||||
// Shooter at start
|
||||
const shooter = {
|
||||
id: 1 as EntityId,
|
||||
type: 'player',
|
||||
category: 'combatant',
|
||||
pos: { x: 0, y: 0 },
|
||||
isPlayer: true
|
||||
};
|
||||
syncActor(shooter);
|
||||
|
||||
const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId);
|
||||
const result = traceProjectile(mockWorld, start, end, accessor, 1 as EntityId);
|
||||
|
||||
// Should not hit self
|
||||
expect(result.hitActorId).toBeUndefined();
|
||||
expect(result.blockedPos).toEqual(end);
|
||||
// Should not hit self
|
||||
expect(result.hitActorId).toBeUndefined();
|
||||
expect(result.blockedPos).toEqual(end);
|
||||
});
|
||||
|
||||
it('should ignore non-combatant actors (e.g. items)', () => {
|
||||
@@ -123,6 +124,6 @@ describe('CombatLogic', () => {
|
||||
// Should pass through item
|
||||
expect(result.blockedPos).toEqual(end);
|
||||
expect(result.hitActorId).toBeUndefined();
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -18,7 +18,8 @@ describe("Fireable Weapons & Ammo System", () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
ecsWorld = new ECSWorld();
|
||||
accessor = new EntityAccessor(world, 1 as EntityId, ecsWorld);
|
||||
@@ -139,23 +140,23 @@ describe("Fireable Weapons & Ammo System", () => {
|
||||
});
|
||||
|
||||
it("should deep clone on spawn so pistols remain independent", () => {
|
||||
const playerActor = accessor.getPlayer()!;
|
||||
const pistol1 = createRangedWeapon("pistol");
|
||||
const playerActor = accessor.getPlayer()!;
|
||||
const pistol1 = createRangedWeapon("pistol");
|
||||
|
||||
// Spawn 1
|
||||
itemManager.spawnItem(pistol1, {x:0, y:0});
|
||||
const picked1 = itemManager.tryPickup(playerActor)! as RangedWeaponItem;
|
||||
// Spawn 1
|
||||
itemManager.spawnItem(pistol1, { x: 0, y: 0 });
|
||||
const picked1 = itemManager.tryPickup(playerActor)! as RangedWeaponItem;
|
||||
|
||||
// Spawn 2
|
||||
const pistol2 = createRangedWeapon("pistol");
|
||||
itemManager.spawnItem(pistol2, {x:0, y:0});
|
||||
const picked2 = itemManager.tryPickup(playerActor)! as RangedWeaponItem;
|
||||
// Spawn 2
|
||||
const pistol2 = createRangedWeapon("pistol");
|
||||
itemManager.spawnItem(pistol2, { x: 0, y: 0 });
|
||||
const picked2 = itemManager.tryPickup(playerActor)! as RangedWeaponItem;
|
||||
|
||||
expect(picked1).not.toBe(picked2);
|
||||
expect(picked1.stats).not.toBe(picked2.stats); // Critical!
|
||||
expect(picked1).not.toBe(picked2);
|
||||
expect(picked1.stats).not.toBe(picked2.stats); // Critical!
|
||||
|
||||
// Modifying one should not affect other
|
||||
picked1.currentAmmo = 0;
|
||||
expect(picked2.currentAmmo).toBe(6);
|
||||
// Modifying one should not affect other
|
||||
picked1.currentAmmo = 0;
|
||||
expect(picked2.currentAmmo).toBe(6);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -99,25 +99,21 @@ export class GameInput extends Phaser.Events.EventEmitter {
|
||||
}
|
||||
|
||||
public getCursorState() {
|
||||
// Return simplified cursor state for movement
|
||||
// Return simplified WASD state for movement
|
||||
let dx = 0;
|
||||
let dy = 0;
|
||||
|
||||
const left = this.cursors.left?.isDown || this.wasd.A.isDown;
|
||||
const right = this.cursors.right?.isDown || this.wasd.D.isDown;
|
||||
const up = this.cursors.up?.isDown || this.wasd.W.isDown;
|
||||
const down = this.cursors.down?.isDown || this.wasd.S.isDown;
|
||||
const left = this.wasd.A.isDown;
|
||||
const right = this.wasd.D.isDown;
|
||||
const up = this.wasd.W.isDown;
|
||||
const down = this.wasd.S.isDown;
|
||||
|
||||
if (left) dx -= 1;
|
||||
if (right) dx += 1;
|
||||
if (up) dy -= 1;
|
||||
if (down) dy += 1;
|
||||
|
||||
const anyJustDown = Phaser.Input.Keyboard.JustDown(this.cursors.left!) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.cursors.right!) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.cursors.down!) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.wasd.W) ||
|
||||
const anyJustDown = Phaser.Input.Keyboard.JustDown(this.wasd.W) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.wasd.A) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.wasd.S) ||
|
||||
Phaser.Input.Keyboard.JustDown(this.wasd.D);
|
||||
@@ -131,6 +127,19 @@ export class GameInput extends Phaser.Events.EventEmitter {
|
||||
};
|
||||
}
|
||||
|
||||
public getCameraPanState() {
|
||||
// Return Arrow key state for camera panning
|
||||
let dx = 0;
|
||||
let dy = 0;
|
||||
|
||||
if (this.cursors.left?.isDown) dx -= 1;
|
||||
if (this.cursors.right?.isDown) dx += 1;
|
||||
if (this.cursors.up?.isDown) dy -= 1;
|
||||
if (this.cursors.down?.isDown) dy += 1;
|
||||
|
||||
return { dx, dy };
|
||||
}
|
||||
|
||||
public cleanup() {
|
||||
this.removeAllListeners();
|
||||
// Determine is scene specific cleanup is needed for inputs
|
||||
|
||||
@@ -19,7 +19,8 @@ describe('Movement Blocking Behavior', () => {
|
||||
width: 3,
|
||||
height: 3,
|
||||
tiles: new Array(9).fill(TileType.GRASS),
|
||||
exit: { x: 2, y: 2 }
|
||||
exit: { x: 2, y: 2 },
|
||||
trackPath: []
|
||||
};
|
||||
|
||||
// Blocking wall at (1, 0)
|
||||
|
||||
@@ -2,7 +2,7 @@ import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, Collecti
|
||||
import { calculateDamage } from "../gameplay/CombatLogic";
|
||||
|
||||
import { isBlocked, tryDestructTile } from "../world/world-logic";
|
||||
import { isDestructibleByWalk } from "../../core/terrain";
|
||||
import { isDestructibleByWalk, TileType } from "../../core/terrain";
|
||||
import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
import { type EntityAccessor } from "../EntityAccessor";
|
||||
import { AISystem } from "../ecs/AISystem";
|
||||
@@ -29,6 +29,8 @@ export function applyAction(w: World, actorId: EntityId, action: Action, accesso
|
||||
break;
|
||||
}
|
||||
|
||||
checkDeaths(events, accessor);
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
@@ -100,14 +102,51 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
|
||||
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);
|
||||
const tile = w.tiles[tileIdx];
|
||||
if (isDestructibleByWalk(tile)) {
|
||||
// Only open if it's currently closed.
|
||||
// tryDestructTile toggles, so we must be specific for doors.
|
||||
if (tile === TileType.DOOR_CLOSED) {
|
||||
tryDestructTile(w, nx, ny);
|
||||
} else if (tile !== TileType.DOOR_OPEN) {
|
||||
// For other destructibles like grass
|
||||
tryDestructTile(w, nx, ny);
|
||||
}
|
||||
}
|
||||
|
||||
// Handle "from" tile - Close door if we just left it and no one else is there
|
||||
const fromIdx = from.y * w.width + from.x;
|
||||
if (w.tiles[fromIdx] === TileType.DOOR_OPEN) {
|
||||
const actorsLeft = accessor.getActorsAt(from.x, from.y);
|
||||
if (actorsLeft.length === 0) {
|
||||
console.log(`[simulation] Closing door at ${from.x},${from.y} - Actor ${actor.id} left`);
|
||||
w.tiles[fromIdx] = TileType.DOOR_CLOSED;
|
||||
} else {
|
||||
console.log(`[simulation] Door at ${from.x},${from.y} stays open - ${actorsLeft.length} actors remain`);
|
||||
}
|
||||
}
|
||||
|
||||
if (actor.category === "combatant" && actor.isPlayer) {
|
||||
handleExpCollection(actor, events, accessor);
|
||||
}
|
||||
return events;
|
||||
} else {
|
||||
// If blocked, check if we can interact with an entity at the target position
|
||||
if (actor.category === "combatant" && actor.isPlayer && accessor?.context) {
|
||||
const ecsWorld = accessor.context;
|
||||
const interactables = ecsWorld.getEntitiesWith("position", "trigger").filter(id => {
|
||||
const p = ecsWorld.getComponent(id, "position");
|
||||
const t = ecsWorld.getComponent(id, "trigger");
|
||||
return p?.x === nx && p?.y === ny && t?.onInteract;
|
||||
});
|
||||
|
||||
if (interactables.length > 0) {
|
||||
// Trigger interaction by marking it as triggered
|
||||
// The TriggerSystem will pick this up on the next update
|
||||
ecsWorld.getComponent(interactables[0], "trigger")!.triggered = true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
|
||||
@@ -115,6 +154,7 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
|
||||
|
||||
|
||||
|
||||
|
||||
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") {
|
||||
@@ -140,11 +180,11 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
|
||||
target.stats.hp -= dmg;
|
||||
|
||||
if (target.stats.hp > 0 && target.category === "combatant" && !target.isPlayer) {
|
||||
target.aiState = "pursuing";
|
||||
target.alertedAt = Date.now();
|
||||
if (actor.pos) {
|
||||
target.lastKnownPlayerPos = { ...actor.pos };
|
||||
}
|
||||
target.aiState = "pursuing";
|
||||
target.alertedAt = Date.now();
|
||||
if (actor.pos) {
|
||||
target.lastKnownPlayerPos = { ...actor.pos };
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Lifesteal Logic
|
||||
@@ -153,11 +193,11 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
|
||||
if (healAmount > 0) {
|
||||
actor.stats.hp = Math.min(actor.stats.maxHp, actor.stats.hp + healAmount);
|
||||
events.push({
|
||||
type: "healed",
|
||||
actorId: actor.id,
|
||||
amount: healAmount,
|
||||
x: actor.pos.x,
|
||||
y: actor.pos.y
|
||||
type: "healed",
|
||||
actorId: actor.id,
|
||||
amount: healAmount,
|
||||
x: actor.pos.x,
|
||||
y: actor.pos.y
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -174,32 +214,55 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
|
||||
});
|
||||
|
||||
if (target.stats.hp <= 0) {
|
||||
events.push({
|
||||
type: "killed",
|
||||
targetId: target.id,
|
||||
killerId: actor.id,
|
||||
x: target.pos.x,
|
||||
y: target.pos.y,
|
||||
victimType: target.type as ActorType
|
||||
});
|
||||
|
||||
accessor.removeActor(target.id);
|
||||
|
||||
// Spawn EXP Orb
|
||||
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
|
||||
const expAmount = enemyDef?.expValue || 0;
|
||||
|
||||
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 });
|
||||
}
|
||||
killActor(target, events, accessor, actor.id);
|
||||
}
|
||||
return events;
|
||||
}
|
||||
return [{ type: "waited", actorId: actor.id }];
|
||||
}
|
||||
|
||||
export function killActor(target: CombatantActor, events: SimEvent[], accessor: EntityAccessor, killerId?: EntityId): void {
|
||||
events.push({
|
||||
type: "killed",
|
||||
targetId: target.id,
|
||||
killerId: killerId ?? (0 as EntityId),
|
||||
x: target.pos.x,
|
||||
y: target.pos.y,
|
||||
victimType: target.type as ActorType
|
||||
});
|
||||
|
||||
accessor.removeActor(target.id);
|
||||
|
||||
// Extinguish fire at the death position
|
||||
const ecsWorld = accessor.context;
|
||||
if (ecsWorld) {
|
||||
const firesAtPos = ecsWorld.getEntitiesWith("position", "name").filter(id => {
|
||||
const p = ecsWorld.getComponent(id, "position");
|
||||
const n = ecsWorld.getComponent(id, "name");
|
||||
return p?.x === target.pos.x && p?.y === target.pos.y && n?.name === "Fire";
|
||||
});
|
||||
for (const fireId of firesAtPos) {
|
||||
ecsWorld.destroyEntity(fireId);
|
||||
}
|
||||
|
||||
// Spawn EXP Orb
|
||||
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
|
||||
const expAmount = enemyDef?.expValue || 0;
|
||||
|
||||
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 });
|
||||
}
|
||||
}
|
||||
|
||||
export function checkDeaths(events: SimEvent[], accessor: EntityAccessor): void {
|
||||
const combatants = accessor.getCombatants();
|
||||
for (const c of combatants) {
|
||||
if (c.stats.hp <= 0) {
|
||||
killActor(c, events, accessor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
@@ -211,17 +274,17 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
|
||||
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);
|
||||
const aiSystem = new AISystem(ecsWorld, w, accessor);
|
||||
const result = aiSystem.update(enemy.id, player.id);
|
||||
|
||||
const aiComp = ecsWorld.getComponent(enemy.id, "ai");
|
||||
if (aiComp) {
|
||||
enemy.aiState = aiComp.state;
|
||||
enemy.alertedAt = aiComp.alertedAt;
|
||||
enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos;
|
||||
}
|
||||
const aiComp = ecsWorld.getComponent(enemy.id, "ai");
|
||||
if (aiComp) {
|
||||
enemy.aiState = aiComp.state;
|
||||
enemy.alertedAt = aiComp.alertedAt;
|
||||
enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos;
|
||||
}
|
||||
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
return { action: { type: "wait" }, justAlerted: false };
|
||||
@@ -240,51 +303,52 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId, accessor: Enti
|
||||
const events: SimEvent[] = [];
|
||||
|
||||
if (player.energy >= THRESHOLD) {
|
||||
player.energy -= THRESHOLD;
|
||||
player.energy -= THRESHOLD;
|
||||
}
|
||||
|
||||
while (true) {
|
||||
if (player.energy >= THRESHOLD) {
|
||||
return { awaitingPlayerId: playerId, events };
|
||||
return { awaitingPlayerId: playerId, events };
|
||||
}
|
||||
|
||||
const actors = [...accessor.getAllActors()];
|
||||
for (const actor of actors) {
|
||||
if (actor.category === "combatant") {
|
||||
actor.energy += actor.speed;
|
||||
}
|
||||
if (actor.category === "combatant") {
|
||||
actor.energy += actor.speed;
|
||||
}
|
||||
}
|
||||
|
||||
let actionsTaken = 0;
|
||||
while (true) {
|
||||
const eligibleActors = accessor.getEnemies().filter(a => a.energy >= THRESHOLD);
|
||||
const eligibleActors = accessor.getEnemies().filter(a => a.energy >= THRESHOLD);
|
||||
|
||||
if (eligibleActors.length === 0) break;
|
||||
if (eligibleActors.length === 0) break;
|
||||
|
||||
eligibleActors.sort((a, b) => b.energy - a.energy);
|
||||
const actor = eligibleActors[0];
|
||||
eligibleActors.sort((a, b) => b.energy - a.energy);
|
||||
const actor = eligibleActors[0];
|
||||
|
||||
actor.energy -= THRESHOLD;
|
||||
actor.energy -= THRESHOLD;
|
||||
|
||||
const decision = decideEnemyAction(w, actor, player, accessor);
|
||||
const decision = decideEnemyAction(w, actor, player, accessor);
|
||||
|
||||
if (decision.justAlerted) {
|
||||
events.push({
|
||||
type: "enemy-alerted",
|
||||
enemyId: actor.id,
|
||||
x: actor.pos.x,
|
||||
y: actor.pos.y
|
||||
});
|
||||
}
|
||||
if (decision.justAlerted) {
|
||||
events.push({
|
||||
type: "enemy-alerted",
|
||||
enemyId: actor.id,
|
||||
x: actor.pos.x,
|
||||
y: actor.pos.y
|
||||
});
|
||||
}
|
||||
|
||||
events.push(...applyAction(w, actor.id, decision.action, accessor));
|
||||
events.push(...applyAction(w, actor.id, decision.action, accessor));
|
||||
checkDeaths(events, accessor);
|
||||
|
||||
if (!accessor.isPlayerAlive()) {
|
||||
return { awaitingPlayerId: null as any, events };
|
||||
}
|
||||
if (!accessor.isPlayerAlive()) {
|
||||
return { awaitingPlayerId: null as any, events };
|
||||
}
|
||||
|
||||
actionsTaken++;
|
||||
if (actionsTaken > 1000) break;
|
||||
actionsTaken++;
|
||||
if (actionsTaken > 1000) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,7 +8,8 @@ import {
|
||||
createRangedWeapon,
|
||||
createArmour,
|
||||
createUpgradeScroll,
|
||||
createAmmo
|
||||
createAmmo,
|
||||
createCeramicDragonHead
|
||||
} from "../../core/config/Items";
|
||||
import { seededRandom } from "../../core/math";
|
||||
import * as ROT from "rot-js";
|
||||
@@ -17,6 +18,8 @@ import { Prefabs } from "../ecs/Prefabs";
|
||||
import { EntityBuilder } from "../ecs/EntityBuilder";
|
||||
|
||||
|
||||
|
||||
|
||||
interface Room {
|
||||
x: number;
|
||||
y: number;
|
||||
@@ -35,37 +38,51 @@ export function generateWorld(floor: number, runState: RunState): { world: World
|
||||
const height = GAME_CONFIG.map.height;
|
||||
const tiles: Tile[] = new Array(width * height).fill(TileType.WALL);
|
||||
|
||||
const random = seededRandom(floor * 12345);
|
||||
const random = seededRandom(runState.seed + floor * 12345);
|
||||
|
||||
// Create ECS World first
|
||||
const ecsWorld = new ECSWorld(); // Starts at ID 1 by default
|
||||
|
||||
// Set ROT's RNG seed for consistent dungeon generation
|
||||
ROT.RNG.setSeed(floor * 12345);
|
||||
ROT.RNG.setSeed(runState.seed + floor * 12345);
|
||||
|
||||
const rooms = generateRooms(width, height, tiles, floor, random);
|
||||
// Replace generateRooms call with track-first logic for mine cart mechanic
|
||||
const { rooms, trackPath } = generateTrackLevel(width, height, tiles, floor, random);
|
||||
|
||||
console.log(`[generator] Track generated with ${trackPath.length} nodes.`);
|
||||
console.log(`[generator] Rooms generated: ${rooms.length}`);
|
||||
|
||||
if (!trackPath || trackPath.length === 0) {
|
||||
throw new Error("Failed to generate track path");
|
||||
}
|
||||
|
||||
// Place player at start of track
|
||||
const playerX = trackPath[0].x;
|
||||
const playerY = trackPath[0].y;
|
||||
|
||||
// Clear track path
|
||||
for (const pos of trackPath) {
|
||||
tiles[pos.y * width + pos.x] = TileType.TRACK;
|
||||
}
|
||||
|
||||
// Place player in first room
|
||||
const firstRoom = rooms[0];
|
||||
const playerX = firstRoom.x + Math.floor(firstRoom.width / 2);
|
||||
const playerY = firstRoom.y + Math.floor(firstRoom.height / 2);
|
||||
|
||||
// Create Player Entity in ECS
|
||||
const runInventory = {
|
||||
gold: runState.inventory.gold,
|
||||
items: [
|
||||
...runState.inventory.items,
|
||||
// Add starting items for testing if empty
|
||||
...(runState.inventory.items.length === 0 ? [
|
||||
createConsumable("health_potion", 2),
|
||||
createMeleeWeapon("iron_sword", "sharp"),
|
||||
createConsumable("throwing_dagger", 3),
|
||||
createRangedWeapon("pistol"),
|
||||
createAmmo("ammo_9mm", 10),
|
||||
createArmour("leather_armor", "heavy"),
|
||||
createUpgradeScroll(2)
|
||||
] : [])
|
||||
]
|
||||
gold: runState.inventory.gold,
|
||||
items: [
|
||||
...runState.inventory.items,
|
||||
// Add starting items for testing if empty
|
||||
...(runState.inventory.items.length === 0 ? [
|
||||
createConsumable("health_potion", 2),
|
||||
createMeleeWeapon("iron_sword", "sharp"),
|
||||
createConsumable("throwing_dagger", 3),
|
||||
createRangedWeapon("pistol"),
|
||||
createAmmo("ammo_9mm", 10),
|
||||
createCeramicDragonHead(),
|
||||
createArmour("leather_armor", "heavy"),
|
||||
createUpgradeScroll(2)
|
||||
] : [])
|
||||
]
|
||||
};
|
||||
|
||||
const playerId = EntityBuilder.create(ecsWorld)
|
||||
@@ -77,248 +94,296 @@ export function generateWorld(floor: number, runState: RunState): { world: World
|
||||
.withEnergy(GAME_CONFIG.player.speed)
|
||||
.build();
|
||||
|
||||
// No more legacy Actors Map
|
||||
// Create Mine Cart at start of track
|
||||
const cartId = Prefabs.mineCart(ecsWorld, trackPath);
|
||||
|
||||
// Place exit in last room
|
||||
const lastRoom = rooms[rooms.length - 1];
|
||||
const exit: Vec2 = {
|
||||
x: lastRoom.x + Math.floor(lastRoom.width / 2),
|
||||
y: lastRoom.y + Math.floor(lastRoom.height / 2)
|
||||
};
|
||||
const exit = { ...trackPath[trackPath.length - 1] };
|
||||
|
||||
placeEnemies(floor, rooms, ecsWorld, random);
|
||||
|
||||
// Place traps (using same ecsWorld)
|
||||
// Place Switch adjacent to the end of the track
|
||||
let switchPos = { x: exit.x, y: exit.y };
|
||||
const neighbors = [
|
||||
{ x: exit.x + 1, y: exit.y },
|
||||
{ x: exit.x - 1, y: exit.y },
|
||||
{ x: exit.x, y: exit.y + 1 },
|
||||
{ x: exit.x, y: exit.y - 1 },
|
||||
];
|
||||
for (const n of neighbors) {
|
||||
if (n.x >= 1 && n.x < width - 1 && n.y >= 1 && n.y < height - 1) {
|
||||
const t = tiles[n.y * width + n.x];
|
||||
if (t === TileType.EMPTY || t === TileType.EMPTY_DECO || t === TileType.GRASS || t === TileType.TRACK) {
|
||||
switchPos = n;
|
||||
// Don't break if it's track, try to find a real empty spot first
|
||||
if (t !== TileType.TRACK) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Prefabs.trackSwitch(ecsWorld, switchPos.x, switchPos.y, cartId);
|
||||
|
||||
// Mark all track and room tiles as occupied for objects
|
||||
const occupiedPositions = new Set<string>();
|
||||
occupiedPositions.add(`${playerX},${playerY}`); // Don't place traps on player start
|
||||
occupiedPositions.add(`${exit.x},${exit.y}`); // Don't place traps on exit
|
||||
placeTraps(floor, rooms, ecsWorld, tiles, width, random, occupiedPositions);
|
||||
|
||||
// Place doors for dungeon levels (Uniform/Digger)
|
||||
// Caves (Floors 10+) shouldn't have manufactured doors
|
||||
if (floor <= 9) {
|
||||
placeDoors(width, height, tiles, rooms, random);
|
||||
occupiedPositions.add(`${playerX},${playerY}`);
|
||||
occupiedPositions.add(`${exit.x},${exit.y}`);
|
||||
for (const pos of trackPath) {
|
||||
occupiedPositions.add(`${pos.x},${pos.y}`);
|
||||
}
|
||||
|
||||
// Place enemies
|
||||
placeEnemies(floor, rooms, ecsWorld, tiles, width, random, occupiedPositions);
|
||||
|
||||
// Place traps
|
||||
placeTraps(floor, rooms, ecsWorld, tiles, width, random, occupiedPositions);
|
||||
|
||||
// Decorate and finalize tiles
|
||||
decorate(width, height, tiles, random, exit);
|
||||
|
||||
// CRITICAL FIX: Ensure player start position is always clear!
|
||||
// Otherwise spawning in Grass (which blocks vision) makes the player blind.
|
||||
// Ensure start and end are walkable and marked
|
||||
tiles[playerY * width + playerX] = TileType.EMPTY;
|
||||
tiles[exit.y * width + exit.x] = TileType.EXIT;
|
||||
|
||||
return {
|
||||
world: { width, height, tiles, exit },
|
||||
world: { width, height, tiles, exit, trackPath },
|
||||
playerId,
|
||||
ecsWorld
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
// Update generateRooms signature to accept random
|
||||
function generateRooms(width: number, height: number, tiles: Tile[], floor: number, random: () => number): Room[] {
|
||||
const rooms: Room[] = [];
|
||||
|
||||
// Choose dungeon algorithm based on floor depth
|
||||
let dungeon: any;
|
||||
|
||||
if (floor <= 4) {
|
||||
// Floors 1-4: Uniform (organic, irregular rooms)
|
||||
dungeon = new ROT.Map.Uniform(width, height, {
|
||||
roomWidth: [GAME_CONFIG.map.roomMinWidth, GAME_CONFIG.map.roomMaxWidth],
|
||||
roomHeight: [GAME_CONFIG.map.roomMinHeight, GAME_CONFIG.map.roomMaxHeight],
|
||||
roomDugPercentage: 0.3,
|
||||
});
|
||||
} else if (floor <= 9) {
|
||||
// Floors 5-9: Digger (traditional rectangular rooms + corridors)
|
||||
dungeon = new ROT.Map.Digger(width, height, {
|
||||
roomWidth: [GAME_CONFIG.map.roomMinWidth, GAME_CONFIG.map.roomMaxWidth],
|
||||
roomHeight: [GAME_CONFIG.map.roomMinHeight, GAME_CONFIG.map.roomMaxHeight],
|
||||
corridorLength: [2, 6],
|
||||
});
|
||||
} else {
|
||||
// Floors 10+: Cellular (natural cave systems)
|
||||
dungeon = new ROT.Map.Cellular(width, height, {
|
||||
born: [4, 5, 6, 7, 8],
|
||||
survive: [2, 3, 4, 5],
|
||||
});
|
||||
|
||||
// Cellular needs randomization and smoothing
|
||||
dungeon.randomize(0.5);
|
||||
for (let i = 0; i < 4; i++) {
|
||||
dungeon.create();
|
||||
}
|
||||
}
|
||||
|
||||
// Generate the dungeon
|
||||
dungeon.create((x: number, y: number, value: number) => {
|
||||
if (value === 0) {
|
||||
// 0 = floor, 1 = wall
|
||||
tiles[y * width + x] = TileType.EMPTY;
|
||||
}
|
||||
});
|
||||
|
||||
// Extract room information from the generated dungeon
|
||||
const roomData = (dungeon as any).getRooms?.();
|
||||
|
||||
if (roomData && roomData.length > 0) {
|
||||
// Traditional dungeons (Uniform/Digger) have explicit rooms
|
||||
for (const room of roomData) {
|
||||
rooms.push({
|
||||
x: room.getLeft(),
|
||||
y: room.getTop(),
|
||||
width: room.getRight() - room.getLeft() + 1,
|
||||
height: room.getBottom() - room.getTop() + 1
|
||||
});
|
||||
}
|
||||
} else {
|
||||
// Cellular caves don't have explicit rooms, so find connected floor areas
|
||||
rooms.push(...extractRoomsFromCave(width, height, tiles));
|
||||
|
||||
// Connect the isolated cave rooms
|
||||
connectRooms(width, tiles, rooms, random);
|
||||
}
|
||||
|
||||
// Ensure we have at least 2 rooms for player/exit placement
|
||||
if (rooms.length < 2) {
|
||||
// Fallback: create two basic rooms
|
||||
rooms.push(
|
||||
{ x: 5, y: 5, width: 5, height: 5 },
|
||||
{ x: width - 10, y: height - 10, width: 5, height: 5 }
|
||||
);
|
||||
// Connect the fallback rooms
|
||||
connectRooms(width, tiles, rooms, random);
|
||||
}
|
||||
|
||||
return rooms;
|
||||
}
|
||||
|
||||
function connectRooms(width: number, tiles: Tile[], rooms: Room[], random: () => number) {
|
||||
for (let i = 0; i < rooms.length - 1; i++) {
|
||||
const r1 = rooms[i];
|
||||
const r2 = rooms[i+1];
|
||||
|
||||
const c1x = r1.x + Math.floor(r1.width / 2);
|
||||
const c1y = r1.y + Math.floor(r1.height / 2);
|
||||
const c2x = r2.x + Math.floor(r2.width / 2);
|
||||
const c2y = r2.y + Math.floor(r2.height / 2);
|
||||
|
||||
if (random() < 0.5) {
|
||||
digH(width, tiles, c1x, c2x, c1y);
|
||||
digV(width, tiles, c1y, c2y, c2x);
|
||||
} else {
|
||||
digV(width, tiles, c1y, c2y, c1x);
|
||||
digH(width, tiles, c1x, c2x, c2y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function digH(width: number, tiles: Tile[], x1: number, x2: number, y: number) {
|
||||
const start = Math.min(x1, x2);
|
||||
const end = Math.max(x1, x2);
|
||||
for (let x = start; x <= end; x++) {
|
||||
const idx = y * width + x;
|
||||
if (tiles[idx] === TileType.WALL) {
|
||||
tiles[idx] = TileType.EMPTY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function digV(width: number, tiles: Tile[], y1: number, y2: number, x: number) {
|
||||
const start = Math.min(y1, y2);
|
||||
const end = Math.max(y1, y2);
|
||||
for (let y = start; y <= end; y++) {
|
||||
const idx = y * width + x;
|
||||
if (tiles[idx] === TileType.WALL) {
|
||||
tiles[idx] = TileType.EMPTY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* For cellular/cave maps, find clusters of floor tiles to use as "rooms"
|
||||
* Generates a level with a central rail track from start to end.
|
||||
*/
|
||||
function extractRoomsFromCave(width: number, height: number, tiles: Tile[]): Room[] {
|
||||
function generateTrackLevel(width: number, height: number, tiles: Tile[], _floor: number, random: () => number): { rooms: Room[], trackPath: Vec2[] } {
|
||||
const rooms: Room[] = [];
|
||||
const visited = new Set<number>();
|
||||
const trackPath: Vec2[] = [];
|
||||
|
||||
// Find large connected floor areas
|
||||
for (let y = 1; y < height - 1; y++) {
|
||||
for (let x = 1; x < width - 1; x++) {
|
||||
const idx = y * width + x;
|
||||
if (tiles[idx] === TileType.EMPTY && !visited.has(idx)) {
|
||||
const cluster = floodFill(width, height, tiles, x, y, visited);
|
||||
// 1. Generate a winding path of "Anchor Points" for rooms
|
||||
const anchors: Vec2[] = [];
|
||||
const startDir = Math.floor(random() * 4); // 0: East, 1: West, 2: South, 3: North
|
||||
|
||||
// Only consider clusters larger than 20 tiles
|
||||
if (cluster.length > 20) {
|
||||
// Create bounding box for this cluster
|
||||
let minX = width, maxX = 0, minY = height, maxY = 0;
|
||||
for (const pos of cluster) {
|
||||
const cx = pos % width;
|
||||
const cy = Math.floor(pos / width);
|
||||
minX = Math.min(minX, cx);
|
||||
maxX = Math.max(maxX, cx);
|
||||
minY = Math.min(minY, cy);
|
||||
maxY = Math.max(maxY, cy);
|
||||
let currA: Vec2;
|
||||
const margin = 10;
|
||||
const stepSize = 12;
|
||||
|
||||
if (startDir === 0) { // East (Left to Right)
|
||||
currA = { x: margin, y: margin + Math.floor(random() * (height - margin * 2)) };
|
||||
} else if (startDir === 1) { // West (Right to Left)
|
||||
currA = { x: width - margin, y: margin + Math.floor(random() * (height - margin * 2)) };
|
||||
} else if (startDir === 2) { // South (Top to Bottom)
|
||||
currA = { x: margin + Math.floor(random() * (width - margin * 2)), y: margin };
|
||||
} else { // North (Bottom to Top)
|
||||
currA = { x: margin + Math.floor(random() * (width - margin * 2)), y: height - margin };
|
||||
}
|
||||
|
||||
anchors.push({ ...currA });
|
||||
|
||||
const isFinished = () => {
|
||||
if (startDir === 0) return currA.x >= width - margin;
|
||||
if (startDir === 1) return currA.x <= margin;
|
||||
if (startDir === 2) return currA.y >= height - margin;
|
||||
return currA.y <= margin;
|
||||
};
|
||||
|
||||
while (!isFinished()) {
|
||||
let nextX = currA.x;
|
||||
let nextY = currA.y;
|
||||
|
||||
if (startDir === 0) { // East
|
||||
nextX += Math.floor(stepSize * (0.8 + random() * 0.4));
|
||||
nextY += Math.floor((random() - 0.5) * height * 0.4);
|
||||
} else if (startDir === 1) { // West
|
||||
nextX -= Math.floor(stepSize * (0.8 + random() * 0.4));
|
||||
nextY += Math.floor((random() - 0.5) * height * 0.4);
|
||||
} else if (startDir === 2) { // South
|
||||
nextY += Math.floor(stepSize * (0.8 + random() * 0.4));
|
||||
nextX += Math.floor((random() - 0.5) * width * 0.4);
|
||||
} else { // North
|
||||
nextY -= Math.floor(stepSize * (0.8 + random() * 0.4));
|
||||
nextX += Math.floor((random() - 0.5) * width * 0.4);
|
||||
}
|
||||
|
||||
currA = {
|
||||
x: Math.max(margin / 2, Math.min(width - margin / 2, nextX)),
|
||||
y: Math.max(margin / 2, Math.min(height - margin / 2, nextY))
|
||||
};
|
||||
anchors.push({ ...currA });
|
||||
}
|
||||
|
||||
// 2. Place Primary Rooms at anchors and connect them
|
||||
let prevCenter: Vec2 | null = null;
|
||||
|
||||
for (const anchor of anchors) {
|
||||
const rw = 7 + Math.floor(random() * 6);
|
||||
const rh = 6 + Math.floor(random() * 6);
|
||||
const rx = Math.floor(anchor.x - rw / 2);
|
||||
const ry = Math.floor(anchor.y - rh / 2);
|
||||
|
||||
const room: Room = { x: rx, y: ry, width: rw, height: rh };
|
||||
|
||||
// Dig room interior
|
||||
for (let y = ry + 1; y < ry + rh - 1; y++) {
|
||||
for (let x = rx + 1; x < rx + rw - 1; x++) {
|
||||
if (x >= 0 && x < width && y >= 0 && y < height) {
|
||||
tiles[y * width + x] = TileType.EMPTY;
|
||||
}
|
||||
}
|
||||
}
|
||||
rooms.push(room);
|
||||
|
||||
const currCenter = { x: rx + Math.floor(rw / 2), y: ry + Math.floor(rh / 2) };
|
||||
|
||||
// 3. Connect to previous room and lay track
|
||||
if (prevCenter) {
|
||||
// Connect path
|
||||
const segment: Vec2[] = [];
|
||||
let tx = prevCenter.x;
|
||||
let ty = prevCenter.y;
|
||||
|
||||
const dig = (x: number, y: number) => {
|
||||
for (let dy = 0; dy <= 1; dy++) {
|
||||
for (let dx = 0; dx <= 1; dx++) {
|
||||
const nx = x + dx;
|
||||
const ny = y + dy;
|
||||
if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
|
||||
tiles[ny * width + nx] = TileType.EMPTY;
|
||||
}
|
||||
}
|
||||
|
||||
rooms.push({
|
||||
x: minX,
|
||||
y: minY,
|
||||
width: maxX - minX + 1,
|
||||
height: maxY - minY + 1
|
||||
});
|
||||
}
|
||||
if (!segment.find(p => p.x === x && p.y === y)) {
|
||||
segment.push({ x, y });
|
||||
}
|
||||
};
|
||||
|
||||
// Simple L-shape for tracks within/between rooms
|
||||
while (tx !== currCenter.x) {
|
||||
tx += currCenter.x > tx ? 1 : -1;
|
||||
dig(tx, ty);
|
||||
}
|
||||
while (ty !== currCenter.y) {
|
||||
ty += currCenter.y > ty ? 1 : -1;
|
||||
dig(tx, ty);
|
||||
}
|
||||
trackPath.push(...segment);
|
||||
} else {
|
||||
trackPath.push(currCenter);
|
||||
}
|
||||
|
||||
prevCenter = currCenter;
|
||||
}
|
||||
|
||||
// 4. Branch Side Rooms off the main path
|
||||
const targetSideRooms = 10;
|
||||
let attempts = 0;
|
||||
const maxAttempts = 300;
|
||||
|
||||
while (rooms.length < targetSideRooms + anchors.length && attempts < maxAttempts) {
|
||||
attempts++;
|
||||
const sourcePathIdx = Math.floor(random() * trackPath.length);
|
||||
const source = trackPath[sourcePathIdx];
|
||||
|
||||
const rw = 5 + Math.floor(random() * 5); // Slightly smaller rooms to fit better
|
||||
const rh = 4 + Math.floor(random() * 5);
|
||||
|
||||
// Try multiple offsets to find a gap
|
||||
const distances = [5, 6, 7, 8];
|
||||
const sides = [-1, 1];
|
||||
let placed = false;
|
||||
|
||||
for (const dist of distances) {
|
||||
for (const side of sides) {
|
||||
let rx, ry;
|
||||
if (random() < 0.5) { // Try horizontal offset
|
||||
rx = source.x + (side * dist);
|
||||
ry = source.y - Math.floor(rh / 2);
|
||||
} else { // Try vertical offset
|
||||
rx = source.x - Math.floor(rw / 2);
|
||||
ry = source.y + (side * dist);
|
||||
}
|
||||
|
||||
rx = Math.max(1, Math.min(width - rw - 1, rx));
|
||||
ry = Math.max(1, Math.min(height - rh - 1, ry));
|
||||
|
||||
const room = { x: rx, y: ry, width: rw, height: rh };
|
||||
|
||||
// 1. Check overlap with existing rooms (strict padding)
|
||||
const overlapRooms = rooms.some(r => !(room.x + room.width < r.x - 1 || room.x > r.x + r.width + 1 || room.y + room.height < r.y - 1 || room.y > r.y + r.height + 1));
|
||||
if (overlapRooms) continue;
|
||||
|
||||
// 2. Check overlap with existing core structures (EMPTY tiles)
|
||||
let overlapEmpty = false;
|
||||
for (let y = ry - 1; y < ry + rh + 1; y++) {
|
||||
for (let x = rx - 1; x < rx + rw + 1; x++) {
|
||||
if (tiles[y * width + x] === TileType.EMPTY) {
|
||||
overlapEmpty = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (overlapEmpty) break;
|
||||
}
|
||||
if (overlapEmpty) continue;
|
||||
|
||||
// Valid spot found!
|
||||
for (let y = ry + 1; y < ry + rh - 1; y++) {
|
||||
for (let x = rx + 1; x < rx + rw - 1; x++) {
|
||||
tiles[y * width + x] = TileType.EMPTY;
|
||||
}
|
||||
}
|
||||
|
||||
digCorridor(width, tiles, source.x, source.y, rx + Math.floor(rw / 2), ry + Math.floor(rh / 2));
|
||||
|
||||
// Place door at room boundary
|
||||
let ex = rx + Math.floor(rw / 2);
|
||||
let ey = ry + (source.y <= ry ? 0 : rh - 1);
|
||||
if (source.x < rx) {
|
||||
ex = rx; ey = ry + Math.floor(rh / 2);
|
||||
} else if (source.x >= rx + rw) {
|
||||
ex = rx + rw - 1; ey = ry + Math.floor(rh / 2);
|
||||
} else if (source.y < ry) {
|
||||
ex = rx + Math.floor(rw / 2); ey = ry;
|
||||
} else if (source.y >= ry + rh) {
|
||||
ex = rx + Math.floor(rw / 2); ey = ry + rh - 1;
|
||||
}
|
||||
|
||||
tiles[ey * width + ex] = TileType.DOOR_CLOSED;
|
||||
rooms.push(room);
|
||||
placed = true;
|
||||
break;
|
||||
}
|
||||
if (placed) break;
|
||||
}
|
||||
}
|
||||
|
||||
return rooms;
|
||||
console.log(`[generator] Final side rooms placed: ${rooms.length - anchors.length} after ${attempts} attempts.`);
|
||||
|
||||
// Place visual exit at track end
|
||||
const lastNode = trackPath[trackPath.length - 1];
|
||||
tiles[lastNode.y * width + lastNode.x] = TileType.EXIT;
|
||||
|
||||
return { rooms, trackPath };
|
||||
}
|
||||
|
||||
/**
|
||||
* Flood fill to find connected floor tiles
|
||||
*/
|
||||
function floodFill(width: number, height: number, tiles: Tile[], startX: number, startY: number, visited: Set<number>): number[] {
|
||||
const cluster: number[] = [];
|
||||
const queue: number[] = [startY * width + startX];
|
||||
|
||||
while (queue.length > 0) {
|
||||
const idx = queue.shift()!;
|
||||
if (visited.has(idx)) continue;
|
||||
function digCorridor(width: number, tiles: Tile[], x1: number, y1: number, x2: number, y2: number) {
|
||||
let currX = x1;
|
||||
let currY = y1;
|
||||
|
||||
visited.add(idx);
|
||||
cluster.push(idx);
|
||||
|
||||
const x = idx % width;
|
||||
const y = Math.floor(idx / width);
|
||||
|
||||
// Check 4 directions
|
||||
const neighbors = [
|
||||
{ nx: x + 1, ny: y },
|
||||
{ nx: x - 1, ny: y },
|
||||
{ nx: x, ny: y + 1 },
|
||||
{ nx: x, ny: y - 1 },
|
||||
];
|
||||
|
||||
for (const { nx, ny } of neighbors) {
|
||||
if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
|
||||
const nIdx = ny * width + nx;
|
||||
if (tiles[nIdx] === TileType.EMPTY && !visited.has(nIdx)) {
|
||||
queue.push(nIdx);
|
||||
}
|
||||
}
|
||||
while (currX !== x2 || currY !== y2) {
|
||||
if (currX !== x2) {
|
||||
currX += x2 > currX ? 1 : -1;
|
||||
} else if (currY !== y2) {
|
||||
currY += y2 > currY ? 1 : -1;
|
||||
}
|
||||
// Only dig if it's currently a wall
|
||||
if (tiles[currY * width + currX] === TileType.WALL) {
|
||||
tiles[currY * width + currX] = TileType.EMPTY;
|
||||
}
|
||||
}
|
||||
|
||||
return cluster;
|
||||
}
|
||||
|
||||
function decorate(width: number, height: number, tiles: Tile[], random: () => number, exit: Vec2): void {
|
||||
|
||||
|
||||
|
||||
|
||||
function decorate(width: number, height: number, tiles: Tile[], random: () => number, _exit: Vec2): void {
|
||||
const world = { width, height };
|
||||
|
||||
// Set exit tile
|
||||
tiles[idx(world as any, exit.x, exit.y)] = TileType.EXIT;
|
||||
// Stairs removed as per user request
|
||||
|
||||
// Use Simplex noise for natural-looking grass distribution
|
||||
const grassNoise = new ROT.Noise.Simplex();
|
||||
@@ -350,7 +415,6 @@ function decorate(width: number, height: number, tiles: Tile[], random: () => nu
|
||||
if (decoValue > 0.5) {
|
||||
tiles[i] = TileType.EMPTY_DECO;
|
||||
} else if (decoValue > 0.3 && random() < 0.3) {
|
||||
// Sparse decorations at medium noise levels
|
||||
tiles[i] = TileType.EMPTY_DECO;
|
||||
}
|
||||
}
|
||||
@@ -365,19 +429,28 @@ function decorate(width: number, height: number, tiles: Tile[], random: () => nu
|
||||
const nextY = idx(world as any, x, y + 1);
|
||||
|
||||
if (tiles[i] === TileType.WALL &&
|
||||
tiles[nextY] === TileType.GRASS &&
|
||||
random() < 0.25) {
|
||||
tiles[nextY] === TileType.GRASS &&
|
||||
random() < 0.25) {
|
||||
tiles[i] = TileType.WALL_DECO;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function placeEnemies(floor: number, rooms: Room[], ecsWorld: ECSWorld, random: () => number): void {
|
||||
function placeEnemies(
|
||||
floor: number,
|
||||
rooms: Room[],
|
||||
ecsWorld: ECSWorld,
|
||||
tiles: Tile[],
|
||||
width: number,
|
||||
random: () => number,
|
||||
occupiedPositions: Set<string>
|
||||
): void {
|
||||
const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor;
|
||||
|
||||
const enemyTypes = Object.keys(GAME_CONFIG.enemies);
|
||||
const occupiedPositions = new Set<string>();
|
||||
|
||||
if (rooms.length < 2) return;
|
||||
|
||||
for (let i = 0; i < numEnemies; i++) {
|
||||
// Pick a random room (not the starting room 0)
|
||||
@@ -385,13 +458,17 @@ function placeEnemies(floor: number, rooms: Room[], ecsWorld: ECSWorld, random:
|
||||
const room = rooms[roomIdx];
|
||||
|
||||
// Try to find an empty spot in the room
|
||||
for (let attempts = 0; attempts < 5; attempts++) {
|
||||
for (let attempts = 0; attempts < 20; attempts++) {
|
||||
|
||||
const ex = room.x + 1 + Math.floor(random() * (room.width - 2));
|
||||
const ey = room.y + 1 + Math.floor(random() * (room.height - 2));
|
||||
const k = `${ex},${ey}`;
|
||||
const tileIdx = ey * width + ex;
|
||||
const isFloor = tiles[tileIdx] === TileType.EMPTY ||
|
||||
tiles[tileIdx] === TileType.EMPTY_DECO ||
|
||||
tiles[tileIdx] === TileType.GRASS_SAPLINGS;
|
||||
|
||||
if (!occupiedPositions.has(k)) {
|
||||
if (isFloor && !occupiedPositions.has(k)) {
|
||||
const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
|
||||
const enemyDef = GAME_CONFIG.enemies[type];
|
||||
|
||||
@@ -402,17 +479,19 @@ function placeEnemies(floor: number, rooms: Room[], ecsWorld: ECSWorld, random:
|
||||
|
||||
// Create Enemy in ECS
|
||||
EntityBuilder.create(ecsWorld)
|
||||
.asEnemy(type)
|
||||
.withPosition(ex, ey)
|
||||
.withStats({
|
||||
maxHp: scaledHp + Math.floor(random() * 4),
|
||||
hp: scaledHp + Math.floor(random() * 4),
|
||||
attack: scaledAttack + Math.floor(random() * 2),
|
||||
defense: enemyDef.baseDefense,
|
||||
})
|
||||
.withEnergy(speed) // Configured speed
|
||||
// Note: Other stats like crit/evasion are defaults from EntityBuilder or BaseStats
|
||||
.build();
|
||||
.asEnemy(type)
|
||||
.withPosition(ex, ey)
|
||||
.withSprite(type, 0)
|
||||
.withName(type.charAt(0).toUpperCase() + type.slice(1))
|
||||
.withCombat()
|
||||
.withStats({
|
||||
maxHp: scaledHp + Math.floor(random() * 4),
|
||||
hp: scaledHp + Math.floor(random() * 4),
|
||||
attack: scaledAttack + Math.floor(random() * 2),
|
||||
defense: enemyDef.baseDefense,
|
||||
})
|
||||
.withEnergy(speed) // Configured speed
|
||||
.build();
|
||||
|
||||
occupiedPositions.add(k);
|
||||
break;
|
||||
@@ -442,6 +521,8 @@ function placeTraps(
|
||||
const maxTraps = minTraps + 2;
|
||||
const numTraps = minTraps + Math.floor(random() * (maxTraps - minTraps + 1));
|
||||
|
||||
if (rooms.length < 2) return;
|
||||
|
||||
for (let i = 0; i < numTraps; i++) {
|
||||
// Pick a random room (not the starting room)
|
||||
const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
|
||||
@@ -456,8 +537,8 @@ function placeTraps(
|
||||
// Check if position is valid (floor tile, not occupied)
|
||||
const tileIdx = ty * width + tx;
|
||||
const isFloor = tiles[tileIdx] === TileType.EMPTY ||
|
||||
tiles[tileIdx] === TileType.EMPTY_DECO ||
|
||||
tiles[tileIdx] === TileType.GRASS_SAPLINGS;
|
||||
tiles[tileIdx] === TileType.EMPTY_DECO ||
|
||||
tiles[tileIdx] === TileType.GRASS_SAPLINGS;
|
||||
|
||||
if (isFloor && !occupiedPositions.has(key)) {
|
||||
// Pick a random trap type
|
||||
@@ -489,39 +570,3 @@ function placeTraps(
|
||||
|
||||
export const makeTestWorld = generateWorld;
|
||||
|
||||
function placeDoors(width: number, height: number, tiles: Tile[], rooms: Room[], random: () => number): void {
|
||||
const checkAndPlaceDoor = (x: number, y: number) => {
|
||||
const i = idx({ width, height } as any, x, y);
|
||||
if (tiles[i] === TileType.EMPTY) {
|
||||
// Found a connection (floor tile on perimeter)
|
||||
|
||||
// 50% chance to place a door
|
||||
if (random() < 0.5) {
|
||||
// 90% chance for closed door, 10% for open
|
||||
tiles[i] = random() < 0.9 ? TileType.DOOR_CLOSED : TileType.DOOR_OPEN;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
for (const room of rooms) {
|
||||
// Scan top and bottom walls
|
||||
const topY = room.y - 1;
|
||||
const bottomY = room.y + room.height;
|
||||
|
||||
// Scan horizontal perimeters (iterate x from left-1 to right+1 to cover corners too if needed,
|
||||
// but usually doors are in the middle segments. Let's cover the full range adjacent to room.)
|
||||
for (let x = room.x; x < room.x + room.width; x++) {
|
||||
if (topY >= 0) checkAndPlaceDoor(x, topY);
|
||||
if (bottomY < height) checkAndPlaceDoor(x, bottomY);
|
||||
}
|
||||
|
||||
// Scan left and right walls
|
||||
const leftX = room.x - 1;
|
||||
const rightX = room.x + room.width;
|
||||
|
||||
for (let y = room.y; y < room.y + room.height; y++) {
|
||||
if (leftX >= 0) checkAndPlaceDoor(leftX, y);
|
||||
if (rightX < width) checkAndPlaceDoor(rightX, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,13 +43,21 @@ export function isBlocked(w: World, x: number, y: number, accessor: EntityAccess
|
||||
|
||||
if (!accessor) return false;
|
||||
const actors = accessor.getActorsAt(x, y);
|
||||
return actors.some(a => a.category === "combatant");
|
||||
if (actors.some(a => a.category === "combatant")) return true;
|
||||
|
||||
// Check for interactable entities (switches, etc.) that should block movement
|
||||
if (accessor.context) {
|
||||
const ecs = accessor.context;
|
||||
const isInteractable = ecs.getEntitiesWith("position", "trigger").some(id => {
|
||||
const p = ecs.getComponent(id, "position");
|
||||
const t = ecs.getComponent(id, "trigger");
|
||||
return p?.x === x && p?.y === y && t?.onInteract;
|
||||
});
|
||||
if (isInteractable) return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
export function isPlayerOnExit(w: World, accessor: EntityAccessor): boolean {
|
||||
const p = accessor.getPlayer();
|
||||
if (!p) return false;
|
||||
return p.pos.x === w.exit.x && p.pos.y === w.exit.y;
|
||||
}
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
import Phaser from "phaser";
|
||||
import { type World, type EntityId, type Vec2, type ActorType } from "../core/types";
|
||||
import { TileType } from "../core/terrain";
|
||||
import { TILE_SIZE } from "../core/constants";
|
||||
import { idx, isWall } from "../engine/world/world-logic";
|
||||
import { GAME_CONFIG } from "../core/config/GameConfig";
|
||||
import { ALL_TEMPLATES } from "../core/config/Items";
|
||||
|
||||
import { FovManager } from "./FovManager";
|
||||
import { MinimapRenderer } from "./MinimapRenderer";
|
||||
import { FxRenderer } from "./FxRenderer";
|
||||
@@ -29,6 +30,7 @@ export class DungeonRenderer {
|
||||
private entityAccessor!: EntityAccessor;
|
||||
private ecsWorld!: ECSWorld;
|
||||
private trapSprites: Map<number, Phaser.GameObjects.Sprite> = new Map();
|
||||
private trackSprites: Phaser.GameObjects.Sprite[] = [];
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
@@ -49,6 +51,12 @@ export class DungeonRenderer {
|
||||
}
|
||||
this.trapSprites.clear();
|
||||
|
||||
for (const sprite of this.trackSprites) {
|
||||
sprite.destroy();
|
||||
}
|
||||
this.trackSprites = [];
|
||||
this.trapSprites.clear();
|
||||
|
||||
for (const [, sprite] of this.enemySprites) {
|
||||
sprite.destroy();
|
||||
}
|
||||
@@ -67,29 +75,47 @@ export class DungeonRenderer {
|
||||
// Setup Tilemap
|
||||
if (this.map) this.map.destroy();
|
||||
this.map = this.scene.make.tilemap({
|
||||
data: Array.from({ length: world.height }, (_, y) =>
|
||||
Array.from({ length: world.width }, (_, x) => this.world.tiles[idx(this.world, x, y)])
|
||||
),
|
||||
tileWidth: 16,
|
||||
tileHeight: 16
|
||||
tileWidth: TILE_SIZE,
|
||||
tileHeight: TILE_SIZE,
|
||||
width: world.width,
|
||||
height: world.height
|
||||
});
|
||||
|
||||
const tileset = this.map.addTilesetImage("dungeon", "dungeon", 16, 16, 0, 0)!;
|
||||
this.layer = this.map.createLayer(0, tileset, 0, 0)!;
|
||||
this.layer.setDepth(0);
|
||||
const tileset = this.map.addTilesetImage("dungeon", "dungeon");
|
||||
if (!tileset) {
|
||||
console.error("[DungeonRenderer] FAILED to load tileset 'dungeon'!");
|
||||
// Fallback or throw?
|
||||
}
|
||||
|
||||
// Initial tile states (hidden)
|
||||
this.layer.forEachTile(tile => {
|
||||
tile.setVisible(false);
|
||||
});
|
||||
this.layer = this.map.createBlankLayer("floor", tileset || "dungeon")!;
|
||||
if (this.layer) {
|
||||
this.layer.setDepth(0);
|
||||
this.layer.setVisible(true);
|
||||
console.log(`[DungeonRenderer] Layer created. Size: ${world.width}x${world.height}`);
|
||||
} else {
|
||||
console.error("[DungeonRenderer] FAILED to create tilemap layer!");
|
||||
}
|
||||
|
||||
let tilesPlaced = 0;
|
||||
for (let y = 0; y < world.height; y++) {
|
||||
for (let x = 0; x < world.width; x++) {
|
||||
const i = y * world.width + x;
|
||||
const tile = world.tiles[i];
|
||||
if (tile !== undefined && this.layer) {
|
||||
this.layer.putTileAt(tile, x, y);
|
||||
tilesPlaced++;
|
||||
}
|
||||
}
|
||||
}
|
||||
console.log(`[DungeonRenderer] Placed ${tilesPlaced} tiles.`);
|
||||
this.fxRenderer.clearCorpses();
|
||||
|
||||
// Ensure player sprite exists
|
||||
if (!this.playerSprite) {
|
||||
this.playerSprite = this.scene.add.sprite(0, 0, "warrior", 0);
|
||||
this.playerSprite = this.scene.add.sprite(0, 0, "PriestessSouth");
|
||||
this.playerSprite.setDepth(100);
|
||||
this.playerSprite.play('warrior-idle');
|
||||
this.playerSprite.setDisplaySize(TILE_SIZE, TILE_SIZE); // Ensure it fits in 1 tile
|
||||
// No animation for simple sprites for now
|
||||
}
|
||||
|
||||
this.minimapRenderer.positionMinimap();
|
||||
@@ -109,25 +135,44 @@ export class DungeonRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
// Create sprites for ECS trap entities
|
||||
// Create sprites for ECS entities with sprites (traps, mine carts, etc.)
|
||||
if (this.ecsWorld) {
|
||||
const traps = this.ecsWorld.getEntitiesWith("trigger", "position", "sprite");
|
||||
for (const trapId of traps) {
|
||||
const pos = this.ecsWorld.getComponent(trapId, "position");
|
||||
const spriteData = this.ecsWorld.getComponent(trapId, "sprite");
|
||||
console.log(`[DungeonRenderer] Creating ECS sprites...`);
|
||||
const spriteEntities = this.ecsWorld.getEntitiesWith("position", "sprite");
|
||||
for (const entId of spriteEntities) {
|
||||
// Skip combatants as they are handled separately (player and enemies)
|
||||
const player = this.ecsWorld.getComponent(entId, "player");
|
||||
if (player) continue;
|
||||
|
||||
const actorType = this.ecsWorld.getComponent(entId, "actorType");
|
||||
if (actorType) continue;
|
||||
|
||||
const pos = this.ecsWorld.getComponent(entId, "position");
|
||||
const spriteData = this.ecsWorld.getComponent(entId, "sprite");
|
||||
if (pos && spriteData) {
|
||||
const sprite = this.scene.add.sprite(
|
||||
pos.x * TILE_SIZE + TILE_SIZE / 2,
|
||||
pos.y * TILE_SIZE + TILE_SIZE / 2,
|
||||
spriteData.texture,
|
||||
spriteData.index
|
||||
);
|
||||
sprite.setDepth(5); // Below actors, above floor
|
||||
sprite.setVisible(false); // Hidden until FOV reveals
|
||||
this.trapSprites.set(trapId, sprite);
|
||||
try {
|
||||
const isStandalone = spriteData.texture === "mine_cart" || spriteData.texture === "ceramic_dragon_head" || spriteData.texture === "track_switch";
|
||||
const sprite = this.scene.add.sprite(
|
||||
pos.x * TILE_SIZE + TILE_SIZE / 2,
|
||||
pos.y * TILE_SIZE + TILE_SIZE / 2,
|
||||
spriteData.texture,
|
||||
isStandalone ? undefined : (spriteData.index ?? 0)
|
||||
);
|
||||
sprite.setDepth(5);
|
||||
sprite.setVisible(true); // Force visible for diagnostics
|
||||
sprite.setAlpha(1.0); // Force opaque for diagnostics
|
||||
sprite.setDisplaySize(TILE_SIZE, TILE_SIZE);
|
||||
console.log(`[DungeonRenderer] Created sprite for ${spriteData.texture} at ${pos.x},${pos.y}`);
|
||||
this.trapSprites.set(entId, sprite);
|
||||
} catch (e) {
|
||||
console.error(`[DungeonRenderer] Failed to create sprite for entity ${entId}:`, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render static tracks
|
||||
this.renderTracks();
|
||||
}
|
||||
|
||||
|
||||
@@ -161,12 +206,31 @@ export class DungeonRenderer {
|
||||
return this.fovManager.seenArray;
|
||||
}
|
||||
|
||||
private firstRender = true;
|
||||
|
||||
render(_playerPath: Vec2[]) {
|
||||
if (!this.world || !this.layer) return;
|
||||
|
||||
if (this.firstRender) {
|
||||
console.log(`[DungeonRenderer] First render call... World: ${this.world.width}x${this.world.height}`);
|
||||
this.firstRender = false;
|
||||
}
|
||||
|
||||
const seen = this.fovManager.seenArray;
|
||||
const visible = this.fovManager.visibleArray;
|
||||
|
||||
// Pre-collect fire positions for efficient tile tinting
|
||||
const firePositions = new Set<string>();
|
||||
if (this.ecsWorld) {
|
||||
const fires = this.ecsWorld.getEntitiesWith("position", "name");
|
||||
for (const fid of fires) {
|
||||
if (this.ecsWorld.getComponent(fid, "name")?.name === "Fire") {
|
||||
const pos = this.ecsWorld.getComponent(fid, "position")!;
|
||||
firePositions.add(`${pos.x},${pos.y}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update Tiles
|
||||
this.layer.forEachTile(tile => {
|
||||
const i = idx(this.world, tile.x, tile.y);
|
||||
@@ -174,8 +238,6 @@ export class DungeonRenderer {
|
||||
|
||||
// Sync visual tile with logical tile (e.g. if grass was destroyed)
|
||||
if (tile.index !== worldTile) {
|
||||
// We can safely update the index property for basic tile switching
|
||||
// If we needed to change collision properties, we'd use putTileAt
|
||||
tile.index = worldTile;
|
||||
}
|
||||
|
||||
@@ -189,6 +251,13 @@ export class DungeonRenderer {
|
||||
if (isVis) {
|
||||
tile.alpha = 1.0;
|
||||
tile.tint = 0xffffff;
|
||||
|
||||
// Special effect for burning grass
|
||||
if (firePositions.has(`${tile.x},${tile.y}`) && worldTile === TileType.GRASS) {
|
||||
const flicker = 0.8 + Math.sin(this.scene.time.now / 120) * 0.2;
|
||||
tile.tint = 0xff3333; // Bright red
|
||||
tile.alpha = flicker;
|
||||
}
|
||||
} else {
|
||||
tile.alpha = isWall(this.world, tile.x, tile.y) ? 0.4 : 0.2;
|
||||
tile.tint = 0x888888;
|
||||
@@ -196,28 +265,99 @@ export class DungeonRenderer {
|
||||
}
|
||||
});
|
||||
|
||||
// Update track sprites visibility
|
||||
for (const sprite of this.trackSprites) {
|
||||
const tx = Math.floor(sprite.x / TILE_SIZE);
|
||||
const ty = Math.floor(sprite.y / TILE_SIZE);
|
||||
const i = idx(this.world, tx, ty);
|
||||
const isSeen = seen[i] === 1;
|
||||
const isVis = visible[i] === 1;
|
||||
|
||||
sprite.setVisible(isSeen);
|
||||
sprite.alpha = isVis ? 1.0 : 0.3;
|
||||
}
|
||||
|
||||
// Update trap sprites visibility and appearance
|
||||
if (this.ecsWorld) {
|
||||
for (const [trapId, sprite] of this.trapSprites) {
|
||||
const pos = this.ecsWorld.getComponent(trapId, "position");
|
||||
const spriteData = this.ecsWorld.getComponent(trapId, "sprite");
|
||||
|
||||
if (pos && spriteData) {
|
||||
const i = idx(this.world, pos.x, pos.y);
|
||||
const isSeen = seen[i] === 1;
|
||||
const isVis = visible[i] === 1;
|
||||
// Handle missing components (entity destroyed)
|
||||
if (!pos || !spriteData) {
|
||||
sprite.destroy();
|
||||
this.trapSprites.delete(trapId);
|
||||
continue;
|
||||
}
|
||||
|
||||
sprite.setVisible(isSeen);
|
||||
// Bounds check
|
||||
if (pos.x < 0 || pos.x >= this.world.width || pos.y < 0 || pos.y >= this.world.height) {
|
||||
sprite.setVisible(false);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Update sprite frame in case trap was triggered
|
||||
if (sprite.frame.name !== String(spriteData.index)) {
|
||||
sprite.setFrame(spriteData.index);
|
||||
const i = idx(this.world, pos.x, pos.y);
|
||||
const isSeen = seen[i] === 1;
|
||||
const isVis = visible[i] === 1;
|
||||
|
||||
sprite.setVisible(isSeen);
|
||||
|
||||
// Update position (with simple smoothing)
|
||||
const targetX = pos.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
const targetY = pos.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
if (sprite.x !== targetX || sprite.y !== targetY) {
|
||||
// Check if it's far away (teleport) or nearby (tween)
|
||||
const dist = Phaser.Math.Distance.Between(sprite.x, sprite.y, targetX, targetY);
|
||||
if (dist > TILE_SIZE * 2) {
|
||||
this.scene.tweens.killTweensOf(sprite);
|
||||
sprite.setPosition(targetX, targetY);
|
||||
} else if (!this.scene.tweens.isTweening(sprite)) {
|
||||
this.scene.tweens.add({
|
||||
targets: sprite,
|
||||
x: targetX,
|
||||
y: targetY,
|
||||
duration: GAME_CONFIG.rendering.moveDuration,
|
||||
ease: 'Power1'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Dim if not currently visible
|
||||
if (isSeen && !isVis) {
|
||||
sprite.setAlpha(0.4);
|
||||
sprite.setTint(0x888888);
|
||||
|
||||
// Update sprite frame in case trap was triggered
|
||||
const isStandalone = spriteData.texture === "mine_cart" || spriteData.texture === "ceramic_dragon_head";
|
||||
if (!isStandalone && sprite.frame.name !== String(spriteData.index)) {
|
||||
sprite.setFrame(spriteData.index);
|
||||
}
|
||||
|
||||
// Dim if not currently visible
|
||||
if (isSeen && !isVis) {
|
||||
sprite.setAlpha(0.4);
|
||||
sprite.setTint(0x888888);
|
||||
} else {
|
||||
// Flickering effect for Fire
|
||||
const name = this.ecsWorld.getComponent(trapId, "name");
|
||||
if (name?.name === "Fire") {
|
||||
const flicker = 0.8 + Math.sin(this.scene.time.now / 100) * 0.2;
|
||||
sprite.setAlpha(flicker);
|
||||
sprite.setScale(0.9 + Math.sin(this.scene.time.now / 150) * 0.1);
|
||||
|
||||
// Tint based on underlying tile
|
||||
const tileIdx = idx(this.world, pos.x, pos.y);
|
||||
const worldTile = this.world.tiles[tileIdx];
|
||||
|
||||
if (worldTile === TileType.GRASS) {
|
||||
sprite.setTint(0xff3300); // Bright red-orange for burning grass
|
||||
} else if (worldTile === TileType.DOOR_CLOSED || worldTile === TileType.DOOR_OPEN) {
|
||||
// Pulse between yellow and red for doors
|
||||
const pulse = (Math.sin(this.scene.time.now / 150) + 1) / 2;
|
||||
const r = 255;
|
||||
const g = Math.floor(200 * (1 - pulse));
|
||||
const b = 0;
|
||||
sprite.setTint((r << 16) | (g << 8) | b);
|
||||
} else {
|
||||
sprite.setTint(0xffaa44); // Default orange
|
||||
}
|
||||
} else {
|
||||
sprite.setAlpha(1);
|
||||
sprite.clearTint();
|
||||
@@ -243,6 +383,18 @@ export class DungeonRenderer {
|
||||
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
if (this.playerSprite.x !== tx || this.playerSprite.y !== ty) {
|
||||
// Determine direction
|
||||
const dx = tx - this.playerSprite.x;
|
||||
const dy = ty - this.playerSprite.y;
|
||||
|
||||
if (Math.abs(dy) > Math.abs(dx)) {
|
||||
if (dy < 0) this.playerSprite.setTexture("PriestessNorth");
|
||||
else this.playerSprite.setTexture("PriestessSouth");
|
||||
} else if (Math.abs(dx) > 0) {
|
||||
if (dx > 0) this.playerSprite.setTexture("PriestessEast");
|
||||
else this.playerSprite.setTexture("PriestessWest");
|
||||
}
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: this.playerSprite,
|
||||
x: tx,
|
||||
@@ -253,6 +405,14 @@ export class DungeonRenderer {
|
||||
});
|
||||
}
|
||||
this.playerSprite.setVisible(true);
|
||||
|
||||
// Burning status effect
|
||||
const statusEffects = this.ecsWorld.getComponent(this.entityAccessor.playerId, "statusEffects");
|
||||
if (statusEffects?.effects.some(e => e.type === "burning")) {
|
||||
this.playerSprite.setTint(0xff6600);
|
||||
} else {
|
||||
this.playerSprite.clearTint();
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
@@ -292,6 +452,14 @@ export class DungeonRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
// Burning status effect
|
||||
const statusEffects = this.ecsWorld.getComponent(a.id, "statusEffects");
|
||||
if (statusEffects?.effects.some(e => e.type === "burning")) {
|
||||
sprite.setTint(0xff6600);
|
||||
} else if (sprite) {
|
||||
sprite.clearTint();
|
||||
}
|
||||
|
||||
} else if (a.category === "collectible") {
|
||||
if (a.type === "exp_orb") {
|
||||
if (!isVis) continue;
|
||||
@@ -376,7 +544,19 @@ export class DungeonRenderer {
|
||||
this.fxRenderer.showHeal(x, y, amount);
|
||||
}
|
||||
|
||||
spawnCorpse(x: number, y: number, type: ActorType) {
|
||||
spawnCorpse(x: number, y: number, type: ActorType, targetId?: EntityId) {
|
||||
if (targetId !== undefined) {
|
||||
if (targetId === this.entityAccessor.playerId) {
|
||||
if (this.playerSprite) {
|
||||
this.playerSprite.setVisible(false);
|
||||
}
|
||||
} else {
|
||||
const sprite = this.enemySprites.get(targetId);
|
||||
if (sprite) {
|
||||
sprite.setVisible(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
this.fxRenderer.spawnCorpse(x, y, type);
|
||||
}
|
||||
|
||||
@@ -404,7 +584,7 @@ export class DungeonRenderer {
|
||||
this.fxRenderer.showFloatingText(x, y, message, color);
|
||||
}
|
||||
|
||||
showProjectile(from: Vec2, to: Vec2, itemId: string, onComplete: () => void) {
|
||||
showProjectile(from: Vec2, to: Vec2, texture: string, frame: number, onComplete: () => void) {
|
||||
// World coords
|
||||
const startX = from.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
const startY = from.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
@@ -412,15 +592,17 @@ export class DungeonRenderer {
|
||||
const endY = to.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
// Create sprite
|
||||
// Look up sprite index from config
|
||||
const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
|
||||
const texture = itemConfig?.textureKey ?? "items";
|
||||
const frame = itemConfig?.spriteIndex ?? 0;
|
||||
const isStandalone = frame === undefined || frame === 0;
|
||||
const sprite = isStandalone
|
||||
? this.scene.add.sprite(startX, startY, texture)
|
||||
: this.scene.add.sprite(startX, startY, texture, frame);
|
||||
|
||||
// Ensure all sprites fit in a single 16x16 tile.
|
||||
sprite.setDisplaySize(TILE_SIZE, TILE_SIZE);
|
||||
|
||||
// Use 'items' spritesheet
|
||||
const sprite = this.scene.add.sprite(startX, startY, texture, frame);
|
||||
sprite.setDepth(2000);
|
||||
|
||||
|
||||
// Rotate?
|
||||
const angle = Phaser.Math.Angle.Between(startX, startY, endX, endY);
|
||||
sprite.setRotation(angle + Math.PI / 4); // Adjust for sprite orientation (diagonal usually)
|
||||
@@ -445,4 +627,59 @@ export class DungeonRenderer {
|
||||
shakeCamera() {
|
||||
this.scene.cameras.main.shake(100, 0.01);
|
||||
}
|
||||
|
||||
private renderTracks() {
|
||||
if (!this.world.trackPath || this.world.trackPath.length === 0) return;
|
||||
|
||||
const path = this.world.trackPath;
|
||||
for (let i = 0; i < path.length; i++) {
|
||||
const curr = path[i];
|
||||
const prev = i > 0 ? path[i - 1] : null;
|
||||
const next = i < path.length - 1 ? path[i + 1] : null;
|
||||
|
||||
let spriteKey = "track_straight";
|
||||
let angle = 0;
|
||||
|
||||
if (prev && next) {
|
||||
const dx1 = curr.x - prev.x;
|
||||
const dy1 = curr.y - prev.y;
|
||||
const dx2 = next.x - curr.x;
|
||||
const dy2 = next.y - curr.y;
|
||||
|
||||
if (dx1 === dx2 && dy1 === dy2) {
|
||||
// Straight
|
||||
spriteKey = "track_straight";
|
||||
angle = dx1 === 0 ? 0 : 90; // Asset is vertical (0 deg), rotate to 90 for horizontal
|
||||
} else {
|
||||
// Corner
|
||||
spriteKey = "track_corner";
|
||||
const p = { dx: prev.x - curr.x, dy: prev.y - curr.y };
|
||||
const n = { dx: next.x - curr.x, dy: next.y - curr.y };
|
||||
|
||||
// Top-Right: 180, Right-Bottom: 270, Bottom-Left: 0, Left-Top: 90
|
||||
if ((p.dy === -1 && n.dx === 1) || (n.dy === -1 && p.dx === 1)) angle = 180;
|
||||
else if ((p.dx === 1 && n.dy === 1) || (n.dx === 1 && p.dy === 1)) angle = 270;
|
||||
else if ((p.dy === 1 && n.dx === -1) || (n.dy === 1 && p.dx === -1)) angle = 0;
|
||||
else if ((p.dx === -1 && n.dy === -1) || (n.dx === -1 && p.dy === -1)) angle = 90;
|
||||
}
|
||||
} else if (next) {
|
||||
spriteKey = "track_straight";
|
||||
angle = (next.x === curr.x) ? 0 : 90;
|
||||
} else if (prev) {
|
||||
spriteKey = "track_straight";
|
||||
angle = (prev.x === curr.x) ? 0 : 90;
|
||||
}
|
||||
|
||||
const sprite = this.scene.add.sprite(
|
||||
curr.x * TILE_SIZE + TILE_SIZE / 2,
|
||||
curr.y * TILE_SIZE + TILE_SIZE / 2,
|
||||
spriteKey
|
||||
);
|
||||
sprite.setAngle(angle);
|
||||
sprite.setDisplaySize(TILE_SIZE, TILE_SIZE);
|
||||
sprite.setDepth(2);
|
||||
sprite.setVisible(false);
|
||||
this.trackSprites.push(sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@ export class FovManager {
|
||||
private visibleStrength!: Float32Array;
|
||||
private worldWidth: number = 0;
|
||||
private worldHeight: number = 0;
|
||||
private currentOrigin: { x: number; y: number } = { x: 0, y: 0 };
|
||||
|
||||
initialize(world: World) {
|
||||
this.worldWidth = world.width;
|
||||
@@ -22,6 +23,10 @@ export class FovManager {
|
||||
this.visibleStrength = new Float32Array(world.width * world.height);
|
||||
|
||||
this.fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
|
||||
// Best practice: Origin is always transparent to itself,
|
||||
// otherwise vision is blocked if standing on an opaque tile (like a doorway).
|
||||
if (x === this.currentOrigin.x && y === this.currentOrigin.y) return true;
|
||||
|
||||
if (!inBounds(world, x, y)) return false;
|
||||
const idx = y * world.width + x;
|
||||
return !blocksSight(world.tiles[idx]);
|
||||
@@ -29,6 +34,7 @@ export class FovManager {
|
||||
}
|
||||
|
||||
compute(world: World, origin: { x: number; y: number }) {
|
||||
this.currentOrigin = origin;
|
||||
this.visible.fill(0);
|
||||
this.visibleStrength.fill(0);
|
||||
|
||||
|
||||
@@ -49,9 +49,9 @@ export class FxRenderer {
|
||||
let fontSize = "16px";
|
||||
|
||||
if (isCrit) {
|
||||
textStr += "!";
|
||||
color = "#ffff00";
|
||||
fontSize = "22px";
|
||||
textStr += "!";
|
||||
color = "#ffff00";
|
||||
fontSize = "22px";
|
||||
}
|
||||
|
||||
const text = this.scene.add.text(screenX, screenY, textStr, {
|
||||
@@ -63,19 +63,19 @@ export class FxRenderer {
|
||||
}).setOrigin(0.5, 1).setDepth(200);
|
||||
|
||||
if (isBlock) {
|
||||
const blockText = this.scene.add.text(screenX + 10, screenY - 10, "Blocked", {
|
||||
fontSize: "10px",
|
||||
color: "#888888",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0, 1).setDepth(200);
|
||||
const blockText = this.scene.add.text(screenX + 10, screenY - 10, "Blocked", {
|
||||
fontSize: "10px",
|
||||
color: "#888888",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0, 1).setDepth(200);
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: blockText,
|
||||
y: screenY - 34,
|
||||
alpha: 0,
|
||||
duration: 800,
|
||||
onComplete: () => blockText.destroy()
|
||||
});
|
||||
this.scene.tweens.add({
|
||||
targets: blockText,
|
||||
y: screenY - 34,
|
||||
alpha: 0,
|
||||
duration: 800,
|
||||
onComplete: () => blockText.destroy()
|
||||
});
|
||||
}
|
||||
|
||||
this.scene.tweens.add({
|
||||
@@ -132,7 +132,7 @@ export class FxRenderer {
|
||||
}
|
||||
|
||||
spawnCorpse(x: number, y: number, type: ActorType) {
|
||||
const textureKey = type === "player" ? "warrior" : type;
|
||||
const textureKey = type === "player" ? "PriestessSouth" : type;
|
||||
|
||||
const corpse = this.scene.add.sprite(
|
||||
x * TILE_SIZE + TILE_SIZE / 2,
|
||||
@@ -141,7 +141,18 @@ export class FxRenderer {
|
||||
0
|
||||
);
|
||||
corpse.setDepth(50);
|
||||
corpse.play(`${textureKey}-die`);
|
||||
corpse.setDisplaySize(TILE_SIZE, TILE_SIZE); // All corpses should be tile-sized
|
||||
|
||||
|
||||
|
||||
// Only play animation if it's not a priestess sprite
|
||||
if (!textureKey.startsWith("Priestess")) {
|
||||
corpse.play(`${textureKey}-die`);
|
||||
} else {
|
||||
// Maybe rotate or fade for visual interest since there's no animation
|
||||
corpse.setAngle(90);
|
||||
}
|
||||
|
||||
this.corpseSprites.push({ sprite: corpse, x, y });
|
||||
}
|
||||
|
||||
|
||||
@@ -32,10 +32,21 @@ export class ItemSpriteFactory {
|
||||
}
|
||||
|
||||
// Create main item sprite
|
||||
const sprite = scene.add.sprite(0, 0, item.textureKey, item.spriteIndex);
|
||||
sprite.setScale(scale);
|
||||
// Standalone images don't use frame indices
|
||||
const isStandalone = item.spriteIndex === undefined || item.spriteIndex === 0;
|
||||
const sprite = isStandalone
|
||||
? scene.add.sprite(0, 0, item.textureKey)
|
||||
: scene.add.sprite(0, 0, item.textureKey, item.spriteIndex);
|
||||
|
||||
if (isStandalone) {
|
||||
sprite.setDisplaySize(16 * scale, 16 * scale);
|
||||
} else {
|
||||
sprite.setScale(scale);
|
||||
}
|
||||
|
||||
container.add(sprite);
|
||||
|
||||
|
||||
// Add upgrade level badge if item has been upgraded
|
||||
if (item.upgradeLevel && item.upgradeLevel > 0) {
|
||||
const badge = this.createUpgradeBadge(scene, item.upgradeLevel, scale);
|
||||
@@ -56,9 +67,19 @@ export class ItemSpriteFactory {
|
||||
y: number,
|
||||
scale: number = 1
|
||||
): Phaser.GameObjects.Sprite {
|
||||
const sprite = scene.add.sprite(x, y, item.textureKey, item.spriteIndex);
|
||||
sprite.setScale(scale);
|
||||
const isStandalone = item.spriteIndex === undefined || item.spriteIndex === 0;
|
||||
const sprite = isStandalone
|
||||
? scene.add.sprite(x, y, item.textureKey)
|
||||
: scene.add.sprite(x, y, item.textureKey, item.spriteIndex);
|
||||
|
||||
if (isStandalone) {
|
||||
sprite.setDisplaySize(16 * scale, 16 * scale);
|
||||
} else {
|
||||
sprite.setScale(scale);
|
||||
}
|
||||
return sprite;
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -9,10 +9,12 @@ vi.mock('phaser', () => {
|
||||
play: vi.fn().mockReturnThis(),
|
||||
setPosition: vi.fn().mockReturnThis(),
|
||||
setVisible: vi.fn().mockReturnThis(),
|
||||
setDisplaySize: vi.fn().mockReturnThis(),
|
||||
destroy: vi.fn(),
|
||||
frame: { name: '0' },
|
||||
setFrame: vi.fn(),
|
||||
setAlpha: vi.fn(),
|
||||
setAngle: vi.fn(),
|
||||
clearTint: vi.fn(),
|
||||
};
|
||||
|
||||
@@ -89,10 +91,12 @@ describe('DungeonRenderer', () => {
|
||||
play: vi.fn().mockReturnThis(),
|
||||
setPosition: vi.fn().mockReturnThis(),
|
||||
setVisible: vi.fn().mockReturnThis(),
|
||||
setDisplaySize: vi.fn().mockReturnThis(),
|
||||
destroy: vi.fn(),
|
||||
frame: { name: '0' },
|
||||
setFrame: vi.fn(),
|
||||
setAlpha: vi.fn(),
|
||||
setAngle: vi.fn(),
|
||||
clearTint: vi.fn(),
|
||||
})),
|
||||
circle: vi.fn().mockReturnValue({
|
||||
@@ -134,6 +138,14 @@ describe('DungeonRenderer', () => {
|
||||
setDepth: vi.fn(),
|
||||
forEachTile: vi.fn(),
|
||||
}),
|
||||
createBlankLayer: vi.fn().mockReturnValue({
|
||||
setDepth: vi.fn().mockReturnThis(),
|
||||
forEachTile: vi.fn().mockReturnThis(),
|
||||
putTileAt: vi.fn(),
|
||||
setScale: vi.fn().mockReturnThis(),
|
||||
setScrollFactor: vi.fn().mockReturnThis(),
|
||||
setVisible: vi.fn().mockReturnThis(),
|
||||
}),
|
||||
destroy: vi.fn(),
|
||||
}),
|
||||
},
|
||||
@@ -142,7 +154,7 @@ describe('DungeonRenderer', () => {
|
||||
killTweensOf: vi.fn(),
|
||||
},
|
||||
time: {
|
||||
now: 0
|
||||
now: 0
|
||||
}
|
||||
};
|
||||
|
||||
@@ -152,6 +164,7 @@ describe('DungeonRenderer', () => {
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(0),
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
ecsWorld = new ECSWorld();
|
||||
accessor = new EntityAccessor(mockWorld, 1 as EntityId, ecsWorld);
|
||||
@@ -246,4 +259,43 @@ describe('DungeonRenderer', () => {
|
||||
// Should NOT tween because it's the first spawn
|
||||
expect(mockScene.tweens.add).not.toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it('should hide the original sprite when spawnCorpse is called with targetId', () => {
|
||||
renderer.initializeFloor(mockWorld, ecsWorld, accessor);
|
||||
|
||||
// Add a rat
|
||||
const enemyId = 100 as EntityId;
|
||||
ecsWorld.addComponent(enemyId, "position", { x: 3, y: 1 });
|
||||
ecsWorld.addComponent(enemyId, "actorType", { type: "rat" });
|
||||
ecsWorld.addComponent(enemyId, "stats", { hp: 10, maxHp: 10 } as any);
|
||||
|
||||
(renderer as any).fovManager.visibleArray[1 * mockWorld.width + 3] = 1;
|
||||
renderer.render([]);
|
||||
|
||||
// Verify sprite was created and is visible
|
||||
const sprite = (renderer as any).enemySprites.get(enemyId);
|
||||
expect(sprite).toBeDefined();
|
||||
expect(sprite.setVisible).toHaveBeenCalledWith(true);
|
||||
|
||||
// Call spawnCorpse with targetId
|
||||
renderer.spawnCorpse(3, 1, 'rat', enemyId);
|
||||
|
||||
// Verify original sprite was hidden
|
||||
expect(sprite.setVisible).toHaveBeenCalledWith(false);
|
||||
});
|
||||
|
||||
it('should hide the player sprite when spawnCorpse is called with playerId', () => {
|
||||
renderer.initializeFloor(mockWorld, ecsWorld, accessor);
|
||||
|
||||
// Verify player sprite was created and is visible
|
||||
const playerSprite = (renderer as any).playerSprite;
|
||||
expect(playerSprite).toBeDefined();
|
||||
playerSprite.setVisible(true); // Force visible for test
|
||||
|
||||
// Call spawnCorpse with playerId
|
||||
renderer.spawnCorpse(1, 1, 'player', accessor.playerId);
|
||||
|
||||
// Verify player sprite was hidden
|
||||
expect(playerSprite.setVisible).toHaveBeenCalledWith(false);
|
||||
});
|
||||
});
|
||||
|
||||
65
src/rendering/__tests__/FovManager.repro.test.ts
Normal file
@@ -0,0 +1,65 @@
|
||||
import { describe, it, expect, beforeEach, vi } from 'vitest';
|
||||
|
||||
// Mock Phaser
|
||||
vi.mock('phaser', () => ({
|
||||
default: {
|
||||
Math: {
|
||||
Clamp: (v: number, min: number, max: number) => Math.min(Math.max(v, min), max)
|
||||
}
|
||||
}
|
||||
}));
|
||||
|
||||
import { FovManager } from '../FovManager';
|
||||
import { TileType } from '../../core/terrain';
|
||||
import { type World } from '../../core/types';
|
||||
|
||||
describe('FovManager Repro', () => {
|
||||
let fovManager: FovManager;
|
||||
let world: World;
|
||||
|
||||
beforeEach(() => {
|
||||
world = {
|
||||
width: 11,
|
||||
height: 11,
|
||||
tiles: new Array(11 * 11).fill(TileType.EMPTY),
|
||||
exit: { x: 10, y: 10 },
|
||||
trackPath: []
|
||||
};
|
||||
fovManager = new FovManager();
|
||||
});
|
||||
|
||||
it('should see through a doorway when standing in it (open door)', () => {
|
||||
// Create a vertical wall at x=5 with a door at (5,5)
|
||||
for (let y = 0; y < 11; y++) {
|
||||
if (y === 5) {
|
||||
world.tiles[y * 11 + 5] = TileType.DOOR_OPEN;
|
||||
} else {
|
||||
world.tiles[y * 11 + 5] = TileType.WALL;
|
||||
}
|
||||
}
|
||||
|
||||
fovManager.initialize(world);
|
||||
fovManager.compute(world, { x: 5, y: 5 });
|
||||
|
||||
expect(fovManager.isVisible(4, 5)).toBe(true);
|
||||
expect(fovManager.isVisible(6, 5)).toBe(true);
|
||||
});
|
||||
|
||||
it('should NOT be blind when standing on an opaque tile (like a closed door) AFTER FIX', () => {
|
||||
// Create a horizontal wall with a closed door at (5,5)
|
||||
for (let x = 0; x < 11; x++) {
|
||||
if (x === 5) {
|
||||
world.tiles[5 * 11 + x] = TileType.DOOR_CLOSED;
|
||||
} else {
|
||||
world.tiles[5 * 11 + x] = TileType.WALL;
|
||||
}
|
||||
}
|
||||
|
||||
fovManager.initialize(world);
|
||||
fovManager.compute(world, { x: 5, y: 5 });
|
||||
|
||||
// AFTER FIX: should see tiles on both sides of the door
|
||||
expect(fovManager.isVisible(5, 4)).toBe(true);
|
||||
expect(fovManager.isVisible(5, 6)).toBe(true);
|
||||
});
|
||||
});
|
||||
@@ -11,6 +11,7 @@ vi.mock('phaser', () => {
|
||||
setAlpha: vi.fn().mockReturnThis(),
|
||||
setTint: vi.fn().mockReturnThis(),
|
||||
clearTint: vi.fn().mockReturnThis(),
|
||||
setDisplaySize: vi.fn().mockReturnThis(),
|
||||
destroy: vi.fn(),
|
||||
};
|
||||
|
||||
@@ -42,6 +43,7 @@ describe('FxRenderer', () => {
|
||||
setAlpha: vi.fn().mockReturnThis(),
|
||||
setTint: vi.fn().mockReturnThis(),
|
||||
clearTint: vi.fn().mockReturnThis(),
|
||||
setDisplaySize: vi.fn().mockReturnThis(),
|
||||
destroy: vi.fn(),
|
||||
})),
|
||||
text: vi.fn(() => ({
|
||||
|
||||
@@ -10,11 +10,14 @@ import {
|
||||
type RangedWeaponItem,
|
||||
} from "../core/types";
|
||||
import { TILE_SIZE } from "../core/constants";
|
||||
import { isBlocked, isPlayerOnExit, tryDestructTile } from "../engine/world/world-logic";
|
||||
import { isBlocked, tryDestructTile } from "../engine/world/world-logic";
|
||||
import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulation";
|
||||
import { generateWorld } from "../engine/world/generator";
|
||||
import { DungeonRenderer } from "../rendering/DungeonRenderer";
|
||||
import { Prefabs } from "../engine/ecs/Prefabs";
|
||||
import { GAME_CONFIG } from "../core/config/GameConfig";
|
||||
import { ALL_TEMPLATES } from "../core/config/Items";
|
||||
|
||||
import { EntityAccessor } from "../engine/EntityAccessor";
|
||||
import { ProgressionManager } from "../engine/ProgressionManager";
|
||||
import GameUI from "../ui/GameUI";
|
||||
@@ -24,11 +27,15 @@ import { TargetingSystem } from "./systems/TargetingSystem";
|
||||
import { ECSWorld } from "../engine/ecs/World";
|
||||
import { SystemRegistry } from "../engine/ecs/System";
|
||||
import { TriggerSystem } from "../engine/ecs/systems/TriggerSystem";
|
||||
import { StatusEffectSystem } from "../engine/ecs/systems/StatusEffectSystem";
|
||||
import { StatusEffectSystem, applyStatusEffect } from "../engine/ecs/systems/StatusEffectSystem";
|
||||
import { MineCartSystem } from "../engine/ecs/systems/MineCartSystem";
|
||||
import { TileType } from "../core/terrain";
|
||||
|
||||
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";
|
||||
@@ -43,6 +50,7 @@ export class GameScene extends Phaser.Scene {
|
||||
public runState: RunState = {
|
||||
stats: { ...GAME_CONFIG.player.initialStats },
|
||||
inventory: { gold: 0, items: [] },
|
||||
seed: Math.floor(Math.random() * 1000000),
|
||||
lastReloadableWeaponId: null
|
||||
};
|
||||
|
||||
@@ -82,18 +90,14 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
create() {
|
||||
// this.cursors initialized in GameInput
|
||||
|
||||
|
||||
// Camera
|
||||
this.cameras.main.setBackgroundColor(0x1a1a1a);
|
||||
this.cameras.main.setZoom(GAME_CONFIG.rendering.cameraZoom);
|
||||
this.cameras.main.fadeIn(1000, 0, 0, 0);
|
||||
this.cameras.main.fadeIn(500, 0, 0, 0);
|
||||
|
||||
// Initialize Sub-systems
|
||||
this.dungeonRenderer = new DungeonRenderer(this);
|
||||
this.gameRenderer = new GameRenderer(this.dungeonRenderer);
|
||||
this.cameraController = new CameraController(this.cameras.main);
|
||||
// Note: itemManager is temporary instantiated with undefined entityAccessor until loadFloor
|
||||
this.itemManager = new ItemManager(this.world, this.entityAccessor);
|
||||
this.targetingSystem = new TargetingSystem(this);
|
||||
|
||||
@@ -121,12 +125,21 @@ export class GameScene extends Phaser.Scene {
|
||||
// Load initial floor
|
||||
this.loadFloor(1);
|
||||
|
||||
// Register Handlers
|
||||
this.playerInputHandler.registerListeners();
|
||||
this.gameEventHandler.registerListeners();
|
||||
}
|
||||
|
||||
update() {
|
||||
update(_time: number, _delta: number) {
|
||||
// Handle camera panning via arrow keys
|
||||
const cameraPan = this.gameInput.getCameraPanState();
|
||||
if (cameraPan.dx !== 0 || cameraPan.dy !== 0) {
|
||||
// Sensitivity factor for smooth panning
|
||||
// Note: we invert cameraPan dx/dy because handlePan subtracts from scroll (standard for drag)
|
||||
// but for keys we want to move "in the direction" of the key.
|
||||
const panSpeed = 12;
|
||||
this.cameraController.handlePan(-cameraPan.dx * panSpeed, -cameraPan.dy * panSpeed);
|
||||
}
|
||||
|
||||
if (!this.awaitingPlayer) return;
|
||||
if (this.isMenuOpen || this.isInventoryOpen || this.isCharacterOpen || this.dungeonRenderer.isMinimapVisible()) return;
|
||||
|
||||
@@ -184,6 +197,10 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
public emitUIUpdate() {
|
||||
if (!this.entityAccessor) {
|
||||
console.warn("[GameScene] emitUIUpdate called before entityAccessor was initialized.");
|
||||
return;
|
||||
}
|
||||
const payload: UIUpdatePayload = {
|
||||
world: this.world,
|
||||
playerId: this.playerId,
|
||||
@@ -204,7 +221,6 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
this.awaitingPlayer = false;
|
||||
this.cameraController.enableFollowMode();
|
||||
|
||||
// Process reloading progress
|
||||
const player = this.entityAccessor.getPlayer();
|
||||
@@ -254,6 +270,14 @@ 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 +323,26 @@ export class GameScene extends Phaser.Scene {
|
||||
);
|
||||
player.stats.mana += regenAmount;
|
||||
}
|
||||
|
||||
// Ceramic Dragon Head Recharge logic
|
||||
if (player && player.inventory) {
|
||||
for (const item of player.inventory.items) {
|
||||
if (item.type === "Weapon" && item.weaponType === "ceramic_dragon_head") {
|
||||
if (item.charges < item.maxCharges) {
|
||||
const turnsSinceLast = this.turnCount - item.lastRechargeTurn;
|
||||
if (turnsSinceLast >= GAME_CONFIG.gameplay.ceramicDragonHead.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)
|
||||
@@ -317,27 +356,19 @@ 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;
|
||||
}
|
||||
|
||||
if (isPlayerOnExit(this.world, this.entityAccessor)) {
|
||||
this.syncRunStateFromPlayer();
|
||||
this.floorIndex++;
|
||||
this.loadFloor(this.floorIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
this.dungeonRenderer.computeFov();
|
||||
if (this.cameraController.isFollowing) {
|
||||
const player = this.entityAccessor.getPlayer();
|
||||
@@ -350,53 +381,97 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
private loadFloor(floor: number) {
|
||||
this.floorIndex = floor;
|
||||
this.cameraController.enableFollowMode();
|
||||
try {
|
||||
console.log(`[GameScene] loadFloor started for floor ${floor}`);
|
||||
this.floorIndex = floor;
|
||||
|
||||
const { world, playerId, ecsWorld } = generateWorld(floor, this.runState);
|
||||
this.world = world;
|
||||
this.playerId = playerId;
|
||||
console.log(`[GameScene] Calling generateWorld...`);
|
||||
const { world, playerId, ecsWorld } = generateWorld(floor, this.runState);
|
||||
console.log(`[GameScene] World generated. Width: ${world.width}, Height: ${world.height}`);
|
||||
|
||||
// Initialize or update entity accessor
|
||||
if (!this.entityAccessor) {
|
||||
this.entityAccessor = new EntityAccessor(this.world, this.playerId, ecsWorld);
|
||||
} else {
|
||||
this.entityAccessor.updateWorld(this.world, this.playerId, ecsWorld);
|
||||
// DIAGNOSTIC: Count tiles
|
||||
const counts: Record<number, number> = {};
|
||||
world.tiles.forEach(t => counts[t] = (counts[t] || 0) + 1);
|
||||
console.log(`[GameScene] Tile counts:`, counts);
|
||||
console.log(`[GameScene] Exit position:`, world.exit);
|
||||
|
||||
this.world = world;
|
||||
this.playerId = playerId;
|
||||
|
||||
// Initialize or update entity accessor
|
||||
console.log(`[GameScene] Setting up EntityAccessor...`);
|
||||
if (!this.entityAccessor) {
|
||||
this.entityAccessor = new EntityAccessor(this.world, this.playerId, ecsWorld);
|
||||
} else {
|
||||
this.entityAccessor.updateWorld(this.world, this.playerId, ecsWorld);
|
||||
}
|
||||
|
||||
console.log(`[GameScene] Updating ItemManager...`);
|
||||
this.itemManager.updateWorld(this.world, this.entityAccessor, ecsWorld);
|
||||
|
||||
// Initialize ECS for traps and status effects
|
||||
this.ecsWorld = ecsWorld;
|
||||
this.ecsEventBus = new EventBus();
|
||||
|
||||
// Handle level completion
|
||||
this.ecsEventBus.on("mission_complete", () => {
|
||||
console.log("[GameScene] Mission Complete! Loading next floor...");
|
||||
this.syncRunStateFromPlayer();
|
||||
this.loadFloor(this.floorIndex + 1);
|
||||
});
|
||||
// Register systems
|
||||
console.log(`[GameScene] Registering ECS systems...`);
|
||||
this.ecsRegistry = new SystemRegistry(this.ecsWorld, this.ecsEventBus);
|
||||
this.ecsRegistry.register(new TriggerSystem());
|
||||
this.ecsRegistry.register(new StatusEffectSystem());
|
||||
this.ecsRegistry.register(new MineCartSystem());
|
||||
this.ecsRegistry.register(new FireSystem(this.world));
|
||||
|
||||
console.log(`[GameScene] ECS systems registered.`);
|
||||
|
||||
this.playerPath = [];
|
||||
this.awaitingPlayer = false;
|
||||
|
||||
const paddingX = this.world.width * TILE_SIZE;
|
||||
const paddingY = this.world.height * TILE_SIZE;
|
||||
this.cameraController.setBounds(
|
||||
-paddingX,
|
||||
-paddingY,
|
||||
this.world.width * TILE_SIZE + paddingX * 2,
|
||||
this.world.height * TILE_SIZE + paddingY * 2
|
||||
);
|
||||
|
||||
console.log(`[GameScene] Initializing floor renderer...`);
|
||||
this.dungeonRenderer.initializeFloor(this.world, this.ecsWorld, this.entityAccessor);
|
||||
|
||||
this.cameras.main.fadeIn(500, 0, 0, 0); // Force fade in
|
||||
|
||||
console.log(`[GameScene] Stepping simulation until player turn...`);
|
||||
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityAccessor);
|
||||
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
|
||||
|
||||
console.log(`[GameScene] Computing FOV...`);
|
||||
this.dungeonRenderer.computeFov();
|
||||
const p = this.entityAccessor.getPlayer();
|
||||
if (p) {
|
||||
console.log(`[GameScene] Centering camera on player at ${p.pos.x},${p.pos.y}`);
|
||||
this.cameraController.centerOnTile(p.pos.x, p.pos.y);
|
||||
} else {
|
||||
console.error(`[GameScene] Player not found for camera centering!`);
|
||||
}
|
||||
|
||||
console.log(`[GameScene] Triggering first render...`);
|
||||
this.dungeonRenderer.render(this.playerPath);
|
||||
this.emitUIUpdate();
|
||||
console.log(`[GameScene] loadFloor complete.`);
|
||||
} catch (e) {
|
||||
console.error(`[GameScene] CRITICAL ERROR in loadFloor:`, e);
|
||||
// Fallback: reveal everything if possible?
|
||||
this.cameras.main.setBackgroundColor(0xff0000); // Red screen of death
|
||||
}
|
||||
|
||||
this.itemManager.updateWorld(this.world, this.entityAccessor, ecsWorld);
|
||||
|
||||
// Initialize ECS for traps and status effects
|
||||
this.ecsWorld = ecsWorld;
|
||||
this.ecsEventBus = new EventBus();
|
||||
// Register systems
|
||||
this.ecsRegistry = new SystemRegistry(this.ecsWorld, this.ecsEventBus);
|
||||
this.ecsRegistry.register(new TriggerSystem());
|
||||
this.ecsRegistry.register(new StatusEffectSystem());
|
||||
|
||||
// NOTE: Entities are synced to ECS via EntityAccessor which bridges the World state.
|
||||
// No need to manually add player here anymore.
|
||||
|
||||
this.playerPath = [];
|
||||
this.awaitingPlayer = false;
|
||||
|
||||
this.cameraController.setBounds(0, 0, this.world.width * TILE_SIZE, this.world.height * TILE_SIZE);
|
||||
|
||||
this.dungeonRenderer.initializeFloor(this.world, this.ecsWorld, this.entityAccessor);
|
||||
|
||||
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityAccessor);
|
||||
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
|
||||
|
||||
|
||||
this.dungeonRenderer.computeFov();
|
||||
const p = this.entityAccessor.getPlayer();
|
||||
if (p) {
|
||||
this.cameraController.centerOnTile(p.pos.x, p.pos.y);
|
||||
}
|
||||
this.dungeonRenderer.render(this.playerPath);
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
|
||||
|
||||
public syncRunStateFromPlayer() {
|
||||
const p = this.entityAccessor.getPlayer();
|
||||
if (!p || !p.stats || !p.inventory) return;
|
||||
@@ -404,6 +479,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.runState = {
|
||||
stats: { ...p.stats },
|
||||
inventory: { gold: p.inventory.gold, items: [...p.inventory.items] },
|
||||
seed: this.runState.seed,
|
||||
lastReloadableWeaponId: this.runState.lastReloadableWeaponId
|
||||
};
|
||||
}
|
||||
@@ -412,6 +488,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.runState = {
|
||||
stats: { ...GAME_CONFIG.player.initialStats },
|
||||
inventory: { gold: 0, items: [] },
|
||||
seed: Math.floor(Math.random() * 1000000),
|
||||
lastReloadableWeaponId: null
|
||||
};
|
||||
this.floorIndex = 1;
|
||||
@@ -444,10 +521,16 @@ export class GameScene extends Phaser.Scene {
|
||||
const player = this.entityAccessor.getPlayer();
|
||||
if (!player) return;
|
||||
|
||||
// Projectile Visuals
|
||||
let projectileId = item.id;
|
||||
let projectileTexture = item.textureKey;
|
||||
let projectileFrame = item.spriteIndex;
|
||||
|
||||
if (item.type === "Weapon" && item.weaponType === "ranged") {
|
||||
projectileId = `ammo_${item.stats.ammoType}`; // Show ammo sprite
|
||||
const ammoId = `ammo_${item.stats.ammoType}`;
|
||||
const ammoTemplate = ALL_TEMPLATES[ammoId as keyof typeof ALL_TEMPLATES];
|
||||
if (ammoTemplate) {
|
||||
projectileTexture = ammoTemplate.textureKey;
|
||||
projectileFrame = ammoTemplate.spriteIndex;
|
||||
}
|
||||
|
||||
// Consume Ammo
|
||||
if (item.currentAmmo > 0) {
|
||||
@@ -460,20 +543,55 @@ export class GameScene extends Phaser.Scene {
|
||||
this.dungeonRenderer.showProjectile(
|
||||
player.pos,
|
||||
blockedPos,
|
||||
projectileId,
|
||||
projectileTexture,
|
||||
projectileFrame ?? 0,
|
||||
() => {
|
||||
// Only drop item if it acts as a thrown item (Consumable/Misc), NOT Weapon
|
||||
const shouldDrop = item.type !== "Weapon";
|
||||
|
||||
if (shouldDrop) {
|
||||
// Drop a SINGLE item at the landing spot (not the whole stack)
|
||||
const singleItem = { ...item, quantity: 1 };
|
||||
this.itemManager.spawnItem(singleItem, blockedPos);
|
||||
}
|
||||
// Handle Ceramic Dragon Head specific impact
|
||||
if (item.type === "Weapon" && item.weaponType === "ceramic_dragon_head") {
|
||||
item.charges--;
|
||||
item.lastRechargeTurn = this.turnCount; // Prevent immediate recharge if turn logic is before/after
|
||||
|
||||
// Trigger destruction/interaction
|
||||
if (tryDestructTile(this.world, blockedPos.x, blockedPos.y)) {
|
||||
this.dungeonRenderer.updateTile(blockedPos.x, blockedPos.y);
|
||||
const config = GAME_CONFIG.gameplay.ceramicDragonHead;
|
||||
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";
|
||||
|
||||
if (shouldDrop) {
|
||||
// Drop a SINGLE item at the landing spot (not the whole stack)
|
||||
const singleItem = { ...item, quantity: 1 };
|
||||
this.itemManager.spawnItem(singleItem, blockedPos);
|
||||
}
|
||||
|
||||
// Trigger destruction/interaction
|
||||
if (tryDestructTile(this.world, blockedPos.x, blockedPos.y)) {
|
||||
this.dungeonRenderer.updateTile(blockedPos.x, blockedPos.y);
|
||||
}
|
||||
}
|
||||
|
||||
this.targetingSystem.cancel();
|
||||
|
||||
@@ -30,8 +30,8 @@ export class GameRenderer implements EventRenderCallbacks {
|
||||
this.dungeonRenderer.showHeal(x, y, amount);
|
||||
}
|
||||
|
||||
spawnCorpse(x: number, y: number, type: ActorType): void {
|
||||
this.dungeonRenderer.spawnCorpse(x, y, type);
|
||||
spawnCorpse(x: number, y: number, type: ActorType, targetId?: EntityId): void {
|
||||
this.dungeonRenderer.spawnCorpse(x, y, type, targetId);
|
||||
}
|
||||
|
||||
showWait(x: number, y: number): void {
|
||||
|
||||
@@ -8,7 +8,7 @@ import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
*/
|
||||
export class CameraController {
|
||||
private camera: Phaser.Cameras.Scene2D.Camera;
|
||||
private followMode: boolean = true;
|
||||
private followMode: boolean = false;
|
||||
|
||||
constructor(camera: Phaser.Cameras.Scene2D.Camera) {
|
||||
this.camera = camera;
|
||||
@@ -58,7 +58,7 @@ export class CameraController {
|
||||
handleWheel(deltaY: number): void {
|
||||
const zoomDir = deltaY > 0 ? -1 : 1;
|
||||
const newZoom = Phaser.Math.Clamp(
|
||||
this.camera.zoom + zoomDir * GAME_CONFIG.rendering.zoomStep,
|
||||
Math.round(this.camera.zoom + zoomDir * GAME_CONFIG.rendering.zoomStep),
|
||||
GAME_CONFIG.rendering.minZoom,
|
||||
GAME_CONFIG.rendering.maxZoom
|
||||
);
|
||||
|
||||
@@ -8,7 +8,7 @@ export interface EventRenderCallbacks {
|
||||
showDamage(x: number, y: number, amount: number, isCrit?: boolean, isBlock?: boolean): void;
|
||||
showDodge(x: number, y: number): void;
|
||||
showHeal(x: number, y: number, amount: number): void;
|
||||
spawnCorpse(x: number, y: number, type: ActorType): void;
|
||||
spawnCorpse(x: number, y: number, type: ActorType, targetId?: EntityId): void;
|
||||
showWait(x: number, y: number): void;
|
||||
spawnOrb(orbId: EntityId, x: number, y: number): void;
|
||||
collectOrb(actorId: EntityId, amount: number, x: number, y: number): void;
|
||||
@@ -50,7 +50,7 @@ export function renderSimEvents(
|
||||
break;
|
||||
|
||||
case "killed":
|
||||
callbacks.spawnCorpse(ev.x, ev.y, ev.victimType || "rat");
|
||||
callbacks.spawnCorpse(ev.x, ev.y, ev.victimType || "rat", ev.targetId);
|
||||
break;
|
||||
|
||||
case "waited":
|
||||
|
||||
@@ -41,16 +41,16 @@ export class GameEventHandler {
|
||||
const player = this.scene.entityAccessor.getPlayer();
|
||||
if (player) {
|
||||
this.scene.progressionManager.allocateStat(player, statName);
|
||||
this.scene.emitUIUpdate();
|
||||
}
|
||||
this.scene.emitUIUpdate();
|
||||
}
|
||||
});
|
||||
|
||||
events.on("allocate-passive", (nodeId: string) => {
|
||||
const player = this.scene.entityAccessor.getPlayer();
|
||||
if (player) {
|
||||
this.scene.progressionManager.allocatePassive(player, nodeId);
|
||||
this.scene.emitUIUpdate();
|
||||
}
|
||||
this.scene.emitUIUpdate();
|
||||
}
|
||||
});
|
||||
|
||||
events.on("player-wait", () => {
|
||||
@@ -95,48 +95,56 @@ export class GameEventHandler {
|
||||
const item = player.inventory.items[itemIdx];
|
||||
|
||||
// Ranged Weapon Logic
|
||||
if (item.type === "Weapon" && item.weaponType === "ranged") {
|
||||
// Check Ammo
|
||||
if (item.currentAmmo <= 0) {
|
||||
if (item.type === "Weapon" && (item.weaponType === "ranged" || item.weaponType === "ceramic_dragon_head")) {
|
||||
if (item.weaponType === "ranged") {
|
||||
// Check Ammo
|
||||
if (item.currentAmmo <= 0) {
|
||||
if (item.reloadingTurnsLeft > 0) {
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
|
||||
return;
|
||||
}
|
||||
|
||||
// Try Reload
|
||||
this.scene.startReload(player, item as any);
|
||||
return;
|
||||
}
|
||||
|
||||
// Is it already reloading?
|
||||
if (item.reloadingTurnsLeft > 0) {
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
|
||||
return;
|
||||
}
|
||||
} else if (item.weaponType === "ceramic_dragon_head") {
|
||||
// Check Charges
|
||||
if (item.charges <= 0) {
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "No charges!", "#ff6600");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Try Reload
|
||||
this.scene.startReload(player, item as any);
|
||||
// Has ammo/charges, start targeting
|
||||
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
|
||||
// Already targeting - execute action
|
||||
if (this.scene.targetingSystem.cursorPos) {
|
||||
this.scene.executeThrow();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Is it already reloading?
|
||||
if (item.reloadingTurnsLeft > 0) {
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
|
||||
return;
|
||||
}
|
||||
|
||||
// Has ammo, start targeting
|
||||
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
|
||||
// Already targeting - execute shoot
|
||||
if (this.scene.targetingSystem.cursorPos) {
|
||||
this.scene.executeThrow();
|
||||
}
|
||||
return;
|
||||
}
|
||||
const { x: tx, y: ty } = this.scene.getPointerTilePos(this.scene.input.activePointer);
|
||||
|
||||
|
||||
const { x: tx, y: ty } = this.scene.getPointerTilePos(this.scene.input.activePointer);
|
||||
|
||||
this.scene.targetingSystem.startTargeting(
|
||||
item.id,
|
||||
player.pos,
|
||||
this.scene.world,
|
||||
this.scene.entityAccessor,
|
||||
this.scene.playerId,
|
||||
this.scene.dungeonRenderer.seenArray,
|
||||
this.scene.world.width,
|
||||
{ x: tx, y: ty }
|
||||
);
|
||||
this.scene.emitUIUpdate();
|
||||
this.scene.targetingSystem.startTargeting(
|
||||
item.id,
|
||||
player.pos,
|
||||
this.scene.world,
|
||||
this.scene.entityAccessor,
|
||||
this.scene.playerId,
|
||||
this.scene.dungeonRenderer.seenArray,
|
||||
this.scene.world.width,
|
||||
{ x: tx, y: ty }
|
||||
);
|
||||
this.scene.emitUIUpdate();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -152,19 +160,19 @@ export class GameEventHandler {
|
||||
const success = UpgradeManager.applyUpgrade(targetItem);
|
||||
if (success) {
|
||||
// Consume scroll logic handling stacking
|
||||
const scrollItem = player.inventory?.items.find(it => it.id === "upgrade_scroll");
|
||||
if (scrollItem) {
|
||||
if (scrollItem.stackable && scrollItem.quantity && scrollItem.quantity > 1) {
|
||||
scrollItem.quantity--;
|
||||
} else {
|
||||
this.scene.itemManager.removeFromInventory(player, "upgrade_scroll");
|
||||
}
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Upgraded!", "#ffd700");
|
||||
}
|
||||
const scrollItem = player.inventory?.items.find(it => it.id === "upgrade_scroll");
|
||||
if (scrollItem) {
|
||||
if (scrollItem.stackable && scrollItem.quantity && scrollItem.quantity > 1) {
|
||||
scrollItem.quantity--;
|
||||
} else {
|
||||
this.scene.itemManager.removeFromInventory(player, "upgrade_scroll");
|
||||
}
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Upgraded!", "#ffd700");
|
||||
}
|
||||
|
||||
inventoryOverlay.cancelUpgradeMode();
|
||||
this.scene.emitUIUpdate();
|
||||
this.scene.commitPlayerAction({ type: "wait" });
|
||||
inventoryOverlay.cancelUpgradeMode();
|
||||
this.scene.emitUIUpdate();
|
||||
this.scene.commitPlayerAction({ type: "wait" });
|
||||
} else {
|
||||
// Should technically be prevented by UI highlights, but safety check
|
||||
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Cannot upgrade!", "#ff0000");
|
||||
@@ -187,28 +195,28 @@ export class GameEventHandler {
|
||||
this.scene.commitPlayerAction({ type: "wait" });
|
||||
this.scene.emitUIUpdate();
|
||||
} else if (result.success && !result.consumed) {
|
||||
// Throwable item - start targeting
|
||||
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
|
||||
// Already targeting - execute throw
|
||||
if (this.scene.targetingSystem.cursorPos) {
|
||||
this.scene.executeThrow();
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Throwable item - start targeting
|
||||
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
|
||||
// Already targeting - execute throw
|
||||
if (this.scene.targetingSystem.cursorPos) {
|
||||
this.scene.executeThrow();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const { x: tx, y: ty } = this.scene.getPointerTilePos(this.scene.input.activePointer);
|
||||
const { x: tx, y: ty } = this.scene.getPointerTilePos(this.scene.input.activePointer);
|
||||
|
||||
this.scene.targetingSystem.startTargeting(
|
||||
item.id,
|
||||
player.pos,
|
||||
this.scene.world,
|
||||
this.scene.entityAccessor,
|
||||
this.scene.playerId,
|
||||
this.scene.dungeonRenderer.seenArray,
|
||||
this.scene.world.width,
|
||||
{ x: tx, y: ty }
|
||||
);
|
||||
this.scene.emitUIUpdate();
|
||||
this.scene.targetingSystem.startTargeting(
|
||||
item.id,
|
||||
player.pos,
|
||||
this.scene.world,
|
||||
this.scene.entityAccessor,
|
||||
this.scene.playerId,
|
||||
this.scene.dungeonRenderer.seenArray,
|
||||
this.scene.world.width,
|
||||
{ x: tx, y: ty }
|
||||
);
|
||||
this.scene.emitUIUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -137,8 +137,6 @@ export class PlayerInputHandler {
|
||||
// Movement Click
|
||||
if (button !== 0) return;
|
||||
|
||||
this.scene.cameraController.enableFollowMode();
|
||||
|
||||
if (!this.scene.awaitingPlayer) return;
|
||||
if (this.scene.isMenuOpen || this.scene.isInventoryOpen || this.scene.dungeonRenderer.isMinimapVisible()) return;
|
||||
|
||||
|
||||
@@ -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 === "ceramic_dragon_head") {
|
||||
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 ceramic dragon head
|
||||
const player = this.accessor.getCombatant(this.playerId);
|
||||
const item = player?.inventory?.items.find(it => it.id === this.targetingItemId);
|
||||
if (item?.type === "Weapon" && item.weaponType === "ceramic_dragon_head") {
|
||||
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
|
||||
|
||||
@@ -13,7 +13,8 @@ describe('ItemManager', () => {
|
||||
width: 10,
|
||||
height: 10,
|
||||
tiles: new Array(100).fill(1), // Floor
|
||||
exit: { x: 9, y: 9 }
|
||||
exit: { x: 9, y: 9 },
|
||||
trackPath: []
|
||||
};
|
||||
|
||||
entityAccessor = {
|
||||
|
||||
@@ -97,11 +97,19 @@ describe('TargetingSystem', () => {
|
||||
const enemyPos = { x: 3, y: 3 };
|
||||
(getClosestVisibleEnemy as any).mockReturnValue(enemyPos);
|
||||
|
||||
const mockAccessor = {
|
||||
getCombatant: vi.fn().mockReturnValue({
|
||||
pos: playerPos,
|
||||
inventory: { items: [{ id: 'item-1' }] }
|
||||
}),
|
||||
context: {}
|
||||
};
|
||||
|
||||
targetingSystem.startTargeting(
|
||||
'item-1',
|
||||
playerPos,
|
||||
mockWorld,
|
||||
{} as any, // accessor
|
||||
mockAccessor as any,
|
||||
1 as EntityId, // playerId
|
||||
new Uint8Array(100),
|
||||
10
|
||||
@@ -118,11 +126,19 @@ describe('TargetingSystem', () => {
|
||||
const mousePos = { x: 5, y: 5 };
|
||||
(getClosestVisibleEnemy as any).mockReturnValue(null);
|
||||
|
||||
const mockAccessor = {
|
||||
getCombatant: vi.fn().mockReturnValue({
|
||||
pos: playerPos,
|
||||
inventory: { items: [{ id: 'item-1' }] }
|
||||
}),
|
||||
context: {}
|
||||
};
|
||||
|
||||
targetingSystem.startTargeting(
|
||||
'item-1',
|
||||
playerPos,
|
||||
mockWorld,
|
||||
{} as any, // accessor
|
||||
mockAccessor as any,
|
||||
1 as EntityId, // playerId
|
||||
new Uint8Array(100),
|
||||
10,
|
||||
@@ -143,12 +159,20 @@ describe('TargetingSystem', () => {
|
||||
path: []
|
||||
});
|
||||
|
||||
const mockAccessor = {
|
||||
getCombatant: vi.fn().mockReturnValue({
|
||||
pos: playerPos,
|
||||
inventory: { items: [{ id: 'item-1' }] }
|
||||
}),
|
||||
context: {}
|
||||
};
|
||||
|
||||
// Start targeting
|
||||
targetingSystem.startTargeting(
|
||||
'item-1',
|
||||
playerPos,
|
||||
mockWorld,
|
||||
{} as any, // accessor
|
||||
mockAccessor as any,
|
||||
1 as EntityId,
|
||||
new Uint8Array(100),
|
||||
10,
|
||||
|
||||
@@ -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", "ceramic_dragon_head", ...new Array(6).fill("")];
|
||||
private draggedSlotIndex: number | null = null;
|
||||
private dragIcon: Phaser.GameObjects.Sprite | null = null;
|
||||
private reloadSliderContainer!: Phaser.GameObjects.Container;
|
||||
@@ -231,11 +231,16 @@ export class QuickSlotComponent {
|
||||
|
||||
if (foundItem) {
|
||||
// Use ItemSpriteFactory for glow effect on variants
|
||||
// Standalone images (24x24) need less scaling than 16x16 sprites
|
||||
const isStandalone = foundItem.spriteIndex === undefined || foundItem.spriteIndex === 0;
|
||||
const itemScale = isStandalone ? 1.5 : 2.5;
|
||||
|
||||
const itemContainer = ItemSpriteFactory.createItemSprite(
|
||||
this.scene, foundItem, slotSize / 2, slotSize / 2, 2.5
|
||||
this.scene, foundItem, slotSize / 2, slotSize / 2, itemScale
|
||||
);
|
||||
slot.add(itemContainer);
|
||||
|
||||
|
||||
// Unified Label (Bottom-Right)
|
||||
let labelText = "";
|
||||
if (foundItem.stackable) {
|
||||
@@ -247,6 +252,9 @@ 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 === "ceramic_dragon_head") {
|
||||
// Show charges for ceramic dragon head
|
||||
labelText = `${foundItem.charges}/${foundItem.maxCharges}`;
|
||||
}
|
||||
|
||||
if (labelText) {
|
||||
|
||||