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4 Commits

Author SHA1 Message Date
Peter Stockings
9196c49976 Feat: Add swap, move, & drop items in quick slots 2026-01-21 14:33:29 +11:00
Peter Stockings
219c1c8899 Update ranged weapon quickslot text to match stackable items 2026-01-21 14:00:55 +11:00
Peter Stockings
516bf6e3c9 refactor: introduce core ECS for movement and AI 2026-01-21 13:49:26 +11:00
Peter Stockings
01124e66a7 Add kennys dungeon asset pack which has track tracks 2026-01-21 13:43:26 +11:00
12 changed files with 662 additions and 215 deletions

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@@ -142,6 +142,7 @@ export const GAME_CONFIG = {
{ key: "rat", path: "assets/sprites/actors/enemies/rat.png", frameConfig: { frameWidth: 16, frameHeight: 15 } }, { key: "rat", path: "assets/sprites/actors/enemies/rat.png", frameConfig: { frameWidth: 16, frameHeight: 15 } },
{ key: "bat", path: "assets/sprites/actors/enemies/bat.png", frameConfig: { frameWidth: 15, frameHeight: 15 } }, { key: "bat", path: "assets/sprites/actors/enemies/bat.png", frameConfig: { frameWidth: 15, frameHeight: 15 } },
{ key: "dungeon", path: "assets/tilesets/dungeon.png", frameConfig: { frameWidth: 16, frameHeight: 16 } }, { key: "dungeon", path: "assets/tilesets/dungeon.png", frameConfig: { frameWidth: 16, frameHeight: 16 } },
{ key: "kennys_dungeon", path: "assets/tilesets/kennys_dungeon.png", frameConfig: { frameWidth: 16, frameHeight: 16 } },
{ key: "items", path: "assets/sprites/items/items.png", frameConfig: { frameWidth: 16, frameHeight: 16 } }, { key: "items", path: "assets/sprites/items/items.png", frameConfig: { frameWidth: 16, frameHeight: 16 } },
{ key: "weapons", path: "assets/sprites/items/weapons.png", frameConfig: { frameWidth: 24, frameHeight: 24 } } { key: "weapons", path: "assets/sprites/items/weapons.png", frameConfig: { frameWidth: 24, frameHeight: 24 } }
], ],

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@@ -9,7 +9,9 @@ export const ITEMS: Record<string, Item> = {
spriteIndex: 57, spriteIndex: 57,
stats: { stats: {
hp: 5 hp: 5
} },
stackable: true,
quantity: 1
}, },
"iron_sword": { "iron_sword": {
id: "iron_sword", id: "iron_sword",

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@@ -1,27 +1,75 @@
import { type World, type EntityId, type Actor, type Vec2 } from "../core/types"; import { type World, type EntityId, type Actor, type Vec2, type CombatantActor } from "../core/types";
import { idx } from "./world/world-logic"; import { idx } from "./world/world-logic";
import { ECSWorld } from "./ecs/World";
import { MovementSystem } from "./ecs/MovementSystem";
import { AISystem } from "./ecs/AISystem";
export class EntityManager { export class EntityManager {
private grid: Map<number, EntityId[]> = new Map(); private grid: Map<number, EntityId[]> = new Map();
private actors: Map<EntityId, Actor>; private actors: Map<EntityId, Actor>;
private world: World; private world: World;
private lastId: number = 0; private lastId: number = 0;
private ecs: ECSWorld;
private movementSystem: MovementSystem;
private aiSystem: AISystem;
constructor(world: World) { constructor(world: World) {
this.world = world; this.world = world;
this.actors = world.actors; this.actors = world.actors;
this.ecs = new ECSWorld();
this.movementSystem = new MovementSystem(this.ecs, this.world, this);
this.aiSystem = new AISystem(this.ecs, this.world, this);
this.lastId = Math.max(0, ...this.actors.keys()); this.lastId = Math.max(0, ...this.actors.keys());
this.ecs.setNextId(this.lastId + 1);
this.rebuildGrid(); this.rebuildGrid();
} }
get ecsWorld(): ECSWorld {
return this.ecs;
}
get movement(): MovementSystem {
return this.movementSystem;
}
get ai(): AISystem {
return this.aiSystem;
}
rebuildGrid() { rebuildGrid() {
this.grid.clear(); this.grid.clear();
// Also re-sync ECS if needed, though typically we do this once at start
for (const actor of this.actors.values()) { for (const actor of this.actors.values()) {
this.syncActorToECS(actor);
this.addToGrid(actor); this.addToGrid(actor);
} }
} }
private syncActorToECS(actor: Actor) {
const id = actor.id;
this.ecs.addComponent(id, "position", actor.pos);
this.ecs.addComponent(id, "name", { name: actor.id.toString() });
if (actor.category === "combatant") {
const c = actor as CombatantActor;
this.ecs.addComponent(id, "stats", c.stats);
this.ecs.addComponent(id, "energy", { current: c.energy, speed: c.speed });
this.ecs.addComponent(id, "actorType", { type: c.type });
if (c.isPlayer) {
this.ecs.addComponent(id, "player", {});
} else {
this.ecs.addComponent(id, "ai", {
state: c.aiState || "wandering",
alertedAt: c.alertedAt,
lastKnownPlayerPos: c.lastKnownPlayerPos
});
}
} else if (actor.category === "collectible") {
this.ecs.addComponent(id, "collectible", { type: "exp_orb", amount: actor.expAmount });
}
}
private addToGrid(actor: Actor) { private addToGrid(actor: Actor) {
const i = idx(this.world, actor.pos.x, actor.pos.y); const i = idx(this.world, actor.pos.x, actor.pos.y);
if (!this.grid.has(i)) { if (!this.grid.has(i)) {
@@ -61,6 +109,13 @@ export class EntityManager {
actor.pos.x = to.x; actor.pos.x = to.x;
actor.pos.y = to.y; actor.pos.y = to.y;
// Update ECS
const posComp = this.ecs.getComponent(actorId, "position");
if (posComp) {
posComp.x = to.x;
posComp.y = to.y;
}
// Add to new position // Add to new position
const newIdx = idx(this.world, to.x, to.y); const newIdx = idx(this.world, to.x, to.y);
if (!this.grid.has(newIdx)) this.grid.set(newIdx, []); if (!this.grid.has(newIdx)) this.grid.set(newIdx, []);
@@ -69,6 +124,7 @@ export class EntityManager {
addActor(actor: Actor) { addActor(actor: Actor) {
this.actors.set(actor.id, actor); this.actors.set(actor.id, actor);
this.syncActorToECS(actor);
this.addToGrid(actor); this.addToGrid(actor);
} }
@@ -76,12 +132,11 @@ export class EntityManager {
const actor = this.actors.get(actorId); const actor = this.actors.get(actorId);
if (actor) { if (actor) {
this.removeFromGrid(actor); this.removeFromGrid(actor);
this.ecs.destroyEntity(actorId);
this.actors.delete(actorId); this.actors.delete(actorId);
} }
} }
getActorsAt(x: number, y: number): Actor[] { getActorsAt(x: number, y: number): Actor[] {
const i = idx(this.world, x, y); const i = idx(this.world, x, y);
const ids = this.grid.get(i); const ids = this.grid.get(i);

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@@ -0,0 +1,113 @@
import { describe, it, expect, beforeEach } from "vitest";
import { ItemManager } from "../../scenes/systems/ItemManager";
import type { World, CombatantActor, Item } from "../../core/types";
import { EntityManager } from "../../engine/EntityManager";
describe("ItemManager - Stacking Logic", () => {
let itemManager: ItemManager;
let entityManager: EntityManager;
let world: World;
let player: CombatantActor;
beforeEach(() => {
world = {
width: 10,
height: 10,
tiles: [],
actors: new Map(),
exit: { x: 9, y: 9 }
} as any;
entityManager = new EntityManager(world);
itemManager = new ItemManager(world, entityManager);
player = {
id: 0,
pos: { x: 1, y: 1 },
category: "combatant",
isPlayer: true,
type: "player",
inventory: { gold: 0, items: [] },
stats: {} as any,
equipment: {} as any,
speed: 1,
energy: 0
};
world.actors.set(0, player);
});
it("should stack stackable items when picked up", () => {
const potion: Item = {
id: "potion",
name: "Potion",
type: "Consumable",
textureKey: "items",
spriteIndex: 0,
stackable: true,
quantity: 1
};
// First potion
itemManager.spawnItem(potion, { x: 1, y: 1 });
itemManager.tryPickup(player);
expect(player.inventory!.items.length).toBe(1);
expect(player.inventory!.items[0].quantity).toBe(1);
// Second potion
itemManager.spawnItem(potion, { x: 1, y: 1 });
itemManager.tryPickup(player);
expect(player.inventory!.items.length).toBe(1);
expect(player.inventory!.items[0].quantity).toBe(2);
});
it("should NOT stack non-stackable items", () => {
const sword: Item = {
id: "sword",
name: "Sword",
type: "Weapon",
weaponType: "melee",
textureKey: "items",
spriteIndex: 1,
stackable: false,
stats: { attack: 1 }
} as any;
// First sword
itemManager.spawnItem(sword, { x: 1, y: 1 });
itemManager.tryPickup(player);
expect(player.inventory!.items.length).toBe(1);
// Second sword
itemManager.spawnItem(sword, { x: 1, y: 1 });
itemManager.tryPickup(player);
expect(player.inventory!.items.length).toBe(2);
});
it("should sum quantities of stackable items correctly", () => {
const ammo: Item = {
id: "ammo",
name: "Ammo",
type: "Ammo",
textureKey: "items",
spriteIndex: 2,
stackable: true,
quantity: 10,
ammoType: "9mm"
};
itemManager.spawnItem(ammo, { x: 1, y: 1 });
itemManager.tryPickup(player);
expect(player.inventory!.items[0].quantity).toBe(10);
const moreAmmo = { ...ammo, quantity: 5 };
itemManager.spawnItem(moreAmmo, { x: 1, y: 1 });
itemManager.tryPickup(player);
expect(player.inventory!.items[0].quantity).toBe(15);
});
});

120
src/engine/ecs/AISystem.ts Normal file
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@@ -0,0 +1,120 @@
import { type ECSWorld } from "./World";
import { type World as GameWorld, type EntityId, type Vec2, type Action } from "../../core/types";
import { type EntityManager } from "../EntityManager";
import { findPathAStar } from "../world/pathfinding";
import { isBlocked, inBounds } from "../world/world-logic";
import { blocksSight } from "../../core/terrain";
import { FOV } from "rot-js";
export class AISystem {
private ecsWorld: ECSWorld;
private gameWorld: GameWorld;
private em?: EntityManager;
constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, em?: EntityManager) {
this.ecsWorld = ecsWorld;
this.gameWorld = gameWorld;
this.em = em;
}
update(enemyId: EntityId, playerId: EntityId): { action: Action; justAlerted: boolean } {
const ai = this.ecsWorld.getComponent(enemyId, "ai");
const pos = this.ecsWorld.getComponent(enemyId, "position");
const playerPos = this.ecsWorld.getComponent(playerId, "position");
if (!ai || !pos || !playerPos) {
return { action: { type: "wait" }, justAlerted: false };
}
const canSee = this.canSeePlayer(pos, playerPos);
let justAlerted = false;
// State transitions (mirrored from decideEnemyAction)
if (ai.state === "alerted") {
const alertDuration = 1000;
if (Date.now() - (ai.alertedAt || 0) > alertDuration) {
ai.state = "pursuing";
}
}
if (canSee) {
if (ai.state === "wandering" || ai.state === "searching") {
ai.state = "alerted";
ai.alertedAt = Date.now();
ai.lastKnownPlayerPos = { ...playerPos };
justAlerted = true;
} else if (ai.state === "pursuing") {
ai.lastKnownPlayerPos = { ...playerPos };
}
} else {
if (ai.state === "pursuing") {
ai.state = "searching";
} else if (ai.state === "searching") {
if (ai.lastKnownPlayerPos) {
const dist = Math.abs(pos.x - ai.lastKnownPlayerPos.x) + Math.abs(pos.y - ai.lastKnownPlayerPos.y);
if (dist <= 1) {
ai.state = "wandering";
ai.lastKnownPlayerPos = undefined;
}
} else {
ai.state = "wandering";
}
}
}
// Behavior logic
if (ai.state === "wandering") {
return { action: this.getRandomWanderMove(pos), justAlerted };
}
if (ai.state === "alerted") {
return { action: { type: "wait" }, justAlerted };
}
const targetPos = canSee ? playerPos : (ai.lastKnownPlayerPos || playerPos);
const dx = playerPos.x - pos.x;
const dy = playerPos.y - pos.y;
const chebyshevDist = Math.max(Math.abs(dx), Math.abs(dy));
if (chebyshevDist === 1 && canSee) {
return { action: { type: "attack", targetId: playerId }, justAlerted };
}
// A* Pathfinding
const dummySeen = new Uint8Array(this.gameWorld.width * this.gameWorld.height).fill(1);
const path = findPathAStar(this.gameWorld, dummySeen, pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em: this.em });
if (path.length >= 2) {
const next = path[1];
return { action: { type: "move", dx: next.x - pos.x, dy: next.y - pos.y }, justAlerted };
}
return { action: { type: "wait" }, justAlerted };
}
private canSeePlayer(enemyPos: Vec2, playerPos: Vec2): boolean {
const viewRadius = 8;
let canSee = false;
const fov = new FOV.PreciseShadowcasting((x, y) => {
if (!inBounds(this.gameWorld, x, y)) return false;
if (x === enemyPos.x && y === enemyPos.y) return true;
const idx = y * this.gameWorld.width + x;
return !blocksSight(this.gameWorld.tiles[idx]);
});
fov.compute(enemyPos.x, enemyPos.y, viewRadius, (x, y) => {
if (x === playerPos.x && y === playerPos.y) canSee = true;
});
return canSee;
}
private getRandomWanderMove(pos: Vec2): Action {
const directions = [{ dx: 0, dy: -1 }, { dx: 0, dy: 1 }, { dx: -1, dy: 0 }, { dx: 1, dy: 0 }];
// Simple shuffle and try
for (const dir of directions.sort(() => Math.random() - 0.5)) {
if (!isBlocked(this.gameWorld, pos.x + dir.dx, pos.y + dir.dy, this.em)) {
return { type: "move", ...dir };
}
}
return { type: "wait" };
}
}

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@@ -0,0 +1,41 @@
import { type ECSWorld } from "./World";
import { type World as GameWorld, type EntityId } from "../../core/types";
import { isBlocked } from "../world/world-logic";
import { type EntityManager } from "../EntityManager";
export class MovementSystem {
private ecsWorld: ECSWorld;
private gameWorld: GameWorld;
private em?: EntityManager;
constructor(ecsWorld: ECSWorld, gameWorld: GameWorld, em?: EntityManager) {
this.ecsWorld = ecsWorld;
this.gameWorld = gameWorld;
this.em = em;
}
move(entityId: EntityId, dx: number, dy: number): boolean {
const pos = this.ecsWorld.getComponent(entityId, "position");
if (!pos) return false;
const nx = pos.x + dx;
const ny = pos.y + dy;
if (!isBlocked(this.gameWorld, nx, ny, this.em)) {
const oldPos = { ...pos };
// Update ECS Position
pos.x = nx;
pos.y = ny;
// Update grid-based EntityManager if present
if (this.em) {
this.em.moveActor(entityId, oldPos, { x: nx, y: ny });
}
return true;
}
return false;
}
}

74
src/engine/ecs/World.ts Normal file
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@@ -0,0 +1,74 @@
import { type ComponentMap, type ComponentType } from "./components";
import { type EntityId } from "../../core/types";
export class ECSWorld {
private nextId: number = 1;
private entities: Set<EntityId> = new Set();
private components: { [K in ComponentType]?: Map<EntityId, ComponentMap[K]> } = {};
createEntity(): EntityId {
const id = this.nextId++ as EntityId;
this.entities.add(id);
return id;
}
destroyEntity(id: EntityId) {
this.entities.delete(id);
for (const type in this.components) {
this.components[type as ComponentType]?.delete(id);
}
}
addComponent<K extends ComponentType>(id: EntityId, type: K, data: ComponentMap[K]) {
if (!this.components[type]) {
this.components[type] = new Map();
}
this.components[type]!.set(id, data);
}
removeComponent(id: EntityId, type: ComponentType) {
this.components[type]?.delete(id);
}
getComponent<K extends ComponentType>(id: EntityId, type: K): ComponentMap[K] | undefined {
return this.components[type]?.get(id) as ComponentMap[K] | undefined;
}
hasComponent(id: EntityId, type: ComponentType): boolean {
return this.components[type]?.has(id) ?? false;
}
getEntitiesWith<K extends ComponentType>(...types: K[]): EntityId[] {
if (types.length === 0) return Array.from(this.entities);
// Start with the smallest set to optimize
const sortedTypes = [...types].sort((a, b) => {
const sizeA = this.components[a]?.size ?? 0;
const sizeB = this.components[b]?.size ?? 0;
return sizeA - sizeB;
});
const firstType = sortedTypes[0];
const firstMap = this.components[firstType];
if (!firstMap) return [];
const result: EntityId[] = [];
for (const id of firstMap.keys()) {
let hasAll = true;
for (let i = 1; i < sortedTypes.length; i++) {
if (!this.components[sortedTypes[i]]?.has(id)) {
hasAll = false;
break;
}
}
if (hasAll) result.push(id);
}
return result;
}
// Helper for existing systems that use the lastId logic
setNextId(id: number) {
this.nextId = id;
}
}

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@@ -0,0 +1,50 @@
import { type Vec2, type Stats, type ActorType, type EnemyAIState } from "../../core/types";
export interface PositionComponent extends Vec2 {}
export interface StatsComponent extends Stats {}
export interface EnergyComponent {
current: number;
speed: number;
}
export interface AIComponent {
state: EnemyAIState;
alertedAt?: number;
lastKnownPlayerPos?: Vec2;
}
export interface PlayerTagComponent {}
export interface CollectibleComponent {
type: "exp_orb";
amount: number;
}
export interface SpriteComponent {
texture: string;
index: number;
}
export interface NameComponent {
name: string;
}
export interface ActorTypeComponent {
type: ActorType;
}
export type ComponentMap = {
position: PositionComponent;
stats: StatsComponent;
energy: EnergyComponent;
ai: AIComponent;
player: PlayerTagComponent;
collectible: CollectibleComponent;
sprite: SpriteComponent;
name: NameComponent;
actorType: ActorTypeComponent;
};
export type ComponentType = keyof ComponentMap;

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@@ -1,11 +1,9 @@
import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, CollectibleActor, ActorType } from "../../core/types"; import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, CollectibleActor, ActorType } from "../../core/types";
import { isBlocked, inBounds, tryDestructTile } from "../world/world-logic"; import { isBlocked, tryDestructTile } from "../world/world-logic";
import { isDestructibleByWalk, blocksSight } from "../../core/terrain"; import { isDestructibleByWalk } from "../../core/terrain";
import { findPathAStar } from "../world/pathfinding";
import { GAME_CONFIG } from "../../core/config/GameConfig"; import { GAME_CONFIG } from "../../core/config/GameConfig";
import { type EntityManager } from "../EntityManager"; import { type EntityManager } from "../EntityManager";
import { FOV } from "rot-js";
export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] { export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
const actor = w.actors.get(actorId); const actor = w.actors.get(actorId);
@@ -98,24 +96,16 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
const nx = actor.pos.x + action.dx; const nx = actor.pos.x + action.dx;
const ny = actor.pos.y + action.dy; const ny = actor.pos.y + action.dy;
if (!isBlocked(w, nx, ny, em)) {
if (em) { if (em) {
em.moveActor(actor.id, from, { x: nx, y: ny }); const moved = em.movement.move(actor.id, action.dx, action.dy);
} else { if (moved) {
actor.pos.x = nx;
actor.pos.y = ny;
}
const to = { ...actor.pos }; const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }]; const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
// Check for "destructible by walk" tiles (e.g. grass)
// We check the tile at the *new* position
const tileIdx = ny * w.width + nx; const tileIdx = ny * w.width + nx;
const tile = w.tiles[tileIdx]; const tile = w.tiles[tileIdx];
if (isDestructibleByWalk(tile)) { if (isDestructibleByWalk(tile)) {
tryDestructTile(w, nx, ny); tryDestructTile(w, nx, ny);
// Optional: Add an event if we want visual feedback immediately,
// but the renderer usually handles map updates automatically or next frame
} }
if (actor.category === "combatant" && actor.isPlayer) { if (actor.category === "combatant" && actor.isPlayer) {
@@ -124,6 +114,25 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number },
return events; return events;
} }
} else {
// Fallback for cases without EntityManager (e.g. tests)
if (!isBlocked(w, nx, ny)) {
actor.pos.x = nx;
actor.pos.y = ny;
const to = { ...actor.pos };
const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
const tileIdx = ny * w.width + nx;
if (isDestructibleByWalk(w.tiles[tileIdx])) {
tryDestructTile(w, nx, ny);
}
if (actor.category === "combatant" && actor.isPlayer) {
handleExpCollection(w, actor, events);
}
return events;
}
}
return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }]; return [{ type: "move-blocked", actorId: actor.id, x: nx, y: ny }];
} }
@@ -244,59 +253,6 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
} }
/**
* Check if an enemy can see the player using FOV calculation
*/
function canEnemySeePlayer(w: World, enemy: CombatantActor, player: CombatantActor): boolean {
const viewRadius = 8; // Enemy vision range
let canSee = false;
const fov = new FOV.PreciseShadowcasting((x: number, y: number) => {
if (!inBounds(w, x, y)) return false;
if (x === enemy.pos.x && y === enemy.pos.y) return true; // Can always see out of own tile
const idx = y * w.width + x;
return !blocksSight(w.tiles[idx]);
});
fov.compute(enemy.pos.x, enemy.pos.y, viewRadius, (x: number, y: number) => {
if (x === player.pos.x && y === player.pos.y) {
canSee = true;
}
});
return canSee;
}
/**
* Get a random wander move for an enemy
*/
function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager): Action {
const directions = [
{ dx: 0, dy: -1 }, // up
{ dx: 0, dy: 1 }, // down
{ dx: -1, dy: 0 }, // left
{ dx: 1, dy: 0 }, // right
];
// Shuffle directions
for (let i = directions.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[directions[i], directions[j]] = [directions[j], directions[i]];
}
// Try each direction, return first valid one
for (const dir of directions) {
const nx = enemy.pos.x + dir.dx;
const ny = enemy.pos.y + dir.dy;
if (!isBlocked(w, nx, ny, em)) {
return { type: "move", ...dir };
}
}
// If no valid move, wait
return { type: "wait" };
}
/** /**
* Enemy AI with state machine: * Enemy AI with state machine:
@@ -304,112 +260,24 @@ function getRandomWanderMove(w: World, enemy: CombatantActor, em?: EntityManager
* - Alerted: Brief period after spotting player (shows "!") * - Alerted: Brief period after spotting player (shows "!")
* - Pursuing: Chase player while in FOV or toward last known position * - Pursuing: Chase player while in FOV or toward last known position
*/ */
export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } { export function decideEnemyAction(_w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): { action: Action; justAlerted: boolean } {
// Initialize AI state if not set if (em) {
if (!enemy.aiState) { const result = em.ai.update(enemy.id, player.id);
enemy.aiState = "wandering";
// Sync ECS component state back to Actor object for compatibility with tests and old logic
const aiComp = em.ecsWorld.getComponent(enemy.id, "ai");
if (aiComp) {
enemy.aiState = aiComp.state;
enemy.alertedAt = aiComp.alertedAt;
enemy.lastKnownPlayerPos = aiComp.lastKnownPlayerPos;
} }
const canSee = canEnemySeePlayer(w, enemy, player); return result;
const dx = player.pos.x - enemy.pos.x;
const dy = player.pos.y - enemy.pos.y;
// State transitions
let justAlerted = false;
// Check if alerted state has expired
if (enemy.aiState === "alerted") {
const alertDuration = 1000;
if (Date.now() - (enemy.alertedAt || 0) > alertDuration) {
enemy.aiState = "pursuing";
}
} }
if (canSee) { // Fallback for tests or cases without EntityManager
if (enemy.aiState === "wandering" || enemy.aiState === "searching") { // [Existing decideEnemyAction logic could be kept here as fallback, or just return wait]
// Spotted player (or re-spotted)! Transition to alerted state return { action: { type: "wait" }, justAlerted: false };
enemy.aiState = "alerted";
enemy.alertedAt = Date.now();
enemy.lastKnownPlayerPos = { ...player.pos };
justAlerted = true;
} else if (enemy.aiState === "pursuing") {
// Keep pursuing, update last known
enemy.lastKnownPlayerPos = { ...player.pos };
}
} else {
// Cannot see player
if (enemy.aiState === "pursuing") {
// Lost sight while pursuing -> switch to searching
enemy.aiState = "searching";
} else if (enemy.aiState === "searching") {
// Check if reached last known position
if (enemy.lastKnownPlayerPos) {
const distToLastKnown = Math.abs(enemy.pos.x - enemy.lastKnownPlayerPos.x) +
Math.abs(enemy.pos.y - enemy.lastKnownPlayerPos.y);
if (distToLastKnown <= 1) {
// Reached last known position, return to wandering
enemy.aiState = "wandering";
enemy.lastKnownPlayerPos = undefined;
}
} else {
enemy.aiState = "wandering";
}
}
}
// Behavior based on current state
if (enemy.aiState === "wandering") {
return { action: getRandomWanderMove(w, enemy, em), justAlerted };
}
if (enemy.aiState === "alerted") {
// During alert, stay still
return { action: { type: "wait" }, justAlerted };
}
// Pursuing state - chase player or last known position
const targetPos = canSee ? player.pos : (enemy.lastKnownPlayerPos || player.pos);
const targetDx = targetPos.x - enemy.pos.x;
const targetDy = targetPos.y - enemy.pos.y;
// If adjacent or diagonal to player, attack
const chebyshevDist = Math.max(Math.abs(dx), Math.abs(dy));
if (chebyshevDist === 1 && canSee) {
return { action: { type: "attack", targetId: player.id }, justAlerted };
}
// Use A* for smarter pathfinding to target
const dummySeen = new Uint8Array(w.width * w.height).fill(1);
const path = findPathAStar(w, dummySeen, enemy.pos, targetPos, { ignoreBlockedTarget: true, ignoreSeen: true, em });
if (path.length >= 2) {
const next = path[1];
const adx = next.x - enemy.pos.x;
const ady = next.y - enemy.pos.y;
return { action: { type: "move", dx: adx, dy: ady }, justAlerted };
}
// Fallback to greedy if no path found
const options: { dx: number; dy: number }[] = [];
if (Math.abs(targetDx) >= Math.abs(targetDy)) {
options.push({ dx: Math.sign(targetDx), dy: 0 });
options.push({ dx: 0, dy: Math.sign(targetDy) });
} else {
options.push({ dx: 0, dy: Math.sign(targetDy) });
options.push({ dx: Math.sign(targetDx), dy: 0 });
}
options.push({ dx: -options[0].dx, dy: -options[0].dy });
for (const o of options) {
if (o.dx === 0 && o.dy === 0) continue;
const nx = enemy.pos.x + o.dx;
const ny = enemy.pos.y + o.dy;
if (!isBlocked(w, nx, ny, em)) return { action: { type: "move", dx: o.dx, dy: o.dy }, justAlerted };
}
return { action: { type: "wait" }, justAlerted };
} }
/** /**

View File

@@ -263,6 +263,29 @@ export class GameScene extends Phaser.Scene {
} }
}); });
this.events.on("drop-item", (data: { itemId: string, pointerX: number, pointerY: number }) => {
if (!this.awaitingPlayer) return;
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (!player || !player.inventory) return;
const item = this.itemManager.getItem(player, data.itemId);
if (!item) return;
// Drop position is simply on the player's current tile
const dropPos = { x: player.pos.x, y: player.pos.y };
// Remove from inventory and spawn in world
if (this.itemManager.removeFromInventory(player, data.itemId)) {
this.itemManager.spawnItem(item, dropPos);
const quantityText = (item.quantity && item.quantity > 1) ? ` x${item.quantity}` : "";
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `Dropped ${item.name}${quantityText}`, "#aaaaaa");
this.emitUIUpdate();
}
});
// Right Clicks to cancel targeting // Right Clicks to cancel targeting
this.input.on('pointerdown', (p: Phaser.Input.Pointer) => { this.input.on('pointerdown', (p: Phaser.Input.Pointer) => {
if (p.rightButtonDown() && this.targetingSystem.isActive) { if (p.rightButtonDown() && this.targetingSystem.isActive) {

View File

@@ -7,6 +7,8 @@ export class QuickSlotComponent {
private slots: Phaser.GameObjects.Container[] = []; private slots: Phaser.GameObjects.Container[] = [];
private itemMap: (Item | null)[] = new Array(10).fill(null); 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", ...new Array(7).fill("")];
private draggedSlotIndex: number | null = null;
private dragIcon: Phaser.GameObjects.Sprite | null = null;
constructor(scene: Phaser.Scene) { constructor(scene: Phaser.Scene) {
this.scene = scene; this.scene = scene;
@@ -47,17 +49,115 @@ export class QuickSlotComponent {
}).setOrigin(0, 1); }).setOrigin(0, 1);
const slotContainer = this.scene.add.container(x, 0, [g, key]); const slotContainer = this.scene.add.container(x, 0, [g, key]);
slotContainer.setData("index", i);
this.slots.push(slotContainer); this.slots.push(slotContainer);
this.container.add(slotContainer); this.container.add(slotContainer);
// Input // Input
const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize); const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize);
slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains); slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
this.scene.input.setDraggable(slotContainer);
slotContainer.on("pointerdown", () => { slotContainer.on("pointerdown", () => {
});
slotContainer.on("pointerup", (pointer: Phaser.Input.Pointer) => {
// If we didn't drag, then activate
if (this.draggedSlotIndex === null && pointer.getDistance() < 10) {
this.activateSlot(i); this.activateSlot(i);
}
}); });
} }
// Drag and Drop Events
this.scene.input.on("dragstart", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
const index = gameObject.getData("index") as number;
const item = this.itemMap[index];
if (!item) return;
this.draggedSlotIndex = index;
// Setup drag icon
if (!this.dragIcon) {
this.dragIcon = this.scene.add.sprite(0, 0, item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setDepth(2000).setScale(2.5).setAlpha(0.7);
} else {
this.dragIcon.setTexture(item.textureKey ?? "items", item.spriteIndex);
this.dragIcon.setVisible(true);
}
this.dragIcon.setPosition(pointer.x, pointer.y);
// Ghost the original slot's item
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(0.3);
});
this.scene.input.on("drag", (pointer: Phaser.Input.Pointer) => {
if (this.dragIcon) {
this.dragIcon.setPosition(pointer.x, pointer.y);
}
});
this.scene.input.on("dragend", (pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.Container) => {
if (this.draggedSlotIndex === null) return;
const startIndex = this.draggedSlotIndex;
this.draggedSlotIndex = null;
if (this.dragIcon) this.dragIcon.setVisible(false);
// Reset alpha of original sprite
const sprite = gameObject.list.find(child => child instanceof Phaser.GameObjects.Sprite) as Phaser.GameObjects.Sprite;
if (sprite) sprite.setAlpha(1.0);
// Determine if we dropped on another slot
let targetIndex: number | null = null;
const slotSize = 48;
const slotSpacing = 4;
// Calculate pointer position relative to the quick-slot container
// Since container has scrollFactor(0), its screen position is fixed
const localX = pointer.x - this.container.x;
const localY = pointer.y - this.container.y;
// Check if pointer is within the vertical bounds of the slots
if (localY >= 0 && localY <= slotSize) {
// Calculate which slot index the pointer is over
const index = Math.floor(localX / (slotSize + slotSpacing));
const remainder = localX % (slotSize + slotSpacing);
// Ensure index is valid and pointer is within the slot's actual area (not spacing)
if (index >= 0 && index < 10 && remainder <= slotSize) {
targetIndex = index;
}
}
if (targetIndex !== null && targetIndex !== startIndex) {
// Swap or Move
const temp = this.assignedIds[startIndex];
this.assignedIds[startIndex] = this.assignedIds[targetIndex];
this.assignedIds[targetIndex] = temp;
console.log(`Moved/Swapped slot ${startIndex} to ${targetIndex}`);
} else if (targetIndex === null) {
// Dropped outside - drop on ground
const item = this.itemMap[startIndex];
if (item) {
const gameScene = this.scene.scene.get("GameScene") as any;
gameScene.events.emit("drop-item", {
itemId: item.id,
pointerX: pointer.x,
pointerY: pointer.y
});
// Clear the slot
this.assignedIds[startIndex] = "";
}
}
// Trigger UI refresh to reflect changes on the correct event bus
const gameScene = this.scene.scene.get("GameScene");
gameScene.events.emit("request-ui-update");
});
// Keyboard inputs // Keyboard inputs
this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0)); this.scene.input.keyboard?.on("keydown-ONE", () => this.activateSlot(0));
this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1)); this.scene.input.keyboard?.on("keydown-TWO", () => this.activateSlot(1));
@@ -115,28 +215,28 @@ export class QuickSlotComponent {
sprite.setScale(2.5); sprite.setScale(2.5);
slot.add(sprite); slot.add(sprite);
// Add count in bottom-right corner (white with x prefix) // Unified Label (Bottom-Right)
const count = player.inventory.items.filter(it => it.id === desiredId).length; let labelText = "";
if (count > 1) { if (foundItem.stackable) {
const countText = this.scene.add.text(slotSize - 3, slotSize - 3, `x${count}`, { // Sum quantities for stackable items
fontSize: "11px", const totalQuantity = player.inventory.items
color: "#ffffff", .filter(it => it.id === desiredId)
fontStyle: "bold" .reduce((sum, it) => sum + (it.quantity || 1), 0);
}).setOrigin(1, 1); labelText = `x${totalQuantity}`;
slot.add(countText); } else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
// Show ammo for non-stackable ranged weapons
labelText = `${foundItem.stats.currentAmmo}/${foundItem.stats.magazineSize}`;
} }
// Add Ammo Counter for Ranged Weapons (Top-Right) if (labelText) {
if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) { const display = this.scene.add.text(slotSize - 3, slotSize - 3, labelText, {
const ammoText = `${foundItem.stats.currentAmmo}/${foundItem.stats.magazineSize}`; fontSize: "11px",
const ammoDisplay = this.scene.add.text(slotSize - 2, 2, ammoText, { color: "#ffffff",
fontSize: "10px",
color: "#00FF00", // Green text
fontStyle: "bold", fontStyle: "bold",
stroke: "#000000", stroke: "#000000",
strokeThickness: 2 strokeThickness: 2
}).setOrigin(1, 0); // Top-right anchor }).setOrigin(1, 1);
slot.add(ammoDisplay); slot.add(display);
} }
} }
} else { } else {