Files
rogue/src/scenes/GameScene.ts

729 lines
26 KiB
TypeScript

// Reading types.ts to verify actor structure before next step
import Phaser from "phaser";
import {
type EntityId,
type Vec2,
type Action,
type RunState,
type World,
type CombatantActor,
type UIUpdatePayload
} from "../core/types";
import { TILE_SIZE } from "../core/constants";
import { inBounds, isBlocked, isPlayerOnExit, tryDestructTile } from "../engine/world/world-logic";
import { findPathAStar } from "../engine/world/pathfinding";
import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulation";
import { generateWorld } from "../engine/world/generator";
import { DungeonRenderer } from "../rendering/DungeonRenderer";
import { GAME_CONFIG } from "../core/config/GameConfig";
import { EntityManager } from "../engine/EntityManager";
import { ProgressionManager } from "../engine/ProgressionManager";
import GameUI from "../ui/GameUI";
import { CameraController } from "./systems/CameraController";
import { ItemManager } from "./systems/ItemManager";
import { TargetingSystem } from "./systems/TargetingSystem";
export class GameScene extends Phaser.Scene {
private world!: World;
private playerId!: EntityId;
private floorIndex = 1;
private runState: RunState = {
stats: { ...GAME_CONFIG.player.initialStats },
inventory: { gold: 0, items: [] }
};
private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
private playerPath: Vec2[] = [];
private awaitingPlayer = false;
// Sub-systems
private dungeonRenderer!: DungeonRenderer;
private cameraController!: CameraController;
private itemManager!: ItemManager;
private isMenuOpen = false;
private isInventoryOpen = false;
private isCharacterOpen = false;
private entityManager!: EntityManager;
private progressionManager: ProgressionManager = new ProgressionManager();
private targetingSystem!: TargetingSystem;
private turnCount = 0; // Track turns for mana regen
constructor() {
super("GameScene");
}
create() {
this.cursors = this.input.keyboard!.createCursorKeys();
// Camera
this.cameras.main.setZoom(GAME_CONFIG.rendering.cameraZoom);
this.cameras.main.fadeIn(1000, 0, 0, 0);
// Initialize Sub-systems
this.dungeonRenderer = new DungeonRenderer(this);
this.cameraController = new CameraController(this.cameras.main);
this.itemManager = new ItemManager(this.world, this.entityManager);
this.targetingSystem = new TargetingSystem(this);
// Launch UI Scene
this.scene.launch("GameUI");
// Listen for Menu State
this.events.on("menu-toggled", (isOpen: boolean) => {
this.isMenuOpen = isOpen;
});
this.events.on("inventory-toggled", (isOpen: boolean) => {
this.isInventoryOpen = isOpen;
});
this.events.on("character-toggled", (isOpen: boolean) => {
this.isCharacterOpen = isOpen;
});
// Load initial floor
this.loadFloor(1);
// Menu Inputs
this.input.keyboard?.on("keydown-I", () => {
if (this.dungeonRenderer.isMinimapVisible()) {
this.dungeonRenderer.toggleMinimap();
}
this.events.emit("toggle-menu");
this.emitUIUpdate();
});
this.input.keyboard?.on("keydown-ESC", () => {
this.events.emit("close-menu");
if (this.dungeonRenderer.isMinimapVisible()) {
this.dungeonRenderer.toggleMinimap();
}
});
this.input.keyboard?.on("keydown-M", () => {
this.events.emit("close-menu");
this.dungeonRenderer.toggleMinimap();
});
this.input.keyboard?.on("keydown-B", () => {
this.events.emit("toggle-inventory");
});
this.input.keyboard?.on("keydown-C", () => {
this.events.emit("toggle-character");
});
this.input.keyboard?.on("keydown-SPACE", () => {
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
this.commitPlayerAction({ type: "wait" });
});
// Listen for Map button click from UI
this.events.on("toggle-minimap", () => {
this.dungeonRenderer.toggleMinimap();
});
// Listen for UI update requests
this.events.on("request-ui-update", () => {
this.emitUIUpdate();
});
// Listen for game restart
this.events.on("restart-game", () => {
this.restartGame();
});
this.events.on("allocate-stat", (statName: string) => {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player) {
this.progressionManager.allocateStat(player, statName);
this.emitUIUpdate();
}
});
this.events.on("allocate-passive", (nodeId: string) => {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player) {
this.progressionManager.allocatePassive(player, nodeId);
this.emitUIUpdate();
}
});
this.events.on("player-wait", () => {
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
this.commitPlayerAction({ type: "wait" });
});
this.events.on("player-search", () => {
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
console.log("Player searching...");
this.commitPlayerAction({ type: "wait" });
});
this.events.on("use-item", (data: { itemId: string }) => {
if (!this.awaitingPlayer) return;
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (!player || !player.inventory) return;
const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId);
if (itemIdx === -1) return;
const item = player.inventory.items[itemIdx];
// Ranged Weapon Logic
if (item.type === "Weapon" && item.weaponType === "ranged") {
// Check Ammo
if (item.stats.currentAmmo <= 0) {
// Try Reload
const ammoId = `ammo_${item.stats.ammoType}`;
const ammoItem = player.inventory.items.find(it => it.id === ammoId); // Simple check
if (ammoItem && ammoItem.quantity && ammoItem.quantity > 0) {
const needed = item.stats.magazineSize - item.stats.currentAmmo;
const toTake = Math.min(needed, ammoItem.quantity);
item.stats.currentAmmo += toTake;
ammoItem.quantity -= toTake;
if (ammoItem.quantity <= 0) {
player.inventory.items = player.inventory.items.filter(it => it !== ammoItem);
}
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloaded!", "#00ff00");
console.log("Reloaded. Ammo:", item.stats.currentAmmo);
this.commitPlayerAction({ type: "wait" });
this.emitUIUpdate();
} else {
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "No Ammo!", "#ff0000");
console.log("No ammo found for", item.name);
}
return;
}
// Has ammo, start targeting
if (this.targetingSystem.isActive && this.targetingSystem.itemId === item.id) {
// Already targeting - execute shoot
if (this.targetingSystem.cursorPos) {
this.executeThrow();
}
return;
}
const { x: tx, y: ty } = this.getPointerTilePos(this.input.activePointer);
this.targetingSystem.startTargeting(
item.id,
player.pos,
this.world,
this.entityManager,
this.playerId,
this.dungeonRenderer.seenArray,
this.world.width,
{ x: tx, y: ty }
);
this.emitUIUpdate();
return;
}
const result = this.itemManager.handleUse(data.itemId, player);
if (result.success && result.consumed) {
const healAmount = player.stats.maxHp - player.stats.hp; // Already healed by manager
const actualHeal = Math.min(healAmount, player.stats.hp);
this.dungeonRenderer.showHeal(player.pos.x, player.pos.y, actualHeal);
this.commitPlayerAction({ type: "wait" });
this.emitUIUpdate();
} else if (result.success && !result.consumed) {
// Throwable item - start targeting
if (this.targetingSystem.isActive && this.targetingSystem.itemId === item.id) {
// Already targeting - execute throw
if (this.targetingSystem.cursorPos) {
this.executeThrow();
}
return;
}
const { x: tx, y: ty } = this.getPointerTilePos(this.input.activePointer);
this.targetingSystem.startTargeting(
item.id,
player.pos,
this.world,
this.entityManager,
this.playerId,
this.dungeonRenderer.seenArray,
this.world.width,
{ x: tx, y: ty }
);
this.emitUIUpdate();
}
});
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;
// Determine drop position based on pointer or player pos
let dropPos = { x: player.pos.x, y: player.pos.y };
if (data.pointerX !== undefined && data.pointerY !== undefined) {
const tilePos = this.getPointerTilePos({ x: data.pointerX, y: data.pointerY } as Phaser.Input.Pointer);
// Limit drop distance to 1 tile from player for balance/fairness
const dx = Math.sign(tilePos.x - player.pos.x);
const dy = Math.sign(tilePos.y - player.pos.y);
const targetX = player.pos.x + dx;
const targetY = player.pos.y + dy;
if (inBounds(this.world, targetX, targetY) && !isBlocked(this.world, targetX, targetY, this.entityManager)) {
dropPos = { x: targetX, y: targetY };
}
}
// 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
this.input.on('pointerdown', (p: Phaser.Input.Pointer) => {
if (p.rightButtonDown() && this.targetingSystem.isActive) {
this.targetingSystem.cancel();
this.emitUIUpdate();
}
});
// Zoom Control
this.input.on("wheel", (_pointer: Phaser.Input.Pointer, _gameObjects: Phaser.GameObjects.GameObject[], _deltaX: number, deltaY: number, _deltaZ: number) => {
if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
this.cameraController.handleWheel(deltaY);
});
// Disable context menu for right-click panning
this.input.mouse?.disableContextMenu();
// Camera Panning
this.input.on("pointermove", (p: Phaser.Input.Pointer) => {
if (!p.isDown) { // Even if not down, we might need to update targeting line
if (this.targetingSystem.isActive) {
const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE);
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player) {
this.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos);
}
}
return;
}
if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
const isRightDrag = p.rightButtonDown();
const isMiddleDrag = p.middleButtonDown();
const isShiftDrag = p.isDown && p.event.shiftKey;
if (isRightDrag || isMiddleDrag || isShiftDrag) {
const { x, y } = p.position;
const { x: prevX, y: prevY } = p.prevPosition;
const dx = (x - prevX) / this.cameras.main.zoom;
const dy = (y - prevY) / this.cameras.main.zoom;
this.cameraController.handlePan(dx, dy);
}
if (this.targetingSystem.isActive) {
const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE);
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player) {
this.targetingSystem.updateCursor({ x: tx, y: ty }, player.pos);
}
}
});
// Mouse click ->
this.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
// Targeting Click
if (this.targetingSystem.isActive) {
// Only Left Click throws
if (p.button === 0) {
if (this.targetingSystem.cursorPos) {
this.executeThrow();
}
}
return;
}
// Movement Click
if (p.button !== 0) return;
this.cameraController.enableFollowMode();
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE);
if (!inBounds(this.world, tx, ty)) return;
if (!this.dungeonRenderer.isSeen(tx, ty)) return;
const isEnemy = [...this.world.actors.values()].some(a =>
a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
);
const player = this.world.actors.get(this.playerId) as CombatantActor;
const dx = tx - player.pos.x;
const dy = ty - player.pos.y;
const isDiagonalNeighbor = Math.abs(dx) === 1 && Math.abs(dy) === 1;
if (isEnemy && isDiagonalNeighbor) {
const targetId = [...this.world.actors.values()].find(
a => a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
)?.id;
if (targetId !== undefined) {
this.commitPlayerAction({ type: "attack", targetId });
return;
}
}
const path = findPathAStar(
this.world,
this.dungeonRenderer.seenArray,
{ ...player.pos },
{ x: tx, y: ty },
{ ignoreBlockedTarget: isEnemy }
);
if (path.length >= 2) this.playerPath = path;
this.dungeonRenderer.render(this.playerPath);
});
}
update() {
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.isInventoryOpen || this.isCharacterOpen || this.dungeonRenderer.isMinimapVisible()) return;
// Auto-walk one step per turn
if (this.playerPath.length >= 2) {
const player = this.world.actors.get(this.playerId) as CombatantActor;
const next = this.playerPath[1];
const dx = next.x - player.pos.x;
const dy = next.y - player.pos.y;
if (Math.abs(dx) + Math.abs(dy) !== 1) {
this.playerPath = [];
return;
}
if (isBlocked(this.world, next.x, next.y, this.entityManager)) {
const targetId = [...this.world.actors.values()].find(
a => a.category === "combatant" && a.pos.x === next.x && a.pos.y === next.y && !a.isPlayer
)?.id;
if (targetId !== undefined) {
this.commitPlayerAction({ type: "attack", targetId });
this.playerPath = [];
return;
} else {
this.playerPath = [];
return;
}
}
this.commitPlayerAction({ type: "move", dx, dy });
this.playerPath.shift();
return;
}
let action: Action | null = null;
let dx = 0;
let dy = 0;
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!);
if (anyJustDown) {
dx = 0; 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;
if (dx !== 0 || dy !== 0) {
if (this.targetingSystem.isActive) {
this.targetingSystem.cancel();
this.emitUIUpdate();
}
const player = this.world.actors.get(this.playerId) as CombatantActor;
const targetX = player.pos.x + dx;
const targetY = player.pos.y + dy;
const targetId = [...this.world.actors.values()].find(
a => a.category === "combatant" && a.pos.x === targetX && a.pos.y === targetY && !a.isPlayer
)?.id;
if (targetId !== undefined) {
action = { type: "attack", targetId };
} else {
if (Math.abs(dx) + Math.abs(dy) === 1) {
action = { type: "move", dx, dy };
}
}
}
}
if (action) {
this.playerPath = [];
this.commitPlayerAction(action);
}
}
private emitUIUpdate() {
const payload: UIUpdatePayload = {
world: this.world,
playerId: this.playerId,
floorIndex: this.floorIndex,
uiState: {
targetingItemId: this.targetingSystem.itemId
}
};
this.events.emit("update-ui", payload);
}
private commitPlayerAction(action: Action) {
const playerEvents = applyAction(this.world, this.playerId, action, this.entityManager);
if (playerEvents.some(ev => ev.type === "move-blocked")) {
return;
}
this.awaitingPlayer = false;
this.cameraController.enableFollowMode();
// Check for pickups right after move (before enemy turn, so you get it efficiently)
if (action.type === "move") {
const player = this.world.actors.get(this.playerId) as CombatantActor;
const pickedItem = this.itemManager.tryPickup(player);
if (pickedItem) {
this.emitUIUpdate();
}
}
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
this.turnCount++;
if (this.turnCount % GAME_CONFIG.mana.regenInterval === 0) {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player && player.stats.mana < player.stats.maxMana) {
const regenAmount = Math.min(
GAME_CONFIG.mana.regenPerTurn,
player.stats.maxMana - player.stats.mana
);
player.stats.mana += regenAmount;
}
}
const allEvents = [...playerEvents, ...enemyStep.events];
for (const ev of allEvents) {
if (ev.type === "damaged") {
this.dungeonRenderer.showDamage(ev.x, ev.y, ev.amount, ev.isCrit, ev.isBlock);
} else if (ev.type === "dodged") {
this.dungeonRenderer.showDodge(ev.x, ev.y);
} else if (ev.type === "healed") {
this.dungeonRenderer.showHeal(ev.x, ev.y, ev.amount);
} else if (ev.type === "killed") {
this.dungeonRenderer.spawnCorpse(ev.x, ev.y, ev.victimType || "rat");
} else if (ev.type === "waited" && ev.actorId === this.playerId) {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (player) {
this.dungeonRenderer.showWait(player.pos.x, player.pos.y);
}
} else if (ev.type === "orb-spawned") {
this.dungeonRenderer.spawnOrb(ev.orbId, ev.x, ev.y);
} else if (ev.type === "exp-collected" && ev.actorId === this.playerId) {
this.dungeonRenderer.collectOrb(ev.actorId, ev.amount, ev.x, ev.y);
} else if (ev.type === "leveled-up" && ev.actorId === this.playerId) {
this.dungeonRenderer.showLevelUp(ev.x, ev.y);
} else if (ev.type === "enemy-alerted") {
this.dungeonRenderer.showAlert(ev.x, ev.y);
}
}
if (!this.world.actors.has(this.playerId)) {
this.syncRunStateFromPlayer();
const uiScene = this.scene.get("GameUI") as GameUI;
if (uiScene && 'showDeathScreen' in uiScene) {
uiScene.showDeathScreen({
floor: this.floorIndex,
gold: this.runState.inventory.gold,
stats: this.runState.stats
});
}
return;
}
if (isPlayerOnExit(this.world, this.playerId)) {
this.syncRunStateFromPlayer();
this.floorIndex++;
this.loadFloor(this.floorIndex);
return;
}
this.dungeonRenderer.computeFov(this.playerId);
if (this.cameraController.isFollowing) {
const player = this.world.actors.get(this.playerId) as CombatantActor;
this.cameraController.centerOnTile(player.pos.x, player.pos.y);
}
this.dungeonRenderer.render(this.playerPath);
this.emitUIUpdate();
}
private loadFloor(floor: number) {
this.floorIndex = floor;
this.cameraController.enableFollowMode();
const { world, playerId } = generateWorld(floor, this.runState);
this.world = world;
this.playerId = playerId;
this.entityManager = new EntityManager(this.world);
this.itemManager.updateWorld(this.world, this.entityManager);
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.playerId);
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
this.dungeonRenderer.computeFov(this.playerId);
const player = this.world.actors.get(this.playerId) as CombatantActor;
this.cameraController.centerOnTile(player.pos.x, player.pos.y);
this.dungeonRenderer.render(this.playerPath);
this.emitUIUpdate();
// Create daggers for testing if none exist (redundant if generator does it, but good for safety)
// Removed to rely on generator.ts
}
private syncRunStateFromPlayer() {
const p = this.world.actors.get(this.playerId) as CombatantActor;
if (!p || p.category !== "combatant" || !p.stats || !p.inventory) return;
this.runState = {
stats: { ...p.stats },
inventory: { gold: p.inventory.gold, items: [...p.inventory.items] }
};
}
private restartGame() {
this.runState = {
stats: { ...GAME_CONFIG.player.initialStats },
inventory: { gold: 0, items: [] }
};
this.floorIndex = 1;
this.loadFloor(this.floorIndex);
}
private executeThrow() {
const success = this.targetingSystem.executeThrow(
this.world,
this.playerId,
this.entityManager,
(blockedPos, hitActorId, item) => {
// Damage Logic
if (hitActorId !== undefined) {
const victim = this.world.actors.get(hitActorId) as CombatantActor;
if (victim) {
const stats = 'stats' in item ? item.stats : undefined;
const dmg = (stats && 'attack' in stats) ? (stats.attack ?? 1) : 1;
victim.stats.hp -= dmg;
this.dungeonRenderer.showDamage(victim.pos.x, victim.pos.y, dmg);
this.dungeonRenderer.shakeCamera();
}
}
const player = this.world.actors.get(this.playerId) as CombatantActor;
// Projectile Visuals
let projectileId = item.id;
if (item.type === "Weapon" && item.weaponType === "ranged") {
projectileId = `ammo_${item.stats.ammoType}`; // Show ammo sprite
// Consume Ammo
if (item.stats.currentAmmo > 0) {
item.stats.currentAmmo--;
}
}
this.dungeonRenderer.showProjectile(
player.pos,
blockedPos,
projectileId,
() => {
// Only drop item if it acts as a thrown item (Consumable/Misc), NOT Weapon
const shouldDrop = item.type !== "Weapon";
if (shouldDrop) {
// Drop the actual item at the landing spot
this.itemManager.spawnItem(item, blockedPos);
}
// Trigger destruction/interaction
if (tryDestructTile(this.world, blockedPos.x, blockedPos.y)) {
this.dungeonRenderer.updateTile(blockedPos.x, blockedPos.y);
}
this.targetingSystem.cancel();
this.commitPlayerAction({ type: "throw" }); // Or 'attack' if shooting? 'throw' is fine for now
this.emitUIUpdate();
}
);
}
);
if (!success) {
this.emitUIUpdate();
}
}
private getPointerTilePos(pointer: Phaser.Input.Pointer): { x: number, y: number } {
const worldPoint = this.cameras.main.getWorldPoint(pointer.x, pointer.y);
return {
x: Math.floor(worldPoint.x / TILE_SIZE),
y: Math.floor(worldPoint.y / TILE_SIZE)
};
}
}