Implement Lantern Bearer logic, Phase buttons, and Monster spawning basics

This commit is contained in:
2026-01-04 23:48:53 +01:00
parent 4c8b58151b
commit 056217437c
9 changed files with 638 additions and 102 deletions

View File

@@ -1,4 +1,7 @@
import { DungeonGenerator } from '../dungeon/DungeonGenerator.js';
import { TurnManager } from './TurnManager.js';
import { HERO_DEFINITIONS } from '../data/Heroes.js';
import { MONSTER_DEFINITIONS } from '../data/Monsters.js';
/**
* GameEngine for Manual Dungeon Construction with Player Movement
@@ -6,6 +9,7 @@ import { DungeonGenerator } from '../dungeon/DungeonGenerator.js';
export class GameEngine {
constructor() {
this.dungeon = new DungeonGenerator();
this.turnManager = new TurnManager();
this.player = null;
this.selectedEntity = null;
this.isRunning = false;
@@ -22,60 +26,160 @@ export class GameEngine {
this.dungeon.startDungeon(missionConfig);
// Create player at center of first tile
this.createPlayer(1.5, 2.5); // Center of 2x6 corridor
// Create Party (4 Heroes)
this.createParty();
this.isRunning = true;
this.turnManager.startGame();
// Listen for Phase Changes to Reset Moves
this.turnManager.on('phase_changed', (phase) => {
if (phase === 'hero') {
this.resetHeroMoves();
}
});
}
createPlayer(x, y) {
this.player = {
id: 'p1',
name: 'Barbarian',
x: Math.floor(x),
y: Math.floor(y),
texturePath: '/assets/images/dungeon1/standees/barbaro.png'
resetHeroMoves() {
if (!this.heroes) return;
this.heroes.forEach(hero => {
hero.currentMoves = hero.stats.move;
hero.hasAttacked = false;
});
console.log("Refilled Hero Moves");
}
createParty() {
this.heroes = [];
this.monsters = []; // Initialize monsters array
// Definition Keys
const heroKeys = ['barbarian', 'dwarf', 'elf', 'wizard'];
// Find valid spawn points dynamically
const startPositions = this.findSpawnPoints(4);
if (startPositions.length < 4) {
console.error("Could not find enough spawn points!");
// Fallback
startPositions.push({ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 0, y: 1 }, { x: 1, y: 1 });
}
heroKeys.forEach((key, index) => {
const definition = HERO_DEFINITIONS[key];
const pos = startPositions[index];
const hero = {
id: `hero_${key}`,
type: 'hero',
key: key,
name: definition.name,
x: pos.x,
y: pos.y,
texturePath: definition.portrait,
stats: { ...definition.stats },
// Game State
currentMoves: definition.stats.move,
hasAttacked: false,
isConscious: true,
hasLantern: key === 'barbarian' // Default leader
};
this.heroes.push(hero);
if (this.onEntityUpdate) {
this.onEntityUpdate(hero);
}
});
// Set First Player as Active
this.activeHeroIndex = 0;
// Legacy support for single player var (getter proxy)
this.player = this.heroes[0];
}
spawnMonster(monsterKey, x, y) {
const definition = MONSTER_DEFINITIONS[monsterKey];
if (!definition) {
console.error(`Monster definition not found: ${monsterKey}`);
return;
}
const id = `monster_${monsterKey}_${Date.now()}_${Math.random().toString(36).substr(2, 5)}`;
const monster = {
id: id,
type: 'monster',
key: monsterKey,
name: definition.name,
x: x,
y: y,
texturePath: definition.portrait,
stats: { ...definition.stats },
// Game State
currentWounds: definition.stats.wounds,
isDead: false
};
this.monsters.push(monster);
if (this.onEntityUpdate) {
this.onEntityUpdate(this.player);
this.onEntityUpdate(monster);
}
return monster;
}
onCellClick(x, y) {
// 1. SELECT / DESELECT PLAYER
if (this.player && x === this.player.x && y === this.player.y) {
if (this.selectedEntity === this.player) {
// 1. Check for Hero/Monster Selection
const clickedHero = this.heroes.find(h => h.x === x && h.y === y);
const clickedMonster = this.monsters ? this.monsters.find(m => m.x === x && m.y === y) : null;
const clickedEntity = clickedHero || clickedMonster;
if (clickedEntity) {
if (this.selectedEntity === clickedEntity) {
// Toggle Deselect
this.deselectPlayer();
this.deselectEntity();
} else {
// Select
this.selectedEntity = this.player;
// Select new entity
if (this.selectedEntity) this.deselectEntity();
this.selectedEntity = clickedEntity;
if (this.onEntitySelect) {
this.onEntitySelect(this.player.id, true);
this.onEntitySelect(clickedEntity.id, true);
}
}
return;
}
// 2. PLAN MOVEMENT (If player selected)
if (this.selectedEntity === this.player) {
// 2. PLAN MOVEMENT (If entity selected and we clicked empty space)
if (this.selectedEntity) {
this.planStep(x, y);
}
}
deselectPlayer() {
deselectEntity() {
if (!this.selectedEntity) return;
const id = this.selectedEntity.id;
this.selectedEntity = null;
this.plannedPath = [];
if (this.onEntitySelect) this.onEntitySelect(this.player.id, false);
if (this.onEntitySelect) this.onEntitySelect(id, false);
if (this.onPathChange) this.onPathChange([]);
}
// Alias for legacy calls if any
deselectPlayer() {
this.deselectEntity();
}
planStep(x, y) {
// Determine start point (either current player pos or last planned step)
if (!this.selectedEntity) return;
// Determine start point
const lastStep = this.plannedPath.length > 0
? this.plannedPath[this.plannedPath.length - 1]
: { x: this.player.x, y: this.player.y };
: { x: this.selectedEntity.x, y: this.selectedEntity.y };
// Check Adjacency
const dx = Math.abs(x - lastStep.x);
@@ -85,48 +189,62 @@ export class GameEngine {
// Check Walkability
const isWalkable = this.canMoveTo(x, y);
// Check if already in path (prevent loops for simplicity or allow backtracking? User said "mark contigua", implying adding)
// If clicking the last added step, maybe remove it? (Undo)
// Check against Max Move Stats
const maxMove = this.selectedEntity.currentMoves || 0;
// Also account for the potential next step
if (this.plannedPath.length >= maxMove && !(this.plannedPath.length > 0 && x === lastStep.x && y === lastStep.y)) {
// Allow undo (next block), but block new steps
if (isAdjacent && isWalkable) {
// Prevent adding more steps
return;
}
}
// Undo Logic
if (this.plannedPath.length > 0 && x === lastStep.x && y === lastStep.y) {
// Clicked last step -> Undo
this.plannedPath.pop();
if (this.onPathChange) this.onPathChange(this.plannedPath);
this.onPathChange && this.onPathChange(this.plannedPath);
return;
}
if (isAdjacent && isWalkable) {
// Check if not already visited in this path to prevent self-intersection weirdness
const alreadyInPath = this.plannedPath.some(p => p.x === x && p.y === y);
const isPlayerPos = this.player.x === x && this.player.y === y;
const isEntityPos = this.selectedEntity.x === x && this.selectedEntity.y === y;
if (!alreadyInPath && !isPlayerPos) {
// Also check if occupied by OTHER heroes?
const isOccupiedByHero = this.heroes.some(h => h.x === x && h.y === y && h !== this.selectedEntity);
if (!alreadyInPath && !isEntityPos && !isOccupiedByHero) {
this.plannedPath.push({ x, y });
if (this.onPathChange) {
this.onPathChange(this.plannedPath);
}
this.onPathChange && this.onPathChange(this.plannedPath);
}
}
}
executeMovePath() {
if (!this.player || !this.plannedPath.length) return;
if (!this.selectedEntity || !this.plannedPath.length) return;
// Clone path for the move event
const path = [...this.plannedPath];
const entity = this.selectedEntity;
// Update player logic verification immediately (teleport logic)
// The visualization will handle the "botecitos"
// Update verify immediately
const finalDest = path[path.length - 1];
this.player.x = finalDest.x;
this.player.y = finalDest.y;
entity.x = finalDest.x;
entity.y = finalDest.y;
// Trigger Movement Event (Renderer will animate)
// Visual animation
if (this.onEntityMove) {
this.onEntityMove(this.player, path);
this.onEntityMove(entity, path);
}
// Cleanup
this.deselectPlayer();
// Deduct Moves
if (entity.currentMoves !== undefined) {
entity.currentMoves -= path.length;
if (entity.currentMoves < 0) entity.currentMoves = 0;
}
this.deselectEntity();
}
canMoveTo(x, y) {
@@ -141,18 +259,19 @@ export class GameEngine {
if (this.onEntityMove) this.onEntityMove(this.player, [{ x, y }]);
}
isPlayerAdjacentToDoor(doorCells) {
if (!this.player) return false;
// Check if the Leader (Lamp Bearer) is adjacent to the door
isLeaderAdjacentToDoor(doorCells) {
if (!this.heroes || this.heroes.length === 0) return false;
const leader = this.getLeader();
if (!leader) return false;
// doorCells should be an array of {x, y} objects
// If it sends a single object, wrap it
const cells = Array.isArray(doorCells) ? doorCells : [doorCells];
for (const cell of cells) {
const dx = Math.abs(this.player.x - cell.x);
const dy = Math.abs(this.player.y - cell.y);
// Adjacent means distance of 1 in one direction and 0 in the other
const dx = Math.abs(leader.x - cell.x);
const dy = Math.abs(leader.y - cell.y);
// Orthogonal adjacency check (Manhattan distance === 1)
if ((dx === 1 && dy === 0) || (dx === 0 && dy === 1)) {
return true;
}
@@ -160,7 +279,55 @@ export class GameEngine {
return false;
}
getLeader() {
// Find hero with lantern, default to barbarian if something breaks, or first hero
return this.heroes.find(h => h.hasLantern) || this.heroes.find(h => h.key === 'barbarian') || this.heroes[0];
}
// Deprecated generic adjacency (kept for safety or other interactions)
isPlayerAdjacentToDoor(doorCells) {
return this.isLeaderAdjacentToDoor(doorCells);
}
update(time) {
// Minimal update loop
}
findSpawnPoints(count) {
const points = [];
const queue = [{ x: 1, y: 1 }]; // Start search near origin but ensure not 0,0 which might be tricky if it's door
// Actually, just scan the grid or BFS from center of first tile?
// First tile is placed at 0,0. Let's scan from 0,0.
const startNode = { x: 0, y: 0 };
const searchQueue = [startNode];
const visited = new Set(['0,0']);
let loops = 0;
while (searchQueue.length > 0 && points.length < count && loops < 200) {
const current = searchQueue.shift();
if (this.dungeon.grid.isOccupied(current.x, current.y)) {
points.push(current);
}
// Neighbors
const neighbors = [
{ x: current.x + 1, y: current.y },
{ x: current.x - 1, y: current.y },
{ x: current.x, y: current.y + 1 },
{ x: current.x, y: current.y - 1 }
];
for (const n of neighbors) {
const key = `${n.x},${n.y}`;
if (!visited.has(key)) {
visited.add(key);
searchQueue.push(n);
}
}
loops++;
}
return points;
}
}

View File

@@ -5,30 +5,36 @@ export class TurnManager {
this.currentTurn = 0;
this.currentPhase = GAME_PHASES.SETUP;
this.listeners = {}; // Simple event system
// Power Phase State
this.currentPowerRoll = 0;
this.eventsTriggered = [];
}
startGame() {
this.currentTurn = 1;
this.setPhase(GAME_PHASES.HERO); // Jump straight to Hero phase for now
console.log(`--- TURN ${this.currentTurn} START ---`);
this.startPowerPhase();
}
nextPhase() {
// Simple sequential flow for now
// Simple sequential flow
switch (this.currentPhase) {
case GAME_PHASES.POWER:
this.setPhase(GAME_PHASES.HERO);
break;
case GAME_PHASES.HERO:
// Usually goes to Exploration if at edge, or Monster if not.
// For this dev stage, let's allow manual triggering of Exploration
// via UI, so we stay in HERO until confirmed done.
// Move to Monster Phase
this.setPhase(GAME_PHASES.MONSTER);
break;
case GAME_PHASES.MONSTER:
// Move to Exploration Phase
this.setPhase(GAME_PHASES.EXPLORATION);
break;
case GAME_PHASES.EXPLORATION:
// End Turn and restart
this.endTurn();
break;
// Exploration is usually triggered as an interrupt, not strictly sequential
}
}
@@ -40,6 +46,37 @@ export class TurnManager {
}
}
startPowerPhase() {
this.setPhase(GAME_PHASES.POWER);
this.rollPowerDice();
}
rollPowerDice() {
const roll = Math.floor(Math.random() * 6) + 1;
this.currentPowerRoll = roll;
console.log(`Power Roll: ${roll}`);
let message = "The dungeon is quiet...";
let eventTriggered = false;
if (roll === 1) {
message = "UNEXPECTED EVENT! (Roll of 1)";
eventTriggered = true;
this.triggerRandomEvent();
}
this.emit('POWER_RESULT', { roll, message, eventTriggered });
// Auto-advance to Hero phase after short delay (game feel)
setTimeout(() => {
this.nextPhase();
}, 2000);
}
triggerRandomEvent() {
console.warn("TODO: TRIGGER EVENT CARD DRAW");
}
triggerExploration() {
this.setPhase(GAME_PHASES.EXPLORATION);
// Logic to return to HERO phase would handle elsewhere
@@ -48,7 +85,7 @@ export class TurnManager {
endTurn() {
console.log(`--- TURN ${this.currentTurn} END ---`);
this.currentTurn++;
this.setPhase(GAME_PHASES.POWER);
this.startPowerPhase();
}
// -- Simple Observer Pattern --