Implement advanced pathfinding and combat visual effects

- Add monster turn visual feedback (green ring on attacker, red ring on victim)
- Implement proper attack sequence with timing and animations
- Add room boundary and height level pathfinding system
- Monsters now respect room walls and can only pass through doors
- Add height level support (1-8) with stairs (9) for level transitions
- Fix attack validation to prevent attacks through walls
- Speed up hero movement animation (300ms per tile)
- Fix exploration phase message to not show on initial tile placement
- Disable hero movement during exploration phase (doors only)
This commit is contained in:
2026-01-06 16:18:46 +01:00
parent dd7356f1bd
commit 3efbf8d5fb
5 changed files with 279 additions and 31 deletions

View File

@@ -3,6 +3,16 @@ export class GridSystem {
constructor() {
// Map "x,y" -> "tileId"
this.occupiedCells = new Map();
// Map "x,y" -> { tileId: string, height: number (1-9) }
this.cellData = new Map();
// Map "tileId" -> Set of "x,y" strings (all cells belonging to this tile)
this.tileCells = new Map();
// Set of "x,y" strings that are door/exit cells (can cross room boundaries)
this.doorCells = new Set();
this.tiles = [];
}
@@ -48,13 +58,20 @@ export class GridSystem {
const rows = layout.length;
const anchorX = tileInstance.x;
const anchorY = tileInstance.y;
const tileId = tileInstance.id;
// Initialize tile cell set
if (!this.tileCells.has(tileId)) {
this.tileCells.set(tileId, new Set());
}
for (let row = 0; row < rows; row++) {
const rowData = layout[row];
const cols = rowData.length;
for (let col = 0; col < cols; col++) {
if (rowData[col] === 0) continue;
const heightValue = rowData[col];
if (heightValue === 0) continue;
const lx = col;
const ly = (rows - 1) - row;
@@ -63,9 +80,28 @@ export class GridSystem {
const gy = anchorY + ly;
const key = `${gx},${gy}`;
this.occupiedCells.set(key, tileInstance.id);
// Store basic occupation
this.occupiedCells.set(key, tileId);
// Store detailed cell data (height level)
this.cellData.set(key, {
tileId: tileId,
height: heightValue // 1-8 = levels, 9 = stairs
});
// Add to tile's cell set
this.tileCells.get(tileId).add(key);
}
}
// Mark exit/door cells
if (variant.exits) {
variant.exits.forEach(exit => {
const exitKey = `${anchorX + exit.x},${anchorY + exit.y}`;
this.doorCells.add(exitKey);
});
}
this.tiles.push(tileInstance);
}
@@ -102,4 +138,52 @@ export class GridSystem {
isOccupied(x, y) {
return this.occupiedCells.has(`${x},${y}`);
}
/**
* Get cell data (tileId, height) for a coordinate
*/
getCellData(x, y) {
return this.cellData.get(`${x},${y}`) || null;
}
/**
* Check if movement from (x1,y1) to (x2,y2) is valid
* considering room boundaries, height levels, and stairs
*/
canMoveBetween(x1, y1, x2, y2) {
const key1 = `${x1},${y1}`;
const key2 = `${x2},${y2}`;
const data1 = this.cellData.get(key1);
const data2 = this.cellData.get(key2);
// Both cells must exist
if (!data1 || !data2) return false;
const sameTile = data1.tileId === data2.tileId;
const isDoor1 = this.doorCells.has(key1);
const isDoor2 = this.doorCells.has(key2);
// If different tiles, at least one must be a door
if (!sameTile && !isDoor1 && !isDoor2) {
return false;
}
// Height validation
const h1 = data1.height;
const h2 = data2.height;
// Stairs (9) can connect to any level
if (h1 === 9 || h2 === 9) {
return true;
}
// Same height level is always OK
if (h1 === h2) {
return true;
}
// Different heights require stairs - not allowed directly
return false;
}
}

View File

@@ -25,6 +25,8 @@ export class GameEngine {
this.onEntityUpdate = null;
this.onEntityMove = null;
this.onEntitySelect = null;
this.onEntityActive = null; // New: When entity starts/ends turn
this.onEntityHit = null; // New: When entity takes damage
this.onPathChange = null;
}
@@ -225,9 +227,10 @@ export class GameEngine {
if (!this.selectedEntity) return;
// Valid Phase Check
// Allow movement in Hero Phase AND Exploration Phase (for positioning ease)
// Allow movement ONLY in Hero Phase.
// Exploration Phase is for opening doors only (no movement).
const phase = this.turnManager.currentPhase;
if (phase !== 'hero' && phase !== 'exploration' && this.selectedEntity.type === 'hero') {
if (phase !== 'hero' && this.selectedEntity.type === 'hero') {
return;
}

View File

@@ -34,12 +34,18 @@ export class MonsterAI {
processMonster(monster) {
return new Promise(resolve => {
// NO green ring here - only during attack
// Calculate delay based on potential move distance to ensure animation finishes
const moveTime = (monster.stats.move * 300) + 500; // +buffer for attack logic
// SLOWER: 600ms per tile + Extra buffer for potential attack sequence
const moveTime = (monster.stats.move * 600) + 3000; // 3s buffer for attack sequence
setTimeout(() => {
this.actMonster(monster);
setTimeout(resolve, moveTime);
setTimeout(() => {
resolve();
}, moveTime);
}, 100);
});
}
@@ -88,11 +94,15 @@ export class MonsterAI {
console.log(`[MonsterAI] ${monster.id} moved to ${monster.x},${monster.y}`);
// 7. Check if NOW adjacent after move -> ATTACK
const postMoveHero = this.getAdjacentHero(monster);
if (postMoveHero) {
console.log(`[MonsterAI] ${monster.id} engaged ${postMoveHero.name} after move. Attacking!`);
this.performAttack(monster, postMoveHero);
}
// Wait for movement animation to complete before checking
const movementDuration = actualPath.length * 600;
setTimeout(() => {
const postMoveHero = this.getAdjacentHero(monster);
if (postMoveHero) {
console.log(`[MonsterAI] ${monster.id} engaged ${postMoveHero.name} after move. Attacking!`);
this.performAttack(monster, postMoveHero);
}
}, movementDuration);
}
getClosestHero(monster) {
@@ -119,15 +129,28 @@ export class MonsterAI {
});
}
isOccupied(x, y) {
// Check Grid
if (!this.game.dungeon.grid.isOccupied(x, y)) return true; // Wall/Void
isOccupied(x, y, fromX, fromY) {
// Check if target cell exists in grid
if (!this.game.dungeon.grid.isOccupied(x, y)) {
return true; // Wall/Void
}
// Check Heroes
if (this.game.heroes.some(h => h.x === x && h.y === y)) return true;
if (this.game.heroes.some(h => h.x === x && h.y === y)) {
return true;
}
// Check Monsters
if (this.game.monsters.some(m => m.x === x && m.y === y)) return true;
if (this.game.monsters.some(m => m.x === x && m.y === y)) {
return true;
}
// NEW: Check if movement is valid (room boundaries, height levels, stairs)
if (fromX !== undefined && fromY !== undefined) {
if (!this.game.dungeon.grid.canMoveBetween(fromX, fromY, x, y)) {
return true; // Movement blocked by room boundary or height restriction
}
}
return false;
}
@@ -168,13 +191,9 @@ export class MonsterAI {
];
for (const n of neighbors) {
// Determine blocking
// Note: We normally block if occupied.
// But for Fallback to work in a crowd, we might want to know if we can at least get closer.
// However, we literally cannot walk on occupied tiles.
// So the fallback is simply: "To the tile closest to the hero that ISN'T occupied."
if (this.isOccupied(n.x, n.y)) continue;
// Check if movement from current to neighbor is valid
// This now includes room boundary, height, and stair checks
if (this.isOccupied(n.x, n.y, current.x, current.y)) continue;
const key = `${n.x},${n.y}`;
if (!visited.has(key)) {
@@ -194,13 +213,41 @@ export class MonsterAI {
}
performAttack(monster, hero) {
const result = CombatMechanics.resolveMeleeAttack(monster, hero);
console.log(`[COMBAT] ${result.message}`);
// SEQUENCE:
// 1. Show green ring on monster
// 2. Monster attack animation (we'll simulate with delay)
// 3. Show red ring + shake on hero
// 4. Remove both rings
// 5. Show combat result
// Notify UI/GameEngine about damage (if we had a hook)
if (this.game.onCombatResult) {
this.game.onCombatResult(result);
const result = CombatMechanics.resolveMeleeAttack(monster, hero);
// Step 1: Green ring on attacker
if (this.game.onEntityActive) {
this.game.onEntityActive(monster.id, true);
}
// Step 2: Attack animation delay (500ms)
setTimeout(() => {
// Step 3: Trigger hit visual on defender (if hit succeeded)
if (result.hitSuccess && this.game.onEntityHit) {
this.game.onEntityHit(hero.id);
}
// Step 4: Remove green ring after red ring appears (1200ms for red ring duration)
setTimeout(() => {
if (this.game.onEntityActive) {
this.game.onEntityActive(monster.id, false);
}
// Step 5: Show combat result after both rings are gone
setTimeout(() => {
if (this.game.onCombatResult) {
this.game.onCombatResult(result);
}
}, 200); // Small delay after rings disappear
}, 1200); // Wait for red ring to disappear
}, 500); // Attack animation delay
}
getAdjacentHero(entity) {
@@ -215,8 +262,17 @@ export class MonsterAI {
const dx = Math.abs(entity.x - hero.x);
const dy = Math.abs(entity.y - hero.y);
// Orthogonal adjacency only (Manhattan dist 1)
return (dx + dy) === 1;
// Must be orthogonally adjacent (Manhattan dist 1)
if ((dx + dy) !== 1) return false;
// NEW: Check if movement between monster and hero is valid
// This prevents attacking through walls/room boundaries
if (!this.game.dungeon.grid.canMoveBetween(entity.x, entity.y, hero.x, hero.y)) {
return false; // Wall or room boundary blocks attack
}
return true;
});
}
}

View File

@@ -37,6 +37,11 @@ generator.grid.placeTile = (instance, variant, card) => {
setTimeout(() => {
renderer.renderExits(generator.availableExits);
// Don't show modal if we are not in Exploration phase (e.g. during Setup)
if (game.turnManager.currentPhase !== 'exploration') {
return;
}
// NEW RULE: Exploration ends turn immediately. No monsters yet.
// Monsters appear when a hero ENTERS the new room in the next turn.
ui.showModal('Exploración Completada',
@@ -98,6 +103,14 @@ game.onEntityMove = (entity, path) => {
renderer.moveEntityAlongPath(entity, path);
};
game.onEntityActive = (entityId, isActive) => {
renderer.setEntityActive(entityId, isActive);
};
game.onEntityHit = (entityId) => {
renderer.triggerDamageEffect(entityId);
};
// game.onEntitySelect is now handled by UIManager to wrap the renderer call
renderer.onHeroFinishedMove = (x, y) => {

View File

@@ -217,6 +217,79 @@ export class GameRenderer {
}
}
setEntityActive(entityId, isActive) {
const mesh = this.entities.get(entityId);
if (!mesh) return;
// Remove existing active ring if any
const oldRing = mesh.getObjectByName("ActiveRing");
if (oldRing) mesh.remove(oldRing);
if (isActive) {
// Phosphorescent Green Ring - MATCHING SIZE (0.3 - 0.4)
const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
// Basic Material does not support emissive. Use color + opacity for "glow" feel.
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00ff00, // Green
side: THREE.DoubleSide,
transparent: true,
opacity: 0.8
});
const ring = new THREE.Mesh(ringGeom, ringMat);
ring.rotation.x = -Math.PI / 2;
// Align with floor (relative to mesh center)
const h = 1.56;
ring.position.y = -h / 2 + 0.05;
ring.name = "ActiveRing";
mesh.add(ring);
}
}
triggerDamageEffect(entityId) {
const mesh = this.entities.get(entityId);
if (!mesh) return;
// 1. Red Halo (Temporary) - MATCHING ATTACKER SIZE (0.3 - 0.4)
const hitRingGeom = new THREE.RingGeometry(0.3, 0.4, 32);
const hitRingMat = new THREE.MeshBasicMaterial({
color: 0xff0000,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.9
});
const hitRing = new THREE.Mesh(hitRingGeom, hitRingMat);
hitRing.rotation.x = -Math.PI / 2;
// Align with floor
const h = 1.56;
hitRing.position.y = -h / 2 + 0.05;
hitRing.name = "HitRing";
mesh.add(hitRing);
// Remove Red Halo after 1200ms (matching the timing in MonsterAI)
setTimeout(() => {
if (mesh && hitRing) mesh.remove(hitRing);
}, 1200);
// 2. Shake Animation (800ms)
const originalPos = mesh.position.clone();
const startTime = performance.now();
const duration = 800; // ms
mesh.userData.shake = {
startTime: startTime,
duration: duration,
magnitude: 0.1,
originalPos: originalPos
};
}
moveEntityAlongPath(entity, path) {
const mesh = this.entities.get(entity.id);
if (mesh) {
@@ -249,7 +322,7 @@ export class GameRenderer {
}
if (data.isMoving) {
const duration = 300; // Faster jump (300ms)
const duration = 300; // Hero movement speed (300ms per tile)
const elapsed = time - data.startTime;
const progress = Math.min(elapsed / duration, 1);
@@ -278,6 +351,25 @@ export class GameRenderer {
}
}
}
} else if (data.shake) {
// HANDLE SHAKE
const elapsed = time - data.shake.startTime;
if (elapsed < data.shake.duration) {
const progress = elapsed / data.shake.duration;
// Dampen over time
const mag = data.shake.magnitude * (1 - progress);
// Random jitter
const offsetX = (Math.random() - 0.5) * mag * 2;
const offsetZ = (Math.random() - 0.5) * mag * 2;
mesh.position.x = data.shake.originalPos.x + offsetX;
mesh.position.z = data.shake.originalPos.z + offsetZ;
} else {
// Reset
mesh.position.copy(data.shake.originalPos);
delete data.shake;
}
}