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)
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@@ -25,6 +25,8 @@ export class GameEngine {
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this.onEntityUpdate = null;
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this.onEntityMove = null;
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this.onEntitySelect = null;
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this.onEntityActive = null; // New: When entity starts/ends turn
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this.onEntityHit = null; // New: When entity takes damage
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this.onPathChange = null;
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}
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@@ -225,9 +227,10 @@ export class GameEngine {
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if (!this.selectedEntity) return;
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// Valid Phase Check
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// Allow movement in Hero Phase AND Exploration Phase (for positioning ease)
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// Allow movement ONLY in Hero Phase.
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// Exploration Phase is for opening doors only (no movement).
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const phase = this.turnManager.currentPhase;
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if (phase !== 'hero' && phase !== 'exploration' && this.selectedEntity.type === 'hero') {
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if (phase !== 'hero' && this.selectedEntity.type === 'hero') {
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return;
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}
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@@ -34,12 +34,18 @@ export class MonsterAI {
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processMonster(monster) {
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return new Promise(resolve => {
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// NO green ring here - only during attack
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// Calculate delay based on potential move distance to ensure animation finishes
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const moveTime = (monster.stats.move * 300) + 500; // +buffer for attack logic
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// SLOWER: 600ms per tile + Extra buffer for potential attack sequence
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const moveTime = (monster.stats.move * 600) + 3000; // 3s buffer for attack sequence
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setTimeout(() => {
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this.actMonster(monster);
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setTimeout(resolve, moveTime);
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setTimeout(() => {
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resolve();
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}, moveTime);
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}, 100);
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});
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}
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@@ -88,11 +94,15 @@ export class MonsterAI {
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console.log(`[MonsterAI] ${monster.id} moved to ${monster.x},${monster.y}`);
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// 7. Check if NOW adjacent after move -> ATTACK
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const postMoveHero = this.getAdjacentHero(monster);
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if (postMoveHero) {
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console.log(`[MonsterAI] ${monster.id} engaged ${postMoveHero.name} after move. Attacking!`);
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this.performAttack(monster, postMoveHero);
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}
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// Wait for movement animation to complete before checking
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const movementDuration = actualPath.length * 600;
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setTimeout(() => {
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const postMoveHero = this.getAdjacentHero(monster);
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if (postMoveHero) {
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console.log(`[MonsterAI] ${monster.id} engaged ${postMoveHero.name} after move. Attacking!`);
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this.performAttack(monster, postMoveHero);
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}
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}, movementDuration);
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}
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getClosestHero(monster) {
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@@ -119,15 +129,28 @@ export class MonsterAI {
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});
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}
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isOccupied(x, y) {
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// Check Grid
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if (!this.game.dungeon.grid.isOccupied(x, y)) return true; // Wall/Void
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isOccupied(x, y, fromX, fromY) {
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// Check if target cell exists in grid
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if (!this.game.dungeon.grid.isOccupied(x, y)) {
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return true; // Wall/Void
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}
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// Check Heroes
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if (this.game.heroes.some(h => h.x === x && h.y === y)) return true;
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if (this.game.heroes.some(h => h.x === x && h.y === y)) {
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return true;
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}
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// Check Monsters
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if (this.game.monsters.some(m => m.x === x && m.y === y)) return true;
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if (this.game.monsters.some(m => m.x === x && m.y === y)) {
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return true;
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}
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// NEW: Check if movement is valid (room boundaries, height levels, stairs)
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if (fromX !== undefined && fromY !== undefined) {
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if (!this.game.dungeon.grid.canMoveBetween(fromX, fromY, x, y)) {
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return true; // Movement blocked by room boundary or height restriction
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}
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}
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return false;
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}
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@@ -168,13 +191,9 @@ export class MonsterAI {
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];
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for (const n of neighbors) {
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// Determine blocking
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// Note: We normally block if occupied.
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// But for Fallback to work in a crowd, we might want to know if we can at least get closer.
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// However, we literally cannot walk on occupied tiles.
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// So the fallback is simply: "To the tile closest to the hero that ISN'T occupied."
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if (this.isOccupied(n.x, n.y)) continue;
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// Check if movement from current to neighbor is valid
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// This now includes room boundary, height, and stair checks
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if (this.isOccupied(n.x, n.y, current.x, current.y)) continue;
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const key = `${n.x},${n.y}`;
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if (!visited.has(key)) {
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@@ -194,13 +213,41 @@ export class MonsterAI {
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}
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performAttack(monster, hero) {
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const result = CombatMechanics.resolveMeleeAttack(monster, hero);
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console.log(`[COMBAT] ${result.message}`);
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// SEQUENCE:
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// 1. Show green ring on monster
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// 2. Monster attack animation (we'll simulate with delay)
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// 3. Show red ring + shake on hero
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// 4. Remove both rings
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// 5. Show combat result
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// Notify UI/GameEngine about damage (if we had a hook)
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if (this.game.onCombatResult) {
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this.game.onCombatResult(result);
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const result = CombatMechanics.resolveMeleeAttack(monster, hero);
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// Step 1: Green ring on attacker
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if (this.game.onEntityActive) {
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this.game.onEntityActive(monster.id, true);
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}
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// Step 2: Attack animation delay (500ms)
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setTimeout(() => {
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// Step 3: Trigger hit visual on defender (if hit succeeded)
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if (result.hitSuccess && this.game.onEntityHit) {
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this.game.onEntityHit(hero.id);
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}
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// Step 4: Remove green ring after red ring appears (1200ms for red ring duration)
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setTimeout(() => {
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if (this.game.onEntityActive) {
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this.game.onEntityActive(monster.id, false);
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}
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// Step 5: Show combat result after both rings are gone
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setTimeout(() => {
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if (this.game.onCombatResult) {
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this.game.onCombatResult(result);
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}
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}, 200); // Small delay after rings disappear
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}, 1200); // Wait for red ring to disappear
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}, 500); // Attack animation delay
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}
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getAdjacentHero(entity) {
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@@ -215,8 +262,17 @@ export class MonsterAI {
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const dx = Math.abs(entity.x - hero.x);
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const dy = Math.abs(entity.y - hero.y);
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// Orthogonal adjacency only (Manhattan dist 1)
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return (dx + dy) === 1;
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// Must be orthogonally adjacent (Manhattan dist 1)
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if ((dx + dy) !== 1) return false;
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// NEW: Check if movement between monster and hero is valid
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// This prevents attacking through walls/room boundaries
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if (!this.game.dungeon.grid.canMoveBetween(entity.x, entity.y, hero.x, hero.y)) {
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return false; // Wall or room boundary blocks attack
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}
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return true;
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});
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}
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}
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