feat(game-loop): implement strict phase rules, exploration stops, and hero attacks

This commit is contained in:
2026-01-05 23:11:31 +01:00
parent b619e4cee4
commit 77c0c07a44
11 changed files with 591 additions and 142 deletions

View File

@@ -37,15 +37,15 @@ generator.grid.placeTile = (instance, variant, card) => {
setTimeout(() => {
renderer.renderExits(generator.availableExits);
// Check if new tile is a ROOM to trigger events
// Note: 'room_dungeon' includes standard room card types
if (card.type === 'room' || card.id.startsWith('room')) {
const eventResult = game.onRoomRevealed(cells);
if (eventResult && eventResult.count > 0) {
// Show notification?
ui.showModal('¡Emboscada!', `Al entrar en la estancia, aparecen <b>${eventResult.count} Orcos</b>!`);
// 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',
'Has colocado una nueva sección de mazmorra.<br>El turno termina aquí.',
() => {
game.turnManager.endTurn();
}
}
);
}, 50);
};
@@ -63,12 +63,37 @@ game.onEntityUpdate = (entity) => {
game.turnManager.on('phase_changed', (phase) => {
if (phase === 'monster') {
setTimeout(() => {
game.playMonsterTurn();
setTimeout(async () => {
await game.playMonsterTurn();
// Logic: Skip Exploration if monsters are alive
const hasActiveMonsters = game.monsters && game.monsters.some(m => !m.isDead);
if (hasActiveMonsters) {
ui.showModal('¡Combate en curso!',
'Aún quedan monstruos vivos. Se salta la Fase de Exploración.<br>Preparaos para la <b>Fase de Poder</b> del siguiente turno.',
() => {
// Combat Loop: Power -> Hero -> Monster -> (Skip Exp) -> Power...
game.turnManager.endTurn();
}
);
} else {
ui.showModal('Zona Despejada',
'Fase de Monstruos Finalizada.<br>Pulsa para continuar a la Fase de Exploración.',
() => {
game.turnManager.nextPhase(); // Go to Exploration
}
);
}
}, 500); // Slight delay for visual impact
}
});
game.onCombatResult = (log) => {
ui.showCombatLog(log);
};
game.onEntityMove = (entity, path) => {
renderer.moveEntityAlongPath(entity, path);
};
@@ -109,9 +134,11 @@ game.onPathChange = (path) => {
// 6. Handle Clicks
const handleClick = (x, y, doorMesh) => {
const currentPhase = game.turnManager.currentPhase;
const hasActiveMonsters = game.monsters && game.monsters.some(m => !m.isDead);
// PRIORITY 1: Tile Placement Mode - ignore all clicks
if (generator.state === 'PLACING_TILE') {
return;
}
@@ -124,6 +151,18 @@ const handleClick = (x, y, doorMesh) => {
if (!doorMesh.userData.isOpen) {
// CHECK PHASE: Exploration Only
if (currentPhase !== 'exploration') {
ui.showModal('Fase Incorrecta', 'Solo puedes explorar (abrir puertas) durante la <b>Fase de Exploración</b>.');
return;
}
// CHECK MONSTERS: Must be clear
if (hasActiveMonsters) {
ui.showModal('¡Peligro!', 'No puedes explorar mientras hay <b>Monstruos</b> cerca. ¡Acaba con ellos primero!');
return;
}
// 1. Check Selection and Leadership (STRICT)
const selectedHero = game.selectedEntity;
@@ -138,8 +177,6 @@ const handleClick = (x, y, doorMesh) => {
}
// 2. Check Adjacency
// Since we know selectedHero IS the leader, we can just check if *this* hero is adjacent.
// game.isLeaderAdjacentToDoor checks the 'getLeader()' position, which aligns with selectedHero here.
if (game.isLeaderAdjacentToDoor(doorMesh.userData.cells)) {
// Open door visually
@@ -149,11 +186,6 @@ const handleClick = (x, y, doorMesh) => {
const exitData = doorMesh.userData.exitData;
if (exitData) {
generator.selectDoor(exitData);
// Allow UI to update phase if not already
// if (game.turnManager.currentPhase !== 'exploration') {
// game.turnManager.setPhase('exploration');
// }
} else {
console.error('[Main] Door missing exitData');
}
@@ -166,6 +198,17 @@ const handleClick = (x, y, doorMesh) => {
// PRIORITY 3: Normal cell click (player selection/movement)
if (x !== null && y !== null) {
// Restrict Hero Selection/Movement to Hero Phase (and verify logic in GameEngine handle selection)
// Actually, we might want to select heroes in other phases to see stats, but MOVE only in Hero Phase.
// GameEngine.planStep handles planning.
// We let GameEngine handle selection. But for movement planning...
// Let's modify onCellClick inside GameEngine or just block here?
// Blocking execution is safer.
// Wait, onCellClick handles Selection AND Planning.
// We'll let it select. But we hook executeMovePath separately.
game.onCellClick(x, y);
}
};
@@ -193,10 +236,31 @@ window.addEventListener('keydown', (e) => {
}
});
game.onEventTriggered = (eventResult) => {
if (eventResult) {
if (eventResult.type === 'MONSTER_SPAWN') {
const count = eventResult.count || 0;
ui.showModal('¡Emboscada!', `Al entrar en la estancia, aparecen <b>${count} Enemigos</b>!<br>Tu movimiento se detiene.`);
} else if (eventResult.message) {
ui.showModal('Zona Explorada', `${eventResult.message}<br>Tu movimiento se detiene.`);
}
}
};
// 7. Start
game.startMission(mission);
// Mark initial tile as visited to prevent immediate trigger
if (game.heroes && game.heroes.length > 0) {
const h = game.heroes[0];
const initialTileId = game.dungeon.grid.occupiedCells.get(`${h.x},${h.y}`);
if (initialTileId) {
game.visitedRoomIds.add(initialTileId);
console.log(`[Main] Initial tile ${initialTileId} marked as visited.`);
}
}
// 8. Render Loop
const animate = (time) => {
requestAnimationFrame(animate);