Clean up logs and fix variant reference error

This commit is contained in:
2026-01-02 23:13:52 +01:00
parent 970ff224c3
commit 8bb0dd8780
12 changed files with 106 additions and 801 deletions

View File

@@ -41,7 +41,7 @@ export class DungeonGenerator {
}
this.placeCardFinal(firstCard, 0, 0, DIRECTIONS.NORTH);
console.log(`🏰 Dungeon started with ${firstCard.name}`);
// 2. Transition to door selection
this.state = PLACEMENT_STATE.WAITING_DOOR;
@@ -52,9 +52,7 @@ export class DungeonGenerator {
* Player selects a door to expand from
*/
selectDoor(exitPoint) {
console.log('[DungeonGenerator] selectDoor called with:', exitPoint);
console.log('[DungeonGenerator] Current state:', this.state);
console.log('[DungeonGenerator] Available exits:', this.availableExits);
if (this.state !== PLACEMENT_STATE.WAITING_DOOR) {
console.warn("Not in door selection mode");
@@ -81,7 +79,7 @@ export class DungeonGenerator {
// Draw next card
this.currentCard = this.deck.draw();
if (!this.currentCard) {
console.log("Deck empty - dungeon complete");
this.state = PLACEMENT_STATE.COMPLETE;
this.notifyStateChange();
return false;
@@ -113,7 +111,7 @@ export class DungeonGenerator {
this.notifyPlacementUpdate();
this.notifyStateChange();
console.log(`📦 Placing ${this.currentCard.name} at (${this.placementX}, ${this.placementY})`);
return true;
}
@@ -127,7 +125,7 @@ export class DungeonGenerator {
const currentIndex = rotations.indexOf(this.placementRotation);
this.placementRotation = rotations[(currentIndex + 1) % 4];
console.log(`🔄 Rotated to ${this.placementRotation}`);
this.notifyPlacementUpdate();
}
@@ -140,7 +138,7 @@ export class DungeonGenerator {
this.placementX += dx;
this.placementY += dy;
console.log(`↔️ Moved to (${this.placementX}, ${this.placementY})`);
this.notifyPlacementUpdate();
}
@@ -168,13 +166,13 @@ export class DungeonGenerator {
return false;
}
console.log(`[confirmPlacement] Placing at (${this.placementX}, ${this.placementY}) rotation: ${this.placementRotation}`);
// Round to integers (tiles must be on grid cells)
const finalX = Math.round(this.placementX);
const finalY = Math.round(this.placementY);
console.log(`[confirmPlacement] Rounded to (${finalX}, ${finalY})`);
// Place the tile
this.placeCardFinal(
@@ -191,7 +189,7 @@ export class DungeonGenerator {
this.notifyPlacementUpdate(); // Clear preview
this.notifyStateChange();
console.log("✅ Tile placed successfully");
return true;
}
@@ -199,12 +197,7 @@ export class DungeonGenerator {
* Internal: Actually place a card on the grid
*/
placeCardFinal(card, x, y, rotation) {
console.log('[placeCardFinal] Card:', card);
console.log('[placeCardFinal] Card.variants:', card.variants);
console.log('[placeCardFinal] Rotation:', rotation, 'Type:', typeof rotation);
const variant = card.variants[rotation];
console.log('[placeCardFinal] Variant:', variant);
const instance = {
id: `tile_${this.placedTiles.length}`,
@@ -224,9 +217,7 @@ export class DungeonGenerator {
* Update list of exits player can choose from
*/
updateAvailableExits(instance, variant, anchorX, anchorY) {
console.log('[updateAvailableExits] ===== NUEVO CODIGO ===== Called for tile:', instance.id);
console.log('[updateAvailableExits] Variant exits:', variant.exits);
console.log('[updateAvailableExits] Anchor:', anchorX, anchorY);
// Add new exits from this tile
for (const ex of variant.exits) {
@@ -236,7 +227,7 @@ export class DungeonGenerator {
const leadingTo = this.neighbor(gx, gy, ex.direction);
const isOccupied = this.grid.isOccupied(leadingTo.x, leadingTo.y);
console.log(`[updateAvailableExits] Exit at (${gx}, ${gy}) dir ${ex.direction} -> leads to (${leadingTo.x}, ${leadingTo.y}) occupied: ${isOccupied}`);
if (!isOccupied) {
this.availableExits.push({
@@ -245,11 +236,11 @@ export class DungeonGenerator {
direction: ex.direction,
tileId: instance.id
});
console.log('[updateAvailableExits] ✓ Added exit');
}
}
console.log('[updateAvailableExits] Total available exits now:', this.availableExits.length);
// Remove exits that are now blocked or connected
this.availableExits = this.availableExits.filter(exit => {