feat: Implement Event Deck, Monster Spawning, and AI Movement

This commit is contained in:
2026-01-05 00:40:12 +01:00
parent 056217437c
commit b619e4cee4
7 changed files with 421 additions and 35 deletions

View File

@@ -24,13 +24,20 @@
- [x] Tile Model/Texture Loading <!-- id: 23 -->
- [x] dynamic Tile Instancing based on Grid State <!-- id: 24 -->
## Phase 3: Game Mechanics (Loop)
- [ ] **Turn System**
- [ ] Define Phases (Power, Movement, Exploration, Combat) <!-- id: 30 -->
- [ ] Implement Turn State Machine <!-- id: 31 -->
- [ ] **Entity System**
- [ ] Define Hero/Monster Stats <!-- id: 32 -->
- [ ] Implement Movement Logic (Grid-based) <!-- id: 33 -->
## Phase 3: Game Mechanics (Loop) - [IN PROGRESS]
- [x] **Turn System**
- [x] Define Phases (Power, Movement, Exploration, Combat) <!-- id: 30 -->
- [x] Implement Turn State Machine (Phases now functional and dispatch events) <!-- id: 31 -->
- [x] Implement Power Phase (Rolls 1d6)
- [x] **Event System**
- [x] Implement Event Deck (Events.js)
- [x] Trigger Random Events on Power Roll of 1 or Room Reveal
- [x] Spawn Monsters from Event Cards (1d6 Orcs)
- [x] **Entity System**
- [x] Define Hero/Monster Stats (Heroes.js, Monsters.js) <!-- id: 32 -->
- [x] Implement Hero Movement Logic (Grid-based, Interactive) <!-- id: 33 -->
- [x] Implement Monster AI (Sequential Movement, Pathfinding, Attack Approach)
- [ ] Implement Combat Logic (Attack Rolls, Damage)
## Phase 4: Campaign System
- [ ] **Campaign Manager**