Implement Elf Ranged Combat and Pinned Mechanic
- Added 'Shoot Bow' action for Elf with Ballistic Skill mechanics (1995 rules). - Implemented strict Line of Sight (LOS) raycasting (Amanatides & Woo) with UI feedback for blockers. - Added 'Pinned' status: Heroes adjacent to monsters (without intervening walls) cannot move. - Enhanced UI with visual indicators for blocked shots (red circles) and temporary modals. - Polished 'End Phase' button layout and hidden it during Monster phase.
This commit is contained in:
@@ -38,6 +38,7 @@ export const HERO_DEFINITIONS = {
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stats: {
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move: 4,
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ws: 4,
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bs: 4, // Added for Bow
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to_hit_missile: 4, // 4+ to hit with ranged
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str: 3,
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toughness: 3,
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@@ -16,6 +16,11 @@ export class GridSystem {
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this.tiles = [];
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}
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isWall(x, y) {
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const key = `${x},${y}`;
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return !this.occupiedCells.has(key);
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}
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/**
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* Checks if a specific VARIANT can be placed at anchorX, anchorY.
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* Does NOT rotate anything. Assumes variant is already the correct shape.
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@@ -100,6 +100,73 @@ export class CombatMechanics {
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return log;
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}
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static resolveRangedAttack(attacker, defender, gameEngine = null) {
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const log = {
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attackerId: attacker.id,
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defenderId: defender.id,
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hitSuccess: false,
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damageTotal: 0,
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woundsCaused: 0,
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defenderDied: false,
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message: ''
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};
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// 1. Roll To Hit (BS vs WS)
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// Use attacker BS or default to WS if missing (fallback).
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const attackerBS = attacker.stats.bs || attacker.stats.ws;
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const defenderWS = defender.stats.ws;
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const toHitTarget = this.getToHitTarget(attackerBS, defenderWS);
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const hitRoll = this.rollD6();
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log.hitRoll = hitRoll;
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log.toHitTarget = toHitTarget;
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if (hitRoll === 1) {
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log.hitSuccess = false;
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log.message = `${attacker.name} dispara y falla (1 es fallo automático)`;
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return log;
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}
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if (hitRoll < toHitTarget) {
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log.hitSuccess = false;
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log.message = `${attacker.name} dispara y falla (${hitRoll} < ${toHitTarget})`;
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return log;
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}
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log.hitSuccess = true;
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// 2. Roll Damage
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// Elf Bow Strength = 3
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const weaponStrength = 3;
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const damageRoll = this.rollD6();
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const damageTotal = weaponStrength + damageRoll;
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log.damageRoll = damageRoll;
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log.damageTotal = damageTotal;
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// 3. Compare vs Toughness
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const defTough = defender.stats.toughness || 1;
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const wounds = Math.max(0, damageTotal - defTough);
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log.woundsCaused = wounds;
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// 4. Build Message
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if (wounds > 0) {
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log.message = `${attacker.name} acierta con el arco y causa ${wounds} heridas! (Daño ${log.damageTotal} - Res ${defTough})`;
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} else {
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log.message = `${attacker.name} acierta pero la flecha rebota. (Daño ${log.damageTotal} vs Res ${defTough})`;
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}
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// 5. Apply Damage
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this.applyDamage(defender, wounds, gameEngine);
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if (defender.isDead) {
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log.defenderDied = true;
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log.message += ` ¡${defender.name} ha muerto!`;
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}
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return log;
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}
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static getToHitTarget(attackerWS, defenderWS) {
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// Adjust for 0-index array
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const row = attackerWS - 1;
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@@ -25,7 +25,9 @@ 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.onRangedTarget = null; // New: For ranged targeting visualization
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this.onEntityActive = null; // New: When entity starts/ends turn
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this.onShowMessage = null; // New: Generic temporary message UI callback
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this.onEntityHit = null; // New: When entity takes damage
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this.onEntityDeath = null; // New: When entity dies
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this.onPathChange = null;
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@@ -146,6 +148,27 @@ export class GameEngine {
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}
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onCellClick(x, y) {
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// RANGED TARGETING LOGIC
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if (this.targetingMode === 'ranged') {
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const clickedMonster = this.monsters ? this.monsters.find(m => m.x === x && m.y === y && !m.isDead) : null;
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if (clickedMonster) {
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if (this.selectedEntity && this.selectedEntity.type === 'hero') {
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const los = this.checkLineOfSightStrict(this.selectedEntity, clickedMonster);
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this.selectedMonster = clickedMonster;
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if (this.onRangedTarget) {
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this.onRangedTarget(clickedMonster, los);
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}
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}
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} else {
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// Determine if we clicked something else relevant or empty space
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// If clicked self (hero), maybe cancel?
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// For now, any non-monster click cancels targeting
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// Unless it's just a UI click (handled by DOM)
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this.cancelTargeting();
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}
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return;
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}
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// 1. Identify clicked contents
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const clickedHero = this.heroes.find(h => h.x === x && h.y === y);
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const clickedMonster = this.monsters ? this.monsters.find(m => m.x === x && m.y === y && !m.isDead) : null;
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@@ -186,6 +209,15 @@ export class GameEngine {
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if (this.onEntitySelect) {
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this.onEntitySelect(clickedEntity.id, true);
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}
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// Check Pinned Status
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if (clickedEntity.type === 'hero' && this.turnManager.currentPhase === 'hero') {
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if (this.isEntityPinned(clickedEntity)) {
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if (this.onShowMessage) {
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this.onShowMessage('Trabado', 'Enemigos adyacentes impiden el movimiento.');
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}
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}
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}
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}
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}
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return;
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@@ -193,6 +225,10 @@ export class GameEngine {
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// 2. PLAN MOVEMENT (If entity selected and we clicked empty space)
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if (this.selectedEntity) {
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if (this.selectedEntity.type === 'hero' && this.turnManager.currentPhase === 'hero' && this.isEntityPinned(this.selectedEntity)) {
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if (this.onShowMessage) this.onShowMessage('Trabado', 'No puedes moverte.');
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return;
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}
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this.planStep(x, y);
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}
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}
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@@ -223,6 +259,61 @@ export class GameEngine {
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return { success: true, result };
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}
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isEntityPinned(entity) {
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if (!this.monsters || this.monsters.length === 0) return false;
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return this.monsters.some(m => {
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if (m.isDead) return false;
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const dx = Math.abs(entity.x - m.x);
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const dy = Math.abs(entity.y - m.y);
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// 1. Must be Adjacent (Manhattan distance 1)
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if (dx + dy !== 1) return false;
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// 2. Check Logical Connectivity (Wall check)
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const grid = this.dungeon.grid;
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const key1 = `${entity.x},${entity.y}`;
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const key2 = `${m.x},${m.y}`;
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const data1 = grid.cellData.get(key1);
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const data2 = grid.cellData.get(key2);
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if (!data1 || !data2) return false;
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// Same Tile -> Connected
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if (data1.tileId === data2.tileId) return true;
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// Different Tile -> Must be connected by a Door
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const isDoor1 = grid.doorCells.has(key1);
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const isDoor2 = grid.doorCells.has(key2);
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if (!isDoor1 && !isDoor2) return false;
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return true;
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});
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}
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performRangedAttack(targetMonsterId) {
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const hero = this.selectedEntity;
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const monster = this.monsters.find(m => m.id === targetMonsterId);
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if (!hero || !monster) return null;
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if (this.turnManager.currentPhase !== 'hero') return { success: false, reason: 'phase' };
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if (hero.hasAttacked) return { success: false, reason: 'cooldown' };
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if (this.isEntityPinned(hero)) return { success: false, reason: 'pinned' };
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// LOS Check should be done before calling this, but we can double check or assume UI did it.
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// For simplicity, we execute the attack here assuming validation passed.
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const result = CombatMechanics.resolveRangedAttack(hero, monster, this);
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hero.hasAttacked = true;
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if (this.onCombatResult) this.onCombatResult(result);
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return { success: true, result };
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}
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deselectEntity() {
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if (!this.selectedEntity) return;
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const id = this.selectedEntity.id;
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@@ -546,4 +637,220 @@ export class GameEngine {
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}
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return false;
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}
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startRangedTargeting() {
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this.targetingMode = 'ranged';
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console.log("Ranged Targeting Mode ON");
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}
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cancelTargeting() {
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this.targetingMode = null;
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if (this.onRangedTarget) {
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this.onRangedTarget(null, null);
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}
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}
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checkLineOfSight(hero, target) {
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// Robust Grid Traversal (Amanatides & Woo)
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const x = hero.x + 0.5;
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const y = hero.y + 0.5;
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const endX = target.x + 0.5;
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const endY = target.y + 0.5;
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const dx = endX - x;
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const dy = endY - y;
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let currentX = Math.floor(x);
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let currentY = Math.floor(y);
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const targetX = Math.floor(endX);
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const targetY = Math.floor(endY);
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const stepX = Math.sign(dx);
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const stepY = Math.sign(dy);
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const tDeltaX = stepX !== 0 ? Math.abs(1 / dx) : Infinity;
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const tDeltaY = stepY !== 0 ? Math.abs(1 / dy) : Infinity;
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let tMaxX = stepX > 0 ? (Math.floor(x) + 1 - x) * tDeltaX : (x - Math.floor(x)) * tDeltaX;
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let tMaxY = stepY > 0 ? (Math.floor(y) + 1 - y) * tDeltaY : (y - Math.floor(y)) * tDeltaY;
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if (isNaN(tMaxX)) tMaxX = Infinity;
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if (isNaN(tMaxY)) tMaxY = Infinity;
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const path = [];
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let blocked = false;
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// Safety limit
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const maxSteps = Math.abs(targetX - currentX) + Math.abs(targetY - currentY) + 20;
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for (let i = 0; i < maxSteps; i++) {
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path.push({ x: currentX, y: currentY });
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if (!(currentX === hero.x && currentY === hero.y) && !(currentX === target.x && currentY === target.y)) {
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if (this.dungeon.grid.isWall(currentX, currentY)) {
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blocked = true;
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break;
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}
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const blockerMonster = this.monsters.find(m => m.x === currentX && m.y === currentY && !m.isDead && m.id !== target.id);
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if (blockerMonster) { blocked = true; break; }
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const blockerHero = this.heroes.find(h => h.x === currentX && h.y === currentY && h.id !== hero.id);
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if (blockerHero) { blocked = true; break; }
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}
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if (currentX === targetX && currentY === targetY) {
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break;
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}
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if (tMaxX < tMaxY) {
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tMaxX += tDeltaX;
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currentX += stepX;
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} else {
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tMaxY += tDeltaY;
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currentY += stepY;
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}
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}
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return { clear: !blocked, path: path };
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}
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checkLineOfSightPermissive(hero, target) {
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const startX = hero.x + 0.5;
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const startY = hero.y + 0.5;
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const endX = target.x + 0.5;
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const endY = target.y + 0.5;
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const dist = Math.sqrt((endX - startX) ** 2 + (endY - startY) ** 2);
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const steps = Math.ceil(dist * 5);
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const path = [];
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const visited = new Set();
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let blocked = false;
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let blocker = null;
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const MARGIN = 0.2;
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for (let i = 0; i <= steps; i++) {
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const t = i / steps;
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const x = startX + (endX - startX) * t;
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const y = startY + (endY - startY) * t;
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const gx = Math.floor(x);
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const gy = Math.floor(y);
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const key = `${gx},${gy}`;
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if (!visited.has(key)) {
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path.push({ x: gx, y: gy, xWorld: x, yWorld: y });
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visited.add(key);
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}
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if ((gx === hero.x && gy === hero.y) || (gx === target.x && gy === target.y)) {
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continue;
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}
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if (this.dungeon.grid.isWall(gx, gy)) {
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const lx = x - gx;
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const ly = y - gy;
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if (lx > MARGIN && lx < (1 - MARGIN) && ly > MARGIN && ly < (1 - MARGIN)) {
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blocked = true;
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blocker = { type: 'wall', x: gx, y: gy };
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console.log(`[LOS] Blocked by WALL at ${gx},${gy}`);
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break;
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}
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}
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const blockerMonster = this.monsters.find(m => m.x === gx && m.y === gy && !m.isDead && m.id !== target.id);
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if (blockerMonster) {
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blocked = true;
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blocker = { type: 'monster', entity: blockerMonster };
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console.log(`[LOS] Blocked by MONSTER: ${blockerMonster.name}`);
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break;
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}
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const blockerHero = this.heroes.find(h => h.x === gx && h.y === gy && h.id !== hero.id);
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if (blockerHero) {
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blocked = true;
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blocker = { type: 'hero', entity: blockerHero };
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console.log(`[LOS] Blocked by HERO: ${blockerHero.name}`);
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break;
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}
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}
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return { clear: !blocked, path: path, blocker: blocker };
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}
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checkLineOfSightStrict(hero, target) {
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// STRICT Grid Traversal (Amanatides & Woo)
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const x1 = hero.x + 0.5;
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const y1 = hero.y + 0.5;
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const x2 = target.x + 0.5;
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const y2 = target.y + 0.5;
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let currentX = Math.floor(x1);
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let currentY = Math.floor(y1);
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const endX = Math.floor(x2);
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const endY = Math.floor(y2);
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const dx = x2 - x1;
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const dy = y2 - y1;
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const stepX = Math.sign(dx);
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const stepY = Math.sign(dy);
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const tDeltaX = stepX !== 0 ? Math.abs(1 / dx) : Infinity;
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const tDeltaY = stepY !== 0 ? Math.abs(1 / dy) : Infinity;
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let tMaxX = stepX > 0 ? (Math.floor(x1) + 1 - x1) * tDeltaX : (x1 - Math.floor(x1)) * tDeltaX;
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let tMaxY = stepY > 0 ? (Math.floor(y1) + 1 - y1) * tDeltaY : (y1 - Math.floor(y1)) * tDeltaY;
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if (isNaN(tMaxX)) tMaxX = Infinity;
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if (isNaN(tMaxY)) tMaxY = Infinity;
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const path = [];
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let blocked = false;
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let blocker = null;
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const maxSteps = Math.abs(endX - currentX) + Math.abs(endY - currentY) + 20;
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for (let i = 0; i < maxSteps; i++) {
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path.push({ x: currentX, y: currentY });
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const isStart = (currentX === hero.x && currentY === hero.y);
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const isEnd = (currentX === target.x && currentY === target.y);
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if (!isStart && !isEnd) {
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if (this.dungeon.grid.isWall(currentX, currentY)) {
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blocked = true;
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blocker = { type: 'wall', x: currentX, y: currentY };
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console.log(`[LOS] Blocked by WALL at ${currentX},${currentY}`);
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break;
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}
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const m = this.monsters.find(m => m.x === currentX && m.y === currentY && !m.isDead && m.id !== target.id);
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if (m) {
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blocked = true;
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blocker = { type: 'monster', entity: m };
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console.log(`[LOS] Blocked by MONSTER: ${m.name}`);
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break;
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}
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const h = this.heroes.find(h => h.x === currentX && h.y === currentY && h.id !== hero.id);
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if (h) {
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blocked = true;
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blocker = { type: 'hero', entity: h };
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console.log(`[LOS] Blocked by HERO: ${h.name}`);
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break;
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}
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}
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if (currentX === endX && currentY === endY) break;
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if (tMaxX < tMaxY) {
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tMaxX += tDeltaX;
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currentX += stepX;
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} else {
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tMaxY += tDeltaY;
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currentY += stepY;
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}
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}
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return { clear: !blocked, path, blocker };
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}
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}
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24
src/main.js
24
src/main.js
@@ -115,6 +115,30 @@ game.onEntityDeath = (entityId) => {
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renderer.triggerDeathAnimation(entityId);
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};
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game.onRangedTarget = (targetMonster, losResult) => {
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// 1. Draw Visuals
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renderer.showRangedTargeting(game.selectedEntity, targetMonster, losResult);
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// 2. UI
|
||||
if (targetMonster && losResult && losResult.clear) {
|
||||
ui.showRangedAttackUI(targetMonster);
|
||||
} else {
|
||||
ui.hideMonsterCard();
|
||||
if (targetMonster && losResult && !losResult.clear && losResult.blocker) {
|
||||
let msg = 'Línea de visión bloqueada.';
|
||||
if (losResult.blocker.type === 'hero') msg = `Bloqueado por aliado: ${losResult.blocker.entity.name}`;
|
||||
if (losResult.blocker.type === 'monster') msg = `Bloqueado por enemigo: ${losResult.blocker.entity.name}`;
|
||||
if (losResult.blocker.type === 'wall') msg = `Bloqueado por muro/obstáculo.`;
|
||||
|
||||
ui.showTemporaryMessage('Objetivo Bloqueado', msg, 1500);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
game.onShowMessage = (title, message, duration) => {
|
||||
ui.showTemporaryMessage(title, message, duration);
|
||||
};
|
||||
|
||||
// game.onEntitySelect is now handled by UIManager to wrap the renderer call
|
||||
|
||||
renderer.onHeroFinishedMove = (x, y) => {
|
||||
|
||||
@@ -44,6 +44,9 @@ export class GameRenderer {
|
||||
this.highlightGroup = new THREE.Group();
|
||||
this.scene.add(this.highlightGroup);
|
||||
|
||||
this.rangedGroup = new THREE.Group();
|
||||
this.scene.add(this.rangedGroup);
|
||||
|
||||
this.entities = new Map();
|
||||
}
|
||||
|
||||
@@ -1055,4 +1058,76 @@ export class GameRenderer {
|
||||
}
|
||||
}
|
||||
|
||||
clearRangedTargeting() {
|
||||
if (this.rangedGroup) {
|
||||
while (this.rangedGroup.children.length > 0) {
|
||||
const child = this.rangedGroup.children[0];
|
||||
this.rangedGroup.remove(child);
|
||||
if (child.geometry) child.geometry.dispose();
|
||||
if (child.material) {
|
||||
if (Array.isArray(child.material)) child.material.forEach(m => m.dispose());
|
||||
else child.material.dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
showRangedTargeting(hero, monster, losResult) {
|
||||
this.clearRangedTargeting();
|
||||
if (!hero || !monster || !losResult) return;
|
||||
|
||||
// 1. Orange Fluorescence Ring on Monster
|
||||
const ringGeo = new THREE.RingGeometry(0.35, 0.45, 32);
|
||||
const ringMat = new THREE.MeshBasicMaterial({
|
||||
color: 0xFFA500,
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
opacity: 0.8
|
||||
});
|
||||
const ring = new THREE.Mesh(ringGeo, ringMat);
|
||||
ring.rotation.x = -Math.PI / 2;
|
||||
ring.position.set(monster.x, 0.05, -monster.y);
|
||||
this.rangedGroup.add(ring);
|
||||
|
||||
// 2. Dashed Line logic (Center to Center at approx waist height)
|
||||
const points = [];
|
||||
points.push(new THREE.Vector3(hero.x, 0.8, -hero.y));
|
||||
points.push(new THREE.Vector3(monster.x, 0.8, -monster.y));
|
||||
|
||||
const lineGeo = new THREE.BufferGeometry().setFromPoints(points);
|
||||
const lineMat = new THREE.LineDashedMaterial({
|
||||
color: losResult.clear ? 0x00FF00 : 0xFF0000,
|
||||
dashSize: 0.2,
|
||||
gapSize: 0.1,
|
||||
});
|
||||
|
||||
const line = new THREE.Line(lineGeo, lineMat);
|
||||
line.computeLineDistances();
|
||||
this.rangedGroup.add(line);
|
||||
|
||||
// 3. Blocker Visualization (Red Ring)
|
||||
if (!losResult.clear && losResult.blocker) {
|
||||
const b = losResult.blocker;
|
||||
// If blocker is Entity (Hero/Monster), show bright red ring
|
||||
if (b.type === 'hero' || b.type === 'monster') {
|
||||
const blockRingGeo = new THREE.RingGeometry(0.4, 0.5, 32);
|
||||
const blockRingMat = new THREE.MeshBasicMaterial({
|
||||
color: 0xFF0000,
|
||||
side: THREE.DoubleSide,
|
||||
transparent: true,
|
||||
opacity: 1.0,
|
||||
depthTest: false // Always visible on top
|
||||
});
|
||||
const blockRing = new THREE.Mesh(blockRingGeo, blockRingMat);
|
||||
blockRing.rotation.x = -Math.PI / 2;
|
||||
|
||||
const bx = b.entity ? b.entity.x : b.x;
|
||||
const by = b.entity ? b.entity.y : b.y;
|
||||
|
||||
blockRing.position.set(bx, 0.1, -by);
|
||||
this.rangedGroup.add(blockRing);
|
||||
}
|
||||
// Walls are implicit (Line just turns red and stops/passes through)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -515,6 +515,42 @@ export class UIManager {
|
||||
});
|
||||
|
||||
card.appendChild(statsGrid);
|
||||
|
||||
// Ranged Attack Button (Elf Only)
|
||||
if (hero.key === 'elf') {
|
||||
const isPinned = this.game.isEntityPinned(hero);
|
||||
const hasAttacked = hero.hasAttacked;
|
||||
|
||||
const bowBtn = document.createElement('button');
|
||||
bowBtn.textContent = hasAttacked ? '🏹 YA DISPARADO' : '🏹 DISPARAR ARCO';
|
||||
bowBtn.style.width = '100%';
|
||||
bowBtn.style.padding = '8px';
|
||||
bowBtn.style.marginTop = '8px';
|
||||
|
||||
const isDisabled = isPinned || hasAttacked;
|
||||
|
||||
bowBtn.style.backgroundColor = isDisabled ? '#555' : '#2E8B57'; // SeaGreen
|
||||
bowBtn.style.color = '#fff';
|
||||
bowBtn.style.border = '1px solid #fff';
|
||||
bowBtn.style.borderRadius = '4px';
|
||||
bowBtn.style.fontFamily = '"Cinzel", serif';
|
||||
bowBtn.style.cursor = isDisabled ? 'not-allowed' : 'pointer';
|
||||
|
||||
if (isPinned) {
|
||||
bowBtn.title = "¡Estás trabado en combate cuerpo a cuerpo!";
|
||||
} else if (hasAttacked) {
|
||||
bowBtn.title = "Ya has atacado en esta fase.";
|
||||
} else {
|
||||
bowBtn.onclick = (e) => {
|
||||
e.stopPropagation(); // Prevent card click propagation if any
|
||||
this.game.startRangedTargeting();
|
||||
// Provide immediate feedback?
|
||||
this.showModal('Modo Disparo', 'Selecciona un enemigo visible para disparar.');
|
||||
};
|
||||
}
|
||||
card.appendChild(bowBtn);
|
||||
}
|
||||
|
||||
card.dataset.heroId = hero.id;
|
||||
|
||||
return card;
|
||||
@@ -719,6 +755,40 @@ export class UIManager {
|
||||
this.cardsContainer.appendChild(this.attackButton);
|
||||
}
|
||||
|
||||
showRangedAttackUI(monster) {
|
||||
this.showMonsterCard(monster);
|
||||
|
||||
if (this.attackButton) {
|
||||
this.attackButton.textContent = '🏹 DISPARAR';
|
||||
this.attackButton.style.backgroundColor = '#2E8B57';
|
||||
this.attackButton.style.border = '2px solid #32CD32';
|
||||
|
||||
this.attackButton.onclick = () => {
|
||||
const result = this.game.performRangedAttack(monster.id);
|
||||
if (result && result.success) {
|
||||
this.game.cancelTargeting();
|
||||
this.hideMonsterCard(); // Hide UI
|
||||
// Also clear renderer
|
||||
this.game.deselectEntity(); // Deselect hero too? "desparecerá todo".
|
||||
// Let's interpret "desaparecerá todo" as targeting visuals and Shoot button.
|
||||
// But usually in game we keep hero selected.
|
||||
// If we deselect everything:
|
||||
// this.game.deselectEntity();
|
||||
// Let's keep hero selected for flow, but clear targeting.
|
||||
}
|
||||
};
|
||||
|
||||
this.attackButton.onmouseenter = () => {
|
||||
this.attackButton.style.backgroundColor = '#3CB371';
|
||||
this.attackButton.style.transform = 'scale(1.05)';
|
||||
};
|
||||
this.attackButton.onmouseleave = () => {
|
||||
this.attackButton.style.backgroundColor = '#2E8B57';
|
||||
this.attackButton.style.transform = 'scale(1)';
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
hideMonsterCard() {
|
||||
if (this.currentMonsterCard && this.currentMonsterCard.parentNode) {
|
||||
this.cardsContainer.removeChild(this.currentMonsterCard);
|
||||
@@ -1022,7 +1092,7 @@ export class UIManager {
|
||||
this.phaseInfo.style.fontSize = '20px';
|
||||
this.phaseInfo.style.textAlign = 'center';
|
||||
this.phaseInfo.style.textTransform = 'uppercase';
|
||||
this.phaseInfo.style.minWidth = '200px';
|
||||
this.phaseInfo.style.width = '300px'; // Match button width
|
||||
this.phaseInfo.innerHTML = `
|
||||
<div style="font-size: 14px; color: #aaa;">Turn 1</div>
|
||||
<div style="font-size: 24px; color: #daa520;">Setup</div>
|
||||
@@ -1034,7 +1104,7 @@ export class UIManager {
|
||||
this.endPhaseBtn = document.createElement('button');
|
||||
this.endPhaseBtn.textContent = 'ACABAR FASE AVENTUREROS';
|
||||
this.endPhaseBtn.style.marginTop = '10px';
|
||||
this.endPhaseBtn.style.width = '100%';
|
||||
this.endPhaseBtn.style.width = '300px'; // Fixed width to prevent resizing with messages
|
||||
this.endPhaseBtn.style.padding = '8px';
|
||||
this.endPhaseBtn.style.backgroundColor = '#daa520'; // Gold
|
||||
this.endPhaseBtn.style.color = '#000';
|
||||
@@ -1059,6 +1129,7 @@ export class UIManager {
|
||||
// Notification Area (Power Roll results, etc)
|
||||
this.notificationArea = document.createElement('div');
|
||||
this.notificationArea.style.marginTop = '10px';
|
||||
this.notificationArea.style.maxWidth = '600px'; // Prevent very wide messages
|
||||
this.notificationArea.style.transition = 'opacity 0.5s';
|
||||
this.notificationArea.style.opacity = '0';
|
||||
this.statusPanel.appendChild(this.notificationArea);
|
||||
@@ -1107,10 +1178,6 @@ export class UIManager {
|
||||
this.endPhaseBtn.style.display = 'block';
|
||||
this.endPhaseBtn.textContent = 'ACABAR FASE AVENTUREROS';
|
||||
this.endPhaseBtn.title = "Pasar a la Fase de Monstruos";
|
||||
} else if (phase === 'monster') {
|
||||
this.endPhaseBtn.style.display = 'block';
|
||||
this.endPhaseBtn.textContent = 'ACABAR FASE MONSTRUOS';
|
||||
this.endPhaseBtn.title = "Pasar a Fase de Exploración";
|
||||
} else if (phase === 'exploration') {
|
||||
this.endPhaseBtn.style.display = 'block';
|
||||
this.endPhaseBtn.textContent = 'ACABAR TURNO';
|
||||
@@ -1180,4 +1247,43 @@ export class UIManager {
|
||||
if (this.notificationArea) this.notificationArea.style.opacity = '0';
|
||||
}, 3000);
|
||||
}
|
||||
showTemporaryMessage(title, message, duration = 2000) {
|
||||
const modal = document.createElement('div');
|
||||
Object.assign(modal.style, {
|
||||
position: 'absolute',
|
||||
top: '25%',
|
||||
left: '50%',
|
||||
transform: 'translate(-50%, -50%)',
|
||||
backgroundColor: 'rgba(139, 0, 0, 0.9)',
|
||||
color: '#fff',
|
||||
padding: '15px 30px',
|
||||
borderRadius: '8px',
|
||||
border: '2px solid #ff4444',
|
||||
fontFamily: '"Cinzel", serif',
|
||||
fontSize: '20px',
|
||||
textShadow: '2px 2px 4px black',
|
||||
zIndex: '2000',
|
||||
pointerEvents: 'none',
|
||||
opacity: '0',
|
||||
transition: 'opacity 0.5s ease-in-out'
|
||||
});
|
||||
|
||||
modal.innerHTML = `
|
||||
<h3 style="margin:0; text-align:center; color: #FFD700; text-transform: uppercase;">⚠️ ${title}</h3>
|
||||
<div style="margin-top:5px; font-size: 16px;">${message}</div>
|
||||
`;
|
||||
|
||||
document.body.appendChild(modal);
|
||||
|
||||
// Fade In
|
||||
requestAnimationFrame(() => { modal.style.opacity = '1'; });
|
||||
|
||||
// Fade Out and Remove
|
||||
setTimeout(() => {
|
||||
modal.style.opacity = '0';
|
||||
setTimeout(() => {
|
||||
if (modal.parentNode) document.body.removeChild(modal);
|
||||
}, 500);
|
||||
}, duration);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user