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WarhammerQuest/implementación/task.md

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# Project Tasks: Warhammer Quest 3D
## Phase 1: Dungeon Generation Engine (Priority)
- [x] **Core Data Structures**
- [x] Define Tile Data (Dimensions, Exits, Type) <!-- id: 1 -->
- [x] Define Dungeon Deck System (Cards, Shuffling, Probability) <!-- id: 2 -->
- [x] Define Mission Configuration Structure (Objective vs Exit) <!-- id: 3 -->
- [x] **Grid & Logic System**
- [x] Implement Tile Placement Logic (Collision Detection, Alignment) <!-- id: 4 -->
- [x] Implement Connection Points (Exits/Entrances matching) <!-- id: 5 -->
- [x] Implement "Board" State (Tracking placed tiles) <!-- id: 6 -->
- [x] **Generation Algorithms**
- [x] Basic "Next Tile" Generation Rule <!-- id: 7 -->
- [x] Implement "Exit Room" Logic for Non-Final Missions <!-- id: 8 -->
- [x] Implement "Objective Room" Logic for Final Missions <!-- id: 9 -->
- [x] Create Loop for Full Dungeon Generation (Stopped for manual exploration) <!-- id: 10 -->
## Phase 2: 3D Visualization & Camera
- [x] **Scene Setup**
- [x] Setup Three.js Scene, Light, and Renderer <!-- id: 20 -->
- [x] Implement Isometric Camera (Orthographic) <!-- id: 21 -->
- [x] Implement Fixed Orbit Controls (N, S, E, W snapshots) <!-- id: 22 -->
- [x] **Asset Management**
- [x] Tile Model/Texture Loading <!-- id: 23 -->
- [x] dynamic Tile Instancing based on Grid State <!-- id: 24 -->
## 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)
- [x] Implement Combat Logic (Melee Attack Rolls, Damage, Death State)
- [x] Implement Game Loop Rules (Exploration Stop, Continuous Combat, Phase Skipping)
- [ ] Refine Combat System (Ranged weapons, Special Monster Rules, Magic)
## Phase 4: Campaign System
- [ ] **Campaign Manager**
- [ ] Save/Load Campaign State <!-- id: 40 -->
- [ ] Unlockable Missions Logic <!-- id: 41 -->
- [ ] Hero Progression (Between missions) <!-- id: 42 -->