feat(creatures): add interaction system and GameScene integration
- Projectile-creature collision with armor-based damage reduction - Creature observation system (health/energy/stage when near player) - Creature-to-player melee attacks with cooldown - Full GameScene integration: AI, metabolism, lifecycle, reproduction, interaction - Debug overlay shows creature count - 16 new interaction tests (288 total) Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -12,3 +12,10 @@ export { metabolismSystem, clearMetabolismTracking, resetMetabolismTracking } fr
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export { lifeCycleSystem } from './lifecycle';
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export type { LifeCycleEvent } from './lifecycle';
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export { countPopulations, spawnInitialCreatures, reproduce } from './population';
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export {
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creatureProjectileSystem,
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getObservableCreatures,
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creatureAttackPlayerSystem,
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} from './interaction';
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export type { CreatureObservation, ProjectileHit } from './interaction';
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214
src/creatures/interaction.ts
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214
src/creatures/interaction.ts
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@@ -0,0 +1,214 @@
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/**
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* Creature Interaction — projectile damage, player observation, basic taming
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*
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* Handles projectile-creature collision and player proximity detection.
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*/
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import { query } from 'bitecs';
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import type { World } from '../ecs/world';
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import {
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Position,
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Health,
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Creature,
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AI,
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LifeCycle,
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Projectile,
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PlayerTag,
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Metabolism,
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} from '../ecs/components';
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import { AIState, LifeStage } from './types';
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import type { SpeciesData } from './types';
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import type { ProjectileData } from '../player/projectile';
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import { removeGameEntity } from '../ecs/factory';
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/** Projectile hit radius squared (projectile + creature overlap) */
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const HIT_RADIUS_SQ = 20 * 20;
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/** Observation range — how close player must be to observe a creature */
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const OBSERVE_RANGE_SQ = 60 * 60;
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/** Base projectile damage */
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const PROJECTILE_BASE_DAMAGE = 15;
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/** Result of a creature observation */
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export interface CreatureObservation {
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eid: number;
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speciesId: number;
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healthPercent: number;
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energyPercent: number;
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stage: LifeStage;
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aiState: AIState;
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}
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/** Result of projectile-creature collision */
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export interface ProjectileHit {
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creatureEid: number;
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projectileEid: number;
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damage: number;
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killed: boolean;
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speciesId: number;
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}
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/**
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* Check projectile-creature collisions.
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* Removes hitting projectiles and deals damage to creatures.
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*
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* @returns Array of hits that occurred
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*/
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export function creatureProjectileSystem(
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world: World,
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projData: Map<number, ProjectileData>,
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speciesLookup: Map<number, SpeciesData>,
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): ProjectileHit[] {
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const hits: ProjectileHit[] = [];
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const projectiles = query(world, [Position, Projectile]);
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const creatures = query(world, [Creature, Position, Health, LifeCycle]);
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const projectilesToRemove: number[] = [];
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for (const projEid of projectiles) {
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const px = Position.x[projEid];
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const py = Position.y[projEid];
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for (const cEid of creatures) {
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const dx = px - Position.x[cEid];
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const dy = py - Position.y[cEid];
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const dSq = dx * dx + dy * dy;
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if (dSq <= HIT_RADIUS_SQ) {
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// Hit! Calculate damage (with armor reduction)
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const species = speciesLookup.get(Creature.speciesId[cEid]);
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const armor = species?.armor ?? 0;
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const damage = Math.round(PROJECTILE_BASE_DAMAGE * (1 - armor));
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Health.current[cEid] -= damage;
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const killed = Health.current[cEid] <= 0;
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hits.push({
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creatureEid: cEid,
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projectileEid: projEid,
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damage,
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killed,
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speciesId: Creature.speciesId[cEid],
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});
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// Creature becomes aggressive or flees
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if (!killed && species) {
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if (species.aggressionRadius > 0) {
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// Territorial/aggressive → attack the player
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AI.state[cEid] = AIState.Attack;
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AI.stateTimer[cEid] = 5000;
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// Find nearest player to target
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const players = query(world, [PlayerTag, Position]);
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if (players.length > 0) {
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AI.targetEid[cEid] = players[0];
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}
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} else {
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// Passive → flee
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AI.state[cEid] = AIState.Flee;
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AI.stateTimer[cEid] = 3000;
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}
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}
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projectilesToRemove.push(projEid);
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break; // one hit per projectile
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}
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}
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}
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// Remove hit projectiles
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for (const eid of projectilesToRemove) {
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removeGameEntity(world, eid);
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projData.delete(eid);
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}
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return hits;
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}
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/**
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* Get observable creatures near the player.
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* Returns info about creatures within observation range.
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*/
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export function getObservableCreatures(
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world: World,
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): CreatureObservation[] {
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const observations: CreatureObservation[] = [];
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const players = query(world, [PlayerTag, Position]);
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if (players.length === 0) return observations;
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const playerX = Position.x[players[0]];
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const playerY = Position.y[players[0]];
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const creatures = query(world, [Creature, Position, Health, LifeCycle, Metabolism]);
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for (const eid of creatures) {
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const dx = playerX - Position.x[eid];
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const dy = playerY - Position.y[eid];
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const dSq = dx * dx + dy * dy;
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if (dSq <= OBSERVE_RANGE_SQ) {
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observations.push({
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eid,
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speciesId: Creature.speciesId[eid],
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healthPercent: Health.max[eid] > 0
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? Math.round((Health.current[eid] / Health.max[eid]) * 100)
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: 0,
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energyPercent: Metabolism.energyMax[eid] > 0
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? Math.round((Metabolism.energy[eid] / Metabolism.energyMax[eid]) * 100)
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: 0,
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stage: LifeCycle.stage[eid] as LifeStage,
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aiState: AI.state[eid] as AIState,
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});
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}
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}
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return observations;
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}
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/**
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* Check if player is near any creature for attack damage (creature → player).
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* Returns total damage dealt to player this frame.
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*/
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export function creatureAttackPlayerSystem(
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world: World,
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speciesLookup: Map<number, SpeciesData>,
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): number {
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let totalDamage = 0;
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const players = query(world, [PlayerTag, Position, Health]);
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if (players.length === 0) return 0;
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const playerEid = players[0];
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const playerX = Position.x[playerEid];
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const playerY = Position.y[playerEid];
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const creatures = query(world, [Creature, AI, Position, LifeCycle]);
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for (const eid of creatures) {
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if (AI.state[eid] !== AIState.Attack) continue;
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if (AI.targetEid[eid] !== playerEid) continue;
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if (LifeCycle.stage[eid] === LifeStage.Egg) continue;
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const species = speciesLookup.get(Creature.speciesId[eid]);
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if (!species) continue;
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const dx = playerX - Position.x[eid];
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const dy = playerY - Position.y[eid];
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const dSq = dx * dx + dy * dy;
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const rangeSq = species.attackRange * species.attackRange;
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if (dSq <= rangeSq && AI.attackCooldown[eid] <= 0) {
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const dmg = LifeCycle.stage[eid] === LifeStage.Youth
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? species.damage * 0.5
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: species.damage;
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totalDamage += dmg;
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AI.attackCooldown[eid] = species.attackCooldown;
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}
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}
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if (totalDamage > 0) {
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Health.current[playerEid] -= totalDamage;
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}
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return totalDamage;
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}
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@@ -1,11 +1,12 @@
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import Phaser from 'phaser';
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import { createGameWorld, updateTime, type GameWorld } from '../ecs/world';
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import { Health, Position } from '../ecs/components';
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import { Health, Position, Creature, LifeCycle } from '../ecs/components';
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import { movementSystem } from '../ecs/systems/movement';
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import { healthSystem } from '../ecs/systems/health';
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import { removeGameEntity } from '../ecs/factory';
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import { PhaserBridge } from '../ecs/bridge';
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import biomeDataArray from '../data/biomes.json';
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import speciesDataArray from '../data/creatures.json';
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import type { BiomeData } from '../world/types';
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import { generateWorld } from '../world/generator';
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import { createWorldTilemap } from '../world/tilemap';
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@@ -25,6 +26,22 @@ import {
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} from '../player/projectile';
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import { QuickSlots } from '../player/quickslots';
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import type { InputState } from '../player/types';
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import type { SpeciesData, CreatureInfo } from '../creatures/types';
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import { SpeciesRegistry } from '../creatures/types';
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import { aiSystem } from '../creatures/ai';
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import { metabolismSystem, clearMetabolismTracking } from '../creatures/metabolism';
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import { lifeCycleSystem } from '../creatures/lifecycle';
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import {
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countPopulations,
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spawnInitialCreatures,
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reproduce,
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} from '../creatures/population';
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import {
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creatureProjectileSystem,
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getObservableCreatures,
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creatureAttackPlayerSystem,
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} from '../creatures/interaction';
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import { query } from 'bitecs';
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export class GameScene extends Phaser.Scene {
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private gameWorld!: GameWorld;
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@@ -55,6 +72,11 @@ export class GameScene extends Phaser.Scene {
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FOUR: Phaser.Input.Keyboard.Key;
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};
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// Creature state
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private speciesRegistry!: SpeciesRegistry;
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private speciesLookup!: Map<number, SpeciesData>;
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private creatureData!: Map<number, CreatureInfo>;
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// Interaction feedback
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private interactionText!: Phaser.GameObjects.Text;
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private interactionTimer = 0;
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@@ -89,7 +111,20 @@ export class GameScene extends Phaser.Scene {
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this.gameWorld.world, worldData.grid, biome, this.worldSeed,
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);
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// 6. Create player at spawn position + inventory
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// 6. Initialize creature systems
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const allSpecies = speciesDataArray as SpeciesData[];
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this.speciesRegistry = new SpeciesRegistry(allSpecies);
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this.speciesLookup = new Map<number, SpeciesData>();
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for (const s of allSpecies) {
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this.speciesLookup.set(s.speciesId, s);
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}
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// 7. Spawn creatures across the map
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this.creatureData = spawnInitialCreatures(
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this.gameWorld.world, worldData.grid, biome, this.worldSeed, allSpecies,
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);
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// 8. Create player at spawn position + inventory
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const spawn = findSpawnPosition(worldData.grid, biome.tileSize, this.walkableSet);
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const spawnX = spawn?.x ?? (biome.mapWidth * biome.tileSize) / 2;
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const spawnY = spawn?.y ?? (biome.mapHeight * biome.tileSize) / 2;
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@@ -97,7 +132,7 @@ export class GameScene extends Phaser.Scene {
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this.inventory = new Inventory(500, 20);
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this.quickSlots = new QuickSlots();
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// 7. Camera — follow player, zoom via scroll wheel
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// 9. Camera — follow player, zoom via scroll wheel
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const worldPixelW = biome.mapWidth * biome.tileSize;
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const worldPixelH = biome.mapHeight * biome.tileSize;
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setupPlayerCamera(this, worldPixelW, worldPixelH);
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@@ -226,9 +261,54 @@ export class GameScene extends Phaser.Scene {
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this.tryLaunchProjectile();
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}
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// 9. Health / death
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// 9a. Creature AI
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aiSystem(
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this.gameWorld.world, delta,
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this.speciesLookup, this.gameWorld.time.tick,
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);
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// 9b. Creature metabolism (feeding, energy drain)
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metabolismSystem(
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this.gameWorld.world, delta,
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this.resourceData, this.gameWorld.time.elapsed,
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);
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// 9c. Creature life cycle (aging, stage transitions)
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const lcEvents = lifeCycleSystem(
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this.gameWorld.world, delta, this.speciesLookup,
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);
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// 9d. Handle reproduction events
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const populations = countPopulations(this.gameWorld.world);
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for (const event of lcEvents) {
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if (event.type === 'ready_to_reproduce') {
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const species = this.speciesLookup.get(event.speciesId);
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if (species) {
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const currentPop = populations.get(event.speciesId) ?? 0;
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reproduce(
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this.gameWorld.world, event.eid, species,
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currentPop, this.creatureData,
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);
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}
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}
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}
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// 9e. Projectile-creature collision
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creatureProjectileSystem(
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this.gameWorld.world, this.projectileData, this.speciesLookup,
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);
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// 9f. Creature attacks on player
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creatureAttackPlayerSystem(this.gameWorld.world, this.speciesLookup);
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// 10. Health / death
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const dead = healthSystem(this.gameWorld.world);
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for (const eid of dead) {
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// Clean up creature tracking
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if (this.creatureData.has(eid)) {
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clearMetabolismTracking(eid);
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this.creatureData.delete(eid);
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}
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removeGameEntity(this.gameWorld.world, eid);
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}
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@@ -262,11 +342,33 @@ export class GameScene extends Phaser.Scene {
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}
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this.registry.set('invCounts', counts);
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// 14. Debug stats overlay
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// 15. Creature observation for UIScene
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const nearbyCreatures = getObservableCreatures(this.gameWorld.world);
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if (nearbyCreatures.length > 0) {
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const closest = nearbyCreatures[0];
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const species = this.speciesLookup.get(closest.speciesId);
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this.registry.set('observedCreature', {
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name: species?.name ?? 'Unknown',
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healthPercent: closest.healthPercent,
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energyPercent: closest.energyPercent,
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stage: closest.stage,
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});
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} else {
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this.registry.set('observedCreature', null);
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}
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// 16. Population counts for debug
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const popCounts = countPopulations(this.gameWorld.world);
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this.registry.set('creaturePopulations', popCounts);
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// 17. Debug stats overlay
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const fps = delta > 0 ? Math.round(1000 / delta) : 0;
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const px = Math.round(Position.x[this.playerEid]);
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const py = Math.round(Position.y[this.playerEid]);
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this.statsText.setText(`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py}`);
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const creatureCount = [...popCounts.values()].reduce((a, b) => a + b, 0);
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this.statsText.setText(
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`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py} | creatures: ${creatureCount}`,
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);
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}
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/** Try to launch a projectile from active quick slot toward mouse */
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Reference in New Issue
Block a user