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Author SHA1 Message Date
Денис Шкабатур
bc472d0f77 Phase 3: World generation — procedural tilemap for Catalytic Wastes
- simplex-noise with seeded PRNG (mulberry32) for deterministic generation
- Biome data: 8 tile types (scorched earth, cracked ground, ash sand,
  acid pools, acid shallow, crystals, geysers, mineral veins)
- Elevation noise → base terrain; detail noise → geyser/mineral overlays
- Canvas-based tileset with per-pixel brightness variation
- Phaser tilemap with collision on non-walkable tiles
- Camera: WASD movement, mouse wheel zoom (0.5x–3x), world bounds
- Minimap: 160x160 canvas overview with viewport indicator
- 21 world generation tests passing (95 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:47:21 +03:00
Денис Шкабатур
ddbca12740 Phase 2: ECS foundation — world, components, systems, bridge
- bitECS world with time tracking (delta, elapsed, tick)
- 5 components: Position, Velocity, SpriteRef, Health, ChemicalComposition
- Movement system (velocity * delta) + bounce system (boundary reflection)
- Health system with damage, healing, death detection
- Entity factory (createGameEntity/removeGameEntity)
- Phaser bridge: polling sync creates/destroys/updates circle sprites
- GameScene: 20 colored circles bouncing at 60fps
- BootScene: click-to-start transition, version bump to v0.2.0
- 39 ECS unit tests passing (74 total)

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:34:06 +03:00
Денис Шкабатур
58ebb11747 Update agent workflow: strict TDD order + commit after every step
Tests first → data structures → implementation → verify → commit

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:20:56 +03:00
Денис Шкабатур
7aabb8b4fc Phase 1: Chemistry engine — elements, compounds, reactions
- 20 real elements from periodic table (H through Hg) with accurate data
- 25 compounds with game effects (NaCl, H₂O, gunpowder, thermite, etc.)
- 34 reactions: synthesis, combustion, acid-base, redox, decomposition
- Reaction engine with O(1) lookup by sorted reactant key
- Educational failure reasons (noble gas, missing heat/catalyst, wrong proportions)
- Condition system: temperature, catalyst, energy requirements
- 35 unit tests passing, TypeScript strict, zero errors

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-12 12:16:08 +03:00
32 changed files with 3291 additions and 31 deletions

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@@ -1,27 +1,37 @@
---
description: Agent development workflow — visual feedback, testing, progress tracking
description: Agent development workflow — TDD, commit discipline, visual feedback
alwaysApply: true
---
# Agent Workflow
## Development Order (STRICT)
For every task, follow this sequence:
1. **Tests first** — write failing tests that define expected behavior
2. **Data structures** — define types, interfaces, JSON schemas
3. **Implementation** — write code to make tests pass
4. **Verify** — `npm run test:run` for logic, Playwright screenshot for visuals
5. **Commit** — `git add -A && git commit` after each successful step
## Commit Discipline
- Commit after EVERY successful step (tests green or visual verified)
- Small, focused commits — one concern per commit
- Never accumulate uncommitted work across multiple tasks
- Commit message format: concise "what + why" in English
## Visual Verification
After ANY visual change, verify via Playwright browser tools:
After ANY visual change:
1. Ensure dev server is running (`npm run dev`)
2. Navigate to `http://localhost:5173`
3. Take screenshot to see result
4. Check browser console for errors
5. Fix issues before moving on
## Testing Strategy
- **Chemistry, ecology, math** — write vitest tests FIRST, then implement
- **Visual/rendering** — verify via Playwright screenshots
- Run `npm run test:run` after logic changes
5. Fix issues before committing
## After Completing a Task
1. Verify it works (test or screenshot)
2. Update `PROGRESS.md` — mark task complete, add date
3. Check `IMPLEMENTATION-PLAN.md` for what's next
2. Commit immediately
3. Update `PROGRESS.md` — mark task complete
4. Check `IMPLEMENTATION-PLAN.md` for what's next
## Code Standards
- TypeScript strict mode — no `any`, no unsafe `as` casts

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[ 7988ms] [ERROR] Failed to load resource: the server responded with a status of 404 (Not Found) @ http://localhost:5173/favicon.ico:0

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@@ -1,7 +1,7 @@
# Synthesis — Development Progress
> **Last updated:** 2026-02-12
> **Current phase:** Phase 0 ✅ → Ready for Phase 1
> **Current phase:** Phase 3 ✅ → Ready for Phase 4
---
@@ -19,23 +19,52 @@
- [x] Implementation plan (`IMPLEMENTATION-PLAN.md`)
- [x] Progress tracking (this file)
### Phase 1: Chemistry Engine ✅
- [x] 1.1 Types and interfaces (`src/chemistry/types.ts`)
- [x] 1.2 Element data — 20 real elements (`src/data/elements.json`)
- [x] 1.3 Element registry with lookup by symbol/number (`src/chemistry/elements.ts`)
- [x] 1.4 Reaction engine — O(1) lookup, condition checking, failure reasons (`src/chemistry/engine.ts`)
- [x] 1.5 Reaction data — 34 real reactions (`src/data/reactions.json`)
- [x] 1.6 Compound data — 25 compounds with game effects (`src/data/compounds.json`)
- [x] 1.7 Unit tests — 35 passing (`tests/chemistry.test.ts`)
### Phase 2: ECS Foundation ✅
- [x] 2.1 World setup — bitECS world + time tracking (`src/ecs/world.ts`)
- [x] 2.2 Core components — Position, Velocity, SpriteRef, Health, ChemicalComposition (`src/ecs/components.ts`)
- [x] 2.3 Movement system — velocity-based + bounce (`src/ecs/systems/movement.ts`)
- [x] 2.4 Phaser ↔ bitECS sync bridge — polling-based, creates/destroys/syncs sprites (`src/ecs/bridge.ts`)
- [x] 2.5 Entity factory — createGameEntity/removeGameEntity (`src/ecs/factory.ts`)
- [x] 2.6 Health/damage system — damage, healing, death detection (`src/ecs/systems/health.ts`)
- [x] 2.7 Visual test — 20 colored circles bouncing at 60fps, GameScene (`src/scenes/GameScene.ts`)
- [x] Unit tests — 39 passing (`tests/ecs.test.ts`)
### Phase 3: World Generation ✅
- [x] 3.1 Tilemap system — canvas tileset with per-pixel variation + Phaser tilemap (`src/world/tilemap.ts`)
- [x] 3.2 Biome data — Catalytic Wastes: 8 tile types (`src/data/biomes.json`)
- [x] 3.3 Noise generation — simplex-noise, seeded PRNG (mulberry32), deterministic (`src/world/noise.ts`)
- [x] 3.4 World generator — elevation noise → base terrain, detail noise → overlays (`src/world/generator.ts`)
- [x] 3.5 Resource placement — geysers on acid-shallow zones, mineral veins on ground (`src/world/generator.ts`)
- [x] 3.6 Camera — WASD movement, mouse wheel zoom (0.5x3x), bounds clamping (`src/world/camera.ts`)
- [x] 3.7 Minimap — canvas-based 160x160 overview, viewport indicator, border (`src/world/minimap.ts`)
- [x] Unit tests — 21 passing (`tests/world.test.ts`)
---
## In Progress
_None — ready to begin Phase 1_
_None — ready to begin Phase 4_
---
## Up Next: Phase 1Chemistry Engine
## Up Next: Phase 4Player Systems
- [ ] 1.1 Types and interfaces (`Element`, `Reaction`, `Compound`)
- [ ] 1.2 Element data — 20 real elements (JSON)
- [ ] 1.3 Element registry with lookup
- [ ] 1.4 Reaction engine core
- [ ] 1.5 Reaction data — 50 real reactions (JSON)
- [ ] 1.6 Compound properties
- [ ] 1.7 Unit tests (vitest)
- [ ] 4.1 Player entity + WASD controller
- [ ] 4.2 Inventory (weight-based, element stacking)
- [ ] 4.3 Element collection from world objects
- [ ] 4.4 Crafting (chemistry engine integration)
- [ ] 4.5 Projectile system (throw elements/compounds)
- [ ] 4.6 Quick slots (1-2-3-4 hotkeys)
- [ ] 4.7 HUD (UIScene: health ring, inventory bar, element info)
---
@@ -49,4 +78,7 @@ None
| # | Date | Phase | Summary |
|---|------|-------|---------|
| 1 | 2026-02-12 | Phase 0 | Project setup complete: GDD, engine analysis, npm init, Phaser config, BootScene, cursor rules, implementation plan |
| 1 | 2026-02-12 | Phase 0 | Project setup: GDD, engine analysis, npm init, Phaser config, BootScene, cursor rules, plan |
| 2 | 2026-02-12 | Phase 1 | Chemistry engine: 20 elements, 25 compounds, 34 reactions, engine with O(1) lookup + educational failures, 35 tests passing |
| 3 | 2026-02-12 | Phase 2 | ECS foundation: world + time, 5 components, movement + bounce + health systems, Phaser bridge (polling sync), entity factory, GameScene with 20 bouncing circles at 60fps, 39 tests passing |
| 4 | 2026-02-12 | Phase 3 | World generation: simplex noise (seeded), 80x80 tilemap with 8 tile types, Catalytic Wastes biome, camera WASD+zoom, minimap with viewport indicator, 21 tests passing (95 total) |

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package-lock.json generated
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@@ -9,7 +9,8 @@
"version": "0.1.0",
"dependencies": {
"bitecs": "^0.4.0",
"phaser": "^3.80.0"
"phaser": "^3.80.0",
"simplex-noise": "^4.0.3"
},
"devDependencies": {
"happy-dom": "^20.6.1",
@@ -1269,6 +1270,12 @@
"dev": true,
"license": "ISC"
},
"node_modules/simplex-noise": {
"version": "4.0.3",
"resolved": "https://registry.npmjs.org/simplex-noise/-/simplex-noise-4.0.3.tgz",
"integrity": "sha512-qSE2I4AngLQG7BXqoZj51jokT4WUXe8mOBrvfOXpci8+6Yu44+/dD5zqDpOx3Ux792eamTd2lLcI8jqFntk/lg==",
"license": "MIT"
},
"node_modules/source-map-js": {
"version": "1.2.1",
"resolved": "https://registry.npmjs.org/source-map-js/-/source-map-js-1.2.1.tgz",

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@@ -12,7 +12,8 @@
},
"dependencies": {
"bitecs": "^0.4.0",
"phaser": "^3.80.0"
"phaser": "^3.80.0",
"simplex-noise": "^4.0.3"
},
"devDependencies": {
"happy-dom": "^20.6.1",

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@@ -0,0 +1,35 @@
import type { CompoundData } from './types';
import compoundsRaw from '../data/compounds.json';
const compounds: CompoundData[] = compoundsRaw as CompoundData[];
const byId = new Map<string, CompoundData>();
for (const c of compounds) {
if (byId.has(c.id)) {
throw new Error(`Duplicate compound id: ${c.id}`);
}
byId.set(c.id, c);
}
export const CompoundRegistry = {
getById(id: string): CompoundData | undefined {
return byId.get(id);
},
getAll(): readonly CompoundData[] {
return compounds;
},
has(id: string): boolean {
return byId.has(id);
},
count(): number {
return compounds.length;
},
isCompound(id: string): boolean {
return byId.has(id);
},
} as const;

45
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import type { ElementData } from './types';
import elementsRaw from '../data/elements.json';
const elements: ElementData[] = elementsRaw as ElementData[];
const bySymbol = new Map<string, ElementData>();
const byNumber = new Map<number, ElementData>();
for (const el of elements) {
if (bySymbol.has(el.symbol)) {
throw new Error(`Duplicate element symbol: ${el.symbol}`);
}
if (byNumber.has(el.atomicNumber)) {
throw new Error(`Duplicate atomic number: ${el.atomicNumber}`);
}
bySymbol.set(el.symbol, el);
byNumber.set(el.atomicNumber, el);
}
export const ElementRegistry = {
getBySymbol(symbol: string): ElementData | undefined {
return bySymbol.get(symbol);
},
getByNumber(num: number): ElementData | undefined {
return byNumber.get(num);
},
getAll(): readonly ElementData[] {
return elements;
},
has(symbol: string): boolean {
return bySymbol.has(symbol);
},
count(): number {
return elements.length;
},
/** Check if a symbol is an element (vs compound) */
isElement(id: string): boolean {
return bySymbol.has(id);
},
} as const;

209
src/chemistry/engine.ts Normal file
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import type { Reactant, ReactionData, ReactionResult, ReactionConditions } from './types';
import { ElementRegistry } from './elements';
import { CompoundRegistry } from './compounds';
import reactionsRaw from '../data/reactions.json';
const reactions: ReactionData[] = reactionsRaw as ReactionData[];
// === Reaction Key: sorted "id:count" pairs joined by "+" ===
function makeReactionKey(reactants: Reactant[]): string {
return reactants
.map((r) => `${r.id}:${r.count}`)
.sort()
.join('+');
}
// Build index for O(1) lookup
const reactionIndex = new Map<string, ReactionData>();
for (const r of reactions) {
const key = makeReactionKey(r.reactants);
if (reactionIndex.has(key)) {
console.warn(`Duplicate reaction key: ${key} (${r.id} conflicts with ${reactionIndex.get(key)!.id})`);
}
reactionIndex.set(key, r);
}
// === Failure Reason Generation ===
function isNobleGas(id: string): boolean {
const el = ElementRegistry.getBySymbol(id);
return el?.category === 'noble-gas';
}
function generateFailureReason(
reactants: Reactant[],
conditions?: Partial<ReactionConditions>,
): { reason: string; reasonRu: string } {
const ids = reactants.map((r) => r.id);
// Check for noble gas
const nobleGas = ids.find((id) => isNobleGas(id));
if (nobleGas) {
const el = ElementRegistry.getBySymbol(nobleGas)!;
return {
reason: `${el.name} is a noble gas — it has a full electron shell and refuses to react with anything.`,
reasonRu: `${el.nameRu} — благородный газ с полной электронной оболочкой. Не реагирует ни с чем.`,
};
}
// Check if all inputs are the same element
const uniqueIds = new Set(ids);
if (uniqueIds.size === 1) {
return {
reason: `Cannot react an element with itself under these conditions. Try combining with a different element.`,
reasonRu: `Нельзя провести реакцию элемента с самим собой в этих условиях. Попробуйте другой элемент.`,
};
}
// Check for gold (extremely unreactive)
if (ids.includes('Au')) {
return {
reason: `Gold is extremely unreactive — it resists most chemical attacks. Only aqua regia (HNO₃ + HCl) can dissolve it.`,
reasonRu: `Золото крайне инертно — устойчиво к большинству реагентов. Только царская водка (HNO₃ + HCl) растворяет его.`,
};
}
// Check if a matching reaction exists but conditions aren't met
const key = makeReactionKey(reactants);
// Try nearby keys (different counts)
for (const [rKey, reaction] of reactionIndex) {
const rIds = new Set(reaction.reactants.map((r) => r.id));
const inputIds = new Set(ids);
if (setsEqual(rIds, inputIds) && rKey !== key) {
return {
reason: `These elements can react, but you need different proportions. Check the amounts carefully.`,
reasonRu: `Эти элементы могут реагировать, но нужны другие пропорции. Проверьте количества.`,
};
}
}
// Default
return {
reason: `No known reaction between these substances under current conditions. Try adding heat, a catalyst, or different elements.`,
reasonRu: `Нет известной реакции между этими веществами в текущих условиях. Попробуйте нагрев, катализатор или другие элементы.`,
};
}
function setsEqual<T>(a: Set<T>, b: Set<T>): boolean {
if (a.size !== b.size) return false;
for (const item of a) {
if (!b.has(item)) return false;
}
return true;
}
// === Condition Checking ===
function checkConditions(
required: ReactionConditions | undefined,
provided: Partial<ReactionConditions> | undefined,
): { met: boolean; reason?: string; reasonRu?: string } {
if (!required) return { met: true };
if (required.minTemp && (!provided?.minTemp || provided.minTemp < required.minTemp)) {
return {
met: false,
reason: `This reaction requires a temperature of at least ${required.minTemp}°. You need a heat source.`,
reasonRu: `Эта реакция требует температуру не менее ${required.minTemp}°. Нужен источник тепла.`,
};
}
if (required.catalyst) {
const catalystName =
ElementRegistry.getBySymbol(required.catalyst)?.name ??
CompoundRegistry.getById(required.catalyst)?.name ??
required.catalyst;
if (!provided?.catalyst || provided.catalyst !== required.catalyst) {
return {
met: false,
reason: `This reaction requires a catalyst: ${catalystName}. The catalyst is not consumed — it just enables the reaction.`,
reasonRu: `Эта реакция требует катализатор: ${catalystName}. Катализатор не расходуется — он лишь запускает реакцию.`,
};
}
}
if (required.requiresEnergy && !provided?.requiresEnergy) {
return {
met: false,
reason: `This reaction requires an external energy source (e.g., electricity). It's endothermic — it absorbs energy.`,
reasonRu: `Эта реакция требует внешний источник энергии (напр., электричество). Она эндотермическая — поглощает энергию.`,
};
}
return { met: true };
}
// === Public API ===
export const ReactionEngine = {
/**
* Attempt a reaction with given reactants and conditions.
* Returns success with products, or failure with educational reason.
*/
react(
reactants: Reactant[],
conditions?: Partial<ReactionConditions>,
): ReactionResult {
// Validate all inputs exist
for (const r of reactants) {
if (!ElementRegistry.isElement(r.id) && !CompoundRegistry.isCompound(r.id)) {
return {
success: false,
failureReason: `Unknown substance: "${r.id}". Check spelling.`,
failureReasonRu: `Неизвестное вещество: "${r.id}". Проверьте написание.`,
};
}
}
const key = makeReactionKey(reactants);
const reaction = reactionIndex.get(key);
if (!reaction) {
const { reason, reasonRu } = generateFailureReason(reactants, conditions);
return {
success: false,
failureReason: reason,
failureReasonRu: reasonRu,
};
}
// Check conditions
const condCheck = checkConditions(reaction.conditions, conditions);
if (!condCheck.met) {
return {
success: false,
failureReason: condCheck.reason,
failureReasonRu: condCheck.reasonRu,
};
}
return {
success: true,
products: reaction.products,
reaction,
};
},
/** Get a reaction by its ID */
getById(id: string): ReactionData | undefined {
return reactions.find((r) => r.id === id);
},
/** Get all known reactions */
getAll(): readonly ReactionData[] {
return reactions;
},
/** Get the number of registered reactions */
count(): number {
return reactions.length;
},
/** Build a reaction key from reactants (for testing/debugging) */
makeKey(reactants: Reactant[]): string {
return makeReactionKey(reactants);
},
} as const;

102
src/chemistry/types.ts Normal file
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// === Element Types ===
export type ElementCategory =
| 'alkali-metal'
| 'alkaline-earth'
| 'transition-metal'
| 'post-transition-metal'
| 'metalloid'
| 'nonmetal'
| 'halogen'
| 'noble-gas';
export type MatterState = 'solid' | 'liquid' | 'gas';
export interface ElementData {
symbol: string;
name: string;
nameRu: string;
atomicNumber: number;
atomicMass: number;
electronegativity: number; // 0 for noble gases
category: ElementCategory;
state: MatterState; // at room temperature
color: string; // hex for rendering
description: string;
descriptionRu: string;
}
// === Compound Types ===
export interface CompoundData {
id: string; // lookup key, e.g. "NaCl"
formula: string; // display formula with Unicode, e.g. "NaCl"
name: string;
nameRu: string;
mass: number; // molecular mass
state: MatterState;
color: string;
properties: CompoundProperties;
description: string;
descriptionRu: string;
gameEffects: string[];
}
export interface CompoundProperties {
flammable: boolean;
toxic: boolean;
explosive: boolean;
acidic: boolean;
basic: boolean;
oxidizer: boolean;
corrosive: boolean;
}
// === Reaction Types ===
export type ReactionType =
| 'synthesis'
| 'decomposition'
| 'combustion'
| 'single-replacement'
| 'double-replacement'
| 'acid-base'
| 'redox';
export interface Reactant {
id: string; // element symbol or compound id
count: number;
}
export interface Product {
id: string; // element symbol or compound id
count: number;
}
export interface ReactionConditions {
minTemp?: number; // 0=room, 100=boiling, 500=fire, 1000=furnace
catalyst?: string; // compound id required as catalyst
requiresEnergy?: boolean; // needs external energy (electricity)
}
export interface ReactionData {
id: string;
reactants: Reactant[];
products: Product[];
conditions?: ReactionConditions;
energyChange: number; // -100..+100, negative = exothermic
type: ReactionType;
description: string;
descriptionRu: string;
difficulty: number; // 1-5
}
// === Engine Result ===
export interface ReactionResult {
success: boolean;
products?: Product[];
reaction?: ReactionData;
failureReason?: string;
failureReasonRu?: string;
}

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@@ -1,5 +1,6 @@
import Phaser from 'phaser';
import { BootScene } from './scenes/BootScene';
import { GameScene } from './scenes/GameScene';
export const GAME_WIDTH = 1280;
export const GAME_HEIGHT = 720;
@@ -10,7 +11,7 @@ export const gameConfig: Phaser.Types.Core.GameConfig = {
height: GAME_HEIGHT,
backgroundColor: '#0a0a0a',
parent: document.body,
scene: [BootScene],
scene: [BootScene, GameScene],
physics: {
default: 'arcade',
arcade: {

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[
{
"id": "catalytic-wastes",
"name": "Catalytic Wastes",
"nameRu": "Каталитические Пустоши",
"description": "A blasted landscape of scorched earth, acid pools, and crystalline formations",
"descriptionRu": "Опалённый ландшафт из выжженной земли, кислотных озёр и кристаллических формаций",
"tileSize": 32,
"mapWidth": 80,
"mapHeight": 80,
"tiles": [
{ "id": 0, "name": "scorched-earth", "nameRu": "Выжженная земля", "color": "#2a1f0e", "walkable": true, "damage": 0, "interactive": false, "resource": false },
{ "id": 1, "name": "cracked-ground", "nameRu": "Потрескавшаяся земля", "color": "#3d2b14", "walkable": true, "damage": 0, "interactive": false, "resource": false },
{ "id": 2, "name": "ash-sand", "nameRu": "Пепельный песок", "color": "#4a3d2e", "walkable": true, "damage": 0, "interactive": false, "resource": false },
{ "id": 3, "name": "acid-pool", "nameRu": "Кислотное озеро", "color": "#1a6b0a", "walkable": false, "damage": 10, "interactive": false, "resource": false },
{ "id": 4, "name": "acid-shallow", "nameRu": "Кислотная отмель", "color": "#3a9420", "walkable": true, "damage": 3, "interactive": false, "resource": false },
{ "id": 5, "name": "crystal", "nameRu": "Кристаллическая формация", "color": "#7b5ea7", "walkable": false, "damage": 0, "interactive": false, "resource": false },
{ "id": 6, "name": "geyser", "nameRu": "Гейзер", "color": "#e85d10", "walkable": false, "damage": 0, "interactive": true, "resource": false },
{ "id": 7, "name": "mineral-vein", "nameRu": "Минеральная жила", "color": "#c0a030", "walkable": true, "damage": 0, "interactive": false, "resource": true }
],
"generation": {
"elevationScale": 0.06,
"detailScale": 0.15,
"elevationRules": [
{ "below": 0.22, "tileId": 3 },
{ "below": 0.30, "tileId": 4 },
{ "below": 0.52, "tileId": 0 },
{ "below": 0.70, "tileId": 1 },
{ "below": 0.84, "tileId": 2 },
{ "below": 1.00, "tileId": 5 }
],
"geyserThreshold": 0.93,
"mineralThreshold": 0.90,
"geyserOnTile": 4,
"mineralOnTiles": [0, 1, 2]
}
}
]

202
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@@ -0,0 +1,202 @@
[
{
"id": "H2O", "formula": "H₂O", "name": "Water", "nameRu": "Вода",
"mass": 18.015, "state": "liquid", "color": "#4488cc",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Universal solvent. Essential for life and countless reactions.",
"descriptionRu": "Универсальный растворитель. Необходима для жизни и бесчисленных реакций.",
"gameEffects": ["hydration", "cooling", "solvent"]
},
{
"id": "NaCl", "formula": "NaCl", "name": "Sodium Chloride", "nameRu": "Поваренная соль",
"mass": 58.44, "state": "solid", "color": "#f0f0f0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Table salt. Preserves food via osmosis. Essential electrolyte.",
"descriptionRu": "Поваренная соль. Консервирует пищу через осмос. Необходимый электролит.",
"gameEffects": ["preservation", "trade", "slug_repellent"]
},
{
"id": "CO2", "formula": "CO₂", "name": "Carbon Dioxide", "nameRu": "Углекислый газ",
"mass": 44.01, "state": "gas", "color": "#aaaaaa",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": true, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Product of combustion and respiration. Denser than air — extinguishes fire.",
"descriptionRu": "Продукт горения и дыхания. Тяжелее воздуха — тушит огонь.",
"gameEffects": ["fire_extinguisher", "suffocant"]
},
{
"id": "CO", "formula": "CO", "name": "Carbon Monoxide", "nameRu": "Угарный газ",
"mass": 28.01, "state": "gas", "color": "#cccccc",
"properties": { "flammable": true, "toxic": true, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Odorless, deadly poison. Binds to hemoglobin 200x stronger than oxygen.",
"descriptionRu": "Без запаха, смертельно ядовит. Связывается с гемоглобином в 200 раз сильнее кислорода.",
"gameEffects": ["poison_gas", "fuel"]
},
{
"id": "HCl", "formula": "HCl", "name": "Hydrochloric Acid", "nameRu": "Соляная кислота",
"mass": 36.46, "state": "liquid", "color": "#ccff00",
"properties": { "flammable": false, "toxic": true, "explosive": false, "acidic": true, "basic": false, "oxidizer": false, "corrosive": true },
"description": "Strong acid. Dissolves metals and limestone. Present in stomach acid.",
"descriptionRu": "Сильная кислота. Растворяет металлы и известняк. Содержится в желудочном соке.",
"gameEffects": ["dissolve_metal", "dissolve_stone", "damage"]
},
{
"id": "NaOH", "formula": "NaOH", "name": "Sodium Hydroxide", "nameRu": "Гидроксид натрия",
"mass": 40.00, "state": "solid", "color": "#f5f5f5",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": true },
"description": "Lye. Extremely caustic. Used for soap making and as a powerful cleaning agent.",
"descriptionRu": "Щёлочь. Крайне едкий. Используется для мыловарения и как мощное чистящее средство.",
"gameEffects": ["soap_making", "corrosive_weapon", "cleaning"]
},
{
"id": "KOH", "formula": "KOH", "name": "Potassium Hydroxide", "nameRu": "Гидроксид калия",
"mass": 56.11, "state": "solid", "color": "#f0f0f0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": true },
"description": "Caustic potash. Even stronger base than NaOH. Key in fertilizer production.",
"descriptionRu": "Едкое кали. Ещё более сильное основание, чем NaOH. Ключ к производству удобрений.",
"gameEffects": ["corrosive_weapon", "fertilizer_base"]
},
{
"id": "CaO", "formula": "CaO", "name": "Calcium Oxide", "nameRu": "Негашёная известь",
"mass": 56.08, "state": "solid", "color": "#f5f5dc",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": true },
"description": "Quickite. Reacts violently with water, generating intense heat. Building material.",
"descriptionRu": "Негашёная известь. Бурно реагирует с водой, выделяя сильное тепло. Строительный материал.",
"gameEffects": ["heat_source", "building", "disinfectant"]
},
{
"id": "CaOH2", "formula": "Ca(OH)₂", "name": "Calcium Hydroxide", "nameRu": "Гашёная известь",
"mass": 74.09, "state": "solid", "color": "#f5f5f0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": false },
"description": "Slaked lime. Used in mortar, plaster, and water purification.",
"descriptionRu": "Гашёная известь. Используется в строительном растворе, штукатурке и очистке воды.",
"gameEffects": ["building_mortar", "water_purification", "disinfectant"]
},
{
"id": "MgO", "formula": "MgO", "name": "Magnesium Oxide", "nameRu": "Оксид магния",
"mass": 40.30, "state": "solid", "color": "#ffffff",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": false },
"description": "Produced by burning magnesium with a blinding white flash. Refractory material.",
"descriptionRu": "Образуется при горении магния с ослепительной белой вспышкой. Огнеупорный материал.",
"gameEffects": ["flash_blind", "refractory"]
},
{
"id": "Fe2O3", "formula": "Fe₂O₃", "name": "Iron(III) Oxide", "nameRu": "Оксид железа (ржавчина)",
"mass": 159.69, "state": "solid", "color": "#993300",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Rust. Indicator of aging metal. Key ingredient for thermite (with aluminum).",
"descriptionRu": "Ржавчина. Индикатор старения металла. Ключевой ингредиент термита (с алюминием).",
"gameEffects": ["thermite_ingredient", "pigment"]
},
{
"id": "SiO2", "formula": "SiO₂", "name": "Silicon Dioxide", "nameRu": "Диоксид кремния",
"mass": 60.08, "state": "solid", "color": "#e8e8e8",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Silica. Main component of sand, quartz, and glass. Extremely hard.",
"descriptionRu": "Кремнезём. Основной компонент песка, кварца и стекла. Крайне твёрдый.",
"gameEffects": ["glass_making", "abrasive", "building"]
},
{
"id": "FeS", "formula": "FeS", "name": "Iron Sulfide", "nameRu": "Сульфид железа",
"mass": 87.91, "state": "solid", "color": "#b8a000",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Fool's gold (pyrite). Sparks when struck — natural fire starter.",
"descriptionRu": "Пирит (золото дураков). Искрит при ударе — природное огниво.",
"gameEffects": ["fire_starter", "trade_decoy"]
},
{
"id": "ZnS", "formula": "ZnS", "name": "Zinc Sulfide", "nameRu": "Сульфид цинка",
"mass": 97.47, "state": "solid", "color": "#eeffdd",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Phosphorescent — glows in the dark after exposure to light. Natural night-light.",
"descriptionRu": "Фосфоресцирует — светится в темноте после облучения светом. Природный ночник.",
"gameEffects": ["glow", "cave_light", "marking"]
},
{
"id": "CuS", "formula": "CuS", "name": "Copper Sulfide", "nameRu": "Сульфид меди",
"mass": 95.61, "state": "solid", "color": "#1a1a2e",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Dark mineral. Copper ore found near volcanic activity.",
"descriptionRu": "Тёмный минерал. Медная руда, встречающаяся вблизи вулканической активности.",
"gameEffects": ["pigment", "copper_source"]
},
{
"id": "KCl", "formula": "KCl", "name": "Potassium Chloride", "nameRu": "Хлорид калия",
"mass": 74.55, "state": "solid", "color": "#f0f0f0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Potash salt. Essential plant fertilizer. Salt substitute for food.",
"descriptionRu": "Калийная соль. Необходимое удобрение для растений. Заменитель соли в пище.",
"gameEffects": ["fertilizer", "preservation"]
},
{
"id": "SO2", "formula": "SO₂", "name": "Sulfur Dioxide", "nameRu": "Диоксид серы",
"mass": 64.07, "state": "gas", "color": "#cccc00",
"properties": { "flammable": false, "toxic": true, "explosive": false, "acidic": true, "basic": false, "oxidizer": false, "corrosive": true },
"description": "Pungent, suffocating gas. Fumigant and preservative. Causes acid rain.",
"descriptionRu": "Едкий, удушливый газ. Фумигант и консервант. Вызывает кислотные дожди.",
"gameEffects": ["fumigant", "area_denial", "preservation"]
},
{
"id": "CaCO3", "formula": "CaCO₃", "name": "Calcium Carbonate", "nameRu": "Карбонат кальция",
"mass": 100.09, "state": "solid", "color": "#f5f0e0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": false },
"description": "Limestone, chalk, marble. Building material. Neutralizes acid soil and acid attacks.",
"descriptionRu": "Известняк, мел, мрамор. Строительный материал. Нейтрализует кислую почву и кислотные атаки.",
"gameEffects": ["building", "acid_neutralizer", "soil_amendment"]
},
{
"id": "NaHCO3", "formula": "NaHCO₃", "name": "Sodium Bicarbonate", "nameRu": "Пищевая сода",
"mass": 84.01, "state": "solid", "color": "#ffffff",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": true, "oxidizer": false, "corrosive": false },
"description": "Baking soda. Neutralizes acids, extinguishes grease fires, gentle cleaning agent.",
"descriptionRu": "Пищевая сода. Нейтрализует кислоты, тушит жировые пожары, мягкое чистящее средство.",
"gameEffects": ["acid_neutralizer", "fire_extinguisher", "baking"]
},
{
"id": "KNO3", "formula": "KNO₃", "name": "Potassium Nitrate", "nameRu": "Калиевая селитра",
"mass": 101.10, "state": "solid", "color": "#f0f0f0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": true, "corrosive": false },
"description": "Saltpeter. Powerful oxidizer. Key component of black gunpowder (with sulfur and charcoal).",
"descriptionRu": "Селитра. Мощный окислитель. Ключевой компонент чёрного пороха (с серой и углём).",
"gameEffects": ["gunpowder_ingredient", "oxidizer", "fertilizer"]
},
{
"id": "ZnO", "formula": "ZnO", "name": "Zinc Oxide", "nameRu": "Оксид цинка",
"mass": 81.38, "state": "solid", "color": "#ffffff",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "White powder. UV protection, wound healing, anti-inflammatory. Used in sunscreen and ointments.",
"descriptionRu": "Белый порошок. Защита от УФ, заживление ран, противовоспалительное. Основа мазей.",
"gameEffects": ["healing_salve", "sun_protection"]
},
{
"id": "Al2O3", "formula": "Al₂O₃", "name": "Aluminum Oxide", "nameRu": "Оксид алюминия",
"mass": 101.96, "state": "solid", "color": "#f0f0f0",
"properties": { "flammable": false, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Corundum. Extremely hard (9 on Mohs scale). Rubies and sapphires are colored alumina.",
"descriptionRu": "Корунд. Крайне твёрдый (9 по шкале Мооса). Рубины и сапфиры — окрашенный корунд.",
"gameEffects": ["abrasive", "armor_material", "gemstone"]
},
{
"id": "CH4", "formula": "CH₄", "name": "Methane", "nameRu": "Метан",
"mass": 16.04, "state": "gas", "color": "#aaddff",
"properties": { "flammable": true, "toxic": false, "explosive": true, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Simplest hydrocarbon. Odorless, highly flammable. Main component of natural gas.",
"descriptionRu": "Простейший углеводород. Без запаха, легковоспламеняем. Основной компонент природного газа.",
"gameEffects": ["fuel", "explosive_gas", "lantern_fuel"]
},
{
"id": "C2H5OH", "formula": "C₂H₅OH", "name": "Ethanol", "nameRu": "Этанол",
"mass": 46.07, "state": "liquid", "color": "#eeeeff",
"properties": { "flammable": true, "toxic": false, "explosive": false, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Drinking alcohol. Disinfectant, fuel, solvent. Intoxicates NPCs.",
"descriptionRu": "Питьевой спирт. Дезинфектант, топливо, растворитель. Опьяняет NPC.",
"gameEffects": ["disinfectant", "fuel", "intoxicant", "solvent"]
},
{
"id": "GUNPOWDER", "formula": "KNO₃+S+C", "name": "Black Gunpowder", "nameRu": "Чёрный порох",
"mass": 165.17, "state": "solid", "color": "#333333",
"properties": { "flammable": true, "toxic": false, "explosive": true, "acidic": false, "basic": false, "oxidizer": false, "corrosive": false },
"description": "Explosive mixture of saltpeter, sulfur, and charcoal. The discovery that changed civilizations.",
"descriptionRu": "Взрывчатая смесь селитры, серы и угля. Открытие, изменившее цивилизации.",
"gameEffects": ["explosive", "propellant", "signal_flare"]
}
]

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src/data/elements.json Normal file
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[
{
"symbol": "H",
"name": "Hydrogen",
"nameRu": "Водород",
"atomicNumber": 1,
"atomicMass": 1.008,
"electronegativity": 2.20,
"category": "nonmetal",
"state": "gas",
"color": "#ffffff",
"description": "Lightest element. Highly flammable gas. The most abundant element in the universe.",
"descriptionRu": "Легчайший элемент. Легковоспламеняемый газ. Самый распространённый элемент во вселенной."
},
{
"symbol": "He",
"name": "Helium",
"nameRu": "Гелий",
"atomicNumber": 2,
"atomicMass": 4.003,
"electronegativity": 0,
"category": "noble-gas",
"state": "gas",
"color": "#d9ffff",
"description": "Noble gas. Completely inert — refuses to react with anything. Lighter than air.",
"descriptionRu": "Благородный газ. Абсолютно инертен — не реагирует ни с чем. Легче воздуха."
},
{
"symbol": "C",
"name": "Carbon",
"nameRu": "Углерод",
"atomicNumber": 6,
"atomicMass": 12.011,
"electronegativity": 2.55,
"category": "nonmetal",
"state": "solid",
"color": "#333333",
"description": "Basis of all organic chemistry. Forms more compounds than any other element. Burns in oxygen.",
"descriptionRu": "Основа всей органической химии. Образует больше соединений, чем любой другой элемент. Горит в кислороде."
},
{
"symbol": "N",
"name": "Nitrogen",
"nameRu": "Азот",
"atomicNumber": 7,
"atomicMass": 14.007,
"electronegativity": 3.04,
"category": "nonmetal",
"state": "gas",
"color": "#3050f8",
"description": "Makes up 78% of air. Very stable — triple bond is hard to break. Essential for life (proteins, DNA).",
"descriptionRu": "Составляет 78% воздуха. Очень стабилен — тройную связь трудно разорвать. Необходим для жизни (белки, ДНК)."
},
{
"symbol": "O",
"name": "Oxygen",
"nameRu": "Кислород",
"atomicNumber": 8,
"atomicMass": 15.999,
"electronegativity": 3.44,
"category": "nonmetal",
"state": "gas",
"color": "#ff0d0d",
"description": "Essential for combustion and respiration. Highly reactive oxidizer. 21% of air.",
"descriptionRu": "Необходим для горения и дыхания. Сильный окислитель. 21% воздуха."
},
{
"symbol": "Na",
"name": "Sodium",
"nameRu": "Натрий",
"atomicNumber": 11,
"atomicMass": 22.990,
"electronegativity": 0.93,
"category": "alkali-metal",
"state": "solid",
"color": "#c8c8c8",
"description": "Soft alkali metal. Reacts violently with water — explosion and flame! Store away from moisture.",
"descriptionRu": "Мягкий щелочной металл. Бурно реагирует с водой — взрыв и пламя! Хранить вдали от влаги."
},
{
"symbol": "Mg",
"name": "Magnesium",
"nameRu": "Магний",
"atomicNumber": 12,
"atomicMass": 24.305,
"electronegativity": 1.31,
"category": "alkaline-earth",
"state": "solid",
"color": "#8aff00",
"description": "Burns with an intensely bright white flame. Used in flares and incendiary devices.",
"descriptionRu": "Горит ослепительно ярким белым пламенем. Используется в сигнальных ракетах и зажигательных устройствах."
},
{
"symbol": "Al",
"name": "Aluminum",
"nameRu": "Алюминий",
"atomicNumber": 13,
"atomicMass": 26.982,
"electronegativity": 1.61,
"category": "post-transition-metal",
"state": "solid",
"color": "#bfa6a6",
"description": "Light, strong metal. Oxide layer protects from corrosion. Key ingredient in thermite.",
"descriptionRu": "Лёгкий, прочный металл. Оксидная плёнка защищает от коррозии. Ключевой ингредиент термита."
},
{
"symbol": "Si",
"name": "Silicon",
"nameRu": "Кремний",
"atomicNumber": 14,
"atomicMass": 28.086,
"electronegativity": 1.90,
"category": "metalloid",
"state": "solid",
"color": "#f0c8a0",
"description": "Semiconductor. Basis of glass, ceramics, and electronics. Second most abundant in Earth's crust.",
"descriptionRu": "Полупроводник. Основа стекла, керамики и электроники. Второй по распространённости в земной коре."
},
{
"symbol": "P",
"name": "Phosphorus",
"nameRu": "Фосфор",
"atomicNumber": 15,
"atomicMass": 30.974,
"electronegativity": 2.19,
"category": "nonmetal",
"state": "solid",
"color": "#ff8000",
"description": "White phosphorus glows in the dark and ignites spontaneously. Essential for ATP (biological energy).",
"descriptionRu": "Белый фосфор светится в темноте и самовоспламеняется. Необходим для АТФ (биологическая энергия)."
},
{
"symbol": "S",
"name": "Sulfur",
"nameRu": "Сера",
"atomicNumber": 16,
"atomicMass": 32.065,
"electronegativity": 2.58,
"category": "nonmetal",
"state": "solid",
"color": "#ffff30",
"description": "Yellow solid with a distinctive smell. Burns with blue flame. Component of gunpowder.",
"descriptionRu": "Жёлтое твёрдое вещество с характерным запахом. Горит синим пламенем. Компонент пороха."
},
{
"symbol": "Cl",
"name": "Chlorine",
"nameRu": "Хлор",
"atomicNumber": 17,
"atomicMass": 35.453,
"electronegativity": 3.16,
"category": "halogen",
"state": "gas",
"color": "#1ff01f",
"description": "Toxic yellow-green gas. Powerful disinfectant. Combines readily with metals to form salts.",
"descriptionRu": "Ядовитый жёлто-зелёный газ. Мощный дезинфектант. Легко соединяется с металлами, образуя соли."
},
{
"symbol": "K",
"name": "Potassium",
"nameRu": "Калий",
"atomicNumber": 19,
"atomicMass": 39.098,
"electronegativity": 0.82,
"category": "alkali-metal",
"state": "solid",
"color": "#8f40d4",
"description": "Even more reactive than sodium with water — violent purple-flame explosion. Essential nutrient for plants.",
"descriptionRu": "Ещё активнее натрия при контакте с водой — бурный взрыв с фиолетовым пламенем. Необходим растениям."
},
{
"symbol": "Ca",
"name": "Calcium",
"nameRu": "Кальций",
"atomicNumber": 20,
"atomicMass": 40.078,
"electronegativity": 1.00,
"category": "alkaline-earth",
"state": "solid",
"color": "#e0e0e0",
"description": "Essential for bones and shells. Reacts with water, but less violently than sodium. Component of limestone and cement.",
"descriptionRu": "Необходим для костей и раковин. Реагирует с водой, но менее бурно, чем натрий. Компонент известняка и цемента."
},
{
"symbol": "Fe",
"name": "Iron",
"nameRu": "Железо",
"atomicNumber": 26,
"atomicMass": 55.845,
"electronegativity": 1.83,
"category": "transition-metal",
"state": "solid",
"color": "#a0a0a0",
"description": "Strong, abundant metal. Rusts in moist air. Core of Earth is mostly iron. Magnetic.",
"descriptionRu": "Прочный, распространённый металл. Ржавеет на влажном воздухе. Ядро Земли в основном из железа. Магнитен."
},
{
"symbol": "Cu",
"name": "Copper",
"nameRu": "Медь",
"atomicNumber": 29,
"atomicMass": 63.546,
"electronegativity": 1.90,
"category": "transition-metal",
"state": "solid",
"color": "#c88033",
"description": "Excellent conductor of electricity and heat. Turns green (patina) over time. Antibacterial properties.",
"descriptionRu": "Отличный проводник электричества и тепла. Зеленеет (патина) со временем. Антибактериальные свойства."
},
{
"symbol": "Zn",
"name": "Zinc",
"nameRu": "Цинк",
"atomicNumber": 30,
"atomicMass": 65.38,
"electronegativity": 1.65,
"category": "transition-metal",
"state": "solid",
"color": "#7d80b0",
"description": "Protects iron from rusting (galvanization). Zinc sulfide glows under UV light. Essential trace nutrient.",
"descriptionRu": "Защищает железо от ржавчины (гальванизация). Сульфид цинка светится в УФ-свете. Необходимый микроэлемент."
},
{
"symbol": "Sn",
"name": "Tin",
"nameRu": "Олово",
"atomicNumber": 50,
"atomicMass": 118.71,
"electronegativity": 1.96,
"category": "post-transition-metal",
"state": "solid",
"color": "#668080",
"description": "Soft, malleable metal. Resists corrosion. Used for solder and tin plating. Alloy with copper makes bronze.",
"descriptionRu": "Мягкий, ковкий металл. Устойчив к коррозии. Используется для пайки и лужения. Сплав с медью — бронза."
},
{
"symbol": "Au",
"name": "Gold",
"nameRu": "Золото",
"atomicNumber": 79,
"atomicMass": 196.967,
"electronegativity": 2.54,
"category": "transition-metal",
"state": "solid",
"color": "#ffd123",
"description": "Extremely unreactive noble metal. Does not corrode or tarnish. Excellent conductor. Very rare.",
"descriptionRu": "Крайне инертный благородный металл. Не корродирует и не тускнеет. Отличный проводник. Очень редок."
},
{
"symbol": "Hg",
"name": "Mercury",
"nameRu": "Ртуть",
"atomicNumber": 80,
"atomicMass": 200.592,
"electronegativity": 2.00,
"category": "transition-metal",
"state": "liquid",
"color": "#b8b8d0",
"description": "Only metal that is liquid at room temperature. Extremely toxic — damages brain and kidneys. Handle with extreme care.",
"descriptionRu": "Единственный металл, жидкий при комнатной температуре. Крайне токсичен — поражает мозг и почки. Обращаться с предельной осторожностью."
}
]

326
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[
{
"id": "synth_nacl", "type": "synthesis",
"reactants": [{ "id": "Na", "count": 1 }, { "id": "Cl", "count": 1 }],
"products": [{ "id": "NaCl", "count": 1 }],
"energyChange": -40,
"description": "Sodium and chlorine combine in a vigorous exothermic reaction to form table salt.",
"descriptionRu": "Натрий и хлор соединяются в бурной экзотермической реакции, образуя поваренную соль.",
"difficulty": 1
},
{
"id": "synth_kcl", "type": "synthesis",
"reactants": [{ "id": "K", "count": 1 }, { "id": "Cl", "count": 1 }],
"products": [{ "id": "KCl", "count": 1 }],
"energyChange": -44,
"description": "Potassium bonds with chlorine to form potassium chloride — a valuable fertilizer salt.",
"descriptionRu": "Калий связывается с хлором, образуя хлорид калия — ценную удобрительную соль.",
"difficulty": 1
},
{
"id": "synth_fes", "type": "synthesis",
"reactants": [{ "id": "Fe", "count": 1 }, { "id": "S", "count": 1 }],
"products": [{ "id": "FeS", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -10,
"description": "Iron and sulfur combine when heated to form iron sulfide (pyrite) — fool's gold that sparks when struck.",
"descriptionRu": "Железо и сера при нагревании образуют сульфид железа (пирит) — золото дураков, искрящее при ударе.",
"difficulty": 2
},
{
"id": "synth_cus", "type": "synthesis",
"reactants": [{ "id": "Cu", "count": 1 }, { "id": "S", "count": 1 }],
"products": [{ "id": "CuS", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -5,
"description": "Copper reacts with sulfur when heated, forming dark copper sulfide.",
"descriptionRu": "Медь реагирует с серой при нагревании, образуя тёмный сульфид меди.",
"difficulty": 2
},
{
"id": "synth_zns", "type": "synthesis",
"reactants": [{ "id": "Zn", "count": 1 }, { "id": "S", "count": 1 }],
"products": [{ "id": "ZnS", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -20,
"description": "Zinc and sulfur combine exothermically to form zinc sulfide — a phosphorescent compound that glows in the dark.",
"descriptionRu": "Цинк и сера экзотермически образуют сульфид цинка — фосфоресцирующее соединение, светящееся в темноте.",
"difficulty": 2
},
{
"id": "synth_h2o", "type": "synthesis",
"reactants": [{ "id": "H", "count": 2 }, { "id": "O", "count": 1 }],
"products": [{ "id": "H2O", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -70,
"description": "Hydrogen combustion. Two parts hydrogen + one part oxygen ignite to produce water, releasing tremendous energy.",
"descriptionRu": "Горение водорода. Два объёма водорода + один объём кислорода воспламеняются, образуя воду и выделяя огромную энергию.",
"difficulty": 2
},
{
"id": "synth_hcl", "type": "synthesis",
"reactants": [{ "id": "H", "count": 1 }, { "id": "Cl", "count": 1 }],
"products": [{ "id": "HCl", "count": 1 }],
"energyChange": -9,
"description": "Hydrogen and chlorine combine to form hydrochloric acid — a strong acid that dissolves metals.",
"descriptionRu": "Водород и хлор образуют соляную кислоту — сильную кислоту, растворяющую металлы.",
"difficulty": 1
},
{
"id": "comb_co2", "type": "combustion",
"reactants": [{ "id": "C", "count": 1 }, { "id": "O", "count": 2 }],
"products": [{ "id": "CO2", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -40,
"description": "Carbon burns in excess oxygen to produce carbon dioxide. Complete combustion.",
"descriptionRu": "Углерод горит в избытке кислорода, образуя углекислый газ. Полное сгорание.",
"difficulty": 1
},
{
"id": "comb_co", "type": "combustion",
"reactants": [{ "id": "C", "count": 1 }, { "id": "O", "count": 1 }],
"products": [{ "id": "CO", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -11,
"description": "Carbon burns in limited oxygen → deadly carbon monoxide. Odorless killer.",
"descriptionRu": "Углерод горит при недостатке кислорода → смертельный угарный газ. Убийца без запаха.",
"difficulty": 2
},
{
"id": "comb_so2", "type": "combustion",
"reactants": [{ "id": "S", "count": 1 }, { "id": "O", "count": 2 }],
"products": [{ "id": "SO2", "count": 1 }],
"conditions": { "minTemp": 300 },
"energyChange": -30,
"description": "Sulfur burns with a blue flame, producing choking sulfur dioxide gas.",
"descriptionRu": "Сера горит синим пламенем, выделяя удушливый сернистый газ.",
"difficulty": 1
},
{
"id": "comb_mgo", "type": "combustion",
"reactants": [{ "id": "Mg", "count": 1 }, { "id": "O", "count": 1 }],
"products": [{ "id": "MgO", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -60,
"description": "Magnesium burns with an intensely bright white flame — blinding! Produces white magnesium oxide ash.",
"descriptionRu": "Магний горит ослепительно ярким белым пламенем! Образует белый пепел оксида магния.",
"difficulty": 1
},
{
"id": "comb_fe2o3", "type": "combustion",
"reactants": [{ "id": "Fe", "count": 2 }, { "id": "O", "count": 3 }],
"products": [{ "id": "Fe2O3", "count": 1 }],
"conditions": { "minTemp": 1000 },
"energyChange": -25,
"description": "Iron oxidation. At furnace temperatures, iron combines with oxygen to form iron oxide (rust).",
"descriptionRu": "Окисление железа. При температуре печи железо соединяется с кислородом, образуя оксид железа (ржавчину).",
"difficulty": 3
},
{
"id": "comb_cao", "type": "combustion",
"reactants": [{ "id": "Ca", "count": 1 }, { "id": "O", "count": 1 }],
"products": [{ "id": "CaO", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -63,
"description": "Calcium burns in oxygen to form quicklime — a powerful desiccant and heat source when mixed with water.",
"descriptionRu": "Кальций горит в кислороде, образуя негашёную известь — мощный осушитель и источник тепла при смешении с водой.",
"difficulty": 2
},
{
"id": "comb_zno", "type": "combustion",
"reactants": [{ "id": "Zn", "count": 1 }, { "id": "O", "count": 1 }],
"products": [{ "id": "ZnO", "count": 1 }],
"conditions": { "minTemp": 500 },
"energyChange": -35,
"description": "Zinc burns with a blue-green flame, producing zinc oxide — a healing white powder.",
"descriptionRu": "Цинк горит сине-зелёным пламенем, образуя оксид цинка — целебный белый порошок.",
"difficulty": 2
},
{
"id": "comb_sio2", "type": "combustion",
"reactants": [{ "id": "Si", "count": 1 }, { "id": "O", "count": 2 }],
"products": [{ "id": "SiO2", "count": 1 }],
"conditions": { "minTemp": 1000 },
"energyChange": -90,
"description": "Silicon combines with oxygen at extreme heat to form silica (quartz) — the basis of glass.",
"descriptionRu": "Кремний соединяется с кислородом при экстремальном нагреве, образуя кремнезём (кварц) — основу стекла.",
"difficulty": 4
},
{
"id": "comb_al2o3", "type": "combustion",
"reactants": [{ "id": "Al", "count": 2 }, { "id": "O", "count": 3 }],
"products": [{ "id": "Al2O3", "count": 1 }],
"conditions": { "minTemp": 1000 },
"energyChange": -84,
"description": "Aluminum combustion produces alumina (corundum) — nearly as hard as diamond.",
"descriptionRu": "Горение алюминия производит корунд — почти такой же твёрдый, как алмаз.",
"difficulty": 4
},
{
"id": "synth_ch4", "type": "synthesis",
"reactants": [{ "id": "C", "count": 1 }, { "id": "H", "count": 4 }],
"products": [{ "id": "CH4", "count": 1 }],
"conditions": { "minTemp": 500, "catalyst": "Fe" },
"energyChange": -8,
"description": "Carbon + hydrogen with iron catalyst → methane. Simplest hydrocarbon fuel.",
"descriptionRu": "Углерод + водород с железным катализатором → метан. Простейшее углеводородное топливо.",
"difficulty": 3
},
{
"id": "synth_naoh", "type": "synthesis",
"reactants": [{ "id": "Na", "count": 1 }, { "id": "O", "count": 1 }, { "id": "H", "count": 1 }],
"products": [{ "id": "NaOH", "count": 1 }],
"energyChange": -45,
"description": "Direct synthesis of sodium hydroxide (lye). Extremely caustic — handle carefully!",
"descriptionRu": "Прямой синтез гидроксида натрия (щёлочи). Крайне едкий — обращаться осторожно!",
"difficulty": 2
},
{
"id": "synth_koh", "type": "synthesis",
"reactants": [{ "id": "K", "count": 1 }, { "id": "O", "count": 1 }, { "id": "H", "count": 1 }],
"products": [{ "id": "KOH", "count": 1 }],
"energyChange": -49,
"description": "Direct synthesis of potassium hydroxide. Even more reactive than NaOH.",
"descriptionRu": "Прямой синтез гидроксида калия. Ещё активнее, чем NaOH.",
"difficulty": 2
},
{
"id": "synth_caco3", "type": "synthesis",
"reactants": [{ "id": "Ca", "count": 1 }, { "id": "C", "count": 1 }, { "id": "O", "count": 3 }],
"products": [{ "id": "CaCO3", "count": 1 }],
"energyChange": -12,
"description": "Calcium, carbon, and oxygen form calcium carbonate — the building block of limestone and shells.",
"descriptionRu": "Кальций, углерод и кислород образуют карбонат кальция — строительный блок известняка и ракушек.",
"difficulty": 3
},
{
"id": "synth_nahco3", "type": "synthesis",
"reactants": [{ "id": "Na", "count": 1 }, { "id": "H", "count": 1 }, { "id": "C", "count": 1 }, { "id": "O", "count": 3 }],
"products": [{ "id": "NaHCO3", "count": 1 }],
"energyChange": -10,
"description": "Synthesis of sodium bicarbonate (baking soda). Versatile acid neutralizer.",
"descriptionRu": "Синтез гидрокарбоната натрия (пищевая сода). Универсальный нейтрализатор кислот.",
"difficulty": 3
},
{
"id": "synth_kno3", "type": "synthesis",
"reactants": [{ "id": "K", "count": 1 }, { "id": "N", "count": 1 }, { "id": "O", "count": 3 }],
"products": [{ "id": "KNO3", "count": 1 }],
"energyChange": -5,
"description": "Potassium nitrate (saltpeter). A powerful oxidizer — one third of gunpowder.",
"descriptionRu": "Нитрат калия (селитра). Мощный окислитель — треть состава пороха.",
"difficulty": 3
},
{
"id": "synth_caoh2", "type": "synthesis",
"reactants": [{ "id": "Ca", "count": 1 }, { "id": "O", "count": 2 }, { "id": "H", "count": 2 }],
"products": [{ "id": "CaOH2", "count": 1 }],
"energyChange": -15,
"description": "Calcium hydroxide (slaked lime). Essential for mortar and water purification.",
"descriptionRu": "Гидроксид кальция (гашёная известь). Необходим для строительного раствора и очистки воды.",
"difficulty": 3
},
{
"id": "repl_na_h2o", "type": "single-replacement",
"reactants": [{ "id": "Na", "count": 1 }, { "id": "H2O", "count": 1 }],
"products": [{ "id": "NaOH", "count": 1 }, { "id": "H", "count": 1 }],
"energyChange": -80,
"description": "VIOLENT! Sodium reacts explosively with water → lye + hydrogen gas + fire. Never drop sodium in water!",
"descriptionRu": "ОПАСНО! Натрий взрывоподобно реагирует с водой → щёлочь + водород + пламя. Никогда не бросайте натрий в воду!",
"difficulty": 1
},
{
"id": "repl_k_h2o", "type": "single-replacement",
"reactants": [{ "id": "K", "count": 1 }, { "id": "H2O", "count": 1 }],
"products": [{ "id": "KOH", "count": 1 }, { "id": "H", "count": 1 }],
"energyChange": -95,
"description": "EXPLOSIVE! Potassium reacts even more violently than sodium with water — purple flame, detonation!",
"descriptionRu": "ВЗРЫВ! Калий реагирует с водой ещё бурнее натрия — фиолетовое пламя, детонация!",
"difficulty": 1
},
{
"id": "repl_cao_h2o", "type": "single-replacement",
"reactants": [{ "id": "CaO", "count": 1 }, { "id": "H2O", "count": 1 }],
"products": [{ "id": "CaOH2", "count": 1 }],
"energyChange": -65,
"description": "Quicklime + water → slaked lime + intense heat. Can boil water! Used in ancient warfare.",
"descriptionRu": "Негашёная известь + вода → гашёная известь + сильный нагрев. Может вскипятить воду! Использовалось в древних войнах.",
"difficulty": 1
},
{
"id": "ab_naoh_hcl", "type": "acid-base",
"reactants": [{ "id": "NaOH", "count": 1 }, { "id": "HCl", "count": 1 }],
"products": [{ "id": "NaCl", "count": 1 }, { "id": "H2O", "count": 1 }],
"energyChange": -57,
"description": "Classic neutralization: acid + base → salt + water. NaOH + HCl → NaCl + H₂O.",
"descriptionRu": "Классическая нейтрализация: кислота + основание → соль + вода. NaOH + HCl → NaCl + H₂O.",
"difficulty": 2
},
{
"id": "ab_koh_hcl", "type": "acid-base",
"reactants": [{ "id": "KOH", "count": 1 }, { "id": "HCl", "count": 1 }],
"products": [{ "id": "KCl", "count": 1 }, { "id": "H2O", "count": 1 }],
"energyChange": -57,
"description": "Neutralization: potassium hydroxide + hydrochloric acid → potassium chloride + water.",
"descriptionRu": "Нейтрализация: гидроксид калия + соляная кислота → хлорид калия + вода.",
"difficulty": 2
},
{
"id": "ab_nahco3_hcl", "type": "acid-base",
"reactants": [{ "id": "NaHCO3", "count": 1 }, { "id": "HCl", "count": 1 }],
"products": [{ "id": "NaCl", "count": 1 }, { "id": "H2O", "count": 1 }, { "id": "CO2", "count": 1 }],
"energyChange": -12,
"description": "Baking soda fizzes violently with acid! Produces salt, water, and carbon dioxide gas. Classic volcano reaction.",
"descriptionRu": "Сода бурно шипит при контакте с кислотой! Образуется соль, вода и углекислый газ. Классическая реакция «вулкан».",
"difficulty": 1
},
{
"id": "synth_gunpowder", "type": "synthesis",
"reactants": [{ "id": "KNO3", "count": 1 }, { "id": "S", "count": 1 }, { "id": "C", "count": 1 }],
"products": [{ "id": "GUNPOWDER", "count": 1 }],
"energyChange": 0,
"description": "The legendary mixture: saltpeter + sulfur + charcoal = black gunpowder. Handle with extreme care.",
"descriptionRu": "Легендарная смесь: селитра + сера + уголь = чёрный порох. Обращаться с предельной осторожностью.",
"difficulty": 4
},
{
"id": "redox_thermite", "type": "redox",
"reactants": [{ "id": "Fe2O3", "count": 1 }, { "id": "Al", "count": 2 }],
"products": [{ "id": "Fe", "count": 2 }, { "id": "Al2O3", "count": 1 }],
"conditions": { "minTemp": 1000 },
"energyChange": -100,
"description": "THERMITE! Iron oxide + aluminum → molten iron + alumina. Temperature exceeds 2500°C. Melts through anything.",
"descriptionRu": "ТЕРМИТ! Оксид железа + алюминий → расплавленное железо + корунд. Температура превышает 2500°C. Прожигает всё.",
"difficulty": 5
},
{
"id": "synth_ethanol", "type": "synthesis",
"reactants": [{ "id": "C", "count": 2 }, { "id": "H", "count": 6 }, { "id": "O", "count": 1 }],
"products": [{ "id": "C2H5OH", "count": 1 }],
"conditions": { "catalyst": "Cu" },
"energyChange": -3,
"description": "Ethanol synthesis requires a copper catalyst. The original chemistry of civilization — fermentation.",
"descriptionRu": "Синтез этанола требует медного катализатора. Изначальная химия цивилизации — ферментация.",
"difficulty": 4
},
{
"id": "decomp_h2o", "type": "decomposition",
"reactants": [{ "id": "H2O", "count": 1 }],
"products": [{ "id": "H", "count": 2 }, { "id": "O", "count": 1 }],
"conditions": { "requiresEnergy": true },
"energyChange": 70,
"description": "Electrolysis: electric current splits water into hydrogen and oxygen. Endothermic — needs energy input.",
"descriptionRu": "Электролиз: электрический ток разлагает воду на водород и кислород. Эндотермическая — требует энергии.",
"difficulty": 3
},
{
"id": "decomp_caco3", "type": "decomposition",
"reactants": [{ "id": "CaCO3", "count": 1 }],
"products": [{ "id": "CaO", "count": 1 }, { "id": "CO2", "count": 1 }],
"conditions": { "minTemp": 1000 },
"energyChange": 18,
"description": "Lime burning: heating limestone drives off CO₂, leaving quicklime. Ancient building technology.",
"descriptionRu": "Обжиг извести: нагрев известняка выгоняет CO₂, оставляя негашёную известь. Древняя строительная технология.",
"difficulty": 3
}
]

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import Phaser from 'phaser';
import { query } from 'bitecs';
import type { World } from './world';
import { Position, SpriteRef } from './components';
/**
* Phaser ↔ bitECS sync bridge
*
* Manages Phaser GameObjects based on ECS entity state:
* - Creates circles for new entities with Position + SpriteRef
* - Destroys circles for entities that no longer exist
* - Syncs ECS Position → Phaser sprite coordinates every frame
*/
export class PhaserBridge {
private scene: Phaser.Scene;
private spriteMap = new Map<number, Phaser.GameObjects.Arc>();
constructor(scene: Phaser.Scene) {
this.scene = scene;
}
/**
* Sync ECS state to Phaser — call once per frame
* Handles creation, destruction, and position updates
*/
sync(world: World): void {
const entities = query(world, [Position, SpriteRef]);
const activeSet = new Set<number>();
for (const eid of entities) {
activeSet.add(eid);
}
// Remove sprites for entities that no longer exist
const toRemove: number[] = [];
for (const eid of this.spriteMap.keys()) {
if (!activeSet.has(eid)) {
toRemove.push(eid);
}
}
for (const eid of toRemove) {
const sprite = this.spriteMap.get(eid);
if (sprite) {
sprite.destroy();
}
this.spriteMap.delete(eid);
}
// Create sprites for new entities + update positions for all
for (const eid of entities) {
let sprite = this.spriteMap.get(eid);
if (!sprite) {
sprite = this.scene.add.circle(
Position.x[eid],
Position.y[eid],
SpriteRef.radius[eid],
SpriteRef.color[eid],
);
this.spriteMap.set(eid, sprite);
}
sprite.x = Position.x[eid];
sprite.y = Position.y[eid];
}
}
/** Current number of rendered entities */
get entityCount(): number {
return this.spriteMap.size;
}
/** Clean up all sprites */
destroy(): void {
for (const sprite of this.spriteMap.values()) {
sprite.destroy();
}
this.spriteMap.clear();
}
}

36
src/ecs/components.ts Normal file
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/**
* ECS Components — plain objects with number arrays (bitECS 0.4 pattern)
*
* Components define the data schema for entities.
* Systems read/write component data.
* Bridge syncs component data to Phaser rendering.
*/
/** World position in pixels */
export const Position = {
x: [] as number[],
y: [] as number[],
};
/** Movement velocity in pixels per second */
export const Velocity = {
vx: [] as number[],
vy: [] as number[],
};
/** Visual representation — used by bridge to create/update Phaser objects */
export const SpriteRef = {
color: [] as number[], // hex color (e.g. 0x00ff88)
radius: [] as number[], // circle radius in pixels
};
/** Entity health — damage, healing, death */
export const Health = {
current: [] as number[],
max: [] as number[],
};
/** Link to chemistry system — stores atomic number of primary element */
export const ChemicalComposition = {
primaryElement: [] as number[], // atomic number (e.g. 11 for Na)
};

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src/ecs/factory.ts Normal file
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import { addEntity, addComponent, removeEntity } from 'bitecs';
import type { World } from './world';
import {
Position,
Velocity,
Health,
SpriteRef,
ChemicalComposition,
} from './components';
/** Configuration for creating a game entity */
export interface EntityConfig {
position?: { x: number; y: number };
velocity?: { vx: number; vy: number };
health?: { current: number; max: number };
sprite?: { color: number; radius: number };
chemicalElement?: number;
}
/**
* Create a game entity with specified components
* @returns entity ID (eid)
*/
export function createGameEntity(world: World, config: EntityConfig): number {
const eid = addEntity(world);
if (config.position !== undefined) {
addComponent(world, eid, Position);
Position.x[eid] = config.position.x;
Position.y[eid] = config.position.y;
}
if (config.velocity !== undefined) {
addComponent(world, eid, Velocity);
Velocity.vx[eid] = config.velocity.vx;
Velocity.vy[eid] = config.velocity.vy;
}
if (config.health !== undefined) {
addComponent(world, eid, Health);
Health.current[eid] = config.health.current;
Health.max[eid] = config.health.max;
}
if (config.sprite !== undefined) {
addComponent(world, eid, SpriteRef);
SpriteRef.color[eid] = config.sprite.color;
SpriteRef.radius[eid] = config.sprite.radius;
}
if (config.chemicalElement !== undefined) {
addComponent(world, eid, ChemicalComposition);
ChemicalComposition.primaryElement[eid] = config.chemicalElement;
}
return eid;
}
/** Remove a game entity and all its components from the world */
export function removeGameEntity(world: World, eid: number): void {
removeEntity(world, eid);
}

30
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import { query } from 'bitecs';
import type { World } from '../world';
import { Health } from '../components';
/**
* Health system — detects entities with health ≤ 0
* @returns array of entity IDs that should be removed (dead)
*/
export function healthSystem(world: World): number[] {
const deadEntities: number[] = [];
for (const eid of query(world, [Health])) {
if (Health.current[eid] <= 0) {
deadEntities.push(eid);
}
}
return deadEntities;
}
/** Apply damage to entity — reduces current health */
export function applyDamage(eid: number, amount: number): void {
Health.current[eid] -= amount;
}
/** Apply healing to entity — increases current health, capped at max */
export function applyHealing(eid: number, amount: number): void {
Health.current[eid] = Math.min(
Health.current[eid] + amount,
Health.max[eid],
);
}

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import { query } from 'bitecs';
import type { World } from '../world';
import { Position, Velocity } from '../components';
/**
* Movement system — updates Position by Velocity * delta
* Velocities are in pixels/second, delta is in milliseconds
*/
export function movementSystem(world: World, deltaMs: number): void {
const dt = deltaMs / 1000;
for (const eid of query(world, [Position, Velocity])) {
Position.x[eid] += Velocity.vx[eid] * dt;
Position.y[eid] += Velocity.vy[eid] * dt;
}
}
/**
* Bounce system — reverses velocity when entity hits screen bounds
* Ensures velocity always points away from boundary
*/
export function bounceSystem(world: World, width: number, height: number): void {
for (const eid of query(world, [Position, Velocity])) {
if (Position.x[eid] < 0) {
Velocity.vx[eid] = Math.abs(Velocity.vx[eid]);
Position.x[eid] = 0;
} else if (Position.x[eid] > width) {
Velocity.vx[eid] = -Math.abs(Velocity.vx[eid]);
Position.x[eid] = width;
}
if (Position.y[eid] < 0) {
Velocity.vy[eid] = Math.abs(Velocity.vy[eid]);
Position.y[eid] = 0;
} else if (Position.y[eid] > height) {
Velocity.vy[eid] = -Math.abs(Velocity.vy[eid]);
Position.y[eid] = height;
}
}
}

39
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import { createWorld } from 'bitecs';
/** bitECS world type */
export type World = ReturnType<typeof createWorld>;
/** Time tracking for game loop */
export interface GameTime {
/** Milliseconds since last frame */
delta: number;
/** Total milliseconds elapsed */
elapsed: number;
/** Frame counter */
tick: number;
}
/** Game world = bitECS world + time tracking */
export interface GameWorld {
world: World;
time: GameTime;
}
/** Create a new game world with zeroed time */
export function createGameWorld(): GameWorld {
return {
world: createWorld(),
time: {
delta: 0,
elapsed: 0,
tick: 0,
},
};
}
/** Update time tracking — call once per frame with Phaser's delta (ms) */
export function updateTime(gameWorld: GameWorld, deltaMs: number): void {
gameWorld.time.delta = deltaMs;
gameWorld.time.elapsed += deltaMs;
gameWorld.time.tick += 1;
}

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@@ -30,29 +30,33 @@ export class BootScene extends Phaser.Scene {
// Version
this.add
.text(cx, cy + 80, 'v0.1.0 — Phase 0: Project Setup', {
.text(cx, cy + 80, 'v0.2.0 — Phase 2: ECS Foundation', {
fontSize: '12px',
color: '#333333',
fontFamily: 'monospace',
})
.setOrigin(0.5);
// Pulsing indicator
const dot = this.add
.text(cx, cy + 120, '', {
fontSize: '24px',
// Click to start
const startText = this.add
.text(cx, cy + 120, '[ Click to start ]', {
fontSize: '16px',
color: '#00ff88',
fontFamily: 'monospace',
})
.setOrigin(0.5);
this.tweens.add({
targets: dot,
alpha: 0.2,
targets: startText,
alpha: 0.3,
duration: 1500,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut',
});
this.input.once('pointerdown', () => {
this.scene.start('GameScene');
});
}
}

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import Phaser from 'phaser';
import { createGameWorld, updateTime, type GameWorld } from '../ecs/world';
import { movementSystem } from '../ecs/systems/movement';
import { healthSystem } from '../ecs/systems/health';
import { removeGameEntity } from '../ecs/factory';
import { PhaserBridge } from '../ecs/bridge';
import biomeDataArray from '../data/biomes.json';
import type { BiomeData } from '../world/types';
import { generateWorld } from '../world/generator';
import { createWorldTilemap } from '../world/tilemap';
import { setupCamera, updateCamera, type CameraKeys } from '../world/camera';
import { Minimap } from '../world/minimap';
export class GameScene extends Phaser.Scene {
private gameWorld!: GameWorld;
private bridge!: PhaserBridge;
private cameraKeys!: CameraKeys;
private minimap!: Minimap;
private statsText!: Phaser.GameObjects.Text;
private worldSeed!: number;
constructor() {
super({ key: 'GameScene' });
}
create(): void {
// 1. Initialize ECS (needed for future entity systems)
this.gameWorld = createGameWorld();
this.bridge = new PhaserBridge(this);
// 2. Generate world
const biome = biomeDataArray[0] as BiomeData;
this.worldSeed = Date.now() % 1000000;
const worldData = generateWorld(biome, this.worldSeed);
// 3. Create tilemap
createWorldTilemap(this, worldData);
// 4. Camera with bounds and WASD controls
const worldPixelW = biome.mapWidth * biome.tileSize;
const worldPixelH = biome.mapHeight * biome.tileSize;
this.cameraKeys = setupCamera(this, worldPixelW, worldPixelH);
// 5. Minimap
this.minimap = new Minimap(this, worldData);
// 6. UI overlay
this.statsText = this.add.text(10, 10, '', {
fontSize: '12px',
color: '#00ff88',
fontFamily: 'monospace',
backgroundColor: '#000000aa',
padding: { x: 4, y: 2 },
});
this.statsText.setScrollFactor(0);
this.statsText.setDepth(100);
}
update(_time: number, delta: number): void {
// 1. Update world time
updateTime(this.gameWorld, delta);
// 2. Camera movement
updateCamera(this, this.cameraKeys, delta);
// 3. ECS systems (no entities yet — future phases will add player, creatures)
movementSystem(this.gameWorld.world, delta);
const dead = healthSystem(this.gameWorld.world);
for (const eid of dead) {
removeGameEntity(this.gameWorld.world, eid);
}
this.bridge.sync(this.gameWorld.world);
// 4. Minimap viewport
this.minimap.update(this.cameras.main);
// 5. Stats
const fps = delta > 0 ? Math.round(1000 / delta) : 0;
this.statsText.setText(
`seed: ${this.worldSeed} | ${fps} fps | WASD move, scroll zoom`,
);
}
}

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import Phaser from 'phaser';
/** Keyboard keys for camera movement */
export interface CameraKeys {
up: Phaser.Input.Keyboard.Key;
down: Phaser.Input.Keyboard.Key;
left: Phaser.Input.Keyboard.Key;
right: Phaser.Input.Keyboard.Key;
}
/**
* Set up camera with bounds, zoom, and WASD movement
* (Temporary controls — replaced by player follow in Phase 4)
*/
export function setupCamera(
scene: Phaser.Scene,
worldPixelWidth: number,
worldPixelHeight: number,
): CameraKeys {
const camera = scene.cameras.main;
camera.setBounds(0, 0, worldPixelWidth, worldPixelHeight);
camera.setZoom(1);
// Start centered
camera.scrollX = (worldPixelWidth - camera.width) / 2;
camera.scrollY = (worldPixelHeight - camera.height) / 2;
// WASD keys
const keyboard = scene.input.keyboard;
if (!keyboard) {
throw new Error('Keyboard plugin not available');
}
const keys: CameraKeys = {
up: keyboard.addKey('W'),
down: keyboard.addKey('S'),
left: keyboard.addKey('A'),
right: keyboard.addKey('D'),
};
// Mouse wheel zoom (0.5x 3x)
scene.input.on('wheel', (
_pointer: unknown,
_gameObjects: unknown,
_deltaX: number,
deltaY: number,
) => {
const newZoom = Phaser.Math.Clamp(camera.zoom - deltaY * 0.001, 0.5, 3);
camera.setZoom(newZoom);
});
return keys;
}
/** Update camera position based on WASD keys — call each frame */
export function updateCamera(
scene: Phaser.Scene,
keys: CameraKeys,
deltaMs: number,
): void {
const camera = scene.cameras.main;
const speed = 300 / camera.zoom; // faster when zoomed out
const dt = deltaMs / 1000;
if (keys.left.isDown) camera.scrollX -= speed * dt;
if (keys.right.isDown) camera.scrollX += speed * dt;
if (keys.up.isDown) camera.scrollY -= speed * dt;
if (keys.down.isDown) camera.scrollY += speed * dt;
}

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import type { BiomeData, TileGrid, WorldData } from './types';
import { createSeededNoise, sampleNoise, type Noise2D } from './noise';
/**
* Generate a world grid from biome data and a seed
*
* Algorithm:
* 1. Elevation noise → base terrain type (acid pools low, crystals high)
* 2. Detail noise → sparse overlay (geysers near acid, minerals on ground)
* 3. Each tile deterministically chosen from noise values
*/
export function generateWorld(biome: BiomeData, seed: number): WorldData {
const elevationNoise = createSeededNoise(seed);
const detailNoise = createSeededNoise(seed + 7919); // prime offset for independence
const grid: TileGrid = [];
for (let y = 0; y < biome.mapHeight; y++) {
const row: number[] = [];
for (let x = 0; x < biome.mapWidth; x++) {
const elevation = sampleNoise(elevationNoise, x, y, biome.generation.elevationScale);
const detail = sampleNoise(detailNoise, x, y, biome.generation.detailScale);
row.push(determineTile(elevation, detail, biome));
}
grid.push(row);
}
return { grid, biome, seed };
}
/**
* Determine tile type from noise values
*
* Base tile from elevation thresholds, then overlay specials:
* - Geysers spawn on acid-shallow tiles with very high detail noise
* - Mineral veins spawn on walkable ground with high detail noise
*/
function determineTile(elevation: number, detail: number, biome: BiomeData): number {
const gen = biome.generation;
// Base tile from elevation rules (first matching threshold)
let baseTileId = gen.elevationRules[gen.elevationRules.length - 1].tileId;
for (const rule of gen.elevationRules) {
if (elevation < rule.below) {
baseTileId = rule.tileId;
break;
}
}
// Geyser overlay: on acid-shallow + very high detail noise
if (baseTileId === gen.geyserOnTile && detail > gen.geyserThreshold) {
return findTileIdByName(biome, 'geyser');
}
// Mineral overlay: on walkable ground + high detail noise
if (gen.mineralOnTiles.includes(baseTileId) && detail > gen.mineralThreshold) {
return findTileIdByName(biome, 'mineral-vein');
}
return baseTileId;
}
/** Find tile ID by name, falling back to 0 if not found */
function findTileIdByName(biome: BiomeData, name: string): number {
const tile = biome.tiles.find(t => t.name === name);
return tile ? tile.id : 0;
}

126
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import Phaser from 'phaser';
import type { TileData, TileGrid, WorldData } from './types';
const MINIMAP_DEPTH = 100;
const VIEWPORT_DEPTH = 101;
/**
* Minimap — small overview of the entire world in the top-right corner
*
* Shows tile colors at reduced scale with a white rectangle
* indicating the camera's current viewport
*/
export class Minimap {
private image: Phaser.GameObjects.Image;
private viewport: Phaser.GameObjects.Graphics;
private border: Phaser.GameObjects.Graphics;
private mapWidth: number;
private mapHeight: number;
private tileSize: number;
private minimapScale: number;
constructor(
scene: Phaser.Scene,
worldData: WorldData,
scale: number = 2,
) {
const { grid, biome } = worldData;
this.mapWidth = biome.mapWidth;
this.mapHeight = biome.mapHeight;
this.tileSize = biome.tileSize;
this.minimapScale = scale;
const minimapW = this.mapWidth * scale;
const minimapH = this.mapHeight * scale;
// Generate minimap texture
this.createMinimapTexture(scene, grid, biome.tiles, scale);
// Position in top-right corner
const screenW = scene.cameras.main.width;
const padding = 10;
const right = screenW - padding;
const top = padding;
// Border
this.border = scene.add.graphics();
this.border.setScrollFactor(0);
this.border.setDepth(MINIMAP_DEPTH);
this.border.lineStyle(2, 0x00ff88, 0.6);
this.border.strokeRect(
right - minimapW - 1,
top - 1,
minimapW + 2,
minimapH + 2,
);
// Semi-transparent background
this.border.fillStyle(0x000000, 0.4);
this.border.fillRect(right - minimapW, top, minimapW, minimapH);
// Minimap image
this.image = scene.add.image(right, top, 'minimap');
this.image.setOrigin(1, 0);
this.image.setScrollFactor(0);
this.image.setDepth(MINIMAP_DEPTH);
// Viewport indicator
this.viewport = scene.add.graphics();
this.viewport.setScrollFactor(0);
this.viewport.setDepth(VIEWPORT_DEPTH);
}
/** Create canvas texture for minimap (1 pixel per tile * scale) */
private createMinimapTexture(
scene: Phaser.Scene,
grid: TileGrid,
tiles: TileData[],
scale: number,
): void {
const h = grid.length;
const w = grid[0].length;
const canvasW = w * scale;
const canvasH = h * scale;
const canvasTexture = scene.textures.createCanvas('minimap', canvasW, canvasH);
const ctx = canvasTexture.getContext();
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const tileId = grid[y][x];
ctx.fillStyle = tiles[tileId].color;
ctx.fillRect(x * scale, y * scale, scale, scale);
}
}
canvasTexture.refresh();
}
/** Update the viewport indicator rectangle — call each frame */
update(camera: Phaser.Cameras.Scene2D.Camera): void {
const screenW = camera.width;
const padding = 10;
const minimapW = this.mapWidth * this.minimapScale;
const minimapX = screenW - padding - minimapW;
const minimapY = padding;
// Camera's visible area in world coordinates
const worldView = camera.worldView;
// Convert world coordinates to minimap coordinates
const viewX = minimapX + (worldView.x / this.tileSize) * this.minimapScale;
const viewY = minimapY + (worldView.y / this.tileSize) * this.minimapScale;
const viewW = (worldView.width / this.tileSize) * this.minimapScale;
const viewH = (worldView.height / this.tileSize) * this.minimapScale;
this.viewport.clear();
this.viewport.lineStyle(1, 0xffffff, 0.8);
this.viewport.strokeRect(viewX, viewY, viewW, viewH);
}
destroy(): void {
this.image.destroy();
this.viewport.destroy();
this.border.destroy();
}
}

39
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import { createNoise2D } from 'simplex-noise';
/** 2D noise function returning values in [-1, 1] */
export type Noise2D = (x: number, y: number) => number;
/**
* Mulberry32 — fast, seedable 32-bit PRNG
* Returns values in [0, 1)
*/
function mulberry32(seed: number): () => number {
let state = seed | 0;
return () => {
state = (state + 0x6d2b79f5) | 0;
let t = Math.imul(state ^ (state >>> 15), 1 | state);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
/** Create a seeded 2D simplex noise function */
export function createSeededNoise(seed: number): Noise2D {
return createNoise2D(mulberry32(seed));
}
/**
* Sample 2D noise normalized to [0, 1]
* @param noise - noise function (returns [-1, 1])
* @param x - world x coordinate
* @param y - world y coordinate
* @param scale - frequency (higher = more detail, smaller features)
*/
export function sampleNoise(
noise: Noise2D,
x: number,
y: number,
scale: number,
): number {
return (noise(x * scale, y * scale) + 1) / 2;
}

102
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import Phaser from 'phaser';
import type { TileData, WorldData } from './types';
/**
* Create a Phaser tilemap from generated world data
*
* 1. Generates a canvas-based tileset texture (colored squares with per-pixel variation)
* 2. Creates a Phaser Tilemap from the grid data
* 3. Sets collision for non-walkable tiles
*/
export function createWorldTilemap(
scene: Phaser.Scene,
worldData: WorldData,
): Phaser.Tilemaps.Tilemap {
const { grid, biome } = worldData;
const textureKey = `tileset-${biome.id}`;
// 1. Generate tileset texture
createTilesetTexture(scene, biome.tiles, biome.tileSize, textureKey);
// 2. Create tilemap from grid
const map = scene.make.tilemap({
data: grid,
tileWidth: biome.tileSize,
tileHeight: biome.tileSize,
});
const tileset = map.addTilesetImage(textureKey, textureKey, biome.tileSize, biome.tileSize, 0, 0);
if (!tileset) {
throw new Error(`Failed to create tileset: ${textureKey}`);
}
const layer = map.createLayer(0, tileset, 0, 0);
if (!layer) {
throw new Error('Failed to create tilemap layer');
}
// 3. Set collision for non-walkable tiles
const nonWalkableIds = biome.tiles.filter(t => !t.walkable).map(t => t.id);
layer.setCollision(nonWalkableIds);
return map;
}
/**
* Generate a canvas tileset texture with per-pixel brightness variation
* Creates visual micro-texture so flat-colored tiles look less monotonous
*/
function createTilesetTexture(
scene: Phaser.Scene,
tiles: TileData[],
tileSize: number,
textureKey: string,
): void {
const width = tiles.length * tileSize;
const height = tileSize;
const canvasTexture = scene.textures.createCanvas(textureKey, width, height);
const ctx = canvasTexture.getContext();
const imageData = ctx.createImageData(width, height);
const pixels = imageData.data;
for (const tile of tiles) {
const [baseR, baseG, baseB] = hexToRgb(tile.color);
for (let py = 0; py < tileSize; py++) {
for (let px = 0; px < tileSize; px++) {
// Per-pixel brightness variation (±12) for texture
const hash = pixelHash(tile.id, px, py);
const variation = (hash % 25) - 12;
const idx = ((py * width) + (tile.id * tileSize + px)) * 4;
pixels[idx] = clamp(baseR + variation, 0, 255);
pixels[idx + 1] = clamp(baseG + variation, 0, 255);
pixels[idx + 2] = clamp(baseB + variation, 0, 255);
pixels[idx + 3] = 255;
}
}
}
ctx.putImageData(imageData, 0, 0);
canvasTexture.refresh();
}
/** Convert hex color string (#RRGGBB) to [R, G, B] */
function hexToRgb(hex: string): [number, number, number] {
const n = parseInt(hex.slice(1), 16);
return [(n >> 16) & 0xff, (n >> 8) & 0xff, n & 0xff];
}
/** Deterministic hash for per-pixel variation */
function pixelHash(tileId: number, x: number, y: number): number {
let n = tileId * 73856093 + x * 19349663 + y * 83492791;
n = ((n >> 16) ^ n) * 0x45d9f3b;
n = ((n >> 16) ^ n) * 0x45d9f3b;
return ((n >> 16) ^ n) & 0xff;
}
/** Clamp value to [min, max] */
function clamp(value: number, min: number, max: number): number {
return Math.max(min, Math.min(max, value));
}

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/** Single tile type definition */
export interface TileData {
id: number;
name: string;
nameRu: string;
color: string;
walkable: boolean;
damage: number; // 0 = no damage
interactive: boolean; // true = can interact (e.g. geyser)
resource: boolean; // true = harvestable resource
}
/** Elevation → tile mapping rule (sorted by "below" ascending) */
export interface ElevationRule {
below: number;
tileId: number;
}
/** Biome generation parameters */
export interface BiomeGeneration {
elevationScale: number;
detailScale: number;
elevationRules: ElevationRule[];
geyserThreshold: number;
mineralThreshold: number;
geyserOnTile: number; // base tile ID where geysers can spawn
mineralOnTiles: number[]; // base tile IDs where minerals can spawn
}
/** Complete biome definition (loaded from biomes.json) */
export interface BiomeData {
id: string;
name: string;
nameRu: string;
description: string;
descriptionRu: string;
tileSize: number;
mapWidth: number;
mapHeight: number;
tiles: TileData[];
generation: BiomeGeneration;
}
/** 2D grid of tile IDs — row-major [y][x] */
export type TileGrid = number[][];
/** Complete generated world data */
export interface WorldData {
grid: TileGrid;
biome: BiomeData;
seed: number;
}

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import { describe, it, expect } from 'vitest';
import { ElementRegistry } from '../src/chemistry/elements';
import { CompoundRegistry } from '../src/chemistry/compounds';
import { ReactionEngine } from '../src/chemistry/engine';
// =============================================================================
// ELEMENT REGISTRY
// =============================================================================
describe('ElementRegistry', () => {
it('should load all 20 elements', () => {
expect(ElementRegistry.count()).toBe(20);
});
it('should look up elements by symbol', () => {
const na = ElementRegistry.getBySymbol('Na');
expect(na).toBeDefined();
expect(na!.name).toBe('Sodium');
expect(na!.nameRu).toBe('Натрий');
expect(na!.atomicNumber).toBe(11);
expect(na!.atomicMass).toBeCloseTo(22.990, 2);
expect(na!.category).toBe('alkali-metal');
});
it('should look up elements by atomic number', () => {
const fe = ElementRegistry.getByNumber(26);
expect(fe).toBeDefined();
expect(fe!.symbol).toBe('Fe');
expect(fe!.name).toBe('Iron');
});
it('should return undefined for non-existent elements', () => {
expect(ElementRegistry.getBySymbol('Xx')).toBeUndefined();
expect(ElementRegistry.getByNumber(999)).toBeUndefined();
});
it('should have correct data for all elements (real periodic table)', () => {
const h = ElementRegistry.getBySymbol('H')!;
expect(h.atomicNumber).toBe(1);
expect(h.atomicMass).toBeCloseTo(1.008, 2);
expect(h.state).toBe('gas');
const hg = ElementRegistry.getBySymbol('Hg')!;
expect(hg.atomicNumber).toBe(80);
expect(hg.state).toBe('liquid'); // Only metal liquid at room temp!
const he = ElementRegistry.getBySymbol('He')!;
expect(he.category).toBe('noble-gas');
expect(he.electronegativity).toBe(0);
const au = ElementRegistry.getBySymbol('Au')!;
expect(au.atomicNumber).toBe(79);
expect(au.category).toBe('transition-metal');
});
it('should identify elements correctly', () => {
expect(ElementRegistry.isElement('Na')).toBe(true);
expect(ElementRegistry.isElement('Fe')).toBe(true);
expect(ElementRegistry.isElement('NaCl')).toBe(false);
expect(ElementRegistry.isElement('H2O')).toBe(false);
});
});
// =============================================================================
// COMPOUND REGISTRY
// =============================================================================
describe('CompoundRegistry', () => {
it('should load all compounds', () => {
expect(CompoundRegistry.count()).toBeGreaterThanOrEqual(20);
});
it('should look up compounds by id', () => {
const water = CompoundRegistry.getById('H2O');
expect(water).toBeDefined();
expect(water!.name).toBe('Water');
expect(water!.formula).toBe('H₂O');
expect(water!.mass).toBeCloseTo(18.015, 2);
expect(water!.state).toBe('liquid');
});
it('should have game effects for each compound', () => {
const salt = CompoundRegistry.getById('NaCl')!;
expect(salt.gameEffects).toContain('preservation');
const gunpowder = CompoundRegistry.getById('GUNPOWDER')!;
expect(gunpowder.gameEffects).toContain('explosive');
expect(gunpowder.properties.explosive).toBe(true);
});
it('should correctly flag dangerous compounds', () => {
const hcl = CompoundRegistry.getById('HCl')!;
expect(hcl.properties.acidic).toBe(true);
expect(hcl.properties.corrosive).toBe(true);
const co = CompoundRegistry.getById('CO')!;
expect(co.properties.toxic).toBe(true);
const naoh = CompoundRegistry.getById('NaOH')!;
expect(naoh.properties.basic).toBe(true);
expect(naoh.properties.corrosive).toBe(true);
});
it('should identify compounds correctly', () => {
expect(CompoundRegistry.isCompound('NaCl')).toBe(true);
expect(CompoundRegistry.isCompound('H2O')).toBe(true);
expect(CompoundRegistry.isCompound('Na')).toBe(false);
});
});
// =============================================================================
// REACTION ENGINE — SUCCESSFUL REACTIONS
// =============================================================================
describe('ReactionEngine — success', () => {
it('should produce NaCl from Na + Cl', () => {
const result = ReactionEngine.react([
{ id: 'Na', count: 1 },
{ id: 'Cl', count: 1 },
]);
expect(result.success).toBe(true);
expect(result.products).toEqual([{ id: 'NaCl', count: 1 }]);
});
it('should produce H2O from 2H + O', () => {
const result = ReactionEngine.react(
[
{ id: 'H', count: 2 },
{ id: 'O', count: 1 },
],
{ minTemp: 500 },
);
expect(result.success).toBe(true);
expect(result.products).toEqual([{ id: 'H2O', count: 1 }]);
});
it('should produce CO2 from C + 2O with heat', () => {
const result = ReactionEngine.react(
[
{ id: 'C', count: 1 },
{ id: 'O', count: 2 },
],
{ minTemp: 500 },
);
expect(result.success).toBe(true);
expect(result.products).toEqual([{ id: 'CO2', count: 1 }]);
expect(result.reaction!.type).toBe('combustion');
});
it('should produce NaOH + H from Na + H2O (violent reaction)', () => {
const result = ReactionEngine.react([
{ id: 'Na', count: 1 },
{ id: 'H2O', count: 1 },
]);
expect(result.success).toBe(true);
expect(result.products).toContainEqual({ id: 'NaOH', count: 1 });
expect(result.products).toContainEqual({ id: 'H', count: 1 });
expect(result.reaction!.energyChange).toBeLessThan(-50); // Very exothermic
});
it('should produce gunpowder from KNO3 + S + C', () => {
const result = ReactionEngine.react([
{ id: 'KNO3', count: 1 },
{ id: 'S', count: 1 },
{ id: 'C', count: 1 },
]);
expect(result.success).toBe(true);
expect(result.products).toEqual([{ id: 'GUNPOWDER', count: 1 }]);
});
it('should produce thermite: Fe2O3 + 2Al → 2Fe + Al2O3', () => {
const result = ReactionEngine.react(
[
{ id: 'Fe2O3', count: 1 },
{ id: 'Al', count: 2 },
],
{ minTemp: 1000 },
);
expect(result.success).toBe(true);
expect(result.products).toContainEqual({ id: 'Fe', count: 2 });
expect(result.products).toContainEqual({ id: 'Al2O3', count: 1 });
expect(result.reaction!.energyChange).toBe(-100); // Maximum exothermic
});
it('should produce NaCl + H2O from NaOH + HCl (neutralization)', () => {
const result = ReactionEngine.react([
{ id: 'NaOH', count: 1 },
{ id: 'HCl', count: 1 },
]);
expect(result.success).toBe(true);
expect(result.products).toContainEqual({ id: 'NaCl', count: 1 });
expect(result.products).toContainEqual({ id: 'H2O', count: 1 });
expect(result.reaction!.type).toBe('acid-base');
});
it('should decompose H2O with energy input (electrolysis)', () => {
const result = ReactionEngine.react(
[{ id: 'H2O', count: 1 }],
{ requiresEnergy: true },
);
expect(result.success).toBe(true);
expect(result.products).toContainEqual({ id: 'H', count: 2 });
expect(result.products).toContainEqual({ id: 'O', count: 1 });
expect(result.reaction!.energyChange).toBeGreaterThan(0); // Endothermic
});
it('reactant order should not matter (key is sorted)', () => {
const r1 = ReactionEngine.react([
{ id: 'Cl', count: 1 },
{ id: 'Na', count: 1 },
]);
const r2 = ReactionEngine.react([
{ id: 'Na', count: 1 },
{ id: 'Cl', count: 1 },
]);
expect(r1.success).toBe(true);
expect(r2.success).toBe(true);
expect(r1.products).toEqual(r2.products);
});
});
// =============================================================================
// REACTION ENGINE — FAILURES (educational)
// =============================================================================
describe('ReactionEngine — failures', () => {
it('should reject noble gas reactions with explanation', () => {
const result = ReactionEngine.react([
{ id: 'He', count: 1 },
{ id: 'O', count: 1 },
]);
expect(result.success).toBe(false);
expect(result.failureReason).toContain('noble gas');
expect(result.failureReasonRu).toContain('благородный газ');
});
it('should reject gold reactions with explanation', () => {
const result = ReactionEngine.react([
{ id: 'Au', count: 1 },
{ id: 'O', count: 1 },
]);
expect(result.success).toBe(false);
expect(result.failureReason).toContain('Gold');
});
it('should fail when heat is required but not provided', () => {
const result = ReactionEngine.react([
{ id: 'C', count: 1 },
{ id: 'O', count: 2 },
]); // No heat
expect(result.success).toBe(false);
expect(result.failureReason).toContain('temperature');
});
it('should fail when catalyst is required but not provided', () => {
const result = ReactionEngine.react(
[
{ id: 'C', count: 1 },
{ id: 'H', count: 4 },
],
{ minTemp: 500 }, // Heat provided, but catalyst (Fe) missing
);
expect(result.success).toBe(false);
expect(result.failureReason).toContain('catalyst');
});
it('should fail when energy is required but not provided', () => {
const result = ReactionEngine.react([
{ id: 'H2O', count: 1 },
]); // Electrolysis needs energy
expect(result.success).toBe(false);
expect(result.failureReason).toContain('energy');
});
it('should fail for unknown substances', () => {
const result = ReactionEngine.react([
{ id: 'Unobtainium', count: 1 },
{ id: 'Na', count: 1 },
]);
expect(result.success).toBe(false);
expect(result.failureReason).toContain('Unknown substance');
});
it('should fail for same element with itself', () => {
const result = ReactionEngine.react([
{ id: 'Fe', count: 1 },
{ id: 'Fe', count: 1 },
]);
expect(result.success).toBe(false);
expect(result.failureReason).toBeDefined();
});
it('should suggest wrong proportions when elements match but counts differ', () => {
// H + O exists? No, H:1+O:1 doesn't but H:2+O:1 does
const result = ReactionEngine.react(
[
{ id: 'H', count: 1 },
{ id: 'O', count: 1 },
],
{ minTemp: 500 },
);
expect(result.success).toBe(false);
expect(result.failureReason).toContain('proportions');
});
});
// =============================================================================
// REACTION ENGINE — METADATA
// =============================================================================
describe('ReactionEngine — metadata', () => {
it('should have 30+ registered reactions', () => {
expect(ReactionEngine.count()).toBeGreaterThanOrEqual(30);
});
it('should look up reactions by id', () => {
const thermite = ReactionEngine.getById('redox_thermite');
expect(thermite).toBeDefined();
expect(thermite!.type).toBe('redox');
});
it('every reaction should have both English and Russian descriptions', () => {
for (const r of ReactionEngine.getAll()) {
expect(r.description.length).toBeGreaterThan(10);
expect(r.descriptionRu.length).toBeGreaterThan(10);
}
});
it('every reaction should have valid reactants and products', () => {
for (const r of ReactionEngine.getAll()) {
expect(r.reactants.length).toBeGreaterThanOrEqual(1);
expect(r.products.length).toBeGreaterThanOrEqual(1);
for (const reactant of r.reactants) {
expect(reactant.count).toBeGreaterThan(0);
const exists =
ElementRegistry.isElement(reactant.id) || CompoundRegistry.isCompound(reactant.id);
expect(exists, `Reactant "${reactant.id}" in reaction "${r.id}" not found`).toBe(true);
}
for (const product of r.products) {
expect(product.count).toBeGreaterThan(0);
const exists =
ElementRegistry.isElement(product.id) || CompoundRegistry.isCompound(product.id);
expect(exists, `Product "${product.id}" in reaction "${r.id}" not found`).toBe(true);
}
}
});
});

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import { describe, it, expect, beforeEach } from 'vitest';
import { createWorld, addEntity, addComponent, query } from 'bitecs';
import {
Position,
Velocity,
Health,
SpriteRef,
ChemicalComposition,
} from '../src/ecs/components';
import {
createGameWorld,
updateTime,
type World,
} from '../src/ecs/world';
import {
movementSystem,
bounceSystem,
} from '../src/ecs/systems/movement';
import {
healthSystem,
applyDamage,
applyHealing,
} from '../src/ecs/systems/health';
import {
createGameEntity,
removeGameEntity,
} from '../src/ecs/factory';
// ─── World ──────────────────────────────────────────────────────
describe('World', () => {
it('creates a game world with zeroed time', () => {
const gw = createGameWorld();
expect(gw.world).toBeDefined();
expect(gw.time.delta).toBe(0);
expect(gw.time.elapsed).toBe(0);
expect(gw.time.tick).toBe(0);
});
it('updates time tracking correctly', () => {
const gw = createGameWorld();
updateTime(gw, 16.67);
expect(gw.time.delta).toBeCloseTo(16.67);
expect(gw.time.elapsed).toBeCloseTo(16.67);
expect(gw.time.tick).toBe(1);
updateTime(gw, 16.67);
expect(gw.time.delta).toBeCloseTo(16.67);
expect(gw.time.elapsed).toBeCloseTo(33.34);
expect(gw.time.tick).toBe(2);
});
it('tracks varying delta times', () => {
const gw = createGameWorld();
updateTime(gw, 10);
updateTime(gw, 20);
updateTime(gw, 30);
expect(gw.time.delta).toBe(30);
expect(gw.time.elapsed).toBe(60);
expect(gw.time.tick).toBe(3);
});
});
// ─── Components ─────────────────────────────────────────────────
describe('Components', () => {
let world: World;
beforeEach(() => {
world = createWorld();
});
it('stores Position data for entities', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
Position.x[eid] = 100;
Position.y[eid] = 200;
expect(Position.x[eid]).toBe(100);
expect(Position.y[eid]).toBe(200);
});
it('stores Velocity data for entities', () => {
const eid = addEntity(world);
addComponent(world, eid, Velocity);
Velocity.vx[eid] = 50;
Velocity.vy[eid] = -30;
expect(Velocity.vx[eid]).toBe(50);
expect(Velocity.vy[eid]).toBe(-30);
});
it('stores Health data for entities', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 80;
Health.max[eid] = 100;
expect(Health.current[eid]).toBe(80);
expect(Health.max[eid]).toBe(100);
});
it('stores SpriteRef data for entities', () => {
const eid = addEntity(world);
addComponent(world, eid, SpriteRef);
SpriteRef.color[eid] = 0x00ff88;
SpriteRef.radius[eid] = 12;
expect(SpriteRef.color[eid]).toBe(0x00ff88);
expect(SpriteRef.radius[eid]).toBe(12);
});
it('stores ChemicalComposition for entities', () => {
const eid = addEntity(world);
addComponent(world, eid, ChemicalComposition);
ChemicalComposition.primaryElement[eid] = 11; // Na
expect(ChemicalComposition.primaryElement[eid]).toBe(11);
});
it('queries entities by single component', () => {
const e1 = addEntity(world);
const e2 = addEntity(world);
addComponent(world, e1, Position);
addComponent(world, e2, Position);
const entities = [...query(world, [Position])];
expect(entities).toContain(e1);
expect(entities).toContain(e2);
});
it('queries entities by multiple components', () => {
const moving = addEntity(world);
const stationary = addEntity(world);
addComponent(world, moving, Position);
addComponent(world, moving, Velocity);
addComponent(world, stationary, Position);
const movingEntities = [...query(world, [Position, Velocity])];
expect(movingEntities).toContain(moving);
expect(movingEntities).not.toContain(stationary);
});
});
// ─── Movement System ────────────────────────────────────────────
describe('Movement System', () => {
let world: World;
beforeEach(() => {
world = createWorld();
});
it('updates position by velocity * delta', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 100;
Position.y[eid] = 200;
Velocity.vx[eid] = 60;
Velocity.vy[eid] = -30;
movementSystem(world, 1000); // 1 second
expect(Position.x[eid]).toBeCloseTo(160);
expect(Position.y[eid]).toBeCloseTo(170);
});
it('handles fractional delta (16.67ms ≈ 60fps)', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 0;
Position.y[eid] = 0;
Velocity.vx[eid] = 100;
Velocity.vy[eid] = 100;
movementSystem(world, 16.67);
expect(Position.x[eid]).toBeCloseTo(1.667, 1);
expect(Position.y[eid]).toBeCloseTo(1.667, 1);
});
it('does not move entities without Velocity', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
Position.x[eid] = 100;
Position.y[eid] = 200;
movementSystem(world, 1000);
expect(Position.x[eid]).toBe(100);
expect(Position.y[eid]).toBe(200);
});
it('handles negative velocities', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 500;
Position.y[eid] = 500;
Velocity.vx[eid] = -100;
Velocity.vy[eid] = -200;
movementSystem(world, 1000);
expect(Position.x[eid]).toBeCloseTo(400);
expect(Position.y[eid]).toBeCloseTo(300);
});
it('handles zero delta', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 100;
Position.y[eid] = 200;
Velocity.vx[eid] = 999;
Velocity.vy[eid] = 999;
movementSystem(world, 0);
expect(Position.x[eid]).toBe(100);
expect(Position.y[eid]).toBe(200);
});
it('moves multiple entities independently', () => {
const e1 = addEntity(world);
const e2 = addEntity(world);
addComponent(world, e1, Position);
addComponent(world, e1, Velocity);
addComponent(world, e2, Position);
addComponent(world, e2, Velocity);
Position.x[e1] = 0;
Position.y[e1] = 0;
Velocity.vx[e1] = 100;
Velocity.vy[e1] = 0;
Position.x[e2] = 100;
Position.y[e2] = 100;
Velocity.vx[e2] = 0;
Velocity.vy[e2] = -50;
movementSystem(world, 1000);
expect(Position.x[e1]).toBeCloseTo(100);
expect(Position.y[e1]).toBeCloseTo(0);
expect(Position.x[e2]).toBeCloseTo(100);
expect(Position.y[e2]).toBeCloseTo(50);
});
});
// ─── Bounce System ──────────────────────────────────────────────
describe('Bounce System', () => {
let world: World;
const WIDTH = 1280;
const HEIGHT = 720;
beforeEach(() => {
world = createWorld();
});
it('bounces at left boundary (x < 0)', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = -5;
Position.y[eid] = 100;
Velocity.vx[eid] = -100;
Velocity.vy[eid] = 0;
bounceSystem(world, WIDTH, HEIGHT);
expect(Position.x[eid]).toBe(0);
expect(Velocity.vx[eid]).toBe(100);
});
it('bounces at right boundary (x > width)', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = WIDTH + 5;
Position.y[eid] = 100;
Velocity.vx[eid] = 100;
Velocity.vy[eid] = 0;
bounceSystem(world, WIDTH, HEIGHT);
expect(Position.x[eid]).toBe(WIDTH);
expect(Velocity.vx[eid]).toBe(-100);
});
it('bounces at top boundary (y < 0)', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 100;
Position.y[eid] = -10;
Velocity.vx[eid] = 0;
Velocity.vy[eid] = -50;
bounceSystem(world, WIDTH, HEIGHT);
expect(Position.y[eid]).toBe(0);
expect(Velocity.vy[eid]).toBe(50);
});
it('bounces at bottom boundary (y > height)', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 100;
Position.y[eid] = HEIGHT + 10;
Velocity.vx[eid] = 0;
Velocity.vy[eid] = 200;
bounceSystem(world, WIDTH, HEIGHT);
expect(Position.y[eid]).toBe(HEIGHT);
expect(Velocity.vy[eid]).toBe(-200);
});
it('does not affect entities within bounds', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 640;
Position.y[eid] = 360;
Velocity.vx[eid] = 100;
Velocity.vy[eid] = -50;
bounceSystem(world, WIDTH, HEIGHT);
expect(Position.x[eid]).toBe(640);
expect(Position.y[eid]).toBe(360);
expect(Velocity.vx[eid]).toBe(100);
expect(Velocity.vy[eid]).toBe(-50);
});
it('handles corner bounce (both axes out of bounds)', () => {
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = -5;
Position.y[eid] = -10;
Velocity.vx[eid] = -100;
Velocity.vy[eid] = -200;
bounceSystem(world, WIDTH, HEIGHT);
expect(Position.x[eid]).toBe(0);
expect(Position.y[eid]).toBe(0);
expect(Velocity.vx[eid]).toBe(100);
expect(Velocity.vy[eid]).toBe(200);
});
});
// ─── Health System ──────────────────────────────────────────────
describe('Health System', () => {
let world: World;
beforeEach(() => {
world = createWorld();
});
it('detects entities with health = 0', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 0;
Health.max[eid] = 100;
const dead = healthSystem(world);
expect(dead).toContain(eid);
});
it('detects entities with negative health', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = -50;
Health.max[eid] = 100;
const dead = healthSystem(world);
expect(dead).toContain(eid);
});
it('does not flag healthy entities', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 50;
Health.max[eid] = 100;
const dead = healthSystem(world);
expect(dead).not.toContain(eid);
});
it('returns empty array when all entities are healthy', () => {
const e1 = addEntity(world);
const e2 = addEntity(world);
addComponent(world, e1, Health);
addComponent(world, e2, Health);
Health.current[e1] = 100;
Health.max[e1] = 100;
Health.current[e2] = 1;
Health.max[e2] = 100;
const dead = healthSystem(world);
expect(dead).toHaveLength(0);
});
it('returns multiple dead entities', () => {
const e1 = addEntity(world);
const e2 = addEntity(world);
const e3 = addEntity(world);
addComponent(world, e1, Health);
addComponent(world, e2, Health);
addComponent(world, e3, Health);
Health.current[e1] = 0;
Health.max[e1] = 100;
Health.current[e2] = -10;
Health.max[e2] = 50;
Health.current[e3] = 50;
Health.max[e3] = 100;
const dead = healthSystem(world);
expect(dead).toContain(e1);
expect(dead).toContain(e2);
expect(dead).not.toContain(e3);
expect(dead).toHaveLength(2);
});
});
// ─── Damage & Healing ───────────────────────────────────────────
describe('Damage and Healing', () => {
let world: World;
beforeEach(() => {
world = createWorld();
});
it('applies damage correctly', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 100;
Health.max[eid] = 100;
applyDamage(eid, 30);
expect(Health.current[eid]).toBe(70);
});
it('allows overkill (negative health)', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 10;
Health.max[eid] = 100;
applyDamage(eid, 50);
expect(Health.current[eid]).toBe(-40);
});
it('applies healing correctly', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 50;
Health.max[eid] = 100;
applyHealing(eid, 30);
expect(Health.current[eid]).toBe(80);
});
it('caps healing at max health', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 90;
Health.max[eid] = 100;
applyHealing(eid, 50);
expect(Health.current[eid]).toBe(100);
});
it('full damage → heal → kill lifecycle', () => {
const eid = addEntity(world);
addComponent(world, eid, Health);
Health.current[eid] = 100;
Health.max[eid] = 100;
applyDamage(eid, 60);
expect(Health.current[eid]).toBe(40);
applyHealing(eid, 20);
expect(Health.current[eid]).toBe(60);
applyDamage(eid, 70);
expect(Health.current[eid]).toBe(-10);
const dead = healthSystem(world);
expect(dead).toContain(eid);
});
});
// ─── Entity Factory ─────────────────────────────────────────────
describe('Entity Factory', () => {
let world: World;
beforeEach(() => {
world = createWorld();
});
it('creates entity with position only', () => {
const eid = createGameEntity(world, {
position: { x: 100, y: 200 },
});
expect(typeof eid).toBe('number');
const entities = [...query(world, [Position])];
expect(entities).toContain(eid);
expect(Position.x[eid]).toBe(100);
expect(Position.y[eid]).toBe(200);
});
it('creates entity with all components', () => {
const eid = createGameEntity(world, {
position: { x: 10, y: 20 },
velocity: { vx: 30, vy: 40 },
health: { current: 80, max: 100 },
sprite: { color: 0xff0000, radius: 8 },
chemicalElement: 26, // Fe
});
expect(Position.x[eid]).toBe(10);
expect(Position.y[eid]).toBe(20);
expect(Velocity.vx[eid]).toBe(30);
expect(Velocity.vy[eid]).toBe(40);
expect(Health.current[eid]).toBe(80);
expect(Health.max[eid]).toBe(100);
expect(SpriteRef.color[eid]).toBe(0xff0000);
expect(SpriteRef.radius[eid]).toBe(8);
expect(ChemicalComposition.primaryElement[eid]).toBe(26);
});
it('creates multiple independent entities', () => {
const e1 = createGameEntity(world, {
position: { x: 0, y: 0 },
});
const e2 = createGameEntity(world, {
position: { x: 100, y: 100 },
});
expect(e1).not.toBe(e2);
expect(Position.x[e1]).toBe(0);
expect(Position.x[e2]).toBe(100);
});
it('removes entity from world', () => {
const eid = createGameEntity(world, {
position: { x: 100, y: 200 },
health: { current: 50, max: 100 },
});
expect([...query(world, [Position])]).toContain(eid);
removeGameEntity(world, eid);
expect([...query(world, [Position])]).not.toContain(eid);
});
it('creates entity without any components', () => {
const eid = createGameEntity(world, {});
expect(typeof eid).toBe('number');
});
});
// ─── Integration ────────────────────────────────────────────────
describe('Integration', () => {
it('full lifecycle: create → move → damage → die → remove', () => {
const { world } = createGameWorld();
const eid = createGameEntity(world, {
position: { x: 100, y: 100 },
velocity: { vx: 200, vy: 0 },
health: { current: 50, max: 100 },
});
// Move for 1 second
movementSystem(world, 1000);
expect(Position.x[eid]).toBeCloseTo(300);
// Lethal damage
applyDamage(eid, 60);
expect(Health.current[eid]).toBe(-10);
// Health system detects death
const dead = healthSystem(world);
expect(dead).toContain(eid);
// Remove dead entity
removeGameEntity(world, eid);
expect([...query(world, [Health])]).not.toContain(eid);
});
it('movement + bounce in sequence', () => {
const { world } = createGameWorld();
const eid = createGameEntity(world, {
position: { x: 1270, y: 360 },
velocity: { vx: 100, vy: 0 },
});
// Move past right boundary (1270 + 100*0.5 = 1320 > 1280)
movementSystem(world, 500);
expect(Position.x[eid]).toBeCloseTo(1320);
// Bounce should clamp and reverse
bounceSystem(world, 1280, 720);
expect(Position.x[eid]).toBe(1280);
expect(Velocity.vx[eid]).toBe(-100);
// Next frame: move away from boundary
movementSystem(world, 1000);
expect(Position.x[eid]).toBeCloseTo(1180);
});
});

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import { describe, it, expect } from 'vitest';
import biomeDataArray from '../src/data/biomes.json';
import { createSeededNoise, sampleNoise } from '../src/world/noise';
import { generateWorld } from '../src/world/generator';
import type { BiomeData } from '../src/world/types';
// Load the first biome — structural compatibility with BiomeData
const biome = biomeDataArray[0] as BiomeData;
// ─── Noise ──────────────────────────────────────────────────────
describe('Seeded Noise', () => {
it('is deterministic with same seed', () => {
const n1 = createSeededNoise(42);
const n2 = createSeededNoise(42);
expect(n1(0.5, 0.5)).toBe(n2(0.5, 0.5));
});
it('produces different results with different seeds', () => {
const n1 = createSeededNoise(42);
const n2 = createSeededNoise(99);
expect(n1(0.5, 0.5)).not.toBe(n2(0.5, 0.5));
});
it('normalizes to [0, 1] via sampleNoise', () => {
const noise = createSeededNoise(42);
for (let i = 0; i < 200; i++) {
const val = sampleNoise(noise, i * 0.3, i * 0.7, 0.1);
expect(val).toBeGreaterThanOrEqual(0);
expect(val).toBeLessThanOrEqual(1);
}
});
it('varies across coordinates', () => {
const noise = createSeededNoise(42);
const values = new Set<number>();
for (let i = 0; i < 50; i++) {
values.add(sampleNoise(noise, i, 0, 0.1));
}
// Should have significant variety (not all same value)
expect(values.size).toBeGreaterThan(20);
});
});
// ─── Biome Data ─────────────────────────────────────────────────
describe('Biome Data', () => {
it('has valid structure', () => {
expect(biome.id).toBe('catalytic-wastes');
expect(biome.tileSize).toBe(32);
expect(biome.mapWidth).toBe(80);
expect(biome.mapHeight).toBe(80);
});
it('has 8 tile types', () => {
expect(biome.tiles).toHaveLength(8);
});
it('tile IDs are sequential starting from 0', () => {
biome.tiles.forEach((tile, index) => {
expect(tile.id).toBe(index);
});
});
it('has both walkable and non-walkable tiles', () => {
const walkable = biome.tiles.filter(t => t.walkable);
const blocked = biome.tiles.filter(t => !t.walkable);
expect(walkable.length).toBeGreaterThan(0);
expect(blocked.length).toBeGreaterThan(0);
});
it('elevation rules cover full [0, 1] range', () => {
const rules = biome.generation.elevationRules;
expect(rules.length).toBeGreaterThan(0);
// Last rule should cover up to 1.0
expect(rules[rules.length - 1].below).toBe(1);
// Rules should be sorted ascending
for (let i = 1; i < rules.length; i++) {
expect(rules[i].below).toBeGreaterThan(rules[i - 1].below);
}
});
it('all elevation rule tileIds reference valid tiles', () => {
const validIds = new Set(biome.tiles.map(t => t.id));
for (const rule of biome.generation.elevationRules) {
expect(validIds.has(rule.tileId)).toBe(true);
}
});
});
// ─── World Generation ───────────────────────────────────────────
describe('World Generation', () => {
it('generates grid with correct dimensions', () => {
const world = generateWorld(biome, 42);
expect(world.grid).toHaveLength(biome.mapHeight);
for (const row of world.grid) {
expect(row).toHaveLength(biome.mapWidth);
}
});
it('all tile IDs in grid are valid', () => {
const world = generateWorld(biome, 42);
const validIds = new Set(biome.tiles.map(t => t.id));
for (const row of world.grid) {
for (const tileId of row) {
expect(validIds.has(tileId)).toBe(true);
}
}
});
it('is deterministic — same seed same map', () => {
const w1 = generateWorld(biome, 42);
const w2 = generateWorld(biome, 42);
expect(w1.grid).toEqual(w2.grid);
});
it('different seeds produce different maps', () => {
const w1 = generateWorld(biome, 42);
const w2 = generateWorld(biome, 99);
expect(w1.grid).not.toEqual(w2.grid);
});
it('stores seed and biome reference', () => {
const world = generateWorld(biome, 12345);
expect(world.seed).toBe(12345);
expect(world.biome).toBe(biome);
});
it('has diverse tile distribution (no single tile > 60%)', () => {
const world = generateWorld(biome, 42);
const counts = new Map<number, number>();
for (const row of world.grid) {
for (const tileId of row) {
counts.set(tileId, (counts.get(tileId) ?? 0) + 1);
}
}
const total = biome.mapWidth * biome.mapHeight;
// At least 4 different tile types present
expect(counts.size).toBeGreaterThanOrEqual(4);
// No single type dominates
for (const count of counts.values()) {
expect(count / total).toBeLessThan(0.6);
}
});
it('generates acid pools (low elevation)', () => {
const world = generateWorld(biome, 42);
const acidId = biome.tiles.find(t => t.name === 'acid-pool')?.id;
const hasAcid = world.grid.some(row => row.includes(acidId!));
expect(hasAcid).toBe(true);
});
it('generates crystal formations (high elevation)', () => {
const world = generateWorld(biome, 42);
const crystalId = biome.tiles.find(t => t.name === 'crystal')?.id;
const hasCrystals = world.grid.some(row => row.includes(crystalId!));
expect(hasCrystals).toBe(true);
});
it('generates mineral veins (overlay on ground)', () => {
const world = generateWorld(biome, 42);
const mineralId = biome.tiles.find(t => t.name === 'mineral-vein')?.id;
const hasMinerals = world.grid.some(row => row.includes(mineralId!));
expect(hasMinerals).toBe(true);
});
it('generates geysers (overlay near acid)', () => {
const world = generateWorld(biome, 42);
const geyserId = biome.tiles.find(t => t.name === 'geyser')?.id;
const hasGeysers = world.grid.some(row => row.includes(geyserId!));
expect(hasGeysers).toBe(true);
});
it('produces unique map every seed (sample 5 seeds)', () => {
const grids = [1, 2, 3, 4, 5].map(s => generateWorld(biome, s).grid);
for (let i = 0; i < grids.length; i++) {
for (let j = i + 1; j < grids.length; j++) {
expect(grids[i]).not.toEqual(grids[j]);
}
}
});
});