feat: implement NPC systems (needs decay, brain, movement)
Add three ECS systems for NPC simulation: - needsDecaySystem: decrements hunger/energy each tick, clamped at 0 - npcBrainSystem: goal selection based on need thresholds with pathfinding - movementSystem: advances entities along computed paths Includes 8 passing tests covering decay, goal prioritization, and movement. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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import { Direction, type Movement, type Position } from '@dflike/shared';
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import type { World } from '../ecs/World.js';
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function directionFromDelta(dx: number, dy: number): number {
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if (Math.abs(dx) > Math.abs(dy)) return dx > 0 ? Direction.RIGHT : Direction.LEFT;
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return dy > 0 ? Direction.DOWN : Direction.UP;
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}
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export function movementSystem(world: World): void {
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for (const entity of world.query('position', 'movement')) {
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const movement = world.getComponent<Movement>(entity, 'movement')!;
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const pos = world.getComponent<Position>(entity, 'position')!;
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if (movement.state !== 'walking' || movement.path.length === 0) {
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if (movement.state === 'walking' && movement.path.length === 0) {
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movement.state = 'idle';
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movement.target = null;
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}
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continue;
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}
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const next = movement.path.shift()!;
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movement.direction = directionFromDelta(next.x - pos.x, next.y - pos.y);
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pos.x = next.x;
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pos.y = next.y;
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if (movement.path.length === 0) {
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movement.state = 'idle';
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movement.target = null;
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}
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}
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}
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