feat: wire socialSystem into game loop, spawner, and state serializer
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1,12 +1,13 @@
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import type {
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EntityState, WorldState, StateUpdate,
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Position, Movement, Appearance, Needs, NPCBrain, PlayerControlled,
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Position, Movement, Appearance, Needs, NPCBrain, PlayerControlled, SocialState,
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} from '@dflike/shared';
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import { TILE_SIZE } from '@dflike/shared';
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import type { World } from '../ecs/World.js';
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import type { GameMap } from '../map/GameMap.js';
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export function serializeEntity(world: World, entityId: number): EntityState {
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const socialState = world.getComponent<SocialState>(entityId, 'socialState');
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return {
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id: entityId,
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position: world.getComponent<Position>(entityId, 'position')!,
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@@ -16,6 +17,11 @@ export function serializeEntity(world: World, entityId: number): EntityState {
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npcBrain: world.getComponent<NPCBrain>(entityId, 'npcBrain'),
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playerControlled: world.getComponent<PlayerControlled>(entityId, 'playerControlled'),
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name: world.getComponent<string>(entityId, 'name'),
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socialState: socialState ? {
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phase: socialState.phase,
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partnerId: socialState.partnerId,
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outcome: socialState.outcome,
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} : undefined,
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};
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}
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