diff --git a/client/src/scenes/GameScene.ts b/client/src/scenes/GameScene.ts index f885403..35b5c70 100644 --- a/client/src/scenes/GameScene.ts +++ b/client/src/scenes/GameScene.ts @@ -408,7 +408,7 @@ export class GameScene extends Phaser.Scene { } private drawWorld(): void { - const { worldWidth, worldHeight, terrain, decorations, trunkDecorations, pointsOfInterest } = this.worldState; + const { worldWidth, worldHeight, terrain, decorations, trunkDecorations } = this.worldState; // --- LPC watergrass autotile layout (3 cols x 6 rows, 32x32 tiles) --- // The 3×3 grid (rows 2-4) shows a WATER pond on GRASS background: @@ -592,18 +592,6 @@ export class GameScene extends Phaser.Scene { const aboveCharDepth = worldHeight * TILE_SIZE + 1; createLayer(decoData, 'trees', 'lpc_treesnstone', aboveCharDepth); - // Points of interest markers - const graphics = this.add.graphics(); - graphics.setDepth(-6); - for (const poi of pointsOfInterest) { - graphics.fillStyle(0xcc8833, 0.7); - graphics.fillRect( - poi.position.x * TILE_SIZE + 8, - poi.position.y * TILE_SIZE + 8, - TILE_SIZE - 16, - TILE_SIZE - 16, - ); - } } private async spawnEntities(entities: EntityState[]): Promise { diff --git a/server/src/map/__tests__/mapGenerator.test.ts b/server/src/map/__tests__/mapGenerator.test.ts index 804310c..61cde8d 100644 --- a/server/src/map/__tests__/mapGenerator.test.ts +++ b/server/src/map/__tests__/mapGenerator.test.ts @@ -81,11 +81,6 @@ describe('generateMap — resource generation', () => { expect(berryTiles.length).toBeGreaterThan(0); }); - it('does not generate food positions', () => { - const map = generateMap(32, 32, 42); - expect(map.foodPositions).toHaveLength(0); - }); - it('deterministic with same seed', () => { const a = generateMap(32, 32, 123); const b = generateMap(32, 32, 123); diff --git a/server/src/map/mapGenerator.ts b/server/src/map/mapGenerator.ts index 7c4d2ad..0eb8772 100644 --- a/server/src/map/mapGenerator.ts +++ b/server/src/map/mapGenerator.ts @@ -6,7 +6,6 @@ export interface GeneratedMap { decorations: number[]; trunkDecorations: number[]; obstacles: Set; - foodPositions: { x: number; y: number }[]; resourceTiles: Array<{ x: number; y: number; resourceType: string }>; } @@ -156,7 +155,6 @@ export function generateMap( const obstacles = new Set(); const resourceTiles: Array<{ x: number; y: number; resourceType: string }> = []; - const foodPositions: { x: number; y: number }[] = []; // Reserve positions that must stay clear const reserved = new Set(); @@ -314,5 +312,5 @@ export function generateMap( } } - return { terrain, decorations, trunkDecorations, obstacles, foodPositions, resourceTiles }; + return { terrain, decorations, trunkDecorations, obstacles, resourceTiles }; } diff --git a/server/src/network/stateSerializer.ts b/server/src/network/stateSerializer.ts index f3ec086..933eb5b 100644 --- a/server/src/network/stateSerializer.ts +++ b/server/src/network/stateSerializer.ts @@ -89,7 +89,6 @@ export function serializeWorldState(world: World, map: GameMap): WorldState { worldHeight: map.height, tileSize: TILE_SIZE, obstacles: map.getObstacles(), - pointsOfInterest: [], terrain: map.terrain, decorations: map.decorations, trunkDecorations: map.trunkDecorations, diff --git a/server/src/persistence/worldSerializer.ts b/server/src/persistence/worldSerializer.ts index cd2d1fc..659acfb 100644 --- a/server/src/persistence/worldSerializer.ts +++ b/server/src/persistence/worldSerializer.ts @@ -40,7 +40,7 @@ export function saveTiles(width: number, height: number, data: TileData): void { } } - // Save obstacles and foodPositions as metadata + // Save obstacles and berry bushes as metadata const upsertMeta = db.prepare( "INSERT INTO metadata (key, value) VALUES (?, ?) ON CONFLICT(key) DO UPDATE SET value = excluded.value" ); diff --git a/shared/src/types.ts b/shared/src/types.ts index 675a74f..8bfc1ca 100644 --- a/shared/src/types.ts +++ b/shared/src/types.ts @@ -169,7 +169,6 @@ export interface WorldState { worldHeight: number; tileSize: number; obstacles: Position[]; - pointsOfInterest: { type: 'food'; position: Position }[]; terrain: number[]; // flat array [y * width + x], terrain type per tile decorations: number[]; // flat array [y * width + x], decoration tile index (-1 = none) trunkDecorations: number[]; // flat array [y * width + x], trunk tile index (-1 = none)