feat: wire relationship system into spawner, game loop, and serializer

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
root
2026-03-07 15:35:59 +00:00
parent 4f5e4f34ba
commit 97c2176b75
3 changed files with 17 additions and 2 deletions
+2
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@@ -6,6 +6,7 @@ import { npcBrainSystem } from '../systems/npcBrainSystem.js';
import { movementSystem } from '../systems/movementSystem.js';
import { socialSystem } from '../systems/socialSystem.js';
import { statModifierSystem } from '../systems/statModifierSystem.js';
import { relationshipSystem } from '../systems/relationshipSystem.js';
import { spawnNPC } from './spawner.js';
export class GameLoop {
@@ -66,6 +67,7 @@ export class GameLoop {
needsDecaySystem(this.world);
npcBrainSystem(this.world, this.map);
socialSystem(this.world);
relationshipSystem(this.world);
movementSystem(this.world);
// Broadcast state periodically
+2 -1
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@@ -3,7 +3,7 @@ import type { GameMap } from '../map/GameMap.js';
import { generateRandomAppearance } from '../spawner/appearanceGenerator.js';
import { generateName } from '../spawner/nameGenerator.js';
import { generateStats } from '../spawner/statGenerator.js';
import type { EntityId, Position, Needs, Movement, NPCBrain, Appearance, SocialState, Stats, StatModifiers } from '@dflike/shared';
import type { EntityId, Position, Needs, Movement, NPCBrain, Appearance, SocialState, Stats, StatModifiers, Relationships } from '@dflike/shared';
export function spawnNPC(world: World, map: GameMap, positionHint?: Position): EntityId {
const entity = world.createEntity();
@@ -40,6 +40,7 @@ export function spawnNPC(world: World, map: GameMap, positionHint?: Position): E
});
world.addComponent<Stats>(entity, 'stats', generateStats());
world.addComponent<StatModifiers>(entity, 'statModifiers', { modifiers: [] });
world.addComponent<Relationships>(entity, 'relationships', new Map());
return entity;
}
+13 -1
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@@ -1,11 +1,12 @@
import type {
EntityState, WorldState, StateUpdate,
Position, Movement, Appearance, Needs, NPCBrain, PlayerControlled, SocialState, Stats,
Position, Movement, Appearance, Needs, NPCBrain, PlayerControlled, SocialState, Stats, Relationships,
} from '@dflike/shared';
import { TILE_SIZE } from '@dflike/shared';
import type { World } from '../ecs/World.js';
import type { GameMap } from '../map/GameMap.js';
import { getEffectiveStat } from '../systems/statHelpers.js';
import { classify } from '../systems/relationshipHelpers.js';
export function serializeEntity(world: World, entityId: number): EntityState {
const socialState = world.getComponent<SocialState>(entityId, 'socialState');
@@ -22,6 +23,16 @@ export function serializeEntity(world: World, entityId: number): EntityState {
empathy: getEffectiveStat(world, entityId, 'empathy'),
temperament: getEffectiveStat(world, entityId, 'temperament'),
} : undefined;
const relationshipsComponent = world.getComponent<Relationships>(entityId, 'relationships');
const relationships = relationshipsComponent && relationshipsComponent.size > 0
? [...relationshipsComponent.entries()].map(([otherId, rel]) => ({
entityId: otherId,
name: world.getComponent<string>(otherId, 'name') ?? `NPC #${otherId}`,
value: Math.round(rel.value * 10) / 10,
classification: classify(rel.value),
status: rel.status,
}))
: undefined;
return {
id: entityId,
position: world.getComponent<Position>(entityId, 'position')!,
@@ -37,6 +48,7 @@ export function serializeEntity(world: World, entityId: number): EntityState {
outcome: socialState.outcome,
} : undefined,
stats,
relationships,
};
}