import { TICK_RATE, BROADCAST_EVERY_N_TICKS, ENERGY_DECAY_PER_TICK, DAY_NIGHT_RATIO } from '@dflike/shared'; import { World } from '../ecs/World.js'; import { GameMap } from '../map/GameMap.js'; import { generateMap } from '../map/mapGenerator.js'; import { needsDecaySystem } from '../systems/needsDecaySystem.js'; 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 { gatheringSystem } from '../systems/gatheringSystem.js'; import { createBondRegistry } from '../systems/bondRegistry.js'; import { ItemRegistry } from '../industry/itemRegistry.js'; import { spawnNPC } from './spawner.js'; import { createLlmService, type LlmService } from '../llm/llmService.js'; import { generateBackstory } from '../llm/backstoryGenerator.js'; import { createNarrationService, type NarrationService } from '../llm/narrationService.js'; import { narrationEmitter } from '../systems/narrationEmitter.js'; import type { EntityId } from '@dflike/shared'; import { createThoughtSystem, type ThoughtSystem } from '../systems/thoughtSystem.js'; import { createEventMemoryService, type EventMemoryService } from '../llm/eventMemoryService.js'; export class GameLoop { readonly world: World; readonly map: GameMap; readonly llmService: LlmService; readonly narrationService: NarrationService; readonly eventMemoryService: EventMemoryService; readonly thoughtSystem: ThoughtSystem; public followedEntityIds: Set = new Set(); private tick = 0; private interval: ReturnType | null = null; private onBroadcast: (() => void) | null = null; constructor() { this.world = new World(); this.world.setSingleton('bondRegistry', createBondRegistry()); this.world.setSingleton('itemRegistry', ItemRegistry.createDefault()); this.map = new GameMap(); this.llmService = createLlmService(); this.narrationService = createNarrationService(this.llmService); this.eventMemoryService = createEventMemoryService(); this.thoughtSystem = createThoughtSystem(this.llmService, this.narrationService, this.eventMemoryService); this.setupMap(); this.spawnInitialNPCs(8); } private setupMap(): void { const generated = generateMap(this.map.width, this.map.height); // Load terrain and decorations this.map.terrain = generated.terrain; this.map.decorations = generated.decorations; this.map.trunkDecorations = generated.trunkDecorations; this.map.loadObstacles(generated.obstacles); // Load resource tiles this.map.resourceTiles = generated.resourceTiles; // Points of interest from generator for (const pos of generated.foodPositions) { this.map.addPointOfInterest({ type: 'food', position: pos }); } for (const pos of generated.restPositions) { this.map.addPointOfInterest({ type: 'rest', position: pos }); } } generateNpcBackstory(entityId: number): void { generateBackstory(this.world, entityId, this.llmService); } private spawnInitialNPCs(count: number): void { for (let i = 0; i < count; i++) { const entity = spawnNPC(this.world, this.map, undefined, this.eventMemoryService); this.generateNpcBackstory(entity); } } setBroadcastHandler(handler: () => void): void { this.onBroadcast = handler; } start(): void { const tickInterval = 1000 / TICK_RATE; this.interval = setInterval(() => this.update(), tickInterval); console.log(`Game loop started at ${TICK_RATE} ticks/sec`); } stop(): void { if (this.interval) { clearInterval(this.interval); this.interval = null; } } private update(): void { this.tick++; // Run systems in order statModifierSystem(this.world); needsDecaySystem(this.world, this.eventMemoryService); npcBrainSystem(this.world, this.map, this.eventMemoryService); socialSystem(this.world, this.eventMemoryService); narrationEmitter(this.world, this.narrationService, this.followedEntityIds, this.eventMemoryService); relationshipSystem(this.world, this.eventMemoryService); gatheringSystem(this.world, this.map); movementSystem(this.world); this.thoughtSystem.update(this.world, this.followedEntityIds, this.tick); // Broadcast state periodically if (this.tick % BROADCAST_EVERY_N_TICKS === 0 && this.onBroadcast) { this.onBroadcast(); } } getTick(): number { return this.tick; } getGameTime(): number { const dayTicks = 100 / ENERGY_DECAY_PER_TICK; const nightTicks = dayTicks / DAY_NIGHT_RATIO; const cycleTicks = Math.round(dayTicks + nightTicks); return (this.tick % cycleTicks) / cycleTicks; } }