Files
dflike/server/src/systems/npcBrainSystem.ts
T
2026-03-08 22:47:51 +00:00

132 lines
5.1 KiB
TypeScript

import {
HUNGER_THRESHOLD, ENERGY_THRESHOLD, PRODUCTIVITY_THRESHOLD, Direction,
type GoalType, type Needs, type Movement, type NPCBrain, type Position, type SocialState,
} from '@dflike/shared';
import type { World } from '../ecs/World.js';
import type { GameMap } from '../map/GameMap.js';
import { findPath } from '../map/pathfinding.js';
import type { EventMemoryService } from '../llm/eventMemoryService.js';
function findNearestResource(map: GameMap, from: Position): Position | null {
const tiles = map.resourceTiles;
if (tiles.length === 0) return null;
let best = tiles[0];
let bestDist = Math.abs(from.x - best.x) + Math.abs(from.y - best.y);
for (let i = 1; i < tiles.length; i++) {
const d = Math.abs(from.x - tiles[i].x) + Math.abs(from.y - tiles[i].y);
if (d < bestDist) { best = tiles[i]; bestDist = d; }
}
return { x: best.x, y: best.y };
}
function closestPOI(map: GameMap, from: Position, type: 'food' | 'rest'): Position | null {
const pois = map.getPointsOfInterest(type);
if (pois.length === 0) return null;
let best = pois[0].position;
let bestDist = Math.abs(from.x - best.x) + Math.abs(from.y - best.y);
for (let i = 1; i < pois.length; i++) {
const d = Math.abs(from.x - pois[i].position.x) + Math.abs(from.y - pois[i].position.y);
if (d < bestDist) { best = pois[i].position; bestDist = d; }
}
return best;
}
function directionTo(from: Position, to: Position): number {
const dx = to.x - from.x;
const dy = to.y - from.y;
if (Math.abs(dx) > Math.abs(dy)) return dx > 0 ? Direction.RIGHT : Direction.LEFT;
return dy > 0 ? Direction.DOWN : Direction.UP;
}
export function npcBrainSystem(world: World, map: GameMap, eventMemoryService?: EventMemoryService): void {
for (const entity of world.query('npcBrain', 'needs', 'movement', 'position')) {
const brain = world.getComponent<NPCBrain>(entity, 'npcBrain')!;
const needs = world.getComponent<Needs>(entity, 'needs')!;
const movement = world.getComponent<Movement>(entity, 'movement')!;
const pos = world.getComponent<Position>(entity, 'position')!;
const socialState = world.getComponent<SocialState>(entity, 'socialState');
if (socialState && socialState.phase !== 'none') continue;
// Skip if currently walking toward a goal
if (movement.state === 'walking' && movement.path.length > 0) continue;
// Check if at goal destination — recover needs
if (brain.currentGoal === 'eat' && movement.state === 'idle') {
const prevHunger = needs.hunger;
needs.hunger = Math.min(100, needs.hunger + 20);
if (eventMemoryService && prevHunger < HUNGER_THRESHOLD && needs.hunger >= HUNGER_THRESHOLD) {
const name = world.getComponent<string>(entity, 'name') ?? 'Unknown';
eventMemoryService.record(entity, {
type: 'need_recovery',
tick: 0,
need: 'hunger',
detail: `${name} satisfied their hunger`,
});
}
brain.currentGoal = null;
}
if (brain.currentGoal === 'rest' && movement.state === 'idle') {
const prevEnergy = needs.energy;
needs.energy = Math.min(100, needs.energy + 20);
if (eventMemoryService && prevEnergy < ENERGY_THRESHOLD && needs.energy >= ENERGY_THRESHOLD) {
const name = world.getComponent<string>(entity, 'name') ?? 'Unknown';
eventMemoryService.record(entity, {
type: 'need_recovery',
tick: 0,
need: 'energy',
detail: `${name} recovered their energy`,
});
}
brain.currentGoal = null;
}
// Determine new goal based on needs priority
const prevGoal = brain.currentGoal;
let goal: GoalType = 'wander';
if (needs.energy < ENERGY_THRESHOLD) goal = 'rest';
else if (needs.hunger < HUNGER_THRESHOLD) goal = 'eat';
else if (needs.productivity < PRODUCTIVITY_THRESHOLD) goal = 'gather';
brain.currentGoal = goal;
if (eventMemoryService && brain.currentGoal !== prevGoal && prevGoal !== null) {
const name = world.getComponent<string>(entity, 'name') ?? 'Unknown';
const goalLabels: Record<string, string> = { wander: 'wandering', eat: 'looking for food', rest: 'looking for rest', gather: 'looking for resources' };
eventMemoryService.record(entity, {
type: 'goal_change',
tick: 0,
oldGoal: prevGoal,
newGoal: brain.currentGoal ?? 'idle',
detail: `${name} started ${goalLabels[brain.currentGoal ?? ''] ?? brain.currentGoal}`,
});
}
// Pick target based on goal
let target: Position | null = null;
if (goal === 'eat') {
target = closestPOI(map, pos, 'food');
} else if (goal === 'rest') {
target = closestPOI(map, pos, 'rest');
} else if (goal === 'gather') {
target = findNearestResource(map, pos);
if (!target) {
goal = 'wander';
brain.currentGoal = 'wander';
}
}
if (!target) {
target = map.getRandomWalkable();
}
// Pathfind to target
const path = findPath(map, pos, target);
if (path && path.length > 0) {
movement.state = 'walking';
movement.target = target;
movement.path = path;
movement.direction = directionTo(pos, path[0]);
}
}
}