9f77a84d6f
NPCs can now retrieve crafting materials from stockpiles instead of always gathering raw resources. The industry system checks if a stockpile has needed materials before falling back to gathering. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
191 lines
7.6 KiB
TypeScript
191 lines
7.6 KiB
TypeScript
import { TICK_RATE, BROADCAST_EVERY_N_TICKS, ENERGY_DECAY_PER_TICK, DAY_NIGHT_RATIO } from '@dflike/shared';
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import { World } from '../ecs/World.js';
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import { GameMap } from '../map/GameMap.js';
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import { generateMap } from '../map/mapGenerator.js';
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import { needsDecaySystem } from '../systems/needsDecaySystem.js';
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import { npcBrainSystem } from '../systems/npcBrainSystem.js';
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import { movementSystem } from '../systems/movementSystem.js';
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import { socialSystem } from '../systems/socialSystem.js';
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import { statModifierSystem } from '../systems/statModifierSystem.js';
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import { relationshipSystem } from '../systems/relationshipSystem.js';
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import { gatheringSystem } from '../systems/gatheringSystem.js';
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import { createBondRegistry } from '../systems/bondRegistry.js';
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import { ItemRegistry } from '../industry/itemRegistry.js';
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import { industrySystem } from '../systems/industrySystem.js';
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import { craftingSystem } from '../systems/craftingSystem.js';
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import { buildingSystem } from '../systems/buildingSystem.js';
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import { dropoffSystem } from '../systems/dropoffSystem.js';
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import { pickupSystem } from '../systems/pickupSystem.js';
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import { RecipeRegistry } from '../industry/recipeRegistry.js';
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import { spawnNPC } from './spawner.js';
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import { createLlmService, type LlmService } from '../llm/llmService.js';
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import { generateBackstory } from '../llm/backstoryGenerator.js';
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import { createNarrationService, type NarrationService } from '../llm/narrationService.js';
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import { narrationEmitter } from '../systems/narrationEmitter.js';
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import type { EntityId, InventionSummary, Position } from '@dflike/shared';
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import type { StructureData } from '../systems/buildingSystem.js';
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import { createThoughtSystem, type ThoughtSystem } from '../systems/thoughtSystem.js';
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import { createEventMemoryService, type EventMemoryService } from '../llm/eventMemoryService.js';
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import { createInventionSystem, type InventionSystem } from '../systems/inventionSystem.js';
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import { createInventionTimeline } from '../industry/inventionTimeline.js';
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import { createStockpileLog } from '../industry/stockpileLog.js';
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import type { StockpileLogEntry } from '@dflike/shared';
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export class GameLoop {
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readonly world: World;
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readonly map: GameMap;
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readonly llmService: LlmService;
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readonly narrationService: NarrationService;
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readonly eventMemoryService: EventMemoryService;
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readonly thoughtSystem: ThoughtSystem;
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readonly inventionSystem: InventionSystem;
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public followedEntityIds: Set<EntityId> = new Set();
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public onInventionCreated: ((summary: InventionSummary) => void) | null = null;
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public onStockpileEvent: ((entry: StockpileLogEntry) => void) | null = null;
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private tick = 0;
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private interval: ReturnType<typeof setInterval> | null = null;
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private onBroadcast: (() => void) | null = null;
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constructor() {
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this.world = new World();
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this.world.setSingleton('bondRegistry', createBondRegistry());
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this.world.setSingleton('itemRegistry', ItemRegistry.createDefault());
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this.world.setSingleton('recipeRegistry', RecipeRegistry.createDefault());
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this.world.setSingleton('inventionTimeline', createInventionTimeline());
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this.world.setSingleton('stockpileLog', createStockpileLog());
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this.map = new GameMap();
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this.llmService = createLlmService();
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this.narrationService = createNarrationService(this.llmService);
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this.eventMemoryService = createEventMemoryService();
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this.thoughtSystem = createThoughtSystem(this.llmService, this.narrationService, this.eventMemoryService);
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this.inventionSystem = createInventionSystem(
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this.llmService,
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this.narrationService,
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this.eventMemoryService,
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(summary) => this.onInventionCreated?.(summary),
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);
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this.setupMap();
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this.spawnDefaultStockpiles();
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this.spawnInitialNPCs(8);
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}
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private setupMap(): void {
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const generated = generateMap(this.map.width, this.map.height);
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// Load terrain and decorations
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this.map.terrain = generated.terrain;
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this.map.decorations = generated.decorations;
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this.map.trunkDecorations = generated.trunkDecorations;
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this.map.loadObstacles(generated.obstacles);
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// Load resource tiles
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this.map.resourceTiles = generated.resourceTiles;
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// Points of interest from generator
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for (const pos of generated.foodPositions) {
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this.map.addPointOfInterest({ type: 'food', position: pos });
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}
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for (const pos of generated.restPositions) {
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this.map.addPointOfInterest({ type: 'rest', position: pos });
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}
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}
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private spawnDefaultStockpiles(): void {
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const cx = Math.floor(this.map.width / 2);
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const cy = Math.floor(this.map.height / 2);
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// Find two walkable positions near the center for wood and stone stockpiles
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const positions: Position[] = [];
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outer:
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for (let r = 0; positions.length < 2; r++) {
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for (let dx = -r; dx <= r; dx++) {
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for (let dy = -r; dy <= r; dy++) {
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if (r > 0 && Math.abs(dx) !== r && Math.abs(dy) !== r) continue;
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const x = cx + dx;
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const y = cy + dy;
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if (this.map.isWalkable(x, y) && !positions.some(p => p.x === x && p.y === y)) {
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positions.push({ x, y });
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if (positions.length >= 2) break outer;
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}
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}
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}
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}
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const subtypes = ['wood', 'stone'];
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for (let i = 0; i < positions.length; i++) {
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const entity = this.world.createEntity();
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this.world.addComponent<Position>(entity, 'position', positions[i]);
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this.world.addComponent<StructureData>(entity, 'structure', {
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type: 'stockpile',
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subtype: subtypes[i],
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inventory: new Map(),
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});
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}
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}
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generateNpcBackstory(entityId: number): void {
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generateBackstory(this.world, entityId, this.llmService);
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}
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private spawnInitialNPCs(count: number): void {
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for (let i = 0; i < count; i++) {
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const entity = spawnNPC(this.world, this.map, undefined, this.eventMemoryService);
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this.generateNpcBackstory(entity);
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}
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}
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setBroadcastHandler(handler: () => void): void {
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this.onBroadcast = handler;
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}
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start(): void {
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const tickInterval = 1000 / TICK_RATE;
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this.interval = setInterval(() => this.update(), tickInterval);
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console.log(`Game loop started at ${TICK_RATE} ticks/sec`);
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}
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stop(): void {
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if (this.interval) {
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clearInterval(this.interval);
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this.interval = null;
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}
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}
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private update(): void {
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this.tick++;
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// Run systems in order
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statModifierSystem(this.world);
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needsDecaySystem(this.world, this.eventMemoryService);
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npcBrainSystem(this.world, this.map, this.eventMemoryService);
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socialSystem(this.world, this.eventMemoryService);
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narrationEmitter(this.world, this.narrationService, this.followedEntityIds, this.eventMemoryService);
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relationshipSystem(this.world, this.eventMemoryService);
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industrySystem(this.world, this.map);
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pickupSystem(this.world, this.tick, (entry) => this.onStockpileEvent?.(entry));
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gatheringSystem(this.world, this.map);
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craftingSystem(this.world);
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buildingSystem(this.world, this.map);
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dropoffSystem(this.world, this.map, this.tick, (entry) => this.onStockpileEvent?.(entry));
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movementSystem(this.world);
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this.thoughtSystem.update(this.world, this.followedEntityIds, this.tick);
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this.inventionSystem.update(this.world, this.tick);
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// Broadcast state periodically
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if (this.tick % BROADCAST_EVERY_N_TICKS === 0 && this.onBroadcast) {
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this.onBroadcast();
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}
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}
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getTick(): number {
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return this.tick;
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}
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getGameTime(): number {
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const dayTicks = 100 / ENERGY_DECAY_PER_TICK;
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const nightTicks = dayTicks / DAY_NIGHT_RATIO;
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const cycleTicks = Math.round(dayTicks + nightTicks);
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return (this.tick % cycleTicks) / cycleTicks;
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}
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}
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