83660609fc
Add three ECS systems for NPC simulation: - needsDecaySystem: decrements hunger/energy each tick, clamped at 0 - npcBrainSystem: goal selection based on need thresholds with pathfinding - movementSystem: advances entities along computed paths Includes 8 passing tests covering decay, goal prioritization, and movement. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
33 lines
1.1 KiB
TypeScript
33 lines
1.1 KiB
TypeScript
import { Direction, type Movement, type Position } from '@dflike/shared';
|
|
import type { World } from '../ecs/World.js';
|
|
|
|
function directionFromDelta(dx: number, dy: number): number {
|
|
if (Math.abs(dx) > Math.abs(dy)) return dx > 0 ? Direction.RIGHT : Direction.LEFT;
|
|
return dy > 0 ? Direction.DOWN : Direction.UP;
|
|
}
|
|
|
|
export function movementSystem(world: World): void {
|
|
for (const entity of world.query('position', 'movement')) {
|
|
const movement = world.getComponent<Movement>(entity, 'movement')!;
|
|
const pos = world.getComponent<Position>(entity, 'position')!;
|
|
|
|
if (movement.state !== 'walking' || movement.path.length === 0) {
|
|
if (movement.state === 'walking' && movement.path.length === 0) {
|
|
movement.state = 'idle';
|
|
movement.target = null;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
const next = movement.path.shift()!;
|
|
movement.direction = directionFromDelta(next.x - pos.x, next.y - pos.y);
|
|
pos.x = next.x;
|
|
pos.y = next.y;
|
|
|
|
if (movement.path.length === 0) {
|
|
movement.state = 'idle';
|
|
movement.target = null;
|
|
}
|
|
}
|
|
}
|