2025-12-19 23:07:36 +00:00
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import * as THREE from "three";
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2025-12-19 23:08:54 +00:00
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
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2025-12-19 23:07:36 +00:00
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import { VoxelGrid } from "../grid/VoxelGrid.js";
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import { VoxelManager } from "../grid/VoxelManager.js";
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import { UnitManager } from "../managers/UnitManager.js";
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2025-12-19 23:07:36 +00:00
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import { CaveGenerator } from "../generation/CaveGenerator.js";
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import { RuinGenerator } from "../generation/RuinGenerator.js";
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import { InputManager } from "./InputManager.js";
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import { MissionManager } from "../managers/MissionManager.js";
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2025-12-19 23:07:36 +00:00
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export class GameLoop {
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constructor() {
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this.isRunning = false;
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// 1. Core Systems
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this.scene = new THREE.Scene();
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this.camera = null;
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this.renderer = null;
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this.controls = null;
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this.inputManager = null;
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this.grid = null;
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this.voxelManager = null;
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this.unitManager = null;
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this.unitMeshes = new Map();
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this.runData = null;
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this.playerSpawnZone = [];
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this.enemySpawnZone = [];
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// Input Logic State
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this.lastMoveTime = 0;
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this.moveCooldown = 120; // ms between cursor moves
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this.selectionMode = "MOVEMENT"; // MOVEMENT, TARGETING
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this.missionManager = new MissionManager(this); // Init Mission Manager
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// Deployment State
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this.deploymentState = {
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selectedUnitIndex: -1,
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deployedUnits: new Map(), // Map<Index, UnitInstance>
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};
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}
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init(container) {
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// Setup Three.js
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this.camera = new THREE.PerspectiveCamera(
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45,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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this.camera.position.set(20, 20, 20);
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this.camera.lookAt(0, 0, 0);
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.setClearColor(0x111111);
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container.appendChild(this.renderer.domElement);
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this.controls = new OrbitControls(this.camera, this.renderer.domElement);
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.05;
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// --- SETUP INPUT MANAGER ---
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this.inputManager = new InputManager(
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this.camera,
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this.scene,
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this.renderer.domElement
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);
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// Bind Buttons (Events)
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this.inputManager.addEventListener("gamepadbuttondown", (e) =>
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this.handleButtonInput(e.detail)
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);
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this.inputManager.addEventListener("keydown", (e) =>
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this.handleKeyInput(e.detail)
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);
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// Default Validator: Movement Logic (Will be overridden in startLevel)
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this.inputManager.setValidator(this.validateCursorMove.bind(this));
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const ambient = new THREE.AmbientLight(0xffffff, 0.6);
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const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
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dirLight.position.set(10, 20, 10);
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this.scene.add(ambient);
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this.scene.add(dirLight);
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window.addEventListener("resize", () => {
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this.camera.aspect = window.innerWidth / window.innerHeight;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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});
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this.animate = this.animate.bind(this);
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}
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/**
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* Validation Logic for Standard Movement.
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*/
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validateCursorMove(x, y, z) {
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if (!this.grid) return true; // Allow if grid not ready
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// 1. Basic Bounds Check
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if (!this.grid.isValidBounds({ x, y: 0, z })) return false;
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// 2. Scan Column for Surface (Climb/Drop Logic)
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let bestY = null;
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if (this.isWalkable(x, y, z)) bestY = y;
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else if (this.isWalkable(x, y + 1, z)) bestY = y + 1;
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else if (this.isWalkable(x, y - 1, z)) bestY = y - 1;
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else if (this.isWalkable(x, y - 2, z)) bestY = y - 2;
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if (bestY !== null) {
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return { x, y: bestY, z };
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}
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return false;
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}
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/**
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* Validation Logic for Deployment Phase.
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*/
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validateDeploymentCursor(x, y, z) {
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if (!this.grid || this.playerSpawnZone.length === 0) return false;
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// Check if the target X,Z is inside the spawn zone list
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const validSpot = this.playerSpawnZone.find((t) => t.x === x && t.z === z);
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if (validSpot) {
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// Snap Y to the valid floor height defined in the zone
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return { x: validSpot.x, y: validSpot.y, z: validSpot.z };
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}
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return false; // Cursor cannot leave the spawn zone
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}
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isWalkable(x, y, z) {
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if (this.grid.getCell(x, y, z) !== 0) return false;
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if (this.grid.getCell(x, y - 1, z) === 0) return false;
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if (this.grid.getCell(x, y + 1, z) !== 0) return false;
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return true;
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}
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validateInteractionTarget(x, y, z) {
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if (!this.grid) return true;
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return this.grid.isValidBounds({ x, y, z });
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}
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handleButtonInput(detail) {
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if (detail.buttonIndex === 0) {
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// A / Cross
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this.triggerSelection();
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}
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}
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handleKeyInput(code) {
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if (code === "Space" || code === "Enter") {
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this.triggerSelection();
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}
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if (code === "Tab") {
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this.selectionMode =
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this.selectionMode === "MOVEMENT" ? "TARGETING" : "MOVEMENT";
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const validator =
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this.selectionMode === "MOVEMENT"
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? this.validateCursorMove.bind(this)
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: this.validateInteractionTarget.bind(this);
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this.inputManager.setValidator(validator);
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}
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}
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/**
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* Called by UI when a unit is clicked in the Roster.
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* @param {number} index - The index of the unit in the squad to select.
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*/
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selectDeploymentUnit(index) {
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this.deploymentState.selectedUnitIndex = index;
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console.log(`Deployment: Selected Unit Index ${index}`);
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}
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triggerSelection() {
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const cursor = this.inputManager.getCursorPosition();
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console.log("Action at:", cursor);
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2025-12-22 05:20:33 +00:00
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if (
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this.gameStateManager &&
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this.gameStateManager.currentState === "STATE_DEPLOYMENT"
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) {
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const selIndex = this.deploymentState.selectedUnitIndex;
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if (selIndex !== -1) {
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// Attempt to deploy OR move the selected unit
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const unitDef = this.runData.squad[selIndex];
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const existingUnit = this.deploymentState.deployedUnits.get(selIndex);
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const resultUnit = this.deployUnit(unitDef, cursor, existingUnit);
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if (resultUnit) {
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// Track it
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this.deploymentState.deployedUnits.set(selIndex, resultUnit);
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// Notify UI
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window.dispatchEvent(
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new CustomEvent("deployment-update", {
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detail: {
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deployedIndices: Array.from(
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this.deploymentState.deployedUnits.keys()
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),
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},
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})
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);
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}
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} else {
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console.log("No unit selected.");
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}
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}
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}
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async startMission(missionId) {
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const mission = await fetch(
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`assets/data/missions/${missionId.toLowerCase()}.json`
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);
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const missionData = await mission.json();
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this.missionManager.startMission(missionData);
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}
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async startLevel(runData) {
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console.log("GameLoop: Generating Level...");
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this.runData = runData;
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this.isRunning = true;
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this.clearUnitMeshes();
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// Reset Deployment State
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this.deploymentState = {
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selectedUnitIndex: -1,
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deployedUnits: new Map(), // Map<Index, UnitInstance>
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};
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this.grid = new VoxelGrid(20, 10, 20);
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const generator = new RuinGenerator(this.grid, runData.seed);
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generator.generate();
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if (generator.generatedAssets.spawnZones) {
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this.playerSpawnZone = generator.generatedAssets.spawnZones.player || [];
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this.enemySpawnZone = generator.generatedAssets.spawnZones.enemy || [];
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}
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if (this.playerSpawnZone.length === 0)
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this.playerSpawnZone.push({ x: 2, y: 1, z: 2 });
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if (this.enemySpawnZone.length === 0)
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this.enemySpawnZone.push({ x: 18, y: 1, z: 18 });
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this.voxelManager = new VoxelManager(this.grid, this.scene);
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this.voxelManager.updateMaterials(generator.generatedAssets);
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this.voxelManager.update();
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if (this.controls) this.voxelManager.focusCamera(this.controls);
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const mockRegistry = {
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get: (id) => {
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if (id.startsWith("CLASS_"))
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return { type: "EXPLORER", name: id, stats: { hp: 100 } };
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return {
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type: "ENEMY",
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name: "Enemy",
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stats: { hp: 50 },
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ai_archetype: "BRUISER",
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};
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},
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};
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this.unitManager = new UnitManager(mockRegistry);
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this.highlightZones();
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if (this.playerSpawnZone.length > 0) {
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let sumX = 0,
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sumY = 0,
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sumZ = 0;
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for (const spot of this.playerSpawnZone) {
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sumX += spot.x;
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sumY += spot.y;
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sumZ += spot.z;
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}
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const centerX = sumX / this.playerSpawnZone.length;
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const centerY = sumY / this.playerSpawnZone.length;
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const centerZ = sumZ / this.playerSpawnZone.length;
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const start = this.playerSpawnZone[0];
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this.inputManager.setCursor(start.x, start.y, start.z);
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if (this.controls) {
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this.controls.target.set(centerX, centerY, centerZ);
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this.controls.update();
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}
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}
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|
|
|
|
|
this.inputManager.setValidator(this.validateDeploymentCursor.bind(this));
|
|
|
|
|
|
2025-12-19 23:07:36 +00:00
|
|
|
this.animate();
|
|
|
|
|
}
|
|
|
|
|
|
2025-12-21 05:04:44 +00:00
|
|
|
deployUnit(unitDef, targetTile, existingUnit = null) {
|
2025-12-22 05:20:33 +00:00
|
|
|
if (
|
|
|
|
|
!this.gameStateManager ||
|
|
|
|
|
this.gameStateManager.currentState !== "STATE_DEPLOYMENT"
|
|
|
|
|
)
|
|
|
|
|
return null;
|
2025-12-20 00:02:42 +00:00
|
|
|
|
2025-12-20 04:58:16 +00:00
|
|
|
const isValid = this.validateDeploymentCursor(
|
|
|
|
|
targetTile.x,
|
|
|
|
|
targetTile.y,
|
|
|
|
|
targetTile.z
|
2025-12-20 00:02:42 +00:00
|
|
|
);
|
|
|
|
|
|
2025-12-21 05:04:44 +00:00
|
|
|
// Check collision
|
|
|
|
|
if (!isValid) {
|
|
|
|
|
console.warn("Invalid spawn zone");
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If tile occupied...
|
|
|
|
|
if (this.grid.isOccupied(targetTile)) {
|
|
|
|
|
// If occupied by SELF (clicking same spot), that's valid, just do nothing
|
|
|
|
|
if (
|
|
|
|
|
existingUnit &&
|
|
|
|
|
existingUnit.position.x === targetTile.x &&
|
|
|
|
|
existingUnit.position.z === targetTile.z
|
|
|
|
|
) {
|
|
|
|
|
return existingUnit;
|
|
|
|
|
}
|
|
|
|
|
console.warn("Tile occupied");
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (existingUnit) {
|
|
|
|
|
// MOVE logic
|
|
|
|
|
this.grid.moveUnit(existingUnit, targetTile, { force: true }); // Force to bypass standard move checks if any
|
|
|
|
|
// Update Mesh
|
|
|
|
|
const mesh = this.unitMeshes.get(existingUnit.id);
|
|
|
|
|
if (mesh) {
|
|
|
|
|
mesh.position.set(targetTile.x, targetTile.y + 0.6, targetTile.z);
|
|
|
|
|
}
|
|
|
|
|
console.log(
|
|
|
|
|
`Moved ${existingUnit.name} to ${targetTile.x},${targetTile.y},${targetTile.z}`
|
|
|
|
|
);
|
|
|
|
|
return existingUnit;
|
|
|
|
|
} else {
|
|
|
|
|
// CREATE logic
|
|
|
|
|
const unit = this.unitManager.createUnit(
|
|
|
|
|
unitDef.classId || unitDef.id,
|
|
|
|
|
"PLAYER"
|
|
|
|
|
);
|
|
|
|
|
if (unitDef.name) unit.name = unitDef.name;
|
|
|
|
|
|
|
|
|
|
this.grid.placeUnit(unit, targetTile);
|
|
|
|
|
this.createUnitMesh(unit, targetTile);
|
|
|
|
|
|
|
|
|
|
console.log(
|
|
|
|
|
`Deployed ${unit.name} at ${targetTile.x},${targetTile.y},${targetTile.z}`
|
|
|
|
|
);
|
|
|
|
|
return unit;
|
|
|
|
|
}
|
2025-12-20 00:02:42 +00:00
|
|
|
}
|
2025-12-19 23:35:29 +00:00
|
|
|
|
2025-12-20 00:02:42 +00:00
|
|
|
finalizeDeployment() {
|
2025-12-22 05:20:33 +00:00
|
|
|
if (
|
|
|
|
|
!this.gameStateManager ||
|
|
|
|
|
this.gameStateManager.currentState !== "STATE_DEPLOYMENT"
|
|
|
|
|
)
|
|
|
|
|
return;
|
2025-12-20 00:02:42 +00:00
|
|
|
const enemyCount = 2;
|
|
|
|
|
for (let i = 0; i < enemyCount; i++) {
|
|
|
|
|
const spotIndex = Math.floor(Math.random() * this.enemySpawnZone.length);
|
|
|
|
|
const spot = this.enemySpawnZone[spotIndex];
|
|
|
|
|
if (spot && !this.grid.isOccupied(spot)) {
|
|
|
|
|
const enemy = this.unitManager.createUnit("ENEMY_DEFAULT", "ENEMY");
|
|
|
|
|
this.grid.placeUnit(enemy, spot);
|
|
|
|
|
this.createUnitMesh(enemy, spot);
|
|
|
|
|
this.enemySpawnZone.splice(spotIndex, 1);
|
2025-12-19 23:35:29 +00:00
|
|
|
}
|
2025-12-20 00:02:42 +00:00
|
|
|
}
|
2025-12-20 04:58:16 +00:00
|
|
|
|
|
|
|
|
// Switch to standard movement validator for the game
|
|
|
|
|
this.inputManager.setValidator(this.validateCursorMove.bind(this));
|
2025-12-21 05:04:44 +00:00
|
|
|
|
2025-12-22 05:20:33 +00:00
|
|
|
// Notify GameStateManager about state change
|
|
|
|
|
if (this.gameStateManager) {
|
|
|
|
|
this.gameStateManager.transitionTo("STATE_COMBAT");
|
|
|
|
|
}
|
|
|
|
|
|
2025-12-21 05:04:44 +00:00
|
|
|
console.log("Combat Started!");
|
2025-12-20 00:02:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
clearUnitMeshes() {
|
|
|
|
|
this.unitMeshes.forEach((mesh) => this.scene.remove(mesh));
|
|
|
|
|
this.unitMeshes.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
createUnitMesh(unit, pos) {
|
|
|
|
|
const geometry = new THREE.BoxGeometry(0.6, 1.2, 0.6);
|
|
|
|
|
let color = 0xcccccc;
|
|
|
|
|
if (unit.id.includes("VANGUARD")) color = 0xff3333;
|
2025-12-20 04:58:16 +00:00
|
|
|
else if (unit.team === "ENEMY") color = 0x550000;
|
2025-12-20 00:02:42 +00:00
|
|
|
const material = new THREE.MeshStandardMaterial({ color: color });
|
|
|
|
|
const mesh = new THREE.Mesh(geometry, material);
|
|
|
|
|
mesh.position.set(pos.x, pos.y + 0.6, pos.z);
|
|
|
|
|
this.scene.add(mesh);
|
|
|
|
|
this.unitMeshes.set(unit.id, mesh);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
highlightZones() {
|
|
|
|
|
const highlightMatPlayer = new THREE.MeshBasicMaterial({
|
|
|
|
|
color: 0x00ff00,
|
|
|
|
|
transparent: true,
|
|
|
|
|
opacity: 0.3,
|
|
|
|
|
});
|
|
|
|
|
const highlightMatEnemy = new THREE.MeshBasicMaterial({
|
|
|
|
|
color: 0xff0000,
|
|
|
|
|
transparent: true,
|
|
|
|
|
opacity: 0.3,
|
|
|
|
|
});
|
|
|
|
|
const geo = new THREE.PlaneGeometry(1, 1);
|
|
|
|
|
geo.rotateX(-Math.PI / 2);
|
|
|
|
|
this.playerSpawnZone.forEach((pos) => {
|
|
|
|
|
const mesh = new THREE.Mesh(geo, highlightMatPlayer);
|
2025-12-20 04:58:16 +00:00
|
|
|
mesh.position.set(pos.x, pos.y + 0.05, pos.z);
|
2025-12-20 00:02:42 +00:00
|
|
|
this.scene.add(mesh);
|
|
|
|
|
});
|
|
|
|
|
this.enemySpawnZone.forEach((pos) => {
|
|
|
|
|
const mesh = new THREE.Mesh(geo, highlightMatEnemy);
|
|
|
|
|
mesh.position.set(pos.x, pos.y + 0.05, pos.z);
|
|
|
|
|
this.scene.add(mesh);
|
2025-12-19 23:35:29 +00:00
|
|
|
});
|
2025-12-19 23:07:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
animate() {
|
|
|
|
|
if (!this.isRunning) return;
|
|
|
|
|
requestAnimationFrame(this.animate);
|
|
|
|
|
|
2025-12-20 04:58:16 +00:00
|
|
|
if (this.inputManager) this.inputManager.update();
|
|
|
|
|
if (this.controls) this.controls.update();
|
|
|
|
|
|
|
|
|
|
const now = Date.now();
|
|
|
|
|
if (now - this.lastMoveTime > this.moveCooldown) {
|
|
|
|
|
let dx = 0;
|
|
|
|
|
let dz = 0;
|
|
|
|
|
|
|
|
|
|
if (
|
|
|
|
|
this.inputManager.isKeyPressed("KeyW") ||
|
|
|
|
|
this.inputManager.isKeyPressed("ArrowUp")
|
|
|
|
|
)
|
|
|
|
|
dz = -1;
|
|
|
|
|
if (
|
|
|
|
|
this.inputManager.isKeyPressed("KeyS") ||
|
|
|
|
|
this.inputManager.isKeyPressed("ArrowDown")
|
|
|
|
|
)
|
|
|
|
|
dz = 1;
|
|
|
|
|
if (
|
|
|
|
|
this.inputManager.isKeyPressed("KeyA") ||
|
|
|
|
|
this.inputManager.isKeyPressed("ArrowLeft")
|
|
|
|
|
)
|
|
|
|
|
dx = -1;
|
|
|
|
|
if (
|
|
|
|
|
this.inputManager.isKeyPressed("KeyD") ||
|
|
|
|
|
this.inputManager.isKeyPressed("ArrowRight")
|
|
|
|
|
)
|
|
|
|
|
dx = 1;
|
|
|
|
|
|
|
|
|
|
if (dx !== 0 || dz !== 0) {
|
|
|
|
|
const currentPos = this.inputManager.getCursorPosition();
|
|
|
|
|
const newX = currentPos.x + dx;
|
|
|
|
|
const newZ = currentPos.z + dz;
|
|
|
|
|
|
|
|
|
|
this.inputManager.setCursor(newX, currentPos.y, newZ);
|
|
|
|
|
this.lastMoveTime = now;
|
|
|
|
|
}
|
2025-12-19 23:08:54 +00:00
|
|
|
}
|
|
|
|
|
|
2025-12-20 00:02:42 +00:00
|
|
|
const time = Date.now() * 0.002;
|
|
|
|
|
this.unitMeshes.forEach((mesh) => {
|
|
|
|
|
mesh.position.y += Math.sin(time) * 0.002;
|
|
|
|
|
});
|
|
|
|
|
|
2025-12-19 23:07:36 +00:00
|
|
|
this.renderer.render(this.scene, this.camera);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
stop() {
|
|
|
|
|
this.isRunning = false;
|
2025-12-20 04:58:16 +00:00
|
|
|
if (this.inputManager) this.inputManager.detach();
|
2025-12-19 23:08:54 +00:00
|
|
|
if (this.controls) this.controls.dispose();
|
2025-12-19 23:07:36 +00:00
|
|
|
}
|
|
|
|
|
}
|