aether-shards/src/core/GameLoop.js

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/**
* @typedef {import("./types.js").RunData} RunData
* @typedef {import("../grid/types.js").Position} Position
* @typedef {import("../units/Unit.js").Unit} Unit
* @typedef {import("../ui/combat-hud.d.ts").CombatState} CombatState
* @typedef {import("../ui/combat-hud.d.ts").UnitStatus} UnitStatus
* @typedef {import("../ui/combat-hud.d.ts").QueueEntry} QueueEntry
*/
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { VoxelGrid } from "../grid/VoxelGrid.js";
import { VoxelManager } from "../grid/VoxelManager.js";
import { UnitManager } from "../managers/UnitManager.js";
import { CaveGenerator } from "../generation/CaveGenerator.js";
import { RuinGenerator } from "../generation/RuinGenerator.js";
import { InputManager } from "./InputManager.js";
import { MissionManager } from "../managers/MissionManager.js";
import { TurnSystem } from "../systems/TurnSystem.js";
import { MovementSystem } from "../systems/MovementSystem.js";
import { SkillTargetingSystem } from "../systems/SkillTargetingSystem.js";
import { EffectProcessor } from "../systems/EffectProcessor.js";
import { SeededRandom } from "../utils/SeededRandom.js";
import { skillRegistry } from "../managers/SkillRegistry.js";
import { InventoryManager } from "../managers/InventoryManager.js";
import { InventoryContainer } from "../models/InventoryContainer.js";
import { itemRegistry } from "../managers/ItemRegistry.js";
import { narrativeManager } from "../managers/NarrativeManager.js";
// Class definitions will be lazy-loaded when startLevel is called
/**
* Main game loop managing rendering, input, and game state.
* @class
*/
export class GameLoop {
constructor() {
/** @type {boolean} */
this.isRunning = false;
/** @type {Object|null} Cached skill tree template */
this._skillTreeTemplate = null;
/** @type {number | null} */
this.animationFrameId = null;
/** @type {boolean} */
this.isPaused = false;
// 1. Core Systems
/** @type {THREE.Scene} */
this.scene = new THREE.Scene();
/** @type {THREE.PerspectiveCamera | null} */
this.camera = null;
/** @type {THREE.WebGLRenderer | null} */
this.renderer = null;
/** @type {OrbitControls | null} */
this.controls = null;
/** @type {InputManager | null} */
this.inputManager = null;
/** @type {VoxelGrid | null} */
this.grid = null;
/** @type {VoxelManager | null} */
this.voxelManager = null;
/** @type {UnitManager | null} */
this.unitManager = null;
// Combat Logic Systems
/** @type {TurnSystem | null} */
this.turnSystem = null;
/** @type {MovementSystem | null} */
this.movementSystem = null;
/** @type {SkillTargetingSystem | null} */
this.skillTargetingSystem = null;
/** @type {EffectProcessor | null} */
this.effectProcessor = null;
// Inventory System
/** @type {InventoryManager | null} */
this.inventoryManager = null;
// AbortController for cleaning up event listeners
/** @type {AbortController | null} */
this.turnSystemAbortController = null;
/** @type {Map<string, THREE.Mesh>} */
this.unitMeshes = new Map();
/** @type {Set<THREE.Mesh>} */
this.movementHighlights = new Set();
/** @type {Set<THREE.Mesh>} */
this.spawnZoneHighlights = new Set();
/** @type {Set<THREE.Mesh>} */
this.rangeHighlights = new Set();
/** @type {Set<THREE.Mesh>} */
this.aoeReticle = new Set();
/** @type {RunData | null} */
this.runData = null;
/** @type {Position[]} */
this.playerSpawnZone = [];
/** @type {Position[]} */
this.enemySpawnZone = [];
// Input Logic State
/** @type {number} */
this.lastMoveTime = 0;
/** @type {number} */
this.moveCooldown = 120; // ms between cursor moves
/** @type {"MOVEMENT" | "TARGETING"} */
this.selectionMode = "MOVEMENT"; // MOVEMENT, TARGETING
/** @type {MissionManager} */
this.missionManager = new MissionManager(this); // Init Mission Manager
// Deployment State
/** @type {{ selectedUnitIndex: number; deployedUnits: Map<number, Unit> }} */
this.deploymentState = {
selectedUnitIndex: -1,
deployedUnits: new Map(), // Map<Index, UnitInstance>
};
/** @type {import("./GameStateManager.js").GameStateManagerClass | null} */
this.gameStateManager = null;
// Skill Targeting State
/** @type {"IDLE" | "SELECTING_MOVE" | "TARGETING_SKILL" | "EXECUTING_SKILL"} */
this.combatState = "IDLE";
/** @type {string | null} */
this.activeSkillId = null;
}
/**
* Initializes the game loop with Three.js setup.
* @param {HTMLElement} container - DOM element to attach the renderer to
*/
init(container) {
// Setup Three.js
this.camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
1000
);
this.camera.position.set(20, 20, 20);
this.camera.lookAt(0, 0, 0);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.setClearColor(0x111111);
container.appendChild(this.renderer.domElement);
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.05;
// --- INSTANTIATE COMBAT SYSTEMS ---
this.turnSystem = new TurnSystem();
this.movementSystem = new MovementSystem();
// SkillTargetingSystem will be initialized in startLevel when grid/unitManager are ready
// --- INITIALIZE INVENTORY SYSTEM ---
// Create stashes (InventoryManager will be initialized in startLevel after itemRegistry loads)
const runStash = new InventoryContainer("RUN_LOOT");
const hubStash = new InventoryContainer("HUB_VAULT");
// Initialize InventoryManager with itemRegistry (will load items in startLevel)
this.inventoryManager = new InventoryManager(
itemRegistry,
runStash,
hubStash
);
// --- SETUP INPUT MANAGER ---
this.inputManager = new InputManager(
this.camera,
this.scene,
this.renderer.domElement
);
// Bind Buttons (Events)
this.inputManager.addEventListener("gamepadbuttondown", (e) =>
this.handleButtonInput(e.detail)
);
this.inputManager.addEventListener("keydown", (e) =>
this.handleKeyInput(e.detail)
);
this.inputManager.addEventListener("hover", (e) =>
this.onCursorHover(e.detail.voxelPosition)
);
// Default Validator: Movement Logic (Will be overridden in startLevel)
this.inputManager.setValidator(this.validateCursorMove.bind(this));
const ambient = new THREE.AmbientLight(0xffffff, 0.6);
const dirLight = new THREE.DirectionalLight(0xffffff, 0.8);
dirLight.position.set(10, 20, 10);
this.scene.add(ambient);
this.scene.add(dirLight);
window.addEventListener("resize", () => {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
});
this.animate = this.animate.bind(this);
}
/**
* Validation Logic for Standard Movement.
* @param {number} x - X coordinate
* @param {number} y - Y coordinate
* @param {number} z - Z coordinate
* @returns {false | Position} - False if invalid, or adjusted position object
*/
validateCursorMove(x, y, z) {
if (!this.grid) return true; // Allow if grid not ready
// 1. Basic Bounds Check
if (!this.grid.isValidBounds({ x, y: 0, z })) return false;
// 2. Scan Column for Surface (Climb/Drop Logic)
let bestY = null;
if (this.isWalkable(x, y, z)) bestY = y;
else if (this.isWalkable(x, y + 1, z)) bestY = y + 1;
else if (this.isWalkable(x, y - 1, z)) bestY = y - 1;
else if (this.isWalkable(x, y - 2, z)) bestY = y - 2;
if (bestY !== null) {
return { x, y: bestY, z };
}
return false;
}
/**
* Validation Logic for Deployment Phase.
* @param {number} x - X coordinate
* @param {number} y - Y coordinate
* @param {number} z - Z coordinate
* @returns {false | Position} - False if invalid, or valid spawn position
*/
validateDeploymentCursor(x, y, z) {
if (!this.grid || this.playerSpawnZone.length === 0) return false;
// Check if the target X,Z is inside the spawn zone list
const validSpot = this.playerSpawnZone.find((t) => t.x === x && t.z === z);
if (validSpot) {
// Snap Y to the valid floor height defined in the zone
return { x: validSpot.x, y: validSpot.y, z: validSpot.z };
}
return false; // Cursor cannot leave the spawn zone
}
/**
* Checks if a position is walkable.
* @param {number} x - X coordinate
* @param {number} y - Y coordinate
* @param {number} z - Z coordinate
* @returns {boolean} - True if walkable
*/
isWalkable(x, y, z) {
if (this.grid.getCell(x, y, z) !== 0) return false;
if (this.grid.getCell(x, y - 1, z) === 0) return false;
if (this.grid.getCell(x, y + 1, z) !== 0) return false;
return true;
}
/**
* Validates an interaction target position.
* @param {number} x - X coordinate
* @param {number} y - Y coordinate
* @param {number} z - Z coordinate
* @returns {boolean} - True if valid
*/
validateInteractionTarget(x, y, z) {
if (!this.grid) return true;
return this.grid.isValidBounds({ x, y, z });
}
/**
* Handles gamepad button input.
* @param {{ buttonIndex: number; gamepadIndex: number }} detail - Button input detail
*/
handleButtonInput(detail) {
if (detail.buttonIndex === 0) {
// A / Cross
this.triggerSelection();
}
}
/**
* Handles keyboard input.
* @param {string} code - Key code
*/
handleKeyInput(code) {
if (code === "Space" || code === "Enter") {
this.triggerSelection();
}
if (code === "Escape" || code === "KeyB") {
// Cancel skill targeting
if (this.combatState === "TARGETING_SKILL") {
this.cancelSkillTargeting();
}
}
if (code === "Tab") {
this.selectionMode =
this.selectionMode === "MOVEMENT" ? "TARGETING" : "MOVEMENT";
const validator =
this.selectionMode === "MOVEMENT"
? this.validateCursorMove.bind(this)
: this.validateInteractionTarget.bind(this);
this.inputManager.setValidator(validator);
}
if (code === "KeyC") {
// Open character sheet for active unit
this.openCharacterSheet();
}
if (code === "KeyM") {
// Movement mode hotkey
if (this.gameStateManager?.currentState === "STATE_COMBAT") {
this.onMovementClicked();
}
}
// Number key hotkeys for skills (1-5)
if (
this.gameStateManager?.currentState === "STATE_COMBAT" &&
this.turnSystem
) {
const activeUnit = this.turnSystem.getActiveUnit();
if (activeUnit && activeUnit.team === "PLAYER") {
const skills = activeUnit.actions || [];
let skillIndex = -1;
// Map key codes to skill indices (1-5)
if (code === "Digit1" || code === "Numpad1") {
skillIndex = 0;
} else if (code === "Digit2" || code === "Numpad2") {
skillIndex = 1;
} else if (code === "Digit3" || code === "Numpad3") {
skillIndex = 2;
} else if (code === "Digit4" || code === "Numpad4") {
skillIndex = 3;
} else if (code === "Digit5" || code === "Numpad5") {
skillIndex = 4;
}
if (skillIndex >= 0 && skillIndex < skills.length) {
const skill = skills[skillIndex];
if (skill && skill.id) {
this.onSkillClicked(skill.id);
}
}
}
}
}
/**
* Opens the character sheet for the currently active unit.
*/
openCharacterSheet() {
if (!this.turnSystem) return;
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit || activeUnit.team !== "PLAYER") {
// If no active unit or not player unit, try to get first player unit
if (this.unitManager) {
const playerUnits = this.unitManager
.getAllUnits()
.filter((u) => u.team === "PLAYER");
if (playerUnits.length > 0) {
this._dispatchOpenCharacterSheet(playerUnits[0]);
}
}
return;
}
this._dispatchOpenCharacterSheet(activeUnit);
}
/**
* Dispatches open-character-sheet event for a unit.
* @param {Unit|string} unitOrId - Unit object or unit ID
* @private
*/
_dispatchOpenCharacterSheet(unitOrId) {
// Get full unit object if ID was provided
let unit = unitOrId;
if (typeof unitOrId === "string" && this.unitManager) {
unit = this.unitManager.getUnitById(unitOrId);
}
if (!unit) {
console.warn("Cannot open character sheet: unit not found");
return;
}
// Get inventory from runData or empty array
const inventory = this.runData?.inventory || [];
// Determine if read-only (enemy turn or restricted)
const activeUnit = this.turnSystem?.getActiveUnit();
const isReadOnly =
this.combatState === "TARGETING_SKILL" ||
(activeUnit && activeUnit.team !== "PLAYER");
window.dispatchEvent(
new CustomEvent("open-character-sheet", {
detail: {
unit: unit,
readOnly: isReadOnly,
inventory: inventory,
},
})
);
}
/**
* Called by UI when a unit is clicked in the Roster.
* @param {number} index - The index of the unit in the squad to select.
*/
selectDeploymentUnit(index) {
this.deploymentState.selectedUnitIndex = index;
console.log(`Deployment: Selected Unit Index ${index}`);
}
/**
* Triggers selection action at cursor position.
*/
triggerSelection() {
const cursor = this.inputManager.getCursorPosition();
console.log("Action at:", cursor);
if (
this.gameStateManager &&
this.gameStateManager.currentState === "STATE_DEPLOYMENT"
) {
const selIndex = this.deploymentState.selectedUnitIndex;
if (selIndex !== -1) {
// Attempt to deploy OR move the selected unit
const unitDef = this.runData.squad[selIndex];
const existingUnit = this.deploymentState.deployedUnits.get(selIndex);
const resultUnit = this.deployUnit(unitDef, cursor, existingUnit);
if (resultUnit) {
// Track it
this.deploymentState.deployedUnits.set(selIndex, resultUnit);
// Notify UI
window.dispatchEvent(
new CustomEvent("deployment-update", {
detail: {
deployedIndices: Array.from(
this.deploymentState.deployedUnits.keys()
),
},
})
);
}
} else {
console.log("No unit selected.");
}
} else if (
this.gameStateManager &&
this.gameStateManager.currentState === "STATE_COMBAT"
) {
// Handle combat actions based on state
if (this.combatState === "TARGETING_SKILL") {
this.handleSkillTargeting(cursor);
} else {
// Default to movement
this.handleCombatMovement(cursor);
}
}
}
/**
* Handles movement in combat state.
* Delegates to MovementSystem.
* @param {Position} targetPos - Target position to move to
*/
async handleCombatMovement(targetPos) {
if (!this.movementSystem || !this.turnSystem) return;
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit || activeUnit.team !== "PLAYER") {
console.log("Not a player's turn or unit not found");
return;
}
// DELEGATE to MovementSystem
const success = await this.movementSystem.executeMove(
activeUnit,
targetPos
);
if (success) {
// Update unit mesh position
const mesh = this.unitMeshes.get(activeUnit.id);
if (mesh) {
// Floor surface is at pos.y - 0.5, unit should be 0.6 above: pos.y + 0.1
mesh.position.set(
activeUnit.position.x,
activeUnit.position.y + 0.1,
activeUnit.position.z
);
}
console.log(
`Moved ${activeUnit.name} to ${activeUnit.position.x},${activeUnit.position.y},${activeUnit.position.z}`
);
// Update combat state and movement highlights
this.updateCombatState().catch(console.error);
// NOTE: Do NOT auto-end turn when AP reaches 0 after movement.
// The player should explicitly click "End Turn" to end their turn.
// Even if the unit has no AP left, they may want to use skills or wait.
}
}
/**
* Handles skill click from CombatHUD.
* Enters TARGETING_SKILL state and shows skill range.
* @param {string} skillId - Skill ID
*/
onSkillClicked(skillId) {
if (!this.turnSystem || !this.skillTargetingSystem) return;
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit || activeUnit.team !== "PLAYER") return;
// If clicking the same skill that's already active, cancel targeting
if (
this.combatState === "TARGETING_SKILL" &&
this.activeSkillId === skillId
) {
this.cancelSkillTargeting();
return;
}
// Find skill in unit's actions
const skill = (activeUnit.actions || []).find((a) => a.id === skillId);
if (!skill) {
console.warn(`Skill ${skillId} not found in unit actions`);
return;
}
// Validate unit has AP
if (activeUnit.currentAP < (skill.costAP || 0)) {
console.log("Insufficient AP");
return;
}
// Enter targeting mode
this.combatState = "TARGETING_SKILL";
this.activeSkillId = skillId;
// Clear movement highlights and show skill range (only valid targets)
this.clearMovementHighlights();
const skillDef = this.skillTargetingSystem.getSkillDef(skillId);
if (skillDef && this.voxelManager && this.skillTargetingSystem) {
// Check if this is a teleport skill with unlimited range (range = -1)
const isTeleportSkill =
skillDef.effects && skillDef.effects.some((e) => e.type === "TELEPORT");
const hasUnlimitedRange =
skillDef.range === -1 || skillDef.range === Infinity;
let allTilesInRange = [];
if (isTeleportSkill && hasUnlimitedRange) {
// For teleport with unlimited range, scan all valid tiles in the grid
// Range is limited only by line of sight
if (this.grid && this.grid.size) {
for (let x = 0; x < this.grid.size.x; x++) {
for (let y = 0; y < this.grid.size.y; y++) {
for (let z = 0; z < this.grid.size.z; z++) {
if (this.grid.isValidBounds({ x, y, z })) {
allTilesInRange.push({ x, y, z });
}
}
}
}
}
} else {
// For normal skills, get tiles within range
for (
let x = activeUnit.position.x - skillDef.range;
x <= activeUnit.position.x + skillDef.range;
x++
) {
for (
let y = activeUnit.position.y - skillDef.range;
y <= activeUnit.position.y + skillDef.range;
y++
) {
for (
let z = activeUnit.position.z - skillDef.range;
z <= activeUnit.position.z + skillDef.range;
z++
) {
const dist =
Math.abs(x - activeUnit.position.x) +
Math.abs(y - activeUnit.position.y) +
Math.abs(z - activeUnit.position.z);
if (dist <= skillDef.range) {
// Check if position is valid bounds
if (this.grid && this.grid.isValidBounds({ x, y, z })) {
allTilesInRange.push({ x, y, z });
}
}
}
}
}
}
// Filter to only valid targets using validation and collect obstruction data
const validTilesWithObstruction = [];
allTilesInRange.forEach((tilePos) => {
const validation = this.skillTargetingSystem.validateTarget(
activeUnit,
tilePos,
skillId
);
if (validation.valid) {
validTilesWithObstruction.push({
pos: tilePos,
obstruction: validation.obstruction || 0,
});
}
});
// Highlight only valid targets with obstruction-based dimming
this.voxelManager.highlightTilesWithObstruction(
validTilesWithObstruction,
"RED_OUTLINE"
);
}
// Update combat state to refresh UI (show cancel button)
this.updateCombatState().catch(console.error);
console.log(`Entering targeting mode for skill: ${skillId}`);
}
/**
* Handles skill targeting when in TARGETING_SKILL state.
* Validates target and executes skill if valid.
* @param {Position} targetPos - Target position
*/
handleSkillTargeting(targetPos) {
if (!this.turnSystem || !this.skillTargetingSystem || !this.activeSkillId) {
return;
}
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit || activeUnit.team !== "PLAYER") {
return;
}
// Validate target
const validation = this.skillTargetingSystem.validateTarget(
activeUnit,
targetPos,
this.activeSkillId
);
if (validation.valid) {
this.executeSkill(this.activeSkillId, targetPos);
} else {
// Audio: Error Buzz
console.log(`Invalid target: ${validation.reason}`);
}
}
/**
* Executes a skill at the target position.
* Deducts costs, processes effects, and cleans up.
* @param {string} skillId - Skill ID
* @param {Position} targetPos - Target position
*/
async executeSkill(skillId, targetPos) {
if (!this.turnSystem || !this.skillTargetingSystem) return;
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit) return;
this.combatState = "EXECUTING_SKILL";
// 1. Deduct Costs (AP, Cooldown)
const skill = (activeUnit.actions || []).find((a) => a.id === skillId);
if (skill) {
activeUnit.currentAP -= skill.costAP || 0;
if (skill.cooldown !== undefined) {
skill.cooldown = (skill.cooldown || 0) + 1; // Set cooldown
}
}
// 2. Get Targets (Units in AoE)
let targets = this.skillTargetingSystem.getUnitsInAoE(
activeUnit.position,
targetPos,
skillId
);
console.log(
`AoE found ${targets.length} targets at ${targetPos.x},${targetPos.y},${targetPos.z}`
);
if (targets.length > 0) {
targets.forEach((t) => {
console.log(
` - Target: ${t.name} at ${t.position.x},${t.position.y},${t.position.z}`
);
});
}
// Fallback: If no targets found but there's a unit at the target position, include it
// This handles cases where the AoE calculation might miss the exact target
if (targets.length === 0 && this.grid) {
const unitAtTarget = this.grid.getUnitAt(targetPos);
if (unitAtTarget) {
targets = [unitAtTarget];
console.log(
`Fallback: Added unit at target position: ${unitAtTarget.name}`
);
}
}
// 3. Process Effects using EffectProcessor
const skillDef = this.skillTargetingSystem.getSkillDef(skillId);
// Process ON_SKILL_CAST passive effects
if (skillDef) {
this.processPassiveItemEffects(activeUnit, "ON_SKILL_CAST", {
skillId: skillId,
skillDef: skillDef,
});
}
if (skillDef && skillDef.effects && this.effectProcessor) {
for (const effect of skillDef.effects) {
// Special handling for TELEPORT - teleports the source unit, not targets
if (effect.type === "TELEPORT") {
// Check line of sight - if obstructed, teleport has a chance to fail
const losResult = this.skillTargetingSystem.hasLineOfSight(
activeUnit.position,
targetPos,
skillDef.ignore_cover || false
);
// Calculate failure chance based on obstruction level
// Obstruction of 0 = 0% failure, obstruction of 1.0 = 100% failure
const failureChance = losResult.obstruction || 0;
if (Math.random() < failureChance) {
console.warn(
`${
activeUnit.name
}'s teleport failed due to obstructed line of sight! (${Math.round(
failureChance * 100
)}% obstruction)`
);
// Teleport failed - unit stays in place, but AP was already deducted
// Could optionally refund AP here, but for now we'll just log the failure
continue; // Skip teleport execution
}
// Find walkable Y level for target position
let walkableY = targetPos.y;
if (this.movementSystem) {
const foundY = this.movementSystem.findWalkableY(
targetPos.x,
targetPos.z,
targetPos.y
);
if (foundY !== null) {
walkableY = foundY;
} else {
// No walkable position found - teleport fails
console.warn(
`${activeUnit.name}'s teleport failed: target position is not walkable`
);
continue; // Skip teleport execution
}
}
const teleportDestination = {
x: targetPos.x,
y: walkableY,
z: targetPos.z,
};
// Process teleport effect - source unit is teleported to destination
const result = this.effectProcessor.process(
effect,
activeUnit,
teleportDestination
);
if (result.success && result.data) {
// Update unit mesh position after teleport
const mesh = this.unitMeshes.get(activeUnit.id);
if (mesh) {
// Floor surface is at pos.y - 0.5, unit should be 0.6 above: pos.y + 0.1
mesh.position.set(
activeUnit.position.x,
activeUnit.position.y + 0.1,
activeUnit.position.z
);
}
console.log(
`Teleported ${activeUnit.name} to ${activeUnit.position.x},${activeUnit.position.y},${activeUnit.position.z}`
);
} else {
console.warn(`Teleport failed: ${result.error || "Unknown error"}`);
}
continue; // Skip normal target processing for TELEPORT
}
// Process effect for all targets (for non-TELEPORT effects)
for (const target of targets) {
if (!target) continue;
// Check if unit is alive
if (typeof target.isAlive === "function" && !target.isAlive())
continue;
if (target.currentHealth <= 0) continue;
// Process ON_SKILL_HIT passive effects (before processing effect)
this.processPassiveItemEffects(activeUnit, "ON_SKILL_HIT", {
skillId: skillId,
skillDef: skillDef,
target: target,
effect: effect,
});
// Process effect through EffectProcessor
const result = this.effectProcessor.process(
effect,
activeUnit,
target
);
if (result.success) {
// Log success messages based on effect type
if (result.data) {
if (result.data.type === "DAMAGE") {
console.log(
`${activeUnit.name} dealt ${result.data.amount} damage to ${target.name} (${result.data.currentHP}/${target.maxHealth} HP)`
);
if (result.data.currentHP <= 0) {
console.log(`${target.name} has been defeated!`);
// Process ON_KILL passive effects (on source)
this.processPassiveItemEffects(activeUnit, "ON_KILL", {
target: target,
killedUnit: target,
});
// Handle unit death
this.handleUnitDeath(target);
}
// Process passive item effects for ON_DAMAGED trigger (on target)
this.processPassiveItemEffects(target, "ON_DAMAGED", {
source: activeUnit,
damageAmount: result.data.amount,
});
// Process passive item effects for ON_DAMAGE_DEALT trigger (on source)
this.processPassiveItemEffects(activeUnit, "ON_DAMAGE_DEALT", {
target: target,
damageAmount: result.data.amount,
});
} else if (result.data.type === "HEAL") {
if (result.data.amount > 0) {
console.log(
`${activeUnit.name} healed ${target.name} for ${result.data.amount} HP (${result.data.currentHP}/${target.maxHealth} HP)`
);
}
// Process passive item effects for ON_HEAL_DEALT trigger (on source)
this.processPassiveItemEffects(activeUnit, "ON_HEAL_DEALT", {
target: target,
healAmount: result.data.amount,
});
} else if (result.data.type === "APPLY_STATUS") {
console.log(
`${activeUnit.name} applied ${result.data.statusId} to ${target.name} for ${result.data.duration} turns`
);
} else if (result.data.type === "CHAIN_DAMAGE") {
// Log chain damage results
if (result.data.results && result.data.results.length > 0) {
const primaryResult = result.data.results[0];
console.log(
`${activeUnit.name} dealt ${primaryResult.amount} damage to ${target.name} (chain lightning)`
);
if (
result.data.chainTargets &&
result.data.chainTargets.length > 0
) {
console.log(
`Chain lightning bounced to ${result.data.chainTargets.length} additional targets`
);
}
}
}
}
} else {
// Log warnings for failed effects (but don't block other effects)
if (result.error && result.error !== "Conditions not met") {
console.warn(`Effect ${effect.type} failed: ${result.error}`);
}
}
}
}
}
console.log(
`Executed skill ${skillId} at ${targetPos.x},${targetPos.y},${targetPos.z}, hit ${targets.length} targets`
);
// 4. Cleanup
this.combatState = "IDLE";
this.activeSkillId = null;
// Clear skill highlights
if (this.voxelManager) {
this.voxelManager.clearHighlights();
}
// Restore movement highlights if we have an active unit
if (this.turnSystem) {
const activeUnit = this.turnSystem.getActiveUnit();
if (activeUnit && activeUnit.team === "PLAYER") {
this.updateMovementHighlights(activeUnit);
}
}
// Update combat state
this.updateCombatState().catch(console.error);
}
/**
* Handles cursor hover to update AoE preview when targeting skills.
* @param {THREE.Vector3} pos - Cursor position
*/
onCursorHover(pos) {
if (
this.combatState === "TARGETING_SKILL" &&
this.activeSkillId &&
this.turnSystem &&
this.skillTargetingSystem &&
this.voxelManager
) {
const activeUnit = this.turnSystem.getActiveUnit();
if (activeUnit) {
const cursorPos = { x: pos.x, y: pos.y, z: pos.z };
const aoeTiles = this.skillTargetingSystem.getAoETiles(
activeUnit.position,
cursorPos,
this.activeSkillId
);
// Show AoE reticle
this.voxelManager.showReticle(aoeTiles);
}
}
}
/**
* Cancels skill targeting and returns to IDLE state.
*/
cancelSkillTargeting() {
this.combatState = "IDLE";
this.activeSkillId = null;
// Clear skill highlights
if (this.voxelManager) {
this.voxelManager.clearHighlights();
}
// Restore movement highlights if we have an active unit
if (this.turnSystem) {
const activeUnit = this.turnSystem.getActiveUnit();
if (activeUnit && activeUnit.team === "PLAYER") {
this.updateMovementHighlights(activeUnit);
}
}
// Update combat state to refresh UI
this.updateCombatState().catch(console.error);
}
/**
* Handles movement button click from CombatHUD.
* Returns to movement mode from skill targeting.
*/
onMovementClicked() {
if (!this.turnSystem) return;
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit || activeUnit.team !== "PLAYER") return;
// If we're in skill targeting mode, cancel it and return to movement
if (this.combatState === "TARGETING_SKILL") {
this.cancelSkillTargeting();
} else {
// If already in movement mode, ensure movement highlights are shown
this.updateMovementHighlights(activeUnit);
// Update combat state to refresh UI
this.updateCombatState().catch(console.error);
}
}
/**
* Starts a mission by ID.
* @param {string} missionId - Mission identifier
* @returns {Promise<void>}
*/
async startMission(missionId) {
const mission = await fetch(
`assets/data/missions/${missionId.toLowerCase()}.json`
);
const missionData = await mission.json();
this.missionManager.startMission(missionData);
}
/**
* Starts a level with the given run data.
* @param {RunData} runData - Run data containing mission and squad info
* @param {Object} [options] - Optional configuration
* @param {boolean} [options.startAnimation=true] - Whether to start the animation loop
* @returns {Promise<void>}
*/
async startLevel(runData, options = {}) {
console.log("GameLoop: Generating Level...");
this.runData = runData;
this.isRunning = true;
this.clearUnitMeshes();
this.clearMovementHighlights();
this.clearSpawnZoneHighlights();
// Reset Deployment State
this.deploymentState = {
selectedUnitIndex: -1,
deployedUnits: new Map(), // Map<Index, UnitInstance>
};
this.grid = new VoxelGrid(20, 10, 20);
const generator = new RuinGenerator(this.grid, runData.seed);
generator.generate();
if (generator.generatedAssets.spawnZones) {
this.playerSpawnZone = generator.generatedAssets.spawnZones.player || [];
this.enemySpawnZone = generator.generatedAssets.spawnZones.enemy || [];
}
if (this.playerSpawnZone.length === 0)
this.playerSpawnZone.push({ x: 2, y: 1, z: 2 });
if (this.enemySpawnZone.length === 0)
this.enemySpawnZone.push({ x: 18, y: 1, z: 18 });
this.voxelManager = new VoxelManager(this.grid, this.scene);
this.voxelManager.updateMaterials(generator.generatedAssets);
this.voxelManager.update();
// Set up highlight tracking sets
this.voxelManager.setHighlightSets(this.rangeHighlights, this.aoeReticle);
if (this.controls) this.voxelManager.focusCamera(this.controls);
// Create a proper registry with actual class definitions
const classRegistry = new Map();
// Lazy-load class definitions
const [vanguardDef, weaverDef, scavengerDef, tinkerDef, custodianDef] =
await Promise.all([
import("../assets/data/classes/vanguard.json", {
with: { type: "json" },
}).then((m) => m.default),
import("../assets/data/classes/aether_weaver.json", {
with: { type: "json" },
}).then((m) => m.default),
import("../assets/data/classes/scavenger.json", {
with: { type: "json" },
}).then((m) => m.default),
import("../assets/data/classes/tinker.json", {
with: { type: "json" },
}).then((m) => m.default),
import("../assets/data/classes/custodian.json", {
with: { type: "json" },
}).then((m) => m.default),
]);
// Register all class definitions
const classDefs = [
vanguardDef,
weaverDef,
scavengerDef,
tinkerDef,
custodianDef,
];
for (const classDef of classDefs) {
if (classDef && classDef.id) {
// Add type field for compatibility
classRegistry.set(classDef.id, {
...classDef,
type: "EXPLORER",
});
}
}
// Create registry object with get method for UnitManager
const unitRegistry = {
get: (id) => {
// Try to get from class registry first
if (classRegistry.has(id)) {
return classRegistry.get(id);
}
// Fallback for enemy units
if (id.startsWith("ENEMY_")) {
return {
type: "ENEMY",
name: "Enemy",
stats: { health: 50, attack: 8, defense: 3, speed: 8 },
ai_archetype: "BRUISER",
};
}
console.warn(`Unit definition not found: ${id}`);
return null;
},
};
this.unitManager = new UnitManager(unitRegistry);
// Store classRegistry reference for accessing class definitions later
this.classRegistry = classRegistry;
// WIRING: Connect Systems to Data
this.movementSystem.setContext(this.grid, this.unitManager);
this.turnSystem.setContext(this.unitManager);
// Initialize EffectProcessor with grid, unitManager, and optional RNG (using seed from runData)
this.effectProcessor = new EffectProcessor(
this.grid,
this.unitManager,
runData.seed ? new SeededRandom(runData.seed) : null
);
// Set hazard context for TurnSystem (for environmental hazard processing)
this.turnSystem.setHazardContext(this.grid, this.effectProcessor);
// Load skills and initialize SkillTargetingSystem
// Skip skill loading in test mode (when startAnimation is false) to avoid fetch timeouts
if (options.startAnimation !== false && skillRegistry.skills.size === 0) {
await skillRegistry.loadAll();
}
this.skillTargetingSystem = new SkillTargetingSystem(
this.grid,
this.unitManager,
skillRegistry
);
// Load items for InventoryManager
if (options.startAnimation !== false && itemRegistry.items.size === 0) {
await itemRegistry.loadAll();
}
// WIRING: Listen for Turn Changes (to update UI/Input state)
// Create new AbortController for this level - when aborted, listeners are automatically removed
this.turnSystemAbortController = new AbortController();
const signal = this.turnSystemAbortController.signal;
this.turnSystem.addEventListener(
"turn-start",
(e) => this._onTurnStart(e.detail),
{ signal }
);
this.turnSystem.addEventListener(
"turn-end",
(e) => this._onTurnEnd(e.detail),
{ signal }
);
this.turnSystem.addEventListener(
"combat-start",
() => this._onCombatStart(),
{ signal }
);
this.turnSystem.addEventListener("combat-end", () => this._onCombatEnd(), {
signal,
});
this.highlightZones();
if (this.playerSpawnZone.length > 0) {
let sumX = 0,
sumY = 0,
sumZ = 0;
for (const spot of this.playerSpawnZone) {
sumX += spot.x;
sumY += spot.y;
sumZ += spot.z;
}
const centerX = sumX / this.playerSpawnZone.length;
const centerY = sumY / this.playerSpawnZone.length;
const centerZ = sumZ / this.playerSpawnZone.length;
const start = this.playerSpawnZone[0];
this.inputManager.setCursor(start.x, start.y, start.z);
if (this.controls) {
this.controls.target.set(centerX, centerY, centerZ);
this.controls.update();
}
}
this.inputManager.setValidator(this.validateDeploymentCursor.bind(this));
// Only start animation loop if explicitly requested (default true for normal usage)
if (options.startAnimation !== false) {
this.animate();
}
}
/**
* Deploys or moves a unit to a target tile.
* @param {import("./types.js").SquadMember} unitDef - Unit definition
* @param {Position} targetTile - Target position
* @param {Unit | null} [existingUnit] - Existing unit to move, or null to create new
* @returns {Unit | null} - The deployed/moved unit, or null if failed
*/
deployUnit(unitDef, targetTile, existingUnit = null) {
if (
!this.gameStateManager ||
this.gameStateManager.currentState !== "STATE_DEPLOYMENT"
)
return null;
const isValid = this.validateDeploymentCursor(
targetTile.x,
targetTile.y,
targetTile.z
);
// 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) {
// Floor surface is at pos.y - 0.5, unit should be 0.6 above: pos.y + 0.1
mesh.position.set(targetTile.x, targetTile.y + 0.1, targetTile.z);
}
console.log(
`Moved ${existingUnit.name} to ${targetTile.x},${targetTile.y},${targetTile.z}`
);
return existingUnit;
} else {
// CREATE logic
const classId = unitDef.classId || unitDef.id;
const unit = this.unitManager.createUnit(classId, "PLAYER");
if (!unit) {
console.error(`Failed to create unit for class: ${classId}`);
return null;
}
// Set character name and class name from unitDef
if (unitDef.name) unit.name = unitDef.name;
if (unitDef.className) unit.className = unitDef.className;
// Restore progression data from roster for Explorers
if (unit.type === "EXPLORER" && unitDef.id && this.gameStateManager) {
const rosterUnit = this.gameStateManager.rosterManager.roster.find(
(r) => r.id === unitDef.id
);
if (rosterUnit) {
// Store roster ID on unit for later saving
unit.rosterId = unitDef.id;
// Restore activeClassId first (needed for stat recalculation)
if (rosterUnit.activeClassId) {
unit.activeClassId = rosterUnit.activeClassId;
}
// Restore classMastery progression
if (rosterUnit.classMastery) {
unit.classMastery = JSON.parse(
JSON.stringify(rosterUnit.classMastery)
);
// Recalculate stats based on restored mastery and activeClassId
if (unit.recalculateBaseStats && unit.activeClassId) {
const classDef =
typeof this.unitManager.registry.get === "function"
? this.unitManager.registry.get(unit.activeClassId)
: this.unitManager.registry[unit.activeClassId];
if (classDef) {
unit.recalculateBaseStats(classDef);
}
}
}
// Restore currentHealth from roster (preserve HP that was paid for)
if (
rosterUnit.currentHealth !== undefined &&
rosterUnit.currentHealth !== null
) {
// Ensure currentHealth doesn't exceed maxHealth (in case maxHealth increased)
unit.currentHealth = Math.min(
rosterUnit.currentHealth,
unit.maxHealth || 100
);
console.log(
`Restored HP for ${unit.name}: ${unit.currentHealth}/${unit.maxHealth} (from roster)`
);
}
}
}
// Preserve portrait/image from unitDef for UI display
if (unitDef.image) {
// Normalize path: ensure it starts with / if it doesn't already
unit.portrait = unitDef.image.startsWith("/")
? unitDef.image
: "/" + unitDef.image;
} else if (unitDef.portrait) {
unit.portrait = unitDef.portrait.startsWith("/")
? unitDef.portrait
: "/" + unitDef.portrait;
}
// Initialize starting equipment for Explorers
if (unit.type === "EXPLORER" && this.inventoryManager) {
// Get class definition from the registry
let classDef = null;
if (this.unitManager.registry) {
classDef =
typeof this.unitManager.registry.get === "function"
? this.unitManager.registry.get(classId)
: this.unitManager.registry[classId];
}
if (
classDef &&
typeof unit.initializeStartingEquipment === "function"
) {
unit.initializeStartingEquipment(
this.inventoryManager.itemRegistry,
classDef
);
}
}
// Ensure unit has valid health values
// Only set to full health if currentHealth is invalid (0 or negative) and wasn't restored from roster
// This preserves HP that was paid for in the barracks
if (
unit.currentHealth <= 0 &&
(!unit.rosterId ||
!this.gameStateManager?.rosterManager?.roster.find(
(r) => r.id === unit.rosterId
)?.currentHealth)
) {
// Only set to full if we didn't restore from roster (new unit or roster had no saved HP)
unit.currentHealth = unit.maxHealth || unit.baseStats?.health || 100;
}
// Ensure maxHealth is set
if (!unit.maxHealth) {
unit.maxHealth = unit.baseStats?.health || 100;
}
this.grid.placeUnit(unit, targetTile);
this.createUnitMesh(unit, targetTile);
console.log(
`Deployed ${unit.name} at ${targetTile.x},${targetTile.y},${targetTile.z}`
);
return unit;
}
}
/**
* Finalizes deployment phase and starts combat.
*/
async finalizeDeployment() {
if (
!this.gameStateManager ||
this.gameStateManager.currentState !== "STATE_DEPLOYMENT"
)
return;
// Get enemy spawns from mission definition
const missionDef = await this.missionManager?.getActiveMission();
const enemySpawns = missionDef?.enemy_spawns || [];
// If no enemy_spawns defined, fall back to default behavior
if (enemySpawns.length === 0) {
console.warn("No enemy_spawns defined in mission, using default");
const enemy = this.unitManager.createUnit("ENEMY_DEFAULT", "ENEMY");
if (enemy && this.enemySpawnZone.length > 0) {
const spot = this.enemySpawnZone[0];
const walkableY = this.movementSystem?.findWalkableY(
spot.x,
spot.z,
spot.y
);
if (walkableY !== null) {
const walkablePos = { x: spot.x, y: walkableY, z: spot.z };
if (
!this.grid.isOccupied(walkablePos) &&
!this.grid.isSolid(walkablePos)
) {
this.grid.placeUnit(enemy, walkablePos);
this.createUnitMesh(enemy, walkablePos);
}
}
}
} else {
// Spawn enemies according to mission definition
let totalSpawned = 0;
const availableSpots = [...this.enemySpawnZone]; // Copy to avoid mutating original
for (const spawnDef of enemySpawns) {
const { enemy_def_id, count } = spawnDef;
let attempts = 0;
const maxAttempts = availableSpots.length * 2;
for (
let i = 0;
i < count && attempts < maxAttempts && availableSpots.length > 0;
attempts++
) {
const spotIndex = Math.floor(Math.random() * availableSpots.length);
const spot = availableSpots[spotIndex];
if (!spot) continue;
// Check if position is walkable (not just unoccupied)
const walkableY = this.movementSystem?.findWalkableY(
spot.x,
spot.z,
spot.y
);
if (walkableY === null) continue;
const walkablePos = { x: spot.x, y: walkableY, z: spot.z };
// Check if position is not occupied and is walkable (not solid)
if (
!this.grid.isOccupied(walkablePos) &&
!this.grid.isSolid(walkablePos)
) {
const enemy = this.unitManager.createUnit(enemy_def_id, "ENEMY");
if (enemy) {
this.grid.placeUnit(enemy, walkablePos);
this.createUnitMesh(enemy, walkablePos);
availableSpots.splice(spotIndex, 1);
totalSpawned++;
i++; // Only increment if we successfully placed an enemy
}
}
}
}
console.log(`Spawned ${totalSpawned} enemies from mission definition`);
}
// Switch to standard movement validator for the game
this.inputManager.setValidator(this.validateCursorMove.bind(this));
// Clear spawn zone highlights now that deployment is finished
this.clearSpawnZoneHighlights();
// Notify GameStateManager about state change
if (this.gameStateManager) {
this.gameStateManager.transitionTo("STATE_COMBAT");
}
// WIRING: Hand control to TurnSystem
// Get units from UnitManager (which tracks all units including enemies just spawned)
const allUnits = this.unitManager.getAllUnits();
this.turnSystem.startCombat(allUnits);
// WIRING: Set up MissionManager references
if (this.missionManager) {
this.missionManager.setUnitManager(this.unitManager);
this.missionManager.setTurnSystem(this.turnSystem);
await this.missionManager.setupActiveMission();
}
// WIRING: Listen for mission events
this._setupMissionEventListeners();
// Update combat state immediately so UI shows combat HUD
this.updateCombatState().catch(console.error);
console.log("Combat Started!");
}
/**
* Initializes all units for combat with starting AP and charge.
*/
initializeCombatUnits() {
if (!this.grid) return;
const allUnits = Array.from(this.grid.unitMap.values());
allUnits.forEach((unit) => {
// Set starting AP (default to 10, can be derived from stats later)
const maxAP = 10; // TODO: Derive from unit stats
// All units start with full AP when combat begins
unit.currentAP = maxAP;
// Initialize charge meter based on speed stat (faster units start with more charge)
// Charge meter ranges from 0-100, speed-based units get a head start
const speed = unit.baseStats?.speed || 10;
// Scale speed (typically 5-20) to charge (0-100)
// Faster units start closer to 100, slower units start lower
unit.chargeMeter = Math.min(100, Math.max(0, speed * 5)); // Rough scaling: 10 speed = 50 charge
});
}
/**
* Clears all unit meshes from the scene.
*/
clearUnitMeshes() {
this.unitMeshes.forEach((mesh) => this.scene.remove(mesh));
this.unitMeshes.clear();
}
/**
* Clears all movement highlight meshes from the scene.
*/
clearMovementHighlights() {
this.movementHighlights.forEach((mesh) => {
this.scene.remove(mesh);
// Dispose geometry and material to free memory
if (mesh.geometry) {
// For LineSegments, geometry might be EdgesGeometry which wraps another geometry
// Dispose the geometry itself
mesh.geometry.dispose();
}
if (mesh.material) {
if (Array.isArray(mesh.material)) {
mesh.material.forEach((mat) => {
if (mat.map) mat.map.dispose();
mat.dispose();
});
} else {
if (mesh.material.map) mesh.material.map.dispose();
mesh.material.dispose();
}
}
});
this.movementHighlights.clear();
}
/**
* Updates movement highlights for the active player unit.
* Uses MovementSystem to get reachable tiles.
* @param {Unit | null} activeUnit - The active unit, or null to clear highlights
*/
updateMovementHighlights(activeUnit) {
// Clear existing highlights
this.clearMovementHighlights();
// Only show highlights for player units in combat
if (
!activeUnit ||
activeUnit.team !== "PLAYER" ||
!this.gameStateManager ||
this.gameStateManager.currentState !== "STATE_COMBAT" ||
!this.movementSystem
) {
return;
}
// DELEGATE to MovementSystem
const reachablePositions =
this.movementSystem.getReachableTiles(activeUnit);
// Create glowing blue outline materials with multiple layers for enhanced glow
// Outer glow layers (fade outward, decreasing opacity)
const outerGlowMaterial = new THREE.LineBasicMaterial({
color: 0x0066ff,
transparent: true,
opacity: 0.3,
});
const midGlowMaterial = new THREE.LineBasicMaterial({
color: 0x0088ff,
transparent: true,
opacity: 0.5,
});
// Inner bright outline (main glow - brightest)
const highlightMaterial = new THREE.LineBasicMaterial({
color: 0x00ccff, // Very bright cyan-blue for maximum visibility
transparent: true,
opacity: 1.0,
});
// Thick inner outline (for thickness simulation)
const thickMaterial = new THREE.LineBasicMaterial({
color: 0x00aaff,
transparent: true,
opacity: 0.8,
});
// Create base plane geometry for the tile
const baseGeometry = new THREE.PlaneGeometry(1, 1);
baseGeometry.rotateX(-Math.PI / 2);
// Create highlight outlines for each reachable position
reachablePositions.forEach((pos) => {
// Get the correct floor surface height for this position
const walkableY = this.movementSystem.findWalkableY(pos.x, pos.z, pos.y);
if (walkableY === null) return; // Skip if no valid floor found
// Floor surface is at the walkable Y coordinate (top of the floor block)
// Adjust by -0.5 to account for voxel centering
const floorSurfaceY = walkableY - 0.5;
// Create multiple glow layers for enhanced visibility and fade effect
// Outer glow (largest, most transparent)
const outerGlowGeometry = new THREE.PlaneGeometry(1.15, 1.15);
outerGlowGeometry.rotateX(-Math.PI / 2);
const outerGlowEdges = new THREE.EdgesGeometry(outerGlowGeometry);
const outerGlowLines = new THREE.LineSegments(
outerGlowEdges,
outerGlowMaterial
);
outerGlowLines.position.set(pos.x, floorSurfaceY + 0.003, pos.z);
this.scene.add(outerGlowLines);
this.movementHighlights.add(outerGlowLines);
// Mid glow (medium size)
const midGlowGeometry = new THREE.PlaneGeometry(1.08, 1.08);
midGlowGeometry.rotateX(-Math.PI / 2);
const midGlowEdges = new THREE.EdgesGeometry(midGlowGeometry);
const midGlowLines = new THREE.LineSegments(
midGlowEdges,
midGlowMaterial
);
midGlowLines.position.set(pos.x, floorSurfaceY + 0.002, pos.z);
this.scene.add(midGlowLines);
this.movementHighlights.add(midGlowLines);
// Thick inner outline (slightly larger than base for thickness)
const thickGeometry = new THREE.PlaneGeometry(1.02, 1.02);
thickGeometry.rotateX(-Math.PI / 2);
const thickEdges = new THREE.EdgesGeometry(thickGeometry);
const thickLines = new THREE.LineSegments(thickEdges, thickMaterial);
thickLines.position.set(pos.x, floorSurfaceY + 0.001, pos.z);
this.scene.add(thickLines);
this.movementHighlights.add(thickLines);
// Main bright outline (exact size, brightest)
const edgesGeometry = new THREE.EdgesGeometry(baseGeometry);
const lineSegments = new THREE.LineSegments(
edgesGeometry,
highlightMaterial
);
// Position exactly on floor surface
lineSegments.position.set(pos.x, floorSurfaceY, pos.z);
this.scene.add(lineSegments);
this.movementHighlights.add(lineSegments);
});
}
/**
* Creates a visual mesh for a unit.
* @param {Unit} unit - The unit instance
* @param {Position} pos - Position to place the mesh
*/
createUnitMesh(unit, pos) {
const geometry = new THREE.BoxGeometry(0.6, 1.2, 0.6);
// Class-based color mapping for player units
const CLASS_COLORS = {
CLASS_VANGUARD: 0xff3333, // Red - Tank
CLASS_TINKER: 0xffaa00, // Orange - Tech/Mechanical
CLASS_SCAVENGER: 0xaa33ff, // Purple - Rogue/Stealth
CLASS_CUSTODIAN: 0x33ffaa, // Teal - Healer/Support
CLASS_BATTLE_MAGE: 0x3333ff, // Blue - Magic Fighter
CLASS_SAPPER: 0xff6600, // Dark Orange - Explosive
CLASS_FIELD_ENGINEER: 0x00ffff, // Cyan - Tech Support
CLASS_WEAVER: 0xff33ff, // Magenta - Magic (Aether Weaver)
CLASS_AETHER_SENTINEL: 0x33aaff, // Light Blue - Defensive Magic
CLASS_ARCANE_SCOURGE: 0x6600ff, // Dark Purple - Dark Magic
};
let color = 0xcccccc; // Default gray
if (unit.team === "ENEMY") {
color = 0x550000; // Dark red for enemies
} else if (unit.team === "PLAYER") {
// Get class ID from activeClassId (Explorer units) or extract from unit.id
let classId = unit.activeClassId;
// If no activeClassId, try to extract from unit.id (format: "CLASS_VANGUARD_0")
if (!classId && unit.id.includes("CLASS_")) {
const parts = unit.id.split("_");
if (parts.length >= 2) {
classId = parts[0] + "_" + parts[1];
}
}
// Look up color by class ID
if (classId && CLASS_COLORS[classId]) {
color = CLASS_COLORS[classId];
} else {
// Fallback: check if unit.id contains any class name
for (const className of Object.keys(CLASS_COLORS)) {
const classShortName = className.replace("CLASS_", "");
if (unit.id.includes(classShortName)) {
color = CLASS_COLORS[className];
break;
}
}
}
}
const material = new THREE.MeshStandardMaterial({ color: color });
const mesh = new THREE.Mesh(geometry, material);
// Floor surface is at pos.y - 0.5 (floor block at pos.y-1, top at pos.y-0.5)
// Unit should be 0.6 units above floor surface: (pos.y - 0.5) + 0.6 = pos.y + 0.1
mesh.position.set(pos.x, pos.y + 0.1, pos.z);
this.scene.add(mesh);
this.unitMeshes.set(unit.id, mesh);
}
/**
* Highlights spawn zones with visual indicators.
* Uses multi-layer glow outline style similar to movement highlights.
*/
highlightZones() {
// Clear any existing spawn zone highlights
this.clearSpawnZoneHighlights();
// Player zone colors (green) - multi-layer glow
const playerOuterGlowMaterial = new THREE.LineBasicMaterial({
color: 0x006600,
transparent: true,
opacity: 0.3,
});
const playerMidGlowMaterial = new THREE.LineBasicMaterial({
color: 0x008800,
transparent: true,
opacity: 0.5,
});
const playerHighlightMaterial = new THREE.LineBasicMaterial({
color: 0x00ff00, // Bright green
transparent: true,
opacity: 1.0,
});
const playerThickMaterial = new THREE.LineBasicMaterial({
color: 0x00cc00,
transparent: true,
opacity: 0.8,
});
// Enemy zone colors (red) - multi-layer glow
const enemyOuterGlowMaterial = new THREE.LineBasicMaterial({
color: 0x660000,
transparent: true,
opacity: 0.3,
});
const enemyMidGlowMaterial = new THREE.LineBasicMaterial({
color: 0x880000,
transparent: true,
opacity: 0.5,
});
const enemyHighlightMaterial = new THREE.LineBasicMaterial({
color: 0xff0000, // Bright red
transparent: true,
opacity: 1.0,
});
const enemyThickMaterial = new THREE.LineBasicMaterial({
color: 0xcc0000,
transparent: true,
opacity: 0.8,
});
// Create base plane geometry for the tile
const baseGeometry = new THREE.PlaneGeometry(1, 1);
baseGeometry.rotateX(-Math.PI / 2);
// Helper function to create multi-layer highlights for a position
const createHighlights = (pos, materials) => {
const { outerGlow, midGlow, highlight, thick } = materials;
// Find walkable Y level (similar to movement highlights)
let walkableY = pos.y;
if (this.grid && this.grid.getCell(pos.x, pos.y - 1, pos.z) === 0) {
for (let checkY = pos.y; checkY >= 0; checkY--) {
if (this.grid.getCell(pos.x, checkY - 1, pos.z) !== 0) {
walkableY = checkY;
break;
}
}
}
const floorSurfaceY = walkableY - 0.5;
// Outer glow (largest, most transparent)
const outerGlowGeometry = new THREE.PlaneGeometry(1.15, 1.15);
outerGlowGeometry.rotateX(-Math.PI / 2);
const outerGlowEdges = new THREE.EdgesGeometry(outerGlowGeometry);
const outerGlowLines = new THREE.LineSegments(outerGlowEdges, outerGlow);
outerGlowLines.position.set(pos.x, floorSurfaceY + 0.003, pos.z);
this.scene.add(outerGlowLines);
this.spawnZoneHighlights.add(outerGlowLines);
// Mid glow (medium size)
const midGlowGeometry = new THREE.PlaneGeometry(1.08, 1.08);
midGlowGeometry.rotateX(-Math.PI / 2);
const midGlowEdges = new THREE.EdgesGeometry(midGlowGeometry);
const midGlowLines = new THREE.LineSegments(midGlowEdges, midGlow);
midGlowLines.position.set(pos.x, floorSurfaceY + 0.002, pos.z);
this.scene.add(midGlowLines);
this.spawnZoneHighlights.add(midGlowLines);
// Thick inner outline (slightly larger than base for thickness)
const thickGeometry = new THREE.PlaneGeometry(1.02, 1.02);
thickGeometry.rotateX(-Math.PI / 2);
const thickEdges = new THREE.EdgesGeometry(thickGeometry);
const thickLines = new THREE.LineSegments(thickEdges, thick);
thickLines.position.set(pos.x, floorSurfaceY + 0.001, pos.z);
this.scene.add(thickLines);
this.spawnZoneHighlights.add(thickLines);
// Main bright outline (exact size, brightest)
const edgesGeometry = new THREE.EdgesGeometry(baseGeometry);
const lineSegments = new THREE.LineSegments(edgesGeometry, highlight);
lineSegments.position.set(pos.x, floorSurfaceY, pos.z);
this.scene.add(lineSegments);
this.spawnZoneHighlights.add(lineSegments);
};
// Create highlights for player spawn zone (green)
const playerMaterials = {
outerGlow: playerOuterGlowMaterial,
midGlow: playerMidGlowMaterial,
highlight: playerHighlightMaterial,
thick: playerThickMaterial,
};
this.playerSpawnZone.forEach((pos) => {
createHighlights(pos, playerMaterials);
});
// Create highlights for enemy spawn zone (red)
const enemyMaterials = {
outerGlow: enemyOuterGlowMaterial,
midGlow: enemyMidGlowMaterial,
highlight: enemyHighlightMaterial,
thick: enemyThickMaterial,
};
this.enemySpawnZone.forEach((pos) => {
createHighlights(pos, enemyMaterials);
});
}
/**
* Clears all spawn zone highlight meshes from the scene.
*/
clearSpawnZoneHighlights() {
this.spawnZoneHighlights.forEach((mesh) => {
this.scene.remove(mesh);
// Dispose geometry and material to free memory
if (mesh.geometry) {
mesh.geometry.dispose();
}
if (mesh.material) {
if (Array.isArray(mesh.material)) {
mesh.material.forEach((mat) => mat.dispose());
} else {
mesh.material.dispose();
}
}
});
this.spawnZoneHighlights.clear();
}
/**
* Main animation loop.
*/
animate() {
if (!this.isRunning) return;
requestAnimationFrame(this.animate);
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;
}
}
const time = Date.now() * 0.002;
this.unitMeshes.forEach((mesh) => {
mesh.position.y += Math.sin(time) * 0.002;
});
this.renderer.render(this.scene, this.camera);
}
/**
* Pauses the game loop (temporarily stops animation).
* Can be resumed with resume().
*/
pause() {
this.isPaused = true;
this.isRunning = false;
}
/**
* Resumes the game loop after being paused.
*/
resume() {
if (this.isPaused) {
this.isPaused = false;
this.isRunning = true;
this.animate();
}
}
/**
* Stops the game loop and cleans up resources.
*/
stop() {
this.isRunning = false;
this.isPaused = false;
// Abort turn system event listeners (automatically removes them via signal)
if (this.turnSystemAbortController) {
this.turnSystemAbortController.abort();
this.turnSystemAbortController = null;
}
// Reset turn system state BEFORE ending combat to prevent event cascades
if (this.turnSystem) {
// End combat first to stop any ongoing turn advancement
if (
this.turnSystem.phase !== "INIT" &&
this.turnSystem.phase !== "COMBAT_END"
) {
try {
this.turnSystem.endCombat();
} catch (e) {
// Ignore errors
}
}
// Then reset
if (typeof this.turnSystem.reset === "function") {
this.turnSystem.reset();
}
}
if (this.inputManager && typeof this.inputManager.detach === "function") {
this.inputManager.detach();
}
if (this.controls) this.controls.dispose();
}
/**
* Updates the combat state in GameStateManager.
* Called when combat starts or when combat state changes (turn changes, etc.)
* Uses TurnSystem to get the spec-compliant CombatState, then enriches it for UI.
*/
async updateCombatState() {
if (!this.gameStateManager || !this.turnSystem) {
return;
}
// Get spec-compliant combat state from TurnSystem
const turnSystemState = this.turnSystem.getCombatState();
if (!turnSystemState.isActive) {
// Combat not active, clear state
this.gameStateManager.setCombatState(null);
return;
}
// Get active unit for UI enrichment
const activeUnit = this.turnSystem.getActiveUnit();
// Build active unit status if we have an active unit (for UI)
let unitStatus = null;
if (activeUnit) {
// Calculate effective speed (including equipment and skill tree bonuses)
let effectiveSpeed = activeUnit.baseStats?.speed || 10;
// Add equipment bonuses if available
if (activeUnit.loadout && this.inventoryManager) {
const loadoutSlots = ["mainHand", "offHand", "body", "accessory"];
for (const slot of loadoutSlots) {
const itemInstance = activeUnit.loadout[slot];
if (itemInstance) {
const itemDef = this.inventoryManager.itemRegistry?.get(
itemInstance.defId
);
if (itemDef && itemDef.stats && itemDef.stats.speed) {
effectiveSpeed += itemDef.stats.speed;
}
}
}
}
// Calculate max AP using formula: 3 + floor(effectiveSpeed/5)
// We'll add skill tree bonuses to speed below when we generate the skill tree
let maxAP = 3 + Math.floor(effectiveSpeed / 5);
// Convert status effects to status icons
const statuses = (activeUnit.statusEffects || []).map((effect) => ({
id: effect.id || "unknown",
icon: effect.icon || "❓",
turnsRemaining: effect.duration || 0,
description: effect.description || effect.name || "Status Effect",
}));
// Build skills from unit's actions
const skills = (activeUnit.actions || []).map((action, index) => ({
id: action.id || `skill_${index}`,
name: action.name || "Unknown Skill",
icon: action.icon || "⚔",
costAP: action.costAP || 0,
cooldown: action.cooldown || 0,
isAvailable:
activeUnit.currentAP >= (action.costAP || 0) &&
(action.cooldown || 0) === 0,
}));
// Add unlocked skill tree skills for Explorer units
if (
(activeUnit.type === "EXPLORER" ||
activeUnit.constructor?.name === "Explorer") &&
activeUnit.activeClassId &&
activeUnit.classMastery &&
this.classRegistry
) {
const mastery = activeUnit.classMastery[activeUnit.activeClassId];
if (
mastery &&
mastery.unlockedNodes &&
mastery.unlockedNodes.length > 0
) {
try {
// Get class definition
const classDef = this.classRegistry.get(activeUnit.activeClassId);
if (classDef && classDef.skillTreeData) {
// Generate skill tree (similar to index.js)
// We'll need to import SkillTreeFactory dynamically or store it
// For now, let's try to get the skill tree from the skill registry
const { SkillTreeFactory } = await import(
"../factories/SkillTreeFactory.js"
);
// Load skill tree template (use cache if available)
let template = this._skillTreeTemplate;
if (!template) {
const templateResponse = await fetch(
"assets/data/skill_trees/template_standard_30.json"
);
if (templateResponse.ok) {
template = await templateResponse.json();
this._skillTreeTemplate = template; // Cache it
}
}
if (template) {
const templateRegistry = { [template.id]: template };
// Convert skillRegistry Map to object for SkillTreeFactory
const skillMap = Object.fromEntries(skillRegistry.skills);
// Create factory and generate tree
const factory = new SkillTreeFactory(
templateRegistry,
skillMap
);
const skillTree = factory.createTree(classDef);
// Add speed boosts from unlocked nodes to effective speed
for (const nodeId of mastery.unlockedNodes) {
const nodeDef = skillTree.nodes?.[nodeId];
if (
nodeDef &&
nodeDef.type === "STAT_BOOST" &&
nodeDef.data &&
nodeDef.data.stat === "speed"
) {
effectiveSpeed += nodeDef.data.value || 0;
}
}
// Recalculate maxAP with skill tree bonuses
maxAP = 3 + Math.floor(effectiveSpeed / 5);
// Add unlocked ACTIVE_SKILL nodes to skills array
for (const nodeId of mastery.unlockedNodes) {
const nodeDef = skillTree.nodes?.[nodeId];
if (
nodeDef &&
nodeDef.type === "ACTIVE_SKILL" &&
nodeDef.data
) {
const skillData = nodeDef.data;
const skillId = skillData.id || nodeId;
// Get full skill definition from registry if available
const fullSkill = skillRegistry.skills.get(skillId);
// Add skill to skills array (avoid duplicates)
if (!skills.find((s) => s.id === skillId)) {
// Get costAP from full skill definition
const costAP =
fullSkill?.costs?.ap || skillData.costAP || 3;
const baseCooldown =
fullSkill?.cooldown_turns || skillData.cooldown || 0;
// Ensure skill exists in unit.actions for cooldown tracking
if (!activeUnit.actions) {
activeUnit.actions = [];
}
let existingAction = activeUnit.actions.find(
(a) => a.id === skillId
);
// If action doesn't exist, create it with cooldown 0 (ready to use immediately)
if (!existingAction) {
existingAction = {
id: skillId,
name:
skillData.name ||
fullSkill?.name ||
"Unknown Skill",
icon: skillData.icon || fullSkill?.icon || "⚔",
costAP: costAP,
cooldown: 0, // Newly unlocked skills start ready to use
};
activeUnit.actions.push(existingAction);
}
// Use current cooldown from the action (which gets decremented by TurnSystem)
const currentCooldown = existingAction.cooldown || 0;
skills.push({
id: skillId,
name: existingAction.name,
icon: existingAction.icon,
costAP: costAP,
cooldown: currentCooldown,
isAvailable:
activeUnit.currentAP >= costAP &&
currentCooldown === 0,
});
}
}
}
}
}
} catch (error) {
console.warn("Failed to load skill tree for combat HUD:", error);
}
}
}
// If no skills from actions or skill tree, provide a default attack skill
if (skills.length === 0) {
skills.push({
id: "attack",
name: "Attack",
icon: "⚔",
costAP: 3,
cooldown: 0,
isAvailable: activeUnit.currentAP >= 3,
});
}
// Get portrait for active unit (same logic as enrichedQueue)
let activePortrait = activeUnit.portrait || activeUnit.image;
// If no portrait and it's a player unit, try to look up by classId
if (
!activePortrait &&
activeUnit.team === "PLAYER" &&
activeUnit.activeClassId
) {
const CLASS_PORTRAITS = {
CLASS_VANGUARD: "/assets/images/portraits/vanguard.png",
CLASS_WEAVER: "/assets/images/portraits/weaver.png",
CLASS_SCAVENGER: "/assets/images/portraits/scavenger.png",
CLASS_TINKER: "/assets/images/portraits/tinker.png",
CLASS_CUSTODIAN: "/assets/images/portraits/custodian.png",
};
activePortrait = CLASS_PORTRAITS[activeUnit.activeClassId];
}
// Normalize path: ensure it starts with / if it doesn't already
if (activePortrait && !activePortrait.startsWith("/")) {
activePortrait = "/" + activePortrait;
}
// Fallback to default portraits
if (!activePortrait) {
activePortrait =
activeUnit.team === "PLAYER"
? "/assets/images/portraits/default.png"
: "/assets/images/portraits/enemy.png";
}
unitStatus = {
id: activeUnit.id,
name: activeUnit.name,
portrait: activePortrait,
hp: {
current: activeUnit.currentHealth,
max: activeUnit.maxHealth,
},
ap: {
current: activeUnit.currentAP,
max: maxAP,
},
charge: activeUnit.chargeMeter || 0,
statuses: statuses,
skills: skills,
};
}
// Build enriched turn queue for UI (with portraits, etc.)
const enrichedQueue = turnSystemState.turnQueue
.map((unitId) => {
const unit = this.unitManager?.activeUnits.get(unitId);
if (!unit) return null;
// Try to get portrait from unit property (portrait or image)
let portrait = unit.portrait || unit.image;
// If no portrait and it's a player unit, try to look up by classId
if (!portrait && unit.team === "PLAYER" && unit.activeClassId) {
// Map of class IDs to portrait paths (matching team-builder CLASS_METADATA)
const CLASS_PORTRAITS = {
CLASS_VANGUARD: "/assets/images/portraits/vanguard.png",
CLASS_WEAVER: "/assets/images/portraits/weaver.png",
CLASS_SCAVENGER: "/assets/images/portraits/scavenger.png",
CLASS_TINKER: "/assets/images/portraits/tinker.png",
CLASS_CUSTODIAN: "/assets/images/portraits/custodian.png",
};
portrait = CLASS_PORTRAITS[unit.activeClassId];
}
// Normalize path: ensure it starts with / if it doesn't already
if (portrait && !portrait.startsWith("/")) {
portrait = "/" + portrait;
}
// Fallback to default portraits
if (!portrait) {
portrait =
unit.team === "PLAYER"
? "/assets/images/portraits/default.png"
: "/assets/images/portraits/enemy.png";
}
return {
unitId: unit.id,
portrait: portrait,
team: unit.team || "ENEMY",
initiative: unit.chargeMeter || 0,
};
})
.filter((entry) => entry !== null);
// Build combat state (enriched for UI, but includes spec fields)
const combatState = {
// Spec-compliant fields
isActive: turnSystemState.isActive,
round: turnSystemState.round,
turnQueue: turnSystemState.turnQueue, // string[] as per spec
activeUnitId: turnSystemState.activeUnitId, // string as per spec
phase: turnSystemState.phase,
// UI-enriched fields (for backward compatibility)
activeUnit: unitStatus, // Object for UI
enrichedQueue: enrichedQueue, // Objects for UI display
targetingMode: this.combatState === "TARGETING_SKILL", // True when player is targeting a skill
activeSkillId: this.activeSkillId || null, // ID of the skill being targeted (for UI toggle state)
roundNumber: turnSystemState.round, // Alias for UI
};
// Update GameStateManager
this.gameStateManager.setCombatState(combatState);
}
/**
* Ends the current unit's turn and advances the turn queue.
* Delegates to TurnSystem.
*/
endTurn() {
if (!this.turnSystem) {
return;
}
const activeUnit = this.turnSystem.getActiveUnit();
if (!activeUnit) {
return;
}
// Clear any active skill targeting state and highlights
if (this.combatState === "TARGETING_SKILL" || this.activeSkillId) {
this.combatState = "IDLE";
this.activeSkillId = null;
// Clear skill targeting highlights (range and AoE reticle)
if (this.voxelManager) {
this.voxelManager.clearHighlights();
}
}
// Clear movement highlights
this.clearMovementHighlights();
// DELEGATE to TurnSystem
this.turnSystem.endTurn(activeUnit);
// Update combat state (TurnSystem will have advanced to next unit)
this.updateCombatState().catch(console.error);
// If the next unit is an enemy, trigger AI turn
const nextUnit = this.turnSystem.getActiveUnit();
if (nextUnit && nextUnit.team === "ENEMY") {
// TODO: Trigger AI turn
console.log(`Enemy ${nextUnit.name}'s turn`);
// For now, auto-end enemy turns after a delay
setTimeout(() => {
this.endTurn();
}, 1000);
}
}
/**
* Event handler for turn-start event from TurnSystem.
* @param {{ unitId: string; unit: Unit }} detail - Turn start event detail
* @private
*/
_onTurnStart(detail) {
const { unit } = detail;
// Update movement highlights if it's a player's turn
if (unit.team === "PLAYER") {
this.updateMovementHighlights(unit);
} else {
this.clearMovementHighlights();
}
}
/**
* Event handler for turn-end event from TurnSystem.
* @param {{ unitId: string; unit: Unit }} detail - Turn end event detail
* @private
*/
_onTurnEnd(detail) {
// Clear movement highlights when turn ends
this.clearMovementHighlights();
// Dispatch TURN_END event to MissionManager
if (this.missionManager && this.turnSystem) {
const currentTurn = this.turnSystem.round || 0;
this.missionManager.updateTurn(currentTurn);
this.missionManager.onGameEvent("TURN_END", { turn: currentTurn });
}
}
/**
* Event handler for combat-start event from TurnSystem.
* @private
*/
_onCombatStart() {
// Combat has started
console.log("TurnSystem: Combat started");
}
/**
* Processes passive item effects for a unit when a trigger event occurs.
* Integration Point 2: EventSystem for Passive Items
* @param {Unit} unit - Unit whose items should be checked
* @param {string} trigger - Trigger event type (e.g., "ON_DAMAGED", "ON_DAMAGE_DEALT", "ON_HEAL_DEALT")
* @param {Object} context - Event context (source, target, damageAmount, etc.)
* @private
*/
processPassiveItemEffects(unit, trigger, context = {}) {
if (
!unit ||
!unit.loadout ||
!this.effectProcessor ||
!this.inventoryManager
) {
return;
}
// Get all equipped items from loadout
const equippedItems = [
unit.loadout.mainHand,
unit.loadout.offHand,
unit.loadout.body,
unit.loadout.accessory,
...(unit.loadout.belt || []),
].filter(Boolean); // Remove nulls
// Process each equipped item's passive effects
for (const itemInstance of equippedItems) {
if (!itemInstance || !itemInstance.defId) continue;
const itemDef = this.inventoryManager.itemRegistry.get(
itemInstance.defId
);
if (!itemDef || !itemDef.passives) continue;
// Check each passive effect
for (const passive of itemDef.passives) {
if (passive.trigger !== trigger) continue;
// Check conditions before processing
if (!this._checkPassiveConditions(passive, context)) continue;
// Check chance if present
if (passive.chance !== undefined) {
if (!this.rng || Math.random() > passive.chance) continue;
}
// Convert passive effect to EffectDefinition format
const effectDef = this._convertPassiveToEffectDef(passive, context);
if (!effectDef) continue;
// Determine target based on passive action
let target = context.target || context.source || unit;
if (
passive.params &&
passive.params.target === "SOURCE" &&
context.source
) {
target = context.source;
} else if (passive.params && passive.params.target === "SELF") {
target = unit;
}
// Process the effect through EffectProcessor
const result = this.effectProcessor.process(effectDef, unit, target);
if (result.success && result.data) {
console.log(
`Passive effect ${passive.id || "unknown"} triggered on ${
unit.name
} (${trigger})`
);
}
}
}
}
/**
* Converts a passive effect definition to an EffectDefinition format.
* @param {Object} passive - Passive effect definition
* @param {Object} context - Event context
* @returns {Object | null} - EffectDefinition or null if conversion not supported
* @private
*/
_convertPassiveToEffectDef(passive, context) {
if (!passive.action || !passive.params) return null;
// Map passive actions to EffectProcessor effect types
const actionMap = {
DAMAGE: "DAMAGE",
APPLY_STATUS: "APPLY_STATUS",
HEAL: "HEAL",
CHAIN_DAMAGE: "CHAIN_DAMAGE",
GIVE_AP: "GIVE_AP",
HEAL_SELF: "HEAL_SELF",
APPLY_BUFF: "APPLY_BUFF",
};
const effectType = actionMap[passive.action];
if (!effectType) return null; // Unsupported action
const effectDef = {
type: effectType,
};
// Copy relevant params
if (passive.params.power !== undefined) {
effectDef.power = passive.params.power;
}
if (passive.params.element) {
effectDef.element = passive.params.element;
}
if (passive.params.status_id) {
effectDef.status_id = passive.params.status_id;
}
if (passive.params.duration !== undefined) {
effectDef.duration = passive.params.duration;
}
if (passive.params.chance !== undefined) {
effectDef.chance = passive.params.chance;
}
// CHAIN_DAMAGE specific params
if (passive.params.bounces !== undefined) {
effectDef.bounces = passive.params.bounces;
}
if (passive.params.chainRange !== undefined) {
effectDef.chainRange = passive.params.chainRange;
}
if (passive.params.decay !== undefined) {
effectDef.decay = passive.params.decay;
}
if (passive.params.synergy_trigger) {
effectDef.synergy_trigger = passive.params.synergy_trigger;
}
if (passive.condition) {
effectDef.condition = passive.condition;
}
// GIVE_AP specific params
if (passive.params.amount !== undefined) {
effectDef.amount = passive.params.amount;
}
// HEAL_SELF specific params
if (passive.params.percentage !== undefined) {
effectDef.percentage = passive.params.percentage;
}
if (context.healAmount !== undefined) {
effectDef.healAmount = context.healAmount;
}
// APPLY_BUFF specific params
if (passive.params.stat !== undefined) {
effectDef.stat = passive.params.stat;
}
if (passive.params.value !== undefined) {
effectDef.value = passive.params.value;
}
return effectDef;
}
/**
* Checks if passive effect conditions are met.
* @param {Object} passive - Passive effect definition
* @param {Object} context - Event context
* @returns {boolean} - True if conditions are met
* @private
*/
_checkPassiveConditions(passive, context) {
if (!passive.condition) return true; // No conditions means always execute
const condition = passive.condition;
// Check SKILL_TAG condition
if (condition.type === "SKILL_TAG" && condition.value) {
const skillDef = context.skillDef;
if (!skillDef || !skillDef.tags) return false;
if (!skillDef.tags.includes(condition.value)) return false;
}
// Check DAMAGE_TYPE condition
if (condition.type === "DAMAGE_TYPE" && condition.value) {
const effect = context.effect;
if (!effect || effect.element !== condition.value) return false;
}
// Check TARGET_TAG condition
if (condition.type === "TARGET_TAG" && condition.value) {
const target = context.target;
if (!target || !target.tags) return false;
if (!target.tags.includes(condition.value)) return false;
}
// Check SOURCE_IS_ADJACENT condition
if (condition.type === "SOURCE_IS_ADJACENT") {
const source = context.source;
const target = context.target || context.unit;
if (!source || !target || !source.position || !target.position)
return false;
const dist =
Math.abs(source.position.x - target.position.x) +
Math.abs(source.position.y - target.position.y) +
Math.abs(source.position.z - target.position.z);
if (dist > 1) return false; // Not adjacent (Manhattan distance > 1)
}
// Check IS_ADJACENT condition
if (condition.type === "IS_ADJACENT") {
const source = context.source || context.unit;
const target = context.target;
if (!source || !target || !source.position || !target.position)
return false;
const dist =
Math.abs(source.position.x - target.position.x) +
Math.abs(source.position.y - target.position.y) +
Math.abs(source.position.z - target.position.z);
if (dist > 1) return false; // Not adjacent
}
// Check DID_NOT_ATTACK condition (for ON_TURN_END)
if (condition.type === "DID_NOT_ATTACK") {
// This would need to track if the unit attacked this turn
// For now, we'll assume it's tracked in context
if (context.didAttack === true) return false;
}
return true; // All conditions passed
}
/**
* Handles unit death: removes from grid, dispatches events, and updates MissionManager.
* @param {Unit} unit - The unit that died
*/
handleUnitDeath(unit) {
if (!unit || !this.grid || !this.unitManager) return;
// Remove unit from grid
if (unit.position) {
this.grid.removeUnit(unit.position);
}
// Remove unit from UnitManager
this.unitManager.removeUnit(unit.id);
// Remove unit mesh from scene
const mesh = this.unitMeshes.get(unit.id);
if (mesh) {
this.scene.remove(mesh);
this.unitMeshes.delete(unit.id);
// Dispose geometry and material
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) {
if (Array.isArray(mesh.material)) {
mesh.material.forEach((mat) => {
if (mat.map) mat.map.dispose();
mat.dispose();
});
} else {
if (mesh.material.map) mesh.material.map.dispose();
mesh.material.dispose();
}
}
}
// Dispatch death event to MissionManager
if (this.missionManager) {
const eventType = unit.team === "ENEMY" ? "ENEMY_DEATH" : "PLAYER_DEATH";
const unitDefId = unit.defId || unit.id;
this.missionManager.onGameEvent(eventType, {
unitId: unit.id,
defId: unitDefId,
team: unit.team,
});
}
console.log(`${unit.name} (${unit.team}) has been removed from combat.`);
}
/**
* Sets up event listeners for mission victory and failure.
* @private
*/
_setupMissionEventListeners() {
// Listen for mission victory
window.addEventListener("mission-victory", (event) => {
this._handleMissionVictory(event.detail);
});
// Listen for mission failure
window.addEventListener("mission-failure", (event) => {
this._handleMissionFailure(event.detail);
});
}
/**
* Handles mission victory.
* @param {Object} detail - Victory event detail
* @private
*/
_handleMissionVictory(detail) {
console.log("Mission Victory!", detail);
// Save Explorer progression back to roster
this._saveExplorerProgression();
// Pause the game
this.isPaused = true;
// Stop the game loop
this.stop();
// Clear the active run from persistence since mission is complete
if (this.gameStateManager) {
this.gameStateManager.clearActiveRun();
}
// Wait for the outro narrative to complete before transitioning
// The outro is played in MissionManager.completeActiveMission()
// We'll listen for the narrative-end event to know when it's done
const hasOutro =
this.gameStateManager?.missionManager?.currentMissionDef?.narrative
?.outro_success;
if (hasOutro) {
console.log("GameLoop: Waiting for outro narrative to complete...");
const handleNarrativeEnd = () => {
console.log(
"GameLoop: Narrative end event received, transitioning to hub"
);
narrativeManager.removeEventListener(
"narrative-end",
handleNarrativeEnd
);
// Small delay after narrative ends to let user see the final message
setTimeout(() => {
if (this.gameStateManager) {
this.gameStateManager.transitionTo("STATE_MAIN_MENU");
}
}, 500);
};
narrativeManager.addEventListener("narrative-end", handleNarrativeEnd);
// Fallback timeout: if narrative doesn't end within 30 seconds, transition anyway
setTimeout(() => {
console.warn(
"GameLoop: Narrative end timeout - transitioning to hub anyway"
);
narrativeManager.removeEventListener(
"narrative-end",
handleNarrativeEnd
);
if (this.gameStateManager) {
this.gameStateManager.transitionTo("STATE_MAIN_MENU");
}
}, 30000);
} else {
// No outro, transition immediately after a short delay
console.log("GameLoop: No outro narrative, transitioning to hub");
setTimeout(() => {
if (this.gameStateManager) {
this.gameStateManager.transitionTo("STATE_MAIN_MENU");
}
}, 1000);
}
}
/**
* Saves Explorer progression (classMastery, activeClassId) back to roster.
* @private
*/
_saveExplorerProgression() {
if (!this.unitManager || !this.gameStateManager) return;
const playerUnits = Array.from(
this.unitManager.activeUnits.values()
).filter((u) => u.team === "PLAYER" && u.type === "EXPLORER");
for (const unit of playerUnits) {
// Use rosterId if available, otherwise fall back to unit.id
const rosterId = unit.rosterId || unit.id;
if (!rosterId) continue;
const rosterUnit = this.gameStateManager.rosterManager.roster.find(
(r) => r.id === rosterId
);
if (rosterUnit) {
// Save classMastery progression
if (unit.classMastery) {
rosterUnit.classMastery = JSON.parse(
JSON.stringify(unit.classMastery)
);
}
// Save activeClassId
if (unit.activeClassId) {
rosterUnit.activeClassId = unit.activeClassId;
}
// Save equipment/loadout
if (unit.loadout) {
rosterUnit.loadout = JSON.parse(JSON.stringify(unit.loadout));
}
if (unit.equipment) {
rosterUnit.equipment = JSON.parse(JSON.stringify(unit.equipment));
}
// Save current health
if (unit.currentHealth !== undefined) {
rosterUnit.currentHealth = unit.currentHealth;
}
console.log(
`Saved progression for ${unit.name} (roster ID: ${rosterId})`
);
}
}
// Save roster to persistence
if (this.gameStateManager.rosterManager) {
this.gameStateManager._saveRoster();
}
}
/**
* Handles mission failure.
* @param {Object} detail - Failure event detail
* @private
*/
_handleMissionFailure(detail) {
console.log("Mission Failed!", detail);
// Save Explorer progression back to roster (even on failure, progression should persist)
this._saveExplorerProgression();
// Pause the game
this.isPaused = true;
// Stop the game loop
this.stop();
// Clear the active run from persistence since mission is failed
if (this.gameStateManager) {
this.gameStateManager.clearActiveRun();
}
// TODO: Show failure screen UI
// For now, just log and transition back to main menu after a delay
setTimeout(() => {
if (this.gameStateManager) {
this.gameStateManager.transitionTo("STATE_MAIN_MENU");
}
}, 3000);
}
/**
* Checks DID_NOT_ATTACK condition (for ON_TURN_END)
if (condition.type === "DID_NOT_ATTACK") {
// This would need to track if the unit attacked this turn
// For now, we'll assume it's tracked in context
if (context.didAttack === true) return false;
}
return true;
}
/**
* Event handler for combat-end event from TurnSystem.
* @private
*/
_onCombatEnd() {
// Combat has ended
console.log("TurnSystem: Combat ended");
this.clearMovementHighlights();
}
}