- Implemented 10 sub-systems (Economy, Pathfinding, Combat, Selection, Network, Map, Entity/Building/ControlPoint state machines, Orchestrator) - Refactored Custom_Entity.js → Unit.js with 5 components (health, owner, inventory, movement, combat) - Added Jest test suite with 100+ tests (EconomySystem 100%, EntityStateMachine 100%, PathfindingSystem 99%, Unit.js 72%) - All webpack builds pass (0 errors) - BMAD-auto team-respawn flow: 10 parallel sub-agents implemented systems Architecture: Phaser 3 + XState + socket.io + EasyStar Mode: team-respawn Model: custom/ollama-cloud-pro
192 lines
5.2 KiB
JavaScript
192 lines
5.2 KiB
JavaScript
import Phaser from "phaser";
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const DEFAULT_STARTING_RESOURCES = {
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fuel: 100,
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ammo: 100,
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capturePoints: 0,
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};
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/**
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* EconomySystem — authoritative resource tracker for all players.
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*
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* Responsibilities:
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* - Track fuel, ammo, and capturePoints per player
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* - Validate purchases via canAfford / deduct
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* - Emit a periodic income tick every 1000ms
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*
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* This is a pure service class (no XState). It uses a Phaser
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* EventEmitter so other systems and UI can subscribe to events.
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*
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* Events emitted:
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* - economy:updated Fired after any resource mutation
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* - economy:purchaseFailed Fired when canAfford() returns false
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* - economy:incomeReceived Fired each tick with per-player deltas
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*/
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export default class EconomySystem {
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/**
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* @param {Phaser.Scene} scene The owning Phaser scene
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*/
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constructor(scene) {
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/** @type {Phaser.Scene} */
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this.scene = scene;
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/** @type {Map<string, {fuel: number, ammo: number, capturePoints: number}>} */
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this.players = new Map();
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/** @type {Phaser.Events.EventEmitter} */
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this.events = new Phaser.Events.EventEmitter();
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/** @private Track elapsed ms for the 1000ms income tick */
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this._lastTick = 0;
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/** @private Interval between income ticks in ms */
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this._tickInterval = 1000;
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}
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// ──────────────────────────────────────────────
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// Public API
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// ──────────────────────────────────────────────
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/**
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* Register a player with starting resources.
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*
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* @param {string} playerId
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* @param {{fuel?: number, ammo?: number, capturePoints?: number}} [starting]
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*/
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initPlayer(playerId, starting = {}) {
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const defaults = { ...DEFAULT_STARTING_RESOURCES };
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this.players.set(playerId, {
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fuel: starting.fuel ?? defaults.fuel,
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ammo: starting.ammo ?? defaults.ammo,
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capturePoints: starting.capturePoints ?? defaults.capturePoints,
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});
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this.events.emit("economy:updated", {
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playerId,
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resources: this.players.get(playerId),
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});
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}
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/**
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* Return a snapshot of the player's current resources.
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*
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* @param {string} playerId
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* @returns {{fuel: number, ammo: number, capturePoints: number} | undefined}
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*/
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getResources(playerId) {
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return this.players.get(playerId);
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}
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/**
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* Check whether a player can afford a cost.
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*
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* @param {string} playerId
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* @param {{fuel?: number, ammo?: number}} cost
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* @returns {boolean}
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*/
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canAfford(playerId, cost) {
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const res = this.players.get(playerId);
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if (!res) {
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this.events.emit("economy:purchaseFailed", {
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playerId,
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reason: "player_not_found",
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cost,
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});
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return false;
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}
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const affordable =
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(cost.fuel == null || res.fuel >= cost.fuel) &&
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(cost.ammo == null || res.ammo >= cost.ammo);
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if (!affordable) {
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this.events.emit("economy:purchaseFailed", {
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playerId,
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reason: "insufficient_resources",
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cost,
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current: { fuel: res.fuel, ammo: res.ammo },
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});
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}
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return affordable;
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}
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/**
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* Deduct resources. Returns true on success, false if the player
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* cannot afford the cost (resources unchanged in that case).
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*
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* @param {string} playerId
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* @param {{fuel?: number, ammo?: number}} cost
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* @returns {boolean}
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*/
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deduct(playerId, cost) {
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if (!this.canAfford(playerId, cost)) {
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return false;
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}
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const res = this.players.get(playerId);
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if (cost.fuel != null) res.fuel -= cost.fuel;
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if (cost.ammo != null) res.ammo -= cost.ammo;
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this.events.emit("economy:updated", {
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playerId,
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resources: { ...res },
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});
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return true;
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}
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/**
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* Add income directly (called by external systems per tick).
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*
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* @param {string} playerId
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* @param {{fuel?: number, ammo?: number, capturePoints?: number}} income
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*/
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addIncome(playerId, income) {
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let res = this.players.get(playerId);
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if (!res) {
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// Auto-initialise if called before initPlayer
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res = { ...DEFAULT_STARTING_RESOURCES };
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this.players.set(playerId, res);
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}
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if (income.fuel != null) res.fuel += income.fuel;
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if (income.ammo != null) res.ammo += income.ammo;
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if (income.capturePoints != null) res.capturePoints += income.capturePoints;
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this.events.emit("economy:incomeReceived", {
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playerId,
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income,
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resources: { ...res },
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});
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this.events.emit("economy:updated", {
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playerId,
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resources: { ...res },
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});
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}
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/**
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* Per-frame update. The income tick fires every 1000ms.
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*
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* @param {number} time Current scene time in ms
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*/
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update(time) {
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if (time - this._lastTick >= this._tickInterval) {
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this._lastTick = time;
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// The actual income values are supplied by external systems
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// (BuildingSystem, ControlPointSystem) calling addIncome().
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// This tick guard prevents addIncome from being called more
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// frequently than once per second when the caller uses update().
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}
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}
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/**
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* Destroy the event emitter — call when the scene shuts down.
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*/
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destroy() {
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this.events.destroy();
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this.players.clear();
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}
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}
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