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d96a6e2e92 |
@@ -0,0 +1 @@
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||||
{"sessionId":"d232f3c1-b7d4-4616-b6d5-259dc502a2e7","pid":83268,"procStart":"134326544516295730","acquiredAt":1788511492089}
|
||||
+2
-2
@@ -1,4 +1,4 @@
|
||||
node_modules
|
||||
dist
|
||||
*node_modules
|
||||
*dist
|
||||
*.tsbuildinfo
|
||||
.DS_Store
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
# Граф ресурсов — тиковая симуляция (Vite + React + TypeScript)
|
||||
|
||||
## Запуск
|
||||
|
||||
```bash
|
||||
npm install
|
||||
npm run dev
|
||||
```
|
||||
|
||||
Откроется адрес вида `http://localhost:5173`.
|
||||
|
||||
## Сборка
|
||||
|
||||
```bash
|
||||
npm run build # tsc -b && vite build -> dist/
|
||||
npm run preview # локальный просмотр собранного dist/
|
||||
```
|
||||
|
||||
## Структура
|
||||
|
||||
- `src/engine.ts` — ядро симуляции: типы (`SimNode`, `SimEdge`, `Behavior`,
|
||||
`Topology`, `Buffers`), функция `tick()` (один детерминированный тик) и
|
||||
`resetBuffers()`. Модуль не зависит от React/DOM — логика переносима на
|
||||
другой стек (Rust/C#/GDScript) по этой же спецификации.
|
||||
- `src/storage.ts` — чтение/запись localStorage (`incsim.topology.v1`,
|
||||
`incsim.buffers.v1`, `incsim.tickcount.v1`).
|
||||
- `src/App.tsx` — состояние приложения (topology/buffers/tickCount/selected),
|
||||
все обработчики мутаций, эффекты персистентности.
|
||||
- `src/components/` — `Topbar`, `WorldCanvas` (холст с узлами и SVG-связями),
|
||||
`NodeCard` (перетаскиваемая карточка узла), `EdgeLines` (SVG-стрелки),
|
||||
`Sidebar`, `NodeEditor`, `EdgeEditor`, `RecipeEditor`.
|
||||
|
||||
## Модель
|
||||
|
||||
- **Storage** — пассивный буфер с ёмкостью.
|
||||
- **Converter** — единственный активный узел: раз в `period` тиков атомарно
|
||||
списывает `inputs` и начисляет `outputs` в собственном буфере.
|
||||
`source`/`consumer` — его частные случаи с пустым списком входов/выходов.
|
||||
- **Edge** — перенос ресурса между буферами узлов; конкуренция при
|
||||
fan-in/fan-out разрешается по `priority` (выше — раньше), порядок
|
||||
обработки узлов/рёбер фиксирован — тик полностью детерминирован.
|
||||
|
||||
Reset обнуляет буферы и таймеры конвертеров, настройки узлов/связей не трогает.
|
||||
Generated
+39
@@ -0,0 +1,39 @@
|
||||
{
|
||||
"name": "@incgame/engine",
|
||||
"version": "1.0.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "@incgame/engine",
|
||||
"version": "1.0.0",
|
||||
"license": "ISC",
|
||||
"dependencies": {
|
||||
"break_eternity.js": "^2.1.3"
|
||||
},
|
||||
"devDependencies": {
|
||||
"typescript": "^5.6.3"
|
||||
}
|
||||
},
|
||||
"node_modules/break_eternity.js": {
|
||||
"version": "2.1.3",
|
||||
"resolved": "https://registry.npmjs.org/break_eternity.js/-/break_eternity.js-2.1.3.tgz",
|
||||
"integrity": "sha512-4tg4j0wc0lhaYAnOHubN5mAyHbhMfUI7adQLO8l/loKqtylZ/kHWp8WYqG2EC0TinSesKvpCi3XeVFcKRUBJsQ==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/typescript": {
|
||||
"version": "5.9.3",
|
||||
"resolved": "https://registry.npmjs.org/typescript/-/typescript-5.9.3.tgz",
|
||||
"integrity": "sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==",
|
||||
"dev": true,
|
||||
"license": "Apache-2.0",
|
||||
"bin": {
|
||||
"tsc": "bin/tsc",
|
||||
"tsserver": "bin/tsserver"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=14.17"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"name": "@incgame/engine",
|
||||
"version": "1.0.0",
|
||||
"description": "",
|
||||
"type": "module",
|
||||
"main": "src/index.ts",
|
||||
"types": "src/index.ts",
|
||||
"scripts": {
|
||||
"typecheck": "tsc --noEmit"
|
||||
},
|
||||
"keywords": [],
|
||||
"author": "",
|
||||
"license": "ISC",
|
||||
"dependencies": {
|
||||
"break_eternity.js": "^2.1.3"
|
||||
},
|
||||
"devDependencies": {
|
||||
"typescript": "^5.6.3"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
import Decimal, { type DecimalSource } from "break_eternity.js";
|
||||
import type { BehaviourDisplayInfo, BehaviourLink, BehaviourSocket, Resource, Resources, SerializedBehaviour } from "../types";
|
||||
|
||||
export abstract class Behaviour {
|
||||
public readonly id: string;
|
||||
public readonly kind: string;
|
||||
public readonly inputLinks: BehaviourLink[];
|
||||
|
||||
constructor(source: SerializedBehaviour) {
|
||||
this.id = source.id;
|
||||
this.kind = source.kind;
|
||||
this.inputLinks = source.inputLinks.pins;
|
||||
}
|
||||
|
||||
public getDisplayInfo(): BehaviourDisplayInfo {
|
||||
return {
|
||||
storages: {},
|
||||
sockets: [
|
||||
...this.inputs.map((input, index) => ({
|
||||
type: 'input',
|
||||
index,
|
||||
resource: input,
|
||||
} satisfies BehaviourSocket)),
|
||||
...this.outputs.map((output, index) => ({
|
||||
type: 'output',
|
||||
index,
|
||||
resource: output,
|
||||
} satisfies BehaviourSocket)),
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
public abstract get inputs(): Resource[];
|
||||
public abstract get outputs(): Resource[];
|
||||
|
||||
/** Withdraws up to `amount` of `resource` from this behaviour's storage, returning how much was actually taken. */
|
||||
public abstract take(resource: Resource, amount: DecimalSource): Decimal;
|
||||
|
||||
protected abstract give(resource: Resource, amount: DecimalSource): void;
|
||||
|
||||
/** Snapshot of everything currently held, keyed by resource. */
|
||||
public abstract getStorage(): Partial<Resources>;
|
||||
|
||||
abstract reset(): void;
|
||||
|
||||
/**
|
||||
* Advances this behaviour by `deltaTime`. Must pull whatever inputs it needs (via `resolve`)
|
||||
* before advancing its own cycle, so that a cycle only completes once enough input was actually
|
||||
* available — otherwise it stalls and tries again on a later tick.
|
||||
*
|
||||
* `fairShare(sourceId, resource)` caps how much of `resource` may be pulled from `sourceId` this
|
||||
* tick: when several behaviours are linked to the same source for the same resource, each is
|
||||
* capped to an equal share of what that source held right after its own tick, regardless of
|
||||
* pull order, instead of whoever asks first draining it.
|
||||
*/
|
||||
abstract tick(
|
||||
deltaTime: number,
|
||||
resolve: (id: string) => Behaviour | undefined,
|
||||
fairShare: (sourceId: string, resource: Resource) => Decimal,
|
||||
): void;
|
||||
}
|
||||
@@ -0,0 +1,125 @@
|
||||
import Decimal, { type DecimalSource } from "break_eternity.js";
|
||||
import type { BehaviourDisplayInfo, Resource, Resources, SerializedBehaviour, SerializedConverter } from "../types";
|
||||
import { Behaviour } from "./base";
|
||||
|
||||
export class Converter extends Behaviour {
|
||||
protected readonly storage: Partial<Resources>;
|
||||
public cycleTime: Decimal;
|
||||
public readonly cycleLength: Decimal;
|
||||
public readonly inputRates: Partial<Resources>;
|
||||
public readonly outputRates: Partial<Resources>;
|
||||
|
||||
constructor(source: SerializedBehaviour & SerializedConverter) {
|
||||
if (source.kind !== 'converter')
|
||||
throw new Error('Invalid source');
|
||||
super(source);
|
||||
|
||||
this.cycleTime = new Decimal(source.cycleTime);
|
||||
this.cycleLength = new Decimal(source.rules.cycleLength);
|
||||
|
||||
this.storage = {};
|
||||
for (const [res, amount] of Object.entries(source.storage ?? {}))
|
||||
this.storage[res as Resource] = new Decimal(amount);
|
||||
|
||||
this.inputRates = {};
|
||||
for (const [res, rate] of Object.entries(source.rules.inputRates ?? {}))
|
||||
this.inputRates[res as Resource] = new Decimal(rate);
|
||||
|
||||
this.outputRates = {};
|
||||
for (const [res, rate] of Object.entries(source.rules.outputRates ?? {}))
|
||||
this.outputRates[res as Resource] = new Decimal(rate);
|
||||
}
|
||||
|
||||
public get inputs(): Resource[] {
|
||||
return Object.keys(this.inputRates) as Resource[];
|
||||
}
|
||||
|
||||
public get outputs(): Resource[] {
|
||||
return Object.keys(this.outputRates) as Resource[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A converter grabs a full batch of each input the moment enough is available — reserving
|
||||
* ahead for however many cycles (including the one currently underway) the elapsed time could
|
||||
* reach, rather than trickling resources in proportionally as time passes. If the source can't
|
||||
* supply the full batch, `cycleTime` only advances as far as what was actually secured
|
||||
* justifies: a converter can't be "cooking" a batch it doesn't have the ingredients for, so it
|
||||
* stalls proportionally to whatever is actually missing rather than free-running on elapsed
|
||||
* time alone.
|
||||
*/
|
||||
public tick(
|
||||
deltaTime: number,
|
||||
resolve: (id: string) => Behaviour | undefined,
|
||||
fairShare: (sourceId: string, resource: Resource) => Decimal,
|
||||
): void {
|
||||
const idealCycleTime = this.cycleTime.add(deltaTime);
|
||||
const reserveCycles = idealCycleTime.div(this.cycleLength).ceil();
|
||||
let newCycleTime = idealCycleTime;
|
||||
|
||||
for (const [res, rate] of Object.entries(this.inputRates) as [Resource, Decimal][]) {
|
||||
if (rate.eq(0))
|
||||
continue;
|
||||
|
||||
const target = rate.mul(reserveCycles);
|
||||
const have = this.storage[res] ?? Decimal.dZero;
|
||||
const shortfall = target.sub(have).max(0);
|
||||
if (shortfall.gt(0)) {
|
||||
const link = this.inputLinks.find((l) => l.resource === res);
|
||||
if (link) {
|
||||
const source = resolve(link.target);
|
||||
if (source) {
|
||||
const request = shortfall.min(fairShare(link.target, link.resource));
|
||||
if (request.gt(0))
|
||||
this.give(res, source.take(link.resource, request));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const haveNow = this.storage[res] ?? Decimal.dZero;
|
||||
newCycleTime = newCycleTime.min(haveNow.mul(this.cycleLength).div(rate));
|
||||
}
|
||||
|
||||
this.cycleTime = newCycleTime;
|
||||
const affordableCycles = this.cycleTime.div(this.cycleLength).floor();
|
||||
|
||||
if (affordableCycles.gt(0)) {
|
||||
for (const [res, rate] of Object.entries(this.inputRates) as [Resource, Decimal][])
|
||||
this.take(res, rate.mul(affordableCycles));
|
||||
for (const [res, rate] of Object.entries(this.outputRates) as [Resource, Decimal][])
|
||||
this.give(res, rate.mul(affordableCycles));
|
||||
this.cycleTime = this.cycleTime.sub(affordableCycles.mul(this.cycleLength));
|
||||
}
|
||||
}
|
||||
|
||||
public take(resource: Resource, amount: DecimalSource): Decimal {
|
||||
const available = this.storage[resource] ?? Decimal.dZero;
|
||||
const taken = available.min(amount);
|
||||
this.storage[resource] = available.sub(taken);
|
||||
return taken;
|
||||
}
|
||||
|
||||
protected give(resource: Resource, amount: DecimalSource): void {
|
||||
this.storage[resource] = (this.storage[resource] ?? Decimal.dZero).add(amount);
|
||||
}
|
||||
|
||||
public getStorage(): Partial<Resources> {
|
||||
return { ...this.storage };
|
||||
}
|
||||
|
||||
public getDisplayInfo(): BehaviourDisplayInfo {
|
||||
const info = super.getDisplayInfo();
|
||||
info.storages['Буфер'] = { ...this.storage } as Resources;
|
||||
return {
|
||||
...info,
|
||||
raw: {
|
||||
inputRates: this.inputRates,
|
||||
outputRates: this.outputRates,
|
||||
},
|
||||
} as any;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
for (const res of Object.keys(this.storage))
|
||||
delete (this.storage[res as Resource]);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export * from './base';
|
||||
export * from './converter';
|
||||
export * from './storage';
|
||||
@@ -0,0 +1,83 @@
|
||||
import Decimal, { type DecimalSource } from "break_eternity.js";
|
||||
import type { BehaviourDisplayInfo, Resource, Resources, SerializedBehaviour, SerializedStorage } from "../types";
|
||||
import { Behaviour } from "./base";
|
||||
|
||||
export class Storage extends Behaviour {
|
||||
public readonly capacity: Decimal | undefined;
|
||||
public readonly acceptsResources: Resource[];
|
||||
public readonly items: Partial<Resources>;
|
||||
|
||||
constructor(source: SerializedBehaviour & SerializedStorage) {
|
||||
if (source.kind !== 'storage')
|
||||
throw new Error('Invalid source');
|
||||
super(source);
|
||||
|
||||
this.capacity = source.capacity ? new Decimal(source.capacity) : undefined;
|
||||
this.acceptsResources = source.acceptsResources;
|
||||
this.items = {};
|
||||
for (const [res, amount] of Object.entries(source.items ?? {}))
|
||||
this.items[res as Resource] = new Decimal(amount);
|
||||
}
|
||||
|
||||
public get inputs(): Resource[] {
|
||||
return this.acceptsResources;
|
||||
}
|
||||
|
||||
public get outputs(): Resource[] {
|
||||
return this.acceptsResources;
|
||||
}
|
||||
|
||||
/**
|
||||
* A storage has no rate of its own — it pulls as much as its linked source is willing to give
|
||||
* (up to whatever room its own capacity leaves), and later hands out as much as whoever calls
|
||||
* `take` asks for (up to whatever it actually has). The speed in either direction is entirely
|
||||
* up to the counterpart, not this behaviour.
|
||||
*/
|
||||
public tick(
|
||||
_deltaTime: number,
|
||||
resolve: (id: string) => Behaviour | undefined,
|
||||
fairShare: (sourceId: string, resource: Resource) => Decimal,
|
||||
): void {
|
||||
for (const resource of this.acceptsResources) {
|
||||
const link = this.inputLinks.find((l) => l.resource === resource);
|
||||
if (!link)
|
||||
continue;
|
||||
|
||||
const source = resolve(link.target);
|
||||
if (!source)
|
||||
continue;
|
||||
|
||||
const have = this.items[resource] ?? Decimal.dZero;
|
||||
const room = this.capacity ? this.capacity.sub(have).max(0) : Decimal.dInf;
|
||||
const request = room.min(fairShare(link.target, link.resource));
|
||||
if (request.gt(0))
|
||||
this.give(resource, source.take(link.resource, request));
|
||||
}
|
||||
}
|
||||
|
||||
public take(resource: Resource, amount: DecimalSource): Decimal {
|
||||
const available = this.items[resource] ?? Decimal.dZero;
|
||||
const taken = available.min(amount);
|
||||
this.items[resource] = available.sub(taken);
|
||||
return taken;
|
||||
}
|
||||
|
||||
protected give(resource: Resource, amount: DecimalSource): void {
|
||||
this.items[resource] = (this.items[resource] ?? Decimal.dZero).add(amount);
|
||||
}
|
||||
|
||||
public getStorage(): Partial<Resources> {
|
||||
return { ...this.items };
|
||||
}
|
||||
|
||||
public getDisplayInfo(): BehaviourDisplayInfo {
|
||||
const info = super.getDisplayInfo();
|
||||
info.storages['Хранилище'] = { ...this.items } as Resources;
|
||||
return info;
|
||||
}
|
||||
|
||||
public reset() {
|
||||
for (const res of Object.keys(this.items))
|
||||
delete (this.items[res as Resource]);
|
||||
}
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,5 @@
|
||||
export * from './types';
|
||||
export * from './behaviours';
|
||||
export * from './game';
|
||||
export * from './serialization';
|
||||
export * from './utils';
|
||||
@@ -0,0 +1,47 @@
|
||||
import { type Behaviour, Converter, Storage } from "../behaviours";
|
||||
import type { SerializedBehaviour, SerializedConverter, SerializedStorage } from "../types";
|
||||
|
||||
export function deserializeBehaviour(value: SerializedBehaviour): Behaviour {
|
||||
switch (value.kind) {
|
||||
case 'converter':
|
||||
return new Converter(value);
|
||||
case 'storage':
|
||||
return new Storage(value);
|
||||
default:
|
||||
throw new Error('Unknown behaviour');
|
||||
}
|
||||
}
|
||||
|
||||
export function serializeBehaviour(behaviour: Behaviour): SerializedBehaviour {
|
||||
const base = {
|
||||
id: behaviour.id,
|
||||
kind: behaviour.kind,
|
||||
inputLinks: { pins: behaviour.inputLinks },
|
||||
};
|
||||
|
||||
switch (behaviour.kind) {
|
||||
case 'converter': {
|
||||
const converter = behaviour as Converter;
|
||||
return {
|
||||
...base,
|
||||
cycleTime: converter.cycleTime,
|
||||
storage: converter.getStorage(),
|
||||
rules: {
|
||||
cycleLength: converter.cycleLength,
|
||||
inputRates: converter.inputRates,
|
||||
outputRates: converter.outputRates,
|
||||
}
|
||||
} as (SerializedBehaviour & SerializedConverter);;
|
||||
}
|
||||
case 'storage':
|
||||
const storage = behaviour as Storage;
|
||||
return {
|
||||
...base,
|
||||
capacity: storage.capacity,
|
||||
acceptsResources: storage.acceptsResources,
|
||||
items: storage.getStorage(),
|
||||
} as (SerializedBehaviour & SerializedStorage);
|
||||
default:
|
||||
throw new Error('Unknown behaviour');
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
import { Game } from "../game";
|
||||
import type { SerializedGame } from "../types";
|
||||
import { serializeBehaviour } from "./behaviour";
|
||||
|
||||
export function serializeGame(game: Game): SerializedGame {
|
||||
return {
|
||||
time: game.time,
|
||||
nodes: game.nodes.map((node) => ({
|
||||
id: node.id,
|
||||
name: node.name,
|
||||
behaviour: serializeBehaviour(node.behaviour),
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
export function deserializeGame(value: SerializedGame): Game {
|
||||
return new Game(value);
|
||||
}
|
||||
|
||||
export function serializeGameToString(game: Game): string {
|
||||
return JSON.stringify(serializeGame(game));
|
||||
}
|
||||
|
||||
export function deserializeGameFromString(value: string): Game {
|
||||
return deserializeGame(JSON.parse(value));
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
export * from './behaviour';
|
||||
export * from './game';
|
||||
@@ -0,0 +1,23 @@
|
||||
import type { Resource, Resources } from "./resource";
|
||||
|
||||
export type BehaviourResourcePin = {
|
||||
resource: Resource;
|
||||
}
|
||||
|
||||
export type BehaviourSocket = {
|
||||
type: 'input' | 'output';
|
||||
index: number; // within its type
|
||||
resource: Resource;
|
||||
}
|
||||
|
||||
export type BehaviourLink = {
|
||||
target: string,
|
||||
resource: Resource;
|
||||
}
|
||||
|
||||
export type BehaviourDisplayInfo = {
|
||||
storages: Record<string, Resources>;
|
||||
sockets: BehaviourSocket[];
|
||||
|
||||
[x: string]: unknown;
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
export * from './behaviour';
|
||||
export * from './unit';
|
||||
export * from './resource';
|
||||
export * from './serialization';
|
||||
@@ -0,0 +1,5 @@
|
||||
import type Decimal from "break_eternity.js";
|
||||
|
||||
export type Resource = 'tree' | 'wood' | 'stone';
|
||||
|
||||
export type Resources = Record<Resource, Decimal>;
|
||||
@@ -0,0 +1,46 @@
|
||||
import type { Unit } from './unit';
|
||||
import type { DecimalSource } from "break_eternity.js";
|
||||
import type { Resource } from "./resource";
|
||||
|
||||
export type SerializedInputLink = {
|
||||
target: SerializedBehaviour['id'],
|
||||
resource: Resource,
|
||||
}
|
||||
|
||||
export type SerializedInputLinks = {
|
||||
pins: SerializedInputLink[];
|
||||
}
|
||||
|
||||
export type SerializedConverter = {
|
||||
kind: 'converter';
|
||||
cycleTime?: DecimalSource;
|
||||
storage?: Partial<Record<Resource, DecimalSource>>;
|
||||
rules: {
|
||||
cycleLength: DecimalSource;
|
||||
inputRates?: Partial<Record<Resource, DecimalSource>>;
|
||||
outputRates?: Partial<Record<Resource, DecimalSource>>;
|
||||
}
|
||||
}
|
||||
|
||||
export type SerializedStorage = {
|
||||
kind: 'storage',
|
||||
capacity?: DecimalSource;
|
||||
acceptsResources: Resource[];
|
||||
items: Partial<Record<Resource, DecimalSource>>;
|
||||
}
|
||||
|
||||
export type SerializedBehaviour = {
|
||||
id: string;
|
||||
inputLinks: SerializedInputLinks;
|
||||
} & (SerializedConverter | SerializedStorage);
|
||||
|
||||
export type SerializedNode = {
|
||||
id: Unit['id'],
|
||||
name: Unit['name'],
|
||||
behaviour: SerializedBehaviour,
|
||||
}
|
||||
|
||||
export type SerializedGame = {
|
||||
time: DecimalSource;
|
||||
nodes: SerializedNode[];
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
import type { Behaviour } from "../behaviours";
|
||||
|
||||
export type Unit = {
|
||||
id: string;
|
||||
name: string;
|
||||
behaviour: Behaviour;
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
import type { Behaviour } from "../behaviours";
|
||||
|
||||
/** Orders behaviours so that whatever a behaviour's inputs link to comes before it (a dependency cycle just falls back to encounter order). */
|
||||
export function orderByDependency(behaviours: Behaviour[]): Behaviour[] {
|
||||
const byId = new Map(behaviours.map((behaviour) => [behaviour.id, behaviour]));
|
||||
const visited = new Set<string>();
|
||||
const order: Behaviour[] = [];
|
||||
|
||||
function visit(behaviour: Behaviour) {
|
||||
if (visited.has(behaviour.id))
|
||||
return;
|
||||
visited.add(behaviour.id);
|
||||
for (const inputLink of behaviour.inputLinks) {
|
||||
const dependency = byId.get(inputLink.target);
|
||||
if (dependency)
|
||||
visit(dependency);
|
||||
}
|
||||
order.push(behaviour);
|
||||
}
|
||||
|
||||
for (const behaviour of behaviours)
|
||||
visit(behaviour);
|
||||
|
||||
return order;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"target": "ES2020",
|
||||
"lib": ["ES2020"],
|
||||
"module": "ESNext",
|
||||
"moduleResolution": "bundler",
|
||||
"skipLibCheck": true,
|
||||
"resolveJsonModule": true,
|
||||
"isolatedModules": true,
|
||||
"noEmit": true,
|
||||
"strict": true,
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"noFallthroughCasesInSwitch": true
|
||||
},
|
||||
"include": ["src"]
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
pnpm-debug.log*
|
||||
lerna-debug.log*
|
||||
|
||||
node_modules
|
||||
dist
|
||||
dist-ssr
|
||||
*.local
|
||||
|
||||
# Editor directories and files
|
||||
.vscode/*
|
||||
!.vscode/extensions.json
|
||||
.idea
|
||||
.DS_Store
|
||||
*.suo
|
||||
*.ntvs*
|
||||
*.njsproj
|
||||
*.sln
|
||||
*.sw?
|
||||
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"$schema": "./node_modules/oxlint/configuration_schema.json",
|
||||
"plugins": ["react", "typescript", "oxc"],
|
||||
"rules": {
|
||||
"react/rules-of-hooks": "error",
|
||||
"react/only-export-components": ["warn", { "allowConstantExport": true }]
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
# React + TypeScript + Vite
|
||||
|
||||
This template provides a minimal setup to get React working in Vite with HMR and some Oxlint rules.
|
||||
|
||||
Currently, two official plugins are available:
|
||||
|
||||
- [@vitejs/plugin-react](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react) uses [Oxc](https://oxc.rs)
|
||||
- [@vitejs/plugin-react-swc](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react-swc) uses [SWC](https://swc.rs/)
|
||||
|
||||
## React Compiler
|
||||
|
||||
The React Compiler is not enabled on this template because of its impact on dev & build performances. To add it, see [this documentation](https://react.dev/learn/react-compiler/installation).
|
||||
|
||||
## Expanding the Oxlint configuration
|
||||
|
||||
If you are developing a production application, we recommend enabling type-aware lint rules by installing `oxlint-tsgolint` and editing `.oxlintrc.json`:
|
||||
|
||||
```json
|
||||
{
|
||||
"$schema": "./node_modules/oxlint/configuration_schema.json",
|
||||
"plugins": ["react", "typescript", "oxc"],
|
||||
"options": {
|
||||
"typeAware": true
|
||||
},
|
||||
"rules": {
|
||||
"react/rules-of-hooks": "error",
|
||||
"react/only-export-components": ["warn", { "allowConstantExport": true }]
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
See the [Oxlint rules documentation](https://oxc.rs/docs/guide/usage/linter/rules) for the full list of rules and categories.
|
||||
@@ -0,0 +1,19 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<link rel="icon" type="image/svg+xml" href="/favicon.svg" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>forest</title>
|
||||
<link rel="preconnect" href="https://fonts.googleapis.com" />
|
||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
|
||||
<link
|
||||
href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap"
|
||||
rel="stylesheet"
|
||||
/>
|
||||
</head>
|
||||
<body>
|
||||
<div id="root"></div>
|
||||
<script type="module" src="/src/main.tsx"></script>
|
||||
</body>
|
||||
</html>
|
||||
Generated
+1344
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,29 @@
|
||||
{
|
||||
"name": "forest",
|
||||
"private": true,
|
||||
"version": "0.0.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
"build": "tsc -b && vite build",
|
||||
"lint": "oxlint",
|
||||
"preview": "vite preview"
|
||||
},
|
||||
"dependencies": {
|
||||
"@incgame/engine": "file:../engine",
|
||||
"break_eternity.js": "^2.1.3",
|
||||
"mobx": "^7.0.3",
|
||||
"mobx-react-lite": "^5.0.3",
|
||||
"react": "^19.2.8",
|
||||
"react-dom": "^19.2.8"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/node": "^24.13.3",
|
||||
"@types/react": "^19.2.18",
|
||||
"@types/react-dom": "^19.2.4",
|
||||
"@vitejs/plugin-react": "^6.1.0",
|
||||
"oxlint": "^1.79.0",
|
||||
"typescript": "~6.0.2",
|
||||
"vite": "^8.2.2"
|
||||
}
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
|
After Width: | Height: | Size: 9.3 KiB |
@@ -0,0 +1,24 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg">
|
||||
<symbol id="bluesky-icon" viewBox="0 0 16 17">
|
||||
<g clip-path="url(#bluesky-clip)"><path fill="#08060d" d="M7.75 7.735c-.693-1.348-2.58-3.86-4.334-5.097-1.68-1.187-2.32-.981-2.74-.79C.188 2.065.1 2.812.1 3.251s.241 3.602.398 4.13c.52 1.744 2.367 2.333 4.07 2.145-2.495.37-4.71 1.278-1.805 4.512 3.196 3.309 4.38-.71 4.987-2.746.608 2.036 1.307 5.91 4.93 2.746 2.72-2.746.747-4.143-1.747-4.512 1.702.189 3.55-.4 4.07-2.145.156-.528.397-3.691.397-4.13s-.088-1.186-.575-1.406c-.42-.19-1.06-.395-2.741.79-1.755 1.24-3.64 3.752-4.334 5.099"/></g>
|
||||
<defs><clipPath id="bluesky-clip"><path fill="#fff" d="M.1.85h15.3v15.3H.1z"/></clipPath></defs>
|
||||
</symbol>
|
||||
<symbol id="discord-icon" viewBox="0 0 20 19">
|
||||
<path fill="#08060d" d="M16.224 3.768a14.5 14.5 0 0 0-3.67-1.153c-.158.286-.343.67-.47.976a13.5 13.5 0 0 0-4.067 0c-.128-.306-.317-.69-.476-.976A14.4 14.4 0 0 0 3.868 3.77C1.546 7.28.916 10.703 1.231 14.077a14.7 14.7 0 0 0 4.5 2.306q.545-.748.965-1.587a9.5 9.5 0 0 1-1.518-.74q.191-.14.372-.293c2.927 1.369 6.107 1.369 8.999 0q.183.152.372.294-.723.437-1.52.74.418.838.963 1.588a14.6 14.6 0 0 0 4.504-2.308c.37-3.911-.63-7.302-2.644-10.309m-9.13 8.234c-.878 0-1.599-.82-1.599-1.82 0-.998.705-1.82 1.6-1.82.894 0 1.614.82 1.599 1.82.001 1-.705 1.82-1.6 1.82m5.91 0c-.878 0-1.599-.82-1.599-1.82 0-.998.705-1.82 1.6-1.82.893 0 1.614.82 1.599 1.82 0 1-.706 1.82-1.6 1.82"/>
|
||||
</symbol>
|
||||
<symbol id="documentation-icon" viewBox="0 0 21 20">
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="m15.5 13.333 1.533 1.322c.645.555.967.833.967 1.178s-.322.623-.967 1.179L15.5 18.333m-3.333-5-1.534 1.322c-.644.555-.966.833-.966 1.178s.322.623.966 1.179l1.534 1.321"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M17.167 10.836v-4.32c0-1.41 0-2.117-.224-2.68-.359-.906-1.118-1.621-2.08-1.96-.599-.21-1.349-.21-2.848-.21-2.623 0-3.935 0-4.983.369-1.684.591-3.013 1.842-3.641 3.428C3 6.449 3 7.684 3 10.154v2.122c0 2.558 0 3.838.706 4.726q.306.383.713.671c.76.536 1.79.64 3.581.66"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M3 10a2.78 2.78 0 0 1 2.778-2.778c.555 0 1.209.097 1.748-.047.48-.129.854-.503.982-.982.145-.54.048-1.194.048-1.749a2.78 2.78 0 0 1 2.777-2.777"/>
|
||||
</symbol>
|
||||
<symbol id="github-icon" viewBox="0 0 19 19">
|
||||
<path fill="#08060d" fill-rule="evenodd" d="M9.356 1.85C5.05 1.85 1.57 5.356 1.57 9.694a7.84 7.84 0 0 0 5.324 7.44c.387.079.528-.168.528-.376 0-.182-.013-.805-.013-1.454-2.165.467-2.616-.935-2.616-.935-.349-.91-.864-1.143-.864-1.143-.71-.48.051-.48.051-.48.787.051 1.2.805 1.2.805.695 1.194 1.817.857 2.268.649.064-.507.27-.857.49-1.052-1.728-.182-3.545-.857-3.545-3.87 0-.857.31-1.558.8-2.104-.078-.195-.349-1 .077-2.078 0 0 .657-.208 2.14.805a7.5 7.5 0 0 1 1.946-.26c.657 0 1.328.092 1.946.26 1.483-1.013 2.14-.805 2.14-.805.426 1.078.155 1.883.078 2.078.502.546.799 1.247.799 2.104 0 3.013-1.818 3.675-3.558 3.87.284.247.528.714.528 1.454 0 1.052-.012 1.896-.012 2.156 0 .208.142.455.528.377a7.84 7.84 0 0 0 5.324-7.441c.013-4.338-3.48-7.844-7.773-7.844" clip-rule="evenodd"/>
|
||||
</symbol>
|
||||
<symbol id="social-icon" viewBox="0 0 20 20">
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M12.5 6.667a4.167 4.167 0 1 0-8.334 0 4.167 4.167 0 0 0 8.334 0"/>
|
||||
<path fill="none" stroke="#aa3bff" stroke-linecap="round" stroke-linejoin="round" stroke-width="1.35" d="M2.5 16.667a5.833 5.833 0 0 1 8.75-5.053m3.837.474.513 1.035c.07.144.257.282.414.309l.93.155c.596.1.736.536.307.965l-.723.73a.64.64 0 0 0-.152.531l.207.903c.164.715-.213.991-.84.618l-.872-.52a.63.63 0 0 0-.577 0l-.872.52c-.624.373-1.003.094-.84-.618l.207-.903a.64.64 0 0 0-.152-.532l-.723-.729c-.426-.43-.289-.864.306-.964l.93-.156a.64.64 0 0 0 .412-.31l.513-1.034c.28-.562.735-.562 1.012 0"/>
|
||||
</symbol>
|
||||
<symbol id="x-icon" viewBox="0 0 19 19">
|
||||
<path fill="#08060d" fill-rule="evenodd" d="M1.893 1.98c.052.072 1.245 1.769 2.653 3.77l2.892 4.114c.183.261.333.48.333.486s-.068.089-.152.183l-.522.593-.765.867-3.597 4.087c-.375.426-.734.834-.798.905a1 1 0 0 0-.118.148c0 .01.236.017.664.017h.663l.729-.83c.4-.457.796-.906.879-.999a692 692 0 0 0 1.794-2.038c.034-.037.301-.34.594-.675l.551-.624.345-.392a7 7 0 0 1 .34-.374c.006 0 .93 1.306 2.052 2.903l2.084 2.965.045.063h2.275c1.87 0 2.273-.003 2.266-.021-.008-.02-1.098-1.572-3.894-5.547-2.013-2.862-2.28-3.246-2.273-3.266.008-.019.282-.332 2.085-2.38l2-2.274 1.567-1.782c.022-.028-.016-.03-.65-.03h-.674l-.3.342a871 871 0 0 1-1.782 2.025c-.067.075-.405.458-.75.852a100 100 0 0 1-.803.91c-.148.172-.299.344-.99 1.127-.304.343-.32.358-.345.327-.015-.019-.904-1.282-1.976-2.808L6.365 1.85H1.8zm1.782.91 8.078 11.294c.772 1.08 1.413 1.973 1.425 1.984.016.017.241.02 1.05.017l1.03-.004-2.694-3.766L7.796 5.75 5.722 2.852l-1.039-.004-1.039-.004z" clip-rule="evenodd"/>
|
||||
</symbol>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 4.9 KiB |
@@ -0,0 +1,130 @@
|
||||
.app {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.topbar {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 20px;
|
||||
padding: 10px 16px;
|
||||
background: var(--panel-bg);
|
||||
border-bottom: 4px solid var(--panel-border);
|
||||
box-shadow: inset 0 -4px 0 rgba(0, 0, 0, 0.2);
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.topbar__title {
|
||||
font-size: 14px;
|
||||
margin: 0;
|
||||
color: var(--accent);
|
||||
text-shadow: 2px 2px 0 var(--panel-border);
|
||||
}
|
||||
|
||||
.topbar .spacer {
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
.inventory-slot {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
padding: 6px 12px;
|
||||
background: rgba(0, 0, 0, 0.25);
|
||||
border: 3px solid var(--panel-border);
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
.game-map {
|
||||
position: relative;
|
||||
flex-grow: 1;
|
||||
overflow: hidden;
|
||||
background-color: #4caf50;
|
||||
background-image:
|
||||
linear-gradient(45deg, #46a047 25%, transparent 25%),
|
||||
linear-gradient(-45deg, #46a047 25%, transparent 25%),
|
||||
linear-gradient(45deg, transparent 75%, #46a047 75%),
|
||||
linear-gradient(-45deg, transparent 75%, #46a047 75%);
|
||||
background-size: 32px 32px;
|
||||
background-position: 0 0, 0 16px, 16px -16px, -16px 0px;
|
||||
cursor: default;
|
||||
touch-action: none;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.entity {
|
||||
position: absolute;
|
||||
transform: translate(-50%, -50%);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.entity.log-shadow {
|
||||
width: 20px;
|
||||
height: 10px;
|
||||
margin: 8px 0px 0px 0px;
|
||||
border-radius: 50%;
|
||||
background: rgba(0, 0, 0, 0.35);
|
||||
z-index: 0;
|
||||
}
|
||||
|
||||
.entity.tree-shadow {
|
||||
width: 64px;
|
||||
height: 32px;
|
||||
border-radius: 50%;
|
||||
margin: 26px 0px 0px -11px;
|
||||
background: rgba(0, 0, 0, 0.35);
|
||||
z-index: 0;
|
||||
}
|
||||
|
||||
.entity.character-shadow {
|
||||
width: 48px;
|
||||
height: 24px;
|
||||
border-radius: 50%;
|
||||
margin: 32px 0px 0px 0px;
|
||||
background: rgba(0, 0, 0, 0.35);
|
||||
z-index: 0;
|
||||
}
|
||||
|
||||
.entity.tree {
|
||||
pointer-events: auto;
|
||||
cursor: pointer;
|
||||
padding: 12px;
|
||||
margin: -12px;
|
||||
}
|
||||
|
||||
.entity.tree.tree--chopping svg {
|
||||
animation: chop-shake 0.12s infinite;
|
||||
}
|
||||
|
||||
.entity.character {
|
||||
transition: none;
|
||||
}
|
||||
|
||||
.entity.character.character--walking svg {
|
||||
animation: walk-bob 0.3s infinite steps(2);
|
||||
}
|
||||
|
||||
@keyframes chop-shake {
|
||||
0%, 100% {
|
||||
transform: translate(0, 0) rotate(0deg);
|
||||
}
|
||||
25% {
|
||||
transform: translate(-2px, 1px) rotate(-6deg);
|
||||
}
|
||||
50% {
|
||||
transform: translate(1px, -2px) rotate(5deg);
|
||||
}
|
||||
75% {
|
||||
transform: translate(-1px, 1px) rotate(-4deg);
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes walk-bob {
|
||||
0% {
|
||||
transform: translateY(0);
|
||||
}
|
||||
100% {
|
||||
transform: translateY(-3px);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
import { useState } from 'react';
|
||||
import GameMap from './components/GameMap';
|
||||
import Topbar from './components/Topbar';
|
||||
import { GameStore } from './game/GameStore';
|
||||
import './App.css';
|
||||
|
||||
function App() {
|
||||
const [store] = useState(() => new GameStore());
|
||||
|
||||
return (
|
||||
<div className="app">
|
||||
<Topbar store={store} />
|
||||
<GameMap store={store} />
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export default App;
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 13 KiB |
@@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="35.93" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 228"><path fill="#00D8FF" d="M210.483 73.824a171.49 171.49 0 0 0-8.24-2.597c.465-1.9.893-3.777 1.273-5.621c6.238-30.281 2.16-54.676-11.769-62.708c-13.355-7.7-35.196.329-57.254 19.526a171.23 171.23 0 0 0-6.375 5.848a155.866 155.866 0 0 0-4.241-3.917C100.759 3.829 77.587-4.822 63.673 3.233C50.33 10.957 46.379 33.89 51.995 62.588a170.974 170.974 0 0 0 1.892 8.48c-3.28.932-6.445 1.924-9.474 2.98C17.309 83.498 0 98.307 0 113.668c0 15.865 18.582 31.778 46.812 41.427a145.52 145.52 0 0 0 6.921 2.165a167.467 167.467 0 0 0-2.01 9.138c-5.354 28.2-1.173 50.591 12.134 58.266c13.744 7.926 36.812-.22 59.273-19.855a145.567 145.567 0 0 0 5.342-4.923a168.064 168.064 0 0 0 6.92 6.314c21.758 18.722 43.246 26.282 56.54 18.586c13.731-7.949 18.194-32.003 12.4-61.268a145.016 145.016 0 0 0-1.535-6.842c1.62-.48 3.21-.974 4.76-1.488c29.348-9.723 48.443-25.443 48.443-41.52c0-15.417-17.868-30.326-45.517-39.844Zm-6.365 70.984c-1.4.463-2.836.91-4.3 1.345c-3.24-10.257-7.612-21.163-12.963-32.432c5.106-11 9.31-21.767 12.459-31.957c2.619.758 5.16 1.557 7.61 2.4c23.69 8.156 38.14 20.213 38.14 29.504c0 9.896-15.606 22.743-40.946 31.14Zm-10.514 20.834c2.562 12.94 2.927 24.64 1.23 33.787c-1.524 8.219-4.59 13.698-8.382 15.893c-8.067 4.67-25.32-1.4-43.927-17.412a156.726 156.726 0 0 1-6.437-5.87c7.214-7.889 14.423-17.06 21.459-27.246c12.376-1.098 24.068-2.894 34.671-5.345a134.17 134.17 0 0 1 1.386 6.193ZM87.276 214.515c-7.882 2.783-14.16 2.863-17.955.675c-8.075-4.657-11.432-22.636-6.853-46.752a156.923 156.923 0 0 1 1.869-8.499c10.486 2.32 22.093 3.988 34.498 4.994c7.084 9.967 14.501 19.128 21.976 27.15a134.668 134.668 0 0 1-4.877 4.492c-9.933 8.682-19.886 14.842-28.658 17.94ZM50.35 144.747c-12.483-4.267-22.792-9.812-29.858-15.863c-6.35-5.437-9.555-10.836-9.555-15.216c0-9.322 13.897-21.212 37.076-29.293c2.813-.98 5.757-1.905 8.812-2.773c3.204 10.42 7.406 21.315 12.477 32.332c-5.137 11.18-9.399 22.249-12.634 32.792a134.718 134.718 0 0 1-6.318-1.979Zm12.378-84.26c-4.811-24.587-1.616-43.134 6.425-47.789c8.564-4.958 27.502 2.111 47.463 19.835a144.318 144.318 0 0 1 3.841 3.545c-7.438 7.987-14.787 17.08-21.808 26.988c-12.04 1.116-23.565 2.908-34.161 5.309a160.342 160.342 0 0 1-1.76-7.887Zm110.427 27.268a347.8 347.8 0 0 0-7.785-12.803c8.168 1.033 15.994 2.404 23.343 4.08c-2.206 7.072-4.956 14.465-8.193 22.045a381.151 381.151 0 0 0-7.365-13.322Zm-45.032-43.861c5.044 5.465 10.096 11.566 15.065 18.186a322.04 322.04 0 0 0-30.257-.006c4.974-6.559 10.069-12.652 15.192-18.18ZM82.802 87.83a323.167 323.167 0 0 0-7.227 13.238c-3.184-7.553-5.909-14.98-8.134-22.152c7.304-1.634 15.093-2.97 23.209-3.984a321.524 321.524 0 0 0-7.848 12.897Zm8.081 65.352c-8.385-.936-16.291-2.203-23.593-3.793c2.26-7.3 5.045-14.885 8.298-22.6a321.187 321.187 0 0 0 7.257 13.246c2.594 4.48 5.28 8.868 8.038 13.147Zm37.542 31.03c-5.184-5.592-10.354-11.779-15.403-18.433c4.902.192 9.899.29 14.978.29c5.218 0 10.376-.117 15.453-.343c-4.985 6.774-10.018 12.97-15.028 18.486Zm52.198-57.817c3.422 7.8 6.306 15.345 8.596 22.52c-7.422 1.694-15.436 3.058-23.88 4.071a382.417 382.417 0 0 0 7.859-13.026a347.403 347.403 0 0 0 7.425-13.565Zm-16.898 8.101a358.557 358.557 0 0 1-12.281 19.815a329.4 329.4 0 0 1-23.444.823c-7.967 0-15.716-.248-23.178-.732a310.202 310.202 0 0 1-12.513-19.846h.001a307.41 307.41 0 0 1-10.923-20.627a310.278 310.278 0 0 1 10.89-20.637l-.001.001a307.318 307.318 0 0 1 12.413-19.761c7.613-.576 15.42-.876 23.31-.876H128c7.926 0 15.743.303 23.354.883a329.357 329.357 0 0 1 12.335 19.695a358.489 358.489 0 0 1 11.036 20.54a329.472 329.472 0 0 1-11 20.722Zm22.56-122.124c8.572 4.944 11.906 24.881 6.52 51.026c-.344 1.668-.73 3.367-1.15 5.09c-10.622-2.452-22.155-4.275-34.23-5.408c-7.034-10.017-14.323-19.124-21.64-27.008a160.789 160.789 0 0 1 5.888-5.4c18.9-16.447 36.564-22.941 44.612-18.3ZM128 90.808c12.625 0 22.86 10.235 22.86 22.86s-10.235 22.86-22.86 22.86s-22.86-10.235-22.86-22.86s10.235-22.86 22.86-22.86Z"></path></svg>
|
||||
|
After Width: | Height: | Size: 4.0 KiB |
File diff suppressed because one or more lines are too long
|
After Width: | Height: | Size: 8.5 KiB |
@@ -0,0 +1,155 @@
|
||||
import { observer } from 'mobx-react-lite';
|
||||
import { useEffect, useRef, useState } from 'react';
|
||||
import type { PointerEvent } from 'react';
|
||||
import type { GameStore } from '../game/GameStore';
|
||||
import type { LogDrop, TreeState } from '../game/types';
|
||||
import { CHARACTER_SPRITE, LOG_SPRITE, TREE_SPRITE } from '../game/sprites';
|
||||
import PixelSprite from './PixelSprite';
|
||||
|
||||
interface Props {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
// Each entity below is its own observer so mobx can subscribe it only to the fields it actually
|
||||
// reads. Otherwise, with everything read inside GameMap's single observer, the character moving
|
||||
// every animation frame would re-render the whole tree/log list too, not just itself.
|
||||
|
||||
const LogEntity = observer(function LogEntity({ log }: { log: LogDrop }) {
|
||||
return (
|
||||
<div>
|
||||
<div className="entity log-shadow" style={{ left: log.x, top: log.y }} />
|
||||
<div className="entity log" style={{ left: log.x, top: log.y - log.z, zIndex: Math.floor(log.y - log.z) }}>
|
||||
<PixelSprite pixels={LOG_SPRITE} size={20} />
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
});
|
||||
|
||||
const TreeEntity = observer(function TreeEntity({
|
||||
tree,
|
||||
store,
|
||||
onPointerDown,
|
||||
onPointerUp,
|
||||
}: {
|
||||
tree: TreeState;
|
||||
store: GameStore;
|
||||
onPointerDown: (e: PointerEvent<HTMLDivElement>, id: string) => void;
|
||||
onPointerUp: (e: PointerEvent<HTMLDivElement>) => void;
|
||||
}) {
|
||||
const isChopping = tree.id === store.heldTreeId && store.isChopping;
|
||||
|
||||
return (
|
||||
<div>
|
||||
<div className="entity tree-shadow" style={{ left: tree.x, top: tree.y, zIndex: Math.floor(tree.y) - 1 }} />
|
||||
<div
|
||||
className={`entity tree ${isChopping ? 'tree--chopping' : ''}`}
|
||||
style={{ left: tree.x, top: tree.y, zIndex: Math.floor(tree.y) }}
|
||||
onPointerDown={(e) => onPointerDown(e, tree.id)}
|
||||
onPointerUp={onPointerUp}
|
||||
onPointerCancel={onPointerUp}
|
||||
>
|
||||
<PixelSprite pixels={TREE_SPRITE} size={64} />
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
});
|
||||
|
||||
const CharacterEntity = observer(function CharacterEntity({ store }: { store: GameStore }) {
|
||||
return (
|
||||
<>
|
||||
<div
|
||||
className="entity character-shadow"
|
||||
style={{ left: store.character.x, top: store.character.y, zIndex: Math.floor(store.character.y) - 1 }}
|
||||
/>
|
||||
<div
|
||||
className={`entity character ${store.isMoving ? 'character--walking' : ''}`}
|
||||
style={{ left: store.character.x, top: store.character.y, zIndex: Math.floor(store.character.y) }}
|
||||
>
|
||||
<PixelSprite pixels={CHARACTER_SPRITE} size={48} />
|
||||
</div>
|
||||
</>
|
||||
);
|
||||
});
|
||||
|
||||
function GameMap({ store }: Props) {
|
||||
const containerRef = useRef<HTMLDivElement | null>(null);
|
||||
const [ready, setReady] = useState(false);
|
||||
|
||||
useEffect(() => {
|
||||
const container = containerRef.current;
|
||||
if (!container)
|
||||
return;
|
||||
|
||||
const { width, height } = container.getBoundingClientRect();
|
||||
if (width > 0 && height > 0) {
|
||||
store.initialize(width, height);
|
||||
store.start();
|
||||
setReady(true);
|
||||
}
|
||||
|
||||
return () => {
|
||||
store.stop();
|
||||
};
|
||||
// eslint-disable-next-line react-hooks/exhaustive-deps
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
window.addEventListener('blur', store.release);
|
||||
return () => window.removeEventListener('blur', store.release);
|
||||
}, [store]);
|
||||
|
||||
function handleTreePointerDown(e: PointerEvent<HTMLDivElement>, id: string) {
|
||||
if (e.button !== 0)
|
||||
return;
|
||||
// Stop this from also bubbling to the map's own pointer handlers below (which would
|
||||
// otherwise interpret the same press as "walk to this empty ground point").
|
||||
e.stopPropagation();
|
||||
e.currentTarget.setPointerCapture(e.pointerId);
|
||||
store.holdTree(id);
|
||||
}
|
||||
|
||||
function handleTreePointerUp(e: PointerEvent<HTMLDivElement>) {
|
||||
e.stopPropagation();
|
||||
store.release();
|
||||
}
|
||||
|
||||
function handleMapPointerDown(e: PointerEvent<HTMLDivElement>) {
|
||||
if (e.button !== 0)
|
||||
return;
|
||||
const rect = e.currentTarget.getBoundingClientRect();
|
||||
e.currentTarget.setPointerCapture(e.pointerId);
|
||||
store.moveTo(e.clientX - rect.left, e.clientY - rect.top);
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className="game-map"
|
||||
ref={containerRef}
|
||||
onPointerDown={handleMapPointerDown}
|
||||
onPointerUp={store.release}
|
||||
onPointerCancel={store.release}
|
||||
>
|
||||
{ready && (
|
||||
<>
|
||||
{store.logDrops.map((log) => (
|
||||
<LogEntity key={log.id} log={log} />
|
||||
))}
|
||||
|
||||
{store.trees.map((tree) => (
|
||||
<TreeEntity
|
||||
key={tree.id}
|
||||
tree={tree}
|
||||
store={store}
|
||||
onPointerDown={handleTreePointerDown}
|
||||
onPointerUp={handleTreePointerUp}
|
||||
/>
|
||||
))}
|
||||
|
||||
<CharacterEntity store={store} />
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export default observer(GameMap);
|
||||
@@ -0,0 +1,35 @@
|
||||
import { memo } from 'react';
|
||||
import type { PixelGrid } from '../game/sprites';
|
||||
|
||||
interface Props {
|
||||
pixels: PixelGrid;
|
||||
size: number;
|
||||
className?: string;
|
||||
}
|
||||
|
||||
function PixelSprite({ pixels, size, className }: Props) {
|
||||
const rows = pixels.length;
|
||||
const cols = pixels[0]?.length ?? 0;
|
||||
|
||||
return (
|
||||
<svg
|
||||
className={className}
|
||||
width={size}
|
||||
height={cols > 0 ? size * (rows / cols) : size}
|
||||
viewBox={`0 0 ${cols} ${rows}`}
|
||||
shapeRendering="crispEdges"
|
||||
>
|
||||
{pixels.flatMap((row, y) =>
|
||||
row.map((color, x) =>
|
||||
color ? <rect key={`${x}-${y}`} x={x} y={y} width={1} height={1} fill={color} /> : null,
|
||||
),
|
||||
)}
|
||||
</svg>
|
||||
);
|
||||
}
|
||||
|
||||
// `pixels` is always one of the module-level sprite constants and `size` is a literal passed by
|
||||
// the caller, so both are reference/value-stable across re-renders — memoizing means an entity
|
||||
// re-rendering every frame for its position (left/top) doesn't also regenerate this sprite's
|
||||
// (potentially hundreds of) <rect> elements each time.
|
||||
export default memo(PixelSprite);
|
||||
@@ -0,0 +1,27 @@
|
||||
import { observer } from 'mobx-react-lite';
|
||||
import type { GameStore } from '../game/GameStore';
|
||||
import { COIN_SPRITE, LOG_SPRITE } from '../game/sprites';
|
||||
import PixelSprite from './PixelSprite';
|
||||
|
||||
interface Props {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
function Topbar({ store }: Props) {
|
||||
return (
|
||||
<div className="topbar">
|
||||
<h1 className="topbar__title">Forest</h1>
|
||||
<div className="spacer" />
|
||||
<div className="inventory-slot">
|
||||
<PixelSprite pixels={LOG_SPRITE} size={28} />
|
||||
<span>{store.inventory.logs}</span>
|
||||
</div>
|
||||
<div className="inventory-slot">
|
||||
<PixelSprite pixels={COIN_SPRITE} size={24} />
|
||||
<span>{store.inventory.coins}</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export default observer(Topbar);
|
||||
@@ -0,0 +1,317 @@
|
||||
import { makeAutoObservable } from 'mobx';
|
||||
import type { Inventory, LogDrop, TreeState, Vec2 } from './types';
|
||||
import {
|
||||
CHARACTER_SPEED,
|
||||
CHOP_INTERVAL,
|
||||
COIN_INTERVAL,
|
||||
INTERACTION_RADIUS,
|
||||
LOG_COLLECT_ARC_HEIGHT,
|
||||
LOG_COLLECT_DURATION,
|
||||
LOG_EJECT_RADIUS,
|
||||
LOG_FALL_ARC_HEIGHT,
|
||||
LOG_FALL_DURATION,
|
||||
LOGS_PER_TREE,
|
||||
PICKUP_RADIUS,
|
||||
TREE_COUNT,
|
||||
TREE_EDGE_MARGIN,
|
||||
TREE_MIN_DISTANCE_BETWEEN,
|
||||
TREE_MIN_DISTANCE_FROM_CENTER,
|
||||
} from './constants';
|
||||
|
||||
function randomId(prefix: string): string {
|
||||
return `${prefix}-${Math.random().toString(36).slice(2)}`;
|
||||
}
|
||||
|
||||
export class GameStore {
|
||||
character: Vec2 = { x: 0, y: 0 };
|
||||
trees: TreeState[] = [];
|
||||
logDrops: LogDrop[] = [];
|
||||
inventory: Inventory = { logs: 0, coins: 0 };
|
||||
heldTreeId: string | null = null;
|
||||
/** Free-form walk destination set by pressing on empty map, mutually exclusive with heldTreeId. */
|
||||
moveTarget: Vec2 | null = null;
|
||||
|
||||
private chopProgress = 0;
|
||||
private coinProgress = 0;
|
||||
private lastTimestamp: number | null = null;
|
||||
private rafId: number | null = null;
|
||||
|
||||
constructor() {
|
||||
// autoBind so methods stay correctly bound when passed as bare references (event handlers,
|
||||
// e.g. `onPointerUp={store.release}` or `window.addEventListener('blur', store.release)`).
|
||||
makeAutoObservable(this, {}, { autoBind: true });
|
||||
}
|
||||
|
||||
get heldTree(): TreeState | undefined {
|
||||
return this.trees.find((tree) => tree.id === this.heldTreeId);
|
||||
}
|
||||
|
||||
/** Whether the character is currently in chopping range of the held tree (as opposed to still walking to it). */
|
||||
get isChopping(): boolean {
|
||||
const tree = this.heldTree;
|
||||
if (!tree)
|
||||
return false;
|
||||
return Math.hypot(tree.x - this.character.x, tree.y - this.character.y) <= INTERACTION_RADIUS;
|
||||
}
|
||||
|
||||
/** Whether the character is actively walking (toward a held tree or a free-form move target). */
|
||||
get isMoving(): boolean {
|
||||
if (this.heldTreeId)
|
||||
return !this.isChopping;
|
||||
if (this.moveTarget)
|
||||
return Math.hypot(this.moveTarget.x - this.character.x, this.moveTarget.y - this.character.y) > 0.5;
|
||||
return false;
|
||||
}
|
||||
|
||||
/** (Re)initializes the game for a map of the given size, placing the character in the center and scattering trees. */
|
||||
initialize(width: number, height: number) {
|
||||
this.character = { x: width / 2, y: height / 2 };
|
||||
this.trees = this.spawnTrees(width, height);
|
||||
this.logDrops = [];
|
||||
this.inventory = { logs: 0, coins: 0 };
|
||||
this.heldTreeId = null;
|
||||
this.moveTarget = null;
|
||||
this.chopProgress = 0;
|
||||
this.coinProgress = 0;
|
||||
}
|
||||
|
||||
private spawnTrees(width: number, height: number): TreeState[] {
|
||||
const centerX = width / 2;
|
||||
const centerY = height / 2;
|
||||
const trees: TreeState[] = [];
|
||||
let attempts = 0;
|
||||
|
||||
while (trees.length < TREE_COUNT && attempts < 1000) {
|
||||
attempts++;
|
||||
const x = TREE_EDGE_MARGIN + Math.random() * Math.max(0, width - TREE_EDGE_MARGIN * 2);
|
||||
const y = TREE_EDGE_MARGIN + Math.random() * Math.max(0, height - TREE_EDGE_MARGIN * 2);
|
||||
|
||||
if (Math.hypot(x - centerX, y - centerY) < TREE_MIN_DISTANCE_FROM_CENTER)
|
||||
continue;
|
||||
if (trees.some((tree) => Math.hypot(tree.x - x, tree.y - y) < TREE_MIN_DISTANCE_BETWEEN))
|
||||
continue;
|
||||
|
||||
trees.push({ id: randomId('tree'), x, y, logsRemaining: LOGS_PER_TREE });
|
||||
}
|
||||
|
||||
return trees;
|
||||
}
|
||||
|
||||
holdTree(id: string) {
|
||||
if (this.trees.some((tree) => tree.id === id)) {
|
||||
this.moveTarget = null;
|
||||
this.heldTreeId = id;
|
||||
}
|
||||
}
|
||||
|
||||
/** Starts walking freely toward an arbitrary point on the map (e.g. a click on empty ground). */
|
||||
moveTo(x: number, y: number) {
|
||||
this.heldTreeId = null;
|
||||
this.chopProgress = 0;
|
||||
this.moveTarget = { x, y };
|
||||
}
|
||||
|
||||
release() {
|
||||
this.heldTreeId = null;
|
||||
this.moveTarget = null;
|
||||
this.chopProgress = 0;
|
||||
}
|
||||
|
||||
start() {
|
||||
if (this.rafId !== null)
|
||||
return;
|
||||
this.lastTimestamp = null;
|
||||
|
||||
const loop = (timestamp: number) => {
|
||||
const last = this.lastTimestamp ?? timestamp;
|
||||
// Cap the per-frame step so a stalled/backgrounded tab doesn't cause a huge catch-up jump
|
||||
// (e.g. character teleporting across the map) once it resumes.
|
||||
const deltaTime = Math.min((timestamp - last) / 1000, 0.1);
|
||||
this.lastTimestamp = timestamp;
|
||||
this.tick(deltaTime);
|
||||
this.rafId = requestAnimationFrame(loop);
|
||||
};
|
||||
this.rafId = requestAnimationFrame(loop);
|
||||
}
|
||||
|
||||
stop() {
|
||||
if (this.rafId !== null) {
|
||||
cancelAnimationFrame(this.rafId);
|
||||
this.rafId = null;
|
||||
}
|
||||
this.lastTimestamp = null;
|
||||
}
|
||||
|
||||
private tick(deltaTime: number) {
|
||||
this.updateMovementAndChopping(deltaTime);
|
||||
this.updateLogFlights(deltaTime);
|
||||
this.updatePickups();
|
||||
this.updateCoinConversion(deltaTime);
|
||||
}
|
||||
|
||||
private updateMovementAndChopping(deltaTime: number) {
|
||||
const tree = this.heldTree;
|
||||
if (tree) {
|
||||
this.walkTowardTree(tree, deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.moveTarget) {
|
||||
this.walkTowardPoint(this.moveTarget, deltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
this.chopProgress = 0;
|
||||
}
|
||||
|
||||
private walkTowardPoint(target: Vec2, deltaTime: number) {
|
||||
const dx = target.x - this.character.x;
|
||||
const dy = target.y - this.character.y;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
|
||||
if (distance <= 0.5) {
|
||||
this.character = { x: target.x, y: target.y };
|
||||
return;
|
||||
}
|
||||
|
||||
const step = Math.min(CHARACTER_SPEED * deltaTime, distance);
|
||||
const ratio = step / distance;
|
||||
this.character = {
|
||||
x: this.character.x + dx * ratio,
|
||||
y: this.character.y + dy * ratio,
|
||||
};
|
||||
}
|
||||
|
||||
private walkTowardTree(tree: TreeState, deltaTime: number) {
|
||||
const dx = tree.x - this.character.x;
|
||||
const dy = tree.y - this.character.y;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
|
||||
// A small tolerance keeps the character from flip-flopping between "walking" and "chopping"
|
||||
// every frame once it's essentially at the interaction radius, which floating-point error on
|
||||
// the two-axis step below can otherwise cause (each flip resets chopProgress, so chopping
|
||||
// could stall forever right at the boundary).
|
||||
if (distance > INTERACTION_RADIUS + 0.5) {
|
||||
const step = Math.min(CHARACTER_SPEED * deltaTime, distance - INTERACTION_RADIUS);
|
||||
const ratio = step / distance;
|
||||
this.character = {
|
||||
x: this.character.x + dx * ratio,
|
||||
y: this.character.y + dy * ratio,
|
||||
};
|
||||
this.chopProgress = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
this.chopProgress += deltaTime;
|
||||
while (this.chopProgress >= CHOP_INTERVAL && tree.logsRemaining > 0) {
|
||||
this.chopProgress -= CHOP_INTERVAL;
|
||||
tree.logsRemaining -= 1;
|
||||
|
||||
// Eject the log on a ballistic arc to a random spot within a circle around the tree; it
|
||||
// only becomes pickable once it lands (see updateLogFlights/updatePickups).
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
const landDistance = Math.random() * LOG_EJECT_RADIUS;
|
||||
const toX = tree.x + Math.cos(angle) * landDistance;
|
||||
const toY = tree.y + Math.sin(angle) * landDistance;
|
||||
this.logDrops.push({
|
||||
id: randomId('log'),
|
||||
x: tree.x,
|
||||
y: tree.y,
|
||||
z: 0,
|
||||
phase: 'falling',
|
||||
flight: {
|
||||
fromX: tree.x,
|
||||
fromY: tree.y,
|
||||
toX,
|
||||
toY,
|
||||
elapsed: 0,
|
||||
duration: LOG_FALL_DURATION,
|
||||
arcHeight: LOG_FALL_ARC_HEIGHT,
|
||||
},
|
||||
});
|
||||
|
||||
if (tree.logsRemaining <= 0) {
|
||||
this.trees = this.trees.filter((t) => t.id !== tree.id);
|
||||
this.heldTreeId = null;
|
||||
this.chopProgress = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Advances every log currently in a ballistic flight (falling from a tree, or flying into the
|
||||
* inventory once collected), landing/collecting it once its flight completes. Mutates logs in
|
||||
* place and only reassigns the `logDrops` array when one is actually removed (collected) — a
|
||||
* landed log sitting idle, or the array being rebuilt every tick regardless, would otherwise
|
||||
* force every observer of `logDrops` (i.e. the whole map) to re-render every animation frame. */
|
||||
private updateLogFlights(deltaTime: number) {
|
||||
if (this.logDrops.length === 0)
|
||||
return;
|
||||
|
||||
let collectedIds: Set<string> | null = null;
|
||||
for (const log of this.logDrops) {
|
||||
if (log.phase === 'landed')
|
||||
continue;
|
||||
|
||||
const flight = log.flight!;
|
||||
flight.elapsed += deltaTime;
|
||||
const t = Math.min(1, flight.elapsed / flight.duration);
|
||||
log.x = flight.fromX + (flight.toX - flight.fromX) * t;
|
||||
log.y = flight.fromY + (flight.toY - flight.fromY) * t;
|
||||
log.z = flight.arcHeight * 4 * t * (1 - t);
|
||||
|
||||
if (t < 1)
|
||||
continue;
|
||||
|
||||
if (log.phase === 'falling') {
|
||||
log.phase = 'landed';
|
||||
log.flight = undefined;
|
||||
log.z = 0;
|
||||
} else {
|
||||
// Collecting flight finished: the log has reached the character.
|
||||
(collectedIds ??= new Set()).add(log.id);
|
||||
this.inventory.logs += 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (collectedIds)
|
||||
this.logDrops = this.logDrops.filter((log) => !collectedIds!.has(log.id));
|
||||
}
|
||||
|
||||
/** Starts a landed log flying into the inventory once the character gets close enough. */
|
||||
private updatePickups() {
|
||||
for (const log of this.logDrops) {
|
||||
if (log.phase !== 'landed')
|
||||
continue;
|
||||
|
||||
const distance = Math.hypot(log.x - this.character.x, log.y - this.character.y);
|
||||
if (distance > PICKUP_RADIUS)
|
||||
continue;
|
||||
|
||||
log.phase = 'collecting';
|
||||
log.flight = {
|
||||
fromX: log.x,
|
||||
fromY: log.y,
|
||||
toX: this.character.x,
|
||||
toY: this.character.y,
|
||||
elapsed: 0,
|
||||
duration: LOG_COLLECT_DURATION,
|
||||
arcHeight: LOG_COLLECT_ARC_HEIGHT,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private updateCoinConversion(deltaTime: number) {
|
||||
if (this.inventory.logs <= 0) {
|
||||
this.coinProgress = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
this.coinProgress += deltaTime;
|
||||
while (this.coinProgress >= COIN_INTERVAL && this.inventory.logs > 0) {
|
||||
this.coinProgress -= COIN_INTERVAL;
|
||||
this.inventory.logs -= 1;
|
||||
this.inventory.coins += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
export const TREE_COUNT = 5;
|
||||
export const LOGS_PER_TREE = 5;
|
||||
|
||||
/** Character movement speed, px/s. */
|
||||
export const CHARACTER_SPEED = 160;
|
||||
|
||||
/** How close the character must get to a tree's center to start chopping it. */
|
||||
export const INTERACTION_RADIUS = 56;
|
||||
|
||||
/** How close a landed log must be to the character to start flying into the inventory. */
|
||||
export const PICKUP_RADIUS = 46;
|
||||
|
||||
/** Radius of the circle around a tree that ejected logs can land in. */
|
||||
export const LOG_EJECT_RADIUS = 70;
|
||||
|
||||
/** Seconds for a log's ballistic flight from the tree to its landing spot. */
|
||||
export const LOG_FALL_DURATION = 0.5;
|
||||
|
||||
/** Peak height (px) of a log's arc while falling from the tree. */
|
||||
export const LOG_FALL_ARC_HEIGHT = 40;
|
||||
|
||||
/** Seconds for a landed log's flight into the character's inventory. */
|
||||
export const LOG_COLLECT_DURATION = 0.25;
|
||||
|
||||
/** Peak height (px) of a log's little hop while flying into the inventory. */
|
||||
export const LOG_COLLECT_ARC_HEIGHT = 16;
|
||||
|
||||
/** Seconds between logs dropping while a tree is held and in range. */
|
||||
export const CHOP_INTERVAL = 0.6;
|
||||
|
||||
/** Seconds for one log in the inventory to turn into one coin. */
|
||||
export const COIN_INTERVAL = 1;
|
||||
|
||||
/** Trees won't spawn closer than this to the character's starting position. */
|
||||
export const TREE_MIN_DISTANCE_FROM_CENTER = 140;
|
||||
|
||||
/** Trees won't spawn closer than this to each other. */
|
||||
export const TREE_MIN_DISTANCE_BETWEEN = 100;
|
||||
|
||||
/** Trees won't spawn within this many px of the map edge. */
|
||||
export const TREE_EDGE_MARGIN = 70;
|
||||
@@ -0,0 +1,135 @@
|
||||
/** Pixel grids for 8-bit-style sprites. Each cell is a CSS color, or '' for transparent. */
|
||||
export type PixelGrid = string[][];
|
||||
|
||||
function grid(rows: string[], palette: Record<string, string>): PixelGrid {
|
||||
return rows.map((row) => [...row].map((ch) => palette[ch] ?? ''));
|
||||
}
|
||||
|
||||
const CHARACTER_PALETTE = {
|
||||
O: '#1b1611',
|
||||
H: '#4a2f1c',
|
||||
S: '#f0c090',
|
||||
s: '#d9a873',
|
||||
B: '#3f6fb0',
|
||||
b: '#2f5488',
|
||||
P: '#2c2c3e',
|
||||
p: '#20202e',
|
||||
F: '#2a1f14',
|
||||
};
|
||||
|
||||
export const CHARACTER_SPRITE: PixelGrid = grid(
|
||||
[
|
||||
'....OOOOOOOO....',
|
||||
'..OHHHHHHHHHHO..',
|
||||
'.OHHHHHHHHHHHHO.',
|
||||
'OHHHHHHHHHHHHHHO',
|
||||
'OHHSSSSSSSSSSHHO',
|
||||
'OSSSSOSSSSOSSSSO',
|
||||
'OSSSSSSssSSSSSSO',
|
||||
'.OSSSSSSSSSSSSO.',
|
||||
'......OSSO......',
|
||||
'...OBBBBBBBBO...',
|
||||
'..OBBBBBBBBBBO..',
|
||||
'.OSBBBBBBBBBBSO.',
|
||||
'.OSBBbBBBBbBBSO.',
|
||||
'.OSBBbBBBBbBBSO.',
|
||||
'..OBBbBBBBbBBO..',
|
||||
'..OPPpPPPPpPPO..',
|
||||
'..OPPpPPPPpPPO..',
|
||||
'..OPPpO..OpPPO..',
|
||||
'..OPPpO..OpPPO..',
|
||||
'..OPPpO..OpPPO..',
|
||||
'..OFFFO..OFFFO..',
|
||||
'.OFFFFO..OFFFFO.',
|
||||
],
|
||||
CHARACTER_PALETTE,
|
||||
);
|
||||
|
||||
const TREE_PALETTE = {
|
||||
O: '#14290f',
|
||||
G: '#2e7d32',
|
||||
g: '#1b5e20',
|
||||
H: '#66bb6a',
|
||||
T: '#6b4226',
|
||||
t: '#4e2f1a',
|
||||
n: '#8a5a34',
|
||||
};
|
||||
|
||||
export const TREE_SPRITE: PixelGrid = grid(
|
||||
[
|
||||
'......OggO......',
|
||||
'....OGGggGGO....',
|
||||
'..OGGGGggGGGGO..',
|
||||
'.OGgGGGHHGGGgGO.',
|
||||
'OGgGGGGHHGGGGgGO',
|
||||
'OGGgGGGggGGGgGGO',
|
||||
'OGgGGGgGGgGGGgGO',
|
||||
'OGGgGGGGGGGGgGGO',
|
||||
'OGgGGGGggGGGGgGO',
|
||||
'.OGgGGGggGGGgGO.',
|
||||
'..OGgGGggGGgGO..',
|
||||
'...OGgGggGgGO...',
|
||||
'....OGgGGgGO....',
|
||||
'......OggO......',
|
||||
'......OTTO......',
|
||||
'......TTTT......',
|
||||
'......TttT......',
|
||||
'......tnnt......',
|
||||
'......TTTT......',
|
||||
'......TOOT......',
|
||||
],
|
||||
TREE_PALETTE,
|
||||
);
|
||||
|
||||
const LOG_PALETTE = {
|
||||
O: '#2a1a0d',
|
||||
B: '#7a4a2b',
|
||||
C: '#a9703f',
|
||||
};
|
||||
|
||||
export const LOG_SPRITE: PixelGrid = grid(
|
||||
[
|
||||
'..OOOOOOOOOOOOOOOO..',
|
||||
'OBBBBBBBBBBBBBBBBBBO',
|
||||
'OBCCCCCCCCCCCCCCCCBO',
|
||||
'OBBBBBBBBBBBBBBBBBBO',
|
||||
'OBCCCCCCCCCCCCCCCCBO',
|
||||
'OBBBBBBBBBBBBBBBBBBO',
|
||||
'OBCCCCCCCCCCCCCCCCBO',
|
||||
'OBBBBBBBBBBBBBBBBBBO',
|
||||
'OBCCCCCCCCCCCCCCCCBO',
|
||||
'OBBBBBBBBBBBBBBBBBBO',
|
||||
'OBCCCCCCCCCCCCCCCCBO',
|
||||
'..OOOOOOOOOOOOOOOO..',
|
||||
],
|
||||
LOG_PALETTE,
|
||||
);
|
||||
|
||||
const COIN_PALETTE = {
|
||||
Y: '#f5c518',
|
||||
D: '#c99a0e',
|
||||
W: '#fff2b0',
|
||||
E: '#a97c08',
|
||||
};
|
||||
|
||||
export const COIN_SPRITE: PixelGrid = grid(
|
||||
[
|
||||
'.....YYYYYY.....',
|
||||
'...YYYYYYYYYY...',
|
||||
'..YWWYYYYYYYYY..',
|
||||
'.YYWWYYYYYYYYYY.',
|
||||
'.YYYYYYYYYYYYYY.',
|
||||
'YYYYYDDDDDDYYYYY',
|
||||
'YYYYYDYYYYDYYYYY',
|
||||
'YYYYYDYYYYDYYYYY',
|
||||
'YYYYYDYYYYDYYYYY',
|
||||
'YYYYYDYYYYDYYYYY',
|
||||
'YYYYYDDDDDDYYYYY',
|
||||
'.YYYYYYYYYYYYYY.',
|
||||
'.YYYYYYYYYYEEYY.',
|
||||
'..YYYYYYYYYEEY..',
|
||||
'...YYYYYYYYYY...',
|
||||
'.....YYYYYY.....',
|
||||
],
|
||||
COIN_PALETTE,
|
||||
);
|
||||
@@ -0,0 +1,38 @@
|
||||
export interface Vec2 {
|
||||
x: number;
|
||||
y: number;
|
||||
}
|
||||
|
||||
export interface TreeState {
|
||||
id: string;
|
||||
x: number;
|
||||
y: number;
|
||||
logsRemaining: number;
|
||||
}
|
||||
|
||||
export type LogPhase = 'falling' | 'landed' | 'collecting';
|
||||
|
||||
export interface LogFlight {
|
||||
fromX: number;
|
||||
fromY: number;
|
||||
toX: number;
|
||||
toY: number;
|
||||
elapsed: number;
|
||||
duration: number;
|
||||
arcHeight: number;
|
||||
}
|
||||
|
||||
export interface LogDrop {
|
||||
id: string;
|
||||
x: number;
|
||||
y: number;
|
||||
/** Visual height above ground during a flight, for the ballistic arc. 0 once landed. */
|
||||
z: number;
|
||||
phase: LogPhase;
|
||||
flight?: LogFlight;
|
||||
}
|
||||
|
||||
export interface Inventory {
|
||||
logs: number;
|
||||
coins: number;
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
:root {
|
||||
--panel-bg: #3a2a1e;
|
||||
--panel-border: #1b1611;
|
||||
--text: #f5e9d0;
|
||||
--accent: #f5c518;
|
||||
|
||||
font: 16px/1.4 'Press Start 2P', ui-monospace, Consolas, monospace;
|
||||
color: var(--text);
|
||||
color-scheme: dark;
|
||||
}
|
||||
|
||||
* {
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
html,
|
||||
body {
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#root {
|
||||
height: 100%;
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
import { StrictMode } from 'react'
|
||||
import { createRoot } from 'react-dom/client'
|
||||
import './index.css'
|
||||
import App from './App.tsx'
|
||||
|
||||
createRoot(document.getElementById('root')!).render(
|
||||
<StrictMode>
|
||||
<App />
|
||||
</StrictMode>,
|
||||
)
|
||||
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
|
||||
"target": "es2023",
|
||||
"lib": ["ES2023", "DOM"],
|
||||
"module": "esnext",
|
||||
"types": ["vite/client"],
|
||||
"allowArbitraryExtensions": true,
|
||||
"skipLibCheck": true,
|
||||
|
||||
/* Bundler mode */
|
||||
"moduleResolution": "bundler",
|
||||
"allowImportingTsExtensions": true,
|
||||
"verbatimModuleSyntax": true,
|
||||
"moduleDetection": "force",
|
||||
"noEmit": true,
|
||||
"jsx": "react-jsx",
|
||||
|
||||
/* Linting */
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"erasableSyntaxOnly": true,
|
||||
"noFallthroughCasesInSwitch": true
|
||||
},
|
||||
"include": ["src"]
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
|
||||
"target": "es2023",
|
||||
"lib": ["ES2023"],
|
||||
"types": ["node"],
|
||||
"skipLibCheck": true,
|
||||
|
||||
/* Bundler mode */
|
||||
"module": "nodenext",
|
||||
"allowImportingTsExtensions": true,
|
||||
"verbatimModuleSyntax": true,
|
||||
"moduleDetection": "force",
|
||||
"noEmit": true,
|
||||
|
||||
/* Linting */
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true,
|
||||
"erasableSyntaxOnly": true,
|
||||
"noFallthroughCasesInSwitch": true
|
||||
},
|
||||
"include": ["vite.config.ts"]
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
import { fileURLToPath } from 'node:url'
|
||||
import path from 'node:path'
|
||||
import react from '@vitejs/plugin-react'
|
||||
import { defineConfig } from 'vite'
|
||||
|
||||
const rootDir = path.dirname(fileURLToPath(import.meta.url))
|
||||
const engineDir = path.resolve(rootDir, '../engine')
|
||||
|
||||
// https://vite.dev/config/
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
resolve: {
|
||||
// Follow the node_modules symlink to the real sibling directory, so Vite's dev server
|
||||
// watches and transforms the actual engine source files (not a frozen pre-bundled copy).
|
||||
preserveSymlinks: false,
|
||||
},
|
||||
optimizeDeps: {
|
||||
// Treat @incgame/engine as first-party source, not a vendor dependency to pre-bundle once
|
||||
// and cache — otherwise edits to the engine package wouldn't trigger HMR until a full
|
||||
// dev-server restart.
|
||||
exclude: ['@incgame/engine'],
|
||||
},
|
||||
server: {
|
||||
host: '0.0.0.0',
|
||||
fs: {
|
||||
// The engine package lives outside this project's root (a sibling directory reached
|
||||
// through a node_modules symlink); allow Vite to serve/watch files from there too.
|
||||
allow: [rootDir, engineDir],
|
||||
},
|
||||
},
|
||||
})
|
||||
@@ -0,0 +1,4 @@
|
||||
node_modules
|
||||
dist
|
||||
*.tsbuildinfo
|
||||
.DS_Store
|
||||
@@ -0,0 +1,245 @@
|
||||
# Resource Graph Engine — документация движка
|
||||
|
||||
Этот файл описывает **логику симуляции** (пакет `src/engine`, `src/types`, `src/utils`), а не конкретную игру. Он написан как справочник для разработки НА БАЗЕ этого движка (в том числе с помощью Claude) — здесь зафиксированы точные контракты, инварианты и неочевидные архитектурные решения, которые нужно знать, чтобы не сломать существующую логику при добавлении нового контента.
|
||||
|
||||
Слой представления (`src/components`, `src/ui`, `App.tsx`) — это ОДНА конкретная демо-визуализация (React + SVG + автолэйаут ELK). Движок от неё не зависит: `Game`/`Behaviour`/сериализация не импортируют ничего из React/DOM. Полностью описан отдельным разделом в конце.
|
||||
|
||||
## Ключевые понятия
|
||||
|
||||
| Термин | Где определён | Смысл |
|
||||
|---|---|---|
|
||||
| `Resource` | `src/types/resource.ts` | Строковый union-тип названий ресурсов (`'tree' \| 'wood' \| 'stone'` на момент написания). Добавление нового ресурса — это просто расширение union'а. |
|
||||
| `Unit` | `src/types/unit.ts` | Узел мира: `{ id, name, behaviour }`. `id` — идентификатор *слота в мире* (для UI/сохранения расположения), `name` — отображаемое имя. |
|
||||
| `Behaviour` | `src/engine/behaviours/base.ts` | Абстрактный класс — фактическая симулируемая сущность. **У `Behaviour` есть СВОЙ `id`, отдельный от `Unit.id`.** Связи (`inputLinks`) ссылаются на `Behaviour.id`, а не на `Unit.id`. |
|
||||
| `Game` | `src/engine/game.ts` | Контейнер: `time: Decimal` + `nodes: Unit[]`, метод `tick(deltaTime)` — единственная точка входа симуляции. |
|
||||
|
||||
Важный нюанс, который легко перепутать: в `prefabs/game.ts` узел с `Unit.id = 'sawmill'` содержит `Behaviour` с `id: 'sawmill.1'`; связи других узлов указывают `target: 'sawmill.1'` (id поведения), не `'sawmill'`.
|
||||
|
||||
Все числа в симуляции — `Decimal` из [`break_eternity.js`](https://github.com/Patashu/break_eternity.js) (для больших чисел инкремental-игр), а не `number`. Публичные API принимают `DecimalSource = Decimal | number | string`. Только шаг тика (`deltaTime` в `Game.tick`/`Behaviour.tick`) — обычный `number`.
|
||||
|
||||
## Модель поведения (`Behaviour`)
|
||||
|
||||
```ts
|
||||
abstract class Behaviour {
|
||||
readonly id: string;
|
||||
readonly kind: string; // 'converter' | 'storage' | ...
|
||||
readonly inputLinks: BehaviourLink[]; // BehaviourLink = { target: string, resource: Resource }
|
||||
|
||||
abstract get inputs(): Resource[]; // какие ресурсы принимает (для сокетов/UI)
|
||||
abstract get outputs(): Resource[]; // какие ресурсы отдаёт (для сокетов/UI)
|
||||
|
||||
abstract take(resource, amount): Decimal; // публичный: забрать (ограничено наличием)
|
||||
protected abstract give(resource, amount): void; // защищённый: положить (без ограничений)
|
||||
abstract getStorage(): Partial<Resources>; // снимок текущих запасов
|
||||
abstract reset(): void; // обнулить запасы (не связи/id)
|
||||
|
||||
abstract tick(
|
||||
deltaTime: number,
|
||||
resolve: (id: string) => Behaviour | undefined,
|
||||
fairShare: (sourceId: string, resource: Resource) => Decimal,
|
||||
): void;
|
||||
}
|
||||
```
|
||||
|
||||
**`take()` — единственный публичный способ отобрать ресурс.** Всегда возвращает `min(amount, реально_доступное)`, никогда не уходит в минус. `give()` защищённый — положить ресурс в поведение может только оно само (изнутри `tick()`, после `take()` у источника). Это значит: **толкать (push) ресурс в чужое поведение нельзя** — можно только объявить связь (`inputLinks`) и на своём тике *вытягивать (pull)* у источника.
|
||||
|
||||
### Односвязность входа (важное ограничение)
|
||||
|
||||
`inputLinks` — плоский список `{target, resource}`. Оба текущих поведения ищут связь через `inputLinks.find(l => l.resource === X)` — **берётся первая** подходящая по ресурсу связь. Следствие: **один вход поведения может брать один и тот же ресурс только из ОДНОГО источника.** Если нужно смешивать один и тот же ресурс из нескольких источников в одном поведении — текущий код этого не поддерживает, нужно расширять `find` на что-то вроде списка/суммирования. Fan-*out* (один источник → много потребителей одного ресурса) поддерживается полностью, см. ниже.
|
||||
|
||||
### Порядок связи `resource`
|
||||
|
||||
`BehaviourLink.resource` используется дважды одним и тем же значением: и как ключ в собственных `inputRates`/`acceptsResources` этого поведения, и как аргумент `source.take(link.resource, ...)`. **Переименования ресурса через связь нет** — если A принимает `wood` от B, у B тоже должно быть `wood` (не `plank`, не что-то ещё).
|
||||
|
||||
## Тик игры (`Game.tick(deltaTime)`)
|
||||
|
||||
```ts
|
||||
tick(deltaTime: number) {
|
||||
time += deltaTime;
|
||||
|
||||
// 1. Топологический порядок: источник тикает раньше потребителя.
|
||||
for (const behaviour of orderByDependency(nodes)) {
|
||||
behaviour.tick(deltaTime, resolve, fairShare);
|
||||
snapshots[behaviour.id] = behaviour.getStorage(); // фиксируем "после этого тика"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
1. **Топологическая сортировка** (`src/utils/behaviourSort.ts`, DFS по `inputLinks`) гарантирует, что производитель тикает раньше своего потребителя — благодаря этому ресурс, произведённый в этом тике, может быть **потреблён по всей цепочке в тот же самый тик**, а не с задержкой в один тик.
|
||||
- **Циклические связи**: если граф содержит цикл (A тянет у B, B тянет у A), DFS обрывает цикл в первом же уже-посещённом узле и просто использует порядок обхода как есть — без ошибки, но без гарантии полной синхронности: одно из рёбер цикла всегда будет видеть состояние источника с *предыдущего* тика, а не текущего. На практике для DAG (обычный ресурсный граф без циклов) это не проявляется.
|
||||
|
||||
2. **`resolve(id)`** — поиск `Behaviour` по его `id` (не `Unit.id`!) среди всех узлов игры.
|
||||
|
||||
3. **Честное разделение (`fairShare`)** решает проблему конкуренции: если несколько поведений связаны с одним и тем же (`source`, `resource`), при заборе ресурса "кто первый в порядке тика — тот и съел всё" было бы недетерминированным-по-смыслу (хотя технически воспроизводимым) багом. Вместо этого:
|
||||
- Перед началом тика подсчитывается **`claimantCounts`** — сколько *разных* поведений ссылаются на каждую пару (`target`, `resource`). Это статическая информация (связи не меняются после создания), пересчитывается заново каждый тик, но не может измениться в рамках одной игры без ручного редактирования `inputLinks`.
|
||||
- После того как поведение отработало свой `tick()`, его текущий запас (`getStorage()`) сохраняется в `snapshots` — этот снимок **фиксирован до конца тика**, даже когда несколько потребителей после этого будут его "есть".
|
||||
- `fairShare(sourceId, resource)` возвращает:
|
||||
- `Decimal.dInf` (без ограничения), если претендент один или ни одного;
|
||||
- `snapshot[resource] / claimantCount`, если претендентов несколько.
|
||||
- Каждый потребитель обязан ограничивать свой запрос к источнику через `min(желаемое, fairShare(...))`, ПЕРЕД вызовом `source.take(...)`.
|
||||
- **Это буквальное равное деление, не max-min fairness.** Если один потребитель хочет меньше своей доли — остаток НЕ перераспределяется другим в этот же тик, а просто остаётся у источника до следующего. Пример (один источник даёт 10, два потребителя хотят 10 и 3): первый получит ровно 5 (свою долю), второй — все свои 3; 2 единицы останутся у источника.
|
||||
- **Реализация нового `Behaviour` обязана сама вызывать `fairShare` и ограничивать запрос** — это не гарантируется автоматически на уровне `take()`.
|
||||
|
||||
## `Converter` (`src/engine/behaviours/converter.ts`)
|
||||
|
||||
Узел с рецептом: раз в `cycleLength` секунд (по игровому времени, не по количеству тиков) атомарно списывает `inputRates` и начисляет `outputRates` в собственный буфер (`storage`).
|
||||
|
||||
Поля: `cycleTime: Decimal` (прогресс внутри текущего цикла, мутируется), `cycleLength: Decimal`, `inputRates: Partial<Resources>`, `outputRates: Partial<Resources>` (оба — ставки *за один цикл*, не в секунду).
|
||||
|
||||
### Алгоритм `tick(deltaTime, resolve, fairShare)`
|
||||
|
||||
```
|
||||
idealCycleTime = cycleTime + deltaTime
|
||||
reserveCycles = ceil(idealCycleTime / cycleLength) // сколько циклов "хочется" покрыть запасом наперёд
|
||||
newCycleTime = idealCycleTime
|
||||
|
||||
для каждого (resource, rate) из inputRates (rate != 0):
|
||||
target = rate * reserveCycles // сколько нужно НАКОПИТЬ, чтобы не тормозить
|
||||
shortfall = max(0, target - storage[resource])
|
||||
если shortfall > 0 И есть связь на resource:
|
||||
source = resolve(link.target)
|
||||
request = min(shortfall, fairShare(link.target, link.resource))
|
||||
give(resource, source.take(link.resource, request)) // забираем ОДНИМ куском, не по чуть-чуть
|
||||
|
||||
// прогресс не может опережать САМЫЙ дефицитный ингредиент:
|
||||
newCycleTime = min(newCycleTime, storage[resource] * cycleLength / rate)
|
||||
|
||||
cycleTime = newCycleTime
|
||||
affordableCycles = floor(cycleTime / cycleLength)
|
||||
если affordableCycles > 0:
|
||||
списать affordableCycles * inputRates[*] из storage
|
||||
начислить affordableCycles * outputRates[*] в storage
|
||||
cycleTime -= affordableCycles * cycleLength
|
||||
```
|
||||
|
||||
Три свойства, которые важно понимать при отладке/расширении:
|
||||
|
||||
1. **"Забрать всё сразу, а не по чуть-чуть".** `reserveCycles` округляется ВВЕРХ (`ceil`), а не пропорционально прошедшей доле цикла. Это специально: как только у источника появляется достаточно ресурса, конвертер выгребает его одним рывком (весь нужный на текущий+грядущий циклы объём), а не тянет дробно по мере хода времени. Визуально в UI это выглядит так, будто буфер конвертера "телепортируется" с 0 сразу на полную ставку в момент, когда источник произвёл ресурс.
|
||||
|
||||
2. **`cycleTime` не может "врать".** Прогресс `newCycleTime` ограничивается снизу для КАЖДОГО входного ресурса формулой `have * cycleLength / rate` — то есть таймер физически не может показывать больше прогресса, чем оправдано самым дефицитным ингредиентом. Если ресурсов не хватает, `cycleTime` просто перестаёт расти (стоит на месте) до следующего тика, когда источник, возможно, произведёт ещё. **Никакого "долга" не копится**: если конвертер голодал 50 тиков подряд, при появлении ресурса он не обработает мгновенно 50 циклов — `cycleTime` всё это время не рос, а как только ресурс появился, продвинется ровно настолько, насколько хватит того, что реально забрано.
|
||||
|
||||
3. **Один вызов `tick()` может закрыть НЕСКОЛЬКО циклов сразу**, если `deltaTime` большой (например, при офлайн-прогрессе одним большим тиком) и ресурсов хватает — `affordableCycles` не ограничен единицей. Это специально сделано так, чтобы `game.tick(1000)` (один большой шаг) и 10 000×`game.tick(0.1)` (много маленьких) давали **математически тот же результат** (с точностью до погрешности накопления `number` при многократном сложении `deltaTime`, см. раздел "Подводные камни"). Из этого следует практическая рекомендация: **офлайн-прогресс лучше считать одним большим `tick()`**, а не циклом из множества маленьких — так быстрее (не зависит от числа "прошедших" циклов) и точнее.
|
||||
|
||||
Пустые `inputRates`/`outputRates` — нормальный случай: чистый источник (пустые входы) или чистый потребитель/поглотитель (пустые выходы).
|
||||
|
||||
## `Storage` (`src/engine/behaviours/storage.ts`)
|
||||
|
||||
Пассивный буфер **без собственной скорости**: и приём, и выдача ресурса ограничены только противоположной стороной.
|
||||
|
||||
Поля: `capacity: Decimal | undefined` (лимит, **на каждый ресурс отдельно**, не общий на всё хранилище), `acceptsResources: Resource[]` (какие ресурсы вообще может держать), `items: Partial<Resources>`.
|
||||
|
||||
### Алгоритм `tick(deltaTime, resolve, fairShare)`
|
||||
|
||||
`deltaTime` не используется — скорость не зависит от времени.
|
||||
|
||||
```
|
||||
для каждого resource из acceptsResources:
|
||||
если нет связи на этот resource — пропустить
|
||||
source = resolve(link.target)
|
||||
room = capacity ? max(0, capacity - items[resource]) : Infinity
|
||||
request = min(room, fairShare(link.target, link.resource))
|
||||
give(resource, source.take(link.resource, request))
|
||||
```
|
||||
|
||||
То есть на каждом тике `Storage` пытается забрать у источника **столько, сколько есть места** (или сколько источник готов дать — что меньше), одним куском, без ограничения по скорости. С другой стороны, любой узел, который свяжется со `Storage` как со своим источником, вызовет `storage.take()`, которое отдаст **сколько попросят, ограничено только фактическим наличием** — тоже без собственного лимита скорости `Storage`.
|
||||
|
||||
`capacity` не задан (`undefined`) → ёмкость бесконечна для всех принимаемых ресурсов.
|
||||
|
||||
## Данные и сериализация (`src/types/serialization.ts`, `src/engine/saveLoad.ts`)
|
||||
|
||||
```ts
|
||||
type SerializedGame = {
|
||||
time: DecimalSource;
|
||||
nodes: SerializedNode[]; // { id, name, behaviour }
|
||||
}
|
||||
|
||||
type SerializedBehaviour = {
|
||||
id: string;
|
||||
inputLinks: { pins: { target: string, resource: Resource }[] };
|
||||
} & (SerializedConverter | SerializedStorage);
|
||||
|
||||
type SerializedConverter = {
|
||||
kind: 'converter';
|
||||
cycleTime?: DecimalSource; // по умолчанию 0
|
||||
storage?: Partial<Record<Resource, DecimalSource>>; // по умолчанию {}
|
||||
rules: {
|
||||
cycleLength: DecimalSource;
|
||||
inputRates?: Partial<Record<Resource, DecimalSource>>;
|
||||
outputRates?: Partial<Record<Resource, DecimalSource>>;
|
||||
}
|
||||
}
|
||||
|
||||
type SerializedStorage = {
|
||||
kind: 'storage';
|
||||
capacity?: DecimalSource; // по умолчанию бесконечность
|
||||
acceptsResources: Resource[];
|
||||
items: Partial<Record<Resource, DecimalSource>>;
|
||||
}
|
||||
```
|
||||
|
||||
Пример из `src/prefabs/game.ts` (полный рабочий граф — лес → лесопилка → два склада, второй склад забирает камень с той же связи, что и первый, демонстрируя `fairShare`):
|
||||
|
||||
```ts
|
||||
{
|
||||
id: 'forest', name: 'Лес',
|
||||
behaviour: {
|
||||
id: 'forest.1', kind: 'converter',
|
||||
inputLinks: { pins: [] },
|
||||
rules: { cycleLength: 1, outputRates: { tree: 1, stone: 0.1 } },
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'sawmill', name: 'Лесопилка',
|
||||
behaviour: {
|
||||
id: 'sawmill.1', kind: 'converter',
|
||||
inputLinks: { pins: [{ resource: 'tree', target: 'forest.1' }] },
|
||||
rules: { cycleLength: 1.8, inputRates: { tree: 1 }, outputRates: { wood: 2 } },
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'shop', name: 'Магазин',
|
||||
behaviour: {
|
||||
id: 'shop.1', kind: 'storage',
|
||||
inputLinks: { pins: [
|
||||
{ resource: 'wood', target: 'sawmill.1' },
|
||||
{ resource: 'stone', target: 'forest.1' }, // делит 'stone' с shop2 через fairShare
|
||||
] },
|
||||
acceptsResources: ['wood', 'stone'],
|
||||
items: {},
|
||||
},
|
||||
},
|
||||
```
|
||||
|
||||
API верхнего уровня: `serializeBehaviour`/`deserializeBehaviour` (диспетчер по `kind`), `serialize`/`deserialize` (весь `Game`), `serializeToString`/`deserializeFromString` (JSON), `save`/`load` (localStorage, ключ `` `${saveParams.path}_incgane` `` — `saveParams.path` можно менять, чтобы держать несколько независимых сохранений/слотов).
|
||||
|
||||
`Game.reset()` обнуляет `time` и вызывает `reset()` у каждого поведения (обнуляет только запасы — `cycleTime`, связи, ставки и id не трогает). `Game.clone()` — неглубокая копия с новым `Object.create`, нужна исключительно чтобы React увидел изменение ссылки после мутирующего `tick()`/`reset()`.
|
||||
|
||||
## Как расширять движок
|
||||
|
||||
### Добавить новый ресурс
|
||||
1. Добавить строку в union `Resource` (`src/types/resource.ts`).
|
||||
2. Добавить запись в `ResourceDescriptions` (`src/ui/resource.ts`) — `label`/`color`/`icon` для UI. Это **не часть движка**, но без неё UI упадёт при попытке отрисовать сокет/буфер с новым ресурсом (обращение по ключу без проверки).
|
||||
|
||||
### Добавить новый тип `Behaviour`
|
||||
1. Отнаследоваться от `Behaviour` (`src/engine/behaviours/base.ts`), реализовать все абстрактные члены: `inputs`, `outputs`, `take`, `give`, `getStorage`, `reset`, `tick`.
|
||||
2. В `tick()` — если поведение вообще что-то тянет через `inputLinks`, обязательно ограничивать запрос через переданный `fairShare(sourceId, resource)` (см. `Converter`/`Storage` как образец), иначе честное деление между несколькими потребителями не будет работать для этого нового типа.
|
||||
3. Добавить новый `kind`-литерал в тип `SerializedBehaviour` (объединение в `src/types/serialization.ts`) и обработать его в обоих `switch` в `src/engine/saveLoad.ts` (`serializeBehaviour` и `deserializeBehaviour`) — если забыть один из двух, поведение либо не сохранится, либо не восстановится при загрузке, без ошибки компиляции (проверьте оба места вручную).
|
||||
4. Если нужна собственная визуализация внутри карточки (как `ConverterCardInfo` для прогресс-бара конвертера) — расширить `BehaviourCard.tsx` условием по `behaviour.kind`, аналогично существующему `behaviour.kind === 'converter' && <ConverterCardInfo .../>`.
|
||||
|
||||
## Подводные камни
|
||||
|
||||
- **`Decimal` не бесконечно точен для обычных чисел.** Для величин масштаба `layer === 0` (не гипер-больших чисел) `break_eternity.js` внутри использует обычный JS `double` — привычные артефакты вроде `0.1 + 0.1 + 0.1 !== 0.3` воспроизводятся и здесь. Смена `number` → `Decimal`/строка это не лечит. Для отображения использовать `.toStringWithDecimalPlaces(n)`, а не сырой `.toString()`.
|
||||
- **Много маленьких тиков ≠ побитово один большой тик**, только математически эквивалентны — расхождение исключительно из-за многократного накопления `deltaTime` (см. выше), не из-за самого алгоритма `Converter`/`Storage`. Для офлайн-прогресса предпочитать один большой `tick(суммарное_время)`.
|
||||
- **`fairShare` не защищает от общего перерасхода**, если реализация нового `Behaviour` игнорирует его и вызывает `take()` напрямую без ограничения — на это нет проверки времени компиляции.
|
||||
- **Порядок узлов в `nodes` влияет на результат только в графах с циклами** (см. раздел про топосортировку); для обычного ациклического графа результат от порядка не зависит.
|
||||
- Тип `Resources = Record<Resource, Decimal>` (не `Partial`), но фактически везде в рантайме используется как `Partial<Resources>` — обращение по ключу может вернуть `undefined`, поэтому по всему движку принят паттерн `storage[resource] ?? Decimal.dZero`.
|
||||
|
||||
## Слой представления (не часть движка, но идёт в комплекте)
|
||||
|
||||
- `src/ui/graph.ts` — раскладка графа на плоскости через `elkjs` (слоистый layout, направление `LEFT`), асинхронно (`build2dNodes`).
|
||||
- `src/ui/resource.ts` — `ResourceDescriptions`: цвет/иконка/подпись на ресурс, для сокетов и буферов.
|
||||
- `src/components/GameCanvas.tsx` — измеряет реальные центры карточек/сокетов через DOM (`getBoundingClientRect`) после раскладки, чтобы линии связей (`LinkLine.tsx`) рисовались точно между сокетами, а не между условными координатами узла.
|
||||
- `src/components/BehaviourCard.tsx` — карточка узла: сокеты, буферы (`getDisplayInfo().storages`), для конвертера — прогресс-бар (`ConverterCardInfo.tsx`, использует `cycleTime.div(cycleLength)`), плюс отладочный YAML-дамп `info.raw`.
|
||||
- `src/App.tsx` — хранит единственный `Game` в `useState`, персистит в localStorage при каждом изменении, `handleTick` вызывает `game.tick(1/10)` + `setGame(game.clone())` (тик размером `0.1` игровой секунды на клик).
|
||||
|
||||
Ничего в `src/engine`/`src/types`/`src/utils` не импортирует из `src/components`/`src/ui`/React — движок можно использовать (или перенести под другой рендер) без этого слоя.
|
||||
+42
-3
@@ -1,16 +1,19 @@
|
||||
{
|
||||
"name": "resource-graph-sim",
|
||||
"name": "@incgame/resource-graph-sim",
|
||||
"version": "0.1.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "resource-graph-sim",
|
||||
"name": "@incgame/resource-graph-sim",
|
||||
"version": "0.1.0",
|
||||
"dependencies": {
|
||||
"@incgame/engine": "file:../engine",
|
||||
"break_eternity.js": "^2.1.3",
|
||||
"elkjs": "^0.12.0",
|
||||
"react": "^18.3.1",
|
||||
"react-dom": "^18.3.1"
|
||||
"react-dom": "^18.3.1",
|
||||
"yaml": "^2.9.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/react": "^18.3.12",
|
||||
@@ -20,6 +23,17 @@
|
||||
"vite": "^5.4.10"
|
||||
}
|
||||
},
|
||||
"../engine": {
|
||||
"name": "@incgame/engine",
|
||||
"version": "1.0.0",
|
||||
"license": "ISC",
|
||||
"dependencies": {
|
||||
"break_eternity.js": "^2.1.3"
|
||||
},
|
||||
"devDependencies": {
|
||||
"typescript": "^5.6.3"
|
||||
}
|
||||
},
|
||||
"node_modules/@babel/code-frame": {
|
||||
"version": "7.29.7",
|
||||
"resolved": "https://registry.npmjs.org/@babel/code-frame/-/code-frame-7.29.7.tgz",
|
||||
@@ -693,6 +707,10 @@
|
||||
"node": ">=12"
|
||||
}
|
||||
},
|
||||
"node_modules/@incgame/engine": {
|
||||
"resolved": "../engine",
|
||||
"link": true
|
||||
},
|
||||
"node_modules/@jridgewell/gen-mapping": {
|
||||
"version": "0.3.13",
|
||||
"resolved": "https://registry.npmjs.org/@jridgewell/gen-mapping/-/gen-mapping-0.3.13.tgz",
|
||||
@@ -1231,6 +1249,12 @@
|
||||
"node": ">=6.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/break_eternity.js": {
|
||||
"version": "2.1.3",
|
||||
"resolved": "https://registry.npmjs.org/break_eternity.js/-/break_eternity.js-2.1.3.tgz",
|
||||
"integrity": "sha512-4tg4j0wc0lhaYAnOHubN5mAyHbhMfUI7adQLO8l/loKqtylZ/kHWp8WYqG2EC0TinSesKvpCi3XeVFcKRUBJsQ==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/browserslist": {
|
||||
"version": "4.28.8",
|
||||
"resolved": "https://registry.npmjs.org/browserslist/-/browserslist-4.28.8.tgz",
|
||||
@@ -1752,6 +1776,21 @@
|
||||
"integrity": "sha512-a4UGQaWPH59mOXUYnAG2ewncQS4i4F43Tv3JoAM+s2VDAmS9NsK8GpDMLrCHPksFT7h3K6TOoUNn2pb7RoXx4g==",
|
||||
"dev": true,
|
||||
"license": "ISC"
|
||||
},
|
||||
"node_modules/yaml": {
|
||||
"version": "2.9.0",
|
||||
"resolved": "https://registry.npmjs.org/yaml/-/yaml-2.9.0.tgz",
|
||||
"integrity": "sha512-2AvhNX3mb8zd6Zy7INTtSpl1F15HW6Wnqj0srWlkKLcpYl/gMIMJiyuGq2KeI2YFxUPjdlB+3Lc10seMLtL4cA==",
|
||||
"license": "ISC",
|
||||
"bin": {
|
||||
"yaml": "bin.mjs"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">= 14.6"
|
||||
},
|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/eemeli"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"name": "resource-graph-sim",
|
||||
"name": "@incgame/resource-graph-sim",
|
||||
"private": true,
|
||||
"version": "0.1.0",
|
||||
"type": "module",
|
||||
@@ -9,9 +9,12 @@
|
||||
"preview": "vite preview"
|
||||
},
|
||||
"dependencies": {
|
||||
"break_eternity.js": "^2.1.3",
|
||||
"elkjs": "^0.12.0",
|
||||
"react": "^18.3.1",
|
||||
"react-dom": "^18.3.1"
|
||||
"react-dom": "^18.3.1",
|
||||
"yaml": "^2.9.0",
|
||||
"@incgame/engine": "file:../engine"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/react": "^18.3.12",
|
||||
@@ -1,9 +1,9 @@
|
||||
import { useEffect, useState } from 'react';
|
||||
import Topbar from './components/Topbar';
|
||||
import { GameCanvas } from './components/GameCanvas';
|
||||
import { Game } from './types';
|
||||
import { deserialize, load, save } from './engine/saveLoad';
|
||||
import { load, save } from './saveLoad';
|
||||
import { defaultGame } from './prefabs/game';
|
||||
import { Game, deserializeGame } from '@incgame/engine';
|
||||
|
||||
export type Selection = { kind: 'node'; id: string } | null;
|
||||
|
||||
@@ -15,13 +15,8 @@ export default function App() {
|
||||
// useEffect(() => saveTickCount(tickCount), [tickCount]);
|
||||
|
||||
function handleTick() {
|
||||
game.tick(1.0 / 60);
|
||||
// const nextTopology = cloneJSON(game);
|
||||
// const nextBuffers = cloneJSON(buffers);
|
||||
// tick(nextTopology, nextBuffers);
|
||||
// setGame(nextTopology);
|
||||
// setBuffers(nextBuffers);
|
||||
// setTickCount((n) => n + 1);
|
||||
game.tick(1.0 / 10);
|
||||
setGame(game.clone());
|
||||
}
|
||||
|
||||
function handleReset() {
|
||||
@@ -31,8 +26,8 @@ export default function App() {
|
||||
if (!ok)
|
||||
return;
|
||||
|
||||
game.time = 0;
|
||||
save(game);
|
||||
game.reset();
|
||||
setGame(game.clone());
|
||||
}
|
||||
|
||||
function handleInitialize() {
|
||||
@@ -42,8 +37,7 @@ export default function App() {
|
||||
if (!ok)
|
||||
return;
|
||||
|
||||
setGame(deserialize(defaultGame()));
|
||||
save(game);
|
||||
setGame(deserializeGame(defaultGame()));
|
||||
}
|
||||
|
||||
// function handleAddNode(kind: NodeKind) {
|
||||
+24
-22
@@ -1,80 +1,82 @@
|
||||
import { forwardRef } from 'react';
|
||||
import { Game, Resource } from '../types';
|
||||
import { Node2D } from '../ui/graph';
|
||||
import { GraphNode } from '../ui/graph';
|
||||
import { ResourceDescriptions } from '../ui/resource';
|
||||
import { ConverterCardInfo } from './ConverterCardInfo';
|
||||
import { Game, Behaviour, Converter, Resource } from '@incgame/engine';
|
||||
import * as yaml from 'yaml';
|
||||
|
||||
|
||||
interface Props {
|
||||
game: Game;
|
||||
node2d: Node2D;
|
||||
position: GraphNode['position'];
|
||||
behaviour: Behaviour,
|
||||
selected: boolean;
|
||||
onSelect: () => void;
|
||||
onSocketRef?: (type: 'input' | 'output', index: number, el: HTMLDivElement | null) => void;
|
||||
}
|
||||
|
||||
const NodeCard = forwardRef<HTMLDivElement, Props>(function NodeCard({ node2d, selected, onSelect, onSocketRef }, ref) {
|
||||
const node = node2d.node;
|
||||
export const BehaviourCard = forwardRef<HTMLDivElement, Props>(function NodeCard({ position, behaviour, selected, onSelect, onSocketRef }, ref) {
|
||||
function handleClick() {
|
||||
onSelect();
|
||||
}
|
||||
|
||||
const info = node.behaviour.getDisplayInfo();
|
||||
const info = behaviour.getDisplayInfo();
|
||||
const inputSockets = info.sockets.filter((s) => s.type === 'input');
|
||||
const outputSockets = info.sockets.filter((s) => s.type === 'output');
|
||||
|
||||
return (
|
||||
<div
|
||||
ref={ref}
|
||||
className={`node node--${node.behaviour.kind}${selected ? ' is-selected' : ''}`}
|
||||
style={{ left: node2d.position.x, top: node2d.position.y }}
|
||||
className={`node node--${behaviour.kind}${selected ? ' is-selected' : ''}`}
|
||||
style={{ left: position.x, top: position.y }}
|
||||
onClick={handleClick}
|
||||
>
|
||||
<div className="node__sockets node__sockets--input">
|
||||
<div className="unit__sockets unit__sockets--input">
|
||||
{
|
||||
inputSockets.map((socket) => (
|
||||
<div
|
||||
key={`input.${socket.index}`}
|
||||
ref={(el) => onSocketRef?.('input', socket.index, el)}
|
||||
className="node__socket"
|
||||
className="unit__socket"
|
||||
style={{ background: ResourceDescriptions[socket.resource].color }}
|
||||
title={`${ResourceDescriptions[socket.resource].label} (вход)`}
|
||||
/>
|
||||
))
|
||||
}
|
||||
</div>
|
||||
<div className="node__sockets node__sockets--output">
|
||||
<div className="unit__sockets unit__sockets--output">
|
||||
{
|
||||
outputSockets.map((socket) => (
|
||||
<div
|
||||
key={`output.${socket.index}`}
|
||||
ref={(el) => onSocketRef?.('output', socket.index, el)}
|
||||
className="node__socket"
|
||||
className="unit__socket"
|
||||
style={{ background: ResourceDescriptions[socket.resource].color }}
|
||||
title={`${ResourceDescriptions[socket.resource].label} (выход)`}
|
||||
/>
|
||||
))
|
||||
}
|
||||
</div>
|
||||
<div className="node__id">#{node.id}</div>
|
||||
<div className="node__title">{node.name}</div>
|
||||
<div className="node__kind">{node.behaviour.kind}</div>
|
||||
<div className="unit__id">#{behaviour.id}</div>
|
||||
<div className="unit__kind">{behaviour.kind}</div>
|
||||
{
|
||||
Object.entries(info.storages).map(([name, storage]) => (
|
||||
<div className="node__resources">
|
||||
<div className="unit__resources" key={name}>
|
||||
<div>{name}</div>
|
||||
{
|
||||
Object.entries(storage)
|
||||
.map(([rt, v]) => `${ResourceDescriptions[rt as Resource].icon}${v}`).join(' ')
|
||||
.map(([rt, v]) => `${ResourceDescriptions[rt as Resource].icon}${v.toStringWithDecimalPlaces(4)}`).join(' ')
|
||||
}
|
||||
</div>
|
||||
))
|
||||
}
|
||||
<div className="node__links">
|
||||
{/* <div className="unit__links">
|
||||
{info.links.map((link) => <div key={`${link.target}/${link.resource}`}>→{link.target}/{link.resource}</div>)}
|
||||
</div> */}
|
||||
{
|
||||
info.links.map((link) => <div key={`${link.target}/${link.resource}`}>→{link.target}/{link.resource}</div>)
|
||||
behaviour.kind === 'converter' && <ConverterCardInfo converter={behaviour as Converter} />
|
||||
}
|
||||
</div>
|
||||
<div className="unit__debug" style={{ fontSize: '75%', whiteSpace: 'pre' }}>{yaml.stringify(info.raw, undefined, 4)}</div>
|
||||
</div>
|
||||
);
|
||||
});
|
||||
|
||||
export default NodeCard;
|
||||
@@ -0,0 +1,14 @@
|
||||
import { Converter } from "@incgame/engine";
|
||||
|
||||
type Props = {
|
||||
converter: Converter;
|
||||
}
|
||||
|
||||
export const ConverterCardInfo = function ({ converter }: Props) {
|
||||
return <>
|
||||
<div className="unit__converter__progress">
|
||||
<div className="unit__converter__progress_bar" style={{ width: `${converter.cycleTime.div(converter.cycleLength).mul(100).toFixed(2)}%` }} />
|
||||
<div className="unit__converter__progress_info">{converter.cycleTime.toFixed(4)} of {converter.cycleLength.toFixed(4)}</div>
|
||||
</div>
|
||||
</>
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
import type { Selection } from '../App';
|
||||
import NodeCard from './NodeCard';
|
||||
import { Game } from '../types';
|
||||
import { build2dNodes, Node2D } from '../ui/graph';
|
||||
import { BehaviourCard } from './BehaviourCard';
|
||||
import { build2dNodes, GraphNode } from '../ui/graph';
|
||||
import { useEffect, useLayoutEffect, useRef, useState } from 'react';
|
||||
import { LinkLine } from './LinkLine';
|
||||
import { Game } from '@incgame/engine';
|
||||
|
||||
interface Props {
|
||||
game: Game;
|
||||
@@ -35,7 +35,7 @@ export const GameCanvas = function ({
|
||||
return () => observer.disconnect();
|
||||
}, []);
|
||||
|
||||
const [nodes2d, setNodes2d] = useState<Node2D[]>([]);
|
||||
const [graphNodes, setNodes2d] = useState<GraphNode[]>([]);
|
||||
|
||||
useEffect(() => {
|
||||
let cancelled = false;
|
||||
@@ -61,70 +61,71 @@ export const GameCanvas = function ({
|
||||
|
||||
const nextCenters: Record<string, { x: number, y: number }> = {};
|
||||
const nextSocketCenters: Record<string, { x: number, y: number }> = {};
|
||||
for (const node2d of nodes2d) {
|
||||
const el = nodeElsRef.current.get(node2d.id);
|
||||
if (el) nextCenters[node2d.id] = centerOf(el);
|
||||
for (const graphNode of graphNodes) {
|
||||
const el = nodeElsRef.current.get(graphNode.entity.id);
|
||||
if (el) nextCenters[graphNode.entity.id] = centerOf(el);
|
||||
|
||||
for (const socket of node2d.node.behaviour.getDisplayInfo().sockets) {
|
||||
const socketKey = `${node2d.id}.${socket.type}.${socket.index}`;
|
||||
for (const socket of graphNode.entity.getDisplayInfo().sockets) {
|
||||
const socketKey = `${graphNode.entity.id}.${socket.type}.${socket.index}`;
|
||||
const socketEl = socketElsRef.current.get(socketKey);
|
||||
if (socketEl) nextSocketCenters[socketKey] = centerOf(socketEl);
|
||||
}
|
||||
}
|
||||
setCenters(nextCenters);
|
||||
setSocketCenters(nextSocketCenters);
|
||||
}, [nodes2d]);
|
||||
}, [graphNodes]);
|
||||
|
||||
function withCenter(node2d: Node2D): Node2D {
|
||||
const center = centers[node2d.id];
|
||||
return center ? { ...node2d, position: center } : node2d;
|
||||
function withCenter(graphNode: GraphNode): GraphNode {
|
||||
const center = centers[graphNode.entity.id];
|
||||
return center ? { ...graphNode, position: center } : graphNode;
|
||||
}
|
||||
|
||||
function withSocket(node2d: Node2D, type: 'input' | 'output', resource: string): Node2D {
|
||||
const socket = node2d.node.behaviour.getDisplayInfo().sockets
|
||||
function withSocket(graphNode: GraphNode, type: 'input' | 'output', resource: string): GraphNode {
|
||||
const socket = graphNode.entity.getDisplayInfo().sockets
|
||||
.find((s) => s.type === type && s.resource === resource);
|
||||
const center = socket && socketCenters[`${node2d.id}.${type}.${socket.index}`];
|
||||
return center ? { ...node2d, position: center } : withCenter(node2d);
|
||||
const center = socket && socketCenters[`${graphNode.entity.id}.${type}.${socket.index}`];
|
||||
return center ? { ...graphNode, position: center } : withCenter(graphNode);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="world-wrap">
|
||||
<div id="world" ref={canvasRef}>
|
||||
{
|
||||
nodes2d.map((node2d) =>
|
||||
node2d.node.behaviour.getDisplayInfo().links.map((link, idx) => {
|
||||
const target = nodes2d.find((n2d) => n2d.id === link.target);
|
||||
graphNodes.map((graphNode) =>
|
||||
graphNode.entity.inputLinks.map((link, idx) => {
|
||||
const target = graphNodes.find((gn) => gn.entity.id === link.target);
|
||||
return target && (
|
||||
<LinkLine
|
||||
game={game}
|
||||
key={`${node2d.id}.${idx}`}
|
||||
from={{ node: withSocket(node2d, 'input', link.resource), resource: link.resource }}
|
||||
key={`${graphNode.entity.id}.${idx}`}
|
||||
from={{ node: withSocket(graphNode, 'input', link.resource), resource: link.resource }}
|
||||
to={{ node: withSocket(target, 'output', link.resource), resource: link.resource }}
|
||||
/>
|
||||
);
|
||||
}))
|
||||
}
|
||||
{
|
||||
nodes2d.map((node2d) => (
|
||||
<NodeCard
|
||||
graphNodes.map((graphNode) => (
|
||||
<BehaviourCard
|
||||
ref={(el) => {
|
||||
if (el)
|
||||
nodeElsRef.current.set(node2d.id, el);
|
||||
nodeElsRef.current.set(graphNode.entity.id, el);
|
||||
else
|
||||
nodeElsRef.current.delete(node2d.id);
|
||||
nodeElsRef.current.delete(graphNode.entity.id);
|
||||
}}
|
||||
onSocketRef={(type, index, el) => {
|
||||
const socketKey = `${node2d.id}.${type}.${index}`;
|
||||
const socketKey = `${graphNode.entity.id}.${type}.${index}`;
|
||||
if (el)
|
||||
socketElsRef.current.set(socketKey, el);
|
||||
else
|
||||
socketElsRef.current.delete(socketKey);
|
||||
}}
|
||||
game={game}
|
||||
key={node2d.id}
|
||||
node2d={node2d}
|
||||
selected={selected?.kind === 'node' && selected.id === node2d.id}
|
||||
onSelect={() => onSelectNode(node2d.id)}
|
||||
key={graphNode.entity.id}
|
||||
position={graphNode.position}
|
||||
behaviour={graphNode.entity}
|
||||
selected={selected?.kind === 'node' && selected.id === graphNode.entity.id}
|
||||
onSelect={() => onSelectNode(graphNode.entity.id)}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
@@ -1,17 +1,17 @@
|
||||
import { Game, Resource } from "../types";
|
||||
import { Node2D } from "../ui/graph";
|
||||
import { Game, Resource } from "@incgame/engine";
|
||||
import { GraphNode } from "../ui/graph";
|
||||
|
||||
type Props = {
|
||||
game: Game,
|
||||
from: { node: Node2D, resource: Resource },
|
||||
to: { node: Node2D, resource: Resource },
|
||||
from: { node: GraphNode, resource: Resource },
|
||||
to: { node: GraphNode, resource: Resource },
|
||||
}
|
||||
|
||||
export const LinkLine = function ({ from, to }: Props) {
|
||||
const markerId = `node-line-arrow-${from.node.id}-${to.node.id}`.replace(/[^a-zA-Z0-9_-]/g, '_');
|
||||
const markerId = `node-line-arrow-${from.node.entity.id}-${to.node.entity.id}`.replace(/[^a-zA-Z0-9_-]/g, '_');
|
||||
|
||||
const fromSocket = from.node.node.behaviour.getDisplayInfo().sockets.find((s) => s.type === 'input' && s.resource == from.resource);
|
||||
const toSocket = to.node.node.behaviour.getDisplayInfo().sockets.find((s) => s.type === 'output' && s.resource == to.resource);
|
||||
const fromSocket = from.node.entity.getDisplayInfo().sockets.find((s) => s.type === 'input' && s.resource == from.resource);
|
||||
const toSocket = to.node.entity.getDisplayInfo().sockets.find((s) => s.type === 'output' && s.resource == to.resource);
|
||||
|
||||
if (!fromSocket || !toSocket)
|
||||
return null;
|
||||
@@ -0,0 +1,79 @@
|
||||
import type Decimal from 'break_eternity.js';
|
||||
import { useEffect, useRef } from 'react';
|
||||
import type { PointerEvent } from 'react';
|
||||
|
||||
interface Props {
|
||||
time: Decimal;
|
||||
onTick: () => void;
|
||||
onReset: () => void;
|
||||
onInitialize: () => void;
|
||||
}
|
||||
|
||||
const HOLD_TICK_INTERVAL_MS = 1000;
|
||||
const MIN_TICK_INTERVAL_MS = 50;
|
||||
|
||||
export default function Topbar({ time, onTick, onReset, onInitialize }: Props) {
|
||||
const timeoutRef = useRef<ReturnType<typeof setTimeout> | null>(null);
|
||||
// Mutable, not React state: doTick reschedules itself via setTimeout, so it must always read
|
||||
// and write the CURRENT speed directly — a value captured in a render's closure (e.g. via
|
||||
// useState) would stay frozen for the lifetime of that closure, since nothing ever forces
|
||||
// doTick to be re-created from a fresh render while a hold is in progress.
|
||||
const speedRef = useRef(HOLD_TICK_INTERVAL_MS);
|
||||
|
||||
function stopHolding() {
|
||||
if (timeoutRef.current !== null) {
|
||||
clearTimeout(timeoutRef.current);
|
||||
timeoutRef.current = null;
|
||||
}
|
||||
speedRef.current = HOLD_TICK_INTERVAL_MS;
|
||||
}
|
||||
|
||||
function doTick() {
|
||||
onTick();
|
||||
speedRef.current = Math.max(MIN_TICK_INTERVAL_MS, Math.pow(speedRef.current, 0.97));
|
||||
timeoutRef.current = setTimeout(doTick, speedRef.current);
|
||||
}
|
||||
|
||||
function startHolding(e: PointerEvent<HTMLButtonElement>) {
|
||||
if (e.button !== 0)
|
||||
return;
|
||||
e.currentTarget.setPointerCapture(e.pointerId);
|
||||
stopHolding();
|
||||
doTick();
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
window.addEventListener('blur', stopHolding);
|
||||
return () => {
|
||||
window.removeEventListener('blur', stopHolding);
|
||||
stopHolding();
|
||||
};
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<div className="topbar">
|
||||
<h1 className="topbar__title">
|
||||
Граф ресурсов
|
||||
<span>детерминированная тиковая симуляция</span>
|
||||
</h1>
|
||||
<div className="tick-counter">
|
||||
Время <b>{time.toStringWithDecimalPlaces(4)}</b>
|
||||
</div>
|
||||
<div className="spacer" />
|
||||
<button className="btn" onClick={onInitialize}>
|
||||
Initialize
|
||||
</button>
|
||||
<button className="btn" onClick={onReset}>
|
||||
Reset
|
||||
</button>
|
||||
<button
|
||||
className="btn btn--primary"
|
||||
onPointerDown={startHolding}
|
||||
onPointerUp={stopHolding}
|
||||
onPointerCancel={stopHolding}
|
||||
>
|
||||
Tick ▶
|
||||
</button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,5 +1,3 @@
|
||||
@import url('https://fonts.googleapis.com/css2?family=Space+Grotesk:wght@500;600;700&family=IBM+Plex+Mono:wght@400;500;600&display=swap');
|
||||
|
||||
:root {
|
||||
--bg: #201f1c;
|
||||
--panel: #29271f;
|
||||
@@ -18,14 +16,19 @@
|
||||
--display: 'Space Grotesk', ui-sans-serif, sans-serif;
|
||||
}
|
||||
|
||||
* { box-sizing: border-box; }
|
||||
* {
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
html, body, #root {
|
||||
html,
|
||||
body,
|
||||
#root {
|
||||
margin: 0;
|
||||
height: 100%;
|
||||
background: var(--bg);
|
||||
color: var(--ink);
|
||||
font-family: var(--mono);
|
||||
font-size: 10pt;
|
||||
}
|
||||
|
||||
#app {
|
||||
@@ -49,7 +52,7 @@ html, body, #root {
|
||||
.topbar__title {
|
||||
font-family: var(--display);
|
||||
font-weight: 700;
|
||||
font-size: 15px;
|
||||
font-size: 150%;
|
||||
letter-spacing: 0.06em;
|
||||
text-transform: uppercase;
|
||||
color: var(--ink);
|
||||
@@ -62,7 +65,6 @@ html, body, #root {
|
||||
display: block;
|
||||
font-family: var(--mono);
|
||||
font-weight: 400;
|
||||
font-size: 10px;
|
||||
letter-spacing: 0.04em;
|
||||
color: var(--ink-dim);
|
||||
text-transform: none;
|
||||
@@ -71,23 +73,23 @@ html, body, #root {
|
||||
|
||||
.tick-counter {
|
||||
font-family: var(--mono);
|
||||
font-size: 12px;
|
||||
color: var(--ink-dim);
|
||||
background: var(--panel-2);
|
||||
border: 1px solid var(--line);
|
||||
padding: 6px 12px;
|
||||
border-radius: 3px;
|
||||
}
|
||||
|
||||
.tick-counter b {
|
||||
color: var(--accent-converter);
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
.spacer { flex: 1; }
|
||||
.spacer {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.btn {
|
||||
font-family: var(--mono);
|
||||
font-size: 12px;
|
||||
font-weight: 500;
|
||||
letter-spacing: 0.03em;
|
||||
border: 1px solid var(--line);
|
||||
@@ -98,9 +100,19 @@ html, body, #root {
|
||||
cursor: pointer;
|
||||
transition: border-color 0.12s, transform 0.05s;
|
||||
}
|
||||
.btn:hover { border-color: var(--ink-dim); }
|
||||
.btn:active { transform: translateY(1px); }
|
||||
.btn:focus-visible { outline: 2px solid var(--accent-converter); outline-offset: 2px; }
|
||||
|
||||
.btn:hover {
|
||||
border-color: var(--ink-dim);
|
||||
}
|
||||
|
||||
.btn:active {
|
||||
transform: translateY(1px);
|
||||
}
|
||||
|
||||
.btn:focus-visible {
|
||||
outline: 2px solid var(--accent-converter);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.btn--primary {
|
||||
background: var(--accent-converter);
|
||||
@@ -108,7 +120,10 @@ html, body, #root {
|
||||
color: #201f1c;
|
||||
font-weight: 600;
|
||||
}
|
||||
.btn--primary:hover { border-color: #f0c169; }
|
||||
|
||||
.btn--primary:hover {
|
||||
border-color: #f0c169;
|
||||
}
|
||||
|
||||
.btn--danger {
|
||||
background: transparent;
|
||||
@@ -117,7 +132,10 @@ html, body, #root {
|
||||
margin-top: 14px;
|
||||
width: 100%;
|
||||
}
|
||||
.btn--danger:hover { background: rgba(193, 90, 78, 0.12); }
|
||||
|
||||
.btn--danger:hover {
|
||||
background: rgba(193, 90, 78, 0.12);
|
||||
}
|
||||
|
||||
.btn--ghost {
|
||||
background: transparent;
|
||||
@@ -129,12 +147,10 @@ html, body, #root {
|
||||
|
||||
.btn--icon {
|
||||
padding: 4px 8px;
|
||||
font-size: 11px;
|
||||
}
|
||||
|
||||
select {
|
||||
font-family: var(--mono);
|
||||
font-size: 12px;
|
||||
background: var(--panel-2);
|
||||
color: var(--ink);
|
||||
border: 1px solid var(--line);
|
||||
@@ -169,14 +185,18 @@ select {
|
||||
height: 900px;
|
||||
}
|
||||
|
||||
#world > svg {
|
||||
#world>svg {
|
||||
position: absolute;
|
||||
top: 0; left: 0;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 1600px;
|
||||
height: 900px;
|
||||
pointer-events: none;
|
||||
}
|
||||
#world > svg line { pointer-events: stroke; }
|
||||
|
||||
#world>svg line {
|
||||
pointer-events: stroke;
|
||||
}
|
||||
|
||||
.node {
|
||||
position: absolute;
|
||||
@@ -184,54 +204,68 @@ select {
|
||||
border: 1px solid var(--line);
|
||||
border-left: 4px solid var(--accent-storage);
|
||||
border-radius: 4px;
|
||||
padding: 8px 10px;
|
||||
padding: 0.25em 0.5em;
|
||||
cursor: grab;
|
||||
user-select: none;
|
||||
box-shadow: 0 2px 6px rgba(0,0,0,0.35);
|
||||
box-shadow: 0 2px 6px rgba(0, 0, 0, 0.35);
|
||||
touch-action: none;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.25em;
|
||||
}
|
||||
.node:active { cursor: grabbing; }
|
||||
|
||||
.node:active {
|
||||
cursor: grabbing;
|
||||
}
|
||||
|
||||
.node.is-selected {
|
||||
border-left-width: 4px;
|
||||
outline: 1.5px dashed var(--ink);
|
||||
outline-offset: 3px;
|
||||
}
|
||||
|
||||
.node--source { border-left-color: var(--accent-source); }
|
||||
.node--storage { border-left-color: var(--accent-storage); }
|
||||
.node--converter { border-left-color: var(--accent-converter); }
|
||||
.node--consumer { border-left-color: var(--accent-consumer); }
|
||||
.node--source {
|
||||
border-left-color: var(--accent-source);
|
||||
}
|
||||
|
||||
.node__id {
|
||||
.node--storage {
|
||||
border-left-color: var(--accent-storage);
|
||||
}
|
||||
|
||||
.node--converter {
|
||||
border-left-color: var(--accent-converter);
|
||||
}
|
||||
|
||||
.node--consumer {
|
||||
border-left-color: var(--accent-consumer);
|
||||
}
|
||||
|
||||
.unit__id {
|
||||
font-family: var(--display);
|
||||
font-weight: 200;
|
||||
font-size: 10px;
|
||||
color: var(--ink);
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
|
||||
.node__title {
|
||||
.unit__title {
|
||||
font-family: var(--display);
|
||||
font-weight: 600;
|
||||
font-size: 12.5px;
|
||||
font-size: 125%;
|
||||
color: var(--ink);
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
|
||||
.node__kind {
|
||||
font-size: 9px;
|
||||
.unit__kind {
|
||||
letter-spacing: 0.05em;
|
||||
text-transform: uppercase;
|
||||
color: var(--ink-dim);
|
||||
margin: 2px 0 6px;
|
||||
}
|
||||
|
||||
.node__resources {
|
||||
font-size: 11px;
|
||||
.unit__resources {
|
||||
background: #171613;
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 3px;
|
||||
@@ -240,8 +274,7 @@ select {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.node__links {
|
||||
font-size: 11px;
|
||||
.unit__links {
|
||||
background: #171613;
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 3px;
|
||||
@@ -250,7 +283,38 @@ select {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.node__sockets {
|
||||
.unit__converter__progress {
|
||||
font-size: 75%;
|
||||
background: #171613;
|
||||
border: 1px solid var(--line);
|
||||
border-radius: 3px;
|
||||
padding: 1px 6px;
|
||||
letter-spacing: 0.02em;
|
||||
white-space: nowrap;
|
||||
position: relative;
|
||||
overflow: hidden;
|
||||
min-height: 10px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.unit__converter__progress_bar {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
z-index: 1;
|
||||
background: linear-gradient(90deg, var(--accent-converter), #f0c169);
|
||||
opacity: 0.3;
|
||||
transition: width 0.15s ease-out;
|
||||
}
|
||||
|
||||
.unit__converter__progress_info {
|
||||
position: relative;
|
||||
z-index: 2;
|
||||
color: var(--ink);
|
||||
}
|
||||
|
||||
.unit__sockets {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
bottom: 0;
|
||||
@@ -260,10 +324,16 @@ select {
|
||||
justify-content: center;
|
||||
gap: 6px;
|
||||
}
|
||||
.node__sockets--input { left: -5px; }
|
||||
.node__sockets--output { right: -5px; }
|
||||
|
||||
.node__socket {
|
||||
.unit__sockets--input {
|
||||
left: -5px;
|
||||
}
|
||||
|
||||
.unit__sockets--output {
|
||||
right: -5px;
|
||||
}
|
||||
|
||||
.unit__socket {
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
border-radius: 50%;
|
||||
@@ -287,6 +357,7 @@ select {
|
||||
padding: 14px 16px;
|
||||
border-bottom: 1px solid var(--line);
|
||||
}
|
||||
|
||||
.sidebar__section--grow {
|
||||
flex: 1;
|
||||
border-bottom: none;
|
||||
@@ -308,6 +379,7 @@ select {
|
||||
max-height: 140px;
|
||||
overflow-y: auto;
|
||||
}
|
||||
|
||||
.sidebar__list li {
|
||||
padding: 6px 8px;
|
||||
font-size: 11.5px;
|
||||
@@ -318,8 +390,16 @@ select {
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
.sidebar__list li:hover { background: var(--panel-2); color: var(--ink); }
|
||||
.sidebar__list li.is-active { background: var(--panel-2); color: var(--accent-converter); }
|
||||
|
||||
.sidebar__list li:hover {
|
||||
background: var(--panel-2);
|
||||
color: var(--ink);
|
||||
}
|
||||
|
||||
.sidebar__list li.is-active {
|
||||
background: var(--panel-2);
|
||||
color: var(--accent-converter);
|
||||
}
|
||||
|
||||
#sidebar-content {
|
||||
padding: 16px 0 0;
|
||||
@@ -349,7 +429,9 @@ select {
|
||||
font-size: 11px;
|
||||
color: var(--ink-dim);
|
||||
}
|
||||
.field input, .field select {
|
||||
|
||||
.field input,
|
||||
.field select {
|
||||
font-family: var(--mono);
|
||||
font-size: 12px;
|
||||
background: var(--panel-2);
|
||||
@@ -359,13 +441,21 @@ select {
|
||||
padding: 7px 9px;
|
||||
width: 100%;
|
||||
}
|
||||
.field input:focus-visible, .field select:focus-visible {
|
||||
|
||||
.field input:focus-visible,
|
||||
.field select:focus-visible {
|
||||
outline: 2px solid var(--accent-converter);
|
||||
outline-offset: 1px;
|
||||
}
|
||||
|
||||
.coord-row { display: flex; gap: 8px; }
|
||||
.coord-row input { width: 50%; }
|
||||
.coord-row {
|
||||
display: flex;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.coord-row input {
|
||||
width: 50%;
|
||||
}
|
||||
|
||||
.recipe-box {
|
||||
border: 1px solid var(--line);
|
||||
@@ -374,6 +464,7 @@ select {
|
||||
margin-bottom: 12px;
|
||||
background: var(--panel-2);
|
||||
}
|
||||
|
||||
.recipe-box__title {
|
||||
font-size: 10.5px;
|
||||
text-transform: uppercase;
|
||||
@@ -381,15 +472,32 @@ select {
|
||||
color: var(--ink-dim);
|
||||
margin-bottom: 8px;
|
||||
}
|
||||
|
||||
.recipe-row {
|
||||
display: flex;
|
||||
gap: 6px;
|
||||
margin-bottom: 6px;
|
||||
align-items: center;
|
||||
}
|
||||
.recipe-row select { flex: 1.4; }
|
||||
.recipe-row input { flex: 1; }
|
||||
|
||||
::-webkit-scrollbar { width: 9px; height: 9px; }
|
||||
::-webkit-scrollbar-track { background: var(--bg); }
|
||||
::-webkit-scrollbar-thumb { background: var(--line); border-radius: 5px; }
|
||||
.recipe-row select {
|
||||
flex: 1.4;
|
||||
}
|
||||
|
||||
.recipe-row input {
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar {
|
||||
width: 9px;
|
||||
height: 9px;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-track {
|
||||
background: var(--bg);
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-thumb {
|
||||
background: var(--line);
|
||||
border-radius: 5px;
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
import { SerializedGame } from "@incgame/engine";
|
||||
|
||||
export const defaultGame: () => SerializedGame = () => ({
|
||||
time: 0,
|
||||
nodes: [
|
||||
{
|
||||
id: 'forest',
|
||||
name: 'Лес',
|
||||
behaviour: {
|
||||
id: 'forest.1',
|
||||
kind: 'converter',
|
||||
inputLinks: { pins: [] },
|
||||
rules: {
|
||||
cycleLength: 1,
|
||||
outputRates: { tree: 1, stone: 0.1 },
|
||||
}
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'sawmill',
|
||||
name: 'Лесопилка',
|
||||
behaviour: {
|
||||
id: 'sawmill.1',
|
||||
kind: 'converter',
|
||||
inputLinks: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'tree',
|
||||
target: 'forest.1',
|
||||
},
|
||||
]
|
||||
},
|
||||
rules: {
|
||||
cycleLength: 1.8,
|
||||
inputRates: { tree: 1 },
|
||||
outputRates: { wood: 2 },
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'shop',
|
||||
name: 'Магазин',
|
||||
behaviour: {
|
||||
id: 'shop.1',
|
||||
kind: 'storage',
|
||||
inputLinks: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'wood',
|
||||
target: 'sawmill.1',
|
||||
},
|
||||
{
|
||||
resource: 'stone',
|
||||
target: 'forest.1',
|
||||
}
|
||||
]
|
||||
},
|
||||
acceptsResources: ['wood', 'stone'],
|
||||
items: {},
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'shop2',
|
||||
name: 'Магазин 2',
|
||||
behaviour: {
|
||||
id: 'shop.2',
|
||||
kind: 'storage',
|
||||
inputLinks: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'stone',
|
||||
target: 'forest.1',
|
||||
}
|
||||
]
|
||||
},
|
||||
acceptsResources: ['stone'],
|
||||
items: {},
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
@@ -0,0 +1,26 @@
|
||||
import { defaultGame } from "./prefabs/game";
|
||||
import { Game, serializeGameToString, deserializeGame, deserializeGameFromString } from '@incgame/engine';
|
||||
|
||||
const DEFAULT_KEY_GAME = 'incgame';
|
||||
|
||||
function getLocalStorageKey(): string {
|
||||
const params = new URLSearchParams(window.location.search);
|
||||
return params.get('game') || DEFAULT_KEY_GAME;
|
||||
}
|
||||
|
||||
export function save(game: Game) {
|
||||
localStorage.setItem(getLocalStorageKey(), serializeGameToString(game));
|
||||
}
|
||||
|
||||
export function load(): Game {
|
||||
try {
|
||||
const raw = localStorage.getItem(getLocalStorageKey());
|
||||
if (raw)
|
||||
return deserializeGameFromString(raw);
|
||||
} catch (e) {
|
||||
console.warn('Не удалось прочитать игру из localStorage', e);
|
||||
}
|
||||
const fresh = deserializeGame(defaultGame());
|
||||
save(fresh);
|
||||
return fresh;
|
||||
}
|
||||
@@ -1,35 +1,35 @@
|
||||
import ELK, { ElkNode } from "elkjs/lib/elk.bundled.js";
|
||||
import { Node } from "../types";
|
||||
import { Unit, Behaviour } from "@incgame/engine";
|
||||
|
||||
const elk = new ELK();
|
||||
|
||||
const NODE_WIDTH = 100;
|
||||
const NODE_HEIGHT = 90;
|
||||
const UNIT_WIDTH = 200;
|
||||
const NODE_HEIGHT = 150;
|
||||
|
||||
export type Node2D = {
|
||||
id: Node['id'];
|
||||
export type GraphNode = {
|
||||
position: { x: number, y: number };
|
||||
node: Node;
|
||||
kind: 'behaviour';
|
||||
entity: Behaviour;
|
||||
}
|
||||
|
||||
export async function build2dNodes(nodes: Node[], area: { width: number, height: number, padding: number }): Promise<Node2D[]> {
|
||||
const nodesById = new Map(nodes.map((node) => [node.behaviour.id, node]));
|
||||
export async function build2dNodes(units: Unit[], area: { width: number, height: number, padding: number }): Promise<GraphNode[]> {
|
||||
const entitiesById = new Map(units.map((unit) => [unit.behaviour.id, unit.behaviour]));
|
||||
|
||||
const graph: ElkNode = {
|
||||
id: "root",
|
||||
layoutOptions: {
|
||||
"elk.algorithm": "layered",
|
||||
"elk.direction": "LEFT",
|
||||
"elk.spacing.nodeNode": "60",
|
||||
"elk.spacing.nodeNode": "100",
|
||||
"elk.layered.spacing.nodeNodeBetweenLayers": "100",
|
||||
},
|
||||
children: nodes.map((node) => ({
|
||||
id: node.behaviour.id,
|
||||
width: NODE_WIDTH,
|
||||
children: units.map((unit) => ({
|
||||
id: unit.behaviour.id,
|
||||
width: UNIT_WIDTH,
|
||||
height: NODE_HEIGHT,
|
||||
})),
|
||||
edges: nodes.flatMap((node) =>
|
||||
node.behaviour.getDisplayInfo().links.map((link, idx) => ({
|
||||
edges: units.flatMap((node) =>
|
||||
node.behaviour.inputLinks.map((link, idx) => ({
|
||||
id: `${node.behaviour.id}->${link.target}.${idx}`,
|
||||
sources: [node.behaviour.id],
|
||||
targets: [link.target],
|
||||
@@ -40,11 +40,11 @@ export async function build2dNodes(nodes: Node[], area: { width: number, height:
|
||||
const layout = await elk.layout(graph);
|
||||
|
||||
return (layout.children ?? []).map((child) => ({
|
||||
id: child.id,
|
||||
position: {
|
||||
x: (child.x ?? 0) + area.padding,
|
||||
y: (child.y ?? 0) + area.padding,
|
||||
},
|
||||
node: nodesById.get(child.id)!,
|
||||
kind: 'behaviour',
|
||||
entity: entitiesById.get(child.id)!,
|
||||
}));
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Resource } from "../types";
|
||||
import { Resource } from "@incgame/engine";
|
||||
|
||||
export type ResourceDescription = {
|
||||
id: Resource;
|
||||
@@ -8,8 +8,8 @@ export type ResourceDescription = {
|
||||
}
|
||||
|
||||
export const ResourceDescriptions: Record<ResourceDescription['id'], ResourceDescription> = {
|
||||
wood: { id: 'wood', label: 'Дерево', color: '#b98249', icon: '🌲' },
|
||||
plank: { id: 'plank', label: 'Доска', color: '#c9c209', icon: 'P' },
|
||||
tree: { id: 'tree', label: 'Дерево', color: '#b98249', icon: '🌲' },
|
||||
wood: { id: 'wood', label: 'Бревно', color: '#c9c209', icon: '🪵' },
|
||||
// iron: { id: 'iron', label: 'Железо', color: '#9aa7b0', icon: '⛓' },
|
||||
stone: { id: 'stone', label: 'Камень', color: '#8a8a8a', icon: '🪨' },
|
||||
// gold: { id: 'gold', label: 'Золото', color: '#d9b64e', icon: '💰' },
|
||||
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"files": [],
|
||||
"references": [
|
||||
{ "path": "./tsconfig.app.json" },
|
||||
{ "path": "./tsconfig.node.json" }
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import path from 'node:path';
|
||||
import { defineConfig } from 'vite';
|
||||
import react from '@vitejs/plugin-react';
|
||||
|
||||
const rootDir = path.dirname(fileURLToPath(import.meta.url));
|
||||
const engineDir = path.resolve(rootDir, '../engine');
|
||||
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
resolve: {
|
||||
// Follow the node_modules symlink to the real sibling directory, so Vite's dev server
|
||||
// watches and transforms the actual engine source files (not a frozen pre-bundled copy).
|
||||
preserveSymlinks: false,
|
||||
},
|
||||
optimizeDeps: {
|
||||
// Treat @incgame/engine as first-party source, not a vendor dependency to pre-bundle once
|
||||
// and cache — otherwise edits to the engine package wouldn't trigger HMR until a full
|
||||
// dev-server restart.
|
||||
exclude: ['@incgame/engine'],
|
||||
},
|
||||
server: {
|
||||
fs: {
|
||||
// The engine package lives outside this project's root (a sibling directory reached
|
||||
// through a node_modules symlink); allow Vite to serve/watch files from there too.
|
||||
allow: [rootDir, engineDir],
|
||||
},
|
||||
},
|
||||
});
|
||||
@@ -1,111 +0,0 @@
|
||||
import type { ChangeEvent } from 'react';
|
||||
import type { Topology, SimNode, SimEdge, NodeKind, Behavior } from '../engine';
|
||||
import type { Selection } from '../App';
|
||||
import NodeEditor from './NodeEditor';
|
||||
import EdgeEditor from './EdgeEditor';
|
||||
import { Game, SerializedNodeBehaviour } from '../types';
|
||||
|
||||
const BEHAVIOR_DEFAULTS: SerializedNodeBehaviour[] = [
|
||||
{
|
||||
kind: 'converter',
|
||||
inputs: [],
|
||||
outputs: [],
|
||||
},
|
||||
];
|
||||
|
||||
interface Props {
|
||||
game: Game;
|
||||
selected: Selection;
|
||||
onSelectNode: (id: string) => void;
|
||||
onSelectEdge: (id: string) => void;
|
||||
onAddNode: (kind: NodeKind) => void;
|
||||
onAddEdge: () => void;
|
||||
onRemoveNode: (id: string) => void;
|
||||
onRemoveEdge: (id: string) => void;
|
||||
onUpdateNode: (id: string, patch: Partial<SimNode>) => void;
|
||||
onUpdateNodeBehavior: (id: string, behavior: Behavior) => void;
|
||||
onUpdateEdge: (id: string, patch: Partial<SimEdge>) => void;
|
||||
}
|
||||
|
||||
export default function Sidebar(props: Props) {
|
||||
const { game: topology, selected } = props;
|
||||
const selectedNode = selected?.kind === 'node' ? topology.nodes.find((n) => n.id === selected.id) : undefined;
|
||||
const selectedEdge = selected?.kind === 'edge' ? topology.edges.find((e) => e.id === selected.id) : undefined;
|
||||
|
||||
function handleAddNodeChange(e: ChangeEvent<HTMLSelectElement>) {
|
||||
const kind = e.target.value as NodeKind | '';
|
||||
if (kind) props.onAddNode(kind);
|
||||
e.target.value = '';
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="sidebar">
|
||||
<div className="sidebar__section">
|
||||
<h4>Узлы</h4>
|
||||
<ul className="sidebar__list">
|
||||
{topology.nodes.map((n) => (
|
||||
<li
|
||||
key={n.id}
|
||||
className={selected?.kind === 'node' && selected.id === n.id ? 'is-active' : ''}
|
||||
onClick={() => props.onSelectNode(n.id)}
|
||||
>
|
||||
{n.label} ({n.id})
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
<select value="" onChange={handleAddNodeChange}>
|
||||
<option value="">+ добавить узел…</option>
|
||||
<option value="source">Источник</option>
|
||||
<option value="storage">Склад</option>
|
||||
<option value="converter">Конвертер</option>
|
||||
<option value="consumer">Потребитель</option>
|
||||
</select>
|
||||
</div>
|
||||
|
||||
<div className="sidebar__section">
|
||||
<h4>Связи</h4>
|
||||
<ul className="sidebar__list">
|
||||
{topology.edges.map((e) => (
|
||||
<li
|
||||
key={e.id}
|
||||
className={selected?.kind === 'edge' && selected.id === e.id ? 'is-active' : ''}
|
||||
onClick={() => props.onSelectEdge(e.id)}
|
||||
>
|
||||
{e.from} → {e.to} [{e.resource}]
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
<button className="btn btn--ghost" style={{ marginTop: 8 }} onClick={props.onAddEdge}>
|
||||
+ добавить связь
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div className="sidebar__section sidebar__section--grow">
|
||||
<h4>Редактор</h4>
|
||||
<div id="sidebar-content">
|
||||
{!selected && (
|
||||
<p className="hint">
|
||||
Выберите узел или связь в списке слева либо кликните по объекту на схеме.
|
||||
</p>
|
||||
)}
|
||||
{selectedNode && (
|
||||
<NodeEditor
|
||||
node={selectedNode}
|
||||
onUpdate={(patch) => props.onUpdateNode(selectedNode.id, patch)}
|
||||
onUpdateBehavior={(b) => props.onUpdateNodeBehavior(selectedNode.id, b)}
|
||||
onRemove={() => props.onRemoveNode(selectedNode.id)}
|
||||
/>
|
||||
)}
|
||||
{selectedEdge && (
|
||||
<EdgeEditor
|
||||
edge={selectedEdge}
|
||||
nodes={topology.nodes}
|
||||
onUpdate={(patch) => props.onUpdateEdge(selectedEdge.id, patch)}
|
||||
onRemove={() => props.onRemoveEdge(selectedEdge.id)}
|
||||
/>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
interface Props {
|
||||
time: number;
|
||||
onTick: () => void;
|
||||
onReset: () => void;
|
||||
onInitialize: () => void;
|
||||
}
|
||||
|
||||
export default function Topbar({ time, onTick, onReset, onInitialize }: Props) {
|
||||
return (
|
||||
<div className="topbar">
|
||||
<h1 className="topbar__title">
|
||||
Граф ресурсов
|
||||
<span>детерминированная тиковая симуляция</span>
|
||||
</h1>
|
||||
<div className="tick-counter">
|
||||
Время <b>{time}</b>
|
||||
</div>
|
||||
<div className="spacer" />
|
||||
<button className="btn" onClick={onInitialize}>
|
||||
Initialize
|
||||
</button>
|
||||
<button className="btn" onClick={onReset}>
|
||||
Reset
|
||||
</button>
|
||||
<button className="btn btn--primary" onClick={onTick}>
|
||||
Tick ▶
|
||||
</button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,242 +0,0 @@
|
||||
// for Claude: ignore this file
|
||||
|
||||
/**
|
||||
* engine.ts — ядро симуляции.
|
||||
*
|
||||
* - Storage — пассивный буфер с ёмкостью, сам ничего не делает.
|
||||
* - Converter — единственный активный узел: раз в `period` тиков атомарно
|
||||
* списывает `inputs` и начисляет `outputs` в СВОИХ ЖЕ буферах.
|
||||
* source / consumer — частные случаи converter с пустым списком
|
||||
* входов или выходов соответственно.
|
||||
* - Edge (транспорт) — переносит ресурс между буферами двух узлов.
|
||||
* Порядок обработки рёбер фиксирован (priority desc, id asc) —
|
||||
* разрешает конкуренцию при fan-in/fan-out детерминированно.
|
||||
*
|
||||
* Модуль не содержит DOM/React-зависимостей — чистые данные и функции,
|
||||
* поэтому логику легко перенести на другой язык/платформу по этой же
|
||||
* спецификации (см. обсуждение — Rust/C#/GDScript как нативные цели).
|
||||
*/
|
||||
|
||||
export type ResourceType = 'wood' | 'iron' | 'stone' | 'gold' | 'knowledge';
|
||||
|
||||
export interface ResourceMeta {
|
||||
id: ResourceType;
|
||||
label: string;
|
||||
color: string;
|
||||
icon: string;
|
||||
}
|
||||
|
||||
export const RESOURCES: ResourceMeta[] = [
|
||||
{ id: 'wood', label: 'Дерево', color: '#b98249', icon: '🌲' },
|
||||
{ id: 'iron', label: 'Железо', color: '#9aa7b0', icon: '⛓' },
|
||||
{ id: 'stone', label: 'Камень', color: '#8a8a8a', icon: '🪨' },
|
||||
{ id: 'gold', label: 'Золото', color: '#d9b64e', icon: '💰' },
|
||||
{ id: 'knowledge', label: 'Знание', color: '#7d8bf0', icon: '📖' },
|
||||
];
|
||||
|
||||
export type NodeKind = 'source' | 'storage' | 'converter' | 'consumer';
|
||||
|
||||
export interface RecipeLine {
|
||||
resource: ResourceType;
|
||||
amount: number;
|
||||
}
|
||||
|
||||
export type Behavior =
|
||||
| { kind: 'storage' }
|
||||
| { kind: 'source'; resource: ResourceType; rate: number }
|
||||
| { kind: 'consumer'; resource: ResourceType; rate: number }
|
||||
| {
|
||||
kind: 'converter';
|
||||
period: number;
|
||||
timer: number;
|
||||
inputs: RecipeLine[];
|
||||
outputs: RecipeLine[];
|
||||
};
|
||||
|
||||
export interface SimNode {
|
||||
label: string;
|
||||
x: number;
|
||||
y: number;
|
||||
actor: Actor;
|
||||
}
|
||||
|
||||
export type Actor = {
|
||||
id: string;
|
||||
behavior: Behavior;
|
||||
}
|
||||
|
||||
export interface SimEdge {
|
||||
id: string;
|
||||
from: string;
|
||||
to: string;
|
||||
resource: ResourceType;
|
||||
rate: number;
|
||||
priority: number;
|
||||
}
|
||||
|
||||
export interface Topology {
|
||||
nextId: number;
|
||||
nodes: SimNode[];
|
||||
edges: SimEdge[];
|
||||
}
|
||||
|
||||
/** buffers[nodeId][resource] = amount */
|
||||
export type Buffers = Record<string, Partial<Record<ResourceType, number>>>;
|
||||
|
||||
export const NODE_W = 150;
|
||||
export const NODE_H = 74;
|
||||
|
||||
export function kindLabel(kind: NodeKind): string {
|
||||
return { source: 'Источник', storage: 'Склад', converter: 'Конвертер', consumer: 'Потребитель' }[kind];
|
||||
}
|
||||
|
||||
/** Глубокая копия чисто-JSON-данных (topology/buffers сериализуемы, structuredClone не требуется). */
|
||||
export function cloneJSON<T>(value: T): T {
|
||||
return JSON.parse(JSON.stringify(value)) as T;
|
||||
}
|
||||
|
||||
function getBuf(buffers: Buffers, nodeId: string, r: ResourceType): number {
|
||||
return buffers[nodeId]?.[r] ?? 0;
|
||||
}
|
||||
|
||||
function setBuf(buffers: Buffers, nodeId: string, r: ResourceType, v: number): void {
|
||||
if (!buffers[nodeId]) buffers[nodeId] = {};
|
||||
buffers[nodeId][r] = v;
|
||||
}
|
||||
|
||||
function capOf(node: SimNode): number {
|
||||
return node.capacity === null || node.capacity === undefined ? Infinity : node.capacity;
|
||||
}
|
||||
|
||||
/**
|
||||
* Выполняет ровно один детерминированный тик (мутирует topology.*.timer и buffers).
|
||||
* Порядок фаз фиксирован и не зависит от порядка вставки узлов/рёбер в массивах.
|
||||
*/
|
||||
export function tick(topology: Topology, buffers: Buffers): void {
|
||||
const nodesById = new Map(topology.nodes.map((n) => [n.id, n]));
|
||||
const sortedNodes = [...topology.nodes].sort((a, b) => a.id.localeCompare(b.id));
|
||||
|
||||
// Фаза 1: источники — генерация "из ничего" в собственный буфер.
|
||||
for (const node of sortedNodes) {
|
||||
if (node.behavior.kind === 'source') {
|
||||
const { resource, rate } = node.behavior;
|
||||
const cur = getBuf(buffers, node.id, resource);
|
||||
setBuf(buffers, node.id, resource, Math.min(capOf(node), cur + rate));
|
||||
}
|
||||
}
|
||||
|
||||
// Фаза 2: конвертеры. Blocking: при нехватке сырья таймер не сбрасывается,
|
||||
// попытка повторяется каждый следующий тик.
|
||||
for (const node of sortedNodes) {
|
||||
if (node.behavior.kind === 'converter') {
|
||||
const b = node.behavior;
|
||||
b.timer += 1;
|
||||
if (b.timer >= b.period) {
|
||||
const canRun = b.inputs.every((line) => getBuf(buffers, node.id, line.resource) >= line.amount);
|
||||
if (canRun) {
|
||||
for (const line of b.inputs) {
|
||||
setBuf(buffers, node.id, line.resource, getBuf(buffers, node.id, line.resource) - line.amount);
|
||||
}
|
||||
for (const line of b.outputs) {
|
||||
const next = getBuf(buffers, node.id, line.resource) + line.amount;
|
||||
setBuf(buffers, node.id, line.resource, Math.min(capOf(node), next));
|
||||
}
|
||||
b.timer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Фаза 3: транспорт по рёбрам, порядок (priority desc, id asc).
|
||||
const sortedEdges = [...topology.edges].sort(
|
||||
(a, b) => b.priority - a.priority || a.id.localeCompare(b.id)
|
||||
);
|
||||
for (const edge of sortedEdges) {
|
||||
const fromNode = nodesById.get(edge.from);
|
||||
const toNode = nodesById.get(edge.to);
|
||||
if (!fromNode || !toNode) continue;
|
||||
const available = getBuf(buffers, edge.from, edge.resource);
|
||||
const freeSpace = capOf(toNode) - getBuf(buffers, edge.to, edge.resource);
|
||||
const amount = Math.max(0, Math.min(edge.rate, available, freeSpace));
|
||||
if (amount > 0) {
|
||||
setBuf(buffers, edge.from, edge.resource, available - amount);
|
||||
setBuf(buffers, edge.to, edge.resource, getBuf(buffers, edge.to, edge.resource) + amount);
|
||||
}
|
||||
}
|
||||
|
||||
// Фаза 4: потребители — безвозвратное поглощение.
|
||||
for (const node of sortedNodes) {
|
||||
if (node.behavior.kind === 'consumer') {
|
||||
const { resource, rate } = node.behavior;
|
||||
const cur = getBuf(buffers, node.id, resource);
|
||||
const amount = Math.min(cur, rate);
|
||||
setBuf(buffers, node.id, resource, cur - amount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Обнуляет все буферы и таймеры конвертеров. Настройки узлов/связей не трогает. */
|
||||
export function resetBuffers(topology: Topology): Buffers {
|
||||
const buffers: Buffers = {};
|
||||
for (const node of topology.nodes) {
|
||||
buffers[node.id] = {};
|
||||
if (node.behavior.kind === 'converter') node.behavior.timer = 0;
|
||||
}
|
||||
return buffers;
|
||||
}
|
||||
|
||||
export function defaultTopology(): Topology {
|
||||
return {
|
||||
nextId: 100,
|
||||
nodes: [
|
||||
{ id: 'src-wood', label: 'Лесопилка', x: 40, y: 40, capacity: null,
|
||||
behavior: { kind: 'source', resource: 'wood', rate: 5 } },
|
||||
{ id: 'src-stone', label: 'Каменоломня', x: 40, y: 180, capacity: null,
|
||||
behavior: { kind: 'source', resource: 'stone', rate: 3 } },
|
||||
{ id: 'src-iron', label: 'Рудник', x: 40, y: 320, capacity: null,
|
||||
behavior: { kind: 'source', resource: 'iron', rate: 2 } },
|
||||
|
||||
{ id: 'store-wood', label: 'Склад дерева', x: 300, y: 40, capacity: 100,
|
||||
behavior: { kind: 'storage' } },
|
||||
{ id: 'store-stone', label: 'Склад камня', x: 300, y: 180, capacity: 100,
|
||||
behavior: { kind: 'storage' } },
|
||||
{ id: 'store-iron', label: 'Склад железа', x: 300, y: 320, capacity: 100,
|
||||
behavior: { kind: 'storage' } },
|
||||
|
||||
{ id: 'conv-craft', label: 'Мастерская', x: 560, y: 110, capacity: 50,
|
||||
behavior: { kind: 'converter', period: 2, timer: 0,
|
||||
inputs: [{ resource: 'wood', amount: 3 }, { resource: 'stone', amount: 2 }],
|
||||
outputs: [{ resource: 'gold', amount: 1 }] } },
|
||||
{ id: 'conv-forge', label: 'Кузница', x: 560, y: 320, capacity: 50,
|
||||
behavior: { kind: 'converter', period: 2, timer: 0,
|
||||
inputs: [{ resource: 'iron', amount: 2 }, { resource: 'wood', amount: 1 }],
|
||||
outputs: [{ resource: 'gold', amount: 2 }] } },
|
||||
|
||||
{ id: 'vault', label: 'Хранилище золота', x: 820, y: 210, capacity: 200,
|
||||
behavior: { kind: 'storage' } },
|
||||
|
||||
{ id: 'conv-research', label: 'Лаборатория', x: 1060, y: 210, capacity: 30,
|
||||
behavior: { kind: 'converter', period: 3, timer: 0,
|
||||
inputs: [{ resource: 'gold', amount: 5 }],
|
||||
outputs: [{ resource: 'knowledge', amount: 1 }] } },
|
||||
{ id: 'store-knowledge', label: 'Архив знаний', x: 1300, y: 210, capacity: null,
|
||||
behavior: { kind: 'storage' } },
|
||||
],
|
||||
edges: [
|
||||
{ id: 'e1', from: 'src-wood', to: 'store-wood', resource: 'wood', rate: 5, priority: 0 },
|
||||
{ id: 'e2', from: 'src-stone', to: 'store-stone', resource: 'stone', rate: 3, priority: 0 },
|
||||
{ id: 'e3', from: 'src-iron', to: 'store-iron', resource: 'iron', rate: 2, priority: 0 },
|
||||
|
||||
{ id: 'e4', from: 'store-wood', to: 'conv-craft', resource: 'wood', rate: 3, priority: 1 },
|
||||
{ id: 'e5', from: 'store-stone', to: 'conv-craft', resource: 'stone', rate: 2, priority: 1 },
|
||||
{ id: 'e6', from: 'store-wood', to: 'conv-forge', resource: 'wood', rate: 1, priority: 0 },
|
||||
{ id: 'e7', from: 'store-iron', to: 'conv-forge', resource: 'iron', rate: 2, priority: 1 },
|
||||
|
||||
{ id: 'e8', from: 'conv-craft', to: 'vault', resource: 'gold', rate: 5, priority: 0 },
|
||||
{ id: 'e9', from: 'conv-forge', to: 'vault', resource: 'gold', rate: 5, priority: 0 },
|
||||
|
||||
{ id: 'e10', from: 'vault', to: 'conv-research', resource: 'gold', rate: 5, priority: 0 },
|
||||
{ id: 'e11', from: 'conv-research', to: 'store-knowledge', resource: 'knowledge', rate: 5, priority: 0 },
|
||||
],
|
||||
};
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
import { Resource, Resources, SerializedConverter, SerializedNodeBehaviour as SerializedBehaviour, SerializedNodeBehaviour, SerializedConverterOutput, SerializedConverterInput } from "../../types";
|
||||
|
||||
export type BehaviourResourcePin = {
|
||||
resource: Resource;
|
||||
}
|
||||
|
||||
export type BehaviourSocket = {
|
||||
type: 'input' | 'output';
|
||||
index: number; // within its type
|
||||
resource: Resource;
|
||||
}
|
||||
|
||||
export type BehaviourLink = {
|
||||
target: Behaviour['id'],
|
||||
resource: Resource;
|
||||
}
|
||||
|
||||
export type BehaviourInput = BehaviourResourcePin & {
|
||||
link: BehaviourLink;
|
||||
}
|
||||
|
||||
export type BehaviourInputs = {
|
||||
pins: BehaviourInput[];
|
||||
}
|
||||
|
||||
export type BehaviourOutput = BehaviourResourcePin & {
|
||||
}
|
||||
|
||||
export type BehaviourOutputs = {
|
||||
pins: BehaviourOutput[];
|
||||
}
|
||||
|
||||
export type BehaviourDisplayInfo = {
|
||||
storages: Record<string, Resources>;
|
||||
sockets: BehaviourSocket[];
|
||||
links: BehaviourLink[];
|
||||
}
|
||||
|
||||
export abstract class Behaviour {
|
||||
public readonly id: string;
|
||||
public readonly kind: string;
|
||||
public readonly inputs: BehaviourInputs;
|
||||
public readonly outputs: BehaviourOutputs;
|
||||
|
||||
constructor(source: SerializedBehaviour) {
|
||||
this.id = source.id;
|
||||
this.kind = source.kind;
|
||||
this.outputs = {
|
||||
pins: source.outputs.pins.map((input) => ({
|
||||
resource: input.resource,
|
||||
})),
|
||||
}
|
||||
this.inputs = {
|
||||
pins: source.inputs.pins.map((input) => ({
|
||||
resource: input.resource,
|
||||
link: input.link,
|
||||
})),
|
||||
}
|
||||
}
|
||||
|
||||
abstract getDisplayInfo(): BehaviourDisplayInfo;
|
||||
|
||||
abstract tick(deltaTime: number): void;
|
||||
}
|
||||
|
||||
export type ResourceUsageRule = {
|
||||
resource: Resource;
|
||||
speed: number; // per second
|
||||
}
|
||||
|
||||
export class Converter extends Behaviour {
|
||||
public outputRules: ResourceUsageRule[] = [];
|
||||
rules: { inputs: SerializedConverterInput[]; outputs: SerializedConverterOutput[]; };
|
||||
|
||||
constructor(source: SerializedNodeBehaviour & SerializedConverter) {
|
||||
if (source.kind !== 'converter')
|
||||
throw new Error('Invalid source');
|
||||
super(source);
|
||||
|
||||
this.rules = {
|
||||
inputs: source.inputs.pins,
|
||||
outputs: source.outputs.pins,
|
||||
};
|
||||
}
|
||||
|
||||
public getDisplayInfo(): BehaviourDisplayInfo {
|
||||
return {
|
||||
storages: {},
|
||||
links: this.inputs.pins.map((input) => input.link),
|
||||
sockets: [
|
||||
...this.inputs.pins.map((input, index) => ({
|
||||
type: 'input',
|
||||
index,
|
||||
resource: input.resource,
|
||||
} satisfies BehaviourSocket)),
|
||||
...this.outputs.pins.map((output, index) => ({
|
||||
type: 'output',
|
||||
index,
|
||||
resource: output.resource,
|
||||
} satisfies BehaviourSocket)),
|
||||
],
|
||||
}
|
||||
}
|
||||
|
||||
tick(deltaTime: number): void {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// export class Storage extends Behaviour {
|
||||
// public static type: string = 'storage';
|
||||
// }
|
||||
|
||||
export const behaviours = {
|
||||
'converter': Converter,
|
||||
// 'storage': ,
|
||||
} satisfies Record<string, { new(source: never): Behaviour }>;
|
||||
@@ -1,78 +0,0 @@
|
||||
import { defaultGame } from "../prefabs/game";
|
||||
import { Game, SerializedGame, SerializedNodeBehaviour } from "../types";
|
||||
import { Behaviour, behaviours } from "./functions";
|
||||
|
||||
export function serializeBehaviour(behaviour: Behaviour): SerializedNodeBehaviour {
|
||||
switch (behaviour.kind) {
|
||||
case 'converter':
|
||||
return {
|
||||
id: behaviour.id,
|
||||
kind: 'converter',
|
||||
inputs: {
|
||||
pins: behaviour.inputs.pins.map((pin) => ({
|
||||
...pin,
|
||||
rate: 11,
|
||||
})),
|
||||
},
|
||||
outputs: {
|
||||
pins: behaviour.outputs.pins.map((pin) => ({
|
||||
...pin,
|
||||
rate: 11,
|
||||
})),
|
||||
},
|
||||
};
|
||||
default:
|
||||
throw new Error('Unknown behaviour');
|
||||
}
|
||||
}
|
||||
|
||||
export function deserializeBehaviour(value: SerializedNodeBehaviour): Behaviour {
|
||||
switch (value.kind) {
|
||||
case 'converter':
|
||||
return new (behaviours.converter)(value);
|
||||
default:
|
||||
throw new Error('Unknown behaviour');
|
||||
}
|
||||
}
|
||||
|
||||
export function serialize(game: Game): SerializedGame {
|
||||
return {
|
||||
time: game.time,
|
||||
nodes: game.nodes.map((node) => ({
|
||||
id: node.id,
|
||||
name: node.name,
|
||||
behaviour: serializeBehaviour(node.behaviour),
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
export function deserialize(value: SerializedGame): Game {
|
||||
return new Game(value);
|
||||
}
|
||||
|
||||
export function serializeToString(game: Game): string {
|
||||
return JSON.stringify(serialize(game));
|
||||
}
|
||||
|
||||
export function deserializeFromString(value: string): Game {
|
||||
return deserialize(JSON.parse(value));
|
||||
}
|
||||
|
||||
const KEY_GAME = 'incgane';
|
||||
|
||||
export function save(game: Game) {
|
||||
localStorage.setItem(KEY_GAME, serializeToString(game));
|
||||
}
|
||||
|
||||
export function load(): Game {
|
||||
try {
|
||||
const raw = localStorage.getItem(KEY_GAME);
|
||||
if (raw)
|
||||
return deserializeFromString(raw);
|
||||
} catch (e) {
|
||||
console.warn('Не удалось прочитать игру из localStorage', e);
|
||||
}
|
||||
const fresh = deserialize(defaultGame());
|
||||
save(fresh);
|
||||
return fresh;
|
||||
}
|
||||
@@ -1,75 +0,0 @@
|
||||
import { SerializedGame } from "../types";
|
||||
|
||||
export const defaultGame: () => SerializedGame = () => ({
|
||||
time: 0,
|
||||
nodes: [
|
||||
{
|
||||
id: 'forest',
|
||||
name: 'Лес',
|
||||
behaviour: {
|
||||
id: 'forest.1',
|
||||
kind: 'converter',
|
||||
inputs: {
|
||||
pins: [],
|
||||
},
|
||||
outputs: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'wood',
|
||||
rate: 1,
|
||||
},
|
||||
{
|
||||
resource: 'stone',
|
||||
rate: 0.1,
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'sawmill',
|
||||
name: 'Лесопилка',
|
||||
behaviour: {
|
||||
id: 'sawmill.1',
|
||||
kind: 'converter',
|
||||
inputs: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'wood',
|
||||
rate: 0.5,
|
||||
link: { target: 'forest.1', resource: 'wood' },
|
||||
},
|
||||
]
|
||||
},
|
||||
outputs: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'plank',
|
||||
rate: 1,
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
id: 'burner',
|
||||
name: 'Магазин досок',
|
||||
behaviour: {
|
||||
id: 'burner.1',
|
||||
kind: 'converter',
|
||||
inputs: {
|
||||
pins: [
|
||||
{
|
||||
resource: 'plank',
|
||||
rate: 1,
|
||||
link: { target: 'sawmill.1', resource: 'plank' },
|
||||
},
|
||||
],
|
||||
},
|
||||
outputs: {
|
||||
pins: [],
|
||||
},
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
@@ -1,47 +0,0 @@
|
||||
import type { Topology, Buffers } from './engine';
|
||||
import { defaultTopology, resetBuffers } from './engine';
|
||||
|
||||
const KEY_TOPOLOGY = 'incsim.topology.v1';
|
||||
const KEY_BUFFERS = 'incsim.buffers.v1';
|
||||
const KEY_TICKS = 'incsim.tickcount.v1';
|
||||
|
||||
export function loadTopology(): Topology {
|
||||
try {
|
||||
const raw = localStorage.getItem(KEY_TOPOLOGY);
|
||||
if (raw) return JSON.parse(raw) as Topology;
|
||||
} catch (e) {
|
||||
console.warn('Не удалось прочитать игру из localStorage', e);
|
||||
}
|
||||
const fresh = defaultTopology();
|
||||
saveTopology(fresh);
|
||||
return fresh;
|
||||
}
|
||||
|
||||
export function saveTopology(topology: Topology): void {
|
||||
localStorage.setItem(KEY_TOPOLOGY, JSON.stringify(topology));
|
||||
}
|
||||
|
||||
export function loadBuffers(topology: Topology): Buffers {
|
||||
try {
|
||||
const raw = localStorage.getItem(KEY_BUFFERS);
|
||||
if (raw) return JSON.parse(raw) as Buffers;
|
||||
} catch (e) {
|
||||
console.warn('Не удалось прочитать буферы из localStorage', e);
|
||||
}
|
||||
const fresh = resetBuffers(topology);
|
||||
saveBuffers(fresh);
|
||||
return fresh;
|
||||
}
|
||||
|
||||
export function saveBuffers(buffers: Buffers): void {
|
||||
localStorage.setItem(KEY_BUFFERS, JSON.stringify(buffers));
|
||||
}
|
||||
|
||||
export function loadTickCount(): number {
|
||||
const raw = localStorage.getItem(KEY_TICKS);
|
||||
return raw ? Number(raw) || 0 : 0;
|
||||
}
|
||||
|
||||
export function saveTickCount(n: number): void {
|
||||
localStorage.setItem(KEY_TICKS, String(n));
|
||||
}
|
||||
@@ -1,79 +0,0 @@
|
||||
import { Behaviour } from "../engine/functions";
|
||||
import { deserializeBehaviour } from "../engine/saveLoad";
|
||||
|
||||
export type Resource = 'wood' | 'plank' | 'stone';
|
||||
|
||||
export type Resources = Record<Resource, number>;
|
||||
|
||||
export type Node = {
|
||||
id: string;
|
||||
name: string;
|
||||
behaviour: Behaviour;
|
||||
}
|
||||
|
||||
export class Game {
|
||||
public time: number;
|
||||
public readonly nodes: Node[];
|
||||
|
||||
constructor(source: SerializedGame) {
|
||||
this.time = source.time;
|
||||
this.nodes = source.nodes.map((node) => ({
|
||||
id: node.id,
|
||||
name: node.name,
|
||||
behaviour: deserializeBehaviour(node.behaviour),
|
||||
}));
|
||||
}
|
||||
|
||||
public tick(deltaTime: number) {
|
||||
this.time += deltaTime;
|
||||
for (const node of this.nodes)
|
||||
node.behaviour.tick(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
export type SerializedConverterInput = {
|
||||
resource: Resource;
|
||||
rate: number;
|
||||
link: {
|
||||
target: SerializedNodeBehaviour['id'],
|
||||
resource: Resource,
|
||||
}
|
||||
}
|
||||
|
||||
export type SerializedConverterOutput = {
|
||||
resource: Resource;
|
||||
rate: number;
|
||||
}
|
||||
|
||||
export type SerializedConverterInputs = {
|
||||
pins: SerializedConverterInput[];
|
||||
}
|
||||
|
||||
export type SerializedConverterOutputs = {
|
||||
pins: SerializedConverterOutput[];
|
||||
}
|
||||
|
||||
export type SerializedConverter = {
|
||||
kind: 'converter';
|
||||
}
|
||||
|
||||
export type SerializedStorage = {
|
||||
kind: 'storage',
|
||||
}
|
||||
|
||||
export type SerializedNodeBehaviour = {
|
||||
id: string;
|
||||
inputs: SerializedConverterInputs;
|
||||
outputs: SerializedConverterOutputs;
|
||||
} & (SerializedConverter | SerializedStorage);
|
||||
|
||||
export type SerializedNode = {
|
||||
id: Node['id'],
|
||||
name: Node['name'],
|
||||
behaviour: SerializedNodeBehaviour,
|
||||
}
|
||||
|
||||
export type SerializedGame = {
|
||||
time: number;
|
||||
nodes: SerializedNode[];
|
||||
}
|
||||
@@ -1,6 +0,0 @@
|
||||
import { defineConfig } from 'vite';
|
||||
import react from '@vitejs/plugin-react';
|
||||
|
||||
export default defineConfig({
|
||||
plugins: [react()],
|
||||
});
|
||||
Reference in New Issue
Block a user