agentworkshop 0.7.44 → 0.7.47
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.AgentWorkShop/prompts/host-tools.json +265 -6
- package/.AgentWorkShop/prompts/lead-supervise.md +54 -29
- package/.AgentWorkShop/prompts/peer-reply-optional.md +6 -2
- package/.AgentWorkShop/prompts/peer-reply-required.md +8 -7
- package/.output/.AgentWorkShop/aml-python/__pycache__/amlkit.cpython-312.pyc +0 -0
- package/.output/.AgentWorkShop/aml-python/amlkit.py +185 -120
- package/.output/.AgentWorkShop/aml-python/requirements.txt +9 -7
- package/.output/.AgentWorkShop/aml-python/train-hybrid-example.py +87 -0
- package/.output/.AgentWorkShop/prompts/host-tools.json +265 -6
- package/.output/.AgentWorkShop/prompts/lead-supervise.md +54 -29
- package/.output/.AgentWorkShop/prompts/peer-reply-optional.md +6 -2
- package/.output/.AgentWorkShop/prompts/peer-reply-required.md +8 -7
- package/.output/.AgentWorkShop/schema.json +12 -0
- package/.output/nitro.json +1 -1
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import * as Phaser from 'phaser'
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import type { AepEnvelope } from '#shared/workshop-protocol'
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import { mapEnvelopeToIntent, type TownBubbleKind } from '#shared/town-protocol'
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import { parseActionFromEnvelope,
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import {
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}
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export
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channelId: string
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channelName: string
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agents: Array<{
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agentId: string
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name: string
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role: 'lead' | 'worker'
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harness: string
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state: 'idle' | 'busy' | 'stopped'
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currentTaskId?: string | null
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currentTaskTitle?: string | null
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currentTaskProgress?: number | null
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/** 用户给该角色绑定的自定义模型(assetId;缺省用内置员工模型) */
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modelRef?: string | null
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}>
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}
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/** 频道共鸣领地渲染态 */
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interface TownBlockDef {
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channelId: string
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name: string
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centerX: number
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centerY: number
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radius: number
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/** 频道共鸣色(number,供 tint) */
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colorNum: number
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/** 频道共鸣色(css rgba,供名字牌) */
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rgba: string
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}
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/** 角色 sprite 渲染态 */
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interface AgentSprite {
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channelId: string
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agentId: string
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name: string
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role: 'lead' | 'worker'
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sprite: Phaser.Physics.Arcade.Sprite
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/** 脚下共鸣灵光(同频道同色) */
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aura: Phaser.GameObjects.Image
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/** 状态环(头顶) */
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statusRing: Phaser.GameObjects.Graphics
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/** 名字标签(头顶) */
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nameLabel: Phaser.GameObjects.Text
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/** 进度标签(busy 时) */
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progressLabel: Phaser.GameObjects.Text
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/** 当前气泡(每 agent 至多一个) */
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bubble: Phaser.GameObjects.Container | null
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bubbleTimer: Phaser.Time.TimerEvent | null
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state: 'idle' | 'busy' | 'stopped'
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progress: number | null
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/** 行为状态机 */
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behavior: BehaviorState
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/** 用户正在拖动此 sprite(拖动期间暂停自动行为) */
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dragging: boolean
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/** 初始身位(成员原生位置,行为结束后回归;用户拖动后更新为落点) */
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homeX: number
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homeY: number
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/** 当前渲染纹理 key(内置 wu-* 或自定义模型) */
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textureKey: string
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/** 用户绑定的自定义模型 id(缺省空字符串=内置) */
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modelRef: string
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}
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/** 行为状态机(标准 AI 控制:事件→决策→动作) */
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type BehaviorMode
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= | 'idle' // 待机(位于 home)
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| 'roam' // 在领地内/附近游走(来回移动)
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| 'approach' // 跑去目标(下发任务/通信)
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interface BehaviorState {
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mode: BehaviorMode
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/** 游走目标点(来回移动端点) */
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roamTarget: { x: number, y: number } | null
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/** 目标角色(跑去下发/通信对象) */
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targetId: string | null
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/** 等待计时(到点返回) */
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waitUntil: number
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/** 行为动作日志(调试) */
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action?: { kind: ActionKind, taskKind?: string, requireReply: boolean, text: string }
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/** 是否正被他人「跑来下发/通信」(被 approach 或 wait)中 —— 暂停自身游走,驻足配合 */
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engaged: boolean
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}
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// ---- 世界尺度(大坐标世界:3200×2400) ----
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const WORLD_W = 3200
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const WORLD_H = 2400
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/** 领地带基线(台地可立足区) */
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const FIELD_Y = 1760
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/** 环形大道布点:街区围绕世界中心围成一圈 */
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const WORLD_CX = WORLD_W / 2
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const WORLD_CY = FIELD_Y
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const RING_RADIUS_X = 980
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const RING_RADIUS_Y = 560
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/** worker sprite 图集候选(按 agentId 哈希选长相;均为员工形象) */
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const WORKER_SHEETS = ['wu-worker-0', 'wu-worker-1', 'wu-worker-2'] as const
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const LEAD_SHEET = 'wu-lead'
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const WALK_SPEED = 150
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/** 角色行为运动速度(下发任务跑动 / 游走) */
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const AGENT_SPEED = 96
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/** 等待回复/执行结果时长(ms) */
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const WAIT_MS = 2600
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/** 气泡配色 */
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const BUBBLE_STYLE: Record<TownBubbleKind, { bg: number, fg: string }> = {
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info: { bg: 0x1c1917, fg: '#ffffff' },
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artifact: { bg: 0x1c1917, fg: '#9ecb7a' },
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error: { bg: 0x3a1d1c, fg: '#ff9e9e' },
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system: { bg: 0x1c1917, fg: '#c9c4bd' },
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}
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// ---- 频道共鸣色(稳定,同频道同色;色相桶与 shared/town-scene-math 同源) ----
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const CHANNEL_HUES = [16, 40, 158, 178, 195, 212, 235, 262] as const
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function channelHue(id: string): number {
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if (!id) return 212
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let h = 0
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for (const c of id) h = (h * 31 + c.charCodeAt(0)) % 360
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return CHANNEL_HUES[h % CHANNEL_HUES.length]!
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}
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function channelColorNum(channelId: string): number {
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const c = Phaser.Display.Color.HSLToColor(channelHue(channelId) / 360, 0.52, 0.6)
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return c.color
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}
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function channelRGBA(channelId: string, alpha = 1): string {
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const c = Phaser.Display.Color.HSLToColor(channelHue(channelId) / 360, 0.52, 0.6)
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return `rgba(${c.red},${c.green},${c.blue},${alpha})`
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}
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import { parseActionFromEnvelope, type ActionContext } from '#shared/town-behavior'
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import type { ModelAnimSpec } from '#shared/town-anim'
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// 类型 / 世界常量 / 频道配色纯函数(自本文件抽出,细节定义见 town-scene-core.ts)
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import {
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FIELD_Y, LEAD_SHEET, RING_RADIUS_X, RING_RADIUS_Y,
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WALK_SPEED, WORLD_CX, WORLD_CY, WORLD_H, WORLD_W,
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channelColorNum, channelRGBA,
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type AgentSprite, type TownBlockDef, type TownEntityInput, type TownEventMap,
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} from './scene/town-scene-core'
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// 表现 / 行为 / 气泡 / 角色 / 模型库模块(自本文件抽出;各模块只依赖宿主契约面,见各自文件头注释)
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import { createParallax, drawBlock, drawCore, emitResonance, updateParallax } from './scene/town-scene-visuals'
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import { runBehavior, startBehavior, stopAt } from './scene/town-scene-behavior'
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import { showBubble } from './scene/town-scene-bubbles'
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import { drawStatusRing, ensureAgentSprite, type AgentSpawnInput } from './scene/town-scene-agents'
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import { createAnimations, dropModelOnWorld, registerModelFromId, registerModelsFromList, type ModelRegistryEntry } from './scene/town-scene-models'
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export type { AgentSprite, TownBlockDef, TownEntityInput, TownEventMap } from './scene/town-scene-core'
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export class TownScene extends Phaser.Scene {
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// ---- 宿主契约面:下列成员由 scene/town-scene-*.ts 模块经宿主接口读写(放宽可见性) ----
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// blocks / agents / flagBy / farLayer / midLayer / scrollFactorFar / scrollFactorMid /
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// dbgBubbles / dbgActivity / recentActivity / modelsById / animSpecs / worldYMax / emit / pushDecor
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blocks = new Map<string, TownBlockDef>()
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agents = new Map<string, AgentSprite>()
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42
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/** 领地/装饰(game objects),resetAll 时销毁 */
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private blockDecor: Phaser.GameObjects.GameObject[] = []
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private mapBg!: Phaser.GameObjects.Image
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45
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/** 视差背景层(远/中);scroll 因子控制不同步平移 */
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-
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-
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46
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+
farLayer!: Phaser.GameObjects.Image
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+
midLayer!: Phaser.GameObjects.Image
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+
scrollFactorFar = 0.06
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scrollFactorMid = 0.14
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private cursors!: Phaser.Types.Input.Keyboard.CursorKeys
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private keyW!: Phaser.Input.Keyboard.Key
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private keyA!: Phaser.Input.Keyboard.Key
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@@ -181,18 +55,18 @@ export class TownScene extends Phaser.Scene {
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private player!: Phaser.Physics.Arcade.Sprite
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private facing: 'down' | 'left' | 'right' | 'up' = 'down'
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private dirty = true
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+
dbgBubbles: Array<{ text: string, at: number }> = []
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dbgActivity: { channelId: string, agentName: string, text: string } | null = null
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/** 最近活动队列(跑马灯,上限 6) */
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-
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-
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+
recentActivity: Array<{ channelId: string, agentName: string, text: string }> = []
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+
agentCount = 0
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private blockCount = 0
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private frameCount = 0
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private fpsAccum = 0
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private readonly bus = new Phaser.Events.EventEmitter()
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/** 已注册的自定义模型(id → file),供拖拽换装/生成用 */
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-
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69
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+
modelsById = new Map<string, ModelRegistryEntry>()
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/** 任务 ID → assignee 反查(由 Vue 注入;mock 任务投递缺 target-agent 时用) */
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resolveTaskAssignee: ((taskId: string) => string | null) | null = null
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@@ -206,7 +80,7 @@ export class TownScene extends Phaser.Scene {
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return () => this.bus.off(event, fn)
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}
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+
emit<K extends keyof TownEventMap>(event: K, e: TownEventMap[K]): void {
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this.bus.emit(event, e)
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}
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@@ -315,35 +189,6 @@ export class TownScene extends Phaser.Scene {
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private viewer!: Phaser.Physics.Arcade.Sprite
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private playerAura!: Phaser.GameObjects.Image
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|
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/**
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* 视差背景:远山天空/城市剪影按相机 scroll 因子不同步平移,产生纵深。
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|
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* 层固定在相机上(scrollFactor=0),位置随 update 里相机 scroll 反推。
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*/
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private createParallax(): void {
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const cam = this.cameras.main
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|
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// 铺满视野(约 1100x700 @ zoom1),随 zoom 放大
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|
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this.farLayer = this.add.image(WORLD_W / 2, WORLD_H / 2, 'world-far')
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|
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.setScrollFactor(0).setDepth(-1200)
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this.midLayer = this.add.image(WORLD_W / 2, WORLD_H / 2, 'world-middle')
|
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328
|
-
.setScrollFactor(0).setDepth(-1150)
|
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|
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// 初始尺寸
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|
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void cam
|
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|
-
}
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|
-
|
|
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|
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/** 每帧按相机 scroll 让视差层产生缓慢位移(远层更慢) */
|
|
334
|
-
private updateParallax(): void {
|
|
335
|
-
const cam = this.cameras.main
|
|
336
|
-
// 以世界中心为锚:相机偏离中心越多,背景偏移越多(但远层偏移更少 → 相对慢速)
|
|
337
|
-
const dx = (cam.scrollX + cam.width / 2) - WORLD_CX
|
|
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|
-
const dy = (cam.scrollY + cam.height / 2) - WORLD_CY
|
|
339
|
-
const f = cam.zoom
|
|
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|
-
this.farLayer.setPosition(cam.width / 2 - dx * this.scrollFactorFar / f, cam.height / 2 - dy * this.scrollFactorFar / f)
|
|
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|
-
this.midLayer.setPosition(cam.width / 2 - dx * this.scrollFactorMid / f, cam.height / 2 - dy * this.scrollFactorMid / f)
|
|
342
|
-
// 随缩放放大背景(与视野同比例)
|
|
343
|
-
this.farLayer.setScale(Math.max(0.6, 0.6 / f))
|
|
344
|
-
this.midLayer.setScale(Math.max(0.72, 0.72 / f))
|
|
345
|
-
}
|
|
346
|
-
|
|
347
192
|
/** 依据实体基线建领地与角色(围绕世界中心的环形大道布点) */
|
|
348
193
|
buildBlocks(): void {
|
|
349
194
|
const seeds = this._seed ?? []
|
|
@@ -379,397 +224,7 @@ export class TownScene extends Phaser.Scene {
|
|
|
379
224
|
this.emit('agentCount', this.agentCount)
|
|
380
225
|
}
|
|
381
226
|
|
|
382
|
-
|
|
383
|
-
private drawBlock(def: TownBlockDef): void {
|
|
384
|
-
const { centerX: cx, centerY: cy, radius: r, colorNum } = def
|
|
385
|
-
// 地面柔光(大面积低透明,暗示能场)
|
|
386
|
-
const field = this.add.image(cx, cy, 'wu-aura')
|
|
387
|
-
.setScale(r / 56).setTint(colorNum).setAlpha(0.30).setDepth(-20)
|
|
388
|
-
// 环形能场边界(呼吸)
|
|
389
|
-
const ring = this.add.image(cx, cy, 'wu-ring')
|
|
390
|
-
.setScale(r / 128).setTint(colorNum).setAlpha(0.55).setDepth(-19)
|
|
391
|
-
this.tweens.add({
|
|
392
|
-
targets: ring,
|
|
393
|
-
alpha: { from: 0.35, to: 0.6 },
|
|
394
|
-
scale: { from: (r / 128) * 0.96, to: (r / 128) * 1.04 },
|
|
395
|
-
yoyo: true,
|
|
396
|
-
repeat: -1,
|
|
397
|
-
duration: 2400,
|
|
398
|
-
ease: 'sine.inout',
|
|
399
|
-
})
|
|
400
|
-
// 频道名牌(顶部) —— 由 drawLandmark 挂在塔顶
|
|
401
|
-
const stroke = this.add.graphics().setDepth(-18)
|
|
402
|
-
stroke.lineStyle(1.2, colorNum, 0.4)
|
|
403
|
-
stroke.strokeCircle(cx, cy, r)
|
|
404
|
-
// 地面柔软阴影(建筑/领地投影,低透明)
|
|
405
|
-
const shadow = this.add.image(cx, cy + 22, 'wu-aura')
|
|
406
|
-
.setScale(r / 52).setTint(0x0a1410).setAlpha(0.22).setDepth(-17)
|
|
407
|
-
this.blockDecor.push(field, ring, stroke, shadow)
|
|
408
|
-
|
|
409
|
-
this.drawLandmark(def)
|
|
410
|
-
}
|
|
411
|
-
|
|
412
|
-
/**
|
|
413
|
-
* 街区地标建筑(2.5D 挤出:顶面 + 侧壁,侧壁随朝向变暗 → 有体积)。
|
|
414
|
-
* 用 wu-ring 作底座 + wu-aura 作顶面辉光,叠加成一座低模塔;无真实 tile 也能有"人工建筑"体积感。
|
|
415
|
-
*/
|
|
416
|
-
private drawLandmark(def: TownBlockDef): void {
|
|
417
|
-
const { centerX: cx, centerY: cy, radius: r, colorNum } = def
|
|
418
|
-
const baseY = cy - r * 0.55
|
|
419
|
-
// 底座(地面投影)
|
|
420
|
-
const base = this.add.ellipse(cx, baseY, r * 0.5, r * 0.2, colorNum, 0.55).setDepth(-16)
|
|
421
|
-
// 塔身(侧壁,深色→体积,受夕阳侧光:右亮左暗)
|
|
422
|
-
const body = this.add.rectangle(cx, baseY - 42, r * 0.34, 88, colorNum, 0.85).setDepth(baseY - 20).setOrigin(0.5, 1)
|
|
423
|
-
body.setStrokeStyle(1.5, colorNum, 0.6)
|
|
424
|
-
// 顶面(略亮,承接天光)
|
|
425
|
-
const top = this.add.ellipse(cx, baseY - 84, r * 0.4, r * 0.16, 0xffffff, 0.28).setDepth(baseY - 20)
|
|
426
|
-
top.setStrokeStyle(1.5, colorNum, 0.6)
|
|
427
|
-
// 顶面光柱(呼吸)
|
|
428
|
-
const beam = this.add.image(cx, baseY - 120, 'wu-aura')
|
|
429
|
-
.setScale(0.9).setTint(0xfff0cf).setAlpha(0.5).setDepth(baseY - 20)
|
|
430
|
-
this.tweens.add({ targets: beam, alpha: { from: 0.3, to: 0.6 }, scale: { from: 0.7, to: 1.05 }, yoyo: true, repeat: -1, duration: 1800, ease: 'sine.inout' })
|
|
431
|
-
// 频道名牌(挂在塔顶)
|
|
432
|
-
const plaque = this.add.text(cx, baseY - 128, def.name, {
|
|
433
|
-
fontFamily: 'Geist, PingFang SC, sans-serif',
|
|
434
|
-
fontSize: '13px',
|
|
435
|
-
fontStyle: '600',
|
|
436
|
-
color: '#fff',
|
|
437
|
-
padding: { x: 10, y: 4 },
|
|
438
|
-
backgroundColor: 'rgba(18,20,30,0.6)',
|
|
439
|
-
}).setOrigin(0.5).setDepth(baseY - 19)
|
|
440
|
-
// 色盲徽记:频道用几何形状区分(不单靠色相),置于名牌上方
|
|
441
|
-
const emblem = this.drawEmblem(cx, baseY - 148, colorNum, def.channelId)
|
|
442
|
-
this.blockDecor.push(base, body, top, beam, plaque, emblem)
|
|
443
|
-
}
|
|
444
|
-
|
|
445
|
-
/** 频道几何徽记(色盲友好:形状+色双通道);形状由 channelId 哈希稳定决定 */
|
|
446
|
-
private drawEmblem(cx: number, cy: number, colorNum: number, channelId: string): Phaser.GameObjects.Graphics {
|
|
447
|
-
const g = this.add.graphics().setDepth(cy + 1000)
|
|
448
|
-
const s = 9
|
|
449
|
-
g.lineStyle(2, colorNum, 0.95)
|
|
450
|
-
g.fillStyle(colorNum, 0.35)
|
|
451
|
-
const shape = Math.abs(channelId.split('').reduce((h, c) => h * 31 + c.charCodeAt(0), 0)) % 5
|
|
452
|
-
if (shape === 0) g.strokeCircle(cx, cy, s) // 圆
|
|
453
|
-
else if (shape === 1) { // 三角
|
|
454
|
-
g.beginPath()
|
|
455
|
-
g.moveTo(cx, cy - s)
|
|
456
|
-
g.lineTo(cx + s, cy + s)
|
|
457
|
-
g.lineTo(cx - s, cy + s)
|
|
458
|
-
g.closePath()
|
|
459
|
-
g.strokePath()
|
|
460
|
-
}
|
|
461
|
-
else if (shape === 2) { // 方块
|
|
462
|
-
g.strokeRect(cx - s, cy - s, s * 2, s * 2)
|
|
463
|
-
}
|
|
464
|
-
else if (shape === 3) { // 菱形
|
|
465
|
-
g.beginPath()
|
|
466
|
-
g.moveTo(cx, cy - s)
|
|
467
|
-
g.lineTo(cx + s, cy)
|
|
468
|
-
g.lineTo(cx, cy + s)
|
|
469
|
-
g.lineTo(cx - s, cy)
|
|
470
|
-
g.closePath()
|
|
471
|
-
g.strokePath()
|
|
472
|
-
}
|
|
473
|
-
else { // 五边
|
|
474
|
-
g.beginPath()
|
|
475
|
-
for (let i = 0; i < 5; i++) {
|
|
476
|
-
const a = -Math.PI / 2 + (i * 2 * Math.PI) / 5
|
|
477
|
-
const px = cx + Math.cos(a) * s
|
|
478
|
-
const py = cy + Math.sin(a) * s
|
|
479
|
-
if (i === 0) g.moveTo(px, py)
|
|
480
|
-
else g.lineTo(px, py)
|
|
481
|
-
}
|
|
482
|
-
g.closePath()
|
|
483
|
-
g.strokePath()
|
|
484
|
-
}
|
|
485
|
-
return g
|
|
486
|
-
}
|
|
487
|
-
|
|
488
|
-
/**
|
|
489
|
-
* 世界中心「共鸣核心塔」(= workspace 本体):高耸能量柱,随全局活动呼吸。
|
|
490
|
-
* 街区沿大道环绕它分布,一眼可辨世界中心。
|
|
491
|
-
*/
|
|
492
|
-
private drawCore(): void {
|
|
493
|
-
const cx = WORLD_CX
|
|
494
|
-
const cy = WORLD_CY
|
|
495
|
-
// 塔基能量场(大面积)
|
|
496
|
-
const field = this.add.image(cx, cy, 'wu-aura').setScale(6).setTint(0x4da3ff).setAlpha(0.28).setDepth(-20)
|
|
497
|
-
// 塔身(多层收窄的能量柱)
|
|
498
|
-
const body = this.add.rectangle(cx, cy - 90, 120, 300, 0x57d29a, 0.7).setOrigin(0.5, 1).setDepth(cy - 22)
|
|
499
|
-
body.setStrokeStyle(2, 0xd8fff2, 0.6)
|
|
500
|
-
const body2 = this.add.rectangle(cx, cy - 220, 70, 180, 0xc4f4e8, 0.75).setOrigin(0.5, 1).setDepth(cy - 21)
|
|
501
|
-
// 顶部光球(呼吸)
|
|
502
|
-
const orb = this.add.image(cx, cy - 320, 'wu-aura').setScale(1.4).setTint(0xeafff8).setAlpha(0.9).setDepth(cy - 20)
|
|
503
|
-
this.tweens.add({ targets: orb, alpha: { from: 0.7, to: 1 }, scale: { from: 1.2, to: 1.6 }, yoyo: true, repeat: -1, duration: 1600, ease: 'sine.inout' })
|
|
504
|
-
// 塔名
|
|
505
|
-
const label = this.add.text(cx, cy - 360, '共鸣核心', {
|
|
506
|
-
fontFamily: 'Geist, PingFang SC, sans-serif',
|
|
507
|
-
fontSize: '14px',
|
|
508
|
-
fontStyle: '600',
|
|
509
|
-
color: '#fff',
|
|
510
|
-
padding: { x: 12, y: 5 },
|
|
511
|
-
backgroundColor: 'rgba(18,20,30,0.6)',
|
|
512
|
-
}).setOrigin(0.5).setDepth(cy - 19)
|
|
513
|
-
this.blockDecor.push(field, body, body2, orb, label)
|
|
514
|
-
}
|
|
515
|
-
|
|
516
|
-
/** 确保某 agent 的 sprite 存在(不存在则建);返回是否新建 */
|
|
517
|
-
private ensureAgentSprite(
|
|
518
|
-
a: { channelId: string, agentId: string, name: string, role: 'lead' | 'worker', state: 'idle' | 'busy' | 'stopped', currentTaskProgress?: number | null, modelRef?: string | null },
|
|
519
|
-
cx?: number,
|
|
520
|
-
cy?: number,
|
|
521
|
-
): boolean {
|
|
522
|
-
const key = a.agentId
|
|
523
|
-
if (this.agents.has(key)) {
|
|
524
|
-
this.agents.get(key)!.state = a.state
|
|
525
|
-
return false
|
|
526
|
-
}
|
|
527
|
-
const def = this.blocks.get(a.channelId)
|
|
528
|
-
const colorNum = def?.colorNum ?? channelColorNum(a.channelId)
|
|
529
|
-
const builtinSheet = a.role === 'lead' ? LEAD_SHEET : WORKER_SHEETS[Math.abs(a.agentId.split('').reduce((h, c) => h * 31 + c.charCodeAt(0), 0)) % WORKER_SHEETS.length]!
|
|
530
|
-
// 模型绑定:若该角色绑定了自定义模型且纹理已注册,则用之;否则回退内置员工模型
|
|
531
|
-
const sheet = a.modelRef && this.textures.exists(a.modelRef) ? a.modelRef : builtinSheet
|
|
532
|
-
const bx = def?.centerX ?? cx ?? 400
|
|
533
|
-
const by = def?.centerY ?? cy ?? 300
|
|
534
|
-
// 领地成员沿中线横向排布:首个(lead)居中,其余左右展开
|
|
535
|
-
const inBlock = [...this.agents.values()].filter(s => s.channelId === a.channelId).length
|
|
536
|
-
const colSlot = Math.floor(inBlock / 2)
|
|
537
|
-
const x = bx + (inBlock === 0 ? 0 : (inBlock % 2 === 0 ? -1 : 1) * (colSlot > 0 ? colSlot * 54 : 54))
|
|
538
|
-
const y = by + 12 + Math.floor(inBlock / 2) * 16
|
|
539
|
-
|
|
540
|
-
const sprite = this.physics.add.sprite(x, y, sheet, 0)
|
|
541
|
-
const sbody = sprite.body as Phaser.Physics.Arcade.Body
|
|
542
|
-
sbody.setSize(18, 18)
|
|
543
|
-
sbody.setOffset(15, 66)
|
|
544
|
-
sprite.setCollideWorldBounds(true)
|
|
545
|
-
sprite.setDepth(y)
|
|
546
|
-
sprite.anims.play(`wu-bob-${sheet}`, true)
|
|
547
|
-
|
|
548
|
-
// 共鸣灵光:同频道同色(频道共鸣色 tint),居中于角色身体,形成"周身散发同色光"的环绕感
|
|
549
|
-
const aura = this.add.image(x, y, 'wu-aura')
|
|
550
|
-
.setTint(colorNum).setAlpha(0.42).setDepth(y - 10).setScale(1.5)
|
|
551
|
-
this.tweens.add({ targets: aura, alpha: { from: 0.30, to: 0.56 }, scale: { from: 1.35, to: 1.65 }, yoyo: true, repeat: -1, duration: 2200, ease: 'sine.inout' })
|
|
552
|
-
|
|
553
|
-
// 头顶:状态环 + 名字 + 进度(名字牌用频道共鸣色)
|
|
554
|
-
const statusRing = this.add.graphics().setDepth(y + 200)
|
|
555
|
-
const nameLabel = this.add.text(x, y - 30, a.name, {
|
|
556
|
-
fontFamily: 'Geist, PingFang SC, sans-serif',
|
|
557
|
-
fontSize: '10.5px',
|
|
558
|
-
fontStyle: '600',
|
|
559
|
-
color: '#ffffff',
|
|
560
|
-
padding: { x: 6, y: 2 },
|
|
561
|
-
}).setOrigin(0.5, 1).setDepth(y + 200)
|
|
562
|
-
nameLabel.setStyle({ backgroundColor: `rgba(18,20,30,0.62)`, color: '#fff' })
|
|
563
|
-
const progressLabel = this.add.text(x, y - 44, '', {
|
|
564
|
-
fontFamily: 'Geist Mono, monospace',
|
|
565
|
-
fontSize: '9px',
|
|
566
|
-
color: '#4c8f63',
|
|
567
|
-
backgroundColor: 'rgba(255,255,255,0.85)',
|
|
568
|
-
padding: { x: 4, y: 1 },
|
|
569
|
-
}).setOrigin(0.5, 1).setDepth(y + 200)
|
|
570
|
-
|
|
571
|
-
this.agents.set(key, {
|
|
572
|
-
channelId: a.channelId,
|
|
573
|
-
agentId: a.agentId,
|
|
574
|
-
name: a.name,
|
|
575
|
-
role: a.role,
|
|
576
|
-
sprite,
|
|
577
|
-
aura,
|
|
578
|
-
statusRing,
|
|
579
|
-
nameLabel,
|
|
580
|
-
progressLabel,
|
|
581
|
-
bubble: null,
|
|
582
|
-
bubbleTimer: null,
|
|
583
|
-
state: a.state,
|
|
584
|
-
progress: a.currentTaskProgress ?? null,
|
|
585
|
-
dragging: false,
|
|
586
|
-
homeX: x,
|
|
587
|
-
homeY: y,
|
|
588
|
-
textureKey: sheet,
|
|
589
|
-
modelRef: a.modelRef ?? '',
|
|
590
|
-
behavior: {
|
|
591
|
-
mode: 'idle',
|
|
592
|
-
roamTarget: null,
|
|
593
|
-
targetId: null,
|
|
594
|
-
waitUntil: 0,
|
|
595
|
-
engaged: false,
|
|
596
|
-
},
|
|
597
|
-
})
|
|
598
|
-
// 所有角色都允许用户手动拖动到地图任意位置
|
|
599
|
-
this.enableDraggable(this.agents.get(key)!)
|
|
600
|
-
this.agentCount = this.agents.size
|
|
601
|
-
this.emit('agentCount', this.agentCount)
|
|
602
|
-
return true
|
|
603
|
-
}
|
|
604
|
-
|
|
605
|
-
/** 让全部角色可被用户拖动(手动定位到地图任意位置) */
|
|
606
|
-
private enableDraggable(asp: AgentSprite): void {
|
|
607
|
-
const sprite = asp.sprite
|
|
608
|
-
sprite.setInteractive({ draggable: true, useHandCursor: true })
|
|
609
|
-
sprite.on('dragstart', () => {
|
|
610
|
-
asp.dragging = true
|
|
611
|
-
// 拖动期间暂停自动行为与物理
|
|
612
|
-
;(sprite.body as Phaser.Physics.Arcade.Body).setEnable(false)
|
|
613
|
-
asp.behavior.engaged = false
|
|
614
|
-
sprite.setDepth(this.worldYMax + 500)
|
|
615
|
-
sprite.setAlpha(0.96)
|
|
616
|
-
sprite.setScale(1.12)
|
|
617
|
-
})
|
|
618
|
-
sprite.on('drag', (_p: Phaser.Input.Pointer, dragX: number, dragY: number) => {
|
|
619
|
-
sprite.setPosition(dragX, dragY)
|
|
620
|
-
asp.aura.setPosition(dragX, dragY)
|
|
621
|
-
asp.nameLabel.setPosition(dragX, dragY - 30)
|
|
622
|
-
asp.progressLabel.setPosition(dragX, dragY - 44)
|
|
623
|
-
asp.statusRing.setPosition(dragX, dragY - 18)
|
|
624
|
-
asp.sprite.setDepth(dragY)
|
|
625
|
-
asp.aura.setDepth(dragY - 10)
|
|
626
|
-
})
|
|
627
|
-
sprite.on('dragend', () => {
|
|
628
|
-
asp.dragging = false
|
|
629
|
-
sprite.setScale(1)
|
|
630
|
-
sprite.setAlpha(1)
|
|
631
|
-
;(sprite.body as Phaser.Physics.Arcade.Body).setEnable(true)
|
|
632
|
-
;(sprite.body as Phaser.Physics.Arcade.Body).stop()
|
|
633
|
-
;(sprite.body as Phaser.Physics.Arcade.Body).reset(sprite.x, sprite.y)
|
|
634
|
-
// 落点即新 home:行为结束后回归用户放置的位置
|
|
635
|
-
asp.homeX = sprite.x
|
|
636
|
-
asp.homeY = sprite.y
|
|
637
|
-
asp.behavior.mode = 'idle'
|
|
638
|
-
asp.behavior.roamTarget = null
|
|
639
|
-
asp.behavior.targetId = null
|
|
640
|
-
asp.behavior.engaged = false
|
|
641
|
-
})
|
|
642
|
-
}
|
|
643
|
-
|
|
644
|
-
private get worldYMax(): number { return WORLD_H }
|
|
645
|
-
|
|
646
|
-
// ================================================================
|
|
647
|
-
// 模型库 → 场景(拖拽加载 / 换装 / 落地生成)
|
|
648
|
-
// ================================================================
|
|
649
|
-
|
|
650
|
-
/** 批量注册模型库清单(由 Vue 从 useCharacterAssets 注入;幂等) */
|
|
651
|
-
registerModelsFromList(list: Array<{ id: string, file: string, name: string, spec?: ModelAnimSpec }>) {
|
|
652
|
-
for (const m of list) {
|
|
653
|
-
if (!this.modelsById.has(m.id)) {
|
|
654
|
-
this.modelsById.set(m.id, { id: m.id, file: m.file, name: m.name, spec: m.spec })
|
|
655
|
-
}
|
|
656
|
-
if (m.spec) this.animSpecs.set(m.id, m.spec)
|
|
657
|
-
// 注意:此处不得调用 ensureSheetAnims —— 场景尚未挂到 game,this.anims/this.textures 未初始化。
|
|
658
|
-
// 动画统一在 create()/createAnimations() 里建(那时 game 已挂载)。
|
|
659
|
-
}
|
|
660
|
-
}
|
|
661
|
-
|
|
662
|
-
/**
|
|
663
|
-
* 注册一个自定义模型(按 assetId 从模型库清单查 file);幂等。
|
|
664
|
-
* 记录元信息 + 帧布局,加载纹理动画。成功返回 true。
|
|
665
|
-
*/
|
|
666
|
-
registerModelFromId(id: string, file: string, name: string, spec?: ModelAnimSpec): boolean {
|
|
667
|
-
if (!this.modelsById.has(id)) this.modelsById.set(id, { id, file, name, spec })
|
|
668
|
-
if (spec) this.animSpecs.set(id, spec)
|
|
669
|
-
if (this.textures.exists(id)) {
|
|
670
|
-
this.ensureSheetAnims(id)
|
|
671
|
-
return true
|
|
672
|
-
}
|
|
673
|
-
return false
|
|
674
|
-
}
|
|
675
|
-
|
|
676
|
-
/**
|
|
677
|
-
* HTML5 拖拽落下 → 落到某个角色上则「换装」该角色,否则在落点「生成一个居民」。
|
|
678
|
-
* assetId 由 AssetLibrary 的 dragstart 写入 dataTransfer。
|
|
679
|
-
*/
|
|
680
|
-
dropModelOnWorld(worldX: number, worldY: number, assetId: string): { mode: 'rebind' | 'spawn', agentId?: string, textureKey: string, x: number, y: number } {
|
|
681
|
-
// 就近找落点 80px 内的角色
|
|
682
|
-
const near = this.nearestAgent(worldX, worldY, 80)
|
|
683
|
-
const model = this.modelsById.get(assetId)
|
|
684
|
-
const texKey = model?.id ?? assetId
|
|
685
|
-
// 若纹理未注册,先按模型库 file 加载(无则回退 assetId,可能为空 → 显示原纹理)
|
|
686
|
-
if (model && !this.textures.exists(texKey)) this.registerModelFromId(assetId, model.file, model.name)
|
|
687
|
-
if (near) {
|
|
688
|
-
// 换装:直接改该角色所用纹理 + 动画 key
|
|
689
|
-
this.swapTexture(near, texKey)
|
|
690
|
-
this.showBubble(near.channelId, near.agentId, 'info', `换装 → ${model?.name ?? assetId}`, 2200)
|
|
691
|
-
return { mode: 'rebind', agentId: near.agentId, textureKey: texKey, x: Math.round(near.sprite.x), y: Math.round(near.sprite.y) }
|
|
692
|
-
}
|
|
693
|
-
// 落点生成一个"居民"(可拖拽、可游走的装饰性角色;无实际 agent 绑定)
|
|
694
|
-
if (this.textures.exists(texKey)) {
|
|
695
|
-
this.spawnResident(worldX, worldY, texKey, model?.name ?? assetId)
|
|
696
|
-
return { mode: 'spawn', textureKey: texKey, x: Math.round(worldX), y: Math.round(worldY) }
|
|
697
|
-
}
|
|
698
|
-
return { mode: 'rebind', textureKey: texKey, x: Math.round(worldX), y: Math.round(worldY) }
|
|
699
|
-
}
|
|
700
|
-
|
|
701
|
-
/** 就近角色(落点 80px 内) */
|
|
702
|
-
private nearestAgent(x: number, y: number, maxDist: number): AgentSprite | undefined {
|
|
703
|
-
let best: AgentSprite | undefined
|
|
704
|
-
let bestD = maxDist
|
|
705
|
-
for (const a of this.agents.values()) {
|
|
706
|
-
const d = Math.hypot(a.sprite.x - x, a.sprite.y - y)
|
|
707
|
-
if (d < bestD) {
|
|
708
|
-
best = a
|
|
709
|
-
bestD = d
|
|
710
|
-
}
|
|
711
|
-
}
|
|
712
|
-
return best
|
|
713
|
-
}
|
|
714
|
-
|
|
715
|
-
/** 换装:改纹理 key + 重播动画 + 记录 modelRef */
|
|
716
|
-
private swapTexture(asp: AgentSprite, texKey: string): void {
|
|
717
|
-
if (!this.textures.exists(texKey)) return
|
|
718
|
-
asp.sprite.setTexture(texKey)
|
|
719
|
-
asp.sprite.anims.play(`wu-bob-${texKey}`, true)
|
|
720
|
-
asp.textureKey = texKey
|
|
721
|
-
// 仅当 texKey 是自定义模型 id 时记录;内置员工模型不回写(避免覆盖引导)
|
|
722
|
-
asp.modelRef = texKey
|
|
723
|
-
}
|
|
724
|
-
|
|
725
|
-
/** 在落点生成一个可拖拽居民(无 agent 绑定;纯装饰,游走于频道外) */
|
|
726
|
-
private spawnResident(x: number, y: number, texKey: string, name: string): void {
|
|
727
|
-
const sprite = this.physics.add.sprite(x, y, texKey, 0)
|
|
728
|
-
const sbody = sprite.body as Phaser.Physics.Arcade.Body
|
|
729
|
-
sbody.setSize(18, 18)
|
|
730
|
-
sbody.setOffset(15, 66)
|
|
731
|
-
sprite.setCollideWorldBounds(true)
|
|
732
|
-
sprite.setDepth(y)
|
|
733
|
-
sprite.anims.play(`wu-bob-${texKey}`, true)
|
|
734
|
-
const aura = this.add.image(x, y, 'wu-aura').setTint(0xffe9c4).setAlpha(0.35).setDepth(y - 10).setScale(1.2)
|
|
735
|
-
this.tweens.add({ targets: aura, alpha: { from: 0.25, to: 0.5 }, scale: { from: 1.05, to: 1.4 }, yoyo: true, repeat: -1, duration: 2400, ease: 'sine.inout' })
|
|
736
|
-
const label = this.add.text(x, y - 30, name, {
|
|
737
|
-
fontFamily: 'Geist, PingFang SC, sans-serif',
|
|
738
|
-
fontSize: '10px', fontStyle: '600', color: '#fff', padding: { x: 6, y: 2 },
|
|
739
|
-
}).setOrigin(0.5, 1).setDepth(y + 200).setStyle({ backgroundColor: 'rgba(18,20,30,0.62)' })
|
|
740
|
-
// 作为轻量"居民"注册进 agents,便于拖动/显示(标记为 decor 角色,不入 agentCount 统计语义)
|
|
741
|
-
const statusRing = this.add.graphics().setDepth(y + 200)
|
|
742
|
-
const progressLabel = this.add.text(x, y - 44, '', {
|
|
743
|
-
fontFamily: 'Geist Mono, monospace',
|
|
744
|
-
fontSize: '9px',
|
|
745
|
-
color: '#4c8f63',
|
|
746
|
-
backgroundColor: 'rgba(255,255,255,0.85)',
|
|
747
|
-
padding: { x: 4, y: 1 },
|
|
748
|
-
}).setOrigin(0.5, 1).setDepth(y + 200)
|
|
749
|
-
const decor: AgentSprite = {
|
|
750
|
-
channelId: '',
|
|
751
|
-
agentId: `resident-${Date.now().toString(36)}`,
|
|
752
|
-
name,
|
|
753
|
-
role: 'worker',
|
|
754
|
-
sprite,
|
|
755
|
-
aura,
|
|
756
|
-
statusRing,
|
|
757
|
-
nameLabel: label,
|
|
758
|
-
progressLabel,
|
|
759
|
-
bubble: null,
|
|
760
|
-
bubbleTimer: null,
|
|
761
|
-
state: 'idle',
|
|
762
|
-
progress: null,
|
|
763
|
-
dragging: false,
|
|
764
|
-
homeX: x,
|
|
765
|
-
homeY: y,
|
|
766
|
-
textureKey: texKey,
|
|
767
|
-
modelRef: texKey,
|
|
768
|
-
behavior: { mode: 'idle', roamTarget: null, targetId: null, waitUntil: 0, engaged: false },
|
|
769
|
-
}
|
|
770
|
-
this.agents.set(decor.agentId, decor)
|
|
771
|
-
this.enableDraggable(decor)
|
|
772
|
-
}
|
|
227
|
+
get worldYMax(): number { return WORLD_H }
|
|
773
228
|
|
|
774
229
|
// ================================================================
|
|
775
230
|
// 事件驱动入口(useTownBus 订阅转发)
|
|
@@ -809,342 +264,8 @@ export class TownScene extends Phaser.Scene {
|
|
|
809
264
|
if (action) this.startBehavior(action)
|
|
810
265
|
}
|
|
811
266
|
|
|
812
|
-
/**
|
|
813
|
-
* 事件 → 视觉共鸣(把目光吸过去,但不打断):
|
|
814
|
-
* - 消息类 → 说话者身上扩散一圈共鸣波纹(speaking pulse)
|
|
815
|
-
* - task.status(完成) → 频道领地冲出一道光柱 + 星星粒子
|
|
816
|
-
* - error → 该频道一圈红色涟漪 + 频道旗变红
|
|
817
|
-
* - task.status(其它/进行中) → 频道旗变黄(busy)
|
|
818
|
-
*/
|
|
819
|
-
private emitResonance(e: AepEnvelope): void {
|
|
820
|
-
const def = this.blocks.get(e.channelId)
|
|
821
|
-
const asp = e.agentId ? this.agents.get(e.agentId) : undefined
|
|
822
|
-
const cx = asp?.sprite.x ?? def?.centerX
|
|
823
|
-
const cy = asp?.sprite.y ?? def?.centerY
|
|
824
|
-
if (cx === undefined || cy === undefined) return
|
|
825
|
-
|
|
826
|
-
if (e.type === 'agent.message' || e.type === 'agent.status.message' || e.type === 'a2a.message') {
|
|
827
|
-
this.pulseRing(cx, cy, asp?.aura.tintTopLeft ?? def?.colorNum ?? 0xffffff, 0x4da3ff)
|
|
828
|
-
}
|
|
829
|
-
else if (e.type === 'error') {
|
|
830
|
-
this.pulseRing(cx, cy, 0xff6b5c, 0xff6b5c)
|
|
831
|
-
this.setFlag(e.channelId, 'danger')
|
|
832
|
-
}
|
|
833
|
-
else if (e.type === 'task.status') {
|
|
834
|
-
const state = (e.payload as { state?: string }).state
|
|
835
|
-
if (state === 'completed') {
|
|
836
|
-
this.lightColumn(cx, cy, 0xd8fff2)
|
|
837
|
-
}
|
|
838
|
-
else if (state === 'working' || state === 'assigned') {
|
|
839
|
-
this.setFlag(e.channelId, 'busy')
|
|
840
|
-
}
|
|
841
|
-
else if (state === 'failed' || state === 'canceled') {
|
|
842
|
-
this.pulseRing(cx, cy, 0xff9e6b, 0xff9e6b)
|
|
843
|
-
this.setFlag(e.channelId, 'danger')
|
|
844
|
-
}
|
|
845
|
-
else if (state === 'waiting') {
|
|
846
|
-
this.setFlag(e.channelId, 'wait')
|
|
847
|
-
}
|
|
848
|
-
}
|
|
849
|
-
}
|
|
850
|
-
|
|
851
|
-
/** 一个扩散共鸣波纹(圆环放大并淡出) */
|
|
852
|
-
private pulseRing(x: number, y: number, color: number, _glow: number): void {
|
|
853
|
-
const ring = this.add.image(x, y, 'wu-ring').setTint(color).setAlpha(0.8).setDepth(y + 300).setScale(0.3)
|
|
854
|
-
this.tweens.add({
|
|
855
|
-
targets: ring,
|
|
856
|
-
scale: 2.2,
|
|
857
|
-
alpha: 0,
|
|
858
|
-
duration: 700,
|
|
859
|
-
ease: 'sine.out',
|
|
860
|
-
onComplete: () => ring.destroy(),
|
|
861
|
-
})
|
|
862
|
-
}
|
|
863
|
-
|
|
864
|
-
/** 高频光柱(交付/完成时从频道领地冲天) */
|
|
865
|
-
private lightColumn(x: number, y: number, color: number): void {
|
|
866
|
-
const beam = this.add.image(x, y - 40, 'wu-aura').setTint(color).setAlpha(0.9).setDepth(y + 320).setScale(0, 6)
|
|
867
|
-
this.tweens.add({
|
|
868
|
-
targets: beam,
|
|
869
|
-
scaleX: 1.1,
|
|
870
|
-
scaleY: 2.2,
|
|
871
|
-
alpha: 0,
|
|
872
|
-
duration: 900,
|
|
873
|
-
ease: 'power2.out',
|
|
874
|
-
onComplete: () => beam.destroy(),
|
|
875
|
-
})
|
|
876
|
-
}
|
|
877
|
-
|
|
878
|
-
/** 频道状态旗(地标塔顶变色;busy/wait/danger) */
|
|
879
|
-
private setFlag(channelId: string, state: 'busy' | 'wait' | 'danger'): void {
|
|
880
|
-
const def = this.blocks.get(channelId)
|
|
881
|
-
if (!def) return
|
|
882
|
-
const color = state === 'danger' ? 0xff6b5c : state === 'wait' ? 0xf5a742 : 0x57d29a
|
|
883
|
-
// 在塔顶光球处再放一个呼吸旗(轻量;若已存在则复用)
|
|
884
|
-
let flag = this.flagBy.get(channelId)
|
|
885
|
-
if (!flag) {
|
|
886
|
-
flag = this.add.circle(def.centerX, def.centerY - 150, 10, color, 0.9).setDepth(def.centerY - 10)
|
|
887
|
-
this.flagBy.set(channelId, flag)
|
|
888
|
-
this.blockDecor.push(flag)
|
|
889
|
-
}
|
|
890
|
-
flag.setFillStyle(color, 0.9)
|
|
891
|
-
this.tweens.add({ targets: flag, alpha: { from: 0.6, to: 1 }, yoyo: true, repeat: -1, duration: 800 })
|
|
892
|
-
}
|
|
893
|
-
|
|
894
267
|
/** 频道旗(顶球)缓存 */
|
|
895
|
-
|
|
896
|
-
|
|
897
|
-
// ================================================================
|
|
898
|
-
// 行为状态机(事件→决策→动作;标准 AI 控制游戏架构)
|
|
899
|
-
// ================================================================
|
|
900
|
-
|
|
901
|
-
/** 触发一次「跑去下发」行为:from 跑到 to 身边 */
|
|
902
|
-
private startBehavior(action: ActionContext): void {
|
|
903
|
-
const from = this.agents.get(action.fromId)
|
|
904
|
-
const to = this.agents.get(action.toId)
|
|
905
|
-
if (!from || !to) {
|
|
906
|
-
// 目标 agent 尚未出现在镇上(可能跨块懒装配中):忽略,等实体到达
|
|
907
|
-
return
|
|
908
|
-
}
|
|
909
|
-
// 用户正在拖动的角色不被打断
|
|
910
|
-
if (from.dragging) return
|
|
911
|
-
const b = from.behavior
|
|
912
|
-
b.mode = 'approach'
|
|
913
|
-
b.targetId = to.agentId
|
|
914
|
-
b.action = action
|
|
915
|
-
// 邀请接收方驻足配合(暂停其游走,双方才能对上话;不再互相追逐)
|
|
916
|
-
if (!to.dragging) {
|
|
917
|
-
to.behavior.engaged = true
|
|
918
|
-
to.behavior.roamTarget = null
|
|
919
|
-
;(to.sprite.body as Phaser.Physics.Arcade.Body).stop()
|
|
920
|
-
}
|
|
921
|
-
if (from.sprite.body) (from.sprite.body as Phaser.Physics.Arcade.Body).stop()
|
|
922
|
-
this.emit('behavior', {
|
|
923
|
-
agentName: from.name,
|
|
924
|
-
action: this.behaviorActionLabel(action.kind),
|
|
925
|
-
targetName: to.name,
|
|
926
|
-
})
|
|
927
|
-
}
|
|
928
|
-
|
|
929
|
-
private behaviorActionLabel(kind: ActionKind): string {
|
|
930
|
-
return kind === 'task' ? '下发任务' : kind === 'reply' ? '回复' : '发送消息'
|
|
931
|
-
}
|
|
932
|
-
|
|
933
|
-
/**
|
|
934
|
-
* 行为状态机逐帧执行(由 update 调用)。
|
|
935
|
-
* 状态流转:approach(跑到下发对象)→ 到达 → 送达 → wait[需回复]/returnHome[否]→ roam。
|
|
936
|
-
*/
|
|
937
|
-
private runBehavior(asp: AgentSprite, dt: number): void {
|
|
938
|
-
const b = asp.behavior
|
|
939
|
-
|
|
940
|
-
// ---------- roam:领地内来回移动(idle 时的默认行为;被邀请时驻足配合) ----------
|
|
941
|
-
if (b.mode === 'idle' || b.mode === 'roam') {
|
|
942
|
-
if (asp.behavior.engaged || asp.dragging) {
|
|
943
|
-
this.stopAt(asp)
|
|
944
|
-
return
|
|
945
|
-
}
|
|
946
|
-
b.mode = 'roam'
|
|
947
|
-
if (!b.roamTarget) {
|
|
948
|
-
const def = this.blocks.get(asp.channelId)
|
|
949
|
-
const range = def?.radius ? def.radius * 0.5 : 80
|
|
950
|
-
b.roamTarget = {
|
|
951
|
-
x: asp.homeX + (Math.random() * 2 - 1) * range,
|
|
952
|
-
y: asp.homeY + (Math.random() * 2 - 1) * range * 0.6,
|
|
953
|
-
}
|
|
954
|
-
}
|
|
955
|
-
const ok = this.driveToward(asp, b.roamTarget, AGENT_SPEED * 0.5, dt)
|
|
956
|
-
if (ok) b.roamTarget = null
|
|
957
|
-
return
|
|
958
|
-
}
|
|
959
|
-
|
|
960
|
-
// ---------- approach:跑向下发对象 ----------
|
|
961
|
-
if (b.mode === 'approach') {
|
|
962
|
-
const target = b.targetId ? this.agents.get(b.targetId) : undefined
|
|
963
|
-
if (!target) {
|
|
964
|
-
this.stopAt(asp)
|
|
965
|
-
b.mode = 'idle'
|
|
966
|
-
return
|
|
967
|
-
}
|
|
968
|
-
const pos = { x: target.sprite.x, y: target.sprite.y }
|
|
969
|
-
const arrived = this.driveToward(asp, pos, AGENT_SPEED, dt)
|
|
970
|
-
if (arrived) {
|
|
971
|
-
this.stopAt(asp)
|
|
972
|
-
this.behaviorDeliver(asp, target)
|
|
973
|
-
if (b.action?.requireReply) {
|
|
974
|
-
b.mode = 'wait'
|
|
975
|
-
b.waitUntil = this.time.now + WAIT_MS
|
|
976
|
-
}
|
|
977
|
-
else {
|
|
978
|
-
b.mode = 'returnHome'
|
|
979
|
-
this.releaseEngaged(asp)
|
|
980
|
-
b.targetId = null
|
|
981
|
-
}
|
|
982
|
-
}
|
|
983
|
-
return
|
|
984
|
-
}
|
|
985
|
-
|
|
986
|
-
// ---------- wait:在目标附近等待回复/执行结果 ----------
|
|
987
|
-
if (b.mode === 'wait') {
|
|
988
|
-
if (asp.dragging) {
|
|
989
|
-
this.stopAt(asp)
|
|
990
|
-
return
|
|
991
|
-
}
|
|
992
|
-
const target = b.targetId ? this.agents.get(b.targetId) : undefined
|
|
993
|
-
if (target && !target.dragging) {
|
|
994
|
-
const stand = { x: target.sprite.x + 28, y: target.sprite.y + 8 }
|
|
995
|
-
this.driveToward(asp, stand, AGENT_SPEED * 0.6, dt)
|
|
996
|
-
}
|
|
997
|
-
else this.stopAt(asp)
|
|
998
|
-
if (this.time.now >= b.waitUntil) {
|
|
999
|
-
b.mode = 'returnHome'
|
|
1000
|
-
this.releaseEngaged(asp)
|
|
1001
|
-
}
|
|
1002
|
-
return
|
|
1003
|
-
}
|
|
1004
|
-
|
|
1005
|
-
// ---------- returnHome:事毕回归出生位(用户拖动后为落点) ----------
|
|
1006
|
-
if (b.mode === 'returnHome') {
|
|
1007
|
-
if (asp.dragging) {
|
|
1008
|
-
this.stopAt(asp)
|
|
1009
|
-
return
|
|
1010
|
-
}
|
|
1011
|
-
const arrived = this.driveToward(asp, { x: asp.homeX, y: asp.homeY }, AGENT_SPEED * 0.7, dt)
|
|
1012
|
-
if (arrived) {
|
|
1013
|
-
this.stopAt(asp)
|
|
1014
|
-
asp.sprite.setPosition(asp.homeX, asp.homeY)
|
|
1015
|
-
b.mode = 'idle'
|
|
1016
|
-
b.targetId = null
|
|
1017
|
-
b.action = undefined
|
|
1018
|
-
}
|
|
1019
|
-
return
|
|
1020
|
-
}
|
|
1021
|
-
}
|
|
1022
|
-
|
|
1023
|
-
/** 释放被本角色邀请(engaged)的目标:让其恢复游走 */
|
|
1024
|
-
private releaseEngaged(asp: AgentSprite): void {
|
|
1025
|
-
const target = asp.behavior.targetId ? this.agents.get(asp.behavior.targetId) : undefined
|
|
1026
|
-
if (target) target.behavior.engaged = false
|
|
1027
|
-
}
|
|
1028
|
-
|
|
1029
|
-
/** 送达:在目标头上弹气泡(下发/通信内容) + 广播行为日志 */
|
|
1030
|
-
private behaviorDeliver(asp: AgentSprite, target: AgentSprite): void {
|
|
1031
|
-
const text = asp.behavior.action?.text ?? ''
|
|
1032
|
-
if (text) {
|
|
1033
|
-
this.showBubble(asp.channelId, target.agentId, 'info', text, 2600)
|
|
1034
|
-
}
|
|
1035
|
-
this.emit('behavior', {
|
|
1036
|
-
agentName: asp.name,
|
|
1037
|
-
action: this.behaviorActionLabel(asp.behavior.action?.kind ?? 'message'),
|
|
1038
|
-
targetName: target.name,
|
|
1039
|
-
})
|
|
1040
|
-
}
|
|
1041
|
-
|
|
1042
|
-
/**
|
|
1043
|
-
* 驱动角色朝目标移动一步(stepToward 计算方向 → velocity)。
|
|
1044
|
-
* 返回是否已到达。速度随距离减速(近目标放缓,站位更自然)。
|
|
1045
|
-
*/
|
|
1046
|
-
private driveToward(asp: AgentSprite, target: { x: number, y: number }, speed: number, dt: number): boolean {
|
|
1047
|
-
const body = asp.sprite.body as Phaser.Physics.Arcade.Body
|
|
1048
|
-
if (!body.enable) return false
|
|
1049
|
-
const cur = { x: asp.sprite.x, y: asp.sprite.y }
|
|
1050
|
-
const next = stepToward(cur, target, speed, dt)
|
|
1051
|
-
asp.sprite.setFlipX(next.dir === 'left')
|
|
1052
|
-
body.setVelocity((next.x - cur.x) / dt, (next.y - cur.y) / dt)
|
|
1053
|
-
// 行走态(与静止 bob 区分)
|
|
1054
|
-
this.playSheetAnim(asp.sprite, 'walk')
|
|
1055
|
-
return next.arrived
|
|
1056
|
-
}
|
|
1057
|
-
|
|
1058
|
-
/** 停止角色运动(velocity=0) */
|
|
1059
|
-
private stopAt(asp: AgentSprite): void {
|
|
1060
|
-
const body = asp.sprite.body as Phaser.Physics.Arcade.Body | null
|
|
1061
|
-
body?.stop()
|
|
1062
|
-
this.playSheetAnim(asp.sprite, 'idle')
|
|
1063
|
-
}
|
|
1064
|
-
|
|
1065
|
-
/** 统一播放某纹理的 idle/walk/work 动画;未注册时回退悬停 bob */
|
|
1066
|
-
private playSheetAnim(sprite: Phaser.GameObjects.Sprite, state: 'idle' | 'walk' | 'work'): void {
|
|
1067
|
-
const key = `${sprite.texture.key}-${state}`
|
|
1068
|
-
if (this.anims.exists(key)) {
|
|
1069
|
-
if (sprite.anims.currentAnim?.key !== key) sprite.anims.play(key, true)
|
|
1070
|
-
}
|
|
1071
|
-
else {
|
|
1072
|
-
const bobKey = `wu-bob-${sprite.texture.key}`
|
|
1073
|
-
if (this.anims.exists(bobKey) && sprite.anims.currentAnim?.key !== bobKey) sprite.anims.play(bobKey, true)
|
|
1074
|
-
}
|
|
1075
|
-
}
|
|
1076
|
-
|
|
1077
|
-
// ================================================================
|
|
1078
|
-
// 头顶气泡(每 agent 至多一个;SLACK 白卡样式)
|
|
1079
|
-
// ================================================================
|
|
1080
|
-
|
|
1081
|
-
private showBubble(channelId: string, agentId: string | undefined, kind: TownBubbleKind, text: string, ttlMs: number): void {
|
|
1082
|
-
const asp = agentId ? this.agents.get(agentId) : undefined
|
|
1083
|
-
const anchor = asp?.sprite
|
|
1084
|
-
// 无具体 agent 的气泡:挂到频道领地上方
|
|
1085
|
-
const def = this.blocks.get(channelId)
|
|
1086
|
-
const ax = anchor?.x ?? def?.centerX ?? 400
|
|
1087
|
-
const ay = (anchor?.y ?? def?.centerY ?? 300) - 34
|
|
1088
|
-
const style = BUBBLE_STYLE[kind] ?? BUBBLE_STYLE.info
|
|
1089
|
-
|
|
1090
|
-
const destroyPrev = (): void => {
|
|
1091
|
-
if (asp?.bubble) {
|
|
1092
|
-
asp.bubble.destroy()
|
|
1093
|
-
asp.bubble = null
|
|
1094
|
-
if (asp.bubbleTimer) {
|
|
1095
|
-
asp.bubbleTimer.remove(false)
|
|
1096
|
-
asp.bubbleTimer = null
|
|
1097
|
-
}
|
|
1098
|
-
}
|
|
1099
|
-
}
|
|
1100
|
-
destroyPrev()
|
|
1101
|
-
|
|
1102
|
-
const bg = this.add.rectangle(0, 0, 12, 12, style.bg, 0.94)
|
|
1103
|
-
const label = this.add.text(0, 0, text, {
|
|
1104
|
-
fontFamily: 'Geist, PingFang SC, sans-serif',
|
|
1105
|
-
fontSize: '11px',
|
|
1106
|
-
color: style.fg,
|
|
1107
|
-
padding: { x: 9, y: 5 },
|
|
1108
|
-
wordWrap: { width: 220 },
|
|
1109
|
-
align: 'left',
|
|
1110
|
-
})
|
|
1111
|
-
const w = Math.min(240, label.width + 18)
|
|
1112
|
-
const h = label.height + 10
|
|
1113
|
-
bg.setSize(w, h)
|
|
1114
|
-
const container = this.add.container(ax, ay, [bg, label])
|
|
1115
|
-
container.setDepth(500)
|
|
1116
|
-
container.setAlpha(0)
|
|
1117
|
-
container.setScale(0.92)
|
|
1118
|
-
this.tweens.add({ targets: container, alpha: 1, y: ay - 6, scale: 1, duration: 180, ease: 'back.out' })
|
|
1119
|
-
|
|
1120
|
-
this.dbgBubbles.push({ text, at: Date.now() })
|
|
1121
|
-
this.dbgActivity = { channelId, agentName: asp?.name ?? def?.name ?? '系统', text }
|
|
1122
|
-
this.recentActivity.push({ channelId, agentName: asp?.name ?? def?.name ?? '系统', text })
|
|
1123
|
-
if (this.recentActivity.length > 6) this.recentActivity.splice(0, this.recentActivity.length - 6)
|
|
1124
|
-
this.emit('lastActivity', this.dbgActivity)
|
|
1125
|
-
|
|
1126
|
-
if (asp) {
|
|
1127
|
-
asp.bubble = container
|
|
1128
|
-
asp.bubbleTimer = this.time.delayedCall(ttlMs, () => {
|
|
1129
|
-
this.tweens.add({
|
|
1130
|
-
targets: container,
|
|
1131
|
-
alpha: 0,
|
|
1132
|
-
y: container.y - 8,
|
|
1133
|
-
duration: 220,
|
|
1134
|
-
onComplete: () => {
|
|
1135
|
-
container.destroy()
|
|
1136
|
-
if (asp) asp.bubble = null
|
|
1137
|
-
},
|
|
1138
|
-
})
|
|
1139
|
-
if (asp) asp.bubbleTimer = null
|
|
1140
|
-
})
|
|
1141
|
-
}
|
|
1142
|
-
else {
|
|
1143
|
-
this.time.delayedCall(ttlMs, () => {
|
|
1144
|
-
this.tweens.add({ targets: container, alpha: 0, y: container.y - 8, duration: 220, onComplete: () => container.destroy() })
|
|
1145
|
-
})
|
|
1146
|
-
}
|
|
1147
|
-
}
|
|
268
|
+
flagBy = new Map<string, Phaser.GameObjects.Arc>()
|
|
1148
269
|
|
|
1149
270
|
/** channel.snapshot 后重建(清空旧树,由 Vue 重新 seedEntities + buildBlocks) */
|
|
1150
271
|
resetAll(): void {
|
|
@@ -1228,41 +349,8 @@ export class TownScene extends Phaser.Scene {
|
|
|
1228
349
|
return [...this.recentActivity]
|
|
1229
350
|
}
|
|
1230
351
|
|
|
1231
|
-
private createAnimations(): void {
|
|
1232
|
-
const sheets = [...WORKER_SHEETS, LEAD_SHEET, 'knight', 'mage', 'bot']
|
|
1233
|
-
for (const sheet of sheets) {
|
|
1234
|
-
this.ensureSheetAnims(sheet)
|
|
1235
|
-
}
|
|
1236
|
-
}
|
|
1237
|
-
|
|
1238
|
-
/** 为某纹理 key 建 idle/walk/work 三态动画(幂等);内置与自定义模型统一接口 */
|
|
1239
|
-
private ensureSheetAnims(key: string): void {
|
|
1240
|
-
const def = resolveAnimDef(key, this.animSpecs.get(key))
|
|
1241
|
-
for (const state of ['idle', 'walk', 'work'] as const) {
|
|
1242
|
-
const a = def[state]
|
|
1243
|
-
const animKey = a.key
|
|
1244
|
-
if (!this.anims.exists(animKey)) {
|
|
1245
|
-
this.anims.create({
|
|
1246
|
-
key: animKey,
|
|
1247
|
-
frames: this.anims.generateFrameNumbers(key, { start: a.start, end: a.end }),
|
|
1248
|
-
frameRate: a.frameRate,
|
|
1249
|
-
repeat: a.repeat,
|
|
1250
|
-
})
|
|
1251
|
-
}
|
|
1252
|
-
}
|
|
1253
|
-
// 兼容旧播放名 wu-bob-<key>(仍能播悬停)
|
|
1254
|
-
if (!this.anims.exists(`wu-bob-${key}`)) {
|
|
1255
|
-
this.anims.create({
|
|
1256
|
-
key: `wu-bob-${key}`,
|
|
1257
|
-
frames: this.anims.generateFrameNumbers(key, { start: 0, end: (this.animSpecs.get(key)?.frames ?? 4) - 1 }),
|
|
1258
|
-
frameRate: 3,
|
|
1259
|
-
repeat: -1,
|
|
1260
|
-
})
|
|
1261
|
-
}
|
|
1262
|
-
}
|
|
1263
|
-
|
|
1264
352
|
/** 已声明帧布局的动画规格(自定义模型经 registerModelFromId 注入) */
|
|
1265
|
-
|
|
353
|
+
animSpecs = new Map<string, ModelAnimSpec>()
|
|
1266
354
|
|
|
1267
355
|
override update(_t: number, delta: number): void {
|
|
1268
356
|
// 玩家移动(漫游)
|
|
@@ -1337,19 +425,42 @@ export class TownScene extends Phaser.Scene {
|
|
|
1337
425
|
}
|
|
1338
426
|
}
|
|
1339
427
|
|
|
1340
|
-
|
|
1341
|
-
|
|
1342
|
-
|
|
1343
|
-
|
|
1344
|
-
|
|
1345
|
-
|
|
1346
|
-
|
|
1347
|
-
|
|
1348
|
-
|
|
1349
|
-
|
|
1350
|
-
|
|
1351
|
-
|
|
1352
|
-
|
|
1353
|
-
|
|
428
|
+
// ================================================================
|
|
429
|
+
// 抽出模块的薄委托(宿主契约面;实现见 scene/town-scene-*.ts)
|
|
430
|
+
// ================================================================
|
|
431
|
+
|
|
432
|
+
private createParallax(): void { createParallax(this) }
|
|
433
|
+
private updateParallax(): void { updateParallax(this) }
|
|
434
|
+
private drawCore(): void { drawCore(this) }
|
|
435
|
+
private drawBlock(def: TownBlockDef): void { drawBlock(this, def) }
|
|
436
|
+
private emitResonance(e: AepEnvelope): void { emitResonance(this, e) }
|
|
437
|
+
private startBehavior(action: ActionContext): void { startBehavior(this, action) }
|
|
438
|
+
private runBehavior(asp: AgentSprite, dt: number): void { runBehavior(this, asp, dt) }
|
|
439
|
+
private stopAt(asp: AgentSprite): void { stopAt(this, asp) }
|
|
440
|
+
private showBubble(channelId: string, agentId: string | undefined, kind: TownBubbleKind, text: string, ttlMs: number): void { showBubble(this, channelId, agentId, kind, text, ttlMs) }
|
|
441
|
+
private drawStatusRing(asp: AgentSprite): void { drawStatusRing(asp) }
|
|
442
|
+
private ensureAgentSprite(a: AgentSpawnInput, cx?: number, cy?: number): boolean { return ensureAgentSprite(this, a, cx, cy) }
|
|
443
|
+
private createAnimations(): void { createAnimations(this) }
|
|
444
|
+
|
|
445
|
+
/** 登记领地/装饰对象(resetAll 时统一销毁) */
|
|
446
|
+
pushDecor(...objs: Phaser.GameObjects.GameObject[]): void {
|
|
447
|
+
this.blockDecor.push(...objs)
|
|
448
|
+
}
|
|
449
|
+
|
|
450
|
+
// ---- 模型库公开 API 薄委托(实现 + 原文档注释见 scene/town-scene-models.ts) ----
|
|
451
|
+
|
|
452
|
+
/** 批量注册模型库清单(由 Vue 从 useCharacterAssets 注入;幂等) */
|
|
453
|
+
registerModelsFromList(list: Array<{ id: string, file: string, name: string, spec?: ModelAnimSpec }>): void {
|
|
454
|
+
registerModelsFromList(this, list)
|
|
455
|
+
}
|
|
456
|
+
|
|
457
|
+
/** 注册一个自定义模型(按 assetId 从模型库清单查 file);幂等;纹理已就绪返回 true */
|
|
458
|
+
registerModelFromId(id: string, file: string, name: string, spec?: ModelAnimSpec): boolean {
|
|
459
|
+
return registerModelFromId(this, id, file, name, spec)
|
|
460
|
+
}
|
|
461
|
+
|
|
462
|
+
/** HTML5 拖拽落下 → 落到某个角色上则「换装」该角色,否则在落点「生成一个居民」 */
|
|
463
|
+
dropModelOnWorld(worldX: number, worldY: number, assetId: string): { mode: 'rebind' | 'spawn', agentId?: string, textureKey: string, x: number, y: number } {
|
|
464
|
+
return dropModelOnWorld(this, worldX, worldY, assetId)
|
|
1354
465
|
}
|
|
1355
466
|
}
|