| 1 | // Building placement system for dougk |
| 2 | // Handles ghost preview, snap zones, and building instantiation |
| 3 | |
| 4 | import * as THREE from 'three' |
| 5 | import { createBuilding, createGhostBuilding } from './buildings.js' |
| 6 | import inventory from './shop/inventory.js' |
| 7 | import { playPlaceBuilding } from './sounds.js' |
| 8 | |
| 9 | // Placement states |
| 10 | const STATE = { |
| 11 | INACTIVE: 'inactive', |
| 12 | SELECTING: 'selecting' |
| 13 | } |
| 14 | |
| 15 | export class PlacementManager { |
| 16 | constructor(scene, pond, camera, gradientMap) { |
| 17 | this.scene = scene |
| 18 | this.pond = pond |
| 19 | this.camera = camera |
| 20 | this.gradientMap = gradientMap |
| 21 | |
| 22 | this.state = STATE.INACTIVE |
| 23 | this.currentBuildingType = null |
| 24 | this.ghostMesh = null |
| 25 | this.hoveredZone = null |
| 26 | this.placedBuildings = new THREE.Group() |
| 27 | |
| 28 | this.raycaster = new THREE.Raycaster() |
| 29 | this.mouse = new THREE.Vector2() |
| 30 | |
| 31 | // Invisible ground plane for raycasting (so ghost is always visible) |
| 32 | this.groundPlane = new THREE.Mesh( |
| 33 | new THREE.PlaneGeometry(50, 50), |
| 34 | new THREE.MeshBasicMaterial({ visible: false }) |
| 35 | ) |
| 36 | this.groundPlane.rotation.x = -Math.PI / 2 |
| 37 | this.groundPlane.position.y = 0 |
| 38 | scene.add(this.groundPlane) |
| 39 | |
| 40 | // Building forbidden radius (for creature emergence) |
| 41 | this.buildingRadius = { |
| 42 | dock_wooden: 0.8, |
| 43 | fishing_hut: 0.9, |
| 44 | lighthouse: 0.5, |
| 45 | reeds: 0.4, |
| 46 | fence: 0.3, |
| 47 | onion_house: 0.6 |
| 48 | } |
| 49 | |
| 50 | scene.add(this.placedBuildings) |
| 51 | |
| 52 | // Callbacks |
| 53 | this.onPlacementComplete = null |
| 54 | this.onPlacementCancel = null |
| 55 | } |
| 56 | |
| 57 | // Start placement mode for a building type |
| 58 | startPlacement(buildingType, callbacks = {}) { |
| 59 | if (this.state !== STATE.INACTIVE) { |
| 60 | this.cancelPlacement() |
| 61 | } |
| 62 | |
| 63 | this.currentBuildingType = buildingType |
| 64 | this.onPlacementComplete = callbacks.onComplete |
| 65 | this.onPlacementCancel = callbacks.onCancel |
| 66 | |
| 67 | // Create ghost mesh (starts as invalid/red, visible immediately) |
| 68 | this.ghostMesh = createGhostBuilding(buildingType, this.gradientMap, false) |
| 69 | this.ghostMesh.visible = true |
| 70 | this.ghostMesh.position.set(0, 0, 0) // Will be updated on mouse move |
| 71 | this.scene.add(this.ghostMesh) |
| 72 | |
| 73 | this.state = STATE.SELECTING |
| 74 | this.hoveredZone = null |
| 75 | |
| 76 | return true |
| 77 | } |
| 78 | |
| 79 | // Cancel current placement |
| 80 | cancelPlacement() { |
| 81 | if (this.ghostMesh) { |
| 82 | this.scene.remove(this.ghostMesh) |
| 83 | this.ghostMesh.traverse((child) => { |
| 84 | if (child.isMesh) { |
| 85 | child.geometry?.dispose() |
| 86 | child.material?.dispose() |
| 87 | } |
| 88 | }) |
| 89 | this.ghostMesh = null |
| 90 | } |
| 91 | |
| 92 | this.state = STATE.INACTIVE |
| 93 | this.currentBuildingType = null |
| 94 | this.hoveredZone = null |
| 95 | |
| 96 | if (this.onPlacementCancel) { |
| 97 | this.onPlacementCancel() |
| 98 | } |
| 99 | } |
| 100 | |
| 101 | // Update mouse position and ghost preview |
| 102 | onMouseMove(event, containerWidth, containerHeight) { |
| 103 | if (this.state !== STATE.SELECTING) return |
| 104 | if (!this.ghostMesh) return |
| 105 | |
| 106 | // Update mouse coordinates |
| 107 | this.mouse.x = (event.clientX / containerWidth) * 2 - 1 |
| 108 | this.mouse.y = -(event.clientY / containerHeight) * 2 + 1 |
| 109 | |
| 110 | // Raycast to invisible ground plane (always hits) |
| 111 | this.raycaster.setFromCamera(this.mouse, this.camera) |
| 112 | const intersects = this.raycaster.intersectObject(this.groundPlane) |
| 113 | |
| 114 | if (intersects.length > 0) { |
| 115 | const point = intersects[0].point |
| 116 | |
| 117 | // Find nearest valid zone |
| 118 | const nearestZone = this.pond.findNearestZone( |
| 119 | point.x, |
| 120 | point.z, |
| 121 | this.currentBuildingType |
| 122 | ) |
| 123 | |
| 124 | if (nearestZone) { |
| 125 | // Snap to zone - show green |
| 126 | this.hoveredZone = nearestZone |
| 127 | this.ghostMesh.position.set(nearestZone.x, 0, nearestZone.z) |
| 128 | this.ghostMesh.rotation.y = nearestZone.angle |
| 129 | this.updateGhostColor(true) |
| 130 | } else { |
| 131 | // No valid zone - follow cursor, show red |
| 132 | this.hoveredZone = null |
| 133 | this.ghostMesh.position.set(point.x, 0, point.z) |
| 134 | this.ghostMesh.rotation.y = 0 |
| 135 | this.updateGhostColor(false) |
| 136 | } |
| 137 | |
| 138 | // Always visible during placement |
| 139 | this.ghostMesh.visible = true |
| 140 | } |
| 141 | } |
| 142 | |
| 143 | // Update ghost mesh color based on validity |
| 144 | updateGhostColor(isValid) { |
| 145 | const color = isValid ? 0x44ff44 : 0xff4444 |
| 146 | this.ghostMesh.traverse((child) => { |
| 147 | if (child.isMesh && child.material) { |
| 148 | child.material.color.setHex(color) |
| 149 | } |
| 150 | }) |
| 151 | } |
| 152 | |
| 153 | // Handle click during placement |
| 154 | onClick(event, containerWidth, containerHeight) { |
| 155 | if (this.state !== STATE.SELECTING) return false |
| 156 | |
| 157 | // Update position one more time |
| 158 | this.onMouseMove(event, containerWidth, containerHeight) |
| 159 | |
| 160 | if (this.hoveredZone) { |
| 161 | // Valid zone - confirm placement |
| 162 | this.confirmPlacement(this.hoveredZone) |
| 163 | return true |
| 164 | } |
| 165 | |
| 166 | return false |
| 167 | } |
| 168 | |
| 169 | // Confirm and place the building |
| 170 | confirmPlacement(zone) { |
| 171 | // Create the real building |
| 172 | const building = createBuilding(this.currentBuildingType, this.gradientMap) |
| 173 | building.position.set(zone.x, 0, zone.z) |
| 174 | building.rotation.y = zone.angle |
| 175 | building.userData.buildingType = this.currentBuildingType |
| 176 | building.userData.zoneId = zone.id |
| 177 | |
| 178 | this.placedBuildings.add(building) |
| 179 | |
| 180 | // Play placement sound |
| 181 | playPlaceBuilding() |
| 182 | |
| 183 | // Mark zone as occupied |
| 184 | this.pond.occupyZone(zone.id) |
| 185 | |
| 186 | // Add forbidden zone for creature emergence |
| 187 | const forbiddenRadius = this.buildingRadius[this.currentBuildingType] || 0.5 |
| 188 | this.pond.addForbiddenZone(zone.x, zone.z, forbiddenRadius) |
| 189 | |
| 190 | // Save to inventory |
| 191 | inventory.placeBuilding(this.currentBuildingType, zone.id) |
| 192 | |
| 193 | // Clean up ghost |
| 194 | if (this.ghostMesh) { |
| 195 | this.scene.remove(this.ghostMesh) |
| 196 | this.ghostMesh.traverse((child) => { |
| 197 | if (child.isMesh) { |
| 198 | child.geometry?.dispose() |
| 199 | child.material?.dispose() |
| 200 | } |
| 201 | }) |
| 202 | this.ghostMesh = null |
| 203 | } |
| 204 | |
| 205 | // Reset state |
| 206 | const buildingType = this.currentBuildingType |
| 207 | this.state = STATE.INACTIVE |
| 208 | this.currentBuildingType = null |
| 209 | this.hoveredZone = null |
| 210 | |
| 211 | // Callback |
| 212 | if (this.onPlacementComplete) { |
| 213 | this.onPlacementComplete(buildingType, zone) |
| 214 | } |
| 215 | |
| 216 | return building |
| 217 | } |
| 218 | |
| 219 | // Load saved buildings from inventory |
| 220 | loadSavedBuildings() { |
| 221 | const savedBuildings = inventory.getPlacedBuildings() |
| 222 | |
| 223 | for (const { type, zoneId } of savedBuildings) { |
| 224 | const zone = this.pond.getZone(zoneId) |
| 225 | if (zone && !zone.occupied) { |
| 226 | // Create and place building |
| 227 | const building = createBuilding(type, this.gradientMap) |
| 228 | building.position.set(zone.x, 0, zone.z) |
| 229 | building.rotation.y = zone.angle |
| 230 | building.userData.buildingType = type |
| 231 | building.userData.zoneId = zone.id |
| 232 | |
| 233 | this.placedBuildings.add(building) |
| 234 | |
| 235 | // Mark zone as occupied |
| 236 | this.pond.occupyZone(zone.id) |
| 237 | |
| 238 | // Add forbidden zone |
| 239 | const forbiddenRadius = this.buildingRadius[type] || 0.5 |
| 240 | this.pond.addForbiddenZone(zone.x, zone.z, forbiddenRadius) |
| 241 | } |
| 242 | } |
| 243 | } |
| 244 | |
| 245 | // Check if currently placing |
| 246 | isPlacing() { |
| 247 | return this.state === STATE.SELECTING |
| 248 | } |
| 249 | |
| 250 | // Get the placed buildings group for outline pass |
| 251 | getPlacedBuildingsGroup() { |
| 252 | return this.placedBuildings |
| 253 | } |
| 254 | |
| 255 | // Remove a placed building (for future use) |
| 256 | removeBuilding(zoneId) { |
| 257 | const building = this.placedBuildings.children.find( |
| 258 | b => b.userData.zoneId === zoneId |
| 259 | ) |
| 260 | |
| 261 | if (building) { |
| 262 | this.placedBuildings.remove(building) |
| 263 | building.traverse((child) => { |
| 264 | if (child.isMesh) { |
| 265 | child.geometry?.dispose() |
| 266 | child.material?.dispose() |
| 267 | } |
| 268 | }) |
| 269 | |
| 270 | // Free up the zone |
| 271 | const zone = this.pond.getZone(zoneId) |
| 272 | if (zone) { |
| 273 | zone.occupied = false |
| 274 | } |
| 275 | |
| 276 | // Remove from inventory |
| 277 | inventory.removeBuilding(zoneId) |
| 278 | |
| 279 | return true |
| 280 | } |
| 281 | |
| 282 | return false |
| 283 | } |
| 284 | |
| 285 | // Update building animations |
| 286 | update(delta, elapsed) { |
| 287 | for (const building of this.placedBuildings.children) { |
| 288 | // Lighthouse beam rotation |
| 289 | if (building.userData.buildingType === 'lighthouse') { |
| 290 | building.traverse((child) => { |
| 291 | if (child.userData.isLightBeam) { |
| 292 | child.rotation.y = elapsed * 0.8 // Slow rotation |
| 293 | } |
| 294 | }) |
| 295 | } |
| 296 | |
| 297 | // Reeds swaying |
| 298 | if (building.userData.buildingType === 'reeds') { |
| 299 | building.traverse((child) => { |
| 300 | if (child.userData.isReed) { |
| 301 | const phase = child.userData.phase |
| 302 | const baseX = child.userData.baseRotX |
| 303 | const baseZ = child.userData.baseRotZ |
| 304 | // Gentle swaying motion |
| 305 | child.rotation.x = baseX + Math.sin(elapsed * 1.5 + phase) * 0.15 |
| 306 | child.rotation.z = baseZ + Math.cos(elapsed * 1.2 + phase) * 0.1 |
| 307 | } |
| 308 | }) |
| 309 | } |
| 310 | } |
| 311 | } |
| 312 | |
| 313 | // Dispose of all resources |
| 314 | dispose() { |
| 315 | this.cancelPlacement() |
| 316 | |
| 317 | // Clean up placed buildings |
| 318 | while (this.placedBuildings.children.length > 0) { |
| 319 | const building = this.placedBuildings.children[0] |
| 320 | this.placedBuildings.remove(building) |
| 321 | building.traverse((child) => { |
| 322 | if (child.isMesh) { |
| 323 | child.geometry?.dispose() |
| 324 | child.material?.dispose() |
| 325 | } |
| 326 | }) |
| 327 | } |
| 328 | |
| 329 | this.scene.remove(this.placedBuildings) |
| 330 | |
| 331 | // Clean up ground plane |
| 332 | if (this.groundPlane) { |
| 333 | this.scene.remove(this.groundPlane) |
| 334 | this.groundPlane.geometry?.dispose() |
| 335 | this.groundPlane.material?.dispose() |
| 336 | } |
| 337 | } |
| 338 | } |