import type { AptitudeKey, Building, Cat, GameState } from "./types"; import { APT_POINT_EVERY, APTITUDE_RATE, BASE_RATE, BOARD_COLS, BOARD_ROWS, BREEDS, BUILD_DEFS, CAT_NAMES, DEFAULT_BUILDING_POS, EAT_THRESHOLD, EXP_PER_LEVEL, FULLNESS_DECAY_PER_SEC, HALL_LEVELS, HALL_TILE, KITCHEN_UPGRADE_COST, mealCap, PASSIVES, PLACEMENT_RULES, RECIPES, TREE_TILES, type BreedDef, type RecipeDef, } from "./data"; import type { BuildingType } from "./types"; const SAVE_KEY = "cat-village-save"; const RES_LABEL: Record = { fish: "생선", wood: "목재", stone: "돌" }; const APTITUDE_KEYS: AptitudeKey[] = [ "fishing", "logging", "mining", "foraging", "cooking", "crafting", "grooming", ]; const rand = (min: number, max: number) => Math.floor(Math.random() * (max - min + 1)) + min; const pickWeighted = (items: T[]): T => { const total = items.reduce((s, i) => s + i.weight, 0); let roll = Math.random() * total; for (const item of items) { roll -= item.weight; if (roll <= 0) return item; } return items[items.length - 1]; }; let seq = 0; const nextId = (prefix: string) => `${prefix}_${Date.now().toString(36)}_${(seq++).toString(36)}`; // ---------- 고양이 생성 ---------- function generateCat(forceAptitude?: AptitudeKey): Cat { const breed: BreedDef = pickWeighted(BREEDS); const aptitude = {} as Record; for (const key of APTITUDE_KEYS) { let value = rand(0, 2); if (breed.bias.includes(key)) value += rand(1, 3); aptitude[key] = Math.min(value, breed.aptitudeCap); } if (forceAptitude && aptitude[forceAptitude] < 2) { aptitude[forceAptitude] = rand(2, 3); } const passives: string[] = []; const pool = [...PASSIVES]; const passiveCount = rand(0, 2); for (let i = 0; i < passiveCount; i++) { const idx = rand(0, pool.length - 1); passives.push(pool.splice(idx, 1)[0].key); } return { id: nextId("cat"), name: CAT_NAMES[rand(0, CAT_NAMES.length - 1)], breed: breed.key, breedName: breed.name, emoji: breed.emoji, level: 1, exp: 0, aptitudePoints: 0, aptitude, stats: { diligence: rand(50, 150), stamina: rand(50, 150), appetite: Math.min(5, Math.max(1, rand(2, 4) + breed.appetiteMod)), }, status: { fullness: 100, happiness: 80 }, passives, assignedTo: null, }; } // ---------- 초기 상태 ---------- function createBuildings(): Building[] { return [ { id: "dock_1", type: "dock", name: "부두", emoji: "⚓", pos: { ...DEFAULT_BUILDING_POS.dock_1 }, level: 1, maxSlots: 3, aptitude: "fishing", resource: "fish", assigned: [], stored: 0, }, { id: "lumberyard_1", type: "lumberyard", name: "벌목장", emoji: "🪓", pos: { ...DEFAULT_BUILDING_POS.lumberyard_1 }, level: 1, maxSlots: 3, aptitude: "logging", resource: "wood", assigned: [], stored: 0, }, ]; } function createInitialState(): GameState { // 시작 고양이 2마리는 각각 낚시·벌목이 가능하도록 보정 (초반 막힘 방지) return { version: 1, resources: { fish: 0, wood: 0, stone: 0 }, cats: [generateCat("fishing"), generateCat("logging")], buildings: createBuildings(), hall: { level: 1, capacity: 3 }, updatedAt: Date.now(), }; } // ---------- 엔진 (모듈 싱글턴, React 밖에서 틱 계산) ---------- let state: GameState | null = null; function passiveSpeedMul(cat: Cat): number { return cat.passives.reduce((mul, key) => { const def = PASSIVES.find((p) => p.key === key); return mul * (def?.speedMul ?? 1); }, 1); } /** 초당 산출량 = 적성 테이블 × 근면 배율 × 패시브 배율 × BASE_RATE */ export function catRate(cat: Cat, aptitudeKey: AptitudeKey): number { const apt = APTITUDE_RATE[cat.aptitude[aptitudeKey]] ?? 0; return apt * (cat.stats.diligence / 100) * passiveSpeedMul(cat) * BASE_RATE; } /** 배고픔 페널티: 0이면 0.3배, 25 미만이면 0.7배 */ export function fullnessPenalty(cat: Cat): number { if (cat.status.fullness <= 0) return 0.3; if (cat.status.fullness < 25) return 0.7; return 1; } /** 실효 산출량 (배고픔 페널티 반영) */ export function effectiveRate(cat: Cat, aptitudeKey: AptitudeKey): number { return catRate(cat, aptitudeKey) * fullnessPenalty(cat); } function passiveFoodMul(cat: Cat): number { let mul = 1; if (cat.passives.includes("small_eater")) mul *= 0.7; if (cat.passives.includes("big_eater")) mul *= 1.5; return mul; } /** 해당 타일에 건물을 놓을 수 있는가 (이동 시 excludeId로 자기 자신 제외) */ export function canPlaceAt( s: GameState, type: BuildingType, i: number, j: number, excludeId?: string, ): boolean { if (!Number.isInteger(i) || !Number.isInteger(j)) return false; // 물 열 제외한 보드 범위 if (i < 0 || j < 0 || i >= BOARD_COLS - 1 || j >= BOARD_ROWS) return false; const rule = PLACEMENT_RULES[type] ?? "land"; if (rule === "nearWater" && i !== BOARD_COLS - 2) return false; // 부두는 물가 열만 if (HALL_TILE.i === i && HALL_TILE.j === j) return false; if (TREE_TILES.some((t) => t.i === i && t.j === j)) return false; if (s.buildings.some((b) => b.id !== excludeId && b.pos.i === i && b.pos.j === j)) return false; return true; } /** 현재 해금된 레시피 중 가장 마지막 것 (부엌이 요리할 메뉴) */ export function activeRecipe(s: GameState): RecipeDef { const kitchenLv = s.buildings.find((b) => b.type === "kitchen")?.level ?? 1; const unlocked = RECIPES.filter( (r) => r.reqHallLv <= s.hall.level && r.reqKitchenLv <= kitchenLv, ); return unlocked[unlocked.length - 1] ?? RECIPES[0]; } function canConsume(s: GameState, input: RecipeDef["input"]): boolean { return Object.entries(input).every( ([key, amount]) => s.resources[key as keyof typeof s.resources] >= (amount ?? 0), ); } function consume(s: GameState, input: RecipeDef["input"]) { for (const [key, amount] of Object.entries(input)) { s.resources[key as keyof typeof s.resources] -= amount ?? 0; } } export const engine = { init(): GameState { if (state) return state; try { const raw = localStorage.getItem(SAVE_KEY); if (raw) { const saved = JSON.parse(raw) as GameState; if (saved.version === 1) state = saved; } } catch { // 저장 데이터가 깨졌으면 새로 시작 } if (!state) state = createInitialState(); // 구버전 세이브 마이그레이션 (필드 보강) state.resources.stone ??= 0; for (const cat of state.cats) cat.aptitudePoints ??= 0; for (const b of state.buildings) b.pos ??= { ...(DEFAULT_BUILDING_POS[b.id] ?? { i: 4, j: 5 }) }; return state; }, tick(dt: number) { if (!state) return; for (const building of state.buildings) { let produced = 0; for (const catId of building.assigned) { const cat = state.cats.find((c) => c.id === catId); if (!cat) continue; produced += effectiveRate(cat, building.aptitude) * dt; // 배치 중 경험치: 초당 1 cat.exp += dt; const needed = cat.level * EXP_PER_LEVEL; if (cat.exp >= needed) { cat.exp -= needed; cat.level += 1; cat.stats.diligence = Math.min(150, cat.stats.diligence + rand(1, 3)); if (cat.level % APT_POINT_EVERY === 0) cat.aptitudePoints += 1; } } if (building.type === "kitchen") { // 요리: 재료가 있고 선반에 자리가 있을 때만 진행 const recipe = activeRecipe(state); building.progress = (building.progress ?? 0) + produced; while (building.progress >= recipe.work) { if (building.stored >= mealCap(building.level) || !canConsume(state, recipe.input)) { building.progress = recipe.work; // 재료·선반 대기 상태로 캡 break; } consume(state, recipe.input); building.stored += 1; building.progress -= recipe.work; } } else { building.stored += produced; } } // 포만도 감소 (식욕 × 패시브) for (const cat of state.cats) { const decay = cat.stats.appetite * FULLNESS_DECAY_PER_SEC * passiveFoodMul(cat); cat.status.fullness = Math.max(0, cat.status.fullness - decay * dt); } // 배고픈 고양이가 부엌에서 자동 식사 (배고픈 순서대로) const kitchens = state.buildings.filter( (b) => b.type === "kitchen" && b.stored >= 1, ); if (kitchens.length > 0) { const recipe = activeRecipe(state); const hungry = [...state.cats] .filter((c) => c.status.fullness <= EAT_THRESHOLD) .sort((a, b) => a.status.fullness - b.status.fullness); for (const cat of hungry) { const kitchen = kitchens.find((k) => k.stored >= 1); if (!kitchen) break; kitchen.stored -= 1; cat.status.fullness = Math.min(100, cat.status.fullness + recipe.fullness); } } state.updatedAt = Date.now(); }, /** 입양 후보 생성 (아직 마을에 합류하지 않음) */ generateCandidates(count = 3): Cat[] { return Array.from({ length: count }, () => generateCat()); }, /** 후보 중 한 마리 입양 확정 */ adoptCandidate(cat: Cat): string | null { if (!state) return null; if (state.cats.length >= state.hall.capacity) return "수용 인원이 가득 찼습니다 (회관 증축 필요)"; state.cats.push(cat); return null; }, /** 공통 건설: 상점 구매 후 선택한 타일에 배치 (비용은 배치 확정 시 차감) */ build(type: "quarry" | "kitchen", pos: { i: number; j: number }): string | null { if (!state) return null; const def = BUILD_DEFS.find((d) => d.type === type); if (!def) return null; if (state.buildings.some((b) => b.type === type)) return `${def.name}은(는) 이미 지어져 있습니다`; if (state.hall.level < def.reqHallLv) return `회관 Lv${def.reqHallLv}부터 지을 수 있습니다`; if (!canPlaceAt(state, def.type, pos.i, pos.j)) return "그곳에는 지을 수 없습니다"; const missing = Object.entries(def.cost).filter( ([key, amount]) => state!.resources[key as keyof GameState["resources"]] < (amount ?? 0), ); if (missing.length > 0) return `자원이 부족합니다 (${missing .map(([k, v]) => `${RES_LABEL[k] ?? k} ${v}`) .join(", ")})`; consume(state, def.cost); state.buildings.push({ id: def.id, type: def.type, name: def.name, emoji: def.emoji, pos: { i: pos.i, j: pos.j }, level: 1, maxSlots: def.maxSlots, aptitude: def.aptitude, resource: def.resource, assigned: [], stored: 0, progress: 0, }); return null; }, /** 건물 이동 (자유 배치) */ moveBuilding(id: string, pos: { i: number; j: number }): string | null { if (!state) return null; const building = state.buildings.find((b) => b.id === id); if (!building) return null; if (!canPlaceAt(state, building.type, pos.i, pos.j, id)) return "그곳으로는 옮길 수 없습니다"; building.pos = { i: pos.i, j: pos.j }; return null; }, /** 부엌 증축 Lv1→2: 훈제 생선 해금 조건 + 선반 확장 */ upgradeKitchen(): string | null { if (!state) return null; const kitchen = state.buildings.find((b) => b.type === "kitchen"); if (!kitchen) return "부엌이 없습니다"; if (kitchen.level >= 2) return "부엌이 최고 레벨입니다"; const missing = Object.entries(KITCHEN_UPGRADE_COST).filter( ([key, amount]) => state!.resources[key as keyof GameState["resources"]] < amount, ); if (missing.length > 0) return `자원이 부족합니다 (${missing .map(([k, v]) => `${RES_LABEL[k] ?? k} ${v}`) .join(", ")})`; consume(state, KITCHEN_UPGRADE_COST); kitchen.level = 2; return null; }, /** 적성 포인트 투자 (품종 상한까지) */ investAptitude(catId: string, key: AptitudeKey): string | null { if (!state) return null; const cat = state.cats.find((c) => c.id === catId); if (!cat) return null; if (cat.aptitudePoints <= 0) return "적성 포인트가 없습니다"; const cap = BREEDS.find((b) => b.key === cat.breed)?.aptitudeCap ?? 5; if (cat.aptitude[key] >= cap) return `${cat.breedName}의 적성 상한(${cap})에 도달했습니다`; cat.aptitude[key] += 1; cat.aptitudePoints -= 1; return null; }, upgradeHall(): string | null { if (!state) return null; const next = HALL_LEVELS[state.hall.level + 1]; if (!next) return "회관이 최고 레벨입니다"; if (next.locked) return `회관 Lv${state.hall.level + 1}: ${next.locked}`; const missing: string[] = []; for (const [key, amount] of Object.entries(next.cost)) { const have = state.resources[key as keyof typeof state.resources]; if (have < (amount ?? 0)) missing.push(`${RES_LABEL[key] ?? key} ${Math.floor(have)}/${amount}`); } for (const req of next.reqBuildings ?? []) { const b = state.buildings.find((x) => x.type === req.type); if (!b || b.level < (req.level ?? 1)) missing.push(req.label); } if (next.reqCat) { const count = state.cats.filter((c) => c.level >= next.reqCat!.level).length; if (count < next.reqCat.count) missing.push(`Lv${next.reqCat.level} 이상 고양이 ${count}/${next.reqCat.count}마리`); } if (missing.length > 0) return `증축 조건 부족 — ${missing.join(", ")}`; consume(state, next.cost); state.hall.level += 1; state.hall.capacity = next.capacity; return null; }, assign(catId: string, buildingId: string): string | null { if (!state) return null; const cat = state.cats.find((c) => c.id === catId); const building = state.buildings.find((b) => b.id === buildingId); if (!cat || !building) return null; if (cat.aptitude[building.aptitude] === 0) return `${cat.name}은(는) ${building.name} 적성이 없습니다`; if (building.assigned.length >= building.maxSlots) return `${building.name} 자리가 가득 찼습니다`; // 기존 배치 해제 후 이동 this.unassign(catId); building.assigned.push(catId); cat.assignedTo = building.id; return null; }, unassign(catId: string) { if (!state) return; const cat = state.cats.find((c) => c.id === catId); if (!cat) return; for (const b of state.buildings) { b.assigned = b.assigned.filter((id) => id !== catId); } cat.assignedTo = null; }, collect(buildingId: string) { if (!state) return; const building = state.buildings.find((b) => b.id === buildingId); if (!building || !building.resource) return; // 부엌은 회수 대상 아님 (고양이가 직접 먹음) const amount = Math.floor(building.stored); if (amount <= 0) return; building.stored -= amount; state.resources[building.resource] += amount; }, save() { if (!state) return; try { localStorage.setItem(SAVE_KEY, JSON.stringify(state)); } catch { // 저장 실패는 치명적이지 않음 } }, snapshot(): GameState | null { return state ? (JSON.parse(JSON.stringify(state)) as GameState) : null; }, /** 렌더 루프용 라이브 참조 (읽기 전용으로만 사용할 것 — 매 프레임 클론 비용 회피) */ peek(): GameState | null { return state; }, };