Files
ai.interactive.fiction/public/js/game-loop.js
T

252 lines
7.6 KiB
JavaScript

/**
* Game Loop Module for AI Interactive Fiction
* Manages the main game logic and connects various modules
*/
import { BaseModule } from './base-module.js';
import { moduleRegistry } from './module-registry.js';
class GameLoopModule extends BaseModule {
constructor() {
super('game-loop', 'Game Loop');
this.uiController = null;
this.socketClient = null;
this.ttsPlayer = null;
this.textBuffer = null;
this.isRunning = false;
this.gameState = {
started: false,
canLoad: false,
currentRoom: null,
inventory: [],
commandHistory: []
};
}
/**
* Load module dependencies
* @returns {Promise} - Resolves when dependencies are loaded
*/
async loadDependencies() {
// Basic dependency declaration - details handled in waitForDependencies
return true;
}
/**
* Wait for dependencies to be ready
*/
async waitForDependencies() {
try {
// Wait for TTS module with a timeout
const ttsReady = await moduleRegistry.waitForModule('tts', 15000);
if (ttsReady) {
this.ttsPlayer = moduleRegistry.getModule('tts');
this.reportProgress(30, "TTS module ready");
} else {
console.warn("TTS module not ready, game will have limited functionality");
}
// Wait for UI Controller with a timeout
const uiReady = await moduleRegistry.waitForModule('ui-controller', 15000);
if (uiReady) {
this.uiController = moduleRegistry.getModule('ui-controller');
this.reportProgress(50, "UI Controller ready");
} else {
console.warn("UI Controller not ready, game will have limited functionality");
}
// Get text buffer reference
this.textBuffer = moduleRegistry.getModule('text-buffer');
if (this.textBuffer) {
this.reportProgress(60, "Text buffer ready");
}
// Continue even with limited functionality
return true;
} catch (error) {
console.error("Error waiting for dependencies:", error);
return false;
}
}
/**
* Initialize the module
* @returns {Promise<boolean>} - Resolves with success status
*/
async initialize() {
this.reportProgress(100, "Game loop initialized");
return true;
}
/**
* Start the game loop
*/
start() {
console.log("GameLoop: Starting game sequence...");
try {
// Update UI with initial game state
if (this.uiController && this.ttsPlayer) {
this.updateUIState();
} else {
console.warn("GameLoop: UI Controller or TTS Player not ready for status update.");
}
console.log("GameLoop: Setting up socket listeners and connecting...");
// Set up socket event listeners and connect
this.setupSocketEventListeners();
// Set the game loop as running
this.isRunning = true;
} catch (error) {
console.error("Error starting game loop:", error);
}
}
/**
* Set up socket event listeners and connect to server
*/
setupSocketEventListeners() {
// Get the socket client module
this.socketClient = moduleRegistry.getModule('socket-client');
if (!this.socketClient) {
console.error("Socket client module not found");
return;
}
// Connect UI controller to socket client for command handling
if (this.uiController) {
this.uiController.socketClient = this.socketClient;
} else {
console.warn("GameLoop: UI Controller not ready for Socket Client assignment.");
}
// Listen for socket connection event
this.socketClient.on('connect', () => {
console.log("GameLoop: Socket connected event received.");
// Request a new game start when we (re)connect
console.log("GameLoop: Requesting start game on (re)connect.");
this.requestStartGame();
});
// Listen for game state updates
this.socketClient.on('gameStateUpdate', (data) => {
console.log("GameLoop: Game state update received", data);
this.updateGameState(data);
});
// Listen for narrative responses
this.socketClient.on('narrativeResponse', (data) => {
console.log("GameLoop: Narrative response received", data);
// Text processing is handled by socket-client -> text-buffer -> ui-controller pipeline
});
// Listen for game introduction
this.socketClient.on('gameIntroduction', (data) => {
console.log("GameLoop: Received gameIntroduction");
this.gameState.started = true;
this.updateUIState();
// Text processing is handled by socket-client -> text-buffer -> ui-controller pipeline
});
// Connect to the socket server
this.socketClient.connect().then(success => {
if (success) {
console.log("GameLoop: Socket connection established successfully.");
console.log("GameLoop: Requesting to start a new game");
this.requestStartGame();
} else {
console.error("GameLoop: Failed to connect to socket server");
}
});
}
/**
* Update the game state
* @param {Object} data - New game state data
*/
updateGameState(data) {
if (!data) return;
// Update game state
if (data.currentRoom) {
this.gameState.currentRoom = data.currentRoom;
}
if (data.inventory) {
this.gameState.inventory = data.inventory;
}
// Update UI with new game state
this.updateUIState();
}
/**
* Update UI with current game state
*/
updateUIState() {
if (!this.uiController) return;
// Update UI components based on game state
this.uiController.updateButtonStates(this.gameState);
}
/**
* Request to start a new game
*/
requestStartGame() {
if (!this.socketClient) return;
this.socketClient.requestStartGame();
this.gameState.started = true;
}
/**
* Request to save the current game
*/
requestSaveGame() {
if (!this.socketClient) return;
this.socketClient.requestSaveGame();
}
/**
* Request to load a saved game
*/
requestLoadGame() {
if (!this.socketClient) return;
this.socketClient.requestLoadGame();
}
/**
* Manually add text to the buffer
* Useful for testing or adding local messages
* @param {string} text - Text to add
*/
addText(text) {
if (!this.textBuffer) {
console.warn("Text buffer not available");
return;
}
this.textBuffer.addText(text);
}
}
// Create the singleton instance
const GameLoop = new GameLoopModule();
// Register with the module registry
moduleRegistry.register(GameLoop);
// Export the module
export { GameLoop };
// Keep a reference in window for loader system
window.GameLoop = GameLoop;