Backend: - Add weather system with 6 weather types and transition probabilities - Add day/night cycle (dawn, day, dusk, night) with phase modifiers - Add mood system for agents (happy, neutral, sad, anxious) - Add new commands: heal, talk, encourage, revive - Add agent social interaction system with relationships - Add casual mode with auto-revive and reduced decay rates Frontend (Web): - Add world state display (weather, time of day) - Add mood bar to agent cards - Add new action buttons for heal, encourage, talk, revive - Handle new event types from server Unity Client: - Add EnvironmentManager with dynamic sky gradient and island scene - Add WeatherEffects with rain, sun rays, fog, and heat particles - Add SceneBootstrap for automatic visual system initialization - Improve AgentVisual with better character sprites and animations - Add breathing and bobbing idle animations - Add character shadows - Improve UI panels with rounded corners and borders - Improve SpeechBubble with rounded corners and proper tail - Add support for all new server events and commands 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
600 lines
16 KiB
JavaScript
600 lines
16 KiB
JavaScript
/**
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* The Island - Survival Simulation Client
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* Handles WebSocket connection, agent display, and user interactions
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*/
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let ws = null;
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const WS_URL = 'ws://localhost:8080/ws';
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// User state
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let userGold = 100;
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// Agents state
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let agents = [];
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// World state
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let worldState = {
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day_count: 1,
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time_of_day: 'day',
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weather: 'Sunny'
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};
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// DOM Elements
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const statusDot = document.getElementById('statusDot');
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const statusText = document.getElementById('statusText');
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const connectBtn = document.getElementById('connectBtn');
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const eventLog = document.getElementById('eventLog');
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const usernameInput = document.getElementById('username');
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const messageInput = document.getElementById('message');
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const autoScrollCheckbox = document.getElementById('autoScroll');
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const hideTicksCheckbox = document.getElementById('hideTicks');
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const agentsGrid = document.getElementById('agentsGrid');
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const userGoldDisplay = document.getElementById('userGold');
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/**
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* Toggle WebSocket connection
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*/
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function toggleConnection() {
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if (ws && ws.readyState === WebSocket.OPEN) {
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ws.close();
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} else {
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connect();
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}
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}
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/**
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* Establish WebSocket connection
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*/
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function connect() {
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statusText.textContent = '连接中...';
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connectBtn.disabled = true;
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ws = new WebSocket(WS_URL);
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ws.onopen = () => {
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statusDot.classList.add('connected');
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statusText.textContent = '已连接';
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connectBtn.textContent = '断开';
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connectBtn.disabled = false;
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logEvent({ event_type: 'system', data: { message: '已连接到荒岛服务器' } });
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};
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ws.onclose = () => {
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statusDot.classList.remove('connected');
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statusText.textContent = '未连接';
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connectBtn.textContent = '连接';
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connectBtn.disabled = false;
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logEvent({ event_type: 'system', data: { message: '与服务器断开连接' } });
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};
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ws.onerror = (error) => {
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console.error('WebSocket error:', error);
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logEvent({ event_type: 'error', data: { message: '连接错误' } });
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};
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ws.onmessage = (event) => {
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try {
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const data = JSON.parse(event.data);
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handleGameEvent(data);
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} catch (e) {
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console.error('Failed to parse message:', e);
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}
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};
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}
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/**
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* Handle incoming game events
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*/
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function handleGameEvent(event) {
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const eventType = event.event_type;
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const data = event.data || {};
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switch (eventType) {
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case 'agents_update':
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updateAgentsUI(data.agents);
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break;
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case 'feed':
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case 'heal':
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case 'encourage':
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case 'revive':
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case 'user_update':
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updateUserGold(data);
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break;
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case 'check':
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if (data.user && data.user.username === getCurrentUser()) {
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userGold = data.user.gold;
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userGoldDisplay.textContent = userGold;
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}
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break;
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case 'agent_speak':
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case 'talk':
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if (data.agent_id !== undefined) {
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showSpeechBubble(data.agent_id, data.agent_name, data.text || data.response);
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}
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break;
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case 'social_interaction':
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showSocialInteraction(data);
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break;
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case 'world_update':
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updateWorldState(data);
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break;
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case 'weather_change':
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worldState.weather = data.new_weather;
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updateWorldDisplay();
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break;
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case 'phase_change':
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worldState.time_of_day = data.new_phase;
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updateWorldDisplay();
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break;
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case 'day_change':
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worldState.day_count = data.day;
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updateWorldDisplay();
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break;
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case 'tick':
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// Update world state from tick data
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if (data.day) worldState.day_count = data.day;
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if (data.time_of_day) worldState.time_of_day = data.time_of_day;
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if (data.weather) worldState.weather = data.weather;
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updateWorldDisplay();
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break;
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}
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logEvent(event);
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}
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/**
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* Get current username
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*/
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function getCurrentUser() {
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return usernameInput.value.trim() || '观众001';
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}
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/**
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* Update user gold display
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*/
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function updateUserGold(data) {
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if (data.user === getCurrentUser() && data.gold !== undefined) {
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userGold = data.gold;
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userGoldDisplay.textContent = userGold;
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}
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if (data.user_gold !== undefined && data.user === getCurrentUser()) {
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userGold = data.user_gold;
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userGoldDisplay.textContent = userGold;
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}
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}
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/**
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* Update agents UI with card view
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*/
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function updateAgentsUI(agentsData) {
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if (!agentsData || agentsData.length === 0) return;
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agents = agentsData;
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agentsGrid.innerHTML = '';
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agents.forEach(agent => {
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const card = createAgentCard(agent);
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agentsGrid.appendChild(card);
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});
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}
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/**
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* Create an agent card element
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*/
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function createAgentCard(agent) {
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const isDead = agent.status !== 'Alive';
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const card = document.createElement('div');
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card.className = `agent-card ${isDead ? 'dead' : ''}`;
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card.id = `agent-${agent.id}`;
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const statusClass = isDead ? 'dead' : 'alive';
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const statusText = isDead ? '已死亡' : '存活';
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// Mood emoji and color
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const moodEmoji = getMoodEmoji(agent.mood_state);
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const moodColor = getMoodColor(agent.mood_state);
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card.innerHTML = `
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<div class="agent-header">
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<div>
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<span class="agent-name">${agent.name}</span>
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<span class="agent-personality">${agent.personality}</span>
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</div>
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<span class="agent-status ${statusClass}">${statusText}</span>
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</div>
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<div class="stat-bar-container">
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<div class="stat-bar-label">
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<span>❤️ 生命值</span>
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<span>${agent.hp}/100</span>
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</div>
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<div class="stat-bar">
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<div class="stat-bar-fill hp" style="width: ${agent.hp}%"></div>
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</div>
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</div>
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<div class="stat-bar-container">
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<div class="stat-bar-label">
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<span>⚡ 体力</span>
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<span>${agent.energy}/100</span>
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</div>
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<div class="stat-bar">
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<div class="stat-bar-fill energy" style="width: ${agent.energy}%"></div>
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</div>
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</div>
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<div class="stat-bar-container">
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<div class="stat-bar-label">
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<span>${moodEmoji} 心情</span>
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<span>${agent.mood}/100</span>
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</div>
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<div class="stat-bar">
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<div class="stat-bar-fill" style="width: ${agent.mood}%; background: ${moodColor}"></div>
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</div>
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</div>
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<div class="agent-actions">
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${isDead ? `
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<button class="action-btn revive" onclick="reviveAgent('${agent.name}')">
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💫 复活 (10g)
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</button>
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` : `
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<button class="action-btn feed" onclick="feedAgent('${agent.name}')">
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🍖 投喂 (10g)
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</button>
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<button class="action-btn heal" onclick="healAgent('${agent.name}')">
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💊 治疗 (15g)
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</button>
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<button class="action-btn encourage" onclick="encourageAgent('${agent.name}')">
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💪 鼓励 (5g)
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</button>
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<button class="action-btn talk" onclick="talkToAgent('${agent.name}')">
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💬 交谈
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</button>
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`}
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</div>
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`;
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return card;
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}
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/**
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* Get mood emoji based on mood state
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*/
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function getMoodEmoji(moodState) {
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const emojis = {
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'happy': '😊',
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'neutral': '😐',
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'sad': '😢',
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'anxious': '😰'
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};
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return emojis[moodState] || '😐';
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}
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/**
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* Get mood color based on mood state
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*/
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function getMoodColor(moodState) {
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const colors = {
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'happy': '#4ade80',
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'neutral': '#fbbf24',
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'sad': '#60a5fa',
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'anxious': '#f87171'
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};
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return colors[moodState] || '#fbbf24';
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}
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/**
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* Update world state from server
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*/
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function updateWorldState(data) {
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if (data.day_count) worldState.day_count = data.day_count;
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if (data.time_of_day) worldState.time_of_day = data.time_of_day;
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if (data.weather) worldState.weather = data.weather;
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updateWorldDisplay();
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}
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/**
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* Update the world display panel
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*/
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function updateWorldDisplay() {
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const worldDisplay = document.getElementById('worldDisplay');
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if (!worldDisplay) return;
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const weatherEmojis = {
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'Sunny': '☀️',
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'Cloudy': '☁️',
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'Rainy': '🌧️',
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'Stormy': '⛈️',
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'Hot': '🔥',
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'Foggy': '🌫️'
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};
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const phaseEmojis = {
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'dawn': '🌅',
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'day': '☀️',
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'dusk': '🌇',
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'night': '🌙'
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};
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const phaseNames = {
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'dawn': '黎明',
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'day': '白天',
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'dusk': '黄昏',
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'night': '夜晚'
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};
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worldDisplay.innerHTML = `
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<span>📅 第${worldState.day_count}天</span>
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<span>${phaseEmojis[worldState.time_of_day] || '☀️'} ${phaseNames[worldState.time_of_day] || '白天'}</span>
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<span>${weatherEmojis[worldState.weather] || '☀️'} ${worldState.weather}</span>
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`;
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}
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/**
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* Show social interaction notification
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*/
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function showSocialInteraction(data) {
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const interactionNames = {
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'chat': '聊天',
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'share_food': '分享食物',
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'help': '互相帮助',
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'argue': '争吵',
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'comfort': '安慰'
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};
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const message = `${data.initiator_name} 和 ${data.target_name} ${interactionNames[data.interaction_type] || '互动'}了`;
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logEvent({
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event_type: 'social_interaction',
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timestamp: Date.now() / 1000,
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data: { message, dialogue: data.dialogue }
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});
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}
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/**
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* Feed an agent
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*/
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function feedAgent(agentName) {
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sendCommand(`feed ${agentName}`);
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}
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/**
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* Heal an agent
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*/
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function healAgent(agentName) {
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sendCommand(`heal ${agentName}`);
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}
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/**
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* Encourage an agent
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*/
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function encourageAgent(agentName) {
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sendCommand(`encourage ${agentName}`);
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}
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/**
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* Talk to an agent
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*/
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function talkToAgent(agentName) {
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const topic = prompt(`想和 ${agentName} 聊什么?(留空则随便聊聊)`);
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if (topic !== null) {
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sendCommand(`talk ${agentName} ${topic}`.trim());
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}
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}
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/**
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* Revive a dead agent
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*/
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function reviveAgent(agentName) {
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sendCommand(`revive ${agentName}`);
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}
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/**
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* Send a command to the server
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*/
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function sendCommand(command) {
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if (!ws || ws.readyState !== WebSocket.OPEN) {
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alert('未连接到服务器');
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return;
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}
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const user = getCurrentUser();
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const payload = {
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action: 'send_comment',
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payload: { user, message: command }
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};
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ws.send(JSON.stringify(payload));
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}
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/**
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* Show speech bubble above an agent card
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*/
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function showSpeechBubble(agentId, agentName, text) {
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const card = document.getElementById(`agent-${agentId}`);
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const overlay = document.getElementById('speechBubblesOverlay');
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if (!card || !overlay) {
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console.warn(`Agent card or overlay not found: agent-${agentId}`);
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return;
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}
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// Remove existing bubble for this agent if any
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const existingBubble = document.getElementById(`bubble-${agentId}`);
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if (existingBubble) {
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existingBubble.remove();
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}
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// Get card position relative to overlay
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const cardRect = card.getBoundingClientRect();
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const overlayRect = overlay.parentElement.getBoundingClientRect();
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// Create new speech bubble
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const bubble = document.createElement('div');
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bubble.className = 'speech-bubble';
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bubble.id = `bubble-${agentId}`;
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bubble.innerHTML = `
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<div class="bubble-name">${agentName}</div>
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<div>${text}</div>
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`;
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// Position bubble above the card
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const left = (cardRect.left - overlayRect.left) + (cardRect.width / 2);
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const top = (cardRect.top - overlayRect.top) - 10;
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bubble.style.left = `${left}px`;
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bubble.style.top = `${top}px`;
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overlay.appendChild(bubble);
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// Auto-hide after 5 seconds
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setTimeout(() => {
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bubble.classList.add('fade-out');
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setTimeout(() => {
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if (bubble.parentNode) {
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bubble.remove();
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}
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}, 300); // Wait for fade animation
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}, 5000);
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}
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/**
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* Reset game - revive all agents
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*/
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function resetGame() {
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if (!ws || ws.readyState !== WebSocket.OPEN) {
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alert('未连接到服务器');
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return;
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}
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const user = getCurrentUser();
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const payload = {
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action: 'send_comment',
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payload: { user, message: 'reset' }
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};
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ws.send(JSON.stringify(payload));
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}
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/**
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* Send a comment/command to the server
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*/
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function sendComment() {
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if (!ws || ws.readyState !== WebSocket.OPEN) {
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alert('未连接到服务器');
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return;
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}
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const user = getCurrentUser();
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const message = messageInput.value.trim();
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if (!message) {
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alert('请输入指令');
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return;
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}
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const payload = {
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action: 'send_comment',
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payload: { user, message }
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};
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ws.send(JSON.stringify(payload));
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messageInput.value = '';
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}
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/**
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* Format timestamp for display
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*/
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function formatTime(timestamp) {
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const date = new Date(timestamp * 1000);
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return date.toLocaleTimeString();
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}
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/**
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* Format event data for display
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*/
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function formatEventData(eventType, data) {
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switch (eventType) {
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case 'comment':
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return `${data.user}: ${data.message}`;
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case 'tick':
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const phaseEmoji = { 'dawn': '🌅', 'day': '☀️', 'dusk': '🌇', 'night': '🌙' };
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const weatherEmoji = { 'Sunny': '☀️', 'Cloudy': '☁️', 'Rainy': '🌧️', 'Stormy': '⛈️', 'Hot': '🔥', 'Foggy': '🌫️' };
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return `第${data.day}天 ${phaseEmoji[data.time_of_day] || ''}${data.time_of_day} | ${weatherEmoji[data.weather] || ''}${data.weather} | 存活: ${data.alive_agents}人`;
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case 'system':
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case 'error':
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case 'feed':
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case 'heal':
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case 'encourage':
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case 'revive':
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case 'auto_revive':
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case 'agent_died':
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case 'check':
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return data.message;
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case 'agent_speak':
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return `💬 ${data.agent_name}: "${data.text}"`;
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case 'talk':
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return `💬 ${data.agent_name} 对 ${data.user} 说: "${data.response}"`;
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case 'agents_update':
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return `角色状态已更新`;
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case 'user_update':
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|
return `${data.user} 金币: ${data.gold}`;
|
|
case 'weather_change':
|
|
return `🌤️ 天气变化: ${data.old_weather} → ${data.new_weather}`;
|
|
case 'phase_change':
|
|
return `🕐 ${data.message}`;
|
|
case 'day_change':
|
|
return `📅 ${data.message}`;
|
|
case 'social_interaction':
|
|
const dialogue = data.dialogue ? `\n"${data.dialogue}"` : '';
|
|
return `👥 ${data.message}${dialogue}`;
|
|
case 'world_update':
|
|
return `🌍 世界状态已更新`;
|
|
default:
|
|
return JSON.stringify(data);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Log an event to the display
|
|
*/
|
|
function logEvent(event) {
|
|
const eventType = event.event_type || 'unknown';
|
|
const timestamp = event.timestamp || Date.now() / 1000;
|
|
const data = event.data || {};
|
|
|
|
// Skip tick events if checkbox is checked
|
|
if (eventType === 'tick' && hideTicksCheckbox && hideTicksCheckbox.checked) {
|
|
return;
|
|
}
|
|
|
|
// Skip agents_update to reduce noise
|
|
if (eventType === 'agents_update') {
|
|
return;
|
|
}
|
|
|
|
const div = document.createElement('div');
|
|
div.className = `event ${eventType}`;
|
|
div.innerHTML = `
|
|
<span class="event-time">${formatTime(timestamp)}</span>
|
|
<span class="event-type">${eventType}</span>
|
|
<div class="event-data">${formatEventData(eventType, data)}</div>
|
|
`;
|
|
|
|
eventLog.appendChild(div);
|
|
|
|
if (autoScrollCheckbox.checked) {
|
|
eventLog.scrollTop = eventLog.scrollHeight;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Clear the event log
|
|
*/
|
|
function clearLog() {
|
|
eventLog.innerHTML = '';
|
|
}
|
|
|
|
// Allow Enter key to send comment
|
|
messageInput.addEventListener('keypress', (e) => {
|
|
if (e.key === 'Enter') {
|
|
sendComment();
|
|
}
|
|
});
|