Fix NPC interaction and event handling issues - Added a visual problem-solution summary for debugging NPC event handling. - Resolved cooldown bug in NPCManager by implementing explicit null/undefined checks. - Modified PersonChatMinigame to prioritize event parameters over state restoration. - Updated security guard dialogue in Ink scenarios to improve interaction flow. - Adjusted vault key parameters in npc-patrol-lockpick.json for consistency. - Changed inventory stylesheet references to hud.css in test HTML files for better organization. feat(combat): Integrate chair kicking with punch mechanic Update chair interaction to use the punch system instead of direct kicking: **Changes to interactions.js:** - Modified swivel chair interaction to trigger player punch instead of directly applying kick velocity - Simplified chair interaction handler to just call playerCombat.punch() **Changes to player-combat.js:** - Extended checkForHits() to detect chairs in punch range and direction - Added kickChair() method that applies the same velocity calculation: - Calculates direction from player to chair - Applies 1200 px/s kick force in that direction - Triggers spin direction calculation for visual rotation - Adds visual feedback (flash chair, light screen shake) - Chairs now respond to punch AOE damage like hostile NPCs Now clicking a chair or pressing 'E' near it triggers a punch, and if the chair is in punch range and facing direction, it gets kicked with the original velocity physics. Multiple chairs can be kicked with one punch. feat(combat): Implement hostile NPC behavior and final integration (Phase 6-7) Complete hostile NPC combat system with chase behavior and integration: **Phase 6: Hostile NPC Behavior** - Modified npc-behavior.js determineState() to check hostile state from npcHostileSystem - Implemented updateHostileBehavior() with chase and attack logic: - NPCs chase player when hostile and in aggro range - NPCs stop and attack when in attack range - NPCs use directional movement with proper animations - Integration with npcCombat system for attack attempts - Added KO state check to prevent KO'd NPCs from acting **Phase 7: Final Integration** - Modified player.js to disable movement when player is KO - Added visual KO effect (50% alpha) to NPC sprites in npc-hostile.js - Connected all combat systems end-to-end: - Ink dialogue → hostile tag → hostile state → chase behavior → combat - Player interaction → punch → NPC damage → KO → visual feedback - NPC chase → attack → player damage → HP UI → game over Full combat loop now functional: hostile NPCs chase and attack player, player can punch hostile NPCs, complete visual/audio feedback, game over on KO. feat(combat): Add feedback, UI, and combat mechanics (Phase 2-5) Implement comprehensive combat feedback, UI, and mechanics: **Phase 2: Enhanced Feedback Systems** - damage-numbers.js: Floating damage numbers with object pooling - screen-effects.js: Screen flash and shake for combat feedback - sprite-effects.js: Sprite tinting, flashing, and visual effects - attack-telegraph.js: Visual indicators for incoming NPC attacks **Phase 3: UI Components** - health-ui.js: Player health display as hearts (5 hearts, shows when damaged) - npc-health-bars.js: Health bars above hostile NPCs with color coding - game-over-screen.js: KO screen with restart/main menu options **Phase 4-5: Combat Mechanics** - player-combat.js: Player punch system with AOE directional damage - npc-combat.js: NPC attack system with telegraph and cooldowns - Modified interactions.js to trigger punch on hostile NPC interaction - Integrated all systems into game.js create() and update() loops Combat now functional with complete visual/audio feedback pipeline. Player can punch hostile NPCs, NPCs can attack player, health tracking works. feat(combat): Add hostile NPC system foundation (Phase 0-1) Implement core hostile NPC combat system infrastructure: - Add #hostile tag handler to chat-helpers.js for Ink integration - Fix security-guard.ink to use proper hub pattern with -> hub instead of -> END - Add #hostile:security_guard tags to hostile conversation paths - Create combat configuration system (combat-config.js) - Create combat event constants (combat-events.js) - Implement player health tracking system with HP and KO state - Implement NPC hostile state management with HP tracking - Add combat debug utilities for testing - Add error handling utilities for validation - Integrate combat systems into game.js create() method - Create test-hostile.ink for testing hostile tag system This establishes the foundation for hostile NPC behavior, allowing NPCs to become hostile through Ink dialogue and tracking health for both player and NPCs. docs(npc): Apply codebase-verified corrections to hostile NPC plans Apply critical corrections based on actual codebase verification: CORRECTIONS.md (Updated): - ✅ Confirms #exit_conversation tag ALREADY IMPLEMENTED * Location: person-chat-minigame.js line 537 * No handler needed in chat-helpers.js - ❌ Hostile tag still needs implementation in chat-helpers.js - Provides exact code for hostile tag handler - Clarifies tag format: #hostile:npcId or #hostile (uses current NPC) - Updated action items to reflect what's already working INTEGRATION_UPDATES.md (New): - Comprehensive correction document - Issue 1 Corrected: Exit conversation already works - Issue 6 Corrected: Punch mechanics are interaction-based with AOE - Details interaction-based punch targeting: * Player clicks hostile NPC OR presses 'E' nearby * Punch animation plays in facing direction * Damage applies to ALL NPCs in range + direction (AOE) * Can hit multiple enemies if grouped (strategic gameplay) - Provides complete implementation examples - Removes complexity of target selection systems - Uses existing interaction patterns quick_start.md (Updated): - Removed exit_conversation handler (already exists) - Updated hostile tag handler code - Added punch mechanics design section - Clarified interaction-based targeting - Added troubleshooting for exit_conversation Key Findings: ✅ Exit conversation tag works out of the box ✅ Punch targeting uses existing interaction system (simpler!) ✅ AOE punch adds strategic depth without complexity ❌ Only ONE critical task remains: Add hostile tag to chat-helpers.js Impact: - Less work required (don't need exit_conversation handler) - Simpler implementation (use existing interaction patterns) - Better gameplay (AOE punches, directional attacks) - Clear path forward with exact code examples docs(npc): Add critical corrections and codebase integration review Add comprehensive review of hostile NPC plans against actual codebase: CORRECTIONS.md: - Identifies critical Ink pattern error (-> END vs -> hub) - Documents correct hub-based conversation pattern - Provides corrected examples for all Ink files - Explains why -> hub is required after #exit_conversation FORMAT_REVIEW.md: - Validates JSON scenario format against existing scenarios - Reviews NPC object structure and required fields - Documents correct Ink hub pattern from helper-npc.ink - Proposes hostile configuration object for NPC customization - Provides complete format reference and checklists review2/integration_review.md: - Comprehensive codebase analysis by Explore agent - Identifies 2 critical blockers requiring immediate attention: * Missing tag handlers for #hostile and #exit_conversation * Incorrect Ink pattern (-> END) in planning documents - Documents 4 important integration differences: * Initialization in game.js not main.js * Event dispatcher already exists (window.eventDispatcher) * Room transition behavior needs design decision * Multi-hostile NPC targeting needs design decision - Confirms 8 systems are fully compatible with plan - Provides existing code patterns to follow - Corrects integration sequence review2/quick_start.md: - Step-by-step guide for Phase 0-1 implementation - Includes complete code examples for critical systems - Browser console test procedures - Common issues and solutions - Success criteria checklist Key Findings: ✅ 90% compatible with existing codebase ❌ Must add tag handlers to chat-helpers.js before implementation ❌ Must fix all Ink examples to use -> hub not -> END ⚠️ Should follow game.js initialization pattern not main.js ⚠️ Should use existing window.eventDispatcher ⚠️ Need design decisions on room transitions and multi-targeting All critical issues documented with solutions ready. Implementation can proceed with high confidence after corrections applied. docs(npc): Add comprehensive planning documents for hostile NPC system Add detailed implementation plans for hostile NPC feature including: - Complete implementation plan with phase-by-phase breakdown - Architecture overview with system diagrams and data flows - Detailed TODO list with 200+ actionable tasks - Phase 0 foundation with design decisions and base components - Enhanced combat feedback implementation guide - Implementation roadmap with 6-day schedule Add comprehensive review documents: - Implementation review with risk assessment and recommendations - Technical review analyzing code patterns and best practices - UX review covering player experience and game feel Key features planned: - NPC hostile state triggered via Ink tags - Player health system with heart-based UI - NPC health bars and combat mechanics - Punch combat for both player and NPCs - Strong visual/audio feedback for combat - Game over system and KO states - Attack telegraphing for fairness - Enhanced NPC chase behavior with LOS - Debug utilities and error handling - Comprehensive testing strategy
10 KiB
Format Review - JSON Scenarios and Ink Files
Review Summary
This document reviews all JSON scenario and Ink file examples in the planning documents against the actual codebase formats.
1. Ink File Format Review
✅ Correct Pattern (from helper-npc.ink)
Hub Pattern:
=== start ===
# speaker:npc
Initial dialogue
-> hub
=== hub ===
+ [Choice 1]
-> knot1
+ [Choice 2]
-> knot2
+ [Exit choice]
# speaker:npc
Goodbye message
#exit_conversation
-> hub
=== knot1 ===
# speaker:npc
Dialogue
-> hub
Key Rules:
- ✅ Always
-> hub(NEVER-> END) - ✅
#exit_conversationtag to close UI - ✅ Even after
#exit_conversation, use-> hub - ✅ Hub is the central conversation state
- ✅
startknot is entry point, immediately goes to hub
❌ Issues Found in Planning Documents
implementation_plan.md (Lines ~605-625):
- ❌ Shows
# exit_conversationfollowed by-> END - ✅ Should be
# exit_conversationfollowed by-> hub
phase0_foundation.md (Test Ink File):
- ❌ Shows
-> ENDin multiple places - ✅ Should be
-> hubeverywhere
Corrected in: CORRECTIONS.md
2. JSON Scenario Format Review
✅ Correct NPC Format (from npc-patrol-lockpick.json)
Complete NPC Definition:
{
"id": "security_guard",
"displayName": "Security Guard",
"npcType": "person",
"position": { "x": 5, "y": 4 },
"spriteSheet": "hacker-red",
"spriteTalk": "assets/characters/hacker-red-talk.png",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/security-guard.json",
"currentKnot": "start",
"behavior": {
"patrol": {
"enabled": true,
"route": [
{ "x": 2, "y": 3 },
{ "x": 8, "y": 3 }
],
"speed": 40,
"pauseTime": 10
}
},
"los": {
"enabled": true,
"range": 150,
"angle": 140,
"visualize": true
},
"eventMappings": [
{
"eventPattern": "lockpick_used_in_view",
"targetKnot": "on_lockpick_used",
"conversationMode": "person-chat",
"cooldown": 0
}
]
}
Required Fields:
id- Unique NPC identifier (string)displayName- Name shown to player (string)npcType- Type of NPC (usually "person" for sprite NPCs)position- { x, y } in pixels or tiles depending on contextspriteSheet- Name of sprite sheet (without extension)storyPath- Path to compiled Ink JSON filecurrentKnot- Starting knot (usually "start")
Optional Fields:
spriteTalk- Path to talking sprite variantspriteConfig- Animation frame configurationidleFrameStart- First frame of idle animationidleFrameEnd- Last frame of idle animationidleFrame- Single frame for static idle (alternative)
behavior- Behavior configuration objectfacePlayer- Boolean or object with distancepatrol- Patrol configuration
los- Line of sight configurationenabled- Booleanrange- Detection range in pixelsangle- Field of view angle in degreesvisualize- Show debug visualization
eventMappings- Array of event-to-conversation mappingseventPattern- Event name to listen fortargetKnot- Ink knot to jump toconversationMode- Type of conversation ("person-chat", "phone", etc.)cooldown- Cooldown in milliseconds
📝 Review of Planning Document Examples
phase0_foundation.md Test NPC (Lines 352-362):
{
"id": "test_npc",
"displayName": "Test Dummy",
"npcType": "person",
"spriteSheet": "hacker",
"storyPath": "scenarios/ink/test-hostile.json",
"currentKnot": "start",
"position": { "x": 100, "y": 100 },
"roomId": "test_room"
}
Review:
- ✅ Has all required fields
- ✅ Correct JSON structure
- ⚠️ Has
roomIdfield - this is not needed in the NPC object itself- NPCs are defined inside room objects in the scenario
- The room context is implicit
- ⚠️ Missing optional but useful fields:
spriteConfigfor idle animation- Could add minimal
behaviorfor testing - Could add minimal
losfor hostile testing
Corrected Example:
{
"id": "test_npc",
"displayName": "Test Dummy",
"npcType": "person",
"position": { "x": 100, "y": 100 },
"spriteSheet": "hacker",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-hostile.json",
"currentKnot": "start",
"behavior": {
"patrol": {
"enabled": false
}
}
}
3. Complete Scenario Structure
✅ Correct Full Scenario Format
From npc-patrol-lockpick.json:
{
"scenario_brief": "Brief description",
"endGoal": "Goal description",
"startRoom": "room_id",
"player": {
"id": "player",
"displayName": "Player Name",
"spriteSheet": "hacker",
"spriteTalk": "assets/characters/hacker-talk.png",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
}
},
"rooms": {
"room_id": {
"type": "room_type",
"connections": {
"north": "other_room_id"
},
"npcs": [
{ /* NPC objects here */ }
],
"objects": [
{ /* Object definitions here */ }
]
}
}
}
Top-Level Fields:
scenario_brief- Description shown to playerendGoal- Win condition descriptionstartRoom- ID of starting roomstartItemsInInventory- Array of items (optional)player- Player configuration (optional)rooms- Object with room definitions
Room Fields:
type- Room tilemap type (e.g., "room_office", "room_reception")connections- Object mapping directions to room IDs- Valid directions: "north", "south", "east", "west"
locked- Boolean (optional)lockType- "key", "pin", "password", etc. (if locked)requires- Key ID or password/PIN (if locked)keyPins- Array of lock pins for lockpicking (if lockType is "key")difficulty- "easy", "medium", "hard" (for lockpicking)door_sign- Text shown on door (optional)npcs- Array of NPC objectsobjects- Array of object definitions
4. New NPC Fields for Hostile System
Proposed Addition
For NPCs that can become hostile, add optional hostile configuration:
{
"id": "tough_guard",
"displayName": "Elite Guard",
"npcType": "person",
"position": { "x": 5, "y": 5 },
"spriteSheet": "hacker-red",
"storyPath": "scenarios/ink/tough-guard.json",
"currentKnot": "start",
"behavior": {
"patrol": {
"enabled": true,
"speed": 100
}
},
"los": {
"enabled": true,
"range": 200,
"angle": 120
},
"hostile": {
"maxHP": 150,
"attackDamage": 15,
"attackRange": 60,
"attackCooldown": 1500,
"chaseSpeed": 140
}
}
New hostile Object Fields:
maxHP- Maximum health points (default: 100 from config)attackDamage- Damage per attack (default: 10 from config)attackRange- Attack range in pixels (default: 50 from config)attackCooldown- Cooldown between attacks in ms (default: 2000 from config)chaseSpeed- Movement speed when chasing in pixels/second (default: 120 from config)
Notes:
- All fields are optional
- If not specified, defaults from
COMBAT_CONFIGare used - Allows per-NPC customization of combat stats
- Can be added to any existing NPC without breaking anything
5. Summary of Issues and Corrections
Issues Found
-
❌ Ink Pattern: Planning docs show
-> ENDafter#exit_conversation- Fix: Always use
-> hub(see CORRECTIONS.md)
- Fix: Always use
-
⚠️ Test NPC JSON: Includes
roomIdfield- Fix: Remove
roomId(NPCs are already inside room objects) - Enhancement: Add
spriteConfigfor completeness
- Fix: Remove
-
✅ JSON Structure: Overall structure matches codebase
- All required fields present
- Correct nesting and format
Corrections Applied
- Created
CORRECTIONS.mdwith detailed Ink pattern fixes - This document provides correct JSON format reference
- Updated test NPC example above with corrections
6. Checklist for Implementation
When implementing the hostile NPC feature:
Ink Files
- Never use
-> ENDanywhere - Always use
-> hubto return to hub - Use
#exit_conversationtag to close UI - After
#exit_conversation, still use-> hub - Test all conversation paths return to hub
- Verify
#hostile:npcIdtag works as expected
JSON Scenarios
- NPCs defined inside
rooms.{roomId}.npcsarray - All required fields present (id, displayName, npcType, position, spriteSheet, storyPath, currentKnot)
- Don't add
roomIdto NPC objects (redundant) - Add
spriteConfigfor proper idle animations - Add
losconfiguration for hostile NPCs - Add
eventMappingsfor lockpick detection if needed - Optionally add
hostileobject for custom combat stats - Verify JSON is valid (no trailing commas, proper quotes)
Testing
- Create test scenario with test NPC
- Verify conversation loads without errors
- Test hostile tag triggers hostile state
- Verify conversation exits properly with
#exit_conversation - Check no Ink errors in console
- Verify NPC state persists correctly
7. References
Good Examples to Follow:
/scenarios/ink/helper-npc.ink- Perfect hub pattern/scenarios/npc-patrol-lockpick.json- Complete NPC scenario
Files Needing Updates:
/scenarios/ink/security-guard.ink- Has 8-> ENDthat need fixing
Planning Documents:
CORRECTIONS.md- Detailed corrections for Ink patternsimplementation_plan.md- Main implementation guide (note Ink corrections)phase0_foundation.md- Foundation setup (note JSON/Ink corrections)
Conclusion
Format Compliance
| Format | Status | Notes |
|---|---|---|
| JSON Scenario Structure | ✅ Correct | Matches existing patterns |
| NPC Object Format | ✅ Mostly Correct | Minor improvement: remove roomId |
| Ink Hub Pattern | ❌ Incorrect in docs | Fixed in CORRECTIONS.md |
| Event Tags | ✅ Correct | Proper tag usage |
| Required Fields | ✅ Complete | All fields present |
| Optional Fields | ⚠️ Could improve | Add spriteConfig, hostile config |
Action Items
- Read CORRECTIONS.md first before implementing any Ink files
- Use this document as JSON format reference
- Follow helper-npc.ink as the canonical Ink example
- Test thoroughly with a simple test scenario first
- Validate JSON before loading (use JSON linter)
With these corrections applied, all formats will match the existing codebase patterns and work correctly.