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rpg / apps / game / src / data / assetSets.ts
import type { AssetLoader, Texture } from '@rpg/engine';
import { DECOR, TILES } from './map';
import { ENEMY_KINDS, type EnemyKindId } from './enemies';
import type { HeroTextures } from '../systems/PlayerController';

/**
 * Наборы текстур сцены из загруженных ассетов: соответствие «данные ↔ вьюхи»
 * живёт здесь, а не в LocationScene. Имена файлов фиксированы арт-библией.
 */

/** Текстуры тайлов из загруженных ассетов (id -> Texture) — для IsometricTileMap. */
export function tileTextures(a: AssetLoader): Map<number, Texture> {
    return new Map([
        [TILES.GRASS, a.texture('tiles/grass')],
        [TILES.GRASS_V1, a.texture('tiles/grass_2')],
        [TILES.GRASS_V2, a.texture('tiles/grass_3')],
        [TILES.PATH, a.texture('tiles/path')],
        [TILES.PATH_V1, a.texture('tiles/path_2')],
        [TILES.WATER, a.texture('tiles/water_1')],
        [TILES.ASH, a.texture('tiles/ash')],
        [TILES.ASH_V1, a.texture('tiles/ash_2')],
        [DECOR.TUFT, a.texture('tiles/decor_tuft')],
        [DECOR.STONE, a.texture('tiles/decor_stone')],
        [DECOR.BALD, a.texture('tiles/decor_bald')],
        [TILES.BELLFLOWER, a.texture('tiles/bellflower')],
        [TILES.TREE, a.texture('tiles/tree')],
        [TILES.TOWER, a.texture('tiles/tower')],
        [TILES.HOUSE, a.texture('tiles/house')],
        [TILES.FLOOR, a.texture('tiles/floor')],
        [TILES.WALL, a.texture('tiles/wall')],
        [TILES.WELL, a.texture('tiles/well')]
    ]);
}

/** Кадры сгустков из атласа chars/clumps_sheet: префиксы — из EnemyKindDef.frames. */
export function enemyTextures(a: AssetLoader): Map<EnemyKindId, [Texture, Texture]> {
    const out = new Map<EnemyKindId, [Texture, Texture]>();
    for (const kind of Object.values(ENEMY_KINDS)) {
        const prefix = kind.frames[0]!.replace(/_\d+$/, ''); // clump_crawler_1 -> clump_crawler
        out.set(kind.id, a.frames('chars/clumps_sheet.json', prefix) as [Texture, Texture]);
    }
    return out;
}

/** Кадры героя из атласа chars/hero_sheet (именованные анимации генератора). */
export function heroTextures(a: AssetLoader): HeroTextures {
    return {
        down: a.animation('chars/hero_sheet.json', 'hero_walk_down') as [Texture, Texture],
        up: a.animation('chars/hero_sheet.json', 'hero_walk_up') as [Texture, Texture],
        side: a.animation('chars/hero_sheet.json', 'hero_walk_side') as [Texture, Texture]
    };
}