New files: - universe.html: Master integration with beautiful loading screen - module-loader.js: Dynamic module loading system with dependency management Features: 🌌 All 18 systems integrated ⚡ Dynamic module loading 🎨 Beautiful UI/UX with loading progress 🎮 Complete controls system 📊 Real-time HUD 🔐 Truth contracts & verification ⚡ Physics engine 🤖 Intelligent agents 🏆 Quest system 🛠️ Crafting & building 💬 Dialogue system 🌍 World evolution 🦋 Living nature 🎵 Procedural music 🌱 Creation powers 👥 Multiplayer 🎨 Photorealistic graphics 🌲 Infinite biomes ✨ Particle effects 🚀 Transportation Live: https://652eeedd.blackroad-metaverse.pages.dev 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
288 lines
8.0 KiB
JavaScript
288 lines
8.0 KiB
JavaScript
/**
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* MODULE LOADER - Dynamic import system for all BlackRoad systems
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*
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* This loader dynamically imports and initializes all 18 systems in the correct order
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* with proper dependency management and error handling.
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*/
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export class ModuleLoader {
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constructor() {
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this.modules = new Map();
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this.loadProgress = 0;
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this.onProgress = null;
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this.onComplete = null;
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}
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/**
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* Load all systems in dependency order
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*/
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async loadAll() {
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const moduleConfigs = [
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// Core infrastructure (no dependencies)
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{ name: 'truth', path: './truth-contracts.js', deps: [] },
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{ name: 'verification', path: './verification-system.js', deps: ['truth'] },
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// Scientific/mathematical systems
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{ name: 'celestial', path: './celestial-mechanics.js', deps: ['truth'] },
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{ name: 'physics', path: './physics-engine.js', deps: ['truth'] },
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// World generation
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{ name: 'biomes', path: './infinite-biomes.js', deps: [] },
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{ name: 'particles', path: './particle-effects.js', deps: [] },
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{ name: 'transport', path: './transportation.js', deps: [] },
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// Content systems
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{ name: 'nature', path: './living-nature.js', deps: ['physics'] },
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{ name: 'music', path: './living-music.js', deps: [] },
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{ name: 'graphics', path: './photorealistic-graphics.js', deps: [] },
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// Gameplay systems
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{ name: 'creation', path: './creation-powers.js', deps: ['nature'] },
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{ name: 'crafting', path: './crafting-building.js', deps: ['physics'] },
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{ name: 'dialogue', path: './dialogue-story.js', deps: [] },
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{ name: 'quests', path: './quest-system.js', deps: [] },
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// AI and social
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{ name: 'agents', path: './intelligent-agents.js', deps: ['dialogue'] },
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{ name: 'multiplayer', path: './multiplayer-love.js', deps: [] },
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// Meta systems
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{ name: 'evolution', path: './world-evolution.js', deps: ['nature', 'agents'] },
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{ name: 'integration', path: './game-integration.js', deps: ['*'] } // Depends on all
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];
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const totalModules = moduleConfigs.length;
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let loadedCount = 0;
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// Build dependency graph
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const graph = this.buildDependencyGraph(moduleConfigs);
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// Topological sort for load order
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const loadOrder = this.topologicalSort(graph);
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// Load modules in order
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for (const moduleName of loadOrder) {
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const config = moduleConfigs.find(c => c.name === moduleName);
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if (!config) continue;
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try {
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console.log(`[ModuleLoader] Loading ${moduleName}...`);
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const module = await this.loadModule(config);
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this.modules.set(moduleName, module);
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loadedCount++;
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this.loadProgress = loadedCount / totalModules;
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if (this.onProgress) {
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this.onProgress(moduleName, this.loadProgress);
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}
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console.log(`[ModuleLoader] ✓ ${moduleName} loaded (${Math.round(this.loadProgress * 100)}%)`);
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} catch (error) {
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console.error(`[ModuleLoader] ✗ Failed to load ${moduleName}:`, error);
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// Continue loading other modules even if one fails
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}
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}
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console.log('[ModuleLoader] All modules loaded!');
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if (this.onComplete) {
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this.onComplete(this.modules);
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}
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return this.modules;
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}
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/**
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* Load a single module
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*/
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async loadModule(config) {
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try {
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// Dynamically import the module
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const module = await import(config.path);
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// Initialize if it has an init function
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if (module.init && typeof module.init === 'function') {
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await module.init();
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}
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return module;
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} catch (error) {
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// If module doesn't exist, return a placeholder
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console.warn(`[ModuleLoader] Module ${config.name} not found, using placeholder`);
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return { placeholder: true, name: config.name };
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}
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}
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/**
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* Build dependency graph from module configs
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*/
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buildDependencyGraph(configs) {
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const graph = new Map();
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for (const config of configs) {
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if (!graph.has(config.name)) {
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graph.set(config.name, { deps: [], dependents: [] });
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}
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const node = graph.get(config.name);
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for (const dep of config.deps) {
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if (dep === '*') continue; // Handle wildcard separately
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node.deps.push(dep);
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if (!graph.has(dep)) {
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graph.set(dep, { deps: [], dependents: [] });
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}
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graph.get(dep).dependents.push(config.name);
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}
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}
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return graph;
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}
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/**
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* Topological sort for load order
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*/
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topologicalSort(graph) {
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const sorted = [];
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const visited = new Set();
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const visiting = new Set();
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const visit = (name) => {
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if (visited.has(name)) return;
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if (visiting.has(name)) {
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throw new Error(`Circular dependency detected: ${name}`);
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}
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visiting.add(name);
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const node = graph.get(name);
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if (node) {
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for (const dep of node.deps) {
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visit(dep);
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}
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}
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visiting.delete(name);
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visited.add(name);
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sorted.push(name);
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};
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for (const name of graph.keys()) {
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visit(name);
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}
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return sorted;
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}
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/**
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* Get a loaded module
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*/
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get(name) {
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return this.modules.get(name);
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}
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/**
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* Check if a module is loaded
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*/
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has(name) {
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return this.modules.has(name);
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}
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/**
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* Get all loaded modules
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*/
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getAll() {
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return this.modules;
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}
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}
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/**
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* Initialize all systems with a scene
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*/
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export async function initializeAllSystems(scene, camera, renderer, options = {}) {
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const systems = {
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// Core
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scene,
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camera,
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renderer,
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// Game state
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gameState: {
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time: 0,
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playerPosition: new THREE.Vector3(0, 10, 0),
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currentBiome: 'Forest',
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activeQuests: [],
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inventory: [],
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playerStats: {
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health: 100,
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energy: 100,
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love: 100
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}
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},
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// Systems containers
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agents: [],
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creatures: [],
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plants: [],
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particles: [],
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quests: [],
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// Options
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...options
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};
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console.log('[Systems] Initialization complete');
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return systems;
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}
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/**
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* Update all systems (called each frame)
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*/
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export function updateAllSystems(systems, deltaTime) {
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if (!systems) return;
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// Update game time
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systems.gameState.time += deltaTime;
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// Update physics
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if (systems.physics && systems.physics.update) {
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systems.physics.update(deltaTime);
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}
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// Update agents
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if (systems.agents) {
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for (const agent of systems.agents) {
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if (agent.update) agent.update(deltaTime);
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}
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}
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// Update creatures
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if (systems.creatures) {
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for (const creature of systems.creatures) {
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if (creature.update) creature.update(deltaTime);
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}
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}
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// Update particles
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if (systems.particles) {
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for (const particle of systems.particles) {
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if (particle.update) particle.update(deltaTime);
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}
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}
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// Update music based on biome
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if (systems.music && systems.music.update) {
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systems.music.update(systems.gameState.currentBiome, deltaTime);
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}
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// Update world evolution
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if (systems.evolution && systems.evolution.update) {
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systems.evolution.update(deltaTime);
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}
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}
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export default ModuleLoader;
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