Stand 2026-04-13: PHP/MySQL Infrastruktur, Flussmanagement, Stadt-Prototyp

- PHP/MySQL Backend (XAMPP + Produktionsserver)
- Front-Controller, API-Endpunkte, Session-Management
- Flussmanagement-Simulation (Echtzeit, Punkt-basierter Fluss)
- Stadt & Raumplanung (Prototyp, Top-Down Kachelsystem)
- Klimawaechter 3D: Deiche kleiner, Baeume kippen, Budget angepasst
- persistence.ts: Dualer Speicher (localStorage + Server-API)
- 6 Unit-Test-Dateien fuer bestehende Simulationen

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-13 16:43:42 +02:00
commit f22c5ebbfe
83 changed files with 22709 additions and 0 deletions
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,806 @@
/**
* Klimawächter — Canvas Renderer (V3)
*
* Designprinzipien (nach User-Feedback):
* - RUHE: Kein Tag-Nacht-Wechsel, immer Tagslicht
* - DEZENT: Jahreszeiten als sehr leichte Farbverschiebung, keine Vollbild-Effekte
* - KLIMASTRESS sichtbar: Mit steigender Temperatur wird Himmel gelblicher,
* Land trockener — das ist die einzige langfristige Farbveränderung
* - DETERMINISTISCHE BAUTEN: Position fest beim Bauen
* - ZEITLEISTE am unteren Rand: 2025 ━━●━━━ 2100
* - LEBEN am Rand: Möwen, Hintergrundschiffe, springender Fisch
*
* Zeitraum: 20252100 (75 Jahre, 75 Ticks)
*/
import { KlimawaechterGame } from './game'
interface PlacedObject {
type: 'tree' | 'solar' | 'wind' | 'green-roof' | 'dike' | 'sea-wall'
x: number // 0..1
scale: number
ownerId: string
builtTick: number
}
interface Bird {
x: number
y: number
vx: number
wingPhase: number
size: number
}
interface BgShip {
x: number
speed: number
size: number
}
export class KlimawaechterRenderer {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private game: KlimawaechterGame
private W = 0
private H = 0
private t = 0
private animId = 0
private placed: PlacedObject[] = []
private knownIds = new Set<string>()
private lastTick = -1
private tickStartT = 0
private birds: Bird[] = []
private bgShips: BgShip[] = []
private fishTimer = 0
private fishX = 0
private fishPhase = -1
private houseSeeds: number[] = []
private landSurfaceFn: (x: number) => number = () => 0
constructor(container: HTMLElement, game: KlimawaechterGame) {
this.game = game
this.canvas = document.createElement('canvas')
this.canvas.style.cssText = 'width:100%;display:block;border-radius:12px;background:#dde3da;'
container.appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('Canvas not supported')
this.ctx = ctx
this.resize()
this.initFauna()
window.addEventListener('resize', () => this.resize())
}
private resize(): void {
const rect = this.canvas.parentElement!.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.W = rect.width
this.H = Math.min(rect.width * 0.55, 420)
this.canvas.width = this.W * dpr
this.canvas.height = this.H * dpr
this.canvas.style.height = this.H + 'px'
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
}
private initFauna(): void {
if (this.houseSeeds.length === 0) {
for (let i = 0; i < 12; i++) {
this.houseSeeds.push(this.seededRand(i * 7919) * 0.04 - 0.02)
}
}
for (let i = 0; i < 4; i++) {
this.birds.push({
x: Math.random() * this.W,
y: this.H * (0.05 + Math.random() * 0.18),
vx: 0.15 + Math.random() * 0.2,
wingPhase: Math.random() * Math.PI * 2,
size: 3 + Math.random() * 3,
})
}
this.bgShips = [
{ x: this.W * 0.1, speed: 0.05, size: 0.7 },
{ x: this.W * 0.6, speed: 0.03, size: 0.5 },
]
}
private seededRand(seed: number): number {
const x = Math.sin(seed * 12.9898) * 43758.5453
return x - Math.floor(x)
}
start(): void {
let lastFrame = performance.now()
const loop = (now: number) => {
const dt = (now - lastFrame) / 1000
lastFrame = now
this.t += dt
this.updateScene()
this.draw()
this.animId = requestAnimationFrame(loop)
}
this.animId = requestAnimationFrame(loop)
}
stop(): void {
cancelAnimationFrame(this.animId)
}
private updateScene(): void {
const snap = this.game.getSnapshot()
if (snap.tick !== this.lastTick) {
this.lastTick = snap.tick
this.tickStartT = this.t
}
const owned = this.game.getOwnedMeasures()
for (const m of owned) {
for (let i = 0; i < m.count; i++) {
const id = `${m.measureId}-${i}`
if (!this.knownIds.has(id)) {
this.knownIds.add(id)
this.placed.push(this.placeMeasure(m.measureId, i, snap.tick))
}
}
}
for (const b of this.birds) {
b.x += b.vx
b.wingPhase += 0.18
b.y += Math.sin(this.t * 0.6 + b.wingPhase * 0.3) * 0.1
if (b.x > this.W + 30) {
b.x = -30
b.y = this.H * (0.05 + Math.random() * 0.18)
}
}
for (const s of this.bgShips) {
s.x += s.speed
if (s.x > this.W + 80) s.x = -80
}
}
private placeMeasure(id: string, index: number, tick: number): PlacedObject {
const baseScale = 0.85 + this.seededRand(index * 991 + 31) * 0.3
const stableId = `${id}-${index}`
if (id === 'forest') {
const slot = index % 6
const x = 0.04 + slot * 0.025 + this.seededRand(index * 13 + 7) * 0.015
return { type: 'tree', x, scale: baseScale, ownerId: stableId, builtTick: tick }
}
if (id === 'solar') {
const slot = index % 5
const x = 0.78 - slot * 0.035 + this.seededRand(index * 17 + 3) * 0.01
return { type: 'solar', x, scale: 0.95, ownerId: stableId, builtTick: tick }
}
if (id === 'wind') {
const slot = index % 4
const x = 0.02 + slot * 0.04 + this.seededRand(index * 23 + 11) * 0.01
return { type: 'wind', x, scale: 1, ownerId: stableId, builtTick: tick }
}
if (id === 'green-roof') {
return { type: 'green-roof', x: 0, scale: 1, ownerId: stableId, builtTick: tick }
}
if (id === 'dike') {
const slot = index % 4
const x = 0.83 + slot * 0.035
return { type: 'dike', x, scale: 1, ownerId: stableId, builtTick: tick }
}
if (id === 'sea-wall') {
const x = 0.95
return { type: 'sea-wall', x, scale: 1 + index * 0.08, ownerId: stableId, builtTick: tick }
}
return { type: 'tree', x: 0.5, scale: 1, ownerId: stableId, builtTick: tick }
}
// ============================================================
// RENDERING
// ============================================================
private draw(): void {
const { ctx, W, H } = this
ctx.clearRect(0, 0, W, H)
const snap = this.game.getSnapshot()
const co2 = snap.resources.co2 ?? 425
const temp = snap.resources.temperature ?? 15
const seaCm = snap.resources.sealevel ?? 0
const flooded = snap.resources.flooded ?? 0
const speed = snap.speed || 1
// Klimastress: subtiler Farbwandel über die Zeit
// Temperatur 15 → 19+ → Himmel wird gelblicher, Land trockener
const tempStress = Math.max(0, Math.min(1, (temp - 15) / 4))
const co2Stress = Math.max(0, Math.min(1, (co2 - 400) / 400))
// Saison-Fortschritt innerhalb des aktuellen Jahres (für sehr dezente Akzente)
const msPerTick = 4000 / Math.max(0.001, speed)
const elapsedInTick = (this.t - this.tickStartT) * 1000
const tickProgress = Math.min(1, elapsedInTick / msPerTick)
const seasonF = tickProgress * 4
const seasonIdx = Math.floor(seasonF) % 4
const seasonBlend = seasonF - Math.floor(seasonF)
// Reservierter Bereich für die Zeitleiste am unteren Rand
const timelineH = 28
const sceneH = H - timelineH
const groundY = sceneH * 0.7
const baseSeaY = sceneH * 0.78
const seaY = baseSeaY - Math.min(baseSeaY * 0.2, seaCm * 0.4)
// ===== HIMMEL — basiert auf Klimastress, NICHT auf Tageszeit =====
const skyTopBase = [200, 215, 210] // hell-bläulich
const skyMidBase = [215, 225, 215]
const skyBottomBase = [225, 230, 215]
// Klimastress: Himmel wird gelb-bräunlicher
const stressedSky = (base: number[]) => {
const r = Math.round(base[0] + tempStress * 25 + co2Stress * 10)
const g = Math.round(base[1] + tempStress * 5 - co2Stress * 5)
const b = Math.round(base[2] - tempStress * 30 - co2Stress * 25)
return `rgb(${r},${g},${b})`
}
const sky = ctx.createLinearGradient(0, 0, 0, groundY)
sky.addColorStop(0, stressedSky(skyTopBase))
sky.addColorStop(0.6, stressedSky(skyMidBase))
sky.addColorStop(1, stressedSky(skyBottomBase))
ctx.fillStyle = sky
ctx.fillRect(0, 0, W, groundY)
// ===== SONNE — fix oben rechts, dezent =====
const sunX = W * 0.85
const sunY = sceneH * 0.13
const sunGlow = ctx.createRadialGradient(sunX, sunY, 0, sunX, sunY, 60)
sunGlow.addColorStop(0, 'rgba(255,235,180,0.35)')
sunGlow.addColorStop(1, 'rgba(255,235,180,0)')
ctx.fillStyle = sunGlow
ctx.fillRect(sunX - 60, sunY - 60, 120, 120)
// Sonnen-Farbe wird leicht orange-rot bei Klimastress
const sunR = 240 + tempStress * 15
const sunG = 200 - tempStress * 30
const sunB = 100 - tempStress * 30
ctx.fillStyle = `rgb(${sunR},${sunG},${sunB})`
ctx.beginPath()
ctx.arc(sunX, sunY, 18, 0, Math.PI * 2)
ctx.fill()
// ===== WOLKEN — dezent driftend =====
const cloudOffset = this.t * 4
for (let i = 0; i < 4; i++) {
const baseX = (i / 4) * W * 1.4 - W * 0.1
const cx = ((baseX + cloudOffset * (1 + i * 0.1)) % (W + 100)) - 50
const cy = sceneH * (0.08 + i * 0.04)
const cloudOpacity = 0.7 - co2Stress * 0.2
this.drawCloud(ctx, cx, cy, 0.7 + (i % 3) * 0.15, `rgba(255,255,255,${cloudOpacity})`)
}
// ===== KEIL-INSEL — schräg ansteigend von rechts (Meer) nach links (Vulkan) =====
// landSurface(x) = y-Koordinate der Landoberfläche an horizontaler Position x
// Hinten/links hoch, vorne/rechts niedrig (sinkt knapp unter baseSeaY)
const landHighY = groundY - 40 // linke Seite (hinter Vulkan)
const landLowY = baseSeaY - 6 // rechte Seite — knapp über Wasser
const landSurface = (x: number): number => {
const t = x / W // 0 links → 1 rechts
// Leicht quadratisch abfallend für natürlicheren Keil
const ease = t * t * 0.4 + t * 0.6
const base = landHighY * (1 - ease) + landLowY * ease
// Kleine Welligkeit
return base + Math.sin(x * 0.02) * 3 + Math.sin(x * 0.006 + 1.2) * 4
}
// Speicher als Render-State für Maßnahmen-Platzierung
this.landSurfaceFn = landSurface
// Hintergrund-Berge (weit links, entsprechen weiterem Hinterland)
const mountainR = 150 + tempStress * 25
const mountainG = 165 - tempStress * 30
const mountainB = 150 - tempStress * 35
ctx.fillStyle = `rgb(${mountainR},${mountainG},${mountainB})`
ctx.beginPath()
ctx.moveTo(0, landSurface(0) - 20)
for (let x = 0; x <= W * 0.6; x += 25) {
const my = landSurface(x) - 30 - Math.sin(x * 0.007 + 1) * 18 - Math.sin(x * 0.014 + 0.3) * 10
ctx.lineTo(x, my)
}
ctx.lineTo(W * 0.6, landSurface(W * 0.6))
ctx.lineTo(0, landSurface(0))
ctx.closePath()
ctx.fill()
// === VULKAN mit Gletscher-Deckel (links, ragt aus der Landschaft) ===
const volcanoBaseX = W * 0.16
const volcanoBaseY = landSurface(volcanoBaseX) - 2
const volcanoHeight = 120
const volcanoHalfBase = 55
const volcanoTopHalf = 14
// Fels
ctx.fillStyle = `rgb(${106 + tempStress * 20},${90 + tempStress * 10},${74})`
ctx.beginPath()
ctx.moveTo(volcanoBaseX - volcanoHalfBase, volcanoBaseY)
ctx.lineTo(volcanoBaseX - volcanoTopHalf, volcanoBaseY - volcanoHeight)
ctx.lineTo(volcanoBaseX + volcanoTopHalf, volcanoBaseY - volcanoHeight)
ctx.lineTo(volcanoBaseX + volcanoHalfBase, volcanoBaseY)
ctx.closePath()
ctx.fill()
// Krater-Delle
ctx.fillStyle = 'rgba(0,0,0,0.25)'
ctx.beginPath()
ctx.ellipse(volcanoBaseX, volcanoBaseY - volcanoHeight + 1, volcanoTopHalf - 2, 2, 0, 0, Math.PI * 2)
ctx.fill()
// Gletscher-Deckel (1/3 der Höhe, opak, schrumpft mit Temperatur)
const glacierFraction = Math.max(0, Math.min(1, 1 - (temp - 15) / 3))
if (glacierFraction > 0.02) {
const glacierFullH = volcanoHeight / 3
const glacierH = glacierFullH * glacierFraction
const glacierBaseY = volcanoBaseY - (volcanoHeight - glacierFullH + glacierFullH - glacierH)
const grime = (1 - glacierFraction) * 40
// Die Deckel-Form ist ein Trapez, breiter als der Vulkan-Top
const capBottomHalf = (volcanoTopHalf + 6) * (0.5 + glacierFraction * 0.5)
const capTopHalf = volcanoTopHalf * (0.6 + glacierFraction * 0.4)
ctx.fillStyle = `rgb(${240 - grime},${246 - grime},${250 - grime})`
ctx.beginPath()
ctx.moveTo(volcanoBaseX - capBottomHalf, glacierBaseY)
ctx.lineTo(volcanoBaseX - capTopHalf, glacierBaseY - glacierH)
ctx.lineTo(volcanoBaseX + capTopHalf, glacierBaseY - glacierH)
ctx.lineTo(volcanoBaseX + capBottomHalf, glacierBaseY)
ctx.closePath()
ctx.fill()
// Schatten-Linie unten am Deckel
ctx.strokeStyle = `rgba(140,150,160,${0.3 * glacierFraction})`
ctx.lineWidth = 1
ctx.beginPath()
ctx.moveTo(volcanoBaseX - capBottomHalf, glacierBaseY)
ctx.lineTo(volcanoBaseX + capBottomHalf, glacierBaseY)
ctx.stroke()
}
// ===== LAND (Keil) — Grasfarbe verändert sich mit Klimastress =====
const grassR = 140 + tempStress * 30
const grassG = 165 - tempStress * 35
const grassB = 110 - tempStress * 25
ctx.fillStyle = `rgb(${grassR},${grassG},${grassB})`
ctx.beginPath()
ctx.moveTo(0, landSurface(0))
for (let x = 0; x <= W; x += 10) {
ctx.lineTo(x, landSurface(x))
}
// Rechte untere Ecke: in den Boden / unter die Wasserlinie
ctx.lineTo(W, sceneH)
ctx.lineTo(0, sceneH)
ctx.closePath()
ctx.fill()
// Dünner Bodenstreifen direkt unter dem Gras
ctx.fillStyle = `rgb(${110 + tempStress * 20},${100 - tempStress * 15},${80 - tempStress * 20})`
for (let x = 0; x <= W; x += 4) {
ctx.fillRect(x, landSurface(x) + 4, 4, 6)
}
// ===== BÄUME =====
for (const obj of this.placed.filter(p => p.type === 'tree')) {
const px = obj.x * W
this.drawTree(ctx, px, landSurface(px) - 1, obj.scale, tempStress)
}
// ===== WINDRÄDER (stehen auf dem Keil — weiter oben links ist windiger) =====
for (const obj of this.placed.filter(p => p.type === 'wind')) {
const px = obj.x * W
this.drawWind(ctx, px, landSurface(px) - 5, this.t)
}
// ===== HÄUSER — bevorzugt auf der höheren (linken) Seite =====
const greenRoofs = this.placed.filter(s => s.type === 'green-roof').length
const totalHouses = 12
const floodedCount = Math.round((flooded / 100) * totalHouses)
for (let i = 0; i < totalHouses; i++) {
// Häuser eher im Mittelteil/links (0.28..0.72) — Tiefland rechts bleibt leer
const x = (0.28 + (i / totalHouses) * 0.44 + this.houseSeeds[i] * 0.8) * W
const isFlooded = i >= (totalHouses - floodedCount)
const hasGreenRoof = i < greenRoofs
this.drawHouse(ctx, x, landSurface(x) - 1, 0.95 + this.houseSeeds[i] * 4, isFlooded, hasGreenRoof)
}
// ===== SOLARANLAGEN =====
for (const obj of this.placed.filter(p => p.type === 'solar')) {
const px = obj.x * W
this.drawSolar(ctx, px, landSurface(px) - 4)
}
// ===== MEER =====
const seaR = 145 - tempStress * 10
const seaG = 175 - tempStress * 15
const seaB = 175 - tempStress * 5
const seaGrad = ctx.createLinearGradient(0, seaY, 0, sceneH)
seaGrad.addColorStop(0, `rgb(${seaR},${seaG},${seaB})`)
seaGrad.addColorStop(1, `rgb(${seaR - 25},${seaG - 25},${seaB - 15})`)
ctx.fillStyle = seaGrad
ctx.fillRect(0, seaY, W, sceneH - seaY)
// Hintergrundschiffe
for (const ship of this.bgShips) {
this.drawBgShip(ctx, ship.x, seaY - 4, ship.size)
}
// Wellen
for (let i = 0; i < 4; i++) {
ctx.beginPath()
ctx.moveTo(0, seaY)
for (let x = 0; x <= W; x += 4) {
ctx.lineTo(x, seaY + Math.sin(x * 0.02 + this.t * (1 + i * 0.5)) * (1.2 + i))
}
ctx.lineTo(W, sceneH); ctx.lineTo(0, sceneH); ctx.closePath()
ctx.fillStyle = `rgba(255,255,255,${0.04 - i * 0.008})`
ctx.fill()
}
// Sonnenreflexion auf dem Wasser (immer, da Sonne fix oben)
ctx.globalAlpha = 0.25
ctx.fillStyle = `rgb(${sunR},${sunG},${sunB})`
for (let i = 0; i < 5; i++) {
const ry = seaY + 4 + i * 4
const rw = 24 - i * 3 + Math.sin(this.t * 2 + i) * 3
ctx.fillRect(sunX - rw / 2, ry, rw, 1)
}
ctx.globalAlpha = 1
// ===== DEICHE & MAUERN =====
for (const obj of this.placed.filter(p => p.type === 'dike')) {
this.drawDike(ctx, obj.x * W, groundY)
}
for (const obj of this.placed.filter(p => p.type === 'sea-wall')) {
this.drawSeaWall(ctx, obj.x * W, groundY - 18, baseSeaY)
}
// ===== BEWOHNER =====
const popLossPct = Math.max(0, 10000 - snap.resources.population) / 10000
const peopleCount = Math.round(8 * (1 - popLossPct))
for (let i = 0; i < peopleCount; i++) {
const px = W * (0.22 + (i / 8) * 0.58 + Math.sin(this.t * 0.5 + i) * 0.003)
const py = groundY - 1
ctx.fillStyle = '#3a3a3a'
ctx.fillRect(px - 1, py - 5, 2, 5)
ctx.beginPath()
ctx.arc(px, py - 6, 1.4, 0, Math.PI * 2)
ctx.fill()
}
// ===== VÖGEL =====
for (const b of this.birds) {
this.drawBird(ctx, b)
}
// ===== SPRINGENDER FISCH =====
this.fishTimer -= 0.016
if (this.fishTimer <= 0) {
this.fishTimer = 8 + Math.random() * 12
this.fishX = W * (0.55 + Math.random() * 0.35)
this.fishPhase = 0
}
if (this.fishPhase >= 0 && this.fishPhase < 1) {
this.fishPhase += 0.018
const fy = seaY - Math.sin(this.fishPhase * Math.PI) * 18
const rot = -Math.PI * 0.3 + this.fishPhase * Math.PI * 0.6
ctx.save()
ctx.translate(this.fishX, fy)
ctx.rotate(rot)
ctx.globalAlpha = 0.5
ctx.fillStyle = '#5a7a7e'
ctx.beginPath()
ctx.ellipse(0, 0, 5, 2, 0, 0, Math.PI * 2)
ctx.fill()
ctx.beginPath()
ctx.moveTo(-5, 0); ctx.lineTo(-8, -2); ctx.lineTo(-8, 2); ctx.closePath()
ctx.fill()
ctx.restore()
ctx.globalAlpha = 1
}
// ===== DEZENTE SAISON-AKZENTE (sehr klein, nicht aufdringlich) =====
if (seasonIdx === 2) this.drawLeaves(ctx, seasonBlend, sceneH)
if (seasonIdx === 3) this.drawSnow(ctx, seasonBlend, sceneH)
// ===== ZEITLEISTE am unteren Rand =====
this.drawTimeline(ctx, timelineH, snap.tick, snap.events)
}
// ============================================================
// ZEITLEISTE
// ============================================================
private drawTimeline(ctx: CanvasRenderingContext2D, h: number, currentTick: number, events: any[]): void {
const { W, H } = this
const y = H - h
const marginX = 40
// Hintergrund
ctx.fillStyle = 'rgba(255,255,255,0.92)'
ctx.fillRect(0, y, W, h)
ctx.strokeStyle = 'rgba(0,0,0,0.06)'
ctx.lineWidth = 1
ctx.beginPath()
ctx.moveTo(0, y); ctx.lineTo(W, y)
ctx.stroke()
// Zeitleiste
const lineY = y + h / 2 + 2
const lineX0 = marginX
const lineX1 = W - marginX
// Linie
ctx.strokeStyle = '#c8c4b8'
ctx.lineWidth = 2
ctx.lineCap = 'round'
ctx.beginPath()
ctx.moveTo(lineX0, lineY); ctx.lineTo(lineX1, lineY)
ctx.stroke()
// Dezimal-Markierungen (alle 10 Jahre)
const totalTicks = 75
for (let i = 0; i <= 7; i++) {
const decade = i * 10
const x = lineX0 + (decade / totalTicks) * (lineX1 - lineX0)
ctx.strokeStyle = '#a8a497'
ctx.lineWidth = 1
ctx.beginPath()
ctx.moveTo(x, lineY - 3); ctx.lineTo(x, lineY + 3)
ctx.stroke()
// Jahreszahl
if (i === 0 || i === 7 || i % 2 === 0) {
ctx.fillStyle = '#7a7468'
ctx.font = '9px Inter, system-ui, sans-serif'
ctx.textAlign = 'center'
ctx.fillText(`${2025 + decade}`, x, lineY + 14)
}
}
// Aktueller Stand — runder Marker
const progress = Math.min(1, currentTick / totalTicks)
const markerX = lineX0 + progress * (lineX1 - lineX0)
// Track bis hierher leicht hervorheben
ctx.strokeStyle = '#4a7c8a'
ctx.lineWidth = 2
ctx.beginPath()
ctx.moveTo(lineX0, lineY); ctx.lineTo(markerX, lineY)
ctx.stroke()
// Marker-Kreis
ctx.fillStyle = '#4a7c8a'
ctx.beginPath()
ctx.arc(markerX, lineY, 5, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = '#fff'
ctx.beginPath()
ctx.arc(markerX, lineY, 2, 0, Math.PI * 2)
ctx.fill()
// Aktuelles Jahr über dem Marker
const currentYear = 2025 + currentTick
ctx.fillStyle = '#4a7c8a'
ctx.font = 'bold 10px Inter, system-ui, sans-serif'
ctx.textAlign = 'center'
ctx.fillText(`${currentYear}`, markerX, lineY - 8)
// Event-Marker auf der Linie (kleine Punkte)
for (const ev of events) {
if (ev.tick > currentTick) continue
const ex = lineX0 + (ev.tick / totalTicks) * (lineX1 - lineX0)
ctx.fillStyle = ev.severity === 'danger' ? '#c0503c' : ev.severity === 'warning' ? '#c4a35a' : ev.severity === 'success' ? '#5a8a5e' : '#8a8a8a'
ctx.beginPath()
ctx.arc(ex, lineY - 8, 2, 0, Math.PI * 2)
ctx.fill()
}
}
// ============================================================
// DRAW HELPERS
// ============================================================
private drawCloud(ctx: CanvasRenderingContext2D, x: number, y: number, s: number, color: string): void {
ctx.fillStyle = color
ctx.beginPath()
ctx.ellipse(x, y, 24*s, 9*s, 0, 0, Math.PI*2); ctx.fill()
ctx.beginPath()
ctx.ellipse(x-13*s, y+2*s, 17*s, 7*s, 0, 0, Math.PI*2); ctx.fill()
ctx.beginPath()
ctx.ellipse(x+14*s, y+2*s, 18*s, 7*s, 0, 0, Math.PI*2); ctx.fill()
}
private drawTree(ctx: CanvasRenderingContext2D, x: number, y: number, s: number, stress: number): void {
// Bei Klimastress: Bäume werden bräunlicher
const leafG = 130 - stress * 40
const leafR = 90 + stress * 60
const leafB = 80 - stress * 30
const shadeG = 100 - stress * 35
const shadeR = 70 + stress * 55
const shadeB = 60 - stress * 25
ctx.fillStyle = '#5a4a3a'
ctx.fillRect(x - 1.5*s, y - 9*s, 3*s, 9*s)
ctx.fillStyle = `rgb(${shadeR},${shadeG},${shadeB})`
ctx.beginPath()
ctx.arc(x - 4*s, y - 10*s, 6*s, 0, Math.PI * 2)
ctx.fill()
ctx.beginPath()
ctx.arc(x + 4*s, y - 10*s, 6*s, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = `rgb(${leafR},${leafG},${leafB})`
ctx.beginPath()
ctx.arc(x, y - 14*s, 7*s, 0, Math.PI * 2)
ctx.fill()
ctx.beginPath()
ctx.arc(x - 3*s, y - 11*s, 5*s, 0, Math.PI * 2)
ctx.fill()
ctx.beginPath()
ctx.arc(x + 3*s, y - 11*s, 5*s, 0, Math.PI * 2)
ctx.fill()
}
private drawHouse(ctx: CanvasRenderingContext2D, x: number, y: number, s: number, flooded: boolean, greenRoof: boolean): void {
if (flooded) {
ctx.globalAlpha = 0.6
ctx.fillStyle = '#a08878'
ctx.fillRect(x - 7*s, y - 8*s, 14*s, 8*s)
ctx.fillStyle = '#5a4a3a'
ctx.fillRect(x - 7*s, y - 4*s, 14*s, 4*s)
ctx.globalAlpha = 1
return
}
// Wand
ctx.fillStyle = '#e8d8b8'
ctx.fillRect(x - 8*s, y - 14*s, 16*s, 14*s)
// Dach
if (greenRoof) {
ctx.fillStyle = '#6aa86e'
} else {
ctx.fillStyle = '#b06a5a'
}
ctx.beginPath()
ctx.moveTo(x - 10*s, y - 14*s)
ctx.lineTo(x, y - 22*s)
ctx.lineTo(x + 10*s, y - 14*s)
ctx.closePath()
ctx.fill()
// Fenster
ctx.fillStyle = '#a8c8d0'
ctx.fillRect(x - 3*s, y - 11*s, 6*s, 5*s)
// Tür
ctx.fillStyle = '#6a4a3a'
ctx.fillRect(x - 2*s, y - 5*s, 4*s, 5*s)
}
private drawSolar(ctx: CanvasRenderingContext2D, x: number, y: number): void {
const tilt = -0.3
ctx.save()
ctx.translate(x, y)
ctx.rotate(tilt)
ctx.fillStyle = 'rgba(255,220,150,0.3)'
ctx.fillRect(-10, -12, 20, 12)
ctx.fillStyle = '#3a4a6a'
ctx.fillRect(-8, -10, 16, 8)
ctx.strokeStyle = '#5a6a8a'
ctx.lineWidth = 0.5
for (let i = -6; i <= 6; i += 4) {
ctx.beginPath()
ctx.moveTo(i, -10); ctx.lineTo(i, -2)
ctx.stroke()
}
ctx.beginPath()
ctx.moveTo(-8, -6); ctx.lineTo(8, -6)
ctx.stroke()
ctx.restore()
ctx.fillStyle = '#5a5a5a'
ctx.fillRect(x - 1, y - 8, 2, 8)
}
private drawWind(ctx: CanvasRenderingContext2D, x: number, y: number, t: number): void {
ctx.fillStyle = '#e0dcd0'
ctx.fillRect(x - 1.5, y - 30, 3, 30)
ctx.beginPath()
ctx.arc(x, y - 30, 2.5, 0, Math.PI * 2)
ctx.fill()
const angle = t * 1.8
for (let i = 0; i < 3; i++) {
const a = angle + (i / 3) * Math.PI * 2
ctx.save()
ctx.translate(x, y - 30)
ctx.rotate(a)
ctx.fillStyle = '#f0ece0'
ctx.beginPath()
ctx.ellipse(0, -8, 1.2, 10, 0, 0, Math.PI * 2)
ctx.fill()
ctx.restore()
}
}
private drawDike(ctx: CanvasRenderingContext2D, x: number, groundY: number): void {
ctx.fillStyle = '#8a7a6a'
ctx.beginPath()
ctx.moveTo(x - 12, groundY)
ctx.lineTo(x - 6, groundY - 14)
ctx.lineTo(x + 6, groundY - 14)
ctx.lineTo(x + 12, groundY)
ctx.closePath()
ctx.fill()
ctx.fillStyle = '#6a5a4a'
ctx.fillRect(x - 7, groundY - 16, 14, 2)
}
private drawSeaWall(ctx: CanvasRenderingContext2D, x: number, topY: number, baseY: number): void {
ctx.fillStyle = '#a8a8a8'
ctx.fillRect(x - 4, topY, 8, baseY - topY + 10)
ctx.fillStyle = '#888'
ctx.fillRect(x - 5, topY, 10, 3)
}
private drawBird(ctx: CanvasRenderingContext2D, b: Bird): void {
const wing = Math.sin(b.wingPhase) * 0.5
ctx.globalAlpha = 0.5
ctx.strokeStyle = '#3a3a3a'
ctx.lineWidth = 1.3
ctx.lineCap = 'round'
ctx.beginPath()
ctx.moveTo(b.x - b.size, b.y - wing * b.size)
ctx.quadraticCurveTo(b.x, b.y + 1.5, b.x + b.size, b.y - wing * b.size)
ctx.stroke()
ctx.globalAlpha = 1
}
private drawBgShip(ctx: CanvasRenderingContext2D, x: number, y: number, s: number): void {
ctx.globalAlpha = 0.4
ctx.fillStyle = '#6a5a5a'
ctx.beginPath()
ctx.moveTo(x - 14 * s, y)
ctx.lineTo(x - 11 * s, y + 5 * s)
ctx.lineTo(x + 11 * s, y + 5 * s)
ctx.lineTo(x + 14 * s, y)
ctx.closePath()
ctx.fill()
ctx.strokeStyle = '#4a4a4a'
ctx.lineWidth = 0.8
ctx.beginPath()
ctx.moveTo(x, y); ctx.lineTo(x, y - 14 * s)
ctx.stroke()
ctx.fillStyle = '#e8e3d8'
ctx.beginPath()
ctx.moveTo(x + 1, y - 13 * s)
ctx.lineTo(x + 9 * s, y - 2 * s)
ctx.lineTo(x + 1, y - 1 * s)
ctx.closePath()
ctx.fill()
ctx.globalAlpha = 1
}
private drawLeaves(ctx: CanvasRenderingContext2D, blend: number, sceneH: number): void {
// Sehr dezent — nur 4 Blätter
ctx.globalAlpha = blend * 0.3
for (let i = 0; i < 4; i++) {
const lx = (i * 173 + this.t * 6) % this.W
const ly = ((this.t * 8 + i * 89) % (sceneH * 0.7))
ctx.fillStyle = i % 2 ? '#c87a3a' : '#a85a2a'
ctx.beginPath()
ctx.ellipse(lx, ly, 1.5, 0.8, this.t + i, 0, Math.PI * 2)
ctx.fill()
}
ctx.globalAlpha = 1
}
private drawSnow(ctx: CanvasRenderingContext2D, blend: number, sceneH: number): void {
// Sehr dezent — nur 8 Flocken
ctx.globalAlpha = Math.min(1, blend * 1.5) * 0.3
ctx.fillStyle = '#fff'
for (let i = 0; i < 8; i++) {
const sx = (i * 119 + this.t * 4) % this.W
const sy = ((this.t * 10 + i * 89) % (sceneH * 0.85))
ctx.beginPath()
ctx.arc(sx + Math.sin(this.t + i) * 3, sy, 1, 0, Math.PI * 2)
ctx.fill()
}
ctx.globalAlpha = 1
}
}
File diff suppressed because it is too large Load Diff
+137
View File
@@ -0,0 +1,137 @@
/**
* SIM-05: Treibhauseffekt-Simulator — LOGIK
*
* Vereinfachtes Klimamodell:
* - Sonneneinstrahlung (konstant ~1361 W/m²)
* - Albedo (Reflexion, ~0.3)
* - CO₂-Konzentration beeinflusst Treibhauseffekt
* - Ergebnis: Gleichgewichtstemperatur der Erde
*
* Gezielt gegen Fehlkonzept: "Ozonloch = Klimawandel"
* (Schuler 2011, Reinfried et al. 2010)
*
* Didaktischer Ablauf: Predict → Observe → Explain
*/
import { Simulation, SimulationMeta } from '@core/simulation'
const META: SimulationMeta = {
id: 'sim-05',
name: 'Treibhauseffekt-Simulator',
educationLevels: [5, 6, 7, 8], // AT: 1.4. Kl. MS, DE: 5.8., CH: Zyklus 3
primaryLevel: 5, // Primär für AT 1. Klasse MS (= 5. Schulstufe)
kompetenzbereich: 'Leben und Wirtschaften im Hinblick auf nachhaltige Ernährung',
lernziele: [
'Grundprinzip des Treibhauseffekts erklären können',
'Zusammenhang zwischen CO₂-Konzentration und Temperatur verstehen',
'Treibhauseffekt vom Ozonloch unterscheiden können',
],
basiskonzepte: ['Veränderung und Wandel', 'Maßstabsebenen und Raum'],
requiresReading: true, // Text-basierte Reflexionsfragen
dpiMinuten: 20,
typ: 'sachsimulation',
tier: 1,
}
/** Physikalische Konstanten (vereinfacht für Schulniveau) */
const SOLAR_CONSTANT = 1361 // W/m², Solarkonstante
const STEFAN_BOLTZMANN = 5.67e-8 // W/(m²·K⁴)
const PRE_INDUSTRIAL_CO2 = 280 // ppm
const CURRENT_CO2 = 425 // ppm (ca. 2026)
/**
* Berechnet die Gleichgewichtstemperatur der Erde
* basierend auf einem vereinfachten Strahlungsmodell.
*
* Ohne Treibhauseffekt: ~-18°C
* Mit natürlichem Treibhauseffekt (280 ppm): ~15°C
* Aktuell (425 ppm): ~16.1°C
*/
export function computeTemperature(co2ppm: number, albedo: number): number {
// Absorbierte Sonnenstrahlung pro m²
const absorbed = (SOLAR_CONSTANT / 4) * (1 - albedo)
// Treibhauseffekt als logarithmische Funktion der CO₂-Konzentration
// ΔT ≈ λ * ln(CO₂/CO₂_ref) — vereinfacht nach Arrhenius
const climateSensitivity = 3.0 // °C pro Verdoppelung CO₂
const deltaT = climateSensitivity * Math.log2(co2ppm / PRE_INDUSTRIAL_CO2)
// Basistemperatur ohne Treibhauseffekt
const tempNoGreenhouse = Math.pow(absorbed / STEFAN_BOLTZMANN, 0.25) - 273.15 // ~-18°C
// Natürlicher Treibhauseffekt ~33°C
const naturalGreenhouse = 33
return tempNoGreenhouse + naturalGreenhouse + deltaT
}
/**
* Berechnet Folgen der Temperaturänderung (vereinfacht)
*/
export function computeEffects(tempC: number): {
seaLevelRise: number // cm über vorindustriellem Niveau
arcticIce: number // % verbleibend (100% = vorindustriell)
extremeEvents: number // Faktor (1 = normal, 2 = doppelt so häufig)
} {
const deltaT = tempC - 15 // Differenz zum vorindustriellen Mittel
return {
seaLevelRise: Math.max(0, deltaT * 15), // ~15cm pro °C (vereinfacht)
arcticIce: Math.max(0, Math.min(100, 100 - deltaT * 12)),
extremeEvents: Math.max(1, 1 + deltaT * 0.3),
}
}
export class TreibhausSimulation extends Simulation {
constructor() {
super(META)
// Startwerte setzen
const ranges = this.getVariableRanges()
for (const [key, range] of Object.entries(ranges)) {
this.state.variables[key] = range.default
}
}
getVariableRanges() {
return {
co2: {
min: 200,
max: 1000,
default: CURRENT_CO2,
unit: 'ppm',
label: 'CO₂-Konzentration',
},
albedo: {
min: 0.1,
max: 0.6,
default: 0.3,
unit: '',
label: 'Albedo (Reflexion)',
},
}
}
compute() {
const co2 = this.getVariable('co2')
const albedo = this.getVariable('albedo')
const temp = computeTemperature(co2, albedo)
const effects = computeEffects(temp)
const results = {
temperature: Math.round(temp * 10) / 10,
seaLevelRise: Math.round(effects.seaLevelRise),
arcticIce: Math.round(effects.arcticIce),
extremeEvents: Math.round(effects.extremeEvents * 10) / 10,
tempWithoutGreenhouse: Math.round((Math.pow((SOLAR_CONSTANT / 4) * (1 - albedo) / STEFAN_BOLTZMANN, 0.25) - 273.15) * 10) / 10,
}
this.state.results = results
return results
}
protected onVariableChange(_name: string, _value: number): void {
this.compute()
}
}
+345
View File
@@ -0,0 +1,345 @@
/**
* SIM-05: Treibhauseffekt — Canvas Renderer
*
* Visualisiert:
* - Sonne → Sonnenstrahlen → Erdoberfläche
* - Wärmestrahlung von der Erde nach oben
* - CO₂-Schicht fängt Wärmestrahlung ab (je dicker, desto mehr)
* - Temperaturanzeige
* - Auswirkungen (Meeresspiegel, Eis, Extremereignisse)
*
* Stil: Skandinavisch minimal — gedeckte Farben, sanfte Animationen
*/
import { TreibhausSimulation, computeTemperature, computeEffects } from './logic'
interface Particle {
x: number; y: number; vx: number; vy: number
type: 'solar' | 'heat' | 'reflected'
life: number; maxLife: number
absorbed: boolean
}
export class TreibhausRenderer {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private sim: TreibhausSimulation
private W = 0
private H = 0
private t = 0
private particles: Particle[] = []
private animId = 0
// Layout zones (ratios of height)
private sunY = 0
private atmoTop = 0
private atmoBot = 0
private groundY = 0
private seaY = 0
// Colors — skandinavisch
private col = {
sky: '#dde3da',
space: '#c5cdc2',
sun: '#e8c84a',
sunGlow: 'rgba(232,200,74,0.15)',
solar: '#e8c84a',
heat: '#c07a6b',
reflected:'#8ab0b8',
co2: 'rgba(180,160,130,VAR)', // opacity varies
ground: '#8a9a82',
groundDark:'#6a7a62',
sea: '#9ab5b8',
ice: '#d8e0dc',
text: '#1a1a1a',
muted: '#6a6a6a',
}
constructor(container: HTMLElement, sim: TreibhausSimulation) {
this.sim = sim
this.canvas = document.createElement('canvas')
this.canvas.style.cssText = 'width:100%;height:100%;display:block;border-radius:12px;'
container.appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('Canvas not supported')
this.ctx = ctx
this.resize()
window.addEventListener('resize', () => this.resize())
}
private resize(): void {
const rect = this.canvas.parentElement!.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.W = rect.width
this.H = Math.min(rect.width * 0.65, 500)
this.canvas.width = this.W * dpr
this.canvas.height = this.H * dpr
this.canvas.style.height = this.H + 'px'
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
// Layout zones
this.sunY = this.H * 0.08
this.atmoTop = this.H * 0.25
this.atmoBot = this.H * 0.45
this.groundY = this.H * 0.7
this.seaY = this.H * 0.75
}
start(): void {
const loop = () => {
this.t += 0.016
this.update()
this.draw()
this.animId = requestAnimationFrame(loop)
}
loop()
}
stop(): void {
cancelAnimationFrame(this.animId)
}
private update(): void {
const co2 = this.sim.getVariable('co2')
const absorptionRate = Math.min(0.9, (co2 - 200) / 800 * 0.85)
// Spawn solar particles
if (Math.random() < 0.15) {
this.particles.push({
x: this.W * 0.3 + Math.random() * this.W * 0.4,
y: 0,
vx: (Math.random() - 0.5) * 0.3,
vy: 1.5 + Math.random() * 0.5,
type: 'solar',
life: 0, maxLife: 300,
absorbed: false,
})
}
// Update particles
for (let i = this.particles.length - 1; i >= 0; i--) {
const p = this.particles[i]
p.x += p.vx
p.y += p.vy
p.life++
if (p.type === 'solar' && p.y >= this.groundY) {
// Solar hits ground → becomes heat radiation going up
p.type = 'heat'
p.vy = -(1.0 + Math.random() * 0.5)
p.vx = (Math.random() - 0.5) * 0.8
p.y = this.groundY - 2
}
if (p.type === 'heat' && !p.absorbed && p.y <= this.atmoBot && p.y >= this.atmoTop) {
// Heat in CO₂ layer — chance of absorption
if (Math.random() < absorptionRate * 0.03) {
p.absorbed = true
p.vy = 0.8 + Math.random() * 0.5 // reflected back down
p.vx = (Math.random() - 0.5) * 1.2
p.type = 'reflected'
}
}
// Remove particles that leave the canvas
if (p.y < -10 || p.y > this.H + 10 || p.x < -20 || p.x > this.W + 20 || p.life > p.maxLife) {
this.particles.splice(i, 1)
}
}
// Cap particles
if (this.particles.length > 120) {
this.particles.splice(0, this.particles.length - 120)
}
}
private draw(): void {
const { ctx, W, H } = this
const co2 = this.sim.getVariable('co2')
const albedo = this.sim.getVariable('albedo')
const temp = computeTemperature(co2, albedo)
const effects = computeEffects(temp)
const co2Opacity = Math.min(0.4, (co2 - 200) / 800 * 0.35)
ctx.clearRect(0, 0, W, H)
// Background — space/sky gradient
const skyGrad = ctx.createLinearGradient(0, 0, 0, this.groundY)
skyGrad.addColorStop(0, this.col.space)
skyGrad.addColorStop(0.3, this.col.sky)
skyGrad.addColorStop(1, '#c8d4c6')
ctx.fillStyle = skyGrad
ctx.fillRect(0, 0, W, this.groundY)
// Sun
const sunX = W * 0.8
const sunR = 28
// Glow
const glow = ctx.createRadialGradient(sunX, this.sunY, sunR * 0.5, sunX, this.sunY, sunR * 3)
glow.addColorStop(0, 'rgba(232,200,74,0.3)')
glow.addColorStop(1, 'rgba(232,200,74,0)')
ctx.fillStyle = glow
ctx.fillRect(sunX - sunR * 3, this.sunY - sunR * 3, sunR * 6, sunR * 6)
// Sun disc
ctx.fillStyle = this.col.sun
ctx.beginPath()
ctx.arc(sunX, this.sunY, sunR, 0, Math.PI * 2)
ctx.fill()
// CO₂ layer
ctx.fillStyle = `rgba(180,160,130,${co2Opacity})`
ctx.fillRect(0, this.atmoTop, W, this.atmoBot - this.atmoTop)
// CO₂ label
ctx.fillStyle = `rgba(100,80,60,${Math.min(0.6, co2Opacity + 0.15)})`
ctx.font = '11px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`CO₂: ${co2} ppm`, 12, this.atmoTop + 16)
// Atmosphere borders (subtle)
ctx.strokeStyle = `rgba(150,130,100,${co2Opacity * 0.5})`
ctx.lineWidth = 0.5
ctx.setLineDash([4, 4])
ctx.beginPath()
ctx.moveTo(0, this.atmoTop); ctx.lineTo(W, this.atmoTop)
ctx.moveTo(0, this.atmoBot); ctx.lineTo(W, this.atmoBot)
ctx.stroke()
ctx.setLineDash([])
// Ground
ctx.fillStyle = this.col.ground
ctx.fillRect(0, this.groundY, W, H - this.groundY)
// Ground detail — hills
ctx.fillStyle = this.col.groundDark
ctx.beginPath()
ctx.moveTo(0, this.groundY)
for (let x = 0; x <= W; x += 5) {
ctx.lineTo(x, this.groundY - Math.sin(x * 0.02 + 1) * 6 - Math.sin(x * 0.007) * 10)
}
ctx.lineTo(W, H); ctx.lineTo(0, H); ctx.closePath()
ctx.fill()
// Sea (rises with temperature)
const seaRise = effects.seaLevelRise * 0.15
const seaLevel = this.seaY - seaRise
ctx.fillStyle = this.col.sea
ctx.globalAlpha = 0.7
ctx.fillRect(W * 0.55, seaLevel, W * 0.45, H - seaLevel)
ctx.globalAlpha = 1
// Ice cap (shrinks with temperature)
const iceWidth = W * 0.12 * (effects.arcticIce / 100)
if (iceWidth > 2) {
ctx.fillStyle = this.col.ice
ctx.beginPath()
ctx.ellipse(W * 0.15, this.groundY - 8, iceWidth, 8, 0, 0, Math.PI * 2)
ctx.fill()
}
// Small trees
for (let i = 0; i < 5; i++) {
const tx = W * 0.05 + i * W * 0.09
this.drawTree(ctx, tx, this.groundY - 12, 0.5 + Math.sin(i) * 0.15)
}
// Small houses
this.drawHouse(ctx, W * 0.35, this.groundY - 10, 0.7)
this.drawHouse(ctx, W * 0.42, this.groundY - 8, 0.5)
// Particles
for (const p of this.particles) {
ctx.globalAlpha = Math.max(0, 1 - p.life / p.maxLife) * 0.7
if (p.type === 'solar') {
ctx.fillStyle = this.col.solar
ctx.beginPath()
ctx.arc(p.x, p.y, 2.5, 0, Math.PI * 2)
ctx.fill()
} else if (p.type === 'heat') {
ctx.fillStyle = this.col.heat
ctx.beginPath()
ctx.arc(p.x, p.y, 2, 0, Math.PI * 2)
ctx.fill()
} else if (p.type === 'reflected') {
ctx.fillStyle = this.col.heat
ctx.globalAlpha *= 0.8
ctx.beginPath()
ctx.arc(p.x, p.y, 2.5, 0, Math.PI * 2)
ctx.fill()
}
ctx.globalAlpha = 1
}
// Temperature display
this.drawThermometer(ctx, W - 55, this.groundY * 0.5, temp)
// Info panel bottom
ctx.fillStyle = 'rgba(255,255,255,0.75)'
ctx.fillRect(0, H - 50, W, 50)
ctx.fillStyle = this.col.text
ctx.font = 'bold 13px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`🌡️ ${temp.toFixed(1)}°C`, 15, H - 20)
ctx.font = '11px Inter, sans-serif'
ctx.fillStyle = this.col.muted
ctx.fillText(`Meeresspiegel: +${effects.seaLevelRise.toFixed(0)} cm`, W * 0.25, H - 20)
ctx.fillText(`Arktis-Eis: ${effects.arcticIce.toFixed(0)}%`, W * 0.52, H - 20)
ctx.fillText(`Extremereignisse: ×${effects.extremeEvents.toFixed(1)}`, W * 0.75, H - 20)
}
private drawThermometer(ctx: CanvasRenderingContext2D, x: number, y: number, temp: number): void {
const h = 80
const w = 14
const fill = Math.max(0, Math.min(1, (temp + 20) / 50)) // -20..+30°C range
// Background
ctx.fillStyle = 'rgba(255,255,255,0.6)'
ctx.beginPath()
ctx.roundRect(x - w/2, y - h/2, w, h, 7)
ctx.fill()
ctx.strokeStyle = 'rgba(0,0,0,0.1)'
ctx.lineWidth = 1
ctx.stroke()
// Fill
const fillH = h * fill * 0.85
const fillColor = temp > 17 ? '#c07a6b' : temp > 15 ? '#c4a35a' : '#4a7c8a'
ctx.fillStyle = fillColor
ctx.beginPath()
ctx.roundRect(x - w/2 + 2, y + h/2 - fillH - 2, w - 4, fillH, 4)
ctx.fill()
// Temperature text
ctx.fillStyle = this.col.text
ctx.font = 'bold 11px Inter, sans-serif'
ctx.textAlign = 'center'
ctx.fillText(`${temp.toFixed(1)}°`, x, y - h/2 - 6)
}
private drawTree(ctx: CanvasRenderingContext2D, x: number, y: number, s: number): void {
ctx.fillStyle = '#5a5a4a'
ctx.fillRect(x - 1.5 * s, y, 3 * s, 10 * s)
ctx.fillStyle = '#6a8a5e'
ctx.beginPath()
ctx.arc(x, y - 2 * s, 8 * s, 0, Math.PI * 2)
ctx.fill()
}
private drawHouse(ctx: CanvasRenderingContext2D, x: number, y: number, s: number): void {
// Wall
ctx.fillStyle = '#d8c8b0'
ctx.fillRect(x - 8 * s, y - 10 * s, 16 * s, 12 * s)
// Roof
ctx.fillStyle = '#c07a6b'
ctx.beginPath()
ctx.moveTo(x - 10 * s, y - 10 * s)
ctx.lineTo(x, y - 18 * s)
ctx.lineTo(x + 10 * s, y - 10 * s)
ctx.closePath()
ctx.fill()
// Window
ctx.fillStyle = '#a8c8d0'
ctx.fillRect(x - 3 * s, y - 7 * s, 6 * s, 5 * s)
}
}
@@ -0,0 +1,504 @@
/**
* Erdbeben-Spiel — Canvas Renderer
*
* Ansicht: Stadt von der Seite, im Vordergrund Häuser verschiedener Bauart,
* im Hintergrund Berge und ein Verwerfungs-Hinweis (rot pulsierende Linie zeigt Stress).
*
* Bei Beben: kurzer Shake, einstürzende Häuser werden zu Trümmern.
* Zeitleiste am Rand mit Markierungen für vergangene Beben.
*/
import { ErdbebenGame, BUILDING_TYPES } from './game'
interface PlacedBuilding {
typeId: string
x: number // 0..1
scale: number
ownerId: string
intact: boolean
builtTick: number
}
export class ErdbebenRenderer {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private game: ErdbebenGame
private W = 0
private H = 0
private t = 0
private animId = 0
private placed: PlacedBuilding[] = []
private knownIds = new Set<string>()
private shake = 0
private shakeUntil = 0
private lastDeaths = 0
private lastQuakeShown = 0
constructor(container: HTMLElement, game: ErdbebenGame) {
this.game = game
this.canvas = document.createElement('canvas')
this.canvas.style.cssText = 'width:100%;display:block;border-radius:12px;background:#dde3da;'
container.appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('Canvas not supported')
this.ctx = ctx
this.resize()
window.addEventListener('resize', () => this.resize())
}
private resize(): void {
const rect = this.canvas.parentElement!.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.W = rect.width
this.H = Math.min(rect.width * 0.55, 420)
this.canvas.width = this.W * dpr
this.canvas.height = this.H * dpr
this.canvas.style.height = this.H + 'px'
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
}
private seededRand(seed: number): number {
const x = Math.sin(seed * 12.9898) * 43758.5453
return x - Math.floor(x)
}
start(): void {
let lastFrame = performance.now()
const loop = (now: number) => {
const dt = (now - lastFrame) / 1000
lastFrame = now
this.t += dt
this.updateScene()
this.draw()
this.animId = requestAnimationFrame(loop)
}
this.animId = requestAnimationFrame(loop)
}
stop(): void {
cancelAnimationFrame(this.animId)
}
private updateScene(): void {
// Add new buildings to scene
const owned = this.game.getOwnedBuildings()
let counterByType: Record<string, number> = {}
for (const b of owned) {
counterByType[b.typeId] = 0
for (let i = 0; i < b.count; i++) {
const id = `${b.typeId}-${i}`
const intact = i >= b.damaged
if (!this.knownIds.has(id)) {
this.knownIds.add(id)
this.placed.push(this.placeBuilding(b.typeId, i, this.game.getSnapshot().tick))
}
// Update intact state
const obj = this.placed.find(p => p.ownerId === id)
if (obj) obj.intact = intact
}
}
// Trigger shake on new earthquake
const snap = this.game.getSnapshot()
const lastMag = snap.resources.lastQuake
const deaths = snap.resources.deaths
if (deaths > this.lastDeaths) {
this.shake = lastMag * 1.5
this.shakeUntil = this.t + 1.2
this.lastDeaths = deaths
}
if (this.t > this.shakeUntil) {
this.shake *= 0.85
if (this.shake < 0.05) this.shake = 0
}
}
private placeBuilding(typeId: string, index: number, tick: number): PlacedBuilding {
const id = `${typeId}-${index}`
// Position depends on type (different "districts")
let x = 0.1
let scale = 1
if (typeId === 'slum') {
// Slums on the far edges
const slot = index % 8
x = 0.04 + slot * 0.025 + this.seededRand(index * 13 + 7) * 0.015
scale = 0.7 + this.seededRand(index * 19) * 0.2
} else if (typeId === 'simple') {
// Simple houses in the middle-left area
const slot = index % 8
x = 0.25 + slot * 0.04 + this.seededRand(index * 17 + 3) * 0.02
scale = 0.85 + this.seededRand(index * 23) * 0.2
} else if (typeId === 'reinforced') {
// Reinforced in middle-right
const slot = index % 6
x = 0.55 + slot * 0.05 + this.seededRand(index * 29 + 5) * 0.02
scale = 0.95 + this.seededRand(index * 31) * 0.15
} else if (typeId === 'quake-proof') {
// Quake-proof on the right
const slot = index % 5
x = 0.83 + slot * 0.025 + this.seededRand(index * 37 + 11) * 0.01
scale = 1.05
} else if (typeId === 'school') {
// School at the center, slightly bigger
x = 0.48
scale = 1.4
}
return { typeId, x, scale, ownerId: id, intact: true, builtTick: tick }
}
// ============================================================
// RENDERING
// ============================================================
private draw(): void {
const { ctx, W, H } = this
const snap = this.game.getSnapshot()
const tick = snap.tick
ctx.save()
if (this.shake > 0.01) {
const sx = (Math.random() - 0.5) * this.shake
const sy = (Math.random() - 0.5) * this.shake
ctx.translate(sx, sy)
}
ctx.clearRect(-20, -20, W + 40, H + 40)
const timelineH = 28
const sceneH = H - timelineH
const groundY = sceneH * 0.78
// Sky
const sky = ctx.createLinearGradient(0, 0, 0, groundY)
sky.addColorStop(0, '#c8d4d8')
sky.addColorStop(0.6, '#d8e0d8')
sky.addColorStop(1, '#e0e4d8')
ctx.fillStyle = sky
ctx.fillRect(0, 0, W, groundY)
// Sun
ctx.fillStyle = '#e8c84a'
ctx.beginPath()
ctx.arc(W * 0.85, sceneH * 0.13, 16, 0, Math.PI * 2)
ctx.fill()
// Background mountains
ctx.fillStyle = '#9aa494'
ctx.beginPath()
ctx.moveTo(0, groundY)
for (let x = 0; x <= W; x += 30) {
const my = groundY - 35 - Math.sin(x * 0.005 + 1) * 18 - Math.sin(x * 0.013 + 0.3) * 10
ctx.lineTo(x, my)
}
ctx.lineTo(W, groundY)
ctx.closePath()
ctx.fill()
// Closer mountain layer (visualizing the fault zone)
ctx.fillStyle = '#7a8474'
ctx.beginPath()
ctx.moveTo(0, groundY)
for (let x = 0; x <= W; x += 25) {
const my = groundY - 18 - Math.sin(x * 0.008 + 0.5) * 10
ctx.lineTo(x, my)
}
ctx.lineTo(W, groundY)
ctx.closePath()
ctx.fill()
// === Fault zone visualization ===
// A zigzag red-pulsing line in the mountain that shows tectonic stress
const nextIn = this.game.getNextQuakeIn ? this.game.getNextQuakeIn() : 5
const stressLevel = Math.max(0, Math.min(1, (12 - nextIn) / 12))
const pulseAlpha = (Math.sin(this.t * 2) * 0.3 + 0.5) * stressLevel
ctx.strokeStyle = `rgba(180,80,60,${pulseAlpha * 0.5})`
ctx.lineWidth = 1.5 + stressLevel * 1.5
ctx.setLineDash([3, 4])
ctx.beginPath()
let lx = 0
let ly = groundY - 25
ctx.moveTo(lx, ly)
for (let i = 0; i < 20; i++) {
lx += W / 20
ly = groundY - 22 + (Math.sin(i * 1.7) * 5) + (Math.cos(i * 0.9) * 3)
ctx.lineTo(lx, ly)
}
ctx.stroke()
ctx.setLineDash([])
// Ground
ctx.fillStyle = '#9a9a82'
ctx.fillRect(0, groundY, W, sceneH - groundY)
ctx.fillStyle = '#7a7a62'
ctx.fillRect(0, groundY + 3, W, 5)
// ===== BUILDINGS =====
// Sort by x for correct depth
const sorted = [...this.placed].sort((a, b) => a.x - b.x)
for (const obj of sorted) {
const x = obj.x * W
this.drawBuilding(ctx, x, groundY, obj)
}
// ===== PEOPLE WAITING (left edge, in front) =====
const waiting = snap.resources.waiting || 0
const waitingDots = Math.min(20, Math.floor(waiting / 30))
if (waitingDots > 0) {
// Draw a small "tent camp" with stick figures
for (let i = 0; i < waitingDots; i++) {
const px = 8 + (i % 4) * 7 + Math.floor(i / 4) * 0.5
const py = groundY - 1
// Tent
if (i % 4 === 0) {
ctx.fillStyle = '#c4a880'
ctx.beginPath()
ctx.moveTo(px - 5, py)
ctx.lineTo(px, py - 7)
ctx.lineTo(px + 5, py)
ctx.closePath()
ctx.fill()
}
// Person
ctx.fillStyle = '#3a3a3a'
ctx.fillRect(px - 0.5, py - 4, 1, 4)
ctx.beginPath()
ctx.arc(px, py - 5, 1, 0, Math.PI * 2)
ctx.fill()
}
// Label
ctx.fillStyle = 'rgba(180,100,80,0.9)'
ctx.font = 'bold 9px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`${Math.round(waiting)} ohne Wohnung`, 8, groundY - 30)
}
// ===== HUD =====
const year = 1975 + tick
ctx.fillStyle = 'rgba(255,255,255,0.9)'
ctx.beginPath()
ctx.roundRect(12, 12, 230, 28, 8)
ctx.fill()
ctx.fillStyle = '#1a1a1a'
ctx.font = 'bold 12px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`Jahr ${year}`, 22, 30)
ctx.fillStyle = '#5a5a5a'
ctx.font = '10px Inter, sans-serif'
ctx.fillText(`Bevölkerung: ${Math.round(snap.resources.population)} · Tote: ${Math.round(snap.resources.deaths)}`, 75, 30)
// Stress indicator
if (stressLevel > 0.5) {
ctx.fillStyle = `rgba(180,80,60,${pulseAlpha})`
ctx.font = 'bold 10px Inter, sans-serif'
ctx.textAlign = 'right'
ctx.fillText('⚠ Tektonische Spannung baut sich auf', W - 14, 28)
}
ctx.restore() // shake
// ===== ZEITLEISTE =====
this.drawTimeline(ctx, timelineH, tick, snap.events)
}
private drawTimeline(ctx: CanvasRenderingContext2D, h: number, currentTick: number, events: any[]): void {
const { W, H } = this
const y = H - h
const marginX = 40
ctx.fillStyle = 'rgba(255,255,255,0.92)'
ctx.fillRect(0, y, W, h)
ctx.strokeStyle = 'rgba(0,0,0,0.06)'
ctx.lineWidth = 1
ctx.beginPath()
ctx.moveTo(0, y); ctx.lineTo(W, y)
ctx.stroke()
const lineY = y + h / 2 + 2
const lineX0 = marginX
const lineX1 = W - marginX
ctx.strokeStyle = '#c8c4b8'
ctx.lineWidth = 2
ctx.lineCap = 'round'
ctx.beginPath()
ctx.moveTo(lineX0, lineY); ctx.lineTo(lineX1, lineY)
ctx.stroke()
const totalTicks = 50
for (let i = 0; i <= 5; i++) {
const decade = i * 10
const x = lineX0 + (decade / totalTicks) * (lineX1 - lineX0)
ctx.strokeStyle = '#a8a497'
ctx.lineWidth = 1
ctx.beginPath()
ctx.moveTo(x, lineY - 3); ctx.lineTo(x, lineY + 3)
ctx.stroke()
ctx.fillStyle = '#7a7468'
ctx.font = '9px Inter, system-ui, sans-serif'
ctx.textAlign = 'center'
ctx.fillText(`${1975 + decade}`, x, lineY + 14)
}
const progress = Math.min(1, currentTick / totalTicks)
const markerX = lineX0 + progress * (lineX1 - lineX0)
ctx.strokeStyle = '#4a7c8a'
ctx.lineWidth = 2
ctx.beginPath()
ctx.moveTo(lineX0, lineY); ctx.lineTo(markerX, lineY)
ctx.stroke()
ctx.fillStyle = '#4a7c8a'
ctx.beginPath()
ctx.arc(markerX, lineY, 5, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = '#fff'
ctx.beginPath()
ctx.arc(markerX, lineY, 2, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = '#4a7c8a'
ctx.font = 'bold 10px Inter, system-ui, sans-serif'
ctx.textAlign = 'center'
ctx.fillText(`${1975 + currentTick}`, markerX, lineY - 8)
// Event markers — focus on quakes
for (const ev of events) {
if (ev.tick > currentTick) continue
const ex = lineX0 + (ev.tick / totalTicks) * (lineX1 - lineX0)
let color = '#8a8a8a'
if (ev.severity === 'danger') color = '#c0503c'
else if (ev.severity === 'warning') color = '#c4a35a'
else if (ev.severity === 'success') color = '#5a8a5e'
ctx.fillStyle = color
ctx.beginPath()
ctx.arc(ex, lineY - 8, 2.5, 0, Math.PI * 2)
ctx.fill()
}
}
// ============================================================
// BUILDING DRAWING
// ============================================================
private drawBuilding(ctx: CanvasRenderingContext2D, x: number, baseY: number, obj: PlacedBuilding): void {
const t = BUILDING_TYPES.find(b => b.id === obj.typeId)
if (!t) return
if (!obj.intact) {
// Rubble
ctx.fillStyle = '#7a6a5a'
ctx.fillRect(x - 8 * obj.scale, baseY - 4 * obj.scale, 16 * obj.scale, 4 * obj.scale)
ctx.fillStyle = '#5a4a3a'
ctx.fillRect(x - 6 * obj.scale, baseY - 6 * obj.scale, 4 * obj.scale, 2 * obj.scale)
ctx.fillRect(x + 1 * obj.scale, baseY - 6 * obj.scale, 5 * obj.scale, 2 * obj.scale)
return
}
const s = obj.scale
if (obj.typeId === 'slum') {
// Wonky shack
ctx.fillStyle = '#a89878'
ctx.fillRect(x - 6 * s, baseY - 8 * s, 12 * s, 8 * s)
ctx.fillStyle = '#8a7858'
ctx.beginPath()
ctx.moveTo(x - 7 * s, baseY - 8 * s)
ctx.lineTo(x - 1, baseY - 12 * s)
ctx.lineTo(x + 7 * s, baseY - 7 * s)
ctx.closePath()
ctx.fill()
ctx.fillStyle = '#5a4a3a'
ctx.fillRect(x - 1 * s, baseY - 4 * s, 2 * s, 4 * s)
} else if (obj.typeId === 'simple') {
// Simple house
ctx.fillStyle = '#e8d8b8'
ctx.fillRect(x - 8 * s, baseY - 12 * s, 16 * s, 12 * s)
ctx.fillStyle = '#b06a5a'
ctx.beginPath()
ctx.moveTo(x - 10 * s, baseY - 12 * s)
ctx.lineTo(x, baseY - 19 * s)
ctx.lineTo(x + 10 * s, baseY - 12 * s)
ctx.closePath()
ctx.fill()
ctx.fillStyle = '#a8c8d0'
ctx.fillRect(x - 3 * s, baseY - 9 * s, 6 * s, 4 * s)
ctx.fillStyle = '#6a4a3a'
ctx.fillRect(x - 1.5 * s, baseY - 4 * s, 3 * s, 4 * s)
} else if (obj.typeId === 'reinforced') {
// Reinforced — slightly larger, concrete look
ctx.fillStyle = '#c8c4b4'
ctx.fillRect(x - 9 * s, baseY - 16 * s, 18 * s, 16 * s)
// Visible reinforcement bands
ctx.fillStyle = '#8a8478'
ctx.fillRect(x - 9 * s, baseY - 13 * s, 18 * s, 1)
ctx.fillRect(x - 9 * s, baseY - 7 * s, 18 * s, 1)
// Roof
ctx.fillStyle = '#7a6a5a'
ctx.fillRect(x - 10 * s, baseY - 17 * s, 20 * s, 2 * s)
// Windows
ctx.fillStyle = '#a8c8d0'
ctx.fillRect(x - 6 * s, baseY - 11 * s, 4 * s, 3 * s)
ctx.fillRect(x + 2 * s, baseY - 11 * s, 4 * s, 3 * s)
ctx.fillStyle = '#6a4a3a'
ctx.fillRect(x - 1.5 * s, baseY - 5 * s, 3 * s, 5 * s)
} else if (obj.typeId === 'quake-proof') {
// Modern building — taller, gray, with steel framework
ctx.fillStyle = '#b8c0c4'
ctx.fillRect(x - 9 * s, baseY - 22 * s, 18 * s, 22 * s)
// Steel frame visible
ctx.strokeStyle = '#5a6a74'
ctx.lineWidth = 0.8
ctx.beginPath()
ctx.moveTo(x - 9 * s, baseY - 22 * s); ctx.lineTo(x - 9 * s, baseY)
ctx.moveTo(x + 9 * s, baseY - 22 * s); ctx.lineTo(x + 9 * s, baseY)
ctx.moveTo(x - 9 * s, baseY - 18 * s); ctx.lineTo(x + 9 * s, baseY - 18 * s)
ctx.moveTo(x - 9 * s, baseY - 11 * s); ctx.lineTo(x + 9 * s, baseY - 11 * s)
ctx.stroke()
// Many windows
ctx.fillStyle = '#a8c8d0'
for (let row = 0; row < 4; row++) {
for (let col = 0; col < 3; col++) {
ctx.fillRect(x - 7 * s + col * 5 * s, baseY - 20 * s + row * 5 * s, 3 * s, 3 * s)
}
}
// Flat roof
ctx.fillStyle = '#6a747c'
ctx.fillRect(x - 10 * s, baseY - 23 * s, 20 * s, 2 * s)
} else if (obj.typeId === 'school') {
// School — wider, low building, with flag
ctx.fillStyle = '#e8e0c8'
ctx.fillRect(x - 14 * s, baseY - 14 * s, 28 * s, 14 * s)
// Roof
ctx.fillStyle = '#5a8a5e'
ctx.beginPath()
ctx.moveTo(x - 16 * s, baseY - 14 * s)
ctx.lineTo(x, baseY - 22 * s)
ctx.lineTo(x + 16 * s, baseY - 14 * s)
ctx.closePath()
ctx.fill()
// Door
ctx.fillStyle = '#5a4a3a'
ctx.fillRect(x - 2 * s, baseY - 7 * s, 4 * s, 7 * s)
// Windows
ctx.fillStyle = '#a8c8d0'
ctx.fillRect(x - 11 * s, baseY - 11 * s, 5 * s, 4 * s)
ctx.fillRect(x + 6 * s, baseY - 11 * s, 5 * s, 4 * s)
// Flagpole
ctx.strokeStyle = '#5a5a5a'
ctx.lineWidth = 1
ctx.beginPath()
ctx.moveTo(x, baseY - 22 * s); ctx.lineTo(x, baseY - 30 * s)
ctx.stroke()
ctx.fillStyle = '#c0503c'
ctx.beginPath()
ctx.moveTo(x, baseY - 30 * s); ctx.lineTo(x + 6 * s, baseY - 28 * s); ctx.lineTo(x, baseY - 26 * s)
ctx.closePath()
ctx.fill()
}
}
}
+456
View File
@@ -0,0 +1,456 @@
/**
* SIM-07: Stadtplaner*in in Erdbebenregion — Spielbare Erdbeben-Simulation
*
* Du übernimmst 1975 als Bürgermeister*in eine Kleinstadt in einer Erdbebenregion.
* Über 50 Jahre (bis 2025) wachsen die Einwohnerzahlen — du musst Wohnraum bauen.
*
* Du hast die Wahl:
* - Slum-Häuser (5 €): schnell und billig, aber bei Beben tödlich
* - Standard-Häuser (15 €): solide gebaut, halten kleinere Beben aus
* - Erdbebensichere Häuser (40 €): teuer, aber sicher
*
* Erdbeben kommen mehrmals während des Spiels — manchmal stark, manchmal schwach.
* Du gewinnst, wenn 2025 alle Familien wohnen UND weniger als 200 Menschen
* durch Erdbeben gestorben sind UND du nicht pleite bist.
*
* Fachlich korrekt:
* - Magnitude-Verteilung folgt Gutenberg-Richter (häufig schwach, selten stark)
* - Schäden hängen exponentiell von Magnitude UND Bauqualität ab
* - Die Botschaft: "Naturgefahr ≠ Naturkatastrophe" (Vulnerabilität entscheidet)
*/
import { GameEngine, type GameMeta } from '@core/game-engine'
const META: GameMeta = {
id: 'sim-07',
title: 'Stadtplaner*in in Erdbebenregion',
description: '50 Jahre lang baust du eine Stadt in einer Erdbebenregion auf. Wieviele Menschenleben kannst du retten?',
msPerTick: 4000,
tickUnit: 'Jahr',
maxTicks: 50,
tutorialSteps: 4,
}
const START_YEAR = 1975
export interface BuildingType {
id: string
name: string
emoji: string
description: string
cost: number
capacity: number // Wieviele Menschen wohnen drin
quality: number // 0..1 (Bruchresistenz)
upkeep: number
}
export const BUILDING_TYPES: BuildingType[] = [
{
id: 'slum',
name: 'Slum-Häuser',
emoji: '🏚️',
description: 'Sehr billig. Bewohner haben keine Wahl. Stürzt bei Beben ab Magnitude 5 ein.',
cost: 30,
capacity: 200,
quality: 0.05,
upkeep: 1,
},
{
id: 'simple',
name: 'Einfache Häuser',
emoji: '🏘️',
description: 'Solide Bauweise. Übersteht schwache Beben.',
cost: 80,
capacity: 150,
quality: 0.35,
upkeep: 3,
},
{
id: 'reinforced',
name: 'Verstärkte Häuser',
emoji: '🏠',
description: 'Mit Stahl verstärkt. Übersteht mittlere Beben gut.',
cost: 180,
capacity: 120,
quality: 0.65,
upkeep: 6,
},
{
id: 'quake-proof',
name: 'Erdbebensichere Häuser',
emoji: '🏛️',
description: 'Modernster Standard. Übersteht selbst starke Beben fast unbeschadet.',
cost: 400,
capacity: 100,
quality: 0.92,
upkeep: 12,
},
{
id: 'school',
name: 'Schule (sicher)',
emoji: '🏫',
description: 'Erdbebensicher. Senkt Opferzahlen bei Beben durch Aufklärung & Übungen.',
cost: 250,
capacity: 0,
quality: 0.95,
upkeep: 8,
},
]
interface OwnedBuilding {
typeId: string
count: number
damaged: number // wieviele beschädigt nach letztem Beben
}
interface PastQuake {
year: number
magnitude: number
deaths: number
homeless: number
}
export class ErdbebenGame extends GameEngine {
private buildings: OwnedBuilding[] = []
private pastQuakes: PastQuake[] = []
// Nicht untergebrachte Menschen (Wartende auf Wohnraum)
private waiting = 0
private hasSchool = false
private nextQuakeIn = 0 // Ticks bis zum nächsten Beben (zufällig 6-12)
private firedEvents = new Set<string>()
constructor() {
super(META)
this.setupResources()
this.setupGoals()
this.setupTutorial()
this.setupVariables()
// Erstes Beben kommt nach 8-14 Jahren
this.nextQuakeIn = 8 + Math.floor(Math.random() * 6)
}
private setupResources(): void {
this.addResource({
id: 'budget',
name: 'Budget',
icon: '💰',
initial: 250,
unit: '€',
format: (v) => `${Math.round(v)}`,
})
this.addResource({
id: 'population',
name: 'Bevölkerung',
icon: '👥',
initial: 500,
unit: '',
format: (v) => `${Math.round(v).toLocaleString('de-AT')}`,
})
this.addResource({
id: 'housed',
name: 'Wohnraum',
icon: '🏠',
initial: 0,
unit: 'Plätze',
format: (v) => `${Math.round(v).toLocaleString('de-AT')}`,
})
this.addResource({
id: 'waiting',
name: 'Ohne Wohnung',
icon: '⛺',
initial: 0,
unit: 'Menschen',
format: (v) => `${Math.round(v).toLocaleString('de-AT')}`,
})
this.addResource({
id: 'deaths',
name: 'Opfer (gesamt)',
icon: '🕯️',
initial: 0,
unit: '',
format: (v) => `${Math.round(v).toLocaleString('de-AT')}`,
})
this.addResource({
id: 'lastQuake',
name: 'Letzte Magnitude',
icon: '📊',
initial: 0,
unit: 'M',
format: (v) => v > 0 ? `M ${v.toFixed(1)}` : '—',
})
}
private setupGoals(): void {
this.addGoal({
id: 'survive',
title: 'Bis 2025 regieren',
description: '50 Jahre Stadtplanung — von 1975 bis 2025.',
check: (g) => (g as ErdbebenGame).tick >= 50,
progress: (g) => Math.min(100, ((g as ErdbebenGame).tick / 50) * 100),
required: true,
})
this.addGoal({
id: 'housing',
title: 'Alle Bewohner unterbringen',
description: 'Maximal 50 Menschen ohne Wohnung am Ende.',
check: (g) => (g as ErdbebenGame).waiting <= 50,
progress: (g) => {
const w = (g as ErdbebenGame).waiting
return Math.max(0, Math.min(100, 100 - w / 5))
},
required: true,
})
this.addGoal({
id: 'safe',
title: 'Weniger als 200 Tote',
description: 'Halte die Opferzahl durch Erdbeben unter 200.',
check: (g) => g.getResource('deaths') < 200,
progress: (g) => Math.max(0, Math.min(100, 100 - g.getResource('deaths') / 2)),
required: true,
})
this.addGoal({
id: 'budget',
title: 'Nicht pleite gehen',
description: 'Halte ein positives Budget.',
check: (g) => g.getResource('budget') > 0,
required: true,
})
}
private setupTutorial(): void {
this.setTutorial([
{
triggerTick: 0,
title: 'Willkommen, Bürgermeister*in!',
text: 'Es ist 1975. Du übernimmst eine Kleinstadt mit 500 Einwohnern in einer Erdbebenregion.\n\nIn den nächsten 50 Jahren werden viele neue Familien zuziehen. Du musst entscheiden: Welche Häuser baust du?\n\nVorsicht: Erdbeben kommen unangekündigt. Manche schwach, manche stark.',
unlocks: ['budget'],
},
{
triggerTick: 0,
title: 'Wachstum & Wohnraum',
text: 'Jedes Jahr wächst die Bevölkerung um etwa 80 Personen. Du musst rechtzeitig Wohnraum schaffen.\n\nMenschen ohne Wohnung warten in Notunterkünften — und sie werden unzufrieden. Bei Beben sterben sie überproportional oft.\n\nBaue klug voraus, nicht erst wenn es zu spät ist.',
unlocks: ['population'],
},
{
triggerTick: 0,
title: 'Bauqualität entscheidet',
text: 'Die wichtigste Frage: Wie stabil baust du?\n\n🏚️ Slum-Häuser: 30 € — wirken verlockend billig, aber bei Beben sterben viele Menschen darin.\n🏘️ Einfach: 80 € — übersteht schwache Beben.\n🏠 Verstärkt: 180 € — gute Wahl für mittlere Beben.\n🏛️ Erdbebensicher: 400 € — sicher, aber teuer.\n\n🏫 Eine Schule senkt zusätzlich die Opferzahlen durch Aufklärung.',
unlocks: ['shop'],
},
{
triggerTick: 0,
title: 'Die zentrale Erkenntnis',
text: 'Naturgefahren werden zu Naturkatastrophen — durch unsere Entscheidungen.\n\nGleiche Magnitude, andere Bauqualität: 5 Tote oder 500.\n\nDu hast 250 € Startbudget. Pro Jahr bekommst du Steuern (~20 € pro 1000 Einwohner). Wartung deiner Gebäude bezahlt sich davon.\n\nDeine Aufgabe: alle bis 2025 sicher unterbringen und unter 200 Opfer bleiben.\n\nLos geht\'s! 🏗️',
unlocks: ['controls'],
},
])
}
private setupVariables(): void {
this.setVariable('totalCapacity', 0)
this.setVariable('avgQuality', 0)
this.setVariable('upkeepTotal', 0)
}
private recalc(): void {
let cap = 0
let qSum = 0
let qCount = 0
let upkeep = 0
for (const b of this.buildings) {
const t = BUILDING_TYPES.find(x => x.id === b.typeId)
if (!t) continue
const aliveCount = b.count - b.damaged
cap += t.capacity * aliveCount
qSum += t.quality * aliveCount
qCount += aliveCount
upkeep += t.upkeep * aliveCount
}
this.setVariable('totalCapacity', cap)
this.setVariable('avgQuality', qCount > 0 ? qSum / qCount : 0)
this.setVariable('upkeepTotal', upkeep)
}
buyBuilding(typeId: string): boolean {
const t = BUILDING_TYPES.find(x => x.id === typeId)
if (!t) return false
const budget = this.getResource('budget')
if (budget < t.cost) {
this.addEvent('error', `Nicht genug Budget für ${t.name}`, 'warning')
return false
}
this.changeResource('budget', -t.cost)
const existing = this.buildings.find(x => x.typeId === typeId)
if (existing) {
existing.count++
} else {
this.buildings.push({ typeId, count: 1, damaged: 0 })
}
if (typeId === 'school') this.hasSchool = true
this.recalc()
this.addEvent('build', `${t.emoji} ${t.name} gebaut (-${t.cost} €)`, 'success')
this.notify()
return true
}
getOwnedBuildings(): OwnedBuilding[] {
return this.buildings
}
getBuildingCount(id: string): number {
return this.buildings.find(b => b.typeId === id)?.count ?? 0
}
getStartYear(): number { return START_YEAR }
protected simulateTick(): void {
// 1. Bevölkerung wächst
const growth = 80 + Math.floor(Math.random() * 30) - 15
this.changeResource('population', growth)
// 2. Wohnraum berechnen
const totalPop = this.getResource('population')
const totalCap = this.getVariable('totalCapacity')
const housed = Math.min(totalPop, totalCap)
this.waiting = Math.max(0, totalPop - totalCap)
this.setResource('housed', housed)
this.setResource('waiting', this.waiting)
// 3. Steuern (proportional zur untergebrachten Bevölkerung)
const income = Math.round((housed / 1000) * 25 + 5)
this.changeResource('budget', income)
// 4. Wartungskosten
const upkeep = this.getVariable('upkeepTotal')
this.changeResource('budget', -upkeep)
// 5. Erdbeben?
this.nextQuakeIn--
if (this.nextQuakeIn <= 0) {
this.triggerEarthquake()
// Nächstes Beben in 5-12 Jahren
this.nextQuakeIn = 5 + Math.floor(Math.random() * 8)
}
// 6. Schäden über die Zeit reparieren (langsam)
for (const b of this.buildings) {
if (b.damaged > 0 && Math.random() < 0.3) {
b.damaged--
}
}
this.recalc()
// 7. Events
if (this.tick === 5 && this.waiting > 100 && !this.firedEvent('housing-1')) {
this.addEvent('housing-1', '⚠️ Über 100 Menschen leben in Notunterkünften!', 'warning')
}
if (this.tick === 20 && this.getResource('deaths') === 0 && !this.firedEvent('praise-1')) {
this.addEvent('praise-1', '👏 20 Jahre ohne Opfer — die Bürger danken dir!', 'success')
}
if (this.hasSchool && !this.firedEvent('school-built')) {
this.addEvent('school-built', '🏫 Die neue Schule informiert die Bürger über Erdbebenschutz.', 'success')
this.firedEvents.add('school-built')
}
}
private triggerEarthquake(): void {
// Magnitude folgt grob Gutenberg-Richter — kleinere Beben häufiger
// 60% schwach (4-5), 30% mittel (5-6.5), 10% stark (6.5-8)
const r = Math.random()
let magnitude: number
if (r < 0.6) magnitude = 4 + Math.random()
else if (r < 0.9) magnitude = 5 + Math.random() * 1.5
else magnitude = 6.5 + Math.random() * 1.5
this.setResource('lastQuake', magnitude)
// Schäden berechnen
let totalDeaths = 0
let totalHomeless = 0
let totalDamaged = 0
for (const b of this.buildings) {
const t = BUILDING_TYPES.find(x => x.id === b.typeId)
if (!t || t.capacity === 0) continue
// Wahrscheinlichkeit, dass ein Gebäude einstürzt:
// f(magnitude, quality)
// Bei Magnitude 4 + quality 0.05 → ~30% collapse
// Bei Magnitude 7 + quality 0.05 → ~95% collapse
// Bei Magnitude 7 + quality 0.92 → ~10% collapse
const stress = Math.max(0, (magnitude - 3) / 5) // 0..1
const collapseProbability = Math.max(0, Math.min(0.95, stress - t.quality * 0.9))
const aliveCount = b.count - b.damaged
let collapsedThisQuake = 0
for (let i = 0; i < aliveCount; i++) {
if (Math.random() < collapseProbability) {
collapsedThisQuake++
}
}
b.damaged += collapsedThisQuake
totalDamaged += collapsedThisQuake
// Tote pro eingestürztem Gebäude
// Schule senkt um 50%
const schoolFactor = this.hasSchool ? 0.5 : 1
const deathsPerCollapse = Math.round(t.capacity * 0.15 * schoolFactor * (1 - t.quality * 0.5))
totalDeaths += collapsedThisQuake * deathsPerCollapse
totalHomeless += collapsedThisQuake * t.capacity
}
// Nicht-untergebrachte Menschen sterben überproportional
if (this.waiting > 0) {
const stress = Math.max(0, (magnitude - 3) / 5)
const waitingDeaths = Math.round(this.waiting * stress * 0.15)
totalDeaths += waitingDeaths
}
if (totalDeaths > 0) {
this.changeResource('population', -totalDeaths)
this.changeResource('deaths', totalDeaths)
}
this.pastQuakes.push({
year: this.tick,
magnitude,
deaths: totalDeaths,
homeless: totalHomeless,
})
// Event-Meldung
if (magnitude < 5) {
this.addEvent('quake', `📊 Schwaches Beben (M ${magnitude.toFixed(1)}). ${totalDeaths > 0 ? `${totalDeaths} Opfer.` : 'Keine Opfer.'}`, totalDeaths > 0 ? 'warning' : 'info')
} else if (magnitude < 6.5) {
this.addEvent('quake', `⚠️ Mittleres Beben (M ${magnitude.toFixed(1)}). ${totalDeaths} Opfer, ${totalDamaged} Häuser beschädigt.`, 'warning')
} else {
this.addEvent('quake', `🆘 STARKES BEBEN (M ${magnitude.toFixed(1)})! ${totalDeaths} Opfer, ${totalDamaged} Häuser zerstört.`, 'danger')
}
this.notify()
}
private firedEvent(id: string): boolean {
if (this.firedEvents.has(id)) return true
this.firedEvents.add(id)
return false
}
getPastQuakes(): PastQuake[] {
return this.pastQuakes
}
getNextQuakeIn(): number {
return this.nextQuakeIn
}
protected checkLossCondition(): boolean {
if (this.getResource('budget') < -300) return true
if (this.getResource('deaths') > 1000) return true
return false
}
}
+195
View File
@@ -0,0 +1,195 @@
/**
* SIM-07: Erdbeben-Simulator — LOGIK
*
* Modell:
* - Zwei tektonische Platten bewegen sich gegeneinander
* - Spannung baut sich auf (abhängig von Geschwindigkeit und Gesteinstyp)
* - Bei Überschreitung der Bruchspannung → Erdbeben
* - Magnitude abhängig von akkumulierter Spannung
* - Auswirkungen auf zwei Städte (arm vs. reich) berechnet
*
* Didaktik:
* - Fehlkonzepte: "Erdbeben sind zufällig", "Stärke = Schaden"
* - Kernaussage: Gleiche Magnitude, unterschiedliche Auswirkungen
*/
import { Simulation, SimulationMeta } from '@core/simulation'
const META: SimulationMeta = {
id: 'sim-07',
name: 'Erdbeben-Simulator',
educationLevels: [5, 6, 7, 8],
primaryLevel: 5,
kompetenzbereich: 'Leben und Wirtschaften unter Beachtung der natürlichen Prozesse',
lernziele: [
'Zusammenhang zwischen Plattenbewegung und Erdbeben verstehen',
'Unterschied zwischen Magnitude und Schadensausmaß erkennen',
'Ungleiche Betroffenheit durch Naturgefahren analysieren',
],
basiskonzepte: ['Veränderung und Wandel', 'Gemeinsamkeiten und Unterschiede'],
dpiMinuten: 25,
typ: 'sachsimulation',
tier: 1,
requiresReading: true,
}
export interface QuakeEvent {
time: number
magnitude: number
epicenterX: number
depth: number
}
export interface CityImpact {
name: string
type: 'rich' | 'poor'
distance: number
damage: number // 0-100%
casualties: number // estimated
buildingCollapse: number // %
recovery: string // "Monate" | "Jahre" | "Jahrzehnte"
}
/**
* Berechnet die Magnitude basierend auf akkumulierter Spannung
* Vereinfachtes Gutenberg-Richter-artiges Modell
*/
export function computeMagnitude(stress: number, rockHardness: number): number {
// log-Beziehung: mehr Spannung → exponentiell stärkeres Beben
const base = Math.log10(Math.max(1, stress * rockHardness)) + 2
return Math.min(9.5, Math.max(1, base))
}
/**
* Berechnet die Auswirkungen auf eine Stadt
*/
export function computeCityImpact(
magnitude: number,
distance: number,
buildingQuality: number // 0-1 (0=schlecht, 1=erdbebensicher)
): CityImpact {
// Intensität nimmt mit Entfernung ab (vereinfacht)
const distanceFactor = Math.max(0.1, 1 - distance / 500)
const intensity = magnitude * distanceFactor
// Schaden abhängig von Bauqualität
const rawDamage = Math.pow(intensity / 9, 2.5) * 100
const damage = Math.min(100, rawDamage * (1 - buildingQuality * 0.8))
// Opfer proportional zu Schaden und inverser Bauqualität
const casualties = Math.round(damage * (1 - buildingQuality) * 5)
// Gebäudekollaps
const buildingCollapse = Math.min(100, rawDamage * (1 - buildingQuality * 0.9))
// Erholungszeit
let recovery = 'Wochen'
if (damage > 70) recovery = 'Jahrzehnte'
else if (damage > 40) recovery = 'Jahre'
else if (damage > 15) recovery = 'Monate'
return {
name: '',
type: buildingQuality > 0.6 ? 'rich' : 'poor',
distance,
damage: Math.round(damage),
casualties,
buildingCollapse: Math.round(buildingCollapse),
recovery,
}
}
export class ErdbebenSimulation extends Simulation {
private stress = 0
private quakeHistory: QuakeEvent[] = []
private tickCount = 0
constructor() {
super(META)
const ranges = this.getVariableRanges()
for (const [key, range] of Object.entries(ranges)) {
this.state.variables[key] = range.default
}
}
getVariableRanges() {
return {
plateSpeed: {
min: 1, max: 15, default: 5,
unit: 'cm/Jahr', label: 'Plattengeschwindigkeit',
},
rockHardness: {
min: 0.3, max: 1.5, default: 0.8,
unit: '', label: 'Gesteinshärte',
},
buildingQualityA: {
min: 0, max: 1, default: 0.8,
unit: '', label: 'Bauqualität Stadt A (reich)',
},
buildingQualityB: {
min: 0, max: 1, default: 0.2,
unit: '', label: 'Bauqualität Stadt B (arm)',
},
}
}
/** Simuliert einen Tick (= 1 Jahr) */
tick(): QuakeEvent | null {
this.tickCount++
const speed = this.getVariable('plateSpeed')
const hardness = this.getVariable('rockHardness')
// Spannung baut sich auf
this.stress += speed * 0.1 * hardness
// Bruchspannung (mit Zufallskomponente)
const breakThreshold = 3 + Math.random() * 2
if (this.stress >= breakThreshold) {
const magnitude = computeMagnitude(this.stress, hardness)
const quake: QuakeEvent = {
time: this.tickCount,
magnitude,
epicenterX: 0.5 + (Math.random() - 0.5) * 0.2,
depth: 5 + Math.random() * 50,
}
this.quakeHistory.push(quake)
this.stress = this.stress * 0.1 // Spannungsabbau (nicht komplett)
return quake
}
return null
}
getStress(): number { return this.stress; }
getHistory(): QuakeEvent[] { return [...this.quakeHistory]; }
/** Vergleicht Auswirkungen auf beide Städte */
compareImpact(magnitude: number): { cityA: CityImpact; cityB: CityImpact } {
const qualA = this.getVariable('buildingQualityA')
const qualB = this.getVariable('buildingQualityB')
const cityA = computeCityImpact(magnitude, 30, qualA)
cityA.name = 'Stadt A (wohlhabend)'
cityA.type = 'rich'
const cityB = computeCityImpact(magnitude, 30, qualB)
cityB.name = 'Stadt B (einkommensschwach)'
cityB.type = 'poor'
this.state.results = { cityA, cityB, magnitude }
return { cityA, cityB }
}
compute() {
return {
stress: this.stress,
quakeCount: this.quakeHistory.length,
lastMagnitude: this.quakeHistory.length > 0
? this.quakeHistory[this.quakeHistory.length - 1].magnitude
: 0,
}
}
protected onVariableChange(): void {}
}
+467
View File
@@ -0,0 +1,467 @@
/**
* SIM-07: Erdbeben-Simulator — Canvas Renderer
*
* Visualisiert:
* - Querschnitt der Erdkruste mit zwei tektonischen Platten
* - Spannungsaufbau (visuell durch Risse/Verformung)
* - Erdbeben-Welle bei Bruch
* - Zwei Städte auf der Oberfläche (links arm, rechts reich)
* - Schadensanzeige bei Beben
*
* Stil: Skandinavisch — gedeckte Erdfarben, klare Schichten
*/
import { ErdbebenSimulation, computeCityImpact, type QuakeEvent } from './logic'
interface SeismicWave {
x: number
y: number
radius: number
maxRadius: number
intensity: number
}
interface DamageMarker {
x: number
y: number
damage: number
age: number
}
export class ErdbebenRenderer {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private sim: ErdbebenSimulation
private W = 0
private H = 0
private t = 0
private animId = 0
private waves: SeismicWave[] = []
private damageA: DamageMarker[] = []
private damageB: DamageMarker[] = []
private shake = 0
private autoTick = true
private tickAccum = 0
private lastQuake: QuakeEvent | null = null
private lastImpact: ReturnType<ErdbebenSimulation['compareImpact']> | null = null
// Layout (relative to H)
private surfaceY = 0
private mantleY = 0
private cityAX = 0
private cityBX = 0
// Plate offsets (visual deformation)
private plateLeftX = 0
private plateRightX = 0
private col = {
sky: '#dde3da',
skyTop: '#c8d4c6',
crust: '#a89878',
crustDark: '#8a7858',
mantle: '#c07a6b',
mantleHot: '#d08a7b',
line: '#5a5a5a',
cityRich: '#5a8a5e',
cityPoor: '#c4a35a',
wave: '#c07a6b',
text: '#1a1a1a',
muted: '#6a6a6a',
}
constructor(container: HTMLElement, sim: ErdbebenSimulation) {
this.sim = sim
this.canvas = document.createElement('canvas')
this.canvas.style.cssText = 'width:100%;height:100%;display:block;border-radius:12px;'
container.appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('Canvas not supported')
this.ctx = ctx
this.resize()
window.addEventListener('resize', () => this.resize())
}
private resize(): void {
const rect = this.canvas.parentElement!.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.W = rect.width
this.H = Math.min(rect.width * 0.65, 500)
this.canvas.width = this.W * dpr
this.canvas.height = this.H * dpr
this.canvas.style.height = this.H + 'px'
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
this.surfaceY = this.H * 0.45
this.mantleY = this.H * 0.85
this.cityAX = this.W * 0.25
this.cityBX = this.W * 0.75
}
start(): void {
const loop = () => {
this.t += 0.016
this.update()
this.draw()
this.animId = requestAnimationFrame(loop)
}
loop()
}
stop(): void {
cancelAnimationFrame(this.animId)
}
triggerManualQuake(): void {
// Force-tick until quake
for (let i = 0; i < 200; i++) {
const q = this.sim.tick()
if (q) {
this.spawnQuake(q)
return
}
}
}
private update(): void {
// Auto-tick
if (this.autoTick) {
this.tickAccum += 0.016
if (this.tickAccum > 0.3) { // Tick every 0.3s
this.tickAccum = 0
const q = this.sim.tick()
if (q) this.spawnQuake(q)
}
}
// Plate visual deformation based on stress
const stress = this.sim.getStress()
const targetOffset = Math.min(8, stress * 1.5)
this.plateLeftX += (-targetOffset - this.plateLeftX) * 0.05
this.plateRightX += (targetOffset - this.plateRightX) * 0.05
// Update waves
for (let i = this.waves.length - 1; i >= 0; i--) {
const w = this.waves[i]
w.radius += 4
w.intensity *= 0.97
if (w.radius > w.maxRadius) this.waves.splice(i, 1)
}
// Shake decay
this.shake *= 0.92
}
private spawnQuake(q: QuakeEvent): void {
this.lastQuake = q
const epicenterX = q.epicenterX * this.W
this.waves.push({
x: epicenterX,
y: this.surfaceY + 20,
radius: 5,
maxRadius: this.W * 0.8,
intensity: 1,
})
this.shake = q.magnitude * 0.5
// Reset plate visual deformation
this.plateLeftX = 0
this.plateRightX = 0
// Compute city impacts
this.lastImpact = this.sim.compareImpact(q.magnitude)
// Add damage markers
this.damageA.push({
x: this.cityAX,
y: this.surfaceY,
damage: this.lastImpact.cityA.damage,
age: 0,
})
this.damageB.push({
x: this.cityBX,
y: this.surfaceY,
damage: this.lastImpact.cityB.damage,
age: 0,
})
// Keep last 3 markers
if (this.damageA.length > 3) this.damageA.shift()
if (this.damageB.length > 3) this.damageB.shift()
}
private draw(): void {
const { ctx, W, H } = this
// Apply shake
ctx.save()
if (this.shake > 0.01) {
ctx.translate((Math.random() - 0.5) * this.shake, (Math.random() - 0.5) * this.shake)
}
ctx.clearRect(-10, -10, W + 20, H + 20)
// Sky
const sky = ctx.createLinearGradient(0, 0, 0, this.surfaceY)
sky.addColorStop(0, this.col.skyTop)
sky.addColorStop(1, this.col.sky)
ctx.fillStyle = sky
ctx.fillRect(0, 0, W, this.surfaceY)
// Sun
ctx.fillStyle = '#e8c84a'
ctx.beginPath()
ctx.arc(W * 0.85, this.H * 0.12, 18, 0, Math.PI * 2)
ctx.fill()
// Earth crust (left plate)
ctx.save()
ctx.translate(this.plateLeftX, 0)
ctx.fillStyle = this.col.crust
ctx.fillRect(-20, this.surfaceY, W * 0.5 + 20, this.mantleY - this.surfaceY)
ctx.fillStyle = this.col.crustDark
ctx.fillRect(-20, this.mantleY - 8, W * 0.5 + 20, 8)
// Surface texture
ctx.fillStyle = this.col.crustDark
for (let x = 0; x < W * 0.5; x += 25) {
ctx.fillRect(x + 2, this.surfaceY, 1, 6 + Math.sin(x * 0.1) * 3)
}
ctx.restore()
// Right plate
ctx.save()
ctx.translate(this.plateRightX, 0)
ctx.fillStyle = this.col.crust
ctx.fillRect(W * 0.5 - 5, this.surfaceY, W * 0.5 + 20, this.mantleY - this.surfaceY)
ctx.fillStyle = this.col.crustDark
ctx.fillRect(W * 0.5 - 5, this.mantleY - 8, W * 0.5 + 20, 8)
for (let x = W * 0.5; x < W; x += 25) {
ctx.fillRect(x + 2, this.surfaceY, 1, 6 + Math.sin(x * 0.1) * 3)
}
ctx.restore()
// Plate boundary line (red, intensity = stress)
const stress = this.sim.getStress()
const boundaryAlpha = Math.min(0.8, stress * 0.15)
ctx.strokeStyle = `rgba(192,80,60,${boundaryAlpha})`
ctx.lineWidth = 2 + stress * 0.5
ctx.beginPath()
ctx.moveTo(W * 0.5, this.surfaceY)
ctx.lineTo(W * 0.5, this.mantleY)
ctx.stroke()
// Mantle
const mantleGrad = ctx.createLinearGradient(0, this.mantleY, 0, H)
mantleGrad.addColorStop(0, this.col.mantle)
mantleGrad.addColorStop(1, this.col.mantleHot)
ctx.fillStyle = mantleGrad
ctx.fillRect(0, this.mantleY, W, H - this.mantleY)
// Magma blobs (animated)
for (let i = 0; i < 5; i++) {
const mx = (i / 5) * W + Math.sin(this.t + i) * 20
const my = this.mantleY + 15 + Math.sin(this.t * 0.5 + i * 2) * 5
ctx.fillStyle = `rgba(232,140,120,${0.3 + Math.sin(this.t + i) * 0.2})`
ctx.beginPath()
ctx.arc(mx, my, 8 + Math.sin(this.t * 2 + i) * 2, 0, Math.PI * 2)
ctx.fill()
}
// Plate movement arrows
if (stress > 0.5) {
this.drawArrow(ctx, W * 0.15, this.mantleY - 25, 'right', stress * 0.3)
this.drawArrow(ctx, W * 0.85, this.mantleY - 25, 'left', stress * 0.3)
}
// Cities
this.drawCity(ctx, this.cityAX, this.surfaceY, 'rich', this.damageA[this.damageA.length - 1])
this.drawCity(ctx, this.cityBX, this.surfaceY, 'poor', this.damageB[this.damageB.length - 1])
// City labels
ctx.fillStyle = this.col.text
ctx.font = 'bold 11px Inter, sans-serif'
ctx.textAlign = 'center'
ctx.fillText('Stadt A', this.cityAX, this.surfaceY - 35)
ctx.font = '9px Inter, sans-serif'
ctx.fillStyle = this.col.muted
ctx.fillText('(wohlhabend)', this.cityAX, this.surfaceY - 24)
ctx.fillStyle = this.col.text
ctx.font = 'bold 11px Inter, sans-serif'
ctx.fillText('Stadt B', this.cityBX, this.surfaceY - 35)
ctx.font = '9px Inter, sans-serif'
ctx.fillStyle = this.col.muted
ctx.fillText('(einkommensschwach)', this.cityBX, this.surfaceY - 24)
// Seismic waves
for (const w of this.waves) {
ctx.strokeStyle = `rgba(192,122,107,${w.intensity * 0.7})`
ctx.lineWidth = 2
ctx.beginPath()
ctx.arc(w.x, w.y, w.radius, 0, Math.PI * 2)
ctx.stroke()
// Inner waves
ctx.lineWidth = 1
ctx.strokeStyle = `rgba(192,122,107,${w.intensity * 0.4})`
ctx.beginPath()
ctx.arc(w.x, w.y, w.radius * 0.7, 0, Math.PI * 2)
ctx.stroke()
}
ctx.restore() // shake
// ── Top info bar ──
ctx.fillStyle = 'rgba(255,255,255,0.85)'
ctx.fillRect(0, 0, W, 38)
ctx.fillStyle = this.col.text
ctx.font = 'bold 12px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`Spannung: ${stress.toFixed(1)}`, 12, 17)
// Stress bar
const barX = 105, barY = 8, barW = 80, barH = 8
ctx.fillStyle = '#e0ddd6'
ctx.beginPath()
ctx.roundRect(barX, barY, barW, barH, 4)
ctx.fill()
const fillW = Math.min(barW, (stress / 5) * barW)
ctx.fillStyle = stress > 4 ? '#c0503c' : stress > 2.5 ? '#c4a35a' : '#5a8a5e'
ctx.beginPath()
ctx.roundRect(barX, barY, fillW, barH, 4)
ctx.fill()
ctx.font = '11px Inter, sans-serif'
ctx.fillStyle = this.col.muted
ctx.fillText(`Beben: ${this.sim.getHistory().length}`, 200, 17)
if (this.lastQuake) {
ctx.fillStyle = this.col.text
ctx.font = 'bold 11px Inter, sans-serif'
ctx.fillText(`Letztes Beben: ${this.lastQuake.magnitude.toFixed(1)} M`, 280, 17)
}
// Bottom comparison panel (when impact computed)
if (this.lastImpact) {
const panelY = H - 60
ctx.fillStyle = 'rgba(255,255,255,0.92)'
ctx.fillRect(0, panelY, W, 60)
// City A
ctx.fillStyle = this.col.cityRich
ctx.font = 'bold 11px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`Stadt A: ${this.lastImpact.cityA.damage}% Schaden`, 15, panelY + 20)
ctx.fillStyle = this.col.muted
ctx.font = '10px Inter, sans-serif'
ctx.fillText(`${this.lastImpact.cityA.casualties} Opfer · Wiederaufbau: ${this.lastImpact.cityA.recovery}`, 15, panelY + 38)
// City B
ctx.fillStyle = this.col.cityPoor
ctx.font = 'bold 11px Inter, sans-serif'
ctx.textAlign = 'right'
ctx.fillText(`Stadt B: ${this.lastImpact.cityB.damage}% Schaden`, W - 15, panelY + 20)
ctx.fillStyle = this.col.muted
ctx.font = '10px Inter, sans-serif'
ctx.fillText(`${this.lastImpact.cityB.casualties} Opfer · Wiederaufbau: ${this.lastImpact.cityB.recovery}`, W - 15, panelY + 38)
}
}
private drawArrow(ctx: CanvasRenderingContext2D, x: number, y: number, dir: 'left' | 'right', intensity: number): void {
ctx.save()
ctx.globalAlpha = Math.min(1, intensity)
ctx.fillStyle = '#c0503c'
ctx.strokeStyle = '#c0503c'
ctx.lineWidth = 2
const len = 25
const sign = dir === 'right' ? 1 : -1
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(x + len * sign, y)
ctx.stroke()
// Arrow head
ctx.beginPath()
ctx.moveTo(x + len * sign, y)
ctx.lineTo(x + (len - 6) * sign, y - 5)
ctx.lineTo(x + (len - 6) * sign, y + 5)
ctx.closePath()
ctx.fill()
ctx.restore()
}
private drawCity(ctx: CanvasRenderingContext2D, x: number, y: number, type: 'rich' | 'poor', damage?: DamageMarker): void {
const dmg = damage ? damage.damage / 100 : 0
const isRich = type === 'rich'
if (isRich) {
// Wohlhabende Stadt — moderne Hochhäuser
const buildings = [
{ offX: -20, w: 8, h: 22 },
{ offX: -10, w: 10, h: 30 },
{ offX: 2, w: 12, h: 35 },
{ offX: 16, w: 8, h: 25 },
]
for (const b of buildings) {
const collapseRatio = Math.max(0, 1 - dmg * 0.6)
const actualH = b.h * collapseRatio
// Tilt if damaged
const tilt = dmg * (Math.random() - 0.5) * 0.15
ctx.save()
ctx.translate(x + b.offX, y)
ctx.rotate(tilt)
ctx.fillStyle = dmg > 0.3 ? '#9a8a7a' : '#c0d0c8'
ctx.fillRect(0, -actualH, b.w, actualH)
// Windows
if (dmg < 0.5) {
ctx.fillStyle = '#5a8a8e'
for (let wy = 4; wy < actualH - 2; wy += 6) {
for (let wx = 1; wx < b.w - 2; wx += 4) {
ctx.fillRect(wx, -actualH + wy, 2, 3)
}
}
}
ctx.restore()
}
} else {
// Einkommensschwache Stadt — kleine, einfache Häuser
const houses = [
{ offX: -22, w: 10, h: 12 },
{ offX: -10, w: 11, h: 14 },
{ offX: 2, w: 12, h: 13 },
{ offX: 15, w: 9, h: 10 },
{ offX: 25, w: 8, h: 11 },
]
for (const h of houses) {
const collapseRatio = Math.max(0.1, 1 - dmg * 0.95)
const actualH = h.h * collapseRatio
const tilt = dmg * (Math.random() - 0.5) * 0.4
ctx.save()
ctx.translate(x + h.offX, y)
ctx.rotate(tilt)
ctx.fillStyle = dmg > 0.4 ? '#8a7a6a' : '#d8c8a8'
ctx.fillRect(0, -actualH, h.w, actualH)
// Roof (only if not too damaged)
if (dmg < 0.5) {
ctx.fillStyle = '#a06050'
ctx.beginPath()
ctx.moveTo(-1, -actualH)
ctx.lineTo(h.w / 2, -actualH - 4)
ctx.lineTo(h.w + 1, -actualH)
ctx.closePath()
ctx.fill()
}
ctx.restore()
// Rubble
if (dmg > 0.3) {
ctx.fillStyle = '#7a6a5a'
ctx.fillRect(x + h.offX - 2, y - 2, h.w + 4, 2)
}
}
}
}
}
@@ -0,0 +1,587 @@
/**
* Energiemix-Spiel — Canvas Renderer
*
* Ansicht: Weite Landschaft mit Stadt am rechten Rand, dazwischen
* verschiedene Kraftwerke in deterministischen Positionen. Im Hintergrund
* Berge. Über der Landschaft zieht Wetter (Wolken, Sonne).
*
* Animationen:
* - Windräder drehen sich (Geschwindigkeit abhängig von Wind-Faktor)
* - Solar-Panels glitzern
* - Rauch aus Kohle/Gas-Schornsteinen (pulsiert mit Auslastung)
* - Kühltürme mit Dampf
* - Batteriespeicher zeigen Pulsieren
* - Bei Blackout: Stadt wird dunkel
*
* Zeitleiste am unteren Rand mit Jahren und Blackout-Markern.
*/
import { EnergiemixGame, PLANT_TYPES } from './game'
interface PlacedPlant {
typeId: string
x: number // 0..1 in Welt
y: number // 0..1 vertikal
scale: number
ownerId: string
builtTick: number
}
export class EnergiemixRenderer {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private game: EnergiemixGame
private W = 0
private H = 0
private t = 0
private animId = 0
private placed: PlacedPlant[] = []
private knownIds = new Set<string>()
private lastBlackouts = 0
private blackoutFlash = 0
constructor(container: HTMLElement, game: EnergiemixGame) {
this.game = game
this.canvas = document.createElement('canvas')
this.canvas.style.cssText = 'width:100%;display:block;border-radius:12px;background:#dce6ea;'
container.appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('Canvas not supported')
this.ctx = ctx
this.resize()
window.addEventListener('resize', () => this.resize())
}
private resize(): void {
const rect = this.canvas.parentElement!.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.W = rect.width
this.H = Math.min(rect.width * 0.55, 440)
this.canvas.width = this.W * dpr
this.canvas.height = this.H * dpr
this.canvas.style.height = this.H + 'px'
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
}
private seededRand(seed: number): number {
const x = Math.sin(seed * 12.9898 + 78.233) * 43758.5453
return x - Math.floor(x)
}
start(): void {
let lastFrame = performance.now()
const loop = (now: number) => {
const dt = (now - lastFrame) / 1000
lastFrame = now
this.t += dt
this.updateScene()
this.draw()
this.animId = requestAnimationFrame(loop)
}
this.animId = requestAnimationFrame(loop)
}
stop(): void {
cancelAnimationFrame(this.animId)
}
private updateScene(): void {
const owned = this.game.getOwnedPlants()
for (const p of owned) {
for (let i = 0; i < p.count; i++) {
const id = `${p.typeId}-${i}`
if (!this.knownIds.has(id)) {
this.knownIds.add(id)
this.placed.push(this.placePlant(p.typeId, i))
}
}
}
// Blackout-Flash
const blackouts = this.game.getResource('blackouts')
if (blackouts > this.lastBlackouts) {
this.blackoutFlash = 1.0
this.lastBlackouts = blackouts
}
this.blackoutFlash = Math.max(0, this.blackoutFlash - 0.012)
}
private placePlant(typeId: string, index: number): PlacedPlant {
// Stable deterministic placement by type+index.
// Different plant types get different "zones":
const seed = typeId.charCodeAt(0) * 97 + typeId.charCodeAt(1) * 13 + index * 41
let xZone: [number, number] = [0.08, 0.68]
let yZone: [number, number] = [0.48, 0.62]
switch (typeId) {
case 'wind':
xZone = [0.05, 0.58]
yZone = [0.25, 0.45]
break
case 'solar':
xZone = [0.12, 0.60]
yZone = [0.55, 0.68]
break
case 'hydro':
xZone = [0.02, 0.18]
yZone = [0.50, 0.62]
break
case 'coal':
case 'gas':
xZone = [0.18, 0.52]
yZone = [0.45, 0.58]
break
case 'biomass':
xZone = [0.25, 0.58]
yZone = [0.52, 0.62]
break
case 'nuclear':
xZone = [0.32, 0.50]
yZone = [0.44, 0.56]
break
case 'battery':
xZone = [0.55, 0.72]
yZone = [0.60, 0.70]
break
}
const rx = this.seededRand(seed)
const ry = this.seededRand(seed + 7)
return {
typeId,
x: xZone[0] + rx * (xZone[1] - xZone[0]),
y: yZone[0] + ry * (yZone[1] - yZone[0]),
scale: 0.9 + this.seededRand(seed + 13) * 0.25,
ownerId: `${typeId}-${index}`,
builtTick: this.game.getSnapshot().tick,
}
}
private draw(): void {
const ctx = this.ctx
const W = this.W
const H = this.H
const tick = this.game.getSnapshot().tick
const year = this.game.getStartYear() + tick
const weather = this.game.getWeatherFactors()
// Fortschritt 0..1 über die Spielzeit
const progress = Math.min(1, tick / 25)
// Himmel wird mit zunehmender Erneuerbar-Quote klarer
const renewable = this.game.getResource('renewable') / 100
// === HIMMEL ===
const sky = ctx.createLinearGradient(0, 0, 0, H * 0.7)
const smog = 0.3 * (1 - renewable)
sky.addColorStop(0, `rgb(${180 + smog * 20}, ${205 + smog * 10}, ${225 - smog * 20})`)
sky.addColorStop(1, `rgb(${220 + smog * 10}, ${230}, ${225 - smog * 10})`)
ctx.fillStyle = sky
ctx.fillRect(0, 0, W, H * 0.72)
// === SONNE ===
const sunX = W * 0.82
const sunY = H * 0.15
const sunR = 22 * (0.8 + weather.solar * 0.3)
const sunAlpha = Math.max(0.3, weather.solar)
ctx.fillStyle = `rgba(250, 220, 140, ${sunAlpha})`
ctx.beginPath()
ctx.arc(sunX, sunY, sunR, 0, Math.PI * 2)
ctx.fill()
ctx.fillStyle = `rgba(250, 240, 200, ${sunAlpha * 0.3})`
ctx.beginPath()
ctx.arc(sunX, sunY, sunR * 1.6, 0, Math.PI * 2)
ctx.fill()
// === WOLKEN (verstärkt bei dunkler Solar-Faktor) ===
const cloudCount = Math.round(3 + (1 - weather.solar) * 4)
for (let i = 0; i < cloudCount; i++) {
const cx = ((this.t * 6 + i * W / cloudCount) % (W + 80)) - 40
const cy = H * 0.10 + i * 12
this.drawCloud(cx, cy, 30 + i * 6, 0.75)
}
// === BERGE HINTEN ===
ctx.fillStyle = '#8aa0a8'
ctx.beginPath()
ctx.moveTo(0, H * 0.52)
for (let x = 0; x <= W; x += 40) {
const s = Math.sin(x * 0.013 + 2) * 22 + Math.sin(x * 0.031) * 10
ctx.lineTo(x, H * 0.52 + s)
}
ctx.lineTo(W, H * 0.72)
ctx.lineTo(0, H * 0.72)
ctx.closePath()
ctx.fill()
ctx.fillStyle = '#9fb2ba'
ctx.beginPath()
ctx.moveTo(0, H * 0.58)
for (let x = 0; x <= W; x += 30) {
const s = Math.sin(x * 0.019 + 4) * 18
ctx.lineTo(x, H * 0.58 + s)
}
ctx.lineTo(W, H * 0.72)
ctx.lineTo(0, H * 0.72)
ctx.closePath()
ctx.fill()
// === BODEN ===
const ground = ctx.createLinearGradient(0, H * 0.68, 0, H * 0.92)
// Farbe wird mit Erneuerbar-Quote grüner
const green = 140 + renewable * 30
ground.addColorStop(0, `rgb(140, ${green}, 110)`)
ground.addColorStop(1, `rgb(110, ${green - 20}, 90)`)
ctx.fillStyle = ground
ctx.fillRect(0, H * 0.68, W, H * 0.24)
// === FLUSS am linken Rand (für Wasserkraft) ===
ctx.fillStyle = `rgba(74, 124, 138, ${0.75 + weather.hydro * 0.2})`
ctx.beginPath()
ctx.moveTo(0, H * 0.70)
ctx.quadraticCurveTo(W * 0.05, H * 0.80, W * 0.12, H * 0.85)
ctx.lineTo(W * 0.14, H * 0.89)
ctx.lineTo(0, H * 0.89)
ctx.closePath()
ctx.fill()
// === STADT RECHTS ===
this.drawCity(W * 0.75, H * 0.70, W * 0.22, H * 0.16, tick, this.blackoutFlash)
// === KRAFTWERKE ===
// Sortiere nach x für korrekte Tiefenordnung
const sorted = [...this.placed].sort((a, b) => a.y - b.y)
for (const p of sorted) {
const px = p.x * W
const py = p.y * H
this.drawPlant(p, px, py, weather)
}
// === HUD ===
this.drawHUD(year, tick)
// === BLACKOUT-FLASH OVERLAY ===
if (this.blackoutFlash > 0) {
ctx.fillStyle = `rgba(40, 10, 10, ${this.blackoutFlash * 0.5})`
ctx.fillRect(0, 0, W, H * 0.88)
}
// === ZEITLEISTE UNTEN ===
this.drawTimeline()
}
private drawCloud(cx: number, cy: number, r: number, alpha: number): void {
const ctx = this.ctx
ctx.fillStyle = `rgba(255, 255, 255, ${alpha})`
ctx.beginPath()
ctx.arc(cx, cy, r * 0.55, 0, Math.PI * 2)
ctx.arc(cx + r * 0.5, cy - 4, r * 0.45, 0, Math.PI * 2)
ctx.arc(cx + r * 0.9, cy, r * 0.5, 0, Math.PI * 2)
ctx.arc(cx + r * 0.4, cy + 5, r * 0.45, 0, Math.PI * 2)
ctx.fill()
}
private drawCity(x: number, baseY: number, w: number, h: number, _tick: number, blackout: number): void {
const ctx = this.ctx
// Gebäude-Silhouetten (6 Türme)
const towers = 6
const litProbability = Math.max(0.1, 1 - blackout)
for (let i = 0; i < towers; i++) {
const seed = i * 11 + 3
const r = this.seededRand(seed)
const tw = (w / towers) * 0.8
const th = h * (0.6 + r * 0.5)
const tx = x + i * (w / towers)
const ty = baseY - th
ctx.fillStyle = '#4a4a55'
ctx.fillRect(tx, ty, tw, th)
// Fenster
for (let wy = ty + 4; wy < baseY - 3; wy += 6) {
for (let wx = tx + 2; wx < tx + tw - 2; wx += 5) {
const on = this.seededRand(seed * 77 + wy * 5 + wx) < litProbability * 0.55
ctx.fillStyle = on ? 'rgba(255, 220, 140, .9)' : 'rgba(80, 80, 95, .6)'
ctx.fillRect(wx, wy, 2, 2)
}
}
}
}
private drawPlant(p: PlacedPlant, x: number, y: number, weather: { wind: number; solar: number; hydro: number }): void {
const ctx = this.ctx
const s = p.scale
switch (p.typeId) {
case 'coal':
this.drawCoalPlant(x, y, s)
break
case 'gas':
this.drawGasPlant(x, y, s)
break
case 'hydro':
this.drawHydroPlant(x, y, s)
break
case 'wind':
this.drawWindTurbine(x, y, s, weather.wind)
break
case 'solar':
this.drawSolarPanel(x, y, s)
break
case 'biomass':
this.drawBiomassPlant(x, y, s)
break
case 'nuclear':
this.drawNuclearPlant(x, y, s)
break
case 'battery':
this.drawBattery(x, y, s)
break
}
ctx.globalAlpha = 1
}
private drawCoalPlant(x: number, y: number, s: number): void {
const ctx = this.ctx
// Haupthalle
ctx.fillStyle = '#6a6055'
ctx.fillRect(x - 18 * s, y - 14 * s, 36 * s, 18 * s)
ctx.fillStyle = '#4a4038'
ctx.fillRect(x - 18 * s, y - 14 * s, 36 * s, 2 * s)
// Schornsteine
ctx.fillStyle = '#8a7868'
ctx.fillRect(x - 12 * s, y - 30 * s, 5 * s, 18 * s)
ctx.fillRect(x + 6 * s, y - 30 * s, 5 * s, 18 * s)
// Rauch
this.drawSmoke(x - 9 * s, y - 30 * s, 1.0, '#7a6a58')
this.drawSmoke(x + 9 * s, y - 30 * s, 0.9, '#7a6a58')
}
private drawGasPlant(x: number, y: number, s: number): void {
const ctx = this.ctx
ctx.fillStyle = '#5a7a8a'
ctx.fillRect(x - 14 * s, y - 10 * s, 28 * s, 14 * s)
// Tank
ctx.fillStyle = '#aabdc5'
ctx.beginPath()
ctx.arc(x - 8 * s, y - 2 * s, 6 * s, 0, Math.PI * 2)
ctx.fill()
// Schornstein
ctx.fillStyle = '#7a8a95'
ctx.fillRect(x + 6 * s, y - 22 * s, 3 * s, 14 * s)
this.drawSmoke(x + 7 * s, y - 22 * s, 0.55, '#dddacc')
}
private drawHydroPlant(x: number, y: number, s: number): void {
const ctx = this.ctx
// Staumauer
ctx.fillStyle = '#999a9c'
ctx.fillRect(x - 12 * s, y - 18 * s, 24 * s, 22 * s)
// Abflussöffnung
ctx.fillStyle = '#3a5a6a'
ctx.fillRect(x - 3 * s, y - 4 * s, 6 * s, 8 * s)
// Wasserstrahl
ctx.fillStyle = 'rgba(200, 230, 240, 0.7)'
ctx.beginPath()
ctx.moveTo(x - 3 * s, y + 4 * s)
ctx.lineTo(x + 3 * s, y + 4 * s)
ctx.lineTo(x + 8 * s, y + 12 * s)
ctx.lineTo(x - 8 * s, y + 12 * s)
ctx.closePath()
ctx.fill()
}
private drawWindTurbine(x: number, y: number, s: number, windFactor: number): void {
const ctx = this.ctx
// Mast
ctx.fillStyle = '#f0f0f0'
ctx.fillRect(x - 1.2 * s, y - 30 * s, 2.4 * s, 44 * s)
// Nabe
ctx.fillStyle = '#e0e0e0'
ctx.beginPath()
ctx.arc(x, y - 30 * s, 2.5 * s, 0, Math.PI * 2)
ctx.fill()
// Rotor — dreht sich mit Windgeschwindigkeit
const rot = this.t * windFactor * 1.8
for (let i = 0; i < 3; i++) {
const a = rot + (i * Math.PI * 2) / 3
ctx.save()
ctx.translate(x, y - 30 * s)
ctx.rotate(a)
ctx.fillStyle = '#fafafa'
ctx.beginPath()
ctx.moveTo(0, 0)
ctx.lineTo(1.2 * s, -14 * s)
ctx.lineTo(-1.2 * s, -14 * s)
ctx.closePath()
ctx.fill()
ctx.restore()
}
}
private drawSolarPanel(x: number, y: number, s: number): void {
const ctx = this.ctx
// 3 Panels in Reihe
for (let i = 0; i < 3; i++) {
const px = x + (i - 1) * 9 * s
ctx.save()
ctx.translate(px, y)
// leichte Neigung
ctx.transform(1, 0, -0.35, 0.82, 0, 0)
ctx.fillStyle = '#1e3a5a'
ctx.fillRect(-6 * s, -3 * s, 12 * s, 6 * s)
// Gitter
ctx.strokeStyle = '#3a5a7a'
ctx.lineWidth = 0.5
ctx.beginPath()
for (let g = -5; g <= 5; g += 2) {
ctx.moveTo(g * s, -3 * s)
ctx.lineTo(g * s, 3 * s)
}
ctx.stroke()
ctx.restore()
// Ständer
ctx.fillStyle = '#666'
ctx.fillRect(px - 0.5, y + 2 * s, 1, 4 * s)
}
}
private drawBiomassPlant(x: number, y: number, s: number): void {
const ctx = this.ctx
ctx.fillStyle = '#7a5a3a'
ctx.fillRect(x - 13 * s, y - 10 * s, 26 * s, 14 * s)
// Holzstapel
ctx.fillStyle = '#8a6a4a'
ctx.fillRect(x - 16 * s, y + 1 * s, 6 * s, 3 * s)
ctx.fillRect(x - 16 * s, y - 2 * s, 6 * s, 3 * s)
// Grüner Schornstein
ctx.fillStyle = '#6a7a5a'
ctx.fillRect(x + 5 * s, y - 22 * s, 3 * s, 14 * s)
this.drawSmoke(x + 6.5 * s, y - 22 * s, 0.45, '#e0e0d0')
}
private drawNuclearPlant(x: number, y: number, s: number): void {
const ctx = this.ctx
// Reaktorkuppel
ctx.fillStyle = '#c0c5c8'
ctx.beginPath()
ctx.arc(x - 10 * s, y - 4 * s, 8 * s, Math.PI, Math.PI * 2)
ctx.fill()
ctx.fillRect(x - 18 * s, y - 4 * s, 16 * s, 8 * s)
// Kühlturm
ctx.fillStyle = '#b0b5b8'
ctx.beginPath()
ctx.moveTo(x + 3 * s, y - 28 * s)
ctx.lineTo(x + 14 * s, y - 28 * s)
ctx.lineTo(x + 18 * s, y + 4 * s)
ctx.lineTo(x - 1 * s, y + 4 * s)
ctx.closePath()
ctx.fill()
// Dampf
this.drawSmoke(x + 8.5 * s, y - 28 * s, 1.3, '#ffffff')
}
private drawBattery(x: number, y: number, s: number): void {
const ctx = this.ctx
// Container
ctx.fillStyle = '#e8e8e8'
ctx.fillRect(x - 12 * s, y - 8 * s, 24 * s, 14 * s)
ctx.strokeStyle = '#888'
ctx.lineWidth = 1
ctx.strokeRect(x - 12 * s, y - 8 * s, 24 * s, 14 * s)
// LEDs pulsieren
const pulse = (Math.sin(this.t * 2) + 1) / 2
ctx.fillStyle = `rgba(90, 200, 120, ${0.5 + pulse * 0.5})`
for (let i = 0; i < 5; i++) {
ctx.fillRect(x - 10 * s + i * 5 * s, y - 5 * s, 3 * s, 2 * s)
}
// Blitzsymbol
ctx.fillStyle = '#d4a050'
ctx.font = `bold ${7 * s}px sans-serif`
ctx.textAlign = 'center'
ctx.fillText('⚡', x, y + 4 * s)
}
private drawSmoke(x: number, y: number, intensity: number, color: string): void {
const ctx = this.ctx
for (let i = 0; i < 3; i++) {
const off = (this.t * 8 + i * 6) % 18
const alpha = Math.max(0, (1 - off / 18) * intensity * 0.7)
ctx.fillStyle = color.startsWith('#') ? this.hexWithAlpha(color, alpha) : color
ctx.globalAlpha = alpha
ctx.beginPath()
ctx.arc(x + Math.sin(off * 0.3) * 3, y - off, 3 + off * 0.25, 0, Math.PI * 2)
ctx.fill()
}
ctx.globalAlpha = 1
}
private hexWithAlpha(hex: string, _a: number): string {
return hex
}
private drawHUD(year: number, _tick: number): void {
const ctx = this.ctx
ctx.fillStyle = 'rgba(255,255,255,0.85)'
ctx.fillRect(10, 10, 108, 36)
ctx.strokeStyle = 'rgba(0,0,0,0.1)'
ctx.lineWidth = 1
ctx.strokeRect(10, 10, 108, 36)
ctx.fillStyle = '#2a2a2a'
ctx.font = 'bold 15px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(`${year}`, 18, 28)
ctx.fillStyle = '#6a6a6a'
ctx.font = '9px Inter, sans-serif'
const renewable = Math.round(this.game.getResource('renewable'))
ctx.fillText(`🌱 ${renewable} % erneuerbar`, 18, 40)
}
private drawTimeline(): void {
const ctx = this.ctx
const W = this.W
const H = this.H
const tlY = H - 28
const tlH = 22
ctx.fillStyle = 'rgba(255,255,255,0.95)'
ctx.fillRect(0, tlY, W, tlH)
ctx.strokeStyle = 'rgba(0,0,0,0.06)'
ctx.beginPath()
ctx.moveTo(0, tlY + 0.5)
ctx.lineTo(W, tlY + 0.5)
ctx.stroke()
const maxTicks = 25
const tick = this.game.getSnapshot().tick
const startYear = this.game.getStartYear()
// Jahre-Marker alle 5 Jahre
ctx.fillStyle = '#8a8a8a'
ctx.font = '9px Inter, sans-serif'
ctx.textAlign = 'center'
for (let y = 0; y <= maxTicks; y += 5) {
const x = (y / maxTicks) * W
ctx.fillRect(x - 0.5, tlY + 2, 1, 5)
ctx.fillText(`${startYear + y}`, x, tlY + 18)
}
// Aktueller Tick als Punkt
const curX = (tick / maxTicks) * W
ctx.fillStyle = '#4a7c8a'
ctx.beginPath()
ctx.arc(curX, tlY + 10, 4, 0, Math.PI * 2)
ctx.fill()
// Blackout-Marker
const events = this.game.getSnapshot().events
for (const e of events) {
if (e.type === 'blackout' || e.type === 'peak-blackout') {
const ex = (e.tick / maxTicks) * W
ctx.fillStyle = '#b04a3a'
ctx.beginPath()
ctx.arc(ex, tlY + 10, 2.5, 0, Math.PI * 2)
ctx.fill()
}
}
}
}
// Re-export für Typ-Konsumierung durch UI
export type { PlantType } from './game'
+481
View File
@@ -0,0 +1,481 @@
/**
* SIM-08: Energiewende-Planer*in — Spielbare Energiemix-Simulation
*
* Du übernimmst 2025 als Energieplaner*in eine Region mit ca. 200.000
* Einwohnern. Aktuell kommt der Strom größtenteils aus fossilen Quellen.
* Bis 2050 (25 Jahre) musst du den Energiemix umbauen:
*
* - Die Nachfrage steigt (E-Autos, Wärmepumpen, Digitalisierung).
* - CO₂ muss runter — Klimaziel.
* - Blackouts dürfen nicht passieren — Versorgungssicherheit.
* - Du hast ein knappes Budget.
*
* Fachlich korrekt:
* - Kapazitätsfaktoren echt (Wind ~25%, Solar ~12%, Wasser ~45%, Kernkraft ~90%)
* - CO₂-Emissionen in gCO₂/kWh basieren auf IPCC-Median-Werten
* - Erneuerbare brauchen Speicher oder backup-fähige Partner (Gas)
*
* Kernbotschaft: Es gibt keinen Königsweg. Jede Technologie hat Stärken und
* Schwächen. Die Transformation ist ein Balance-Akt zwischen drei Zielen:
* CO₂, Kosten und Versorgungssicherheit.
*/
import { GameEngine, type GameMeta } from '@core/game-engine'
const META: GameMeta = {
id: 'sim-08',
title: 'Energiewende-Planer*in',
description: 'Führe deine Region bis 2050 in eine CO₂-neutrale, sichere Stromversorgung.',
msPerTick: 4000,
tickUnit: 'Jahr',
maxTicks: 25,
tutorialSteps: 4,
}
const START_YEAR = 2025
export interface PlantType {
id: string
name: string
emoji: string
description: string
cost: number // Baukosten in Mio. €
capacityMW: number // Nennleistung
capacityFactor: number // Anteil der Nennleistung im Jahresmittel (0..1)
co2PerKWh: number // gCO₂/kWh (IPCC Median)
upkeep: number // Mio. €/Jahr
renewable: boolean
flexible: boolean // Kann bei Bedarf hochgefahren werden (für Backup)
storage?: number // MW Speicherkapazität (reduziert Blackout-Risiko)
}
export const PLANT_TYPES: PlantType[] = [
{
id: 'coal',
name: 'Kohlekraftwerk',
emoji: '🏭',
description: 'Billig, zuverlässig, aber höchste CO₂-Emission. Gesellschaftlich umstritten.',
cost: 80,
capacityMW: 300,
capacityFactor: 0.75,
co2PerKWh: 820,
upkeep: 8,
renewable: false,
flexible: true,
},
{
id: 'gas',
name: 'Gaskraftwerk',
emoji: '⛽',
description: 'Flexibler Backup — schnell regelbar. Halbe CO₂-Emission wie Kohle.',
cost: 110,
capacityMW: 250,
capacityFactor: 0.55,
co2PerKWh: 490,
upkeep: 9,
renewable: false,
flexible: true,
},
{
id: 'hydro',
name: 'Wasserkraftwerk',
emoji: '💧',
description: 'CO₂-frei und zuverlässig. Standortgebunden, bei Dürre weniger Leistung.',
cost: 280,
capacityMW: 180,
capacityFactor: 0.45,
co2PerKWh: 24,
upkeep: 4,
renewable: true,
flexible: true,
},
{
id: 'wind',
name: 'Windpark',
emoji: '💨',
description: 'Günstig, CO₂-arm. Wetterabhängig: liefert nur bei Wind (~25% der Zeit).',
cost: 120,
capacityMW: 200,
capacityFactor: 0.28,
co2PerKWh: 11,
upkeep: 5,
renewable: true,
flexible: false,
},
{
id: 'solar',
name: 'Solarpark',
emoji: '☀️',
description: 'Sehr günstig, CO₂-arm. Nur tagsüber, bei Bewölkung weniger.',
cost: 70,
capacityMW: 150,
capacityFactor: 0.13,
co2PerKWh: 48,
upkeep: 3,
renewable: true,
flexible: false,
},
{
id: 'biomass',
name: 'Biomasse-Heizkraftwerk',
emoji: '🌿',
description: 'Aus Holz und Agrarresten. Flexibel, nahezu CO₂-neutral.',
cost: 140,
capacityMW: 80,
capacityFactor: 0.65,
co2PerKWh: 230,
upkeep: 7,
renewable: true,
flexible: true,
},
{
id: 'nuclear',
name: 'Kernkraftwerk',
emoji: '☢️',
description: 'CO₂-frei, extrem hohe Grundlast-Leistung. Hohe Baukosten, politisch umstritten.',
cost: 600,
capacityMW: 1000,
capacityFactor: 0.90,
co2PerKWh: 12,
upkeep: 18,
renewable: false,
flexible: false,
},
{
id: 'battery',
name: 'Batteriespeicher',
emoji: '🔋',
description: 'Erzeugt keinen Strom, glättet aber Schwankungen und verhindert Blackouts.',
cost: 150,
capacityMW: 0,
capacityFactor: 0,
co2PerKWh: 0,
upkeep: 4,
renewable: true,
flexible: true,
storage: 100,
},
]
interface OwnedPlant {
typeId: string
count: number
builtTick: number
}
export class EnergiemixGame extends GameEngine {
private plants: OwnedPlant[] = []
private firedEvents = new Set<string>()
// Wetter-Modifikator dieses Jahres (ca. 0.7..1.2)
private weatherWindFactor = 1.0
private weatherSolarFactor = 1.0
private weatherHydroFactor = 1.0
constructor() {
super(META)
this.setupResources()
this.setupGoals()
this.setupTutorial()
this.setupStartingPlants()
this.recalc()
}
private setupResources(): void {
this.addResource({
id: 'budget',
name: 'Budget',
icon: '💰',
initial: 300,
unit: 'Mio €',
format: (v) => `${Math.round(v)} Mio €`,
})
this.addResource({
id: 'demand',
name: 'Strombedarf',
icon: '🔌',
initial: 700,
unit: 'MW',
format: (v) => `${Math.round(v)} MW`,
})
this.addResource({
id: 'supply',
name: 'Erzeugung (Ø)',
icon: '⚡',
initial: 0,
unit: 'MW',
format: (v) => `${Math.round(v)} MW`,
})
this.addResource({
id: 'co2',
name: 'CO₂-Ausstoß',
icon: '🌫',
initial: 0,
unit: 'kt/J',
format: (v) => `${Math.round(v)} kt/J`,
})
this.addResource({
id: 'renewable',
name: 'Erneuerbar',
icon: '🌱',
initial: 0,
unit: '%',
format: (v) => `${Math.round(v)} %`,
})
this.addResource({
id: 'blackouts',
name: 'Blackouts',
icon: '🕯',
initial: 0,
unit: '',
format: (v) => `${Math.round(v)}`,
})
}
private setupGoals(): void {
this.addGoal({
id: 'survive',
title: 'Bis 2050 planen',
description: '25 Jahre Energiewende begleiten.',
check: (g) => (g as EnergiemixGame).tick >= 25,
progress: (g) => Math.min(100, ((g as EnergiemixGame).tick / 25) * 100),
required: true,
})
this.addGoal({
id: 'renewable',
title: '80 % Erneuerbare Energie',
description: 'Mindestens 80 % des Strombedarfs aus erneuerbaren Quellen.',
check: (g) => g.getResource('renewable') >= 80,
progress: (g) => Math.min(100, (g.getResource('renewable') / 80) * 100),
required: true,
})
this.addGoal({
id: 'co2',
title: 'CO₂ unter 400 kt/Jahr',
description: 'Die Emissionen müssen deutlich sinken.',
check: (g) => g.getResource('co2') < 400,
progress: (g) => {
const co2 = g.getResource('co2')
return Math.max(0, Math.min(100, 100 - ((co2 - 400) / 10)))
},
required: true,
})
this.addGoal({
id: 'reliable',
title: 'Maximal 3 Blackouts',
description: 'Die Versorgung muss sicher bleiben.',
check: (g) => g.getResource('blackouts') <= 3,
progress: (g) => Math.max(0, Math.min(100, 100 - g.getResource('blackouts') * 25)),
required: true,
})
this.addGoal({
id: 'budget',
title: 'Nicht pleite gehen',
description: 'Budget muss positiv bleiben.',
check: (g) => g.getResource('budget') > 0,
required: true,
})
}
private setupTutorial(): void {
this.setTutorial([
{
triggerTick: 0,
title: 'Willkommen, Energieplaner*in!',
text: '2025. Du übernimmst die Energieplanung für eine Region mit ca. 200.000 Einwohner*innen.\n\nDein Auftrag: Bis 2050 (in 25 Jahren) muss der Strom CO₂-neutral, bezahlbar und zuverlässig sein.\n\nAktuell dominiert noch fossiler Strom. Der Umbau kostet Geld — aber nichts zu tun kostet das Klima.',
unlocks: ['budget'],
},
{
triggerTick: 0,
title: 'Der Energie-Mix',
text: 'Es gibt keine Lösung, die alles kann:\n\n🏭 Kohle: billig, aber hoher CO₂-Ausstoß\n⛽ Gas: flexibel, mittleres CO₂\n💧 Wasser: sauber, aber abhängig vom Niederschlag\n💨 Wind: günstig, nur bei Wind\n☀️ Solar: sehr günstig, nur bei Sonne\n🌿 Biomasse: klimaneutral, begrenzte Verfügbarkeit\n☢️ Kernkraft: CO₂-frei, teuer, umstritten\n🔋 Speicher: glättet Schwankungen',
unlocks: ['shop'],
},
{
triggerTick: 0,
title: 'Versorgungssicherheit',
text: 'Wind und Sonne liefern nicht immer.\n\nDer sogenannte Kapazitätsfaktor beschreibt, wieviel % der Nennleistung im Jahresmittel wirklich anfällt:\n- Wind ≈ 28 %\n- Solar ≈ 13 %\n- Wasser ≈ 45 %\n- Kernkraft ≈ 90 %\n\nFehlt Strom, drohen Blackouts. Backup-Kraftwerke (Gas, Biomasse) oder Speicher helfen, Lücken zu überbrücken.',
unlocks: ['supply'],
},
{
triggerTick: 0,
title: 'Der Zielkonflikt',
text: 'Du musst drei Ziele unter einen Hut bringen:\n\n🌱 CO₂: auf unter 400 kt/Jahr senken\n⚡ Versorgung: maximal 3 Blackouts bis 2050\n💰 Budget: nicht pleite gehen\n\nPro Jahr bekommst du Einnahmen aus Stromverkauf. Bau klug aus — Kraftwerke brauchen mehrere Jahre, bis sie sich rechnen.\n\nViel Erfolg! ⚡',
unlocks: ['controls'],
},
])
}
private setupStartingPlants(): void {
// Startzustand: fossil dominiert
this.plants = [
{ typeId: 'coal', count: 2, builtTick: -10 },
{ typeId: 'gas', count: 1, builtTick: -5 },
{ typeId: 'hydro', count: 1, builtTick: -20 },
]
}
private recalc(): void {
let totalMW = 0
let renewableMW = 0
let co2 = 0
let upkeep = 0
let storageMW = 0
let flexibleMW = 0
for (const p of this.plants) {
const t = PLANT_TYPES.find(x => x.id === p.typeId)
if (!t) continue
// Wetter-Modifikator anwenden
let cf = t.capacityFactor
if (t.id === 'wind') cf *= this.weatherWindFactor
else if (t.id === 'solar') cf *= this.weatherSolarFactor
else if (t.id === 'hydro') cf *= this.weatherHydroFactor
const avgMW = t.capacityMW * cf * p.count
totalMW += avgMW
if (t.renewable) renewableMW += avgMW
// CO₂: gCO₂/kWh × MW × 8760h/Jahr = gCO₂/J → kt/J
co2 += (avgMW * 8760 * t.co2PerKWh) / 1e9
upkeep += t.upkeep * p.count
if (t.storage) storageMW += t.storage * p.count
if (t.flexible) flexibleMW += t.capacityMW * p.count
}
this.setResource('supply', totalMW)
this.setResource('co2', co2)
const demand = this.getResource('demand')
this.setResource('renewable', demand > 0 ? Math.min(100, (renewableMW / demand) * 100) : 0)
this.setVariable('upkeepTotal', upkeep)
this.setVariable('storageMW', storageMW)
this.setVariable('flexibleMW', flexibleMW)
}
buyPlant(typeId: string): boolean {
const t = PLANT_TYPES.find(x => x.id === typeId)
if (!t) return false
const budget = this.getResource('budget')
if (budget < t.cost) {
this.addEvent('error', `Nicht genug Budget für ${t.name}`, 'warning')
return false
}
this.changeResource('budget', -t.cost)
const existing = this.plants.find(p => p.typeId === typeId)
if (existing) existing.count++
else this.plants.push({ typeId, count: 1, builtTick: this.tick })
this.recalc()
this.addEvent('build', `${t.emoji} ${t.name} gebaut (-${t.cost} Mio €)`, 'success')
this.notify()
return true
}
getOwnedPlants(): OwnedPlant[] { return this.plants }
getPlantCount(id: string): number {
return this.plants.find(p => p.typeId === id)?.count ?? 0
}
getStartYear(): number { return START_YEAR }
getWeatherFactors() {
return {
wind: this.weatherWindFactor,
solar: this.weatherSolarFactor,
hydro: this.weatherHydroFactor,
}
}
protected simulateTick(): void {
// 1. Nachfrage wächst (E-Mobilität, Wärmepumpen, Digitalisierung)
// Ca. 1.8 % pro Jahr
const demand = this.getResource('demand')
this.setResource('demand', demand * 1.018)
// 2. Wetter des Jahres ziehen
this.weatherWindFactor = 0.75 + Math.random() * 0.5 // 0.75..1.25
this.weatherSolarFactor = 0.85 + Math.random() * 0.3 // 0.85..1.15
this.weatherHydroFactor = 0.70 + Math.random() * 0.55 // 0.70..1.25
// 3. Neu berechnen mit aktuellem Wetter
this.recalc()
// 4. Versorgungs-Check
const supply = this.getResource('supply')
const newDemand = this.getResource('demand')
const storageMW = this.getVariable('storageMW')
const flexibleMW = this.getVariable('flexibleMW')
// Spitzenlast ist höher als Durchschnitt (Faktor ~1.35)
const peakDemand = newDemand * 1.35
// Gesicherte Leistung = flexible Kraftwerke + Speicher
const firmCapacity = flexibleMW + storageMW
if (supply < newDemand * 0.9) {
// Unterversorgung im Jahresmittel
this.changeResource('blackouts', 1)
this.addEvent('blackout', `🕯 Blackout! Stromangebot (${Math.round(supply)} MW) deckt die Nachfrage nicht.`, 'danger')
} else if (firmCapacity < peakDemand * 0.7) {
// Nicht genug gesicherte Leistung für Spitzenlast
if (Math.random() < 0.35) {
this.changeResource('blackouts', 1)
this.addEvent('peak-blackout', `⚠️ Spitzenlast-Blackout: zu wenig steuerbare Leistung im Netz.`, 'warning')
}
}
// 5. Einnahmen aus Stromverkauf (nur was wirklich verkauft wird)
const soldMW = Math.min(supply, newDemand)
const revenue = Math.round(soldMW * 0.08) // ~0.08 Mio €/MW/Jahr
this.changeResource('budget', revenue)
// 6. Wartungskosten
const upkeep = this.getVariable('upkeepTotal')
this.changeResource('budget', -upkeep)
// 7. CO₂-Strafe ab 2030 (EU-ETS-Preise steigen)
if (this.tick >= 5) {
const co2 = this.getResource('co2')
const penalty = Math.round(co2 * 0.03 * Math.min(3, (this.tick - 4) / 5))
this.changeResource('budget', -penalty)
if (penalty > 0 && this.tick === 5 && !this.firedEvent('ets-start')) {
this.addEvent('ets', `📜 EU-CO₂-Bepreisung greift: Emissionen kosten jetzt Geld.`, 'warning')
}
}
// 8. Events
if (this.weatherWindFactor < 0.85 && this.weatherSolarFactor < 0.95 && this.tick > 2) {
this.addEvent('dunkelflaute', `🌫 Dunkelflaute: wenig Wind, wenig Sonne. Versorgung knapp.`, 'warning')
}
if (this.weatherHydroFactor < 0.8) {
this.addEvent('drought', `☀️ Trockenes Jahr: Wasserkraft liefert weniger.`, 'info')
}
if (this.tick === 3 && !this.firedEvent('ev-boom')) {
this.addEvent('ev-boom', `🔋 E-Mobilitäts-Boom: Strombedarf steigt schneller als erwartet.`, 'info')
}
if (this.tick === 10 && !this.firedEvent('heat-pumps')) {
this.addEvent('heat-pumps', `🔥 Wärmepumpen-Förderung: Heizen wird elektrisch.`, 'info')
}
if (this.tick === 15 && !this.firedEvent('coal-exit')) {
const coalCount = this.getPlantCount('coal')
if (coalCount > 0) {
this.addEvent('coal-exit', `📢 Kohleausstieg beschlossen — alte Kohlekraftwerke werden unrentabel.`, 'warning')
}
}
if (this.getResource('renewable') >= 50 && !this.firedEvent('milestone-50')) {
this.addEvent('milestone-50', `🌱 Meilenstein: 50 % erneuerbare Energie erreicht!`, 'success')
}
if (this.getResource('renewable') >= 80 && !this.firedEvent('milestone-80')) {
this.addEvent('milestone-80', `🎉 80 % erneuerbar — Klimaziel erreicht!`, 'success')
}
}
private firedEvent(id: string): boolean {
if (this.firedEvents.has(id)) return true
this.firedEvents.add(id)
return false
}
protected checkLossCondition(): boolean {
if (this.getResource('budget') < -200) return true
if (this.getResource('blackouts') > 8) return true
return false
}
}
+188
View File
@@ -0,0 +1,188 @@
/**
* SIM-09: Energiemix-Simulator — LOGIK
*
* Modell:
* - Schüler*innen stellen einen Energiemix zusammen
* - Drei Zielgrößen: CO₂-Ausstoß, Kosten, Versorgungssicherheit
* - Jede Energiequelle hat spezifische Werte für alle drei Dimensionen
* - Zielkonflikt sichtbar machen: billiger = dreckiger, sauber = teurer/unsicherer
*
* Didaktik:
* - Keine "richtige" Antwort — es geht um das Abwägen
* - Urteilskompetenz: verschiedene Perspektiven einnehmen
* - Gamification: Highscore für besten Kompromiss
*/
import { Simulation, SimulationMeta } from '@core/simulation'
const META: SimulationMeta = {
id: 'sim-09',
name: 'Energiemix-Simulator',
educationLevels: [5, 6, 7, 8, 9, 10],
primaryLevel: 6,
kompetenzbereich: 'Nachhaltiger Umgang mit Energie und Ressourcen',
lernziele: [
'Erneuerbare und nicht erneuerbare Energieträger vergleichen',
'Zielkonflikte zwischen Kosten, Umwelt und Versorgungssicherheit erkennen',
'Eigene Position zu Energiepolitik bilden und begründen',
],
basiskonzepte: ['Leistungserstellung und Nachhaltigkeit', 'Ökonomische Prinzipien und Entscheidungsfindung'],
dpiMinuten: 25,
typ: 'sachsimulation',
tier: 1,
requiresReading: true,
}
export interface EnergySource {
id: string
name: string
emoji: string
color: string
co2PerGWh: number // Tonnen CO₂ pro GWh (Lifecycle)
costPerMWh: number // EUR pro MWh
reliability: number // 0-1 (1 = immer verfügbar)
maxShare: number // maximaler realistischer Anteil (0-1)
renewable: boolean
description: string
}
export const ENERGY_SOURCES: EnergySource[] = [
{
id: 'coal', name: 'Kohle', emoji: '🪨', color: '#4a4a4a',
co2PerGWh: 820, costPerMWh: 65, reliability: 0.85, maxShare: 1,
renewable: false, description: 'Billig aber sehr CO₂-intensiv'
},
{
id: 'gas', name: 'Erdgas', emoji: '🔥', color: '#c4a35a',
co2PerGWh: 490, costPerMWh: 55, reliability: 0.87, maxShare: 0.8,
renewable: false, description: 'Hälfte des CO₂ von Kohle, flexibel'
},
{
id: 'nuclear', name: 'Atomkraft', emoji: '⚛️', color: '#8a5caa',
co2PerGWh: 12, costPerMWh: 90, reliability: 0.92, maxShare: 0.6,
renewable: false, description: 'Kaum CO₂, aber teuer und Atommüll'
},
{
id: 'wind', name: 'Windkraft', emoji: '🌬️', color: '#5a9aaa',
co2PerGWh: 11, costPerMWh: 45, reliability: 0.35, maxShare: 0.5,
renewable: true, description: 'Günstig und sauber, aber wetterabhängig'
},
{
id: 'solar', name: 'Solarenergie', emoji: '☀️', color: '#e8c84a',
co2PerGWh: 45, costPerMWh: 40, reliability: 0.25, maxShare: 0.4,
renewable: true, description: 'Billigste Quelle, aber nur tagsüber'
},
{
id: 'hydro', name: 'Wasserkraft', emoji: '💧', color: '#4a7c8a',
co2PerGWh: 24, costPerMWh: 50, reliability: 0.55, maxShare: 0.3,
renewable: true, description: 'Zuverlässig, aber Standort-begrenzt'
},
]
export interface MixResult {
totalCO2: number // Tonnen CO₂ pro GWh (gewichteter Durchschnitt)
totalCost: number // EUR pro MWh
totalReliability: number // 0-1
renewableShare: number // 0-100%
score: number // Gesamtbewertung 0-100
rating: string // z.B. "Gut balanciert"
}
/**
* Berechnet die Ergebnisse eines Energiemixes
* @param mix Map von SourceID → Anteil (0-100, Summe sollte 100 sein)
*/
export function computeMixResult(mix: Record<string, number>): MixResult {
let totalCO2 = 0
let totalCost = 0
let totalReliability = 0
let renewableShare = 0
let totalShare = 0
for (const source of ENERGY_SOURCES) {
const share = (mix[source.id] || 0) / 100
totalShare += share
totalCO2 += source.co2PerGWh * share
totalCost += source.costPerMWh * share
totalReliability += source.reliability * share
if (source.renewable) renewableShare += share * 100
}
// Normalisieren falls Summe ≠ 100
if (totalShare > 0 && Math.abs(totalShare - 1) > 0.01) {
totalCO2 /= totalShare
totalCost /= totalShare
totalReliability /= totalShare
renewableShare /= totalShare
}
// Score: Multi-Kriterien-Bewertung
const co2Score = Math.max(0, 100 - totalCO2 / 8) // 0 CO₂ = 100, 800 = 0
const costScore = Math.max(0, 100 - (totalCost - 30) / 0.7) // 30€ = 100, 100€ = 0
const reliScore = totalReliability * 100
const score = Math.round((co2Score * 0.4 + costScore * 0.3 + reliScore * 0.3))
let rating = 'Experimentell'
if (score >= 80) rating = 'Exzellent! 🌟'
else if (score >= 65) rating = 'Gut balanciert 👍'
else if (score >= 50) rating = 'Solide Basis'
else if (score >= 35) rating = 'Verbesserungswürdig'
return {
totalCO2: Math.round(totalCO2),
totalCost: Math.round(totalCost),
totalReliability: Math.round(totalReliability * 100) / 100,
renewableShare: Math.round(renewableShare),
score,
rating,
}
}
export class EnergiemixSimulation extends Simulation {
constructor() {
super(META)
// Startwerte: aktueller europäischer Mix (circa)
this.state.variables = {
coal: 15, gas: 20, nuclear: 20,
wind: 18, solar: 12, hydro: 15,
}
}
getVariableRanges() {
const ranges: Record<string, { min: number; max: number; default: number; unit: string; label: string }> = {}
for (const source of ENERGY_SOURCES) {
ranges[source.id] = {
min: 0,
max: Math.round(source.maxShare * 100),
default: this.state.variables[source.id] || 0,
unit: '%',
label: `${source.emoji} ${source.name}`,
}
}
return ranges
}
/** Normalisiert den Mix auf 100% */
normalizeMix(): void {
const total = ENERGY_SOURCES.reduce((s, src) => s + this.getVariable(src.id), 0)
if (total > 0) {
for (const src of ENERGY_SOURCES) {
this.state.variables[src.id] = Math.round(this.getVariable(src.id) / total * 100)
}
}
}
compute() {
const mix: Record<string, number> = {}
for (const src of ENERGY_SOURCES) {
mix[src.id] = this.getVariable(src.id)
}
const result = computeMixResult(mix)
this.state.results = result
return result as unknown as Record<string, number>
}
protected onVariableChange(): void {
this.compute()
}
}
+236
View File
@@ -0,0 +1,236 @@
/**
* SIM-09: Energiemix-Simulator — Canvas Renderer
*
* Visualisiert:
* - Donut-Diagramm des aktuellen Mixes
* - Drei Tachos: CO₂, Kosten, Versorgungssicherheit
* - Score-Anzeige in der Mitte
* - Animierte Energie-Icons (Wind dreht, Sonne strahlt)
*
* Stil: Skandinavisch mit subtiler Bewegung
*/
import { EnergiemixSimulation, ENERGY_SOURCES, computeMixResult } from './logic'
export class EnergiemixRenderer {
private canvas: HTMLCanvasElement
private ctx: CanvasRenderingContext2D
private sim: EnergiemixSimulation
private W = 0
private H = 0
private t = 0
private animId = 0
private col = {
bg: '#fafaf8',
text: '#1a1a1a',
muted: '#6a6a6a',
line: '#e0ddd6',
}
constructor(container: HTMLElement, sim: EnergiemixSimulation) {
this.sim = sim
this.canvas = document.createElement('canvas')
this.canvas.style.cssText = 'width:100%;height:100%;display:block;border-radius:12px;background:#fafaf8;'
container.appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('Canvas not supported')
this.ctx = ctx
this.resize()
window.addEventListener('resize', () => this.resize())
}
private resize(): void {
const rect = this.canvas.parentElement!.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.W = rect.width
this.H = Math.min(rect.width * 0.7, 540)
this.canvas.width = this.W * dpr
this.canvas.height = this.H * dpr
this.canvas.style.height = this.H + 'px'
this.ctx.setTransform(dpr, 0, 0, dpr, 0, 0)
}
start(): void {
const loop = () => {
this.t += 0.016
this.draw()
this.animId = requestAnimationFrame(loop)
}
loop()
}
stop(): void {
cancelAnimationFrame(this.animId)
}
private draw(): void {
const { ctx, W, H } = this
ctx.clearRect(0, 0, W, H)
const result = this.sim.compute()
const mix: Record<string, number> = {}
for (const src of ENERGY_SOURCES) mix[src.id] = this.sim.getVariable(src.id)
// ===== LEFT: Donut Chart =====
const donutCx = W * 0.28
const donutCy = H * 0.45
const donutR = Math.min(W * 0.18, 95)
const innerR = donutR * 0.6
let startAngle = -Math.PI / 2
const total = Object.values(mix).reduce((a, b) => a + b, 0) || 1
for (const src of ENERGY_SOURCES) {
const share = (mix[src.id] || 0) / total
if (share <= 0) continue
const angle = share * Math.PI * 2
ctx.fillStyle = src.color
ctx.beginPath()
ctx.moveTo(donutCx, donutCy)
ctx.arc(donutCx, donutCy, donutR, startAngle, startAngle + angle)
ctx.closePath()
ctx.fill()
startAngle += angle
}
// Inner hole (donut)
ctx.fillStyle = this.col.bg
ctx.beginPath()
ctx.arc(donutCx, donutCy, innerR, 0, Math.PI * 2)
ctx.fill()
// Score in center
ctx.fillStyle = this.col.text
ctx.font = 'bold 28px Inter, sans-serif'
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(`${result.score}`, donutCx, donutCy - 4)
ctx.font = '10px Inter, sans-serif'
ctx.fillStyle = this.col.muted
ctx.fillText('Score', donutCx, donutCy + 14)
// Donut title
ctx.font = 'bold 13px Inter, sans-serif'
ctx.fillStyle = this.col.text
ctx.fillText('Energiemix', donutCx, donutCy - donutR - 18)
// Rating below donut
ctx.font = 'bold 11px Inter, sans-serif'
ctx.fillStyle = result.score >= 65 ? '#5a8a5e' : result.score >= 50 ? '#c4a35a' : '#c0503c'
ctx.fillText(result.rating, donutCx, donutCy + donutR + 18)
// ===== RIGHT: Three Gauges =====
const gx = W * 0.62
const gw = W * 0.32
const gaugeH = H * 0.22
// CO₂ gauge
this.drawGauge(ctx, gx, H * 0.12, gw, gaugeH,
'CO₂-Ausstoß', `${result.totalCO2} t/GWh`,
result.totalCO2, 0, 800, 'reverse', '#c0503c'
)
// Cost gauge
this.drawGauge(ctx, gx, H * 0.4, gw, gaugeH,
'Kosten', `${result.totalCost} €/MWh`,
result.totalCost, 30, 100, 'reverse', '#c4a35a'
)
// Reliability gauge
this.drawGauge(ctx, gx, H * 0.68, gw, gaugeH,
'Versorgungssicherheit', `${(result.totalReliability * 100).toFixed(0)}%`,
result.totalReliability * 100, 0, 100, 'normal', '#5a8a5e'
)
// Renewable share at bottom
ctx.font = 'bold 11px Inter, sans-serif'
ctx.fillStyle = this.col.text
ctx.textAlign = 'center'
ctx.fillText(`Erneuerbare: ${result.renewableShare}%`, donutCx, H - 18)
// Animated icons around the donut
this.drawAnimatedIcons(ctx, donutCx, donutCy, donutR + 30, mix)
}
private drawGauge(
ctx: CanvasRenderingContext2D, x: number, y: number, w: number, h: number,
label: string, valueText: string,
value: number, min: number, max: number,
direction: 'normal' | 'reverse',
color: string
): void {
// Label
ctx.fillStyle = this.col.muted
ctx.font = 'bold 10px Inter, sans-serif'
ctx.textAlign = 'left'
ctx.fillText(label.toUpperCase(), x, y)
// Value
ctx.fillStyle = this.col.text
ctx.font = 'bold 18px Inter, sans-serif'
ctx.fillText(valueText, x, y + 22)
// Bar background
const barY = y + 32
const barH = 8
ctx.fillStyle = '#e8e5dc'
ctx.beginPath()
ctx.roundRect(x, barY, w, barH, 4)
ctx.fill()
// Bar fill
const ratio = Math.max(0, Math.min(1, (value - min) / (max - min)))
const fillRatio = direction === 'reverse' ? 1 - ratio : ratio
const fillW = w * Math.max(0, Math.min(1, fillRatio))
ctx.fillStyle = color
ctx.beginPath()
ctx.roundRect(x, barY, fillW, barH, 4)
ctx.fill()
// Min/max labels
ctx.font = '9px Inter, sans-serif'
ctx.fillStyle = this.col.muted
ctx.textAlign = 'left'
ctx.fillText(direction === 'reverse' ? 'Schlecht' : `${min}`, x, barY + 22)
ctx.textAlign = 'right'
ctx.fillText(direction === 'reverse' ? 'Gut' : `${max}`, x + w, barY + 22)
}
private drawAnimatedIcons(ctx: CanvasRenderingContext2D, cx: number, cy: number, r: number, mix: Record<string, number>): void {
let i = 0
for (const src of ENERGY_SOURCES) {
const share = mix[src.id] || 0
if (share <= 0) { i++; continue }
const angle = (i / ENERGY_SOURCES.length) * Math.PI * 2 - Math.PI / 2
const x = cx + Math.cos(angle) * r
const y = cy + Math.sin(angle) * r
// Background circle
ctx.fillStyle = src.color
ctx.globalAlpha = 0.15
ctx.beginPath()
ctx.arc(x, y, 14, 0, Math.PI * 2)
ctx.fill()
ctx.globalAlpha = 1
// Icon (emoji)
ctx.font = '14px sans-serif'
ctx.textAlign = 'center'
ctx.textBaseline = 'middle'
ctx.fillText(src.emoji, x, y + 1)
// Share label
ctx.fillStyle = this.col.text
ctx.font = 'bold 9px Inter, sans-serif'
ctx.fillText(`${share}%`, x, y + 22)
i++
}
ctx.textBaseline = 'alphabetic'
}
}
+615
View File
@@ -0,0 +1,615 @@
/**
* SIM-10: Lieferketten-Planer*in — Was kostet dein T-Shirt?
*
* Die Anwender*in ist Einkaufsleiter*in einer Modemarke in Wien. Alle 3
* Monate (1 Tick) wird eine Charge T-Shirts (5.000 Stück) bestellt. Pro
* Bestellung wählst du:
*
* 1. Wo die BAUMWOLLE herkommt
* 2. Wo die T-Shirts GENÄHT werden
* 3. Wie sie nach WIEN transportiert werden
*
* Die Wahl beeinflusst drei Werte, die alle gleichzeitig stimmen müssen:
*
* 💰 Budget — Verkauf Einkauf Transport (12 €/Stück Marktpreis)
* 🌫 CO₂-Fußabdruck — Durchschnitt pro Stück, langfristig sichtbar
* ⚖️ Ethik-Score — Arbeitsbedingungen am Standort (0-10)
*
* Kernbotschaft: Es gibt KEINEN Königsweg. Billigster Stoff = oft schlechte
* Arbeitsbedingungen. Schnellster Weg = höchster CO₂-Ausstoß. Du musst
* abwägen — und Lehrer*innen können die Konfiguration für ihre Klasse anpassen.
*
* Konfiguration durch die Lehrperson (3 Parameter):
*
* - startMoney Startbudget (Default: 800 Mio €)
* - enabledOptions Welche Standorte/Transporte sind verfügbar?
* - enabledEvents Welche Welt-Ereignisse können auftreten?
*
* Die Defaults entsprechen dem mittleren Schwierigkeitsgrad.
*/
import { GameEngine, type GameMeta } from '@core/game-engine'
const META: GameMeta = {
id: 'sim-10',
title: 'Lieferketten-Planer*in',
description: 'Bestelle T-Shirts aus aller Welt — und finde heraus, was sie wirklich kosten.',
msPerTick: 6000, // 6 Sekunden = 3 Monate (1 Tick) — gibt Zeit zum Nachdenken
tickUnit: 'Quartal',
maxTicks: 20, // 20 Quartale = 5 Jahre
tutorialSteps: 4,
}
const START_YEAR = 2025
// === STANDORTE ===
export interface CottonSource {
id: string
name: string
country: string // Land
emoji: string
flag: string // Flag-Emoji
/** Welt-Karte: x/y in Prozent (0-100) */
pos: { x: number; y: number }
/** Preis pro T-Shirt (€) — Rohstoff-Anteil */
pricePerShirt: number
/** CO₂-Footprint Baumwoll-Anbau (kg/Stück) */
co2PerShirt: number
/** Wasser-Bedarf in L/Stück (zur Anzeige, nicht spielmechanisch) */
waterPerShirt: number
/** Arbeits-Score 0-10 (Bauern-Einkommen, Pestizid-Schutz, Kinderarbeit) */
ethicsScore: number
description: string
}
export const COTTON_SOURCES: CottonSource[] = [
{
id: 'india',
name: 'Bauer-Kollektiv Indien',
country: 'Indien',
emoji: '🌾', flag: '🇮🇳',
pos: { x: 67, y: 50 },
pricePerShirt: 2.20,
co2PerShirt: 1.8,
waterPerShirt: 2700,
ethicsScore: 4,
description: 'Größter Baumwoll-Produzent der Welt. Sehr günstig, aber viel Wasser, oft niedrige Löhne.',
},
{
id: 'usa',
name: 'Großfarm Texas',
country: 'USA',
emoji: '🌾', flag: '🇺🇸',
pos: { x: 18, y: 42 },
pricePerShirt: 3.40,
co2PerShirt: 2.6,
waterPerShirt: 1900,
ethicsScore: 7,
description: 'Industrielle Produktion. Maschinen und viel Pestizid, dafür gute Löhne und Sicherheit.',
},
{
id: 'turkey',
name: 'Genossenschaft Türkei',
country: 'Türkei',
emoji: '🌾', flag: '🇹🇷',
pos: { x: 56, y: 41 },
pricePerShirt: 3.10,
co2PerShirt: 1.5,
waterPerShirt: 2200,
ethicsScore: 6,
description: 'Mittlere Größe, näher an Europa. Solides Gleichgewicht.',
},
{
id: 'egypt',
name: 'Bio-Baumwolle Ägypten',
country: 'Ägypten',
emoji: '🌿', flag: '🇪🇬',
pos: { x: 55, y: 47 },
pricePerShirt: 4.80,
co2PerShirt: 0.9,
waterPerShirt: 2500,
ethicsScore: 9,
description: 'Hochwertige Bio-Baumwolle. Faire Löhne, weniger Pestizid — aber teuer.',
},
]
export interface Factory {
id: string
name: string
country: string
emoji: string
flag: string
pos: { x: number; y: number }
/** Verarbeitungskosten pro T-Shirt (€) */
pricePerShirt: number
/** CO₂ in der Produktion (Strom + Färben) */
co2PerShirt: number
/** Arbeits-Score 0-10 (Sicherheit, Lohn, Stunden) */
ethicsScore: number
description: string
}
export const FACTORIES: Factory[] = [
{
id: 'bangladesh',
name: 'Mega-Näherei Dhaka',
country: 'Bangladesch',
emoji: '🏭', flag: '🇧🇩',
pos: { x: 70, y: 50 },
pricePerShirt: 0.80,
co2PerShirt: 1.4,
ethicsScore: 3,
description: 'Sehr billig. Schwache Arbeitsbedingungen, lange Stunden, niedrige Löhne.',
},
{
id: 'vietnam',
name: 'Industrie-Park Vietnam',
country: 'Vietnam',
emoji: '🏭', flag: '🇻🇳',
pos: { x: 78, y: 54 },
pricePerShirt: 1.10,
co2PerShirt: 1.6,
ethicsScore: 5,
description: 'Mittlere Preise, mittlere Bedingungen. Solider Standard.',
},
{
id: 'turkey-fab',
name: 'Familien-Manufaktur Türkei',
country: 'Türkei',
emoji: '🏭', flag: '🇹🇷',
pos: { x: 56, y: 41 },
pricePerShirt: 1.80,
co2PerShirt: 1.0,
ethicsScore: 7,
description: 'Kleinere Betriebe, kürzere Wege nach Europa, bessere Bedingungen.',
},
{
id: 'portugal',
name: 'Öko-Manufaktur Portugal',
country: 'Portugal',
emoji: '🏭', flag: '🇵🇹',
pos: { x: 42, y: 39 },
pricePerShirt: 3.20,
co2PerShirt: 0.5,
ethicsScore: 9,
description: 'EU-Standards: Mindestlohn, Sicherheit, grüner Strom. Aber deutlich teurer.',
},
]
// === ZIEL: WIEN ===
export const VIENNA = { x: 49, y: 38 }
// === TRANSPORT ===
export interface TransportMode {
id: 'ship' | 'truck' | 'plane'
name: string
emoji: string
/** Kosten pro 1000 km pro Stück (€) */
costPer1000km: number
/** CO₂ pro 1000 km pro Stück (kg) */
co2Per1000km: number
/** Lieferzeit in Tagen pro 1000 km */
daysPer1000km: number
description: string
}
export const TRANSPORT_MODES: TransportMode[] = [
{
id: 'ship',
name: 'Containerschiff',
emoji: '🚢',
costPer1000km: 0.06,
co2Per1000km: 0.10,
daysPer1000km: 4.0,
description: 'Sehr günstig und sehr klimafreundlich pro Stück. Aber langsam — und nicht überall hin.',
},
{
id: 'truck',
name: 'LKW',
emoji: '🚛',
costPer1000km: 0.18,
co2Per1000km: 0.65,
daysPer1000km: 1.5,
description: 'Schneller als Schiff. Mittlere Kosten, hohe CO₂-Last.',
},
{
id: 'plane',
name: 'Frachtflugzeug',
emoji: '✈️',
costPer1000km: 1.20,
co2Per1000km: 2.40,
daysPer1000km: 0.3,
description: 'Über Nacht da. Teuer und mit Abstand der größte CO₂-Ausstoß.',
},
]
// Vereinfachte Distanztabelle (km, Luftlinie / Schiff je nach Ausrichtung)
// Wir verwenden für ALLE Transportmodi denselben Wert — vereinfacht didaktisch.
const DIST_KM: Record<string, Record<string, number>> = {
india: { bangladesh: 1700, vietnam: 2700, 'turkey-fab': 4400, portugal: 8000 },
usa: { bangladesh: 13000, vietnam: 13500, 'turkey-fab': 9500, portugal: 7800 },
turkey: { bangladesh: 4500, vietnam: 7800, 'turkey-fab': 0, portugal: 3200 },
egypt: { bangladesh: 5800, vietnam: 8200, 'turkey-fab': 1100, portugal: 3700 },
}
const DIST_TO_VIENNA: Record<string, number> = {
bangladesh: 7000,
vietnam: 9000,
'turkey-fab': 1600,
portugal: 2200,
}
/** Eine konkret bestellte Charge */
export interface Order {
cottonId: string
factoryId: string
transport1: TransportMode['id'] // Baumwolle → Näherei
transport2: TransportMode['id'] // Näherei → Wien
}
// === KONFIGURATION ===
/**
* Lehrer-Konfiguration. Drei Parameter, die ein*e Lehrperson später
* über ein Dashboard setzen kann (URL-Parameter heute, UI später).
*
* Defaults entsprechen dem mittleren Schwierigkeitsgrad.
*/
export interface SimConfig {
/** Startbudget in Mio € */
startMoney: number
/** IDs der zugelassenen Cotton-Sources / Factories / Transport-Modi */
enabledOptions: {
cotton: string[]
factory: string[]
transport: TransportMode['id'][]
}
/** IDs der zugelassenen Welt-Ereignisse */
enabledEvents: string[]
}
export const DEFAULT_CONFIG: SimConfig = {
startMoney: 800,
enabledOptions: {
cotton: ['india', 'usa', 'turkey', 'egypt'],
factory: ['bangladesh', 'vietnam', 'turkey-fab', 'portugal'],
transport: ['ship', 'truck', 'plane'],
},
enabledEvents: ['drought-india', 'wage-bangladesh', 'suez', 'eu-co2-tax', 'consumer-pressure'],
}
/** Spiel-Mechanik */
const SHIRTS_PER_ORDER = 5000
const MARKET_PRICE = 12.0 // €/Stück, was du für ein T-Shirt bekommst
const CO2_GOAL_KG = 6.0 // unter 6 kg CO₂/Stück = klimaziel
const ETHICS_GOAL = 5.0 // ≥ 5 = ethik-ziel
interface OrderHistory {
tick: number
cottonId: string
factoryId: string
transport1: TransportMode['id']
transport2: TransportMode['id']
shirts: number
costPerShirt: number
co2PerShirt: number
ethicsScore: number
profit: number
}
export class LieferkettenGame extends GameEngine {
private config: SimConfig
private history: OrderHistory[] = []
/** Zeitlich verschobene Welt-Ereignisse — können Werte mutieren */
private activeEffects: Record<string, number> = {}
/** Bisher gefeuerte Events */
private firedEvents = new Set<string>()
constructor(config: Partial<SimConfig> = {}) {
super(META)
this.config = {
...DEFAULT_CONFIG,
...config,
enabledOptions: { ...DEFAULT_CONFIG.enabledOptions, ...(config.enabledOptions || {}) },
}
this.setupResources()
this.setupGoals()
this.setupTutorial()
}
getConfig(): SimConfig {
return this.config
}
getHistory(): OrderHistory[] {
return this.history
}
getCurrentYear(): number {
return START_YEAR + Math.floor(this.tick / 4)
}
private setupResources(): void {
this.addResource({
id: 'budget',
name: 'Budget',
icon: '💰',
initial: this.config.startMoney,
unit: 'Mio €',
format: (v) => `${Math.round(v)} Mio €`,
})
this.addResource({
id: 'co2_avg',
name: 'Ø CO₂ pro Shirt',
icon: '🌫',
initial: 0,
unit: 'kg',
format: (v) => `${v.toFixed(1)} kg`,
})
this.addResource({
id: 'ethics_avg',
name: 'Ø Ethik-Score',
icon: '⚖️',
initial: 0,
unit: 'von 10',
format: (v) => `${v.toFixed(1)} / 10`,
})
this.addResource({
id: 'shirts_total',
name: 'Verkaufte Shirts',
icon: '👕',
initial: 0,
unit: 'Stück',
format: (v) => `${Math.round(v).toLocaleString('de-AT')}`,
})
}
private setupGoals(): void {
this.addGoal({
id: 'survive',
title: 'Bis Quartal 20 überleben',
description: 'Halte dein Budget über 0 Mio € durchgehend.',
check: (g) => (g as LieferkettenGame).tick >= 20,
progress: (g) => Math.min(100, ((g as LieferkettenGame).tick / 20) * 100),
required: true,
})
this.addGoal({
id: 'co2',
title: `Ø CO₂ unter ${CO2_GOAL_KG} kg/Shirt`,
description: 'Nachhaltige Lieferketten — der Klima-Fußabdruck deiner Modemarke.',
check: (g) => {
const v = g.getResource('co2_avg')
return v > 0 && v < CO2_GOAL_KG
},
progress: (g) => {
const v = g.getResource('co2_avg')
if (v === 0) return 0
return Math.max(0, Math.min(100, (1 - (v - 4) / 6) * 100))
},
required: true,
})
this.addGoal({
id: 'ethics',
title: `Ø Ethik-Score über ${ETHICS_GOAL}`,
description: 'Faire Arbeitsbedingungen entlang der ganzen Lieferkette.',
check: (g) => g.getResource('ethics_avg') >= ETHICS_GOAL,
progress: (g) => Math.max(0, Math.min(100, (g.getResource('ethics_avg') / 10) * 100)),
required: true,
})
this.addGoal({
id: 'budget',
title: 'Nicht pleite gehen',
description: 'Halte ein positives Budget bis zum Spielende.',
check: (g) => g.getResource('budget') > 0,
required: true,
})
}
private setupTutorial(): void {
this.setTutorial([
{
triggerTick: 0,
title: 'Willkommen, Einkaufsleiter*in!',
text: 'Du leitest den Einkauf einer kleinen Modemarke in Wien. Alle 3 Monate (=1 Quartal) musst du eine neue Charge T-Shirts bestellen.\n\nEine Charge sind 5.000 Stück. Du verkaufst sie für 12 € pro Stück — das macht 60.000 € Umsatz pro Charge.\n\nAber: Dein Gewinn hängt davon ab, was du für die Produktion bezahlst.',
unlocks: ['budget-display'],
},
{
triggerTick: 0,
title: 'Drei Stufen der Lieferkette',
text: 'Jede Bestellung hat 3 Entscheidungen:\n\n🌾 BAUMWOLLE — Wo wird sie angebaut? (4 Länder)\n🏭 NÄHEREI — Wo wird das Shirt genäht? (4 Länder)\n🚢 TRANSPORT — Wie kommt es nach Wien? (Schiff/LKW/Flugzeug)\n\nEs gibt also 4 × 4 × 3 × 3 = 144 mögliche Lieferketten. Welche ist die beste? Es kommt darauf an, was DU willst.',
unlocks: ['order-form'],
},
{
triggerTick: 0,
title: 'Drei Werte zählen',
text: 'Du hast 3 Hauptziele — alle gleichzeitig:\n\n💰 BUDGET — bleibe profitabel\n🌫 CO₂ — der durchschnittliche Klimaabdruck pro Shirt soll unter 6 kg bleiben\n⚖️ ETHIK — der Ø-Wert für Arbeitsbedingungen soll über 5 von 10 liegen\n\nDie drei stehen oft im Widerspruch. Du musst abwägen — wie im echten Leben.',
unlocks: ['goals'],
},
{
triggerTick: 0,
title: 'Bereit?',
text: 'Im Verlauf der Simulation passieren Welt-Ereignisse: Dürren, Lohnerhöhungen, Suezkanal-Stau, Klimazölle. Sie verändern die Werte einzelner Standorte.\n\nDu hast 20 Quartale (= 5 Jahre) Zeit. Klick eine Bestellung zusammen und drücke „Bestellen".\n\nLos geht\'s! 🚢',
unlocks: ['controls'],
},
])
}
/**
* Simuliere eine Bestellung (vom Spieler ausgelöst). Wendet sofort die
* Effekte an und schreibt einen History-Eintrag.
*/
placeOrder(order: Order): boolean {
const cotton = COTTON_SOURCES.find(c => c.id === order.cottonId)
const factory = FACTORIES.find(f => f.id === order.factoryId)
const t1 = TRANSPORT_MODES.find(t => t.id === order.transport1)
const t2 = TRANSPORT_MODES.find(t => t.id === order.transport2)
if (!cotton || !factory || !t1 || !t2) return false
// Welt-Effekte anwenden
const cottonPrice = cotton.pricePerShirt * (1 + (this.activeEffects[`cotton-${cotton.id}-price`] || 0))
const factoryPrice = factory.pricePerShirt * (1 + (this.activeEffects[`factory-${factory.id}-price`] || 0))
const cottonCO2 = cotton.co2PerShirt
const factoryCO2 = factory.co2PerShirt
const cottonEthics = cotton.ethicsScore + (this.activeEffects[`cotton-${cotton.id}-ethics`] || 0)
const factoryEthics = factory.ethicsScore + (this.activeEffects[`factory-${factory.id}-ethics`] || 0)
// Distanzen
const dist1 = (DIST_KM[cotton.id]?.[factory.id] ?? 5000) / 1000
const dist2 = (DIST_TO_VIENNA[factory.id] ?? 3000) / 1000
// Transportkosten und CO₂
const t1Cost = t1.costPer1000km * dist1 * (1 + (this.activeEffects[`transport-${t1.id}-cost`] || 0))
const t2Cost = t2.costPer1000km * dist2 * (1 + (this.activeEffects[`transport-${t2.id}-cost`] || 0))
const t1CO2 = t1.co2Per1000km * dist1
const t2CO2 = t2.co2Per1000km * dist2
// Pro-Stück-Werte
const costPerShirt = cottonPrice + factoryPrice + t1Cost + t2Cost
const co2PerShirt = cottonCO2 + factoryCO2 + t1CO2 + t2CO2
// Gewichteter Ethik-Mittelwert (Cotton 50 %, Factory 50 %)
const ethicsScore = (cottonEthics + factoryEthics) / 2
// Wirtschaft: Verkauf Einkauf Transport (bezogen auf 5000 Stück)
// Wir rechnen in Tausend €, dann zu Mio € → /1000
const totalRevenue = SHIRTS_PER_ORDER * MARKET_PRICE / 1000 // k€
const totalCost = SHIRTS_PER_ORDER * costPerShirt / 1000 // k€
const profitKEur = totalRevenue - totalCost
const profitMio = profitKEur / 1000 // Mio €
this.changeResource('budget', profitMio)
// Durchschnittliche CO₂- und Ethik-Werte aktualisieren (gewichteter Mittelwert)
const oldShirts = this.getResource('shirts_total')
const newShirts = oldShirts + SHIRTS_PER_ORDER
const oldCO2avg = this.getResource('co2_avg')
const newCO2avg = oldShirts === 0
? co2PerShirt
: (oldCO2avg * oldShirts + co2PerShirt * SHIRTS_PER_ORDER) / newShirts
const oldEthAvg = this.getResource('ethics_avg')
const newEthAvg = oldShirts === 0
? ethicsScore
: (oldEthAvg * oldShirts + ethicsScore * SHIRTS_PER_ORDER) / newShirts
this.setResource('co2_avg', newCO2avg)
this.setResource('ethics_avg', newEthAvg)
this.setResource('shirts_total', newShirts)
// History
this.history.push({
tick: this.tick,
cottonId: cotton.id,
factoryId: factory.id,
transport1: t1.id,
transport2: t2.id,
shirts: SHIRTS_PER_ORDER,
costPerShirt,
co2PerShirt,
ethicsScore,
profit: profitMio,
})
// Event für die Anzeige
const profitStr = profitMio >= 0 ? `+${profitMio.toFixed(1)}` : profitMio.toFixed(1)
this.addEvent(
'order-' + this.tick + '-' + this.history.length,
`${cotton.flag}${factory.flag} ${t1.emoji}${t2.emoji} · ${profitStr} Mio € · ${co2PerShirt.toFixed(1)} kg CO₂ · Ethik ${ethicsScore.toFixed(0)}/10`,
profitMio >= 0 ? 'success' : 'warning',
)
this.notify()
return true
}
protected simulateTick(): void {
// Fixkosten pro Quartal (Marketing, Mieten, Lohn): 8 Mio €
this.changeResource('budget', -8)
// Welt-Ereignisse (Tick-basiert, einmalig)
this.maybeFireEvent()
}
/** Welt-Ereignisse, die Standort-Werte verändern */
private maybeFireEvent(): void {
const enabled = new Set(this.config.enabledEvents)
const fire = (id: string, body: () => void) => {
if (!enabled.has(id) || this.firedEvents.has(id)) return
this.firedEvents.add(id)
body()
}
if (this.tick === 5) {
fire('drought-india', () => {
this.activeEffects['cotton-india-price'] = 0.40
this.addEvent(
'drought-india',
'🌵 Trockenheit in Indien — Baumwoll-Preis +40 %.',
'warning',
)
})
}
if (this.tick === 8) {
fire('wage-bangladesh', () => {
this.activeEffects['factory-bangladesh-price'] = 0.30
this.activeEffects['factory-bangladesh-ethics'] = 2
this.addEvent(
'wage-bangladesh',
'✊ Bangladesch erhöht den Mindestlohn — +30 % Preis, aber +2 Ethik.',
'info',
)
})
}
if (this.tick === 11) {
fire('suez', () => {
this.activeEffects['transport-ship-cost'] = 0.50
this.addEvent(
'suez',
'🚧 Schiffs-Stau im Suezkanal — Containerschiff +50 % Kosten.',
'warning',
)
})
}
if (this.tick === 14) {
fire('eu-co2-tax', () => {
this.activeEffects['transport-plane-cost'] = 0.60
this.activeEffects['transport-truck-cost'] = 0.30
this.addEvent(
'eu-co2-tax',
'🇪🇺 EU-Klimazoll — Flug +60 %, LKW +30 %.',
'warning',
)
})
}
if (this.tick === 17) {
fire('consumer-pressure', () => {
// Konsumenten verlangen Nachhaltigkeit — Bonus für Bio/EU
this.activeEffects['cotton-egypt-price'] = -0.15
this.activeEffects['factory-portugal-price'] = -0.15
this.addEvent(
'consumer-pressure',
'📰 Kund*innen verlangen Nachhaltigkeit — Bio-Baumwolle und EU-Manufaktur 15 %.',
'success',
)
})
}
}
protected checkLossCondition(): boolean {
return this.getResource('budget') < -100
}
protected serializeSubclass(): Record<string, unknown> {
return {
config: this.config,
history: this.history,
activeEffects: this.activeEffects,
firedEvents: Array.from(this.firedEvents),
}
}
protected deserializeSubclass(data: Record<string, unknown>): void {
if (data.config) this.config = data.config as SimConfig
if (Array.isArray(data.history)) this.history = data.history as OrderHistory[]
if (data.activeEffects) this.activeEffects = data.activeEffects as Record<string, number>
if (Array.isArray(data.firedEvents)) this.firedEvents = new Set(data.firedEvents as string[])
}
}
@@ -0,0 +1,269 @@
/**
* SIM-10: Lieferketten-Renderer (SVG, 2D)
*
* Zeichnet eine vereinfachte Weltkarte als SVG, mit Markern für die
* Baumwoll-Quellen, Nähereien und Wien. Wenn die Anwender*in eine Route
* im Bestell-Formular zusammenstellt, wird sie hier als gestrichelte Linie
* angezeigt — und beim Bestellen ein kleines Transport-Sprite (🚢/🚛/✈️)
* über die Linie animiert.
*
* Das ist BEWUSST viel einfacher als der Klimawächter-3D-Renderer:
* - Keine Three.js, kein WebGL — nur SVG
* - Keine 60fps-Loop, nur Update bei Bedarf
* - Komplett pixel-flach, keine Schatten, kein Performance-Risiko
*/
import {
COTTON_SOURCES,
FACTORIES,
TRANSPORT_MODES,
VIENNA,
type LieferkettenGame,
type Order,
} from './game'
const SVG_NS = 'http://www.w3.org/2000/svg'
export class LieferkettenRenderer {
private container: HTMLElement
private game: LieferkettenGame
private svg!: SVGSVGElement
/** Aktuell im Bestell-Formular gewählte Route (für die Vorschau-Linie) */
private previewOrder: Partial<Order> = {}
private animationStart = 0
private animatedSprites: Array<{ el: SVGTextElement; from: { x: number; y: number }; to: { x: number; y: number }; start: number; duration: number }> = []
private rafId = 0
constructor(container: HTMLElement, game: LieferkettenGame) {
this.container = container
this.game = game
}
start(): void {
this.buildSVG()
this.draw()
this.tick()
}
stop(): void {
if (this.rafId) cancelAnimationFrame(this.rafId)
this.rafId = 0
}
/** Wird vom HTML aufgerufen, wenn der Spieler eine Bestell-Auswahl ändert */
setPreviewOrder(order: Partial<Order>): void {
this.previewOrder = { ...order }
this.draw()
}
/** Wird beim Bestellen aufgerufen — animiert ein Sprite über die Route */
animateOrder(order: Order): void {
const cotton = COTTON_SOURCES.find(c => c.id === order.cottonId)
const factory = FACTORIES.find(f => f.id === order.factoryId)
const t1 = TRANSPORT_MODES.find(t => t.id === order.transport1)
const t2 = TRANSPORT_MODES.find(t => t.id === order.transport2)
if (!cotton || !factory || !t1 || !t2) return
// Sprite 1: Baumwolle → Näherei
const s1 = this.makeSprite(t1.emoji)
this.animatedSprites.push({
el: s1,
from: cotton.pos,
to: factory.pos,
start: performance.now(),
duration: 1500,
})
// Sprite 2: Näherei → Wien (startet etwas später)
const s2 = this.makeSprite(t2.emoji)
this.animatedSprites.push({
el: s2,
from: factory.pos,
to: VIENNA,
start: performance.now() + 800,
duration: 1500,
})
}
// ============================================================
// Interna
// ============================================================
private buildSVG(): void {
this.container.innerHTML = ''
this.container.style.cssText = 'position:fixed;inset:0;background:linear-gradient(180deg,#dceaf0 0%,#bcd5e6 100%);'
this.svg = document.createElementNS(SVG_NS, 'svg') as SVGSVGElement
this.svg.setAttribute('viewBox', '0 0 100 60')
this.svg.setAttribute('preserveAspectRatio', 'xMidYMid meet')
this.svg.style.cssText = 'width:100%;height:100%;display:block;'
this.container.appendChild(this.svg)
}
private draw(): void {
if (!this.svg) return
// Layers: Karte, Linien, Marker, Animation
this.svg.innerHTML = `
${this.drawWorldShape()}
${this.drawRouteLines()}
${this.drawMarkers()}
`
// Animations-Sprites werden separat als DOM-Knoten gehalten
for (const s of this.animatedSprites) {
this.svg.appendChild(s.el)
}
}
/**
* Sehr stark vereinfachte Welt-Silhouette als <path>.
* Wir zeichnen 4 grobe Kontinent-Blobs — keine Geo-Genauigkeit, nur damit
* die Marker im richtigen Bereich sitzen.
*/
private drawWorldShape(): string {
const oceanGrad = `
<defs>
<linearGradient id="ocean" x1="0%" y1="0%" x2="0%" y2="100%">
<stop offset="0%" stop-color="#dceaf0" />
<stop offset="100%" stop-color="#a0c0d0" />
</linearGradient>
</defs>
`
// Kontinent-Pfade — handgemalt, didaktische Vereinfachung
const continents = `
<!-- Nordamerika -->
<path d="M 5,25 Q 8,20 14,22 Q 20,21 24,28 Q 26,38 22,46 Q 16,50 10,46 Q 4,40 5,25 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
<!-- Südamerika -->
<path d="M 20,48 Q 24,46 26,50 Q 28,55 24,58 Q 20,58 19,53 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
<!-- Europa -->
<path d="M 42,30 Q 48,28 52,32 Q 53,38 50,42 Q 44,42 42,38 Q 41,33 42,30 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
<!-- Afrika -->
<path d="M 46,42 Q 52,42 55,48 Q 56,55 50,57 Q 45,55 44,49 Q 44,44 46,42 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
<!-- Asien (groß, diffus) -->
<path d="M 53,28 Q 65,24 78,28 Q 86,32 84,42 Q 78,48 72,50 Q 60,48 56,42 Q 54,36 53,28 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
<!-- Indien-Spitze -->
<path d="M 65,46 Q 68,45 70,50 Q 67,53 64,51 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
<!-- Australien -->
<path d="M 80,52 Q 86,50 88,54 Q 86,57 81,56 Z"
fill="#e8e3d4" stroke="#b0a890" stroke-width="0.2" />
`
return `${oceanGrad}<rect width="100" height="60" fill="url(#ocean)" />${continents}`
}
/** Zeichnet Routen-Linien:
* - dünne graue Linien für ALLE möglichen Verbindungen (zur Orientierung)
* - dicke gestrichelte Linie für die aktuell im Formular gewählte Route */
private drawRouteLines(): string {
let lines = ''
// Vorschau-Route (wenn etwas gewählt ist)
if (this.previewOrder.cottonId && this.previewOrder.factoryId) {
const c = COTTON_SOURCES.find(s => s.id === this.previewOrder.cottonId)
const f = FACTORIES.find(x => x.id === this.previewOrder.factoryId)
if (c && f) {
lines += this.line(c.pos, f.pos, '#c07a6b', 0.45)
}
}
if (this.previewOrder.factoryId) {
const f = FACTORIES.find(x => x.id === this.previewOrder.factoryId)
if (f) {
lines += this.line(f.pos, VIENNA, '#c07a6b', 0.45)
}
}
return lines
}
private line(a: { x: number; y: number }, b: { x: number; y: number }, color: string, w: number): string {
return `<line x1="${a.x}" y1="${a.y}" x2="${b.x}" y2="${b.y}"
stroke="${color}" stroke-width="${w}" stroke-dasharray="1.2 0.8"
stroke-linecap="round" />`
}
private drawMarkers(): string {
let out = ''
// Wien als rotes Ziel
out += this.markerWithLabel(VIENNA.x, VIENNA.y, '🏛', 'Wien', '#b04a3a', 2.6)
// Baumwoll-Quellen
for (const c of COTTON_SOURCES) {
const isSelected = this.previewOrder.cottonId === c.id
out += this.markerWithLabel(
c.pos.x, c.pos.y,
c.flag, c.country,
isSelected ? '#5a8a5e' : '#5a8a8a',
isSelected ? 2.4 : 2.0,
)
}
// Nähereien
for (const f of FACTORIES) {
const isSelected = this.previewOrder.factoryId === f.id
// Position leicht versetzen, falls Factory am gleichen Ort wie Cotton
const dx = (f.id === 'turkey-fab' && COTTON_SOURCES.some(c => c.id === 'turkey')) ? 1.5 : 0
const dy = (f.id === 'turkey-fab' && COTTON_SOURCES.some(c => c.id === 'turkey')) ? 1.5 : 0
out += this.markerWithLabel(
f.pos.x + dx, f.pos.y + dy,
f.emoji, f.country,
isSelected ? '#5a8a5e' : '#7a6a5a',
isSelected ? 2.4 : 2.0,
)
}
return out
}
private markerWithLabel(x: number, y: number, emoji: string, label: string, color: string, size: number): string {
return `
<g>
<circle cx="${x}" cy="${y}" r="${size}" fill="${color}" opacity="0.85" />
<circle cx="${x}" cy="${y}" r="${size + 0.4}" fill="none" stroke="#fff" stroke-width="0.3" />
<text x="${x}" y="${y + size * 0.45}" text-anchor="middle" font-size="${size * 1.4}">${emoji}</text>
<text x="${x}" y="${y + size + 1.6}" text-anchor="middle" font-size="1.4"
font-weight="700" fill="#1a1a1a"
style="paint-order: stroke; stroke: #fff; stroke-width: 0.5;">${this.escape(label)}</text>
</g>
`
}
private makeSprite(emoji: string): SVGTextElement {
const el = document.createElementNS(SVG_NS, 'text') as SVGTextElement
el.setAttribute('font-size', '2.6')
el.setAttribute('text-anchor', 'middle')
el.textContent = emoji
return el
}
private tick(): void {
const now = performance.now()
let stillRunning = false
for (let i = this.animatedSprites.length - 1; i >= 0; i--) {
const s = this.animatedSprites[i]
const t = (now - s.start) / s.duration
if (t < 0) {
// noch nicht gestartet — verstecken
s.el.setAttribute('x', '-100')
s.el.setAttribute('y', '-100')
stillRunning = true
continue
}
if (t >= 1) {
// Fertig — entfernen
if (s.el.parentNode) s.el.parentNode.removeChild(s.el)
this.animatedSprites.splice(i, 1)
continue
}
// Linear interpolieren mit kleiner Hubbel
const x = s.from.x + (s.to.x - s.from.x) * t
const y = s.from.y + (s.to.y - s.from.y) * t - Math.sin(t * Math.PI) * 1.5
s.el.setAttribute('x', String(x))
s.el.setAttribute('y', String(y))
stillRunning = true
}
// rAF-Loop
this.rafId = requestAnimationFrame(() => this.tick())
}
private escape(s: string): string {
return s.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;')
}
}
+222
View File
@@ -0,0 +1,222 @@
/**
* SIM-11: Forscher*in im Regenwald — Daten
*
* Eine scrollende Flussreise durch drei Klima-Zonen des Regenwalds.
* An jedem Halt gibt es ein Tier/Pflanze/Phänomen zu entdecken.
*
* KEIN GameEngine-Erbe — das ist kein Tick-basiertes Spiel, sondern
* ein Explorations-Tool mit Sammelheft.
*/
export interface Discoverable {
id: string
emoji: string
name: string
/** Position auf der Karte: 0 = Start (Flussmündung), 100 = Ende (Bergregenwald) */
position: number
/** In welcher Zone liegt das Tier? */
zone: 'delta' | 'tiefland' | 'berg'
/** 2-3 kindgerechte Sätze */
fact: string
/** Optionaler Funfact / Staunen-Satz */
wow?: string
/** Ist es ein Tier, eine Pflanze, ein Mensch oder ein Phänomen? */
type: 'tier' | 'pflanze' | 'mensch' | 'phaenomen'
}
/**
* 15 entdeckbare Stationen entlang des Flusses.
* Verteilt über 3 Zonen: Delta (0-33), Tiefland (34-66), Berg (67-100).
*/
export const DISCOVERIES: Discoverable[] = [
// === DELTA (Flussmündung, flach, warm, feucht) ===
{
id: 'krokodil',
emoji: '🐊',
name: 'Krokodil',
position: 5,
zone: 'delta',
type: 'tier',
fact: 'Krokodile leben seit über 200 Millionen Jahren auf der Erde — sie waren schon da, als die Dinosaurier lebten! Sie lauern im flachen Wasser und sind blitzschnell.',
wow: 'Ein Krokodil kann über eine Stunde die Luft anhalten.',
},
{
id: 'papagei',
emoji: '🦜',
name: 'Ara-Papagei',
position: 12,
zone: 'delta',
type: 'tier',
fact: 'Aras sind die buntesten Vögel im Regenwald. Sie leben in Paaren und bleiben ihr ganzes Leben zusammen. Ihr lauter Ruf ist kilometerweit zu hören.',
wow: 'Aras fressen Lehm von Flussufern — das hilft gegen Gifte in unreifen Früchten!',
},
{
id: 'mangrove',
emoji: '🌿',
name: 'Mangroven-Baum',
position: 18,
zone: 'delta',
type: 'pflanze',
fact: 'Mangroven sind die einzigen Bäume, die im Salzwasser wachsen können. Ihre Wurzeln ragen wie Stelzen aus dem Wasser und schützen die Küste vor Stürmen und Wellen.',
wow: 'In den Mangrovenwurzeln leben hunderte kleine Fische, Krebse und Schnecken — ein ganzes Unterwasser-Dorf!',
},
{
id: 'flussdelfin',
emoji: '🐬',
name: 'Rosa Flussdelfin',
position: 25,
zone: 'delta',
type: 'tier',
fact: 'Im Amazonas schwimmen rosa Delfine! Sie sind tatsächlich pink — niemand weiß genau warum. Sie sind scheu und schwer zu beobachten.',
wow: 'Flussdelfine können ihren Kopf in alle Richtungen drehen — das können Meerdelfine nicht.',
},
{
id: 'fischer',
emoji: '🧑',
name: 'Fischer-Familie',
position: 30,
zone: 'delta',
type: 'mensch',
fact: 'Am Flussufer leben Familien, die vom Fischfang leben. Sie kennen den Fluss besser als jede Landkarte. Ihr Wissen wird seit Generationen weitergegeben.',
},
// === TIEFLAND (dichter Dschungel, wenig Licht am Boden) ===
{
id: 'jaguar',
emoji: '🐆',
name: 'Jaguar',
position: 38,
zone: 'tiefland',
type: 'tier',
fact: 'Der Jaguar ist die größte Raubkatze Südamerikas. Er kann klettern, schwimmen und sogar unter Wasser jagen. Am liebsten frisst er Pekaris und Kaimane.',
wow: 'Jaguare haben den stärksten Biss aller Großkatzen — sie knacken sogar Schildkrötenpanzer.',
},
{
id: 'faultier',
emoji: '🦥',
name: 'Dreifinger-Faultier',
position: 45,
zone: 'tiefland',
type: 'tier',
fact: 'Faultiere bewegen sich so langsam, dass auf ihrem Fell Algen wachsen — das macht sie grünlich und tarnt sie zwischen den Blättern. Sie schlafen bis zu 20 Stunden am Tag.',
wow: 'Ein Faultier braucht einen ganzen Monat, um ein einziges Blatt zu verdauen!',
},
{
id: 'ameisen',
emoji: '🐜',
name: 'Blattschneider-Ameisen',
position: 50,
zone: 'tiefland',
type: 'tier',
fact: 'Diese Ameisen schneiden Blattstücke ab und tragen sie in ihren Bau. Aber sie essen die Blätter nicht — sie züchten damit einen Pilz, der ihr eigentliches Essen ist! Sie sind also Pilz-Bauern.',
wow: 'Eine Blattschneider-Kolonie kann bis zu 8 Millionen Ameisen haben.',
},
{
id: 'orchidee',
emoji: '🌺',
name: 'Riesen-Orchidee',
position: 55,
zone: 'tiefland',
type: 'pflanze',
fact: 'Im Regenwald wachsen über 25.000 Orchideen-Arten. Manche blühen nur eine einzige Nacht lang. Viele wachsen hoch oben auf Baumstämmen, weil dort mehr Licht hinkommt.',
},
{
id: 'indigene',
emoji: '🧑',
name: 'Indigene Gemeinschaft',
position: 62,
zone: 'tiefland',
type: 'mensch',
fact: 'Im Regenwald leben Menschen, deren Familien dort seit Tausenden von Jahren zuhause sind. Sie kennen jede Pflanze, wissen welche heilen und welche giftig sind. Ihr Wissen ist ein Schatz.',
wow: 'Über 80 % aller Medikamente haben ihren Ursprung in Pflanzen aus dem Regenwald!',
},
// === BERGREGENWALD (kühler, neblig, moosig) ===
{
id: 'affe',
emoji: '🐒',
name: 'Brüllaffe',
position: 70,
zone: 'berg',
type: 'tier',
fact: 'Brüllaffen sind die lautesten Landtiere der Welt. Ihren Ruf hört man bis zu 5 Kilometer weit! Sie brüllen morgens, um ihr Revier zu markieren — ohne zu kämpfen.',
wow: 'Sie brüllen so laut wie ein Düsenflugzeug beim Start — 140 Dezibel!',
},
{
id: 'kolibri',
emoji: '🐦',
name: 'Kolibri',
position: 78,
zone: 'berg',
type: 'tier',
fact: 'Kolibris sind die kleinsten Vögel der Welt. Sie können in der Luft stehen bleiben und sogar rückwärts fliegen! Ihr Herz schlägt bis zu 1.200 Mal pro Minute.',
wow: 'Ein Kolibri trinkt am Tag doppelt so viel Nektar wie sein Körpergewicht.',
},
{
id: 'nebel',
emoji: '🌫',
name: 'Nebelwald',
position: 85,
zone: 'berg',
type: 'phaenomen',
fact: 'Im Bergregenwald hängt fast immer dichter Nebel zwischen den Bäumen. Die Feuchtigkeit sammelt sich an den Blättern und tropft herunter — wie ein unsichtbarer Regen, der den Wald von innen gießt.',
wow: 'Im Nebelwald wächst mehr Moos als irgendwo sonst auf der Erde.',
},
{
id: 'schlange',
emoji: '🐍',
name: 'Smaragd-Baumboa',
position: 90,
zone: 'berg',
type: 'tier',
fact: 'Die Smaragd-Baumboa ist leuchtend grün und hängt zusammengerollt auf Ästen. Sie jagt Vögel und Eidechsen — und ist völlig harmlos für Menschen, auch wenn sie gefährlich aussieht.',
},
{
id: 'rodung',
emoji: '🪓',
name: 'Gerodete Fläche',
position: 96,
zone: 'berg',
type: 'phaenomen',
fact: 'Hier standen früher riesige Bäume. Jetzt ist der Boden kahl — gerodet für Rinderweiden oder Soja-Felder. Jedes Jahr verschwindet eine Regenwald-Fläche so groß wie die Schweiz.',
wow: 'Wenn der Regenwald ganz verschwindet, verlieren wir Millionen von Tier- und Pflanzenarten — für immer. Viele davon kennen wir noch gar nicht.',
},
]
/** Die 3 Klimazonen des Flusslaufs */
export interface Zone {
id: 'delta' | 'tiefland' | 'berg'
name: string
emoji: string
/** Hintergrundfarbe (CSS-Gradient) */
bgFrom: string
bgTo: string
description: string
}
export const ZONES: Zone[] = [
{
id: 'delta',
name: 'Flussmündung',
emoji: '🏝',
bgFrom: '#a8d8c8',
bgTo: '#7ab8a0',
description: 'Flach, warm, feucht. Wo der Fluss ins Meer mündet, leben Krokodile und Flussdelfine.',
},
{
id: 'tiefland',
name: 'Tiefland-Regenwald',
emoji: '🌴',
bgFrom: '#5a9a6a',
bgTo: '#3a7a4a',
description: 'Dichter Dschungel, fast kein Licht am Boden. Hier leben die meisten Tiere.',
},
{
id: 'berg',
name: 'Bergregenwald',
emoji: '⛰',
bgFrom: '#4a8a6a',
bgTo: '#2a5a3a',
description: 'Kühl und neblig. Moosbedeckte Bäume, seltene Orchideen, Brüllaffen und Kolibris.',
},
]
+226
View File
@@ -0,0 +1,226 @@
/**
* SIM-12: Flussmanagement — Game Controller
*
* Rundenbasiertes Spiel. Verwaltet Zustand, Runden, Events,
* Scoring und die gesamte Spielschleife.
*/
import {
type Controls, type State, type Conditions, type ScoreBreakdown,
type LevelDefinition, type LevelEvent,
simulateRound, computeScore, computeTotalCost, checkWinLose, checkFinalWin,
LEVELS,
} from './logic'
export type GamePhase = 'level-select' | 'intro' | 'playing' | 'event' | 'round-result' | 'won' | 'lost'
export interface RoundHistory {
round: number
state: State
controls: Controls
score: ScoreBreakdown
cost: number
event?: LevelEvent
}
export class FlussGame {
// Zustand
level!: LevelDefinition
phase: GamePhase = 'level-select'
round = 0
state!: State
controls!: Controls
budgetRemaining = 0
score!: ScoreBreakdown
history: RoundHistory[] = []
currentEvent: LevelEvent | null = null
// Callbacks
private onChange: (() => void) | null = null
constructor() {
this.reset()
}
subscribe(fn: () => void): void {
this.onChange = fn
}
private notify(): void {
this.onChange?.()
}
/** Level auswaehlen und Spiel starten */
selectLevel(levelId: string): void {
const lvl = LEVELS.find(l => l.id === levelId)
if (!lvl) return
this.level = lvl
this.phase = 'intro'
this.round = 0
this.state = { ...lvl.initialState }
this.controls = this.createEmptyControls()
this.budgetRemaining = lvl.conditions.budget
this.score = computeScore(this.state, lvl.scoreWeights)
this.history = []
this.currentEvent = null
this.notify()
}
/** Intro bestaetigt → Spielphase */
startPlaying(): void {
this.phase = 'playing'
this.notify()
}
/** Leere Controls erstellen (nur erlaubte Massnahmen) */
private createEmptyControls(): Controls {
return {
straightening: 0,
levees: 0,
dredging: 0,
floodplainRelease: 0,
renaturation: 0,
irrigation: 0,
}
}
/** Massnahme aendern (Slider) */
setControl(key: keyof Controls, value: number): void {
if (!this.level.allowedControls.includes(key)) return
// Limit pruefen
const limit = this.level.controlLimits?.[key] ?? 100
value = Math.max(0, Math.min(limit, value))
// Budget pruefen: Differenz berechnen
const oldControls = { ...this.controls }
const testControls = { ...this.controls, [key]: value }
const oldCost = computeTotalCost(oldControls)
const newCost = computeTotalCost(testControls)
const costDiff = newCost - oldCost
if (costDiff > this.budgetRemaining + computeTotalCost(this.controls)) {
// Nicht genug Budget — Maximum berechnen
return
}
this.controls[key] = value
this.notify()
}
/** Runde ausfuehren */
executeRound(): void {
if (this.phase !== 'playing') return
if (this.round >= this.level.rounds) return
this.round++
const cost = computeTotalCost(this.controls)
// Budget abziehen
this.budgetRemaining = Math.max(0, this.budgetRemaining - cost)
// Event fuer diese Runde?
const event = this.level.events?.find(e => e.round === this.round) ?? null
this.currentEvent = event
// Simulation ausfuehren
this.state = simulateRound(this.state, this.controls, this.level.conditions, event ?? undefined)
this.score = computeScore(this.state, this.level.scoreWeights)
// History speichern
this.history.push({
round: this.round,
state: { ...this.state },
controls: { ...this.controls },
score: { ...this.score },
cost,
event: event ?? undefined,
})
// Win/Lose pruefen
const result = checkWinLose(this.state, this.score, this.level)
if (result === 'lose') {
this.phase = 'lost'
this.notify()
return
}
// Event anzeigen?
if (event) {
this.phase = 'event'
this.notify()
return
}
// Letzte Runde?
if (this.round >= this.level.rounds) {
this.phase = checkFinalWin(this.score, this.level) ? 'won' : 'lost'
this.notify()
return
}
this.phase = 'round-result'
this.notify()
}
/** Event bestaetigen → weiter spielen */
acknowledgeEvent(): void {
if (this.round >= this.level.rounds) {
this.phase = checkFinalWin(this.score, this.level) ? 'won' : 'lost'
} else {
this.phase = 'playing'
}
this.currentEvent = null
this.notify()
}
/** Rundenresultat bestaetigen → naechste Runde */
continueAfterResult(): void {
this.phase = 'playing'
this.notify()
}
/** Alles zuruecksetzen */
reset(): void {
this.phase = 'level-select'
this.round = 0
this.history = []
this.currentEvent = null
}
/** Serialisieren fuer Save */
serialize(): string {
return JSON.stringify({
v: 1,
levelId: this.level?.id,
phase: this.phase,
round: this.round,
state: this.state,
controls: this.controls,
budgetRemaining: this.budgetRemaining,
history: this.history,
})
}
/** Deserialisieren */
deserialize(json: string): boolean {
try {
const d = JSON.parse(json)
if (d.v !== 1) return false
const lvl = LEVELS.find(l => l.id === d.levelId)
if (!lvl) return false
this.level = lvl
this.phase = d.phase
this.round = d.round
this.state = d.state
this.controls = d.controls
this.budgetRemaining = d.budgetRemaining
this.history = d.history || []
this.score = computeScore(this.state, lvl.scoreWeights)
this.notify()
return true
} catch {
return false
}
}
}
+444
View File
@@ -0,0 +1,444 @@
/**
* SIM-12: Flussmanagement — Simulationslogik
*
* Nichtlineares Simulationsmodell fuer Flussmanagement.
* 6 Steuermassnahmen → 8 Zustandsparameter → 4 Zielbereiche.
*
* Alle Werte liegen im Bereich 0100.
* Abnehmender Grenznutzen, ueberproportionale Nebenwirkungen bei Extremen.
*/
// === Typen ===
export interface Controls {
straightening: number // Flussbegradigung (0100)
levees: number // Daemme/Deiche (0100)
dredging: number // Ausbaggern (0100)
floodplainRelease: number // Auen freigeben (0100)
renaturation: number // Renaturierung (0100)
irrigation: number // Bewaesserung (0100)
}
export interface State {
floodLocal: number // Lokales Hochwasserrisiko
floodDownstream: number // Hochwasser flussabwaerts
erosion: number // Erosionsrisiko
soilFertility: number // Bodenfruchtbarkeit
biodiversity: number // Biodiversitaet
groundwater: number // Grundwasserspiegel
usableLand: number // Nutzbare Flaeche
economy: number // Wirtschaftsleistung
}
export interface Conditions {
rainfall: number // Niederschlag
extremeWeather: number // Extremwetter-Wahrscheinlichkeit
slope: number // Gefaelle
populationPressure: number // Bevoelkerungsdruck
budget: number // Budget (Punkte, nicht 0100)
}
export interface ScoreBreakdown {
safety: number
ecology: number
agriculture: number
economy: number
total: number
}
export interface LevelEvent {
round: number
type: 'flood_event' | 'drought' | 'economic_boost'
intensity: number // 0100
}
export interface LevelDefinition {
id: string
title: string
description: string
durationTargetMinutes: number
rounds: number
initialState: State
conditions: Conditions
allowedControls: (keyof Controls)[]
controlLimits?: Partial<Controls>
scoreWeights: { safety: number; ecology: number; agriculture: number; economy: number }
events?: LevelEvent[]
winConditions: { minScore?: number; targetScores?: Partial<ScoreBreakdown> }
loseConditions?: { maxFloodLocal?: number; maxFloodDownstream?: number; minGroundwater?: number }
}
// === Hilfsfunktionen ===
/** Wert auf 0100 begrenzen */
function clamp(v: number): number {
return Math.max(0, Math.min(100, v))
}
/** Abnehmender Grenznutzen: hohe Intensitaet bringt weniger */
function diminishing(intensity: number): number {
// f(x) = 1 - (1 - x/100)^2 → schneller Anstieg am Anfang, flacher am Ende
const x = intensity / 100
return (1 - Math.pow(1 - x, 2)) * 100
}
/** Ueberproportionale Nebenwirkung bei hoher Intensitaet */
function sideEffect(intensity: number): number {
// f(x) = x^1.8 / 100^0.8 → bei 50: ~35, bei 100: 100
return Math.pow(intensity, 1.8) / Math.pow(100, 0.8)
}
/** Moderater Effekt (linear mit leichtem Bogen) */
function moderate(intensity: number): number {
const x = intensity / 100
return x * 0.7 + x * x * 0.3
}
// === Simulation ===
/**
* Berechnet den neuen Zustand nach einer Runde.
* Kern der nichtlinearen Simulation.
*/
export function simulateRound(
state: State,
controls: Controls,
conditions: Conditions,
event?: LevelEvent
): State {
const s = { ...state }
// --- Basis-Effekte der Rahmenbedingungen ---
const rainFactor = conditions.rainfall / 60 // 1.0 bei normalem Regen
const slopeFactor = conditions.slope / 50 // 1.0 bei normalem Gefaelle
const popFactor = conditions.populationPressure / 50
// --- FLUSSBEGRADIGUNG ---
// + Mehr nutzbare Flaeche, + Wirtschaft
// - Mehr Hochwasser flussabwaerts, - Biodiversitaet, - Grundwasser
if (controls.straightening > 0) {
const eff = diminishing(controls.straightening)
const side = sideEffect(controls.straightening)
s.usableLand = clamp(s.usableLand + eff * 0.15)
s.economy = clamp(s.economy + eff * 0.08)
s.floodLocal = clamp(s.floodLocal - eff * 0.08)
s.floodDownstream = clamp(s.floodDownstream + side * 0.25 * rainFactor)
s.biodiversity = clamp(s.biodiversity - side * 0.18)
s.groundwater = clamp(s.groundwater - moderate(controls.straightening) * 12)
s.erosion = clamp(s.erosion + side * 0.12 * slopeFactor)
}
// --- DAEMME/DEICHE ---
// + Lokaler Hochwasserschutz
// - Flussabwaerts schlimmer, - Grundwasser (Fluss vom Umland getrennt)
if (controls.levees > 0) {
const eff = diminishing(controls.levees)
const side = sideEffect(controls.levees)
s.floodLocal = clamp(s.floodLocal - eff * 0.3)
s.floodDownstream = clamp(s.floodDownstream + side * 0.15)
s.groundwater = clamp(s.groundwater - moderate(controls.levees) * 8)
s.soilFertility = clamp(s.soilFertility - side * 0.06)
s.biodiversity = clamp(s.biodiversity - side * 0.05)
}
// --- AUSBAGGERN ---
// + Tieferer Fluss = weniger lokales Hochwasser, + Schifffahrt/Wirtschaft
// - Erosion, - Biodiversitaet, temporaerer Effekt
if (controls.dredging > 0) {
const eff = diminishing(controls.dredging)
const side = sideEffect(controls.dredging)
s.floodLocal = clamp(s.floodLocal - eff * 0.15)
s.economy = clamp(s.economy + eff * 0.1)
s.erosion = clamp(s.erosion + side * 0.3 * slopeFactor)
s.biodiversity = clamp(s.biodiversity - side * 0.15)
s.groundwater = clamp(s.groundwater - moderate(controls.dredging) * 6)
}
// --- AUEN FREIGEBEN ---
// + Reduziert Hochwasser (Retentionsflaeche), + Grundwasser, + Biodiversitaet
// - Weniger nutzbare Flaeche, - Wirtschaft
if (controls.floodplainRelease > 0) {
const eff = diminishing(controls.floodplainRelease)
const side = sideEffect(controls.floodplainRelease)
s.floodLocal = clamp(s.floodLocal - eff * 0.2)
s.floodDownstream = clamp(s.floodDownstream - eff * 0.15)
s.groundwater = clamp(s.groundwater + eff * 0.15)
s.biodiversity = clamp(s.biodiversity + eff * 0.12)
s.soilFertility = clamp(s.soilFertility + eff * 0.05)
s.usableLand = clamp(s.usableLand - side * 0.2)
s.economy = clamp(s.economy - side * 0.08)
}
// --- RENATURIERUNG ---
// + Biodiversitaet, + Grundwasser, + Bodenfruchtbarkeit, + Erosionsschutz
// - Nutzbare Flaeche, - Wirtschaft, hohe Kosten
if (controls.renaturation > 0) {
const eff = diminishing(controls.renaturation)
const side = sideEffect(controls.renaturation)
s.biodiversity = clamp(s.biodiversity + eff * 0.25)
s.groundwater = clamp(s.groundwater + eff * 0.12)
s.soilFertility = clamp(s.soilFertility + eff * 0.1)
s.erosion = clamp(s.erosion - eff * 0.15)
s.floodLocal = clamp(s.floodLocal - eff * 0.08)
s.floodDownstream = clamp(s.floodDownstream - eff * 0.08)
s.usableLand = clamp(s.usableLand - side * 0.15)
s.economy = clamp(s.economy - side * 0.1)
}
// --- BEWAESSERUNG ---
// + Bodenfruchtbarkeit, + Wirtschaft (Landwirtschaftsertrag)
// - Grundwasser (Entnahme), - bei Extreme: Versalzung
if (controls.irrigation > 0) {
const eff = diminishing(controls.irrigation)
const side = sideEffect(controls.irrigation)
s.soilFertility = clamp(s.soilFertility + eff * 0.18)
s.economy = clamp(s.economy + eff * 0.08)
s.groundwater = clamp(s.groundwater - side * 0.2)
// Versalzung bei extremer Bewaesserung in trockenem Klima
if (controls.irrigation > 70 && conditions.rainfall < 40) {
s.soilFertility = clamp(s.soilFertility - side * 0.12)
}
}
// --- Natuerliche Dynamik ---
// Regen hebt Grundwasser, Erosion verschlechtert Bodenqualitaet
s.groundwater = clamp(s.groundwater + (rainFactor - 1) * 3)
s.soilFertility = clamp(s.soilFertility - s.erosion * 0.02)
// Bevoelkerungsdruck erhoeht Wirtschaftsbedarf, reduziert Biodiversitaet
s.economy = clamp(s.economy + (popFactor - 1) * 2)
s.biodiversity = clamp(s.biodiversity - (popFactor - 1) * 1.5)
// --- Events ---
if (event) {
if (event.type === 'flood_event') {
const floodForce = event.intensity / 100
s.floodLocal = clamp(s.floodLocal + 25 * floodForce * rainFactor)
s.floodDownstream = clamp(s.floodDownstream + 20 * floodForce)
s.erosion = clamp(s.erosion + 15 * floodForce * slopeFactor)
s.usableLand = clamp(s.usableLand - 10 * floodForce)
s.economy = clamp(s.economy - 8 * floodForce)
}
if (event.type === 'drought') {
const droughtForce = event.intensity / 100
s.groundwater = clamp(s.groundwater - 20 * droughtForce)
s.soilFertility = clamp(s.soilFertility - 12 * droughtForce)
s.biodiversity = clamp(s.biodiversity - 8 * droughtForce)
s.floodLocal = clamp(s.floodLocal - 10 * droughtForce) // weniger Hochwasser
}
if (event.type === 'economic_boost') {
const boostForce = event.intensity / 100
s.economy = clamp(s.economy + 15 * boostForce)
s.populationPressure = clamp((conditions.populationPressure || 50) + 10 * boostForce)
}
}
return s
}
/**
* Kosten einer Massnahme berechnen (abhaengig von Intensitaet).
* Hoehere Intensitaet = ueberproportional teurer.
*/
export function computeCost(control: keyof Controls, intensity: number): number {
const baseCosts: Record<keyof Controls, number> = {
straightening: 25,
levees: 20,
dredging: 15,
floodplainRelease: 10,
renaturation: 30,
irrigation: 18,
}
const base = baseCosts[control]
// Kosten steigen quadratisch: cost(50) = ~50% des Maximums, cost(100) = 100%
return Math.round(base * Math.pow(intensity / 100, 1.5))
}
/**
* Gesamtkosten aller aktiven Massnahmen berechnen.
*/
export function computeTotalCost(controls: Controls): number {
let total = 0
for (const key of Object.keys(controls) as (keyof Controls)[]) {
if (controls[key] > 0) {
total += computeCost(key, controls[key])
}
}
return total
}
/**
* Score berechnen (0100 pro Bereich + Gesamtscore).
*/
export function computeScore(
state: State,
weights: { safety: number; ecology: number; agriculture: number; economy: number }
): ScoreBreakdown {
// Sicherheit: niedrige Hochwasser + niedrige Erosion
const safety = clamp(100 - (state.floodLocal * 0.4 + state.floodDownstream * 0.35 + state.erosion * 0.25))
// Oekologie: hohe Biodiversitaet + hoher Grundwasserspiegel
const ecology = clamp(state.biodiversity * 0.6 + state.groundwater * 0.4)
// Landwirtschaft: hohe Bodenfruchtbarkeit + genug Flaeche + genug Wasser
const agriculture = clamp(state.soilFertility * 0.5 + state.usableLand * 0.3 + state.groundwater * 0.2)
// Wirtschaft: direkt
const economy = state.economy
const total = clamp(
safety * weights.safety +
ecology * weights.ecology +
agriculture * weights.agriculture +
economy * weights.economy
)
return { safety, ecology, agriculture, economy, total }
}
/**
* Win/Lose-Bedingungen pruefen.
*/
export function checkWinLose(
state: State,
score: ScoreBreakdown,
level: LevelDefinition
): 'win' | 'lose' | 'playing' {
// Lose-Bedingungen
if (level.loseConditions) {
if (level.loseConditions.maxFloodLocal !== undefined && state.floodLocal > level.loseConditions.maxFloodLocal) return 'lose'
if (level.loseConditions.maxFloodDownstream !== undefined && state.floodDownstream > level.loseConditions.maxFloodDownstream) return 'lose'
if (level.loseConditions.minGroundwater !== undefined && state.groundwater < level.loseConditions.minGroundwater) return 'lose'
}
// Win-Bedingungen (nur am Ende relevant, nicht pro Runde)
return 'playing'
}
/**
* Am Ende des Spiels pruefen ob Win-Bedingungen erfuellt sind.
*/
export function checkFinalWin(
score: ScoreBreakdown,
level: LevelDefinition
): boolean {
const wc = level.winConditions
if (wc.minScore !== undefined && score.total < wc.minScore) return false
if (wc.targetScores) {
for (const [key, target] of Object.entries(wc.targetScores)) {
if (score[key as keyof ScoreBreakdown] < (target as number)) return false
}
}
return true
}
// === Level-Definitionen ===
export const LEVELS: LevelDefinition[] = [
{
id: 'L1',
title: 'Fluss und Siedlung',
description: 'Eine kleine Siedlung liegt an einem Fluss und ist regelmäßig von Hochwasser betroffen. Finde einen Weg, die Bewohner zu schützen!',
durationTargetMinutes: 10,
rounds: 5,
initialState: {
floodLocal: 60, floodDownstream: 40, erosion: 30,
soilFertility: 60, biodiversity: 70, groundwater: 55,
usableLand: 40, economy: 40
},
conditions: { rainfall: 60, extremeWeather: 30, slope: 40, populationPressure: 30, budget: 120 },
allowedControls: ['levees', 'floodplainRelease'],
controlLimits: { levees: 60, floodplainRelease: 60 },
scoreWeights: { safety: 0.5, ecology: 0.2, agriculture: 0.15, economy: 0.15 },
winConditions: { minScore: 60 },
loseConditions: { maxFloodLocal: 85 },
},
{
id: 'L2',
title: 'Fruchtbares Tal',
description: 'Ein Tal lebt von fruchtbaren Böden durch regelmäßige Überschwemmungen. Wie nutzt du das Wasser, ohne alles zu riskieren?',
durationTargetMinutes: 20,
rounds: 7,
initialState: {
floodLocal: 55, floodDownstream: 35, erosion: 35,
soilFertility: 75, biodiversity: 65, groundwater: 60,
usableLand: 45, economy: 50
},
conditions: { rainfall: 65, extremeWeather: 40, slope: 35, populationPressure: 40, budget: 150 },
allowedControls: ['levees', 'floodplainRelease', 'irrigation'],
scoreWeights: { safety: 0.25, ecology: 0.2, agriculture: 0.4, economy: 0.15 },
winConditions: { targetScores: { agriculture: 65, safety: 50 } },
},
{
id: 'L3',
title: 'Der gezähmte Fluss',
description: 'Der Fluss soll kontrolliert werden, um Städte und Industrie zu schützen. Doch die Natur schlägt zurück!',
durationTargetMinutes: 25,
rounds: 8,
initialState: {
floodLocal: 50, floodDownstream: 45, erosion: 40,
soilFertility: 55, biodiversity: 50, groundwater: 50,
usableLand: 55, economy: 60
},
conditions: { rainfall: 60, extremeWeather: 45, slope: 50, populationPressure: 70, budget: 180 },
allowedControls: ['levees', 'straightening', 'dredging'],
scoreWeights: { safety: 0.4, ecology: 0.1, agriculture: 0.2, economy: 0.3 },
events: [{ round: 4, type: 'flood_event', intensity: 70 }],
winConditions: { minScore: 65 },
},
{
id: 'L4',
title: 'Fluss im Gleichgewicht',
description: 'Finde eine Balance zwischen Sicherheit, Natur und Nutzung. Alle Ziele zählen gleich!',
durationTargetMinutes: 30,
rounds: 10,
initialState: {
floodLocal: 55, floodDownstream: 50, erosion: 45,
soilFertility: 60, biodiversity: 60, groundwater: 50,
usableLand: 50, economy: 55
},
conditions: { rainfall: 60, extremeWeather: 50, slope: 45, populationPressure: 60, budget: 180 },
allowedControls: ['levees', 'straightening', 'floodplainRelease', 'renaturation', 'irrigation'],
scoreWeights: { safety: 0.25, ecology: 0.25, agriculture: 0.25, economy: 0.25 },
winConditions: { minScore: 70 },
},
{
id: 'L5',
title: 'Nildelta',
description: 'Die jährlichen Überschwemmungen bringen fruchtbare Böden — aber auch Risiken. Schützt du die Ernte oder die Natur?',
durationTargetMinutes: 35,
rounds: 10,
initialState: {
floodLocal: 65, floodDownstream: 40, erosion: 30,
soilFertility: 85, biodiversity: 70, groundwater: 65,
usableLand: 50, economy: 60
},
conditions: { rainfall: 40, extremeWeather: 20, slope: 20, populationPressure: 70, budget: 160 },
allowedControls: ['levees', 'irrigation', 'floodplainRelease'],
scoreWeights: { safety: 0.2, ecology: 0.2, agriculture: 0.45, economy: 0.15 },
winConditions: { targetScores: { agriculture: 75 } },
loseConditions: { minGroundwater: 25 },
},
]
/** Massnahmen-Metadaten fuer UI */
export const CONTROL_META: Record<keyof Controls, { name: string; emoji: string; description: string }> = {
straightening: { name: 'Flussbegradigung', emoji: '📏', description: 'Den Fluss gerade ziehen — mehr Fläche, aber die Natur leidet.' },
levees: { name: 'Deiche bauen', emoji: '🧱', description: 'Schutz vor Hochwasser — aber das Wasser muss irgendwohin.' },
dredging: { name: 'Ausbaggern', emoji: '⛏️', description: 'Den Fluss tiefer machen — gut für Schiffe, schlecht für Ökosysteme.' },
floodplainRelease: { name: 'Auen freigeben', emoji: '🌊', description: 'Dem Fluss Raum geben — weniger Hochwasser, aber weniger Fläche.' },
renaturation: { name: 'Renaturierung', emoji: '🌿', description: 'Die Natur zurückbringen — gut für alles außer die Wirtschaft.' },
irrigation: { name: 'Bewässerung', emoji: '💧', description: 'Felder bewässern — mehr Ertrag, aber das Grundwasser sinkt.' },
}
/** Zustandsparameter-Metadaten fuer UI */
export const STATE_META: Record<keyof State, { name: string; emoji: string; goodDirection: 'low' | 'high' }> = {
floodLocal: { name: 'Hochwasser (lokal)', emoji: '🌊', goodDirection: 'low' },
floodDownstream: { name: 'Hochwasser (flussab.)', emoji: '🌊', goodDirection: 'low' },
erosion: { name: 'Erosion', emoji: '🏜️', goodDirection: 'low' },
soilFertility: { name: 'Bodenfruchtbarkeit', emoji: '🌱', goodDirection: 'high' },
biodiversity: { name: 'Biodiversität', emoji: '🦎', goodDirection: 'high' },
groundwater: { name: 'Grundwasser', emoji: '💧', goodDirection: 'high' },
usableLand: { name: 'Nutzbare Fläche', emoji: '🏘️', goodDirection: 'high' },
economy: { name: 'Wirtschaft', emoji: '💰', goodDirection: 'high' },
}
+352
View File
@@ -0,0 +1,352 @@
/**
* SIM-12: Flussmanagement — Canvas Renderer
*
* Zeichnet eine Landschaft mit Fluss, Vegetation, Siedlung, Auen.
* Alle visuellen Elemente reagieren auf den Simulationszustand.
*/
import type { State, Controls } from './logic'
export class FlussRenderer {
private ctx: CanvasRenderingContext2D
private w: number
private h: number
private time = 0
constructor(private canvas: HTMLCanvasElement) {
this.ctx = canvas.getContext('2d')!
this.w = canvas.width
this.h = canvas.height
}
resize(): void {
const rect = this.canvas.getBoundingClientRect()
const dpr = window.devicePixelRatio || 1
this.canvas.width = rect.width * dpr
this.canvas.height = rect.height * dpr
this.ctx.scale(dpr, dpr)
this.w = rect.width
this.h = rect.height
}
render(state: State, controls: Controls): void {
this.time += 0.02
const ctx = this.ctx
const w = this.w
const h = this.h
// Hintergrund — Himmel
const skyGrad = ctx.createLinearGradient(0, 0, 0, h * 0.4)
skyGrad.addColorStop(0, '#87CEEB')
skyGrad.addColorStop(1, '#B0E0E6')
ctx.fillStyle = skyGrad
ctx.fillRect(0, 0, w, h)
// Grund — Erde/Gras
const groundY = h * 0.35
const groundGrad = ctx.createLinearGradient(0, groundY, 0, h)
const greenIntensity = Math.round(80 + state.biodiversity * 0.8)
groundGrad.addColorStop(0, `rgb(${120 - state.soilFertility * 0.3}, ${greenIntensity}, ${60 - state.erosion * 0.3})`)
groundGrad.addColorStop(1, `rgb(${140 - state.soilFertility * 0.2}, ${100 + state.biodiversity * 0.4}, ${70})`)
ctx.fillStyle = groundGrad
ctx.fillRect(0, groundY, w, h - groundY)
// Berge im Hintergrund
this.drawMountains(ctx, w, h)
// Auen-Bereich (wenn freigegeben)
if (controls.floodplainRelease > 10) {
this.drawFloodplains(ctx, w, h, controls.floodplainRelease, state)
}
// Fluss zeichnen
this.drawRiver(ctx, w, h, state, controls)
// Deiche
if (controls.levees > 10) {
this.drawLevees(ctx, w, h, controls.levees)
}
// Hochwasser-Overlay
if (state.floodLocal > 50) {
this.drawFlood(ctx, w, h, state.floodLocal)
}
// Vegetation / Baeume (Biodiversitaet)
this.drawVegetation(ctx, w, h, state.biodiversity, state.soilFertility)
// Siedlung
this.drawSettlement(ctx, w, h, state.economy, state.usableLand)
// Felder (Landwirtschaft)
this.drawFarms(ctx, w, h, state.soilFertility, controls.irrigation)
// Erosionsspuren
if (state.erosion > 40) {
this.drawErosion(ctx, w, h, state.erosion)
}
// Wolken
this.drawClouds(ctx, w, h)
}
private drawMountains(ctx: CanvasRenderingContext2D, w: number, h: number): void {
const baseY = h * 0.35
ctx.fillStyle = '#8BA89A'
ctx.beginPath()
ctx.moveTo(0, baseY)
ctx.lineTo(w * 0.1, baseY - h * 0.15)
ctx.lineTo(w * 0.2, baseY - h * 0.08)
ctx.lineTo(w * 0.35, baseY - h * 0.2)
ctx.lineTo(w * 0.5, baseY - h * 0.05)
ctx.lineTo(w * 0.65, baseY - h * 0.18)
ctx.lineTo(w * 0.8, baseY - h * 0.1)
ctx.lineTo(w * 0.9, baseY - h * 0.14)
ctx.lineTo(w, baseY)
ctx.closePath()
ctx.fill()
// Schneedecke
ctx.fillStyle = 'rgba(255,255,255,0.5)'
ctx.beginPath()
ctx.moveTo(w * 0.33, baseY - h * 0.2)
ctx.lineTo(w * 0.35, baseY - h * 0.2)
ctx.lineTo(w * 0.37, baseY - h * 0.17)
ctx.lineTo(w * 0.31, baseY - h * 0.17)
ctx.closePath()
ctx.fill()
}
private drawRiver(ctx: CanvasRenderingContext2D, w: number, h: number, state: State, controls: Controls): void {
const riverWidth = 20 + (100 - controls.straightening) * 0.15
const meander = (100 - controls.straightening) * 0.4 // Maeander-Amplitude
const riverY = h * 0.55
// Flussverlauf (von links nach rechts)
ctx.beginPath()
ctx.moveTo(0, riverY)
const steps = 50
for (let i = 0; i <= steps; i++) {
const x = (i / steps) * w
const progress = i / steps
const wave = Math.sin(progress * Math.PI * 3 + this.time) * meander
const y = riverY + wave
ctx.lineTo(x, y)
}
// Untere Kante (Flussbreite)
for (let i = steps; i >= 0; i--) {
const x = (i / steps) * w
const progress = i / steps
const wave = Math.sin(progress * Math.PI * 3 + this.time) * meander
const y = riverY + wave + riverWidth
ctx.lineTo(x, y)
}
ctx.closePath()
// Flussfarbe: klar (biodiversitaet hoch) bis trueb (erosion hoch)
const clarity = Math.max(0, Math.min(1, (state.biodiversity - state.erosion * 0.5) / 80))
const r = Math.round(30 + (1 - clarity) * 60)
const g = Math.round(100 + clarity * 50)
const b = Math.round(160 + clarity * 40)
ctx.fillStyle = `rgba(${r}, ${g}, ${b}, 0.85)`
ctx.fill()
// Wasseroberflaeche Glanz
ctx.strokeStyle = 'rgba(255, 255, 255, 0.3)'
ctx.lineWidth = 1
for (let i = 0; i < 5; i++) {
const sx = Math.random() * w
const sy = riverY + Math.sin(sx / w * Math.PI * 3 + this.time) * meander + riverWidth * 0.3
ctx.beginPath()
ctx.moveTo(sx, sy)
ctx.lineTo(sx + 15 + Math.random() * 20, sy - 1)
ctx.stroke()
}
}
private drawLevees(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number): void {
const leveeH = 3 + intensity * 0.08
const riverY = h * 0.55
ctx.fillStyle = '#8B7355'
// Oberer Deich
ctx.fillRect(0, riverY - leveeH - 5, w, leveeH)
// Unterer Deich
ctx.fillRect(0, riverY + 30, w, leveeH)
}
private drawFloodplains(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number, state: State): void {
const riverY = h * 0.55
const extent = intensity * 0.3
const alpha = 0.15 + intensity * 0.002
ctx.fillStyle = `rgba(100, 180, 140, ${alpha})`
// Aue oben
ctx.fillRect(0, riverY - extent - 20, w, extent)
// Aue unten
ctx.fillRect(0, riverY + 35, w, extent)
// Schilf in den Auen
if (intensity > 30) {
ctx.fillStyle = '#5A8A3E'
for (let i = 0; i < intensity * 0.3; i++) {
const x = (i * 47 + 20) % w
const y = riverY - 25 - Math.random() * extent * 0.5
this.drawReeds(ctx, x, y)
}
}
}
private drawReeds(ctx: CanvasRenderingContext2D, x: number, y: number): void {
ctx.save()
ctx.strokeStyle = '#4A7A2E'
ctx.lineWidth = 1.5
for (let i = 0; i < 3; i++) {
const lean = Math.sin(this.time * 2 + x * 0.1) * 3
ctx.beginPath()
ctx.moveTo(x + i * 3, y)
ctx.quadraticCurveTo(x + i * 3 + lean, y - 8, x + i * 3 + lean * 1.5, y - 15)
ctx.stroke()
}
ctx.restore()
}
private drawFlood(ctx: CanvasRenderingContext2D, w: number, h: number, intensity: number): void {
const alpha = Math.min(0.4, (intensity - 50) / 100)
const extent = (intensity - 50) * 0.8
const riverY = h * 0.55
ctx.fillStyle = `rgba(70, 130, 180, ${alpha})`
// Ueberflutung breitet sich vom Fluss aus
ctx.fillRect(0, riverY - extent, w, extent * 2 + 30)
// Wellenlinien
ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.5})`
ctx.lineWidth = 1
for (let row = 0; row < 3; row++) {
ctx.beginPath()
const baseY = riverY - extent + row * extent * 0.6
for (let x = 0; x < w; x += 5) {
const y = baseY + Math.sin(x * 0.05 + this.time * 3 + row) * 3
x === 0 ? ctx.moveTo(x, y) : ctx.lineTo(x, y)
}
ctx.stroke()
}
}
private drawVegetation(ctx: CanvasRenderingContext2D, w: number, h: number, biodiversity: number, fertility: number): void {
const treeCount = Math.floor(biodiversity * 0.15)
const groundY = h * 0.35
for (let i = 0; i < treeCount; i++) {
const seed = i * 137.5 // goldener Winkel fuer Verteilung
const x = (seed % w)
const yBase = groundY + 10 + (seed * 7 % (h * 0.15))
// Nur Baeume die nicht im Flussbereich sind
if (yBase > h * 0.5 && yBase < h * 0.65) continue
const treeH = 12 + (fertility * 0.1) + (i % 5) * 2
const green = Math.round(60 + biodiversity * 0.8 + (i % 3) * 20)
// Stamm
ctx.fillStyle = '#6B4423'
ctx.fillRect(x - 1.5, yBase - treeH * 0.4, 3, treeH * 0.4)
// Krone
ctx.fillStyle = `rgb(${40 + (i % 20)}, ${green}, ${30 + (i % 15)})`
ctx.beginPath()
ctx.arc(x, yBase - treeH * 0.5, treeH * 0.35, 0, Math.PI * 2)
ctx.fill()
}
}
private drawSettlement(ctx: CanvasRenderingContext2D, w: number, h: number, economy: number, usableLand: number): void {
const houseCount = Math.floor(3 + economy * 0.08)
const startX = w * 0.6
const baseY = h * 0.42
for (let i = 0; i < houseCount; i++) {
const x = startX + (i % 4) * 30 + Math.floor(i / 4) * 15
const y = baseY + Math.floor(i / 4) * 20
const houseH = 12 + (economy * 0.05)
if (x > w - 20) continue
// Haus
ctx.fillStyle = i < 3 ? '#D4A574' : '#C4956A'
ctx.fillRect(x, y - houseH, 16, houseH)
// Dach
ctx.fillStyle = '#8B4513'
ctx.beginPath()
ctx.moveTo(x - 3, y - houseH)
ctx.lineTo(x + 8, y - houseH - 8)
ctx.lineTo(x + 19, y - houseH)
ctx.closePath()
ctx.fill()
// Fenster
ctx.fillStyle = '#FFF8DC'
ctx.fillRect(x + 3, y - houseH + 3, 4, 4)
ctx.fillRect(x + 9, y - houseH + 3, 4, 4)
}
}
private drawFarms(ctx: CanvasRenderingContext2D, w: number, h: number, fertility: number, irrigation: number): void {
const farmArea = h * 0.75
const rows = Math.floor(3 + fertility * 0.04)
for (let r = 0; r < rows; r++) {
const y = farmArea + r * 12
const x = w * 0.05 + r * 20
// Feldstreifen
const green = Math.round(100 + fertility * 0.8)
const brown = Math.round(180 - fertility * 0.5)
ctx.fillStyle = r % 2 === 0
? `rgb(${brown}, ${green}, 60)`
: `rgb(${brown - 20}, ${Math.min(180, green + 20)}, 40)`
ctx.fillRect(x, y, w * 0.25, 8)
// Bewaesserungskanaele
if (irrigation > 20) {
ctx.strokeStyle = 'rgba(70, 130, 200, 0.4)'
ctx.lineWidth = 1
ctx.setLineDash([3, 3])
ctx.beginPath()
ctx.moveTo(x, y + 4)
ctx.lineTo(x + w * 0.25, y + 4)
ctx.stroke()
ctx.setLineDash([])
}
}
}
private drawErosion(ctx: CanvasRenderingContext2D, w: number, h: number, erosion: number): void {
const count = Math.floor((erosion - 40) * 0.2)
ctx.fillStyle = 'rgba(139, 115, 85, 0.3)'
for (let i = 0; i < count; i++) {
const x = (i * 89 + 30) % w
const y = h * 0.6 + (i * 43 % (h * 0.2))
ctx.beginPath()
ctx.ellipse(x, y, 8 + erosion * 0.05, 3, 0.3, 0, Math.PI * 2)
ctx.fill()
}
}
private drawClouds(ctx: CanvasRenderingContext2D, w: number, h: number): void {
ctx.fillStyle = 'rgba(255, 255, 255, 0.7)'
for (let i = 0; i < 3; i++) {
const cx = (i * 250 + this.time * 15) % (w + 100) - 50
const cy = 30 + i * 25
ctx.beginPath()
ctx.arc(cx, cy, 20, 0, Math.PI * 2)
ctx.arc(cx + 15, cy - 5, 15, 0, Math.PI * 2)
ctx.arc(cx + 30, cy, 18, 0, Math.PI * 2)
ctx.arc(cx - 12, cy + 2, 14, 0, Math.PI * 2)
ctx.fill()
}
}
}