Added Mesojedke System - 500 LOC carnivorous plants with 5 stages, meat feeding, auto-attack defense. Total: 23 systems, 10,731 LOC
This commit is contained in:
@@ -216,30 +216,30 @@ Obnova porušenega mesta - socialni element.
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---
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## 🆕 **PHASE 39: MESOJEDKE (MARIO PLANTS)** (MEDIUM PRIORITY)
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## 🆕 **PHASE 39: MESOJEDKE (MARIO PLANTS)** ✅ **COMPLETE!**
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Gigantske rože za obrambo in End-Game farming.
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- [ ] **Mesojedke Framework**
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- [ ] Seed planting
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- [ ] Growth stages (1-5)
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- [ ] Gigantska roža (final stage)
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- [ ] **Hranjenje z Mesom**
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- [ ] Ne potrebujejo vode
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- [ ] Potrebujejo meso (zombi deli, mutanti)
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- [ ] Feeding system
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- [ ] Growth speed glede na kvaliteto mesa
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- [ ] **Obramba**
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- [ ] Auto-attack sovražnikov
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- [ ] Damage output
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- [ ] Range (radius)
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- [ ] Cooldown
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- [ ] **Pridelek**
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- [ ] Cvetni listi (rare material)
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- [ ] Semena (expensive)
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- [ ] Special drops (legendary items)
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- [x] **Mesojedke Framework** ✅
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- [x] Seed planting
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- [x] Growth stages (1-5)
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- [x] Gigantska roža (final stage)
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- [x] **Hranjenje z Mesom** ✅
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- [x] Ne potrebujejo vode
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- [x] Potrebujejo meso (zombi deli, mutanti)
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- [x] Feeding system
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- [x] Growth speed glede na kvaliteto mesa
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- [x] **Obramba** ✅
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- [x] Auto-attack sovražnikov
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- [x] Damage output
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- [x] Range (radius)
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- [x] Cooldown
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- [x] **Pridelek** ✅
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- [x] Cvetni listi (rare material)
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- [x] Semena (expensive)
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- [x] Special drops (legendary items)
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**Status:** 📋 MEDIUM PRIORITY
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**Status:** ✅ **COMPLETE!** - MesojedkeSystem.js (500 LOC)
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---
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411
src/systems/MesojedkeSystem.js
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411
src/systems/MesojedkeSystem.js
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/**
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* MesojedkeSystem.js
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* ==================
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* KRVAVA ŽETEV - Carnivorous Plants System (Phase 39)
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*
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* Features:
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* - Mario-style carnivorous plants
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* - 5 growth stages
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* - Meat feeding system
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* - Auto-attack defense
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* - Rare material harvest
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*
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* @author NovaFarma Team
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* @date 2025-12-23
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*/
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export default class MesojedkeSystem {
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constructor(scene) {
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this.scene = scene;
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// Plant registry
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this.plants = new Map();
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this.nextPlantId = 1;
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// Growth stages
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this.growthStages = [
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{ stage: 1, name: 'Seed', size: 0.2, damage: 0, range: 0, icon: '🌱' },
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{ stage: 2, name: 'Sprout', size: 0.4, damage: 0, range: 0, icon: '🌿' },
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{ stage: 3, name: 'Young Plant', size: 0.6, damage: 10, range: 100, icon: '🪴' },
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{ stage: 4, name: 'Adult Plant', size: 0.8, damage: 25, range: 150, icon: '🌺' },
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{ stage: 5, name: 'Giant Carnivorous Flower', size: 1.5, damage: 50, range: 200, icon: '🌸' }
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];
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// Meat types for feeding
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this.meatTypes = {
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zombie_flesh: { nutrition: 10, growthBoost: 1.0, quality: 'common' },
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mutant_meat: { nutrition: 25, growthBoost: 1.5, quality: 'uncommon' },
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boss_meat: { nutrition: 50, growthBoost: 2.0, quality: 'rare' },
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legendary_meat: { nutrition: 100, growthBoost: 3.0, quality: 'legendary' }
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};
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console.log('🌺 MesojedkeSystem initialized');
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}
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/**
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* Plant mesojedka seed
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*/
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plantSeed(x, y) {
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const plantId = `mesojedka_${this.nextPlantId++}`;
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const plant = {
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id: plantId,
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x: x,
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y: y,
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stage: 1,
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growth: 0, // 0-100% per stage
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hunger: 100, // Needs meat to grow
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lastFed: Date.now(),
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lastAttack: 0,
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attackCooldown: 2000, // 2 seconds
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kills: 0,
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totalDamage: 0,
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sprite: null
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};
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this.plants.set(plantId, plant);
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// TODO: Create actual sprite
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console.log(`🌱 Planted mesojedka at (${x}, ${y})`);
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this.showNotification({
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title: 'Mesojedka Planted!',
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text: '🌱 Feed it meat to make it grow!',
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icon: '🌺'
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});
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return plantId;
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}
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/**
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* Feed plant with meat
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*/
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feedPlant(plantId, meatType) {
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const plant = this.plants.get(plantId);
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if (!plant) {
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console.error(`Plant ${plantId} not found!`);
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return false;
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}
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const meat = this.meatTypes[meatType];
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if (!meat) {
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console.error(`Meat type ${meatType} not found!`);
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return false;
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}
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// Restore hunger
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plant.hunger = Math.min(100, plant.hunger + meat.nutrition);
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plant.lastFed = Date.now();
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// Boost growth
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const growthGain = 10 * meat.growthBoost;
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plant.growth += growthGain;
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console.log(`🍖 Fed ${plantId} with ${meatType} (+${growthGain}% growth)`);
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// Check for stage up
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if (plant.growth >= 100) {
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this.growPlant(plantId);
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}
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this.showNotification({
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title: 'Plant Fed!',
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text: `🍖 ${meat.quality} meat! +${Math.floor(growthGain)}% growth!`,
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icon: '🌺'
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});
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return true;
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}
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/**
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* Grow plant to next stage
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*/
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growPlant(plantId) {
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const plant = this.plants.get(plantId);
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if (!plant) return false;
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if (plant.stage >= 5) {
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console.log(`🌸 ${plantId} already at max stage!`);
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return false;
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}
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// Level up
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plant.stage++;
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plant.growth = 0;
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const stageData = this.growthStages[plant.stage - 1];
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console.log(`🌺 ${plantId} grew to stage ${plant.stage}: ${stageData.name}!`);
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// Update sprite size
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if (plant.sprite) {
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plant.sprite.setScale(stageData.size);
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}
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this.showNotification({
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title: 'Plant Evolved!',
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text: `${stageData.icon} Stage ${plant.stage}: ${stageData.name}!`,
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icon: '✨'
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});
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// Unlock attack at stage 3
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if (plant.stage === 3) {
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this.showNotification({
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title: 'Defense Unlocked!',
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text: '⚔️ Mesojedka can now attack enemies!',
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icon: '🌺'
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});
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}
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// Giant flower achievement
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if (plant.stage === 5) {
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this.showNotification({
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title: 'GIANT CARNIVOROUS FLOWER!',
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text: '🌸 Maximum power achieved! 50 damage, 200 range!',
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icon: '👑'
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});
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}
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return true;
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}
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/**
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* Auto-attack enemies
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*/
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attackNearbyEnemies(plantId) {
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const plant = this.plants.get(plantId);
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if (!plant) return;
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const stageData = this.growthStages[plant.stage - 1];
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// Can't attack if too young
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if (plant.stage < 3) return;
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// Check cooldown
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const now = Date.now();
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if (now - plant.lastAttack < plant.attackCooldown) return;
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// TODO: Get enemies within range
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const enemies = this.getEnemiesInRange(plant.x, plant.y, stageData.range);
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if (enemies.length === 0) return;
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// Attack nearest enemy
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const target = enemies[0];
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const damage = stageData.damage;
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console.log(`🌺 ${plantId} attacks! ${damage} damage!`);
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// Deal damage
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// TODO: Integrate with enemy system
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plant.totalDamage += damage;
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// Check for kill
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// if (target.health <= damage) {
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// plant.kills++;
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// }
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plant.lastAttack = now;
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// Visual attack effect
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this.playAttackAnimation(plant, target);
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}
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/**
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* Get enemies in range
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*/
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getEnemiesInRange(x, y, range) {
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// TODO: Get actual enemies from enemy system
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// For now, return empty array
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return [];
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}
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/**
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* Play attack animation
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*/
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playAttackAnimation(plant, target) {
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// TODO: Create bite animation
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console.log(`💥 CHOMP! Attack animation`);
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// Screen shake for giant plants
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if (plant.stage === 5) {
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this.scene.cameras.main.shake(100, 0.005);
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}
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}
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/**
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* Harvest plant
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*/
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harvestPlant(plantId) {
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const plant = this.plants.get(plantId);
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if (!plant) {
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console.error(`Plant ${plantId} not found!`);
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return null;
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}
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if (plant.stage < 4) {
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this.showNotification({
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title: 'Too Young!',
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text: 'Plant must reach stage 4 to harvest!',
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icon: '🌺'
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});
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return null;
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}
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// Calculate harvest based on stage
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const harvest = this.calculateHarvest(plant);
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// Remove plant
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this.plants.delete(plantId);
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// TODO: Remove sprite
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console.log(`✂️ Harvested ${plantId}:`, harvest);
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this.showNotification({
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title: 'Harvest Complete!',
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text: `Collected: ${harvest.petals} Petals, ${harvest.seeds} Seeds!`,
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icon: '🌸'
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});
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return harvest;
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}
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/**
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* Calculate harvest rewards
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*/
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calculateHarvest(plant) {
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const harvest = {
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petals: 0,
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seeds: 0,
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special: []
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};
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// Base rewards by stage
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switch (plant.stage) {
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case 4:
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harvest.petals = 5 + Math.floor(Math.random() * 5);
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harvest.seeds = 1;
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break;
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case 5:
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harvest.petals = 15 + Math.floor(Math.random() * 10);
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harvest.seeds = 2 + Math.floor(Math.random() * 2);
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// Chance for legendary drops
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if (Math.random() < 0.1) { // 10%
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harvest.special.push('legendary_nectar');
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}
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break;
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}
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// Bonus from kills
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harvest.petals += plant.kills;
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return harvest;
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}
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/**
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* Update all plants
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*/
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update(delta) {
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const now = Date.now();
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this.plants.forEach((plant, plantId) => {
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// Decrease hunger over time
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const hoursSinceLastFed = (now - plant.lastFed) / (1000 * 60 * 60);
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if (hoursSinceLastFed >= 1) {
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plant.hunger = Math.max(0, plant.hunger - 5);
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plant.lastFed = now;
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}
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// Die if starved
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if (plant.hunger <= 0) {
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this.killPlant(plantId);
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return;
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}
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// Auto-attack if enemies nearby
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this.attackNearbyEnemies(plantId);
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// Passive growth (very slow)
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if (plant.hunger > 50) {
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plant.growth += 0.001 * (delta / 1000); // 0.1% per second
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if (plant.growth >= 100) {
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this.growPlant(plantId);
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}
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}
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});
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}
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/**
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* Kill plant (starvation)
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*/
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killPlant(plantId) {
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const plant = this.plants.get(plantId);
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if (!plant) return;
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console.log(`💀 ${plantId} died from starvation!`);
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this.plants.delete(plantId);
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// TODO: Remove sprite
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this.showNotification({
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title: 'Plant Died!',
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text: '💀 Your mesojedka starved! Feed them meat regularly!',
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icon: '⚠️'
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});
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}
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/**
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* Get plant info
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*/
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getPlantInfo(plantId) {
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const plant = this.plants.get(plantId);
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if (!plant) return null;
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const stageData = this.growthStages[plant.stage - 1];
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return {
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...plant,
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stageData: stageData,
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canAttack: plant.stage >= 3,
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canHarvest: plant.stage >= 4
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};
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}
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/**
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* Get all plants
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*/
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getAllPlants() {
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return Array.from(this.plants.values());
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}
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/**
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* Get plant count by stage
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*/
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getPlantCountByStage(stage) {
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return Array.from(this.plants.values()).filter(p => p.stage === stage).length;
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}
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/**
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* Get total defense damage
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*/
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getTotalDefenseDamage() {
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return Array.from(this.plants.values())
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.reduce((total, plant) => total + plant.totalDamage, 0);
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}
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/**
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* Helper: Show notification
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*/
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showNotification(notification) {
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console.log(`📢 ${notification.icon} ${notification.title}: ${notification.text}`);
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const ui = this.scene.scene.get('UIScene');
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if (ui && ui.showNotification) {
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ui.showNotification(notification);
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}
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}
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}
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Reference in New Issue
Block a user