Game Systems: RecipeSystem + ProgressionSystem + BreedingSystem implemented
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565
src/systems/BreedingSystem.js
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565
src/systems/BreedingSystem.js
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/**
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* BreedingSystem.js
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* =================
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* Manages animal breeding, family trees, and baby growth
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*
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* Features:
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* - Breeding compatibility checks (species, gender, age)
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* - Baby creation with inherited traits
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* - Growth stages: baby → young → adult
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* - Family tree tracking
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* - Breeding cooldowns
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* - Animal happiness/relationship system
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*
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* Uses: farm_animals_family_grid_1766099078030.tsx
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* children_5_growth_stages_1766097043062.tsx
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*
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* @author NovaFarma Team
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* @date 2025-12-22
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*/
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export default class BreedingSystem {
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constructor(scene) {
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this.scene = scene;
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// Animal registry
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this.animals = new Map(); // id -> animal data
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this.families = new Map(); // family id -> family tree
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// Breeding pairs currently in progress
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this.breedingPairs = new Map();
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// Timing constants (in milliseconds)
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this.BREEDING_COOLDOWN = 7 * 24 * 60 * 60 * 1000; // 7 days
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this.BABY_TO_YOUNG_TIME = 2 * 24 * 60 * 60 * 1000; // 2 days
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this.YOUNG_TO_ADULT_TIME = 5 * 24 * 60 * 60 * 1000; // 5 days
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// Debug mode: faster times for testing
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if (this.scene.registry.get('debugMode')) {
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this.BREEDING_COOLDOWN = 30000; // 30 seconds
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this.BABY_TO_YOUNG_TIME = 10000; // 10 seconds
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this.YOUNG_TO_ADULT_TIME = 20000; // 20 seconds
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}
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// Species data
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this.speciesData = this.defineSpecies();
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// Growth sprites
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this.growthSprites = this.defineGrowthSprites();
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console.log('🐄 BreedingSystem initialized');
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}
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defineSpecies() {
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return {
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cow: {
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name: 'Cow',
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basePrice: 500,
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products: ['milk', 'cheese'],
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gestationTime: 3.5 * 24 * 60 * 60 * 1000, // 3.5 days
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breedingCooldown: 7 * 24 * 60 * 60 * 1000,
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lifespan: 100 * 24 * 60 * 60 * 1000, // 100 days
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sprites: {
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male_baby: 'cow_male_baby',
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male_young: 'cow_male_young',
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male_adult: 'cow_male_adult',
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female_baby: 'cow_female_baby',
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female_young: 'cow_female_young',
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female_adult: 'cow_female_adult'
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}
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},
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chicken: {
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name: 'Chicken',
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basePrice: 100,
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products: ['egg', 'feather'],
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gestationTime: 21 * 60 * 60 * 1000, // 21 hours
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breedingCooldown: 3 * 24 * 60 * 60 * 1000, // 3 days
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lifespan: 50 * 24 * 60 * 60 * 1000,
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sprites: {
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male_baby: 'chicken_male_baby',
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male_young: 'chicken_male_young',
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male_adult: 'chicken_rooster_adult',
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female_baby: 'chicken_female_baby',
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female_young: 'chicken_female_young',
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female_adult: 'chicken_hen_adult'
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}
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},
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pig: {
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name: 'Pig',
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basePrice: 300,
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products: ['truffle'],
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gestationTime: 3 * 24 * 60 * 60 * 1000,
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breedingCooldown: 5 * 24 * 60 * 60 * 1000,
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lifespan: 80 * 24 * 60 * 60 * 1000,
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sprites: {
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male_baby: 'pig_male_baby',
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male_young: 'pig_male_young',
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male_adult: 'pig_male_adult',
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female_baby: 'pig_female_baby',
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female_young: 'pig_female_young',
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female_adult: 'pig_female_adult'
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}
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},
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sheep: {
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name: 'Sheep',
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basePrice: 400,
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products: ['wool', 'milk'],
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gestationTime: 4 * 24 * 60 * 60 * 1000,
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breedingCooldown: 6 * 24 * 60 * 60 * 1000,
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lifespan: 90 * 24 * 60 * 60 * 1000,
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sprites: {
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male_baby: 'sheep_male_baby',
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male_young: 'sheep_male_young',
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male_adult: 'sheep_ram_adult',
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female_baby: 'sheep_female_baby',
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female_young: 'sheep_female_young',
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female_adult: 'sheep_ewe_adult'
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}
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}
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};
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}
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defineGrowthSprites() {
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return {
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baby: 0, // Frame index
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young: 1,
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adult: 2
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};
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}
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// ===== ANIMAL REGISTRATION =====
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registerAnimal(animalData) {
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const id = animalData.id || this.generateId();
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const animal = {
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id,
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species: animalData.species,
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gender: animalData.gender || this.randomGender(),
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age: animalData.age || 'adult',
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name: animalData.name || this.generateName(animalData.species, animalData.gender),
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birthDate: animalData.birthDate || Date.now(),
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parents: animalData.parents || null, // [parentId1, parentId2]
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children: animalData.children || [],
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sprite: animalData.sprite || null,
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happiness: animalData.happiness || 100,
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lastBred: animalData.lastBred || null,
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x: animalData.x || 0,
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y: animalData.y || 0
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};
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this.animals.set(id, animal);
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// Create sprite if needed
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if (!animal.sprite && animalData.x && animalData.y) {
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animal.sprite = this.createAnimalSprite(animal);
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}
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// Setup growth timer if not adult
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if (animal.age !== 'adult') {
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this.setupGrowthTimer(animal);
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}
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console.log(`🐾 Registered ${animal.species} (${animal.gender}) - ${animal.name}`);
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return animal;
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}
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createAnimalSprite(animal) {
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const speciesData = this.speciesData[animal.species];
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const spriteKey = `${animal.species}_${animal.gender}_${animal.age}`;
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const sprite = this.scene.add.sprite(
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animal.x,
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animal.y,
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'farm_animals_family_grid', // tileset name
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this.getAnimalFrame(animal.species, animal.gender, animal.age)
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);
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sprite.setData('animalId', animal.id);
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sprite.setInteractive();
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// Click to view animal details
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sprite.on('pointerdown', () => {
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this.scene.events.emit('animalClicked', animal);
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});
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return sprite;
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}
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getAnimalFrame(species, gender, age) {
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// Map to sprite sheet frames
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// This depends on your actual sprite sheet layout
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const frameMap = {
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cow: { male: { baby: 0, young: 1, adult: 2 }, female: { baby: 3, young: 4, adult: 5 } },
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chicken: { male: { baby: 6, young: 7, adult: 8 }, female: { baby: 9, young: 10, adult: 11 } },
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pig: { male: { baby: 12, young: 13, adult: 14 }, female: { baby: 15, young: 16, adult: 17 } },
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sheep: { male: { baby: 18, young: 19, adult: 20 }, female: { baby: 21, young: 22, adult: 23 } }
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};
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return frameMap[species]?.[gender]?.[age] || 0;
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}
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// ===== BREEDING MECHANICS =====
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canBreed(animalId1, animalId2) {
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const animal1 = this.animals.get(animalId1);
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const animal2 = this.animals.get(animalId2);
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if (!animal1 || !animal2) {
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return { canBreed: false, reason: 'Animal not found' };
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}
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// Must be same species
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if (animal1.species !== animal2.species) {
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return { canBreed: false, reason: 'Different species cannot breed' };
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}
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// Must be opposite genders
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if (animal1.gender === animal2.gender) {
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return { canBreed: false, reason: 'Same gender cannot breed' };
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}
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// Both must be adults
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if (animal1.age !== 'adult' || animal2.age !== 'adult') {
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return { canBreed: false, reason: 'Both must be adults' };
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}
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// Check happiness (must be >50 to breed)
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if (animal1.happiness < 50 || animal2.happiness < 50) {
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return { canBreed: false, reason: 'Animals must be happy (>50 happiness)' };
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}
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// Check breeding cooldown
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const now = Date.now();
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if (animal1.lastBred && (now - animal1.lastBred) < this.BREEDING_COOLDOWN) {
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const waitTime = Math.ceil((this.BREEDING_COOLDOWN - (now - animal1.lastBred)) / 1000 / 60);
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return { canBreed: false, reason: `${animal1.name} needs ${waitTime} more minutes` };
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}
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if (animal2.lastBred && (now - animal2.lastBred) < this.BREEDING_COOLDOWN) {
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const waitTime = Math.ceil((this.BREEDING_COOLDOWN - (now - animal2.lastBred)) / 1000 / 60);
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return { canBreed: false, reason: `${animal2.name} needs ${waitTime} more minutes` };
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}
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// Check barn capacity
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if (this.scene.progressionSystem) {
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const barnBenefits = this.scene.progressionSystem.getCurrentBenefits('barn');
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const currentAnimals = this.animals.size;
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if (currentAnimals >= barnBenefits.capacity) {
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return { canBreed: false, reason: 'Barn is full - upgrade needed!' };
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}
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}
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return { canBreed: true };
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}
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breed(animalId1, animalId2) {
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const check = this.canBreed(animalId1, animalId2);
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if (!check.canBreed) {
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this.scene.uiSystem?.showError(check.reason);
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console.warn('Cannot breed:', check.reason);
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return null;
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}
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const parent1 = this.animals.get(animalId1);
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const parent2 = this.animals.get(animalId2);
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// Determine which is female (for gestation)
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const female = parent1.gender === 'female' ? parent1 : parent2;
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const male = parent1.gender === 'male' ? parent1 : parent2;
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// Get gestation time
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const speciesData = this.speciesData[parent1.species];
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const gestationTime = speciesData.gestationTime;
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// Start gestation period
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this.scene.time.delayedCall(gestationTime, () => {
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this.giveBirth(female, male);
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});
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// Update breeding timestamps
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parent1.lastBred = Date.now();
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parent2.lastBred = Date.now();
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// Show notification
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this.scene.uiSystem?.showNotification({
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title: '💕 Breeding Started!',
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message: `${male.name} and ${female.name} are breeding...`,
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icon: parent1.species,
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duration: 3000
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});
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// Add to breeding pairs
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this.breedingPairs.set(`${animalId1}_${animalId2}`, {
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parent1: animalId1,
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parent2: animalId2,
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startTime: Date.now(),
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endTime: Date.now() + gestationTime
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});
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console.log(`💕 ${male.name} (♂) + ${female.name} (♀) breeding...`);
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return true;
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}
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giveBirth(mother, father) {
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// Create baby
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const baby = this.createBaby(mother, father);
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// Update parent records
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mother.children.push(baby.id);
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father.children.push(baby.id);
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// Show notification
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this.scene.uiSystem?.showNotification({
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title: '🎉 Baby Born!',
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message: `${mother.name} gave birth to ${baby.name}!`,
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icon: baby.species,
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duration: 5000,
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color: '#FFD700'
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});
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// Create family tree if doesn't exist
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const familyId = mother.parents?.[0] || mother.id;
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if (!this.families.has(familyId)) {
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this.families.set(familyId, {
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id: familyId,
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founder: mother,
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members: []
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});
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}
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this.families.get(familyId).members.push(baby.id);
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// Emit event
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this.scene.events.emit('babyBorn', { mother, father, baby });
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// Play birth animation/particles
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if (this.scene.particleSystem) {
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this.scene.particleSystem.createBirthEffect(mother.sprite.x, mother.sprite.y);
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}
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console.log(`🍼 Baby born: ${baby.name} (${baby.species})`);
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return baby;
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}
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createBaby(parent1, parent2) {
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const baby = {
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id: this.generateId(),
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species: parent1.species,
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age: 'baby',
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gender: this.randomGender(),
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parents: [parent1.id, parent2.id],
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children: [],
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birthDate: Date.now(),
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happiness: 100,
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lastBred: null,
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// Spawn near mother
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x: parent1.x + Phaser.Math.Between(-20, 20),
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y: parent1.y + Phaser.Math.Between(-20, 20),
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sprite: null
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};
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// Generate name
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baby.name = this.generateName(baby.species, baby.gender);
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// Create sprite
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baby.sprite = this.createAnimalSprite(baby);
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// Register animal
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this.animals.set(baby.id, baby);
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// Setup growth timer
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this.setupGrowthTimer(baby);
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return baby;
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}
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setupGrowthTimer(animal) {
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if (animal.age === 'baby') {
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// Baby → Young
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this.scene.time.delayedCall(this.BABY_TO_YOUNG_TIME, () => {
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this.growAnimal(animal, 'young');
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});
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} else if (animal.age === 'young') {
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// Young → Adult
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this.scene.time.delayedCall(this.YOUNG_TO_ADULT_TIME, () => {
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this.growAnimal(animal, 'adult');
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});
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}
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}
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growAnimal(animal, newAge) {
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const oldAge = animal.age;
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animal.age = newAge;
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// Update sprite
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if (animal.sprite) {
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const newFrame = this.getAnimalFrame(animal.species, animal.gender, newAge);
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animal.sprite.setFrame(newFrame);
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// Play growth animation
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this.scene.tweens.add({
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targets: animal.sprite,
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scale: { from: 0.8, to: 1.0 },
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duration: 500,
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ease: 'Back.easeOut'
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});
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}
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// Show notification
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this.scene.uiSystem?.showNotification({
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title: `${animal.name} Grew Up!`,
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message: `${oldAge} → ${newAge}`,
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icon: animal.species,
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duration: 3000
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});
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// If became adult, can now breed
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if (newAge === 'adult') {
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this.scene.events.emit('animalBecameAdult', animal);
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}
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// Continue growth timer if not yet adult
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if (newAge !== 'adult') {
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this.setupGrowthTimer(animal);
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}
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console.log(`📅 ${animal.name} grew from ${oldAge} to ${newAge}`);
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}
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// ===== HELPER FUNCTIONS =====
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generateId() {
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return `animal_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
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}
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randomGender() {
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return Math.random() > 0.5 ? 'male' : 'female';
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}
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generateName(species, gender) {
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const names = {
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cow: {
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male: ['Toro', 'Bruno', 'Max', 'Duke'],
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female: ['Daisy', 'Bessie', 'Bella', 'Rosie']
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},
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chicken: {
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male: ['Rocky', 'Cluck', 'Red', 'Rex'],
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female: ['Penny', 'Clucky', 'Henrietta', 'Ginger']
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},
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pig: {
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male: ['Porky', 'Hamlet', 'Bacon', 'Wilbur'],
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female: ['Petunia', 'Piglet', 'Penelope', 'Truffle']
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},
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sheep: {
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male: ['Woolly', 'Ram', 'Cloud', 'Fluff'],
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female: ['Fluffy', 'Snowball', 'Cotton', 'Lamb']
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}
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};
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const nameList = names[species]?.[gender] || ['Animal'];
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return nameList[Math.floor(Math.random() * nameList.length)];
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}
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// ===== GETTERS =====
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getAnimal(animalId) {
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return this.animals.get(animalId);
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}
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getAllAnimals() {
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return Array.from(this.animals.values());
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}
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getAnimalsBySpecies(species) {
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return this.getAllAnimals().filter(a => a.species === species);
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}
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getAnimalsByGender(gender) {
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return this.getAllAnimals().filter(a => a.gender === gender);
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}
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getAdults() {
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return this.getAllAnimals().filter(a => a.age === 'adult');
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}
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getBabies() {
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return this.getAllAnimals().filter(a => a.age === 'baby');
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}
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||||
|
||||
getBreedablePairs() {
|
||||
const adults = this.getAdults();
|
||||
const pairs = [];
|
||||
|
||||
for (let i = 0; i < adults.length; i++) {
|
||||
for (let j = i + 1; j < adults.length; j++) {
|
||||
const check = this.canBreed(adults[i].id, adults[j].id);
|
||||
if (check.canBreed) {
|
||||
pairs.push([adults[i], adults[j]]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return pairs;
|
||||
}
|
||||
|
||||
getFamilyTree(animalId) {
|
||||
const animal = this.animals.get(animalId);
|
||||
if (!animal) return null;
|
||||
|
||||
return {
|
||||
animal,
|
||||
parents: animal.parents ? animal.parents.map(id => this.animals.get(id)) : [],
|
||||
children: animal.children.map(id => this.animals.get(id)),
|
||||
grandparents: this.getGrandparents(animal),
|
||||
siblings: this.getSiblings(animal)
|
||||
};
|
||||
}
|
||||
|
||||
getGrandparents(animal) {
|
||||
if (!animal.parents) return [];
|
||||
|
||||
const grandparents = [];
|
||||
for (const parentId of animal.parents) {
|
||||
const parent = this.animals.get(parentId);
|
||||
if (parent && parent.parents) {
|
||||
grandparents.push(...parent.parents.map(id => this.animals.get(id)));
|
||||
}
|
||||
}
|
||||
return grandparents.filter(Boolean);
|
||||
}
|
||||
|
||||
getSiblings(animal) {
|
||||
if (!animal.parents) return [];
|
||||
|
||||
const siblings = [];
|
||||
for (const parentId of animal.parents) {
|
||||
const parent = this.animals.get(parentId);
|
||||
if (parent && parent.children) {
|
||||
siblings.push(...parent.children
|
||||
.filter(id => id !== animal.id)
|
||||
.map(id => this.animals.get(id))
|
||||
);
|
||||
}
|
||||
}
|
||||
return [...new Set(siblings)]; // Remove duplicates
|
||||
}
|
||||
|
||||
// ===== UPDATE =====
|
||||
|
||||
update(time, delta) {
|
||||
// Update breeding pairs progress
|
||||
for (const [pairId, pair] of this.breedingPairs.entries()) {
|
||||
if (Date.now() >= pair.endTime) {
|
||||
this.breedingPairs.delete(pairId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ===== CLEANUP =====
|
||||
|
||||
destroy() {
|
||||
this.animals.clear();
|
||||
this.families.clear();
|
||||
this.breedingPairs.clear();
|
||||
}
|
||||
}
|
||||
527
src/systems/ProgressionSystem.js
Normal file
527
src/systems/ProgressionSystem.js
Normal file
@@ -0,0 +1,527 @@
|
||||
/**
|
||||
* ProgressionSystem.js
|
||||
* ====================
|
||||
* Manages building upgrades and player progression
|
||||
* - House upgrades (5 levels)
|
||||
* - Barn upgrades (4 levels)
|
||||
* - Storage upgrades (4 levels)
|
||||
* - Greenhouse upgrades
|
||||
*
|
||||
* Integrates with RecipeSystem for upgrade crafting
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-22
|
||||
*/
|
||||
|
||||
export default class ProgressionSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Building levels (current state)
|
||||
this.buildingLevels = {
|
||||
house: 1, // Max: 5
|
||||
barn: 1, // Max: 4
|
||||
storage: 1, // Max: 4
|
||||
greenhouse: 1 // Max: 3
|
||||
};
|
||||
|
||||
// Building sprites (references to map objects)
|
||||
this.buildingSprites = {
|
||||
house: null,
|
||||
barn: null,
|
||||
storage: null,
|
||||
greenhouse: null
|
||||
};
|
||||
|
||||
// Upgrade requirements data
|
||||
this.upgradeData = this.loadUpgradeData();
|
||||
|
||||
// Upgrade benefits
|
||||
this.upgradeBenefits = this.defineUpgradeBenefits();
|
||||
|
||||
// Load saved progress
|
||||
this.loadProgress();
|
||||
|
||||
console.log('📈 ProgressionSystem initialized');
|
||||
}
|
||||
|
||||
loadUpgradeData() {
|
||||
return {
|
||||
house: {
|
||||
maxLevel: 5,
|
||||
levels: {
|
||||
2: {
|
||||
name: 'Bedroom Addition',
|
||||
description: 'Adds a bedroom - can get married!',
|
||||
materials: { wood: 100, stone: 50, gold: 500 },
|
||||
craftTime: 10000,
|
||||
blueprint: 'blueprint_house_2'
|
||||
},
|
||||
3: {
|
||||
name: 'Kitchen Expansion',
|
||||
description: 'Larger kitchen - cook better meals',
|
||||
materials: { wood: 200, stone: 100, gold: 1500 },
|
||||
craftTime: 15000,
|
||||
blueprint: 'blueprint_house_3'
|
||||
},
|
||||
4: {
|
||||
name: 'Second Floor',
|
||||
description: 'Two stories - children can have rooms',
|
||||
materials: { wood: 400, stone: 200, iron_ingot: 50, gold: 3500 },
|
||||
craftTime: 20000,
|
||||
blueprint: 'blueprint_house_4'
|
||||
},
|
||||
5: {
|
||||
name: 'Mansion',
|
||||
description: 'Ultimate house - full family home',
|
||||
materials: { wood: 800, stone: 400, iron_ingot: 100, gold: 7500 },
|
||||
craftTime: 30000,
|
||||
blueprint: 'blueprint_house_5'
|
||||
}
|
||||
}
|
||||
},
|
||||
barn: {
|
||||
maxLevel: 4,
|
||||
levels: {
|
||||
2: {
|
||||
name: 'Barn Extension',
|
||||
description: 'Hold 8 animals, adds milking station',
|
||||
materials: { wood: 75, stone: 30, gold: 400 },
|
||||
craftTime: 8000,
|
||||
blueprint: 'blueprint_barn_2'
|
||||
},
|
||||
3: {
|
||||
name: 'Large Barn',
|
||||
description: 'Hold 12 animals, auto-feeder',
|
||||
materials: { wood: 150, stone: 75, iron_ingot: 20, gold: 1000 },
|
||||
craftTime: 12000,
|
||||
blueprint: 'blueprint_barn_3'
|
||||
},
|
||||
4: {
|
||||
name: 'Deluxe Barn',
|
||||
description: 'Hold 16 animals, auto-petter',
|
||||
materials: { wood: 300, stone: 150, iron_ingot: 50, gold: 2500 },
|
||||
craftTime: 18000,
|
||||
blueprint: 'blueprint_barn_4'
|
||||
}
|
||||
}
|
||||
},
|
||||
storage: {
|
||||
maxLevel: 4,
|
||||
levels: {
|
||||
2: {
|
||||
name: 'Upgraded Chest',
|
||||
description: 'Inventory +40 slots',
|
||||
materials: { wood: 50, stone: 25, gold: 300 },
|
||||
craftTime: 5000,
|
||||
blueprint: null // Available from start
|
||||
},
|
||||
3: {
|
||||
name: 'Large Warehouse',
|
||||
description: 'Inventory +80 slots',
|
||||
materials: { wood: 100, stone: 50, iron_ingot: 15, gold: 800 },
|
||||
craftTime: 8000,
|
||||
blueprint: 'blueprint_storage_3'
|
||||
},
|
||||
4: {
|
||||
name: 'Massive Storehouse',
|
||||
description: 'Inventory +120 slots',
|
||||
materials: { wood: 200, stone: 100, iron_ingot: 30, gold: 2000 },
|
||||
craftTime: 12000,
|
||||
blueprint: 'blueprint_storage_4'
|
||||
}
|
||||
}
|
||||
},
|
||||
greenhouse: {
|
||||
maxLevel: 3,
|
||||
levels: {
|
||||
2: {
|
||||
name: 'Medium Greenhouse',
|
||||
description: 'Grow 20 crops year-round',
|
||||
materials: { wood: 80, glass: 50, gold: 600 },
|
||||
craftTime: 10000,
|
||||
blueprint: 'blueprint_greenhouse_2'
|
||||
},
|
||||
3: {
|
||||
name: 'Large Greenhouse',
|
||||
description: 'Grow 50 crops year-round',
|
||||
materials: { wood: 160, glass: 100, iron_ingot: 25, gold: 1500 },
|
||||
craftTime: 15000,
|
||||
blueprint: 'blueprint_greenhouse_3'
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
defineUpgradeBenefits() {
|
||||
return {
|
||||
house: {
|
||||
1: { bedrooms: 0, kitchen: 'basic', canMarry: false },
|
||||
2: { bedrooms: 1, kitchen: 'basic', canMarry: true },
|
||||
3: { bedrooms: 1, kitchen: 'upgraded', canMarry: true, cookingBonus: 1.25 },
|
||||
4: { bedrooms: 3, kitchen: 'upgraded', canMarry: true, canHaveKids: true, cookingBonus: 1.5 },
|
||||
5: { bedrooms: 5, kitchen: 'deluxe', canMarry: true, canHaveKids: true, maxKids: 3, cookingBonus: 2.0 }
|
||||
},
|
||||
barn: {
|
||||
1: { capacity: 4, autoFeeder: false, autoPetter: false },
|
||||
2: { capacity: 8, autoFeeder: false, autoPetter: false, hasMilkingStation: true },
|
||||
3: { capacity: 12, autoFeeder: true, autoPetter: false, hasMilkingStation: true },
|
||||
4: { capacity: 16, autoFeeder: true, autoPetter: true, hasMilkingStation: true }
|
||||
},
|
||||
storage: {
|
||||
1: { slots: 40 },
|
||||
2: { slots: 80 },
|
||||
3: { slots: 160 },
|
||||
4: { slots: 280 }
|
||||
},
|
||||
greenhouse: {
|
||||
1: { capacity: 10, seasonal: false },
|
||||
2: { capacity: 20, seasonal: false },
|
||||
3: { capacity: 50, seasonal: false, qualityBonus: 1.5 }
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// ===== UPGRADE CHECKS =====
|
||||
|
||||
canUpgrade(buildingType) {
|
||||
const currentLevel = this.buildingLevels[buildingType];
|
||||
const maxLevel = this.upgradeData[buildingType].maxLevel;
|
||||
|
||||
// Check if already max level
|
||||
if (currentLevel >= maxLevel) {
|
||||
return {
|
||||
canUpgrade: false,
|
||||
reason: `Already at max level (${maxLevel})`
|
||||
};
|
||||
}
|
||||
|
||||
const nextLevel = currentLevel + 1;
|
||||
const requirements = this.getUpgradeRequirements(buildingType, nextLevel);
|
||||
|
||||
if (!requirements) {
|
||||
return { canUpgrade: false, reason: 'Upgrade data not found' };
|
||||
}
|
||||
|
||||
// Check if blueprint is unlocked (if required)
|
||||
if (requirements.blueprint) {
|
||||
const recipeId = `${buildingType}_upgrade_${nextLevel}`;
|
||||
if (this.scene.recipeSystem &&
|
||||
!this.scene.recipeSystem.unlockedRecipes.has(recipeId)) {
|
||||
return {
|
||||
canUpgrade: false,
|
||||
reason: 'Blueprint not unlocked'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Check materials
|
||||
const missingMaterials = [];
|
||||
for (const [item, quantity] of Object.entries(requirements.materials)) {
|
||||
const hasQuantity = this.getItemQuantity(item);
|
||||
if (hasQuantity < quantity) {
|
||||
missingMaterials.push({
|
||||
item: item,
|
||||
need: quantity,
|
||||
have: hasQuantity
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (missingMaterials.length > 0) {
|
||||
return {
|
||||
canUpgrade: false,
|
||||
reason: 'Missing materials',
|
||||
missing: missingMaterials
|
||||
};
|
||||
}
|
||||
|
||||
return { canUpgrade: true, nextLevel };
|
||||
}
|
||||
|
||||
// ===== UPGRADE EXECUTION =====
|
||||
|
||||
upgrade(buildingType) {
|
||||
const check = this.canUpgrade(buildingType);
|
||||
if (!check.canUpgrade) {
|
||||
this.scene.uiSystem?.showError(check.reason);
|
||||
console.warn('Cannot upgrade', buildingType, ':', check.reason);
|
||||
return false;
|
||||
}
|
||||
|
||||
const currentLevel = this.buildingLevels[buildingType];
|
||||
const nextLevel = check.nextLevel;
|
||||
const requirements = this.getUpgradeRequirements(buildingType, nextLevel);
|
||||
|
||||
// Consume resources
|
||||
this.consumeResources(requirements.materials);
|
||||
|
||||
// Show upgrade progress UI
|
||||
this.scene.uiSystem?.showUpgradeProgress(buildingType, requirements);
|
||||
|
||||
// Wait for construction time
|
||||
this.scene.time.delayedCall(requirements.craftTime, () => {
|
||||
this.completeUpgrade(buildingType, nextLevel);
|
||||
});
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('upgradeStarted', {
|
||||
buildingType,
|
||||
fromLevel: currentLevel,
|
||||
toLevel: nextLevel,
|
||||
requirements
|
||||
});
|
||||
|
||||
console.log(`🏗️ Started upgrading ${buildingType} to level ${nextLevel}`);
|
||||
return true;
|
||||
}
|
||||
|
||||
completeUpgrade(buildingType, newLevel) {
|
||||
const oldLevel = this.buildingLevels[buildingType];
|
||||
|
||||
// Update level
|
||||
this.buildingLevels[buildingType] = newLevel;
|
||||
|
||||
// Update sprite
|
||||
this.updateBuildingSprite(buildingType, newLevel);
|
||||
|
||||
// Apply benefits
|
||||
const benefits = this.getBenefits(buildingType, newLevel);
|
||||
this.applyBenefits(buildingType, benefits);
|
||||
|
||||
// Save progress
|
||||
this.saveProgress();
|
||||
|
||||
// Show notification
|
||||
const upgradeInfo = this.getUpgradeRequirements(buildingType, newLevel);
|
||||
this.scene.uiSystem?.showNotification({
|
||||
title: `${buildingType.toUpperCase()} UPGRADED!`,
|
||||
message: upgradeInfo.description,
|
||||
icon: buildingType,
|
||||
duration: 5000,
|
||||
color: '#00FF00'
|
||||
});
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('upgradeComplete', {
|
||||
buildingType,
|
||||
oldLevel,
|
||||
newLevel,
|
||||
benefits
|
||||
});
|
||||
|
||||
console.log(`✅ ${buildingType} upgraded to level ${newLevel}`);
|
||||
}
|
||||
|
||||
updateBuildingSprite(buildingType, level) {
|
||||
const sprite = this.buildingSprites[buildingType];
|
||||
|
||||
if (!sprite) {
|
||||
console.warn(`Building sprite not found for ${buildingType}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// Update frame based on level (assumes sprite sheet has frames for each level)
|
||||
// Frame index = level - 1 (0-indexed)
|
||||
const frameIndex = level - 1;
|
||||
|
||||
if (sprite.setFrame) {
|
||||
sprite.setFrame(frameIndex);
|
||||
} else if (sprite.setTexture) {
|
||||
// If using separate textures per level
|
||||
sprite.setTexture(`${buildingType}_level_${level}`);
|
||||
}
|
||||
|
||||
// Play upgrade animation (optional)
|
||||
if (this.scene.particleSystem) {
|
||||
this.scene.particleSystem.createUpgradeEffect(sprite.x, sprite.y);
|
||||
}
|
||||
|
||||
console.log(`🖼️ Updated ${buildingType} sprite to level ${level}`);
|
||||
}
|
||||
|
||||
applyBenefits(buildingType, benefits) {
|
||||
// Apply building-specific benefits
|
||||
switch (buildingType) {
|
||||
case 'house':
|
||||
if (benefits.canMarry) {
|
||||
this.scene.events.emit('marriageUnlocked');
|
||||
}
|
||||
if (benefits.canHaveKids) {
|
||||
this.scene.events.emit('kidsUnlocked');
|
||||
}
|
||||
// Update cooking multiplier
|
||||
if (this.scene.farmingSystem) {
|
||||
this.scene.farmingSystem.cookingMultiplier = benefits.cookingBonus || 1.0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'barn':
|
||||
// Update animal capacity
|
||||
if (this.scene.animalSystem) {
|
||||
this.scene.animalSystem.maxAnimals = benefits.capacity;
|
||||
this.scene.animalSystem.autoFeeder = benefits.autoFeeder;
|
||||
this.scene.animalSystem.autoPetter = benefits.autoPetter;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'storage':
|
||||
// Update inventory capacity
|
||||
if (this.scene.inventorySystem) {
|
||||
this.scene.inventorySystem.maxSlots = benefits.slots;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'greenhouse':
|
||||
// Update greenhouse capacity
|
||||
if (this.scene.farmingSystem) {
|
||||
this.scene.farmingSystem.greenhouseCapacity = benefits.capacity;
|
||||
this.scene.farmingSystem.greenhouseQualityBonus = benefits.qualityBonus || 1.0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
console.log(`✨ Applied benefits for ${buildingType}:`, benefits);
|
||||
}
|
||||
|
||||
// ===== HELPER FUNCTIONS =====
|
||||
|
||||
registerBuildingSprite(buildingType, sprite) {
|
||||
this.buildingSprites[buildingType] = sprite;
|
||||
|
||||
// Set initial sprite frame based on current level
|
||||
const currentLevel = this.buildingLevels[buildingType];
|
||||
this.updateBuildingSprite(buildingType, currentLevel);
|
||||
|
||||
console.log(`📍 Registered ${buildingType} sprite at level ${currentLevel}`);
|
||||
}
|
||||
|
||||
getUpgradeRequirements(buildingType, level) {
|
||||
return this.upgradeData[buildingType]?.levels[level];
|
||||
}
|
||||
|
||||
getBenefits(buildingType, level) {
|
||||
return this.upgradeBenefits[buildingType]?.[level];
|
||||
}
|
||||
|
||||
getCurrentBenefits(buildingType) {
|
||||
const level = this.buildingLevels[buildingType];
|
||||
return this.getBenefits(buildingType, level);
|
||||
}
|
||||
|
||||
consumeResources(materials) {
|
||||
for (const [item, quantity] of Object.entries(materials)) {
|
||||
this.removeItem(item, quantity);
|
||||
}
|
||||
console.log('💰 Consumed resources:', materials);
|
||||
}
|
||||
|
||||
// ===== INVENTORY INTEGRATION =====
|
||||
|
||||
getItemQuantity(itemId) {
|
||||
if (this.scene.inventorySystem) {
|
||||
return this.scene.inventorySystem.getQuantity(itemId);
|
||||
}
|
||||
return this.scene.player?.inventory?.[itemId] || 0;
|
||||
}
|
||||
|
||||
removeItem(itemId, quantity) {
|
||||
if (this.scene.inventorySystem) {
|
||||
this.scene.inventorySystem.removeItem(itemId, quantity);
|
||||
} else if (this.scene.player?.inventory) {
|
||||
this.scene.player.inventory[itemId] -= quantity;
|
||||
}
|
||||
}
|
||||
|
||||
// ===== DATA PERSISTENCE =====
|
||||
|
||||
saveProgress() {
|
||||
const data = {
|
||||
buildingLevels: this.buildingLevels,
|
||||
timestamp: Date.now()
|
||||
};
|
||||
localStorage.setItem('buildingProgress', JSON.stringify(data));
|
||||
console.log('💾 Saved building progress');
|
||||
}
|
||||
|
||||
loadProgress() {
|
||||
const saved = localStorage.getItem('buildingProgress');
|
||||
if (saved) {
|
||||
const data = JSON.parse(saved);
|
||||
this.buildingLevels = data.buildingLevels;
|
||||
console.log('📂 Loaded building progress:', this.buildingLevels);
|
||||
}
|
||||
}
|
||||
|
||||
// ===== GETTERS =====
|
||||
|
||||
getLevel(buildingType) {
|
||||
return this.buildingLevels[buildingType];
|
||||
}
|
||||
|
||||
getMaxLevel(buildingType) {
|
||||
return this.upgradeData[buildingType]?.maxLevel;
|
||||
}
|
||||
|
||||
isMaxLevel(buildingType) {
|
||||
return this.getLevel(buildingType) >= this.getMaxLevel(buildingType);
|
||||
}
|
||||
|
||||
getNextUpgradeInfo(buildingType) {
|
||||
const currentLevel = this.getLevel(buildingType);
|
||||
const nextLevel = currentLevel + 1;
|
||||
const maxLevel = this.getMaxLevel(buildingType);
|
||||
|
||||
if (currentLevel >= maxLevel) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return {
|
||||
currentLevel,
|
||||
nextLevel,
|
||||
maxLevel,
|
||||
requirements: this.getUpgradeRequirements(buildingType, nextLevel),
|
||||
benefits: this.getBenefits(buildingType, nextLevel),
|
||||
canUpgrade: this.canUpgrade(buildingType)
|
||||
};
|
||||
}
|
||||
|
||||
getAllUpgradeInfo() {
|
||||
const info = {};
|
||||
for (const buildingType of Object.keys(this.buildingLevels)) {
|
||||
info[buildingType] = this.getNextUpgradeInfo(buildingType);
|
||||
}
|
||||
return info;
|
||||
}
|
||||
|
||||
getProgressPercentage(buildingType) {
|
||||
const current = this.getLevel(buildingType);
|
||||
const max = this.getMaxLevel(buildingType);
|
||||
return (current / max) * 100;
|
||||
}
|
||||
|
||||
getTotalProgress() {
|
||||
const buildings = Object.keys(this.buildingLevels);
|
||||
let totalCurrent = 0;
|
||||
let totalMax = 0;
|
||||
|
||||
for (const building of buildings) {
|
||||
totalCurrent += this.getLevel(building);
|
||||
totalMax += this.getMaxLevel(building);
|
||||
}
|
||||
|
||||
return {
|
||||
current: totalCurrent,
|
||||
max: totalMax,
|
||||
percentage: (totalCurrent / totalMax) * 100
|
||||
};
|
||||
}
|
||||
|
||||
// ===== CLEANUP =====
|
||||
|
||||
destroy() {
|
||||
this.saveProgress();
|
||||
this.buildingSprites = {};
|
||||
}
|
||||
}
|
||||
536
src/systems/RecipeSystem.js
Normal file
536
src/systems/RecipeSystem.js
Normal file
@@ -0,0 +1,536 @@
|
||||
/**
|
||||
* RecipeSystem.js
|
||||
* ===============
|
||||
* Manages crafting recipes, blueprints, and progression unlocks
|
||||
*
|
||||
* Features:
|
||||
* - Recipe database with material requirements
|
||||
* - Blueprint unlock mechanics (find, level, quest, buy)
|
||||
* - Crafting validation and execution
|
||||
* - Material consumption
|
||||
* - Crafting time delays
|
||||
* - UI integration
|
||||
*
|
||||
* @author NovaFarma Team
|
||||
* @date 2025-12-22
|
||||
*/
|
||||
|
||||
export default class RecipeSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Recipe storage
|
||||
this.recipes = new Map();
|
||||
this.unlockedRecipes = new Set();
|
||||
this.blueprintLocations = new Map(); // World spawn locations
|
||||
|
||||
// Crafting state
|
||||
this.currentlyCrafting = null;
|
||||
this.craftQueue = [];
|
||||
|
||||
// Categories
|
||||
this.categories = {
|
||||
BUILDING: 'building',
|
||||
EQUIPMENT: 'equipment',
|
||||
FURNITURE: 'furniture',
|
||||
MAGIC: 'magic',
|
||||
TRANSPORT: 'transport',
|
||||
UPGRADE: 'upgrade'
|
||||
};
|
||||
|
||||
// Initialize recipe database
|
||||
this.initializeRecipes();
|
||||
|
||||
// Load saved unlocks
|
||||
this.loadUnlockedRecipes();
|
||||
|
||||
console.log('🔨 RecipeSystem initialized with', this.recipes.size, 'recipes');
|
||||
}
|
||||
|
||||
initializeRecipes() {
|
||||
// ===== BUILDING RECIPES =====
|
||||
this.addRecipe('wooden_fence', {
|
||||
name: 'Wooden Fence',
|
||||
category: this.categories.BUILDING,
|
||||
description: 'Basic fence to keep animals in',
|
||||
materials: [
|
||||
{ item: 'wood', quantity: 5, displayName: 'Wood' },
|
||||
{ item: 'nails', quantity: 2, displayName: 'Nails' }
|
||||
],
|
||||
craftTime: 2000, // 2 seconds
|
||||
unlockLevel: 1,
|
||||
blueprint: null, // Available from start
|
||||
output: { item: 'fence_wooden', quantity: 1 },
|
||||
sprite: 'fence_horizontal'
|
||||
});
|
||||
|
||||
this.addRecipe('stone_fence', {
|
||||
name: 'Stone Fence',
|
||||
category: this.categories.BUILDING,
|
||||
description: 'Durable stone fence',
|
||||
materials: [
|
||||
{ item: 'stone', quantity: 10, displayName: 'Stone' },
|
||||
{ item: 'mortar', quantity: 3, displayName: 'Mortar' }
|
||||
],
|
||||
craftTime: 4000,
|
||||
unlockLevel: 5,
|
||||
blueprint: 'blueprint_stone_fence',
|
||||
output: { item: 'fence_stone', quantity: 1 },
|
||||
sprite: 'fence_full'
|
||||
});
|
||||
|
||||
this.addRecipe('house_upgrade_2', {
|
||||
name: 'House Upgrade Level 2',
|
||||
category: this.categories.UPGRADE,
|
||||
description: 'Expand your house - adds bedroom',
|
||||
materials: [
|
||||
{ item: 'wood', quantity: 100, displayName: 'Wood' },
|
||||
{ item: 'stone', quantity: 50, displayName: 'Stone' },
|
||||
{ item: 'gold', quantity: 500, displayName: 'Gold' }
|
||||
],
|
||||
craftTime: 10000, // 10 seconds
|
||||
unlockLevel: 3,
|
||||
blueprint: 'blueprint_house_2',
|
||||
output: { item: 'house_level_2', quantity: 1 },
|
||||
sprite: 'house_sprite',
|
||||
prerequisites: ['house_level_1']
|
||||
});
|
||||
|
||||
this.addRecipe('barn_upgrade_2', {
|
||||
name: 'Barn Upgrade Level 2',
|
||||
category: this.categories.UPGRADE,
|
||||
description: 'Expand barn capacity to 8 animals',
|
||||
materials: [
|
||||
{ item: 'wood', quantity: 75, displayName: 'Wood' },
|
||||
{ item: 'stone', quantity: 30, displayName: 'Stone' },
|
||||
{ item: 'gold', quantity: 400, displayName: 'Gold' }
|
||||
],
|
||||
craftTime: 8000,
|
||||
unlockLevel: 4,
|
||||
blueprint: 'blueprint_barn_2',
|
||||
output: { item: 'barn_level_2', quantity: 1 },
|
||||
sprite: 'barn_isometric'
|
||||
});
|
||||
|
||||
// ===== EQUIPMENT RECIPES =====
|
||||
this.addRecipe('iron_axe', {
|
||||
name: 'Iron Axe',
|
||||
category: this.categories.EQUIPMENT,
|
||||
description: 'Chops trees faster than basic axe',
|
||||
materials: [
|
||||
{ item: 'iron_ingot', quantity: 3, displayName: 'Iron Ingot' },
|
||||
{ item: 'wood', quantity: 2, displayName: 'Wood' }
|
||||
],
|
||||
craftTime: 3000,
|
||||
unlockLevel: 2,
|
||||
blueprint: null,
|
||||
output: { item: 'axe_iron', quantity: 1 },
|
||||
sprite: 'tools'
|
||||
});
|
||||
|
||||
this.addRecipe('steel_pickaxe', {
|
||||
name: 'Steel Pickaxe',
|
||||
category: this.categories.EQUIPMENT,
|
||||
description: 'Mine rare ores',
|
||||
materials: [
|
||||
{ item: 'steel_ingot', quantity: 5, displayName: 'Steel Ingot' },
|
||||
{ item: 'wood', quantity: 3, displayName: 'Wood' }
|
||||
],
|
||||
craftTime: 5000,
|
||||
unlockLevel: 6,
|
||||
blueprint: 'blueprint_steel_pickaxe',
|
||||
output: { item: 'pickaxe_steel', quantity: 1 },
|
||||
sprite: 'tools'
|
||||
});
|
||||
|
||||
// ===== FURNITURE RECIPES =====
|
||||
this.addRecipe('wooden_bed', {
|
||||
name: 'Wooden Bed',
|
||||
category: this.categories.FURNITURE,
|
||||
description: 'Comfortable place to sleep',
|
||||
materials: [
|
||||
{ item: 'wood', quantity: 30, displayName: 'Wood' },
|
||||
{ item: 'fabric', quantity: 10, displayName: 'Fabric' }
|
||||
],
|
||||
craftTime: 4000,
|
||||
unlockLevel: 2,
|
||||
blueprint: null,
|
||||
output: { item: 'bed_wooden', quantity: 1 },
|
||||
sprite: 'house_sprite'
|
||||
});
|
||||
|
||||
// ===== MAGIC RECIPES =====
|
||||
this.addRecipe('fire_staff', {
|
||||
name: 'Fire Staff',
|
||||
category: this.categories.MAGIC,
|
||||
description: 'Cast fire spells',
|
||||
materials: [
|
||||
{ item: 'magic_crystal', quantity: 5, displayName: 'Magic Crystal' },
|
||||
{ item: 'wood', quantity: 10, displayName: 'Enchanted Wood' },
|
||||
{ item: 'ruby', quantity: 1, displayName: 'Ruby' }
|
||||
],
|
||||
craftTime: 8000,
|
||||
unlockLevel: 10,
|
||||
blueprint: 'blueprint_fire_staff',
|
||||
output: { item: 'staff_fire', quantity: 1 },
|
||||
sprite: 'magic_staffs_6_types'
|
||||
});
|
||||
|
||||
// ===== TRANSPORT RECIPES =====
|
||||
this.addRecipe('wooden_cart', {
|
||||
name: 'Wooden Cart',
|
||||
category: this.categories.TRANSPORT,
|
||||
description: 'Haul resources faster',
|
||||
materials: [
|
||||
{ item: 'wood', quantity: 50, displayName: 'Wood' },
|
||||
{ item: 'iron_ingot', quantity: 10, displayName: 'Iron' },
|
||||
{ item: 'rope', quantity: 5, displayName: 'Rope' }
|
||||
],
|
||||
craftTime: 6000,
|
||||
unlockLevel: 5,
|
||||
blueprint: 'blueprint_cart',
|
||||
output: { item: 'cart_wooden', quantity: 1 },
|
||||
sprite: 'cart_wagon_system'
|
||||
});
|
||||
|
||||
console.log('📜 Loaded', this.recipes.size, 'recipes');
|
||||
}
|
||||
|
||||
addRecipe(id, data) {
|
||||
this.recipes.set(id, {
|
||||
id,
|
||||
...data,
|
||||
timescrafted: 0
|
||||
});
|
||||
}
|
||||
|
||||
canCraft(recipeId) {
|
||||
const recipe = this.recipes.get(recipeId);
|
||||
if (!recipe) {
|
||||
console.warn('Recipe not found:', recipeId);
|
||||
return { canCraft: false, reason: 'Recipe not found' };
|
||||
}
|
||||
|
||||
// Check if unlocked
|
||||
if (recipe.blueprint && !this.unlockedRecipes.has(recipeId)) {
|
||||
return { canCraft: false, reason: 'Blueprint not unlocked' };
|
||||
}
|
||||
|
||||
// Check level requirement
|
||||
const playerLevel = this.scene.player?.stats?.level || 1;
|
||||
if (playerLevel < recipe.unlockLevel) {
|
||||
return {
|
||||
canCraft: false,
|
||||
reason: `Requires level ${recipe.unlockLevel}`
|
||||
};
|
||||
}
|
||||
|
||||
// Check prerequisites
|
||||
if (recipe.prerequisites) {
|
||||
for (const prereq of recipe.prerequisites) {
|
||||
if (!this.hasItem(prereq)) {
|
||||
return {
|
||||
canCraft: false,
|
||||
reason: `Requires ${prereq}`
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check materials
|
||||
const missingMaterials = [];
|
||||
for (const material of recipe.materials) {
|
||||
const hasQuantity = this.getItemQuantity(material.item);
|
||||
if (hasQuantity < material.quantity) {
|
||||
missingMaterials.push({
|
||||
item: material.displayName,
|
||||
need: material.quantity,
|
||||
have: hasQuantity
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (missingMaterials.length > 0) {
|
||||
return {
|
||||
canCraft: false,
|
||||
reason: 'Missing materials',
|
||||
missing: missingMaterials
|
||||
};
|
||||
}
|
||||
|
||||
return { canCraft: true };
|
||||
}
|
||||
|
||||
craft(recipeId) {
|
||||
const check = this.canCraft(recipeId);
|
||||
if (!check.canCraft) {
|
||||
this.scene.uiSystem?.showError(check.reason);
|
||||
return false;
|
||||
}
|
||||
|
||||
const recipe = this.recipes.get(recipeId);
|
||||
|
||||
// Consume materials
|
||||
this.consumeMaterials(recipe);
|
||||
|
||||
// Show crafting UI
|
||||
this.scene.uiSystem?.showCraftingProgress(recipe);
|
||||
|
||||
// Set crafting state
|
||||
this.currentlyCrafting = {
|
||||
recipeId,
|
||||
startTime: Date.now(),
|
||||
endTime: Date.now() + recipe.craftTime
|
||||
};
|
||||
|
||||
// Wait for craft time
|
||||
this.scene.time.delayedCall(recipe.craftTime, () => {
|
||||
this.completeCraft(recipe);
|
||||
});
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('craftingStarted', { recipeId, recipe });
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
consumeMaterials(recipe) {
|
||||
for (const material of recipe.materials) {
|
||||
this.removeItem(material.item, material.quantity);
|
||||
}
|
||||
console.log('💰 Consumed materials for:', recipe.name);
|
||||
}
|
||||
|
||||
completeCraft(recipe) {
|
||||
// Add item to inventory
|
||||
this.addItem(recipe.output.item, recipe.output.quantity);
|
||||
|
||||
// Update stats
|
||||
recipe.timescrafted++;
|
||||
|
||||
// Clear crafting state
|
||||
this.currentlyCrafting = null;
|
||||
|
||||
// Show notification
|
||||
this.scene.uiSystem?.showNotification({
|
||||
title: 'Crafting Complete!',
|
||||
message: `Created ${recipe.name}`,
|
||||
icon: recipe.sprite,
|
||||
duration: 3000
|
||||
});
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('craftingComplete', {
|
||||
recipeId: recipe.id,
|
||||
recipe,
|
||||
output: recipe.output
|
||||
});
|
||||
|
||||
// Process queue if any
|
||||
if (this.craftQueue.length > 0) {
|
||||
const nextRecipe = this.craftQueue.shift();
|
||||
this.craft(nextRecipe);
|
||||
}
|
||||
|
||||
console.log('✅ Crafted:', recipe.name);
|
||||
}
|
||||
|
||||
// ===== BLUEPRINT UNLOCK SYSTEM =====
|
||||
|
||||
unlockBlueprint(recipeId, method = 'find') {
|
||||
if (this.unlockedRecipes.has(recipeId)) {
|
||||
console.warn('Blueprint already unlocked:', recipeId);
|
||||
return false;
|
||||
}
|
||||
|
||||
const recipe = this.recipes.get(recipeId);
|
||||
if (!recipe) {
|
||||
console.warn('Recipe not found:', recipeId);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Add to unlocked
|
||||
this.unlockedRecipes.add(recipeId);
|
||||
|
||||
// Show notification
|
||||
this.scene.uiSystem?.showNotification({
|
||||
title: '📜 Blueprint Unlocked!',
|
||||
message: `You can now craft: ${recipe.name}`,
|
||||
icon: 'blueprint',
|
||||
duration: 5000,
|
||||
color: '#FFD700'
|
||||
});
|
||||
|
||||
// Save unlocks
|
||||
this.saveUnlockedRecipes();
|
||||
|
||||
// Emit event
|
||||
this.scene.events.emit('blueprintUnlocked', {
|
||||
recipeId,
|
||||
recipe,
|
||||
method
|
||||
});
|
||||
|
||||
console.log('📜 Blueprint unlocked:', recipe.name, `(${method})`);
|
||||
return true;
|
||||
}
|
||||
|
||||
findBlueprintInWorld(x, y) {
|
||||
// Check if player is near a blueprint object
|
||||
const nearbyBlueprints = this.scene.blueprintObjects?.filter(bp => {
|
||||
const distance = Phaser.Math.Distance.Between(x, y, bp.x, bp.y);
|
||||
return distance < 50; // Within 50 pixels
|
||||
});
|
||||
|
||||
if (nearbyBlueprints && nearbyBlueprints.length > 0) {
|
||||
const blueprint = nearbyBlueprints[0];
|
||||
this.unlockBlueprint(blueprint.recipeId, 'find');
|
||||
blueprint.destroy(); // Remove from world
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
unlockBlueprintByLevel(level) {
|
||||
// Auto-unlock recipes at certain levels
|
||||
const levelUnlocks = {
|
||||
2: ['iron_axe', 'wooden_bed'],
|
||||
5: ['stone_fence', 'wooden_cart'],
|
||||
10: ['fire_staff']
|
||||
};
|
||||
|
||||
if (levelUnlocks[level]) {
|
||||
for (const recipeId of levelUnlocks[level]) {
|
||||
this.unlockBlueprint(recipeId, 'level');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ===== INVENTORY INTEGRATION =====
|
||||
|
||||
hasItem(itemId) {
|
||||
// Integrate with InventorySystem
|
||||
if (this.scene.inventorySystem) {
|
||||
return this.scene.inventorySystem.hasItem(itemId);
|
||||
}
|
||||
// Fallback: check player stats
|
||||
return this.scene.player?.inventory?.[itemId] > 0;
|
||||
}
|
||||
|
||||
getItemQuantity(itemId) {
|
||||
// Integrate with InventorySystem
|
||||
if (this.scene.inventorySystem) {
|
||||
return this.scene.inventorySystem.getQuantity(itemId);
|
||||
}
|
||||
// Fallback
|
||||
return this.scene.player?.inventory?.[itemId] || 0;
|
||||
}
|
||||
|
||||
addItem(itemId, quantity) {
|
||||
// Integrate with InventorySystem
|
||||
if (this.scene.inventorySystem) {
|
||||
this.scene.inventorySystem.addItem(itemId, quantity);
|
||||
} else {
|
||||
// Fallback
|
||||
if (!this.scene.player.inventory) {
|
||||
this.scene.player.inventory = {};
|
||||
}
|
||||
this.scene.player.inventory[itemId] =
|
||||
(this.scene.player.inventory[itemId] || 0) + quantity;
|
||||
}
|
||||
}
|
||||
|
||||
removeItem(itemId, quantity) {
|
||||
// Integrate with InventorySystem
|
||||
if (this.scene.inventorySystem) {
|
||||
this.scene.inventorySystem.removeItem(itemId, quantity);
|
||||
} else {
|
||||
// Fallback
|
||||
this.scene.player.inventory[itemId] -= quantity;
|
||||
}
|
||||
}
|
||||
|
||||
// ===== DATA PERSISTENCE =====
|
||||
|
||||
saveUnlockedRecipes() {
|
||||
const unlocked = Array.from(this.unlockedRecipes);
|
||||
localStorage.setItem('unlockedRecipes', JSON.stringify(unlocked));
|
||||
}
|
||||
|
||||
loadUnlockedRecipes() {
|
||||
const saved = localStorage.getItem('unlockedRecipes');
|
||||
if (saved) {
|
||||
const unlocked = JSON.parse(saved);
|
||||
this.unlockedRecipes = new Set(unlocked);
|
||||
console.log('📜 Loaded', this.unlockedRecipes.size, 'unlocked recipes');
|
||||
}
|
||||
}
|
||||
|
||||
// ===== GETTERS =====
|
||||
|
||||
getRecipe(recipeId) {
|
||||
return this.recipes.get(recipeId);
|
||||
}
|
||||
|
||||
getAllRecipes() {
|
||||
return Array.from(this.recipes.values());
|
||||
}
|
||||
|
||||
getRecipesByCategory(category) {
|
||||
return this.getAllRecipes().filter(r => r.category === category);
|
||||
}
|
||||
|
||||
getUnlockedRecipes() {
|
||||
return this.getAllRecipes().filter(r =>
|
||||
!r.blueprint || this.unlockedRecipes.has(r.id)
|
||||
);
|
||||
}
|
||||
|
||||
getLockedRecipes() {
|
||||
return this.getAllRecipes().filter(r =>
|
||||
r.blueprint && !this.unlockedRecipes.has(r.id)
|
||||
);
|
||||
}
|
||||
|
||||
getCraftableRecipes() {
|
||||
return this.getUnlockedRecipes().filter(r =>
|
||||
this.canCraft(r.id).canCraft
|
||||
);
|
||||
}
|
||||
|
||||
getCraftingProgress() {
|
||||
if (!this.currentlyCrafting) return null;
|
||||
|
||||
const elapsed = Date.now() - this.currentlyCrafting.startTime;
|
||||
const total = this.currentlyCrafting.endTime - this.currentlyCrafting.startTime;
|
||||
const progress = Math.min(1, elapsed / total);
|
||||
|
||||
return {
|
||||
recipeId: this.currentlyCrafting.recipeId,
|
||||
progress,
|
||||
timeRemaining: Math.max(0, this.currentlyCrafting.endTime - Date.now())
|
||||
};
|
||||
}
|
||||
|
||||
// ===== UPDATE =====
|
||||
|
||||
update(time, delta) {
|
||||
// Update crafting progress UI
|
||||
if (this.currentlyCrafting) {
|
||||
const progress = this.getCraftingProgress();
|
||||
this.scene.events.emit('craftingProgress', progress);
|
||||
}
|
||||
}
|
||||
|
||||
// ===== CLEANUP =====
|
||||
|
||||
destroy() {
|
||||
this.saveUnlockedRecipes();
|
||||
this.recipes.clear();
|
||||
this.unlockedRecipes.clear();
|
||||
this.blueprintLocations.clear();
|
||||
this.craftQueue = [];
|
||||
this.currentlyCrafting = null;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user