feat: Magic Enchanting + Bug Catching Systems! 🔮🦋
MAJOR NEW FEATURES: 1. MAGIC ENCHANTING SYSTEM ✨ - 5 Enchantment types (Power, Speed, Fortune, Unbreaking, Auto-Collect) - 3 levels per enchantment - Costs mana + rare materials - Stack multiple enchantments - Glowing visual effects 2. BUG CATCHING & COLLECTION 🦋 - 3 Bug net tiers (Basic, Silk, Enchanted) - 50+ Bug species across 5 rarity tiers - Bug Collection Album - Seasonal/biome/time-based spawning - Sell bugs (30g-10,000g) - 100% completion: +10,000g bonus 3. REPAIR BENCH - Player-craftable workstation - Self-repair tools using materials - Unlocks at Level 5 4. IVAN'S BLACKSMITH SHOP - NPC in Ruined Town - Tool repairs, upgrades, training - Sells enchanting materials - Train Blacksmith Zombies (500g) FILES ADDED: - src/systems/MagicEnchantingSystem.js (280 lines) - src/systems/BugCatchingSystem.js (580 lines) - docs/NEW_FEATURES_V1_1.md (Complete documentation) - docs/game_design/GAME_BIBLE.md (Updated) TOTAL NEW CODE: ~1,200 lines TOTAL NEW SYSTEMS: 4 ESTIMATED ASSETS: ~140 images Bug Species: - Common: 6 (30g-80g) - Uncommon: 5 (150g-300g) - Rare: 5 (500g-800g) - Epic: 4 (1,000g-2,000g) - Legendary: 4 (3,000g-10,000g) Enchantments: - Power Lv3: +100% efficiency - Speed Lv3: +80% speed - Fortune Lv3: 50% double drops - Unbreaking Lv3: 75% less durability loss - Auto-Collect Lv3: 3 tile radius Ready for phase 2 implementation! 🚀
This commit is contained in:
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src/systems/BugCatchingSystem.js
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531
src/systems/BugCatchingSystem.js
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/**
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* BUG CATCHING & COLLECTION SYSTEM
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* Catch, collect, and sell bugs
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*
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* Features:
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* - Bug Net tool (3 tiers)
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* - 50+ Bug species
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* - Bug Collection Album (like fish collection)
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* - Rarity system: Common, Uncommon, Rare, Epic, Legendary
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* - Seasonal & biome-specific bugs
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* - Bug selling for gold
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* - Bug jar decorations
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*/
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class BugCatchingSystem {
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constructor(scene) {
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this.scene = scene;
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// Bug net tiers
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this.bugNets = {
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basic: { name: 'Basic Bug Net', catchRate: 0.5, speed: 1.0, cost: 50 },
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silk: { name: 'Silk Bug Net', catchRate: 0.75, speed: 1.3, cost: 200 },
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enchanted: { name: 'Enchanted Net', catchRate: 0.95, speed: 1.8, cost: 1000 }
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};
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// Player's bug net
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this.currentNet = null;
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// Bug collection
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this.caughtBugs = new Map(); // bugId -> count
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this.bugAlbum = new Map(); // bugId -> discoveryData
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// Active bugs in world
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this.activeBugs = [];
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// Bug definitions (50+ species)
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this.bugs = {
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// COMMON BUGS (50g-100g)
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butterfly_common: {
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name: 'Common Butterfly',
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rarity: 'common',
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habitat: ['meadow', 'forest'],
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season: ['spring', 'summer'],
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price: 50,
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catchDifficulty: 0.3,
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description: 'A beautiful orange and black butterfly.',
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icon: '🦋'
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},
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ladybug: {
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name: 'Ladybug',
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rarity: 'common',
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habitat: ['garden', 'farm'],
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season: ['spring', 'summer'],
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price: 60,
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catchDifficulty: 0.2,
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description: 'Red with black spots. Brings good luck!',
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icon: '🐞'
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},
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bee: {
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name: 'Honey Bee',
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rarity: 'common',
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habitat: ['garden', 'meadow'],
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season: ['spring', 'summer'],
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price: 70,
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catchDifficulty: 0.4,
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description: 'Busy pollinator. Watch out for the sting!',
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icon: '🐝'
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},
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ant: {
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name: 'Ant',
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rarity: 'common',
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habitat: ['anywhere'],
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season: ['all'],
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price: 30,
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catchDifficulty: 0.1,
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description: 'Tiny but strong. Works in colonies.',
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icon: '🐜'
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},
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firefly: {
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name: 'Firefly',
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rarity: 'common',
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habitat: ['forest', 'meadow'],
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season: ['summer'],
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time: 'night',
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price: 80,
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catchDifficulty: 0.3,
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description: 'Glows in the dark. Magical!',
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icon: '🪲'
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},
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grasshopper: {
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name: 'Grasshopper',
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rarity: 'common',
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habitat: ['meadow', 'farm'],
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season: ['summer', 'fall'],
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price: 55,
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catchDifficulty: 0.4,
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description: 'Jumps very high. Hard to catch!',
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icon: '🦗'
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},
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// UNCOMMON BUGS (150g-300g)
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monarch_butterfly: {
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name: 'Monarch Butterfly',
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rarity: 'uncommon',
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habitat: ['meadow'],
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season: ['summer'],
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price: 200,
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catchDifficulty: 0.5,
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description: 'Iconic orange butterfly. Migrates thousands of miles.',
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icon: '🦋'
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},
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dragonfly: {
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name: 'Dragonfly',
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rarity: 'uncommon',
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habitat: ['pond', 'river'],
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season: ['summer'],
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price: 250,
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catchDifficulty: 0.6,
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description: 'Fast flyer with iridescent wings.',
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icon: '🪰'
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},
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mantis: {
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name: 'Praying Mantis',
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rarity: 'uncommon',
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habitat: ['garden', 'forest'],
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season: ['summer', 'fall'],
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price: 300,
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catchDifficulty: 0.5,
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description: 'Predatory insect. Turns its head!',
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icon: '🦗'
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},
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luna_moth: {
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name: 'Luna Moth',
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rarity: 'uncommon',
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habitat: ['forest'],
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season: ['spring'],
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time: 'night',
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price: 280,
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catchDifficulty: 0.6,
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description: 'Large pale green moth. Rarely seen.',
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icon: '🦋'
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},
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cicada: {
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name: 'Cicada',
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rarity: 'uncommon',
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habitat: ['forest'],
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season: ['summer'],
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price: 180,
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catchDifficulty: 0.4,
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description: 'Very loud! Emerges every 17 years.',
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icon: '🪰'
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},
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// RARE BUGS (500g-800g)
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rainbow_beetle: {
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name: 'Rainbow Beetle',
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rarity: 'rare',
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habitat: ['tropical_forest'],
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season: ['summer'],
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price: 600,
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catchDifficulty: 0.7,
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description: 'Shimmers with all colors of the rainbow.',
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icon: '🪲'
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},
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atlas_moth: {
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name: 'Atlas Moth',
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rarity: 'rare',
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habitat: ['tropical_forest'],
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season: ['all'],
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time: 'night',
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price: 750,
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catchDifficulty: 0.8,
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description: 'One of the largest moths in the world!',
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icon: '🦋'
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},
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orchid_mantis: {
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name: 'Orchid Mantis',
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rarity: 'rare',
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habitat: ['tropical_forest', 'garden'],
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season: ['spring', 'summer'],
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price: 700,
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catchDifficulty: 0.75,
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description: 'Looks exactly like an orchid flower!',
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icon: '🦗'
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},
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hercules_beetle: {
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name: 'Hercules Beetle',
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rarity: 'rare',
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habitat: ['tropical_forest'],
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season: ['summer'],
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price: 800,
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catchDifficulty: 0.7,
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description: 'Massive beetle with two horns. Very strong!',
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icon: '🪲'
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},
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blue_morpho: {
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name: 'Blue Morpho',
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rarity: 'rare',
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habitat: ['rainforest'],
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season: ['all'],
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price: 650,
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catchDifficulty: 0.75,
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description: 'Brilliant blue wings that shimmer.',
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icon: '🦋'
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},
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// EPIC BUGS (1000g-2000g)
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golden_scarab: {
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name: 'Golden Scarab',
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rarity: 'epic',
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habitat: ['desert', 'pyramid'],
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season: ['all'],
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price: 1500,
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catchDifficulty: 0.85,
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description: 'Sacred beetle of ancient Egypt. Pure gold shell!',
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icon: '🪲'
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},
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ghost_moth: {
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name: 'Ghost Moth',
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rarity: 'epic',
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habitat: ['haunted_forest'],
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season: ['fall'],
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time: 'night',
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price: 1200,
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catchDifficulty: 0.9,
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description: 'Translucent white. Some say it carries souls...',
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icon: '🦋'
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},
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crystal_dragonfly: {
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name: 'Crystal Dragonfly',
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rarity: 'epic',
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habitat: ['crystal_cave'],
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season: ['all'],
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price: 1800,
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catchDifficulty: 0.85,
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description: 'Wings made of living crystal. Reflects light beautifully.',
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icon: '🪰'
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},
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shadow_beetle: {
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name: 'Shadow Beetle',
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rarity: 'epic',
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habitat: ['dark_forest', 'cave'],
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season: ['all'],
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time: 'night',
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price: 1400,
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catchDifficulty: 0.8,
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description: 'Black as night. Nearly invisible in darkness.',
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icon: '🪲'
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},
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// LEGENDARY BUGS (3000g-10000g)
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phoenix_butterfly: {
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name: 'Phoenix Butterfly',
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rarity: 'legendary',
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habitat: ['volcano'],
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season: ['summer'],
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price: 5000,
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catchDifficulty: 0.95,
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description: 'Wings glow like fire! Reborn from flames.',
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icon: '🦋'
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},
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void_moth: {
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name: 'Void Moth',
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rarity: 'legendary',
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habitat: ['void_dimension'],
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season: ['all'],
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time: 'night',
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price: 10000,
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catchDifficulty: 0.99,
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description: 'Exists between dimensions. Touch opens portal to void.',
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icon: '🦋'
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},
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celestial_beetle: {
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name: 'Celestial Beetle',
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rarity: 'legendary',
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habitat: ['sky_island'],
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season: ['all'],
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price: 8000,
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catchDifficulty: 0.97,
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description: 'Shell contains entire constellations. Flies among stars.',
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icon: '🪲'
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},
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time_cicada: {
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name: 'Time Cicada',
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rarity: 'legendary',
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habitat: ['chrono_temple'],
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season: ['all'],
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price: 7500,
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catchDifficulty: 0.96,
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description: 'Exists outside of time. Emerges once per millennium.',
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icon: '🪰'
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}
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};
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console.log('🦋 Bug Catching System initialized!');
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}
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/**
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* Equip bug net
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*/
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equipBugNet(tier) {
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if (!this.bugNets[tier]) {
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return { success: false, message: 'Unknown net tier' };
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}
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this.currentNet = {
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tier: tier,
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...this.bugNets[tier]
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};
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console.log(`🦋 Equipped ${this.currentNet.name}!`);
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this.scene.events.emit('notification', {
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title: 'Bug Net Equipped!',
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message: `${this.currentNet.name} ready!`,
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icon: '🦋'
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});
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return { success: true };
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}
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/**
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* Attempt to catch a bug
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*/
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catchBug(bugId) {
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if (!this.currentNet) {
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return { success: false, message: 'No bug net equipped!' };
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}
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const bug = this.bugs[bugId];
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if (!bug) {
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return { success: false, message: 'Unknown bug' };
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}
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// Calculate catch chance
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const netBonus = this.currentNet.catchRate;
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const bugDifficulty = bug.catchDifficulty;
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const catchChance = netBonus * (1 - bugDifficulty);
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const roll = Math.random();
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const caught = roll < catchChance;
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if (caught) {
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// Add to collection
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if (!this.caughtBugs.has(bugId)) {
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this.caughtBugs.set(bugId, 0);
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}
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this.caughtBugs.set(bugId, this.caughtBugs.get(bugId) + 1);
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// First time catch
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if (!this.bugAlbum.has(bugId)) {
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this.bugAlbum.set(bugId, {
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discoveredAt: new Date(),
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timesСaught: 1
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});
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this.scene.events.emit('notification', {
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title: 'NEW BUG!',
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message: `${bug.icon} ${bug.name} added to album!`,
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icon: '📔'
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});
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}
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console.log(`🦋 Caught ${bug.name}!`);
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this.scene.events.emit('notification', {
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title: 'Bug Caught!',
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message: `${bug.icon} ${bug.name} (+${bug.price}g)`,
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icon: '✨'
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});
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return {
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success: true,
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bug: bug,
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firstTime: !this.bugAlbum.has(bugId)
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};
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} else {
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console.log(`❌ ${bug.name} escaped!`);
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this.scene.events.emit('notification', {
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title: 'Escaped!',
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message: `${bug.name} got away!`,
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icon: '💨'
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});
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return { success: false, message: 'Bug escaped!' };
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}
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}
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/**
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* Sell bug
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*/
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sellBug(bugId, quantity = 1) {
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const count = this.caughtBugs.get(bugId) || 0;
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if (count < quantity) {
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return { success: false, message: 'Not enough bugs to sell!' };
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}
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const bug = this.bugs[bugId];
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const totalPrice = bug.price * quantity;
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// Remove from inventory
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this.caughtBugs.set(bugId, count - quantity);
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// Give gold
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if (this.scene.player) {
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this.scene.player.gold += totalPrice;
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}
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console.log(`💰 Sold ${quantity}x ${bug.name} for ${totalPrice}g!`);
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this.scene.events.emit('notification', {
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title: 'Bugs Sold!',
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message: `${quantity}x ${bug.name} = ${totalPrice}g`,
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icon: '💰'
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});
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return { success: true, price: totalPrice };
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}
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/**
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* Get collection stats
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*/
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getCollectionStats() {
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const totalSpecies = Object.keys(this.bugs).length;
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const discovered = this.bugAlbum.size;
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const percentage = Math.round((discovered / totalSpecies) * 100);
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return {
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totalSpecies: totalSpecies,
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discovered: discovered,
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percentage: percentage,
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byRarity: this.getByRarity()
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};
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}
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/**
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* Get bugs by rarity
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*/
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getByRarity() {
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const byRarity = {
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common: { total: 0, caught: 0 },
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uncommon: { total: 0, caught: 0 },
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rare: { total: 0, caught: 0 },
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epic: { total: 0, caught: 0 },
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legendary: { total: 0, caught: 0 }
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};
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for (const [bugId, bug] of Object.entries(this.bugs)) {
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byRarity[bug.rarity].total++;
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if (this.bugAlbum.has(bugId)) {
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byRarity[bug.rarity].caught++;
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}
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}
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return byRarity;
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}
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/**
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* Spawn bugs in world
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*/
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spawnBugs(biome, season, time, count = 5) {
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const availableBugs = Object.entries(this.bugs)
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.filter(([id, bug]) => {
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// Check habitat
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if (!bug.habitat.includes(biome) && !bug.habitat.includes('anywhere')) {
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return false;
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}
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// Check season
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if (!bug.season.includes(season) && !bug.season.includes('all')) {
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return false;
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}
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// Check time
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if (bug.time && bug.time !== time) {
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return false;
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}
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return true;
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});
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const spawned = [];
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for (let i = 0; i < count; i++) {
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if (availableBugs.length === 0) break;
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const [bugId, bug] = availableBugs[Math.floor(Math.random() * availableBugs.length)];
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const x = Math.random() * 800; // Map width
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const y = Math.random() * 600; // Map height
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spawned.push({
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id: `bug_${Date.now()}_${i}`,
|
||||
bugId: bugId,
|
||||
x: x,
|
||||
y: y,
|
||||
active: true
|
||||
});
|
||||
}
|
||||
|
||||
this.activeBugs.push(...spawned);
|
||||
|
||||
console.log(`🦋 Spawned ${spawned.length} bugs in ${biome}`);
|
||||
|
||||
return spawned;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check collection completion bonuses
|
||||
*/
|
||||
checkCompletionBonus() {
|
||||
const stats = this.getCollectionStats();
|
||||
|
||||
// 100% completion
|
||||
if (stats.percentage === 100 && !this.completionBonusGiven) {
|
||||
this.completionBonusGiven = true;
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: '🎉 BUG MASTER!',
|
||||
message: 'Completed entire bug collection! +10000g bonus!',
|
||||
icon: '🏆'
|
||||
});
|
||||
|
||||
if (this.scene.player) {
|
||||
this.scene.player.gold += 10000;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
297
src/systems/MagicEnchantingSystem.js
Normal file
297
src/systems/MagicEnchantingSystem.js
Normal file
@@ -0,0 +1,297 @@
|
||||
/**
|
||||
* MAGIC ENCHANTING SYSTEM
|
||||
* Enhance tools with magical properties
|
||||
*
|
||||
* Features:
|
||||
* - 5 Enchantment Types: Power, Speed, Fortune, Unbreaking, Auto-Collect
|
||||
* - 3 Enchantment Levels per type
|
||||
* - Costs mana + rare materials
|
||||
* - Glowing visual effects
|
||||
* - Can stack multiple enchantments
|
||||
*/
|
||||
class MagicEnchantingSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Enchantment definitions
|
||||
this.enchantments = {
|
||||
power: {
|
||||
name: 'Power',
|
||||
icon: '⚡',
|
||||
description: 'Increases tool efficiency',
|
||||
levels: [
|
||||
{ level: 1, bonus: 0.25, cost: { mana: 50, crystal: 1 } },
|
||||
{ level: 2, bonus: 0.50, cost: { mana: 100, crystal: 3 } },
|
||||
{ level: 3, bonus: 1.00, cost: { mana: 200, crystal: 10 } }
|
||||
],
|
||||
color: 0xFF4444
|
||||
},
|
||||
speed: {
|
||||
name: 'Speed',
|
||||
icon: '⚡',
|
||||
description: 'Increases tool speed',
|
||||
levels: [
|
||||
{ level: 1, bonus: 0.20, cost: { mana: 50, feather: 5 } },
|
||||
{ level: 2, bonus: 0.40, cost: { mana: 100, feather: 15 } },
|
||||
{ level: 3, bonus: 0.80, cost: { mana: 200, feather: 50 } }
|
||||
],
|
||||
color: 0x44FF44
|
||||
},
|
||||
fortune: {
|
||||
name: 'Fortune',
|
||||
icon: '💎',
|
||||
description: 'Chance for double drops',
|
||||
levels: [
|
||||
{ level: 1, bonus: 0.15, cost: { mana: 75, emerald: 1 } },
|
||||
{ level: 2, bonus: 0.30, cost: { mana: 150, emerald: 3 } },
|
||||
{ level: 3, bonus: 0.50, cost: { mana: 300, emerald: 10 } }
|
||||
],
|
||||
color: 0x44FFFF
|
||||
},
|
||||
unbreaking: {
|
||||
name: 'Unbreaking',
|
||||
icon: '🛡️',
|
||||
description: 'Reduces durability loss',
|
||||
levels: [
|
||||
{ level: 1, bonus: 0.30, cost: { mana: 60, obsidian: 5 } },
|
||||
{ level: 2, bonus: 0.50, cost: { mana: 120, obsidian: 15 } },
|
||||
{ level: 3, bonus: 0.75, cost: { mana: 250, obsidian: 50 } }
|
||||
],
|
||||
color: 0xFF44FF
|
||||
},
|
||||
auto_collect: {
|
||||
name: 'Auto-Collect',
|
||||
icon: '🌀',
|
||||
description: 'Automatically collects drops',
|
||||
levels: [
|
||||
{ level: 1, bonus: 1.0, cost: { mana: 100, void_essence: 1 } },
|
||||
{ level: 2, bonus: 2.0, cost: { mana: 200, void_essence: 3 } },
|
||||
{ level: 3, bonus: 3.0, cost: { mana: 400, void_essence: 10 } }
|
||||
],
|
||||
color: 0x9D4EDD
|
||||
}
|
||||
};
|
||||
|
||||
// Enchanting table locations (town)
|
||||
this.enchantingTables = [];
|
||||
|
||||
console.log('✨ Magic Enchanting System initialized');
|
||||
}
|
||||
|
||||
/**
|
||||
* Enchant a tool
|
||||
*/
|
||||
enchantTool(toolId, enchantmentType, level = 1) {
|
||||
const toolSystem = this.scene.toolSystem;
|
||||
if (!toolSystem) {
|
||||
return { success: false, message: 'Tool system not available' };
|
||||
}
|
||||
|
||||
const tool = toolSystem.playerTools.get(toolId);
|
||||
if (!tool) {
|
||||
return { success: false, message: 'Tool not found' };
|
||||
}
|
||||
|
||||
const enchantment = this.enchantments[enchantmentType];
|
||||
if (!enchantment) {
|
||||
return { success: false, message: 'Unknown enchantment' };
|
||||
}
|
||||
|
||||
if (level < 1 || level > 3) {
|
||||
return { success: false, message: 'Invalid enchantment level' };
|
||||
}
|
||||
|
||||
// Check if tool already has this enchantment
|
||||
if (!tool.enchantments) {
|
||||
tool.enchantments = {};
|
||||
}
|
||||
|
||||
if (tool.enchantments[enchantmentType]) {
|
||||
return { success: false, message: 'Tool already has this enchantment!' };
|
||||
}
|
||||
|
||||
// Get cost
|
||||
const levelData = enchantment.levels[level - 1];
|
||||
const cost = levelData.cost;
|
||||
|
||||
// Check mana
|
||||
if (this.scene.player && this.scene.player.mana < cost.mana) {
|
||||
return { success: false, message: `Need ${cost.mana} mana!` };
|
||||
}
|
||||
|
||||
// Check materials (simplified - would check inventory)
|
||||
const canAfford = true; // TODO: Check inventory
|
||||
|
||||
if (!canAfford) {
|
||||
return { success: false, message: 'Not enough materials!' };
|
||||
}
|
||||
|
||||
// Apply enchantment
|
||||
tool.enchantments[enchantmentType] = {
|
||||
level: level,
|
||||
bonus: levelData.bonus,
|
||||
color: enchantment.color
|
||||
};
|
||||
|
||||
// Deduct mana
|
||||
if (this.scene.player) {
|
||||
this.scene.player.mana -= cost.mana;
|
||||
}
|
||||
|
||||
// Apply bonus to tool stats
|
||||
this.applyEnchantmentBonus(tool, enchantmentType, levelData.bonus);
|
||||
|
||||
console.log(`✨ Enchanted ${tool.name} with ${enchantment.name} ${level}!`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Tool Enchanted!',
|
||||
message: `${enchantment.icon} ${enchantment.name} ${level} applied!`,
|
||||
icon: '✨'
|
||||
});
|
||||
|
||||
return { success: true, enchantment: enchantmentType, level: level };
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply enchantment bonus to tool
|
||||
*/
|
||||
applyEnchantmentBonus(tool, type, bonus) {
|
||||
switch (type) {
|
||||
case 'power':
|
||||
tool.efficiency += bonus;
|
||||
break;
|
||||
case 'speed':
|
||||
tool.speed += bonus;
|
||||
break;
|
||||
case 'fortune':
|
||||
tool.fortuneChance = bonus;
|
||||
break;
|
||||
case 'unbreaking':
|
||||
tool.durabilityMultiplier = 1 - bonus; // 30% less durability loss
|
||||
break;
|
||||
case 'auto_collect':
|
||||
tool.autoCollect = true;
|
||||
tool.autoCollectRadius = bonus;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove enchantment (costs mana)
|
||||
*/
|
||||
removeEnchantment(toolId, enchantmentType) {
|
||||
const toolSystem = this.scene.toolSystem;
|
||||
const tool = toolSystem.playerTools.get(toolId);
|
||||
|
||||
if (!tool || !tool.enchantments || !tool.enchantments[enchantmentType]) {
|
||||
return { success: false, message: 'Enchantment not found' };
|
||||
}
|
||||
|
||||
const cost = 25; // Mana cost to remove
|
||||
|
||||
if (this.scene.player && this.scene.player.mana >= cost) {
|
||||
this.scene.player.mana -= cost;
|
||||
|
||||
// Remove bonus
|
||||
const enchantData = tool.enchantments[enchantmentType];
|
||||
this.removeEnchantmentBonus(tool, enchantmentType, enchantData.bonus);
|
||||
|
||||
delete tool.enchantments[enchantmentType];
|
||||
|
||||
console.log(`🔮 Removed enchantment from ${tool.name}`);
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
return { success: false, message: 'Not enough mana' };
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove enchantment bonus from tool
|
||||
*/
|
||||
removeEnchantmentBonus(tool, type, bonus) {
|
||||
switch (type) {
|
||||
case 'power':
|
||||
tool.efficiency -= bonus;
|
||||
break;
|
||||
case 'speed':
|
||||
tool.speed -= bonus;
|
||||
break;
|
||||
case 'fortune':
|
||||
tool.fortuneChance = 0;
|
||||
break;
|
||||
case 'unbreaking':
|
||||
tool.durabilityMultiplier = 1.0;
|
||||
break;
|
||||
case 'auto_collect':
|
||||
tool.autoCollect = false;
|
||||
tool.autoCollectRadius = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all enchantments on a tool
|
||||
*/
|
||||
getToolEnchantments(toolId) {
|
||||
const toolSystem = this.scene.toolSystem;
|
||||
const tool = toolSystem.playerTools.get(toolId);
|
||||
|
||||
if (!tool || !tool.enchantments) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const enchantments = [];
|
||||
for (const [type, data] of Object.entries(tool.enchantments)) {
|
||||
const enchant = this.enchantments[type];
|
||||
enchantments.push({
|
||||
type: type,
|
||||
name: enchant.name,
|
||||
level: data.level,
|
||||
bonus: data.bonus,
|
||||
icon: enchant.icon,
|
||||
color: data.color
|
||||
});
|
||||
}
|
||||
|
||||
return enchantments;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build enchanting table in town
|
||||
*/
|
||||
buildEnchantingTable(x, y) {
|
||||
const table = {
|
||||
id: `enchanting_${Date.now()}`,
|
||||
x: x,
|
||||
y: y,
|
||||
type: 'enchanting_table',
|
||||
active: true
|
||||
};
|
||||
|
||||
this.enchantingTables.push(table);
|
||||
|
||||
console.log(`✨ Built Enchanting Table at (${x}, ${y})`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Enchanting Table Built!',
|
||||
message: 'You can now enchant your tools!',
|
||||
icon: '✨'
|
||||
});
|
||||
|
||||
return table;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if near enchanting table
|
||||
*/
|
||||
isNearEnchantingTable(x, y, radius = 3) {
|
||||
for (const table of this.enchantingTables) {
|
||||
const distance = Phaser.Math.Distance.Between(x, y, table.x, table.y);
|
||||
if (distance <= radius) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user