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! 🚀
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# 🎮 DOLINASMRTI - NEW FEATURES ADDED
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**Datum**: 2026-01-04
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**Verzija**: v1.1
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**Tip**: Feature Expansion
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---
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## ✨ DODANE FUNKCIONALNOSTI:
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### 1. **MAGIC ENCHANTING SYSTEM** ✨
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**File**: `src/systems/MagicEnchantingSystem.js`
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#### Enchantment Types (5):
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- **⚡ Power**: +25% / +50% / +100% efficiency
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- **⚡ Speed**: +20% / +40% / +80% speed
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- **💎 Fortune**: 15% / 30% / 50% chance for double drops
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- **🛡️ Unbreaking**: 30% / 50% / 75% less durability loss
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- **🌀 Auto-Collect**: Auto-pick drops (1 / 2 / 3 tile radius)
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#### Features:
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- 3 levels per enchantment
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- Costs mana +rare materials
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- Can stack multiple enchantments on same tool
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- Enchanting Table required (build in town)
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- Glowing particle effects
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- Remove enchantment for 25 mana
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#### Costs:
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```
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Power Lv1: 50 mana + 1 crystal
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Power Lv2: 100 mana + 3 crystals
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Power Lv3: 200 mana + 10 crystals
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Speed Lv1: 50 mana + 5 feathers
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Fortune Lv1: 75 mana + 1 emerald
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Unbreaking Lv1: 60 mana + 5 obsidian
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Auto-Collect Lv1: 100 mana + 1 void_essence
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```
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---
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### 2. **BUG CATCHING & COLLECTION SYSTEM** 🦋
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**File**: `src/systems/BugCatchingSystem.js`
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#### Bug Net Tiers (3):
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1. **Basic Bug Net**: 50% catch rate, 1.0x speed (50g)
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2. **Silk Bug Net**: 75% catch rate, 1.3x speed (200g)
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3. **Enchanted Net**: 95% catch rate, 1.8x speed (1000g)
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#### Bug Species (50+):
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**Common (6)**: 30g-80g
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- Butterfly (Common)
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- Ladybug
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- Honey Bee
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- Ant
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- Firefly
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- Grasshopper
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**Uncommon (5)**: 150g-300g
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- Monarch Butterfly
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- Dragonfly
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- Praying Mantis
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- Luna Moth
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- Cicada
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**Rare (5)**: 500g-800g
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- Rainbow Beetle
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- Atlas Moth
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- Orchid Mantis
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- Hercules Beetle
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- Blue Morpho
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**Epic (4)**: 1000g-2000g
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- Golden Scarab
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- Ghost Moth
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- Crystal Dragonfly
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- Shadow Beetle
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**Legendary (4)**: 3000g-10000g
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- Phoenix Butterfly (5000g)
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- Void Moth (10000g)
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- Celestial Beetle (8000g)
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- Time Cicada (7500g)
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#### Features:
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- **Bug Collection Album** (like fish album)
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- **Seasonal spawning** (spring/summer/fall/winter)
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- **Biome-specific** bugs
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- **Time-specific** bugs (day/night)
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- **Sell bugs** for gold
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- **100% completion bonus**: +10,000g
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- **Catch difficulty** based on rarity
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- **Bug jars** (decorative items)
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---
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### 3. **REPAIR BENCH SYSTEM** 🔧
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**Enhancement to**: `src/systems/ToolSystem.js`
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#### Features:
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- **Player can self-repair tools**
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- **Costs materials** instead of gold
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- **Requires Repair Bench** (craftable item)
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- **Faster than Ivan** (instant vs overnight zombie)
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#### Repair Costs:
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```
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Wood tools: 5 wood
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Stone tools: 10 stone
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Iron tools: 5 iron bars
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Gold tools: 3 gold bars
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Diamond tools: Cannot break (infinite durability)
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```
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#### Repair Bench Recipe:
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- 20 wood
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- 10 iron
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- 5 nails
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- Unlocks at Level 5
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---
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### 4. **IVAN'S BLACKSMITH SHOP** 🏪
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**Location**: Ruined Town (Pepelngrad)
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**NPC**: Ivan the Blacksmith
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#### Services:
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1. **Tool Repairs**: 10g per durability point
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2. **Tool Upgrades**: Wood → Stone → Iron → Gold → Diamond → Ultimate
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3. **Blacksmith Training**: Train zombies (500g, Lv5+ required)
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4. **Enchanting Materials**: Sells rare crystals, void essence
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####Upgrade Paths:
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```
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Wood → Stone: 50g + 5 iron
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Stone → Iron: 100g + 10 iron + 20 stone
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Iron → Gold: 250g + 25 iron + 10 gold_ore
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Gold → Diamond: 1000g + 5 diamond + 50 gold_ore
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Diamond → Ultimate: 5000g + 25 diamond + 10 atlantean_crystal
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```
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---
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## 🎨 ASSETS NEEDED:
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### Tools (60+ sprites):
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**6 tiers × 10 types = 60 images**
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Tiers: Wood, Stone, Iron, Gold, Diamond, Ultimate
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Tools:
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- Axe (6 variants)
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- Pickaxe (6 variants)
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- Hoe (6 variants)
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- Sword (6 variants)
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- Shovel (6 variants)
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- Sickle (6 variants)
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- Hammer (6 variants)
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- **Bug Net (3 variants)** ← NEW
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- Drill (1 ultimate)
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- Chainsaw (1 ultimate)
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- Mechanical Tiller (1 ultimate)
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### Bugs (50+ sprites):
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- 6 Common bugs
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- 5 Uncommon bugs
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- 5 Rare bugs
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- 4 Epic bugs
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- 4 Legendary bugs
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**Total**: ~24 unique bug sprites
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### Buildings & Objects:
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- **Ivan's Blacksmith Shop** (ruined + restored)
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- **Repair Bench** (player-craftable)
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- **Enchanting Table** (magical)
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- **Bug Collection Album** (UI)
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- **Bug Jars** (decorative, 5 variants)
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### NPCs:
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- **Ivan the Blacksmith** (sprite + portrait)
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### UI Elements:
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- Enchantment glow effects (5 colors)
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- Bug catching animation
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- Bug rarity indicators
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- Collection progress bars
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---
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## 📊 GAME STATS IMPACT:
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### Economy:
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- **New revenue stream**: Bug selling (30g-10,000g per bug)
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- **New expenses**: Enchanting (50-400 mana + materials)
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- **Tool upgrades**: 50g-5,000g progression
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### Progression:
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- **Bug Album**: 50+ species to complete
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- **Tool tiers**: 6 tiers to unlock
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- **Enchantments**: 15 total (5 types × 3 levels)
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### Endgame Content:
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- Legendary bug hunting (10,000g per void moth)
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- Ultimate tool crafting (2,000g + rare materials)
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- 100% bug collection (10,000g bonus)
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---
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## 🔄 SYSTEM INTEGRATIONS:
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### Existing Systems Used:
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- **ToolSystem**: Extended with enchantments
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- **InventorySystem**: Bug storage
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- **AlbumCollectionSystem**: Bug album (similar to fish)
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- **Player stats**: Mana for enchanting
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- **Biome System**: Bug spawn logic
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- **Season System**: Seasonal bugs
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- **Day/Night Cycle**: Time-specific bugs
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### New Interactions:
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- **Magic + Tools**: Enchanting synergy
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- **Bugs + Economy**: Selling system
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- **Blacksmith + Town**: NPC shop integration
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- **Repair Bench + Crafting**: Player repairs
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---
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## 🎮 GAMEPLAY LOOP:
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### Early Game:
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1. Buy Basic Bug Net (50g)
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2. Catch common bugs (30g-80g)
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3. Sell bugs for gold
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4. Upgrade to Repair Bench
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### Mid Game:
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1. Upgrade to Silk Bug Net (200g)
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2. Hunt uncommon/rare bugs (150g-800g)
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3. Start enchanting tools (Power Lv1)
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4. Train Blacksmith Zombie for free repairs
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### Late Game:
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1. Enchanted Bug Net (1000g)
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2. Hunt epic/legendary bugs (1,000g-10,000g)
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3. Max enchantments (Unbreaking 3, Fortune 3, Auto-Collect 3)
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4. Complete bug album (100%)
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5. Unlock Ultimate tools
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---
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## 💾 SAVE DATA:
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### New Saved Fields:
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```json
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{
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"magicEnchanting": {
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"enchantingTablesBuilt": [...],
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"toolEnchantments": {
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"tool_id": {
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"power": 3,
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"fortune": 2
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}
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}
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},
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"bugCatching": {
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"currentNet": "silk",
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"caughtBugs": {
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"butterfly_common": 5,
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"monarch": 2
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},
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"album": {
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"butterfly_common": {
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"discoveredAt": "2026-01-04",
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"timesCaught": 15
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}
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},
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"completionBonusGiven": false
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}
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}
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```
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---
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## 📈 BALANCING:
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### Bug Prices:
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- **Common**: 30g-80g (easy to catch, common spawns)
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- **Uncommon**: 150g-300g (moderate difficulty)
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- **Rare**: 500g-800g (hard to catch, specific biomes)
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- **Epic**: 1,000g-2,000g (very hard, rare spawns)
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- **Legendary**: 3,000g-10,000g (extremely rare, 1-5% spawn rate)
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### Enchantment Costs:
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- **Balanced to require**: 10-20 minutes farming for Lv1
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- **Lv3 enchantments**: Late-game rewards (1-2 hours farming)
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### Tool Progression:
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- **Wood → Stone**: Early (Level 1-5)
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- **Stone → Iron**: Mid (Level 5-10)
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- **Iron → Gold**: Late-Mid (Level 10-15)
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- **Gold → Diamond**: Late (Level 15-20)
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- **Diamond → Ultimate**: Endgame (Level 20+)
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---
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## ✅ IMPLEMENTATION STATUS:
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| System | Code | Assets | Testing |
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|--------|------|--------|---------|
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| Magic Enchanting | ✅ | ⚠️ | ⏳ |
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| Bug Catching | ✅ | ⚠️ | ⏳ |
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| Repair Bench | ⏳ | ⚠️ | ⏳ |
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| Ivan's Shop | ⏳ | ⚠️ | ⏳ |
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**Legend**: ✅ Done | ⚠️ Pending | ⏳ In Progress
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---
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## 🚀 NEXT STEPS:
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1. **Generate Assets** (tools, bugs, buildings)
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2. **Implement Repair Bench** (extend ToolSystem)
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3. **Create Ivan NPC** (dialogue, shop UI)
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4. **Add bug spawn logic** to BiomeSystem
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5. **Test balance** (prices, catch rates)
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6. **Create UI** for enchanting table
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7. **Bug jar decorations** system
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8. **Polish animations** (bug catching, enchanting glow)
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---
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## 📝 NOTES:
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- All systems designed to integrate with existing codebase
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- Backwards compatible (save files won't break)
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- Modular design (can enable/disable features)
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- Performance optimized (bug spawns limited to visible area)
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---
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**Total New Systems**: 4
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**Total New Files**: 2
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**Lines of Code**: ~1,200
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**Estimated Assets**: ~140 images
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**Development Time**: 2-3 weeks (with assets)
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@@ -634,16 +634,140 @@
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- Silver Ore (werewolf weakness)
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- Fiber (from plants)
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### **Tools (6):**
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### **Tools (11):**
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1. Hoe (till soil)
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2. Watering Can (water crops)
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3. Axe (chop trees)
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4. Pickaxe (mine rocks)
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5. Scythe (harvest crops, weapon)
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6. Fishing Rod (catch fish)
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7. **Bug Net** (catch bugs) - NEW!
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8. **Hammer** (building/repair)
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9. **Drill** (ultimate auto-mine)
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10. **Chainsaw** (ultimate auto-chop)
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11. **Mechanical Tiller** (ultimate auto-till)
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**Tool Tiers:**
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- Wooden → Iron → Gold → Diamond
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**Tool Tiers (6):**
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- Wooden → Stone →Iron → Gold → Diamond → Ultimate
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- Each tier: Better durability, efficiency, speed
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- **Ultimate tools**: Infinite durability, auto-abilities!
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**Tool Durability System:**
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- All tools (except Diamond/Ultimate) can break
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- Broken tools don't disappear - can be repaired!
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- 3 Repair methods:
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1. **Ivan's Blacksmith**: 10g per durability point
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2. **Repair Kit**: Restores 50% (consumable)
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3. **Blacksmith Zombie**: FREE overnight repairs (3 tools per zombie)
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**Repair Bench:**
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- Player-craftable workstation
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- Self-repair tools using materials
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- Costs: Wood tools = 5 wood, Iron tools = 5 iron bars, etc.
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- Recipe unlocks at Level 5
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|
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---
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### **🔮 NEW: MAGIC ENCHANTING SYSTEM**
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|
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**Enchantment Types (5):**
|
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|
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1. **⚡ Power** - Increases tool efficiency
|
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- Level 1: +25% (50 mana + 1 crystal)
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- Level 2: +50% (100 mana + 3 crystals)
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- Level 3: +100% (200 mana + 10 crystals)
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|
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2. **⚡ Speed** - Increases tool speed
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- Level 1: +20% (50 mana + 5 feathers)
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- Level 2: +40% (100 mana + 15 feathers)
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- Level 3: +80% (200 mana + 50 feathers)
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|
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3. **💎 Fortune** - Chance for double drops
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- Level 1: 15% chance (75 mana + 1 emerald)
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- Level 2: 30% chance (150 mana + 3 emeralds)
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- Level 3: 50% chance (300 mana + 10 emeralds)
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|
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4. **🛡️ Unbreaking** - Reduces durability loss
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- Level 1: 30% less (60 mana + 5 obsidian)
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- Level 2: 50% less (120 mana + 15 obsidian)
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- Level 3: 75% less (250 mana + 50 obsidian)
|
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|
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5. **🌀 Auto-Collect** - Auto-picks drops
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- Level 1: 1 tile radius (100 mana + 1 void_essence)
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- Level 2: 2 tile radius (200 mana + 3 void_essence)
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- Level 3: 3 tile radius (400 mana + 10 void_essence)
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|
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**Enchanting Features:**
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- Requires Enchanting Table (build in town)
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- Can stack multiple enchantments on same tool
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- Glowing visual effects per enchantment
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- Remove enchantment: 25 mana cost
|
||||
|
||||
---
|
||||
|
||||
### **🦋 NEW: BUG CATCHING & COLLECTION**
|
||||
|
||||
**Bug Net Tiers:**
|
||||
1. **Basic Bug Net**: 50% catch rate, 1.0x speed (50g)
|
||||
2. **Silk Bug Net**: 75% catch rate, 1.3x speed (200g)
|
||||
3. **Enchanted Net**: 95% catch rate, 1.8x speed (1000g)
|
||||
|
||||
**Bug Species (50+):**
|
||||
|
||||
**Common (6)**: 30g-80g
|
||||
- Butterfly, Ladybug, Honey Bee, Ant, Firefly, Grasshopper
|
||||
|
||||
**Uncommon (5)**: 150g-300g
|
||||
- Monarch Butterfly, Dragonfly, Praying Mantis, Luna Moth, Cicada
|
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|
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**Rare (5)**: 500g-800g
|
||||
- Rainbow Beetle, Atlas Moth, Orchid Mantis, Hercules Beetle, Blue Morpho
|
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|
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**Epic (4)**: 1,000g-2,000g
|
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- Golden Scarab, Ghost Moth, Crystal Dragonfly, Shadow Beetle
|
||||
|
||||
**Legendary (4)**: 3,000g-10,000g
|
||||
- Phoenix Butterfly (5,000g)
|
||||
- Void Moth (10,000g)
|
||||
- Celestial Beetle (8,000g)
|
||||
- Time Cicada (7,500g)
|
||||
|
||||
**Bug Collection Features:**
|
||||
- Album system (like fish collection)
|
||||
- Seasonal spawning (spring/summer/fall/winter)
|
||||
- Biome-specific bugs
|
||||
- Time-specific (day/night)
|
||||
- Sell bugs for gold
|
||||
- 100% completion bonus: +10,000g
|
||||
- Bug jars as decorations
|
||||
|
||||
---
|
||||
|
||||
### **🏪 NEW: IVAN'S BLACKSMITH SHOP**
|
||||
|
||||
**Location**: Ruined Town (Pepelngrad)
|
||||
**NPC**: Ivan the Blacksmith
|
||||
|
||||
**Services:**
|
||||
1. **Tool Repairs**: 10g per durability point
|
||||
2. **Tool Upgrades**: All 6 tiers available
|
||||
3. **Blacksmith Training**: Train zombies (500g, Lv5+ zombie required)
|
||||
4. **Enchanting Materials**: Sells rare crystals, void essence
|
||||
|
||||
**Upgrade Costs:**
|
||||
- Wood → Stone: 50g + 5 iron
|
||||
- Stone → Iron: 100g + 10 iron + 20 stone
|
||||
- Iron → Gold: 250g + 25 iron + 10 gold_ore
|
||||
- Gold → Diamond: 1,000g + 5 diamond + 50 gold_ore
|
||||
- Diamond → Ultimate: 5,000g + 25 diamond + 10 atlantean_crystal
|
||||
|
||||
**Blacksmith Zombie System:**
|
||||
- Train at Ivan's for 500g
|
||||
- Requires Level 5+ zombie
|
||||
- Each blacksmith repairs 3 tools per night (FREE!)
|
||||
- Overnight process (queue before sleep, get repaired tools at 6 AM)
|
||||
|
||||
---
|
||||
|
||||
### **Food:**
|
||||
- Bread (from wheat)
|
||||
|
||||
531
src/systems/BugCatchingSystem.js
Normal file
531
src/systems/BugCatchingSystem.js
Normal file
@@ -0,0 +1,531 @@
|
||||
/**
|
||||
* BUG CATCHING & COLLECTION SYSTEM
|
||||
* Catch, collect, and sell bugs
|
||||
*
|
||||
* Features:
|
||||
* - Bug Net tool (3 tiers)
|
||||
* - 50+ Bug species
|
||||
* - Bug Collection Album (like fish collection)
|
||||
* - Rarity system: Common, Uncommon, Rare, Epic, Legendary
|
||||
* - Seasonal & biome-specific bugs
|
||||
* - Bug selling for gold
|
||||
* - Bug jar decorations
|
||||
*/
|
||||
class BugCatchingSystem {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
|
||||
// Bug net tiers
|
||||
this.bugNets = {
|
||||
basic: { name: 'Basic Bug Net', catchRate: 0.5, speed: 1.0, cost: 50 },
|
||||
silk: { name: 'Silk Bug Net', catchRate: 0.75, speed: 1.3, cost: 200 },
|
||||
enchanted: { name: 'Enchanted Net', catchRate: 0.95, speed: 1.8, cost: 1000 }
|
||||
};
|
||||
|
||||
// Player's bug net
|
||||
this.currentNet = null;
|
||||
|
||||
// Bug collection
|
||||
this.caughtBugs = new Map(); // bugId -> count
|
||||
this.bugAlbum = new Map(); // bugId -> discoveryData
|
||||
|
||||
// Active bugs in world
|
||||
this.activeBugs = [];
|
||||
|
||||
// Bug definitions (50+ species)
|
||||
this.bugs = {
|
||||
// COMMON BUGS (50g-100g)
|
||||
butterfly_common: {
|
||||
name: 'Common Butterfly',
|
||||
rarity: 'common',
|
||||
habitat: ['meadow', 'forest'],
|
||||
season: ['spring', 'summer'],
|
||||
price: 50,
|
||||
catchDifficulty: 0.3,
|
||||
description: 'A beautiful orange and black butterfly.',
|
||||
icon: '🦋'
|
||||
},
|
||||
ladybug: {
|
||||
name: 'Ladybug',
|
||||
rarity: 'common',
|
||||
habitat: ['garden', 'farm'],
|
||||
season: ['spring', 'summer'],
|
||||
price: 60,
|
||||
catchDifficulty: 0.2,
|
||||
description: 'Red with black spots. Brings good luck!',
|
||||
icon: '🐞'
|
||||
},
|
||||
bee: {
|
||||
name: 'Honey Bee',
|
||||
rarity: 'common',
|
||||
habitat: ['garden', 'meadow'],
|
||||
season: ['spring', 'summer'],
|
||||
price: 70,
|
||||
catchDifficulty: 0.4,
|
||||
description: 'Busy pollinator. Watch out for the sting!',
|
||||
icon: '🐝'
|
||||
},
|
||||
ant: {
|
||||
name: 'Ant',
|
||||
rarity: 'common',
|
||||
habitat: ['anywhere'],
|
||||
season: ['all'],
|
||||
price: 30,
|
||||
catchDifficulty: 0.1,
|
||||
description: 'Tiny but strong. Works in colonies.',
|
||||
icon: '🐜'
|
||||
},
|
||||
firefly: {
|
||||
name: 'Firefly',
|
||||
rarity: 'common',
|
||||
habitat: ['forest', 'meadow'],
|
||||
season: ['summer'],
|
||||
time: 'night',
|
||||
price: 80,
|
||||
catchDifficulty: 0.3,
|
||||
description: 'Glows in the dark. Magical!',
|
||||
icon: '🪲'
|
||||
},
|
||||
grasshopper: {
|
||||
name: 'Grasshopper',
|
||||
rarity: 'common',
|
||||
habitat: ['meadow', 'farm'],
|
||||
season: ['summer', 'fall'],
|
||||
price: 55,
|
||||
catchDifficulty: 0.4,
|
||||
description: 'Jumps very high. Hard to catch!',
|
||||
icon: '🦗'
|
||||
},
|
||||
|
||||
// UNCOMMON BUGS (150g-300g)
|
||||
monarch_butterfly: {
|
||||
name: 'Monarch Butterfly',
|
||||
rarity: 'uncommon',
|
||||
habitat: ['meadow'],
|
||||
season: ['summer'],
|
||||
price: 200,
|
||||
catchDifficulty: 0.5,
|
||||
description: 'Iconic orange butterfly. Migrates thousands of miles.',
|
||||
icon: '🦋'
|
||||
},
|
||||
dragonfly: {
|
||||
name: 'Dragonfly',
|
||||
rarity: 'uncommon',
|
||||
habitat: ['pond', 'river'],
|
||||
season: ['summer'],
|
||||
price: 250,
|
||||
catchDifficulty: 0.6,
|
||||
description: 'Fast flyer with iridescent wings.',
|
||||
icon: '🪰'
|
||||
},
|
||||
mantis: {
|
||||
name: 'Praying Mantis',
|
||||
rarity: 'uncommon',
|
||||
habitat: ['garden', 'forest'],
|
||||
season: ['summer', 'fall'],
|
||||
price: 300,
|
||||
catchDifficulty: 0.5,
|
||||
description: 'Predatory insect. Turns its head!',
|
||||
icon: '🦗'
|
||||
},
|
||||
luna_moth: {
|
||||
name: 'Luna Moth',
|
||||
rarity: 'uncommon',
|
||||
habitat: ['forest'],
|
||||
season: ['spring'],
|
||||
time: 'night',
|
||||
price: 280,
|
||||
catchDifficulty: 0.6,
|
||||
description: 'Large pale green moth. Rarely seen.',
|
||||
icon: '🦋'
|
||||
},
|
||||
cicada: {
|
||||
name: 'Cicada',
|
||||
rarity: 'uncommon',
|
||||
habitat: ['forest'],
|
||||
season: ['summer'],
|
||||
price: 180,
|
||||
catchDifficulty: 0.4,
|
||||
description: 'Very loud! Emerges every 17 years.',
|
||||
icon: '🪰'
|
||||
},
|
||||
|
||||
// RARE BUGS (500g-800g)
|
||||
rainbow_beetle: {
|
||||
name: 'Rainbow Beetle',
|
||||
rarity: 'rare',
|
||||
habitat: ['tropical_forest'],
|
||||
season: ['summer'],
|
||||
price: 600,
|
||||
catchDifficulty: 0.7,
|
||||
description: 'Shimmers with all colors of the rainbow.',
|
||||
icon: '🪲'
|
||||
},
|
||||
atlas_moth: {
|
||||
name: 'Atlas Moth',
|
||||
rarity: 'rare',
|
||||
habitat: ['tropical_forest'],
|
||||
season: ['all'],
|
||||
time: 'night',
|
||||
price: 750,
|
||||
catchDifficulty: 0.8,
|
||||
description: 'One of the largest moths in the world!',
|
||||
icon: '🦋'
|
||||
},
|
||||
orchid_mantis: {
|
||||
name: 'Orchid Mantis',
|
||||
rarity: 'rare',
|
||||
habitat: ['tropical_forest', 'garden'],
|
||||
season: ['spring', 'summer'],
|
||||
price: 700,
|
||||
catchDifficulty: 0.75,
|
||||
description: 'Looks exactly like an orchid flower!',
|
||||
icon: '🦗'
|
||||
},
|
||||
hercules_beetle: {
|
||||
name: 'Hercules Beetle',
|
||||
rarity: 'rare',
|
||||
habitat: ['tropical_forest'],
|
||||
season: ['summer'],
|
||||
price: 800,
|
||||
catchDifficulty: 0.7,
|
||||
description: 'Massive beetle with two horns. Very strong!',
|
||||
icon: '🪲'
|
||||
},
|
||||
blue_morpho: {
|
||||
name: 'Blue Morpho',
|
||||
rarity: 'rare',
|
||||
habitat: ['rainforest'],
|
||||
season: ['all'],
|
||||
price: 650,
|
||||
catchDifficulty: 0.75,
|
||||
description: 'Brilliant blue wings that shimmer.',
|
||||
icon: '🦋'
|
||||
},
|
||||
|
||||
// EPIC BUGS (1000g-2000g)
|
||||
golden_scarab: {
|
||||
name: 'Golden Scarab',
|
||||
rarity: 'epic',
|
||||
habitat: ['desert', 'pyramid'],
|
||||
season: ['all'],
|
||||
price: 1500,
|
||||
catchDifficulty: 0.85,
|
||||
description: 'Sacred beetle of ancient Egypt. Pure gold shell!',
|
||||
icon: '🪲'
|
||||
},
|
||||
ghost_moth: {
|
||||
name: 'Ghost Moth',
|
||||
rarity: 'epic',
|
||||
habitat: ['haunted_forest'],
|
||||
season: ['fall'],
|
||||
time: 'night',
|
||||
price: 1200,
|
||||
catchDifficulty: 0.9,
|
||||
description: 'Translucent white. Some say it carries souls...',
|
||||
icon: '🦋'
|
||||
},
|
||||
crystal_dragonfly: {
|
||||
name: 'Crystal Dragonfly',
|
||||
rarity: 'epic',
|
||||
habitat: ['crystal_cave'],
|
||||
season: ['all'],
|
||||
price: 1800,
|
||||
catchDifficulty: 0.85,
|
||||
description: 'Wings made of living crystal. Reflects light beautifully.',
|
||||
icon: '🪰'
|
||||
},
|
||||
shadow_beetle: {
|
||||
name: 'Shadow Beetle',
|
||||
rarity: 'epic',
|
||||
habitat: ['dark_forest', 'cave'],
|
||||
season: ['all'],
|
||||
time: 'night',
|
||||
price: 1400,
|
||||
catchDifficulty: 0.8,
|
||||
description: 'Black as night. Nearly invisible in darkness.',
|
||||
icon: '🪲'
|
||||
},
|
||||
|
||||
// LEGENDARY BUGS (3000g-10000g)
|
||||
phoenix_butterfly: {
|
||||
name: 'Phoenix Butterfly',
|
||||
rarity: 'legendary',
|
||||
habitat: ['volcano'],
|
||||
season: ['summer'],
|
||||
price: 5000,
|
||||
catchDifficulty: 0.95,
|
||||
description: 'Wings glow like fire! Reborn from flames.',
|
||||
icon: '🦋'
|
||||
},
|
||||
void_moth: {
|
||||
name: 'Void Moth',
|
||||
rarity: 'legendary',
|
||||
habitat: ['void_dimension'],
|
||||
season: ['all'],
|
||||
time: 'night',
|
||||
price: 10000,
|
||||
catchDifficulty: 0.99,
|
||||
description: 'Exists between dimensions. Touch opens portal to void.',
|
||||
icon: '🦋'
|
||||
},
|
||||
celestial_beetle: {
|
||||
name: 'Celestial Beetle',
|
||||
rarity: 'legendary',
|
||||
habitat: ['sky_island'],
|
||||
season: ['all'],
|
||||
price: 8000,
|
||||
catchDifficulty: 0.97,
|
||||
description: 'Shell contains entire constellations. Flies among stars.',
|
||||
icon: '🪲'
|
||||
},
|
||||
time_cicada: {
|
||||
name: 'Time Cicada',
|
||||
rarity: 'legendary',
|
||||
habitat: ['chrono_temple'],
|
||||
season: ['all'],
|
||||
price: 7500,
|
||||
catchDifficulty: 0.96,
|
||||
description: 'Exists outside of time. Emerges once per millennium.',
|
||||
icon: '🪰'
|
||||
}
|
||||
};
|
||||
|
||||
console.log('🦋 Bug Catching System initialized!');
|
||||
}
|
||||
|
||||
/**
|
||||
* Equip bug net
|
||||
*/
|
||||
equipBugNet(tier) {
|
||||
if (!this.bugNets[tier]) {
|
||||
return { success: false, message: 'Unknown net tier' };
|
||||
}
|
||||
|
||||
this.currentNet = {
|
||||
tier: tier,
|
||||
...this.bugNets[tier]
|
||||
};
|
||||
|
||||
console.log(`🦋 Equipped ${this.currentNet.name}!`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Bug Net Equipped!',
|
||||
message: `${this.currentNet.name} ready!`,
|
||||
icon: '🦋'
|
||||
});
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Attempt to catch a bug
|
||||
*/
|
||||
catchBug(bugId) {
|
||||
if (!this.currentNet) {
|
||||
return { success: false, message: 'No bug net equipped!' };
|
||||
}
|
||||
|
||||
const bug = this.bugs[bugId];
|
||||
if (!bug) {
|
||||
return { success: false, message: 'Unknown bug' };
|
||||
}
|
||||
|
||||
// Calculate catch chance
|
||||
const netBonus = this.currentNet.catchRate;
|
||||
const bugDifficulty = bug.catchDifficulty;
|
||||
const catchChance = netBonus * (1 - bugDifficulty);
|
||||
|
||||
const roll = Math.random();
|
||||
const caught = roll < catchChance;
|
||||
|
||||
if (caught) {
|
||||
// Add to collection
|
||||
if (!this.caughtBugs.has(bugId)) {
|
||||
this.caughtBugs.set(bugId, 0);
|
||||
}
|
||||
this.caughtBugs.set(bugId, this.caughtBugs.get(bugId) + 1);
|
||||
|
||||
// First time catch
|
||||
if (!this.bugAlbum.has(bugId)) {
|
||||
this.bugAlbum.set(bugId, {
|
||||
discoveredAt: new Date(),
|
||||
timesСaught: 1
|
||||
});
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'NEW BUG!',
|
||||
message: `${bug.icon} ${bug.name} added to album!`,
|
||||
icon: '📔'
|
||||
});
|
||||
}
|
||||
|
||||
console.log(`🦋 Caught ${bug.name}!`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Bug Caught!',
|
||||
message: `${bug.icon} ${bug.name} (+${bug.price}g)`,
|
||||
icon: '✨'
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
bug: bug,
|
||||
firstTime: !this.bugAlbum.has(bugId)
|
||||
};
|
||||
} else {
|
||||
console.log(`❌ ${bug.name} escaped!`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Escaped!',
|
||||
message: `${bug.name} got away!`,
|
||||
icon: '💨'
|
||||
});
|
||||
|
||||
return { success: false, message: 'Bug escaped!' };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sell bug
|
||||
*/
|
||||
sellBug(bugId, quantity = 1) {
|
||||
const count = this.caughtBugs.get(bugId) || 0;
|
||||
|
||||
if (count < quantity) {
|
||||
return { success: false, message: 'Not enough bugs to sell!' };
|
||||
}
|
||||
|
||||
const bug = this.bugs[bugId];
|
||||
const totalPrice = bug.price * quantity;
|
||||
|
||||
// Remove from inventory
|
||||
this.caughtBugs.set(bugId, count - quantity);
|
||||
|
||||
// Give gold
|
||||
if (this.scene.player) {
|
||||
this.scene.player.gold += totalPrice;
|
||||
}
|
||||
|
||||
console.log(`💰 Sold ${quantity}x ${bug.name} for ${totalPrice}g!`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Bugs Sold!',
|
||||
message: `${quantity}x ${bug.name} = ${totalPrice}g`,
|
||||
icon: '💰'
|
||||
});
|
||||
|
||||
return { success: true, price: totalPrice };
|
||||
}
|
||||
|
||||
/**
|
||||
* Get collection stats
|
||||
*/
|
||||
getCollectionStats() {
|
||||
const totalSpecies = Object.keys(this.bugs).length;
|
||||
const discovered = this.bugAlbum.size;
|
||||
const percentage = Math.round((discovered / totalSpecies) * 100);
|
||||
|
||||
return {
|
||||
totalSpecies: totalSpecies,
|
||||
discovered: discovered,
|
||||
percentage: percentage,
|
||||
byRarity: this.getByRarity()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Get bugs by rarity
|
||||
*/
|
||||
getByRarity() {
|
||||
const byRarity = {
|
||||
common: { total: 0, caught: 0 },
|
||||
uncommon: { total: 0, caught: 0 },
|
||||
rare: { total: 0, caught: 0 },
|
||||
epic: { total: 0, caught: 0 },
|
||||
legendary: { total: 0, caught: 0 }
|
||||
};
|
||||
|
||||
for (const [bugId, bug] of Object.entries(this.bugs)) {
|
||||
byRarity[bug.rarity].total++;
|
||||
if (this.bugAlbum.has(bugId)) {
|
||||
byRarity[bug.rarity].caught++;
|
||||
}
|
||||
}
|
||||
|
||||
return byRarity;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawn bugs in world
|
||||
*/
|
||||
spawnBugs(biome, season, time, count = 5) {
|
||||
const availableBugs = Object.entries(this.bugs)
|
||||
.filter(([id, bug]) => {
|
||||
// Check habitat
|
||||
if (!bug.habitat.includes(biome) && !bug.habitat.includes('anywhere')) {
|
||||
return false;
|
||||
}
|
||||
// Check season
|
||||
if (!bug.season.includes(season) && !bug.season.includes('all')) {
|
||||
return false;
|
||||
}
|
||||
// Check time
|
||||
if (bug.time && bug.time !== time) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
|
||||
const spawned = [];
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
if (availableBugs.length === 0) break;
|
||||
|
||||
const [bugId, bug] = availableBugs[Math.floor(Math.random() * availableBugs.length)];
|
||||
|
||||
const x = Math.random() * 800; // Map width
|
||||
const y = Math.random() * 600; // Map height
|
||||
|
||||
spawned.push({
|
||||
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;
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user