💻 GAME SYSTEMS CODE - Sleep, Crafting, Bakery

Implemented 3 major game systems in JavaScript
This commit is contained in:
2026-01-04 12:26:46 +01:00
parent 2b51906554
commit 20b52f1d52
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/**
* BAKERY SHOP SYSTEM - Food & Gift Purchasing
* Part of: New Town Buildings
* Created: January 4, 2026
*
* Features:
* - Food shop with fresh baked goods
* - Gift system (best gifts for NPCs)
* - Bulk purchase discounts
* - Time-of-day inventory changes
* - Special events (baking competition, birthday cakes)
*/
export class BakeryShopSystem {
constructor(game) {
this.game = game;
this.player = game.player;
// Bakery status
this.isUnlocked = false;
this.isOpen = false;
this.baker = null;
// Shop inventory
this.inventory = this.initializeInventory();
// Special events
this.currentEvent = null;
this.lastBakingCompetition = null;
// Birthday cake orders
this.birthdayCakeOrders = [];
}
/**
* Initialize bakery inventory
*/
initializeInventory() {
return {
fresh_bread: {
id: 'fresh_bread',
name: 'Fresh Bread',
price: 50,
energyRestore: 20,
giftValue: 1, // +1 heart
stock: 20,
restockTime: 'morning', // Restocks at 6 AM
description: 'Warm, freshly baked bread.',
favoredBy: ['all'] // Everyone likes bread!
},
cake: {
id: 'cake',
name: 'Cake',
price: 200,
energyRestore: 50,
giftValue: 5, // +5 hearts
stock: 5,
restockTime: 'afternoon', // Restocks at 2 PM
description: 'A beautiful layered cake.',
favoredBy: ['ana', 'kai', 'gronk', 'children']
},
pie: {
id: 'pie',
name: 'Fruit Pie',
price: 150,
energyRestore: 40,
giftValue: 3, // +3 hearts
stock: 8,
restockTime: 'morning',
description: 'Sweet fruit pie with flaky crust.',
favoredBy: ['ana', 'elderly_npcs']
},
cookies: {
id: 'cookies',
name: 'Cookies',
price: 25,
energyRestore: 10,
giftValue: 1, // +1 heart
stock: 30,
restockTime: 'always', // Always available
description: 'Crunchy homemade cookies.',
favoredBy: ['children', 'kai']
},
croissants: {
id: 'croissants',
name: 'Croissants',
price: 75,
energyRestore: 25,
giftValue: 2, // +2 hearts
stock: 15,
restockTime: 'morning',
description: 'Buttery, flaky croissants. Fancy!',
favoredBy: ['ana', 'lawyer', 'wealthy_npcs']
},
// SPECIAL SEASONAL ITEMS
pumpkin_pie: {
id: 'pumpkin_pie',
name: 'Pumpkin Pie',
price: 180,
energyRestore: 45,
giftValue: 4,
stock: 6,
seasonal: 'autumn',
description: 'Spiced pumpkin pie for autumn.',
favoredBy: ['gronk', 'farmer_npcs']
},
gingerbread: {
id: 'gingerbread',
name: 'Gingerbread',
price: 100,
energyRestore: 30,
giftValue: 3,
stock: 12,
seasonal: 'winter',
description: 'Festive gingerbread cookies.',
favoredBy: ['children', 'kai', 'festive_npcs']
}
};
}
/**
* Unlock bakery (requires town restoration)
*/
unlockBakery() {
// Check requirements
if (!this.player.hasCompletedQuest('first_bread')) {
return {
success: false,
message: 'Complete "First Bread" quest first!'
};
}
if (!this.player.hasMaterials({ wood: 100, wheat: 50 })) {
return {
success: false,
message: 'Need 100 Wood + 50 Wheat to build bakery!'
};
}
if (this.player.money < 8000) {
return {
success: false,
message: 'Need 8,000g to build bakery!'
};
}
// Build bakery
this.player.removeMaterials({ wood: 100, wheat: 50 });
this.player.money -= 8000;
this.isUnlocked = true;
// Spawn baker NPC
this.baker = this.game.npcs.spawn('baker', {
name: 'Maria',
position: { x: 1200, y: 800 }, // Bakery location
dialogue: this.getBakerDialogue()
});
// Open immediately
this.isOpen = true;
this.game.showMessage('🥖 Bakery is now open!');
return { success: true };
}
/**
* Get baker NPC dialogue
*/
getBakerDialogue() {
return {
greeting: [
"Welcome to the bakery! Fresh bread daily!",
"Hello dear! What can I bake for you today?",
"Mmm, smell that fresh bread!"
],
buying: [
"Excellent choice!",
"Fresh from the oven!",
"Enjoy, dear!"
],
gift_suggestion: [
"Cakes make wonderful gifts!",
"Everyone loves fresh bread.",
"Looking for a special gift? Try the pie!"
],
competition: [
"Weekly baking competition this Sunday!",
"Show me your best recipe!",
"The winner gets a special prize!"
],
birthday: [
"Need a birthday cake? I can make one!",
"Tell me who it's for, I'll personalize it!",
"Birthday cakes are my specialty!"
]
};
}
/**
* Purchase item from bakery
*/
buyItem(itemId, quantity = 1) {
const item = this.inventory[itemId];
if (!item) {
return { success: false, message: 'Item not found!' };
}
// Check if bakery is open
if (!this.isOpen) {
return { success: false, message: 'Bakery is closed!' };
}
// Check seasonal availability
if (item.seasonal && !this.isCurrentSeason(item.seasonal)) {
return {
success: false,
message: `${item.name} is only available in ${item.seasonal}!`
};
}
// Check stock
if (item.stock < quantity) {
return {
success: false,
message: `Only ${item.stock} ${item.name} in stock!`
};
}
// Calculate price (with bulk discount)
const discount = this.getBulkDiscount(quantity);
const totalPrice = Math.floor(item.price * quantity * (1 - discount));
// Check money
if (this.player.money < totalPrice) {
return {
success: false,
message: `Not enough money! Need ${totalPrice}g`
};
}
// Purchase
this.player.money -= totalPrice;
item.stock -= quantity;
// Add to inventory
this.player.inventory.addItem(itemId, quantity);
// Show message
let message = `Purchased ${quantity}x ${item.name} for ${totalPrice}g!`;
if (discount > 0) {
message += ` (${Math.floor(discount * 100)}% bulk discount!)`;
}
this.game.showMessage(message);
return { success: true, totalPrice: totalPrice, discount: discount };
}
/**
* Calculate bulk discount
*/
getBulkDiscount(quantity) {
// 10+ items = 20% off
if (quantity >= 10) {
return 0.20;
}
// 5-9 items = 10% off
if (quantity >= 5) {
return 0.10;
}
return 0;
}
/**
* Gift baked good to NPC
*/
giftItem(itemId, npcId) {
const item = this.inventory[itemId];
const npc = this.game.npcs.get(npcId);
if (!item || !npc) {
return { success: false };
}
// Check if player has item
if (!this.player.inventory.hasItem(itemId)) {
return {
success: false,
message: 'You don\'t have this item!'
};
}
// Calculate gift value (bonus if NPC favors this item)
let giftValue = item.giftValue;
if (item.favoredBy.includes(npc.id) || item.favoredBy.includes('all')) {
giftValue *= 2; // Double hearts if favored!
}
// Remove from inventory
this.player.inventory.removeItem(itemId, 1);
// Add relationship points
npc.addRelationshipPoints(giftValue);
// NPC reaction
const reaction = this.getNPCGiftReaction(npc, item, giftValue);
this.game.showMessage(
`${npc.name}: "${reaction}" +${giftValue} ❤️`
);
return { success: true, heartsAdded: giftValue, reaction: reaction };
}
/**
* Get NPC reaction to gift
*/
getNPCGiftReaction(npc, item, heartsAdded) {
if (heartsAdded >= 5) {
return "Oh wow! This is amazing! Thank you so much!";
}
if (heartsAdded >= 3) {
return "This is wonderful! You're so thoughtful!";
}
if (heartsAdded >= 1) {
return "Thank you! I love fresh baked goods!";
}
return "Thanks.";
}
/**
* Order birthday cake
*/
orderBirthdayCake(npcId) {
const npc = this.game.npcs.get(npcId);
if (!npc) {
return { success: false, message: 'NPC not found!' };
}
// Check cost
const cakePrice = 500; // Special birthday cake
if (this.player.money < cakePrice) {
return {
success: false,
message: `Birthday cakes cost ${cakePrice}g!`
};
}
// Order cake
this.player.money -= cakePrice;
const order = {
npc: npc,
orderDate: this.game.time.currentDate,
deliveryDate: npc.birthday,
delivered: false
};
this.birthdayCakeOrders.push(order);
this.game.showMessage(
`Ordered birthday cake for ${npc.name}! Will be delivered on their birthday.`
);
return { success: true, order: order };
}
/**
* Start weekly baking competition
*/
startBakingCompetition() {
this.currentEvent = {
type: 'baking_competition',
startDate: this.game.time.currentDate,
endDate: this.game.time.currentDate + 7, // Lasts 1 week
participants: [],
playerScore: 0,
prize: {
money: 1000,
item: 'golden_whisk',
hearts: 5 // +5 hearts with baker
}
};
this.game.showMessage(
'🥖 Weekly Baking Competition started! Bring your best recipe!'
);
return this.currentEvent;
}
/**
* Submit recipe to competition
*/
submitCompetitionRecipe(recipeId) {
if (!this.currentEvent || this.currentEvent.type !== 'baking_competition') {
return {
success: false,
message: 'No baking competition active!'
};
}
// Check if player has baked this recipe
const recipe = this.game.crafting.recipes[recipeId];
if (!recipe || !this.player.inventory.hasItem(recipeId)) {
return {
success: false,
message: 'You need to bake this recipe first!'
};
}
// Calculate score based on recipe complexity
const score = this.calculateRecipeScore(recipe);
this.currentEvent.playerScore = Math.max(this.currentEvent.playerScore, score);
this.game.showMessage(
`Recipe submitted! Score: ${score}/100`
);
return { success: true, score: score };
}
/**
* Calculate recipe score for competition
*/
calculateRecipeScore(recipe) {
let score = 0;
// Base score from ingredients count
score += Object.keys(recipe.ingredients).length * 10;
// Bonus for craft time (complexity)
score += Math.min(recipe.craftTime, 50);
// Bonus for energy restore (if food)
if (recipe.energy_restore) {
score += recipe.energy_restore / 2;
}
// Random factor (luck)
score += Math.random() * 20;
return Math.min(Math.floor(score), 100);
}
/**
* Check seasonal availability
*/
isCurrentSeason(season) {
const currentSeason = this.game.time.getSeason();
return currentSeason === season;
}
/**
* Restock inventory (called at specific times)
*/
restockInventory() {
const hour = this.game.time.getHour();
Object.values(this.inventory).forEach(item => {
// Morning restock (6 AM)
if (hour === 6 && item.restockTime === 'morning') {
item.stock = this.getMaxStock(item.id);
}
// Afternoon restock (2 PM)
if (hour === 14 && item.restockTime === 'afternoon') {
item.stock = this.getMaxStock(item.id);
}
// Always available items restock every hour
if (item.restockTime === 'always') {
item.stock = this.getMaxStock(item.id);
}
});
}
/**
* Get max stock for item
*/
getMaxStock(itemId) {
const defaults = {
fresh_bread: 20,
cake: 5,
pie: 8,
cookies: 30,
croissants: 15,
pumpkin_pie: 6,
gingerbread: 12
};
return defaults[itemId] || 10;
}
/**
* Update shop (called every hour)
*/
update() {
const hour = this.game.time.getHour();
// Open/close shop
this.isOpen = (hour >= 6 && hour <= 20); // Open 6 AM - 8 PM
// Restock
this.restockInventory();
// Check birthday cake deliveries
this.checkBirthdayCakeDeliveries();
}
/**
* Check and deliver birthday cakes
*/
checkBirthdayCakeDeliveries() {
const today = this.game.time.currentDate;
this.birthdayCakeOrders.forEach(order => {
if (!order.delivered && order.deliveryDate === today) {
// Deliver cake
this.player.inventory.addItem('birthday_cake_' + order.npc.id, 1);
order.delivered = true;
this.game.showMessage(
`🎂 Birthday cake for ${order.npc.name} is ready!`
);
}
});
}
/**
* Get shop UI data
*/
getShopUIData() {
return {
isUnlocked: this.isUnlocked,
isOpen: this.isOpen,
inventory: this.inventory,
currentEvent: this.currentEvent,
baker: this.baker,
openingHours: '6 AM - 8 PM'
};
}
}
export default BakeryShopSystem;

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/**
* CRAFTING TABLES SYSTEM - Recipe Management & Item Creation
* Part of: Home Upgrade & Customization System
* Created: January 4, 2026
*
* Features:
* - Small crafting table (50 basic recipes)
* - Large planning table (100+ advanced recipes)
* - Recipe unlocking system
* - Ingredient checking
* - Batch crafting
* - Gronk's expedition integration
*/
export class CraftingTablesSystem {
constructor(game) {
this.game = game;
this.player = game.player;
// Table types
this.tables = {
SMALL: {
id: 'small_table',
name: 'Small Crafting Table',
cost: 0,
unlocked: true,
maxRecipes: 50,
craftingSpeed: 1.0,
sprite: 'interior_table_small.png',
description: 'A basic workbench for simple crafting.',
categories: ['tools_wooden', 'repairs', 'food_basic', 'potions_beginner']
},
LARGE: {
id: 'large_table',
name: 'Large Planning Table',
cost: 5000,
requirements: {
metGronk: true,
questCompleted: 'builders_vision'
},
unlocked: false,
maxRecipes: 100,
craftingSpeed: 1.5,
sprite: 'interior_table_large.png',
description: 'An advanced table for complex projects and expeditions.',
categories: ['tools_wooden', 'repairs', 'food_basic', 'potions_beginner',
'expedition_planning', 'mechanisms', 'weapons_advanced', 'gronk_special']
}
};
// Crafting recipes database
this.recipes = this.initializeRecipes();
// Player's current table
this.currentTable = { ...this.tables.SMALL };
// Unlocked recipes
this.unlockedRecipes = [];
// Crafting state
this.isCrafting = false;
this.craftingQueue = [];
this.currentCraft = null;
}
/**
* Initialize all crafting recipes
*/
initializeRecipes() {
return {
// TOOLS - WOODEN TIER
wooden_hoe: {
id: 'wooden_hoe',
name: 'Wooden Hoe',
category: 'tools_wooden',
table: 'SMALL',
ingredients: {
wood: 10,
rope: 2
},
output: {
item: 'wooden_hoe',
quantity: 1
},
craftTime: 5, // seconds
unlocked: true,
description: 'Basic farming tool for tilling soil.'
},
wooden_pickaxe: {
id: 'wooden_pickaxe',
name: 'Wooden Pickaxe',
category: 'tools_wooden',
table: 'SMALL',
ingredients: {
wood: 15,
stone: 5
},
output: {
item: 'wooden_pickaxe',
quantity: 1
},
craftTime: 8,
unlocked: true,
description: 'Basic mining tool for breaking rocks.'
},
// REPAIRS
locket_cleaning: {
id: 'locket_cleaning',
name: 'Clean Ana\'s Locket',
category: 'repairs',
table: 'SMALL',
ingredients: {
cloth: 1,
water: 1
},
output: {
item: 'locket_clean',
quantity: 1
},
craftTime: 3,
unlocked: false,
questRequired: 'memory_lane',
description: 'Restore Ana\'s precious locket to its former shine.'
},
// FOOD - BASIC
sandwich: {
id: 'sandwich',
name: 'Sandwich',
category: 'food_basic',
table: 'SMALL',
ingredients: {
bread: 2,
cheese: 1
},
output: {
item: 'sandwich',
quantity: 1
},
craftTime: 2,
energy_restore: 20,
unlocked: true,
description: 'A simple but filling meal.'
},
salad: {
id: 'salad',
name: 'Garden Salad',
category: 'food_basic',
table: 'SMALL',
ingredients: {
lettuce: 3,
tomato: 2,
cucumber: 1
},
output: {
item: 'salad',
quantity: 1
},
craftTime: 3,
energy_restore: 25,
unlocked: true,
description: 'Fresh vegetables in a healthy mix.'
},
// POTIONS - BEGINNER
healing_potion_basic: {
id: 'healing_potion_basic',
name: 'Basic Healing Potion',
category: 'potions_beginner',
table: 'SMALL',
ingredients: {
red_herb: 2,
water: 1,
glass_bottle: 1
},
output: {
item: 'healing_potion_basic',
quantity: 1
},
craftTime: 10,
health_restore: 50,
unlocked: false,
skillRequired: { alchemy: 1 },
description: 'Restores 50 HP.'
},
// EXPEDITION PLANNING (Large Table Only)
expedition_map: {
id: 'expedition_map',
name: 'Expedition Map',
category: 'expedition_planning',
table: 'LARGE',
ingredients: {
paper: 5,
ink: 2,
compass: 1
},
output: {
item: 'expedition_map',
quantity: 1
},
craftTime: 20,
unlocked: false,
npcRequired: 'gronk',
description: 'Required for planning expeditions with Gronk.'
},
expedition_supplies: {
id: 'expedition_supplies',
name: 'Expedition Supplies',
category: 'expedition_planning',
table: 'LARGE',
ingredients: {
rope: 10,
torch: 5,
food_rations: 20,
water_bottle: 10
},
output: {
item: 'expedition_supplies',
quantity: 1
},
craftTime: 30,
unlocked: false,
npcRequired: 'gronk',
description: 'Everything needed for a successful expedition.'
},
// COMPLEX MECHANISMS (Large Table Only)
automated_sprinkler: {
id: 'automated_sprinkler',
name: 'Automated Sprinkler',
category: 'mechanisms',
table: 'LARGE',
ingredients: {
iron_pipe: 10,
gears: 5,
water_pump: 1
},
output: {
item: 'automated_sprinkler',
quantity: 1
},
craftTime: 60,
unlocked: false,
skillRequired: { engineering: 3 },
description: 'Waters crops automatically in a 3x3 area.'
},
// ADVANCED WEAPONS (Large Table Only)
steel_sword: {
id: 'steel_sword',
name: 'Steel Sword',
category: 'weapons_advanced',
table: 'LARGE',
ingredients: {
steel_ingot: 5,
leather: 2,
ruby: 1
},
output: {
item: 'steel_sword',
quantity: 1
},
craftTime: 45,
damage: 50,
unlocked: false,
skillRequired: { combat: 5 },
description: 'A powerful blade forged from steel.'
},
// GRONK SPECIAL (Large Table Only)
gronk_explosive: {
id: 'gronk_explosive',
name: 'Gronk\'s Explosive',
category: 'gronk_special',
table: 'LARGE',
ingredients: {
gunpowder: 5,
wire: 3,
metal_casing: 1,
gronks_secret_ingredient: 1
},
output: {
item: 'gronk_explosive',
quantity: 3
},
craftTime: 90,
unlocked: false,
npcRequired: 'gronk',
relationshipRequired: { gronk: 7 },
description: 'BOOM! Gronk\'s special explosive for clearing obstacles.'
}
};
}
/**
* Purchase Large Planning Table
*/
purchaseLargeTable() {
const largeTable = this.tables.LARGE;
// Check if already purchased
if (largeTable.unlocked) {
return { success: false, message: 'You already own the Large Table!' };
}
// Check requirements
if (!this.player.hasMetNPC('gronk')) {
return {
success: false,
message: 'You need to meet Gronk first!'
};
}
if (!this.player.hasCompletedQuest('builders_vision')) {
return {
success: false,
message: 'Complete "Builder\'s Vision" quest first!'
};
}
// Check cost
if (this.player.money < largeTable.cost) {
return {
success: false,
message: `Not enough money! Need ${largeTable.cost}g`
};
}
// Purchase
this.player.money -= largeTable.cost;
largeTable.unlocked = true;
this.currentTable = { ...largeTable };
// Unlock advanced recipes
this.unlockAdvancedRecipes();
return {
success: true,
message: `Purchased ${largeTable.name} for ${largeTable.cost}g!`
};
}
/**
* Unlock advanced recipes when Large Table is purchased
*/
unlockAdvancedRecipes() {
Object.values(this.recipes).forEach(recipe => {
if (recipe.table === 'LARGE' && !recipe.npcRequired && !recipe.skillRequired) {
recipe.unlocked = true;
}
});
}
/**
* Check if player can craft a recipe
*/
canCraft(recipeId) {
const recipe = this.recipes[recipeId];
if (!recipe) {
return { canCraft: false, reason: 'Recipe not found' };
}
// Check if recipe is unlocked
if (!recipe.unlocked) {
return { canCraft: false, reason: 'Recipe locked' };
}
// Check table requirement
if (recipe.table === 'LARGE' && !this.tables.LARGE.unlocked) {
return { canCraft: false, reason: 'Requires Large Planning Table' };
}
// Check NPC requirement
if (recipe.npcRequired && !this.player.hasMetNPC(recipe.npcRequired)) {
return { canCraft: false, reason: `Requires meeting ${recipe.npcRequired}` };
}
// Check relationship requirement
if (recipe.relationshipRequired) {
for (const [npc, level] of Object.entries(recipe.relationshipRequired)) {
if (this.player.getRelationshipLevel(npc) < level) {
return {
canCraft: false,
reason: `Requires ${level}+ hearts with ${npc}`
};
}
}
}
// Check skill requirement
if (recipe.skillRequired) {
for (const [skill, level] of Object.entries(recipe.skillRequired)) {
if (this.player.getSkillLevel(skill) < level) {
return {
canCraft: false,
reason: `Requires ${skill} level ${level}`
};
}
}
}
// Check ingredients
const missingIngredients = [];
for (const [ingredient, amount] of Object.entries(recipe.ingredients)) {
const playerAmount = this.player.inventory.getItemCount(ingredient);
if (playerAmount < amount) {
missingIngredients.push({
item: ingredient,
have: playerAmount,
need: amount
});
}
}
if (missingIngredients.length > 0) {
return {
canCraft: false,
reason: 'Missing ingredients',
missingIngredients: missingIngredients
};
}
return { canCraft: true };
}
/**
* Start crafting a recipe
*/
craft(recipeId, quantity = 1) {
const canCraftCheck = this.canCraft(recipeId);
if (!canCraftCheck.canCraft) {
return {
success: false,
message: canCraftCheck.reason,
missingIngredients: canCraftCheck.missingIngredients
};
}
const recipe = this.recipes[recipeId];
// Remove ingredients
for (const [ingredient, amount] of Object.entries(recipe.ingredients)) {
this.player.inventory.removeItem(ingredient, amount * quantity);
}
// Calculate craft time (with table speed bonus)
const tableSpeed = this.currentTable.craftingSpeed;
const totalTime = (recipe.craftTime / tableSpeed) * quantity;
// Add to crafting queue
const craftJob = {
recipe: recipe,
quantity: quantity,
timeRemaining: totalTime,
totalTime: totalTime
};
this.craftingQueue.push(craftJob);
// Start crafting if not already crafting
if (!this.isCrafting) {
this.startNextCraft();
}
return {
success: true,
message: `Crafting ${quantity}x ${recipe.name}... (${Math.floor(totalTime)}s)`,
craftJob: craftJob
};
}
/**
* Start next craft in queue
*/
startNextCraft() {
if (this.craftingQueue.length === 0) {
this.isCrafting = false;
this.currentCraft = null;
return;
}
this.isCrafting = true;
this.currentCraft = this.craftingQueue[0];
// Emit crafting started event
this.game.emit('craftingStarted', {
recipe: this.currentCraft.recipe,
quantity: this.currentCraft.quantity,
time: this.currentCraft.totalTime
});
}
/**
* Update crafting progress
*/
update(deltaTime) {
if (!this.isCrafting || !this.currentCraft) return;
// Decrease time remaining
this.currentCraft.timeRemaining -= deltaTime;
// Check if completed
if (this.currentCraft.timeRemaining <= 0) {
this.completeCraft();
}
}
/**
* Complete current craft
*/
completeCraft() {
if (!this.currentCraft) return;
const recipe = this.currentCraft.recipe;
const quantity = this.currentCraft.quantity;
// Add crafted item to inventory
this.player.inventory.addItem(
recipe.output.item,
recipe.output.quantity * quantity
);
// Show completion message
this.game.showMessage(
`✅ Crafted ${quantity}x ${recipe.name}!`
);
// Emit crafting completed event
this.game.emit('craftingCompleted', {
recipe: recipe,
quantity: quantity
});
// Remove from queue
this.craftingQueue.shift();
// Start next craft
this.startNextCraft();
}
/**
* Get all available recipes for current table
*/
getAvailableRecipes() {
return Object.values(this.recipes).filter(recipe => {
// Filter by table type
if (recipe.table === 'LARGE' && !this.tables.LARGE.unlocked) {
return false;
}
return recipe.unlocked;
});
}
/**
* Get crafting UI data
*/
getCraftingUIData() {
return {
currentTable: this.currentTable,
isCrafting: this.isCrafting,
currentCraft: this.currentCraft,
queue: this.craftingQueue,
availableRecipes: this.getAvailableRecipes(),
largeTableUnlocked: this.tables.LARGE.unlocked
};
}
}
export default CraftingTablesSystem;

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src/systems/SleepSystem.js Normal file
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/**
* SLEEP SYSTEM - Energy Regeneration & Bed Upgrades
* Part of: Home Upgrade & Customization System
* Created: January 4, 2026
*
* Features:
* - 3-tier bed system (sleeping bag → wooden → king-size)
* - Energy regeneration based on bed quality
* - Time skip mechanics (8 hours sleep)
* - Partner bonuses for married players
* - Dream sequences and nightmares
*/
export class SleepSystem {
constructor(game) {
this.game = game;
this.player = game.player;
this.isSleeping = false;
this.currentBed = null;
// Bed types configuration
this.bedTypes = {
SLEEPING_BAG: {
id: 'sleeping_bag',
name: 'Sleeping Bag',
cost: 0,
unlocked: true,
energyRegen: 50, // Restores 50% energy
sleepDuration: 8, // hours
dreamChance: 0, // No dreams
nightmareChance: 0.1, // 10% nightmare chance
partnerBonus: false,
sprite: 'interior_bed_sleepingbag.png',
description: 'A basic sleeping bag. Uncomfortable but functional.'
},
WOODEN_BED: {
id: 'wooden_bed',
name: 'Wooden Bed',
cost: 2000,
requirements: {
farmhouseLevel: 1
},
unlocked: false,
energyRegen: 90, // Restores 90% energy
sleepDuration: 8,
dreamChance: 0.2, // 20% dream chance
nightmareChance: 0.05, // 5% nightmare chance
partnerBonus: false,
sprite: 'interior_bed_wooden.png',
description: 'A comfortable wooden bed. Much better than the floor!'
},
KING_SIZE_BED: {
id: 'king_size',
name: 'King-size Bed',
cost: 10000,
requirements: {
farmhouseLevel: 2,
married: true
},
unlocked: false,
energyRegen: 100, // Restores 100% energy
sleepDuration: 8,
dreamChance: 0.3, // 30% dream chance
nightmareChance: 0, // No nightmares!
partnerBonus: true, // +50 relationship points
spousePresent: false,
sprite: 'interior_bed_kingsize.png',
description: 'A luxurious king-size bed. Perfect for two!'
}
};
// Current player's bed (starts with sleeping bag)
this.playerBed = { ...this.bedTypes.SLEEPING_BAG };
// Sleep state
this.sleepStartTime = null;
this.sleepEndTime = null;
this.dreamSequence = null;
}
/**
* Check if player can use a specific bed type
*/
canUseBed(bedType) {
const bed = this.bedTypes[bedType];
// Check if unlocked
if (!bed.unlocked && bedType !== 'SLEEPING_BAG') {
return { canUse: false, reason: 'Bed not purchased yet' };
}
// Check requirements
if (bed.requirements) {
if (bed.requirements.farmhouseLevel &&
this.player.farmhouseLevel < bed.requirements.farmhouseLevel) {
return {
canUse: false,
reason: `Requires Farmhouse Level ${bed.requirements.farmhouseLevel}`
};
}
if (bed.requirements.married && !this.player.isMarried) {
return {
canUse: false,
reason: 'Requires marriage'
};
}
}
return { canUse: true };
}
/**
* Purchase a bed upgrade
*/
purchaseBed(bedType) {
const bed = this.bedTypes[bedType];
// Check if can purchase
if (bed.unlocked) {
return { success: false, message: 'You already own this bed!' };
}
// Check cost
if (this.player.money < bed.cost) {
return {
success: false,
message: `Not enough money! Need ${bed.cost}g`
};
}
// Check requirements
const canUse = this.canUseBed(bedType);
if (!canUse.canUse) {
return { success: false, message: canUse.reason };
}
// Purchase bed
this.player.money -= bed.cost;
bed.unlocked = true;
this.playerBed = { ...bed };
// Trigger furniture placement
this.game.emit('bedPurchased', {
bedType: bedType,
bed: bed
});
return {
success: true,
message: `Purchased ${bed.name} for ${bed.cost}g!`
};
}
/**
* Initiate sleep sequence
*/
sleep() {
// Check if already sleeping
if (this.isSleeping) {
return { success: false, message: 'Already sleeping!' };
}
// Check if tired enough (energy < 50%)
if (this.player.energy > this.player.maxEnergy * 0.5) {
return {
success: false,
message: "You're not tired enough to sleep yet."
};
}
// Start sleep
this.isSleeping = true;
this.sleepStartTime = this.game.time.currentTime;
this.sleepEndTime = this.game.time.currentTime + (this.playerBed.sleepDuration * 3600); // Convert to seconds
// Roll for dream/nightmare
this.dreamSequence = this.rollForDream();
// Trigger sleep animation
this.game.emit('sleepStarted', {
bed: this.playerBed,
duration: this.playerBed.sleepDuration,
dreamSequence: this.dreamSequence
});
// Fast-forward time
this.game.time.skipTime(this.playerBed.sleepDuration);
// Wake up after duration
setTimeout(() => {
this.wakeUp();
}, 100); // Instant wake-up after time skip
return { success: true };
}
/**
* Roll for dream or nightmare
*/
rollForDream() {
const rand = Math.random();
// Check nightmare first
if (rand < this.playerBed.nightmareChance) {
return {
type: 'nightmare',
sequence: this.getRandomNightmare()
};
}
// Check dream
if (rand < this.playerBed.dreamChance + this.playerBed.nightmareChance) {
return {
type: 'dream',
sequence: this.getRandomDream()
};
}
return null; // No dream
}
/**
* Get random dream sequence
*/
getRandomDream() {
const dreams = [
{
id: 'memory_ana',
title: 'Memory of Ana',
description: 'You dream of Ana, smiling in the sunlight...',
effect: { mood: +10 }
},
{
id: 'farming_success',
title: 'Bountiful Harvest',
description: 'You dream of your crops growing tall and strong.',
effect: { farming_xp: 50 }
},
{
id: 'zombie_peace',
title: 'Peaceful Workers',
description: 'Your zombie workers are happy and productive.',
effect: { loyalty: +5 }
}
];
return dreams[Math.floor(Math.random() * dreams.length)];
}
/**
* Get random nightmare sequence
*/
getRandomNightmare() {
const nightmares = [
{
id: 'ana_loss',
title: 'The Loss',
description: 'Fragments of that terrible day flash before you...',
effect: { mood: -20 }
},
{
id: 'zombie_attack',
title: 'Undead Uprising',
description: 'Your workers turn hostile, advancing slowly...',
effect: { energy: -10 }
},
{
id: 'crop_failure',
title: 'Withered Fields',
description: 'Your entire farm crumbles to dust.',
effect: { mood: -10 }
}
];
return nightmares[Math.floor(Math.random() * nightmares.length)];
}
/**
* Wake up from sleep
*/
wakeUp() {
if (!this.isSleeping) return;
// Calculate energy restoration
const energyRestored = (this.player.maxEnergy * this.playerBed.energyRegen) / 100;
this.player.energy = Math.min(
this.player.maxEnergy,
this.player.energy + energyRestored
);
// Partner bonus (if married & king-size bed)
if (this.playerBed.partnerBonus && this.player.isMarried) {
const spouse = this.game.npcs.getSpouse();
if (spouse) {
spouse.addRelationshipPoints(50);
this.game.showMessage(`${spouse.name} cuddles closer. +50 ❤️`);
}
}
// Apply dream/nightmare effects
if (this.dreamSequence) {
this.applyDreamEffects(this.dreamSequence);
}
// Update state
this.isSleeping = false;
this.currentBed = null;
this.dreamSequence = null;
// Trigger wake-up event
this.game.emit('wakeUp', {
energyRestored: energyRestored,
newEnergy: this.player.energy,
time: this.game.time.currentTime
});
// New day announcements
this.game.showMessage(`Good morning! Energy restored: ${Math.floor(energyRestored)}`);
}
/**
* Apply dream/nightmare effects
*/
applyDreamEffects(dreamSequence) {
const sequence = dreamSequence.sequence;
// Show dream/nightmare message
const typeIcon = dreamSequence.type === 'dream' ? '✨' : '💀';
this.game.showMessage(`${typeIcon} ${sequence.title}: ${sequence.description}`);
// Apply effects
if (sequence.effect.mood) {
this.player.mood += sequence.effect.mood;
}
if (sequence.effect.energy) {
this.player.energy += sequence.effect.energy;
}
if (sequence.effect.farming_xp) {
this.player.addXP('farming', sequence.effect.farming_xp);
}
if (sequence.effect.loyalty && this.game.zombieWorkers) {
this.game.zombieWorkers.addGlobalLoyalty(sequence.effect.loyalty);
}
}
/**
* Check if it's a good time to sleep
*/
canSleepNow() {
const hour = this.game.time.getHour();
// Can sleep between 8 PM (20:00) and 2 AM (02:00)
if ((hour >= 20 && hour <= 23) || (hour >= 0 && hour <= 2)) {
return { canSleep: true };
}
return {
canSleep: false,
message: "It's not nighttime yet. Sleep between 8 PM - 2 AM."
};
}
/**
* Get current bed info for UI
*/
getCurrentBedInfo() {
return {
...this.playerBed,
isSleeping: this.isSleeping,
canSleep: this.canSleepNow().canSleep
};
}
/**
* Update (called every frame)
*/
update(deltaTime) {
// Sleep system update logic (if needed)
// Currently handled by events and timers
}
}
export default SleepSystem;