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167
EMERGENCY_SYSTEMS_RECOVERY/BuildingSystem.js
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167
EMERGENCY_SYSTEMS_RECOVERY/BuildingSystem.js
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class BuildingSystem {
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constructor(scene) {
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this.scene = scene;
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this.isBuildMode = false;
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this.selectedBuilding = 'fence'; // fence, wall, house
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this.buildingsData = {
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fence: { name: 'Fence', cost: { wood: 2 }, w: 1, h: 1 },
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wall: { name: 'Stone Wall', cost: { stone: 2 }, w: 1, h: 1 },
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house: { name: 'House', cost: { wood: 20, stone: 20, gold: 50 }, w: 1, h: 1 }, // Visual is bigger but anchor is 1 tile
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barn: { name: 'Barn', cost: { wood: 50, stone: 10 }, w: 1, h: 1 },
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silo: { name: 'Silo', cost: { wood: 30, stone: 30 }, w: 1, h: 1 },
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stable: { name: 'Stable', cost: { wood: 40, stone: 20 }, w: 1, h: 1 },
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greenhouse: { name: 'Greenhouse', cost: { glass: 20, wood: 15 }, w: 2, h: 2 } // Winter farming
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};
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// Textures init
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if (!this.scene.textures.exists('struct_fence')) TextureGenerator.createStructureSprite(this.scene, 'struct_fence', 'fence');
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if (!this.scene.textures.exists('struct_wall')) TextureGenerator.createStructureSprite(this.scene, 'struct_wall', 'wall');
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if (!this.scene.textures.exists('struct_house')) TextureGenerator.createStructureSprite(this.scene, 'struct_house', 'house');
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if (!this.scene.textures.exists('struct_barn')) TextureGenerator.createStructureSprite(this.scene, 'struct_barn', 'barn');
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if (this.scene.textures.exists('struct_silo')) TextureGenerator.createStructureSprite(this.scene, 'struct_silo', 'silo');
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if (!this.scene.textures.exists('struct_stable')) TextureGenerator.createStructureSprite(this.scene, 'struct_stable', 'stable');
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// House Lv2 Texture
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TextureGenerator.createStructureSprite(this.scene, 'struct_house_lv2', 'house_lv2');
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}
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toggleBuildMode() {
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this.isBuildMode = !this.isBuildMode;
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console.log(`🔨 Build Mode: ${this.isBuildMode}`);
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// Update UI
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const uiScene = this.scene.scene.get('UIScene');
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if (uiScene) {
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uiScene.toggleBuildMenu(this.isBuildMode);
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}
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}
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selectBuilding(type) {
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if (this.buildingsData[type]) {
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this.selectedBuilding = type;
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console.log(`🔨 Selected: ${this.selectedBuilding}`);
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// UI feedback?
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const uiScene = this.scene.scene.get('UIScene');
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if (uiScene) uiScene.updateBuildSelection(type);
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}
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}
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tryBuild(gridX, gridY) {
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if (!this.isBuildMode) return false;
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const building = this.buildingsData[this.selectedBuilding];
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const inv = this.scene.inventorySystem;
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const terrain = this.scene.terrainSystem;
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// 1. Check Cost
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if (building.cost.wood) {
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if (!inv.hasItem('wood', building.cost.wood)) {
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console.log('❌ Not enough Wood!');
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this.showFloatingText('Need Wood!', gridX, gridY, '#FF0000');
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return true; // We handled the click, even if failed
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}
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}
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if (building.cost.stone) {
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if (!inv.hasItem('stone', building.cost.stone)) {
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console.log('❌ Not enough Stone!');
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this.showFloatingText('Need Stone!', gridX, gridY, '#FF0000');
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return true;
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}
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}
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if (building.cost.gold) {
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if (inv.gold < building.cost.gold) {
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console.log('❌ Not enough Gold!');
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this.showFloatingText('Need Gold!', gridX, gridY, '#FF0000');
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return true;
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}
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}
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// 2. Check Space
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const tile = terrain.getTile(gridX, gridY);
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if (!tile || tile.type === 'water' || tile.hasDecoration || tile.hasCrop || tile.hasBuilding) {
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console.log('❌ Space occupied!');
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this.showFloatingText('Occupied!', gridX, gridY, '#FF0000');
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return true;
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}
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// 3. Consume Resources
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if (building.cost.wood) inv.removeItem('wood', building.cost.wood);
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if (building.cost.stone) inv.removeItem('stone', building.cost.stone);
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if (building.cost.gold) {
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inv.gold -= building.cost.gold;
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inv.updateUI();
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}
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// 4. Place Building
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// Using decorations layer for now
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const structType = `struct_${this.selectedBuilding}`;
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terrain.addDecoration(gridX, gridY, structType);
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// Assume success if no error (addDecoration checks internally but doesn't return value easily, but we checked space before)
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{
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this.showFloatingText(`Built ${building.name}!`, gridX, gridY, '#00FF00');
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// Build Sound
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if (this.scene.soundManager) {
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this.scene.soundManager.playBuild();
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}
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// Quest Tracking
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if (this.scene.questSystem) {
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this.scene.questSystem.trackAction(`build_${this.selectedBuilding}`);
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}
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}
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return true;
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}
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tryUpgrade(gridX, gridY) {
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const terrain = this.scene.terrainSystem;
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const decKey = `${gridX},${gridY}`;
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const decor = terrain.decorationsMap.get(decKey);
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if (!decor) return false;
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// Check if House Lv1
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if (decor.type === 'struct_house') {
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const cost = { wood: 100, stone: 50, gold: 100 };
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const inv = this.scene.inventorySystem;
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// Check Resources
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if (!inv.hasItem('wood', cost.wood) || !inv.hasItem('stone', cost.stone) || inv.gold < cost.gold) {
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this.showFloatingText('Upgrade Cost: 100 Wood, 50 Stone, 100G', gridX, gridY, '#FF4444');
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return true;
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}
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// Pay
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inv.removeItem('wood', cost.wood);
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inv.removeItem('stone', cost.stone);
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inv.gold -= cost.gold;
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inv.updateUI();
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// Perform Upgrade
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terrain.removeDecoration(gridX, gridY);
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terrain.addDecoration(gridX, gridY, 'struct_house_lv2'); // Re-add Lv2
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this.showFloatingText('HOUSE CRADED! (Lv. 2)', gridX, gridY, '#00FFFF');
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if (this.scene.soundManager) this.scene.soundManager.playSuccess();
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return true;
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}
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return false;
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}
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showFloatingText(text, gridX, gridY, color) {
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const iso = new IsometricUtils(48, 24);
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const pos = iso.toScreen(gridX, gridY);
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const popup = this.scene.add.text(
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pos.x + this.scene.terrainOffsetX,
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pos.y + this.scene.terrainOffsetY - 40,
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text,
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{ fontSize: '14px', fill: color, stroke: '#000', strokeThickness: 3 }
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).setOrigin(0.5);
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this.scene.tweens.add({ targets: popup, y: popup.y - 30, alpha: 0, duration: 2000, onComplete: () => popup.destroy() });
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}
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}
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