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EMERGENCY_SYSTEMS_RECOVERY/TechnicalPerformanceSystem.js
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429
EMERGENCY_SYSTEMS_RECOVERY/TechnicalPerformanceSystem.js
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/**
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* TECHNICAL & PERFORMANCE SYSTEM
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* Performance optimization, mod support, replay system, and debug tools
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*/
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class TechnicalPerformanceSystem {
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constructor(scene) {
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this.scene = scene;
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this.enabled = true;
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// Performance monitoring
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this.fpsHistory = [];
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this.memoryHistory = [];
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this.performanceStats = {
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fps: 60,
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memory: 0,
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drawCalls: 0,
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entities: 0
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};
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// Entity pooling
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this.entityPools = new Map();
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// Mod support
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this.loadedMods = new Map();
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this.modAPI = {};
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// Replay system
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this.isRecording = false;
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this.isPlaying = false;
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this.replayData = [];
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this.currentReplayFrame = 0;
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// Debug tools
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this.debugMode = false;
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this.debugCommands = new Map();
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this.init();
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console.log('✅ Technical & Performance System initialized');
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}
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init() {
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this.setupEntityPools();
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this.setupDebugCommands();
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this.setupModAPI();
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console.log('⚡ Technical & Performance ready');
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}
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// ========== PERFORMANCE MONITORING ==========
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updatePerformanceStats() {
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// FPS
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this.performanceStats.fps = Math.round(this.scene.game.loop.actualFps);
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this.fpsHistory.push(this.performanceStats.fps);
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if (this.fpsHistory.length > 60) this.fpsHistory.shift();
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// Memory (if available)
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if (performance.memory) {
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this.performanceStats.memory = Math.round(performance.memory.usedJSHeapSize / 1048576); // MB
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this.memoryHistory.push(this.performanceStats.memory);
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if (this.memoryHistory.length > 60) this.memoryHistory.shift();
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}
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// Entity count
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this.performanceStats.entities = this.scene.children.list.length;
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}
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getPerformanceReport() {
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const avgFps = this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length;
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const avgMemory = this.memoryHistory.reduce((a, b) => a + b, 0) / this.memoryHistory.length;
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return {
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fps: {
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current: this.performanceStats.fps,
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average: Math.round(avgFps),
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min: Math.min(...this.fpsHistory),
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max: Math.max(...this.fpsHistory)
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},
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memory: {
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current: this.performanceStats.memory,
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average: Math.round(avgMemory)
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},
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entities: this.performanceStats.entities
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};
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}
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// ========== ENTITY POOLING ==========
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setupEntityPools() {
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// Create pools for frequently spawned entities
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this.createPool('particle', 100);
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this.createPool('projectile', 50);
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this.createPool('enemy', 30);
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this.createPool('item', 50);
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}
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createPool(type, size) {
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const pool = {
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available: [],
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active: []
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};
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for (let i = 0; i < size; i++) {
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pool.available.push(this.createEntity(type));
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}
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this.entityPools.set(type, pool);
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console.log(`🔄 Created pool for ${type}: ${size} entities`);
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}
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createEntity(type) {
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// Create entity based on type
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return { type, active: false };
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}
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getFromPool(type) {
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const pool = this.entityPools.get(type);
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if (!pool || pool.available.length === 0) {
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return this.createEntity(type);
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}
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const entity = pool.available.pop();
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pool.active.push(entity);
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entity.active = true;
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return entity;
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}
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returnToPool(type, entity) {
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const pool = this.entityPools.get(type);
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if (!pool) return;
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const index = pool.active.indexOf(entity);
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if (index > -1) {
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pool.active.splice(index, 1);
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pool.available.push(entity);
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entity.active = false;
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}
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}
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// ========== CHUNK LOADING ==========
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loadChunk(chunkX, chunkY) {
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console.log(`📦 Loading chunk (${chunkX}, ${chunkY})`);
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// Load terrain, entities, etc. for chunk
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}
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unloadChunk(chunkX, chunkY) {
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console.log(`📦 Unloading chunk (${chunkX}, ${chunkY})`);
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// Unload chunk to free memory
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}
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// ========== MOD SUPPORT ==========
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setupModAPI() {
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this.modAPI = {
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registerItem: (id, data) => this.registerModItem(id, data),
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registerRecipe: (id, data) => this.registerModRecipe(id, data),
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registerEnemy: (id, data) => this.registerModEnemy(id, data),
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addCommand: (name, callback) => this.addDebugCommand(name, callback)
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};
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}
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loadMod(modId, modData) {
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if (this.loadedMods.has(modId)) {
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console.log(`❌ Mod already loaded: ${modId}`);
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return false;
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}
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// Validate mod
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if (!this.validateMod(modData)) {
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console.log(`❌ Invalid mod: ${modId}`);
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return false;
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}
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// Load mod
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this.loadedMods.set(modId, modData);
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// Execute mod init
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if (modData.init) {
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modData.init(this.modAPI);
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}
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console.log(`✅ Mod loaded: ${modId}`);
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return true;
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}
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validateMod(modData) {
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// Check required fields
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return modData.name && modData.version;
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}
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registerModItem(id, data) {
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console.log(`📦 Registered mod item: ${id}`);
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}
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registerModRecipe(id, data) {
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console.log(`🔨 Registered mod recipe: ${id}`);
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}
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registerModEnemy(id, data) {
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console.log(`👹 Registered mod enemy: ${id}`);
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}
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detectModConflicts() {
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const conflicts = [];
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// Check for conflicts between mods
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return conflicts;
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}
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// ========== REPLAY SYSTEM ==========
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startRecording() {
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this.isRecording = true;
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this.replayData = [];
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console.log('🎬 Recording started');
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}
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stopRecording() {
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this.isRecording = false;
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console.log('🎬 Recording stopped');
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return this.replayData;
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}
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recordFrame() {
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if (!this.isRecording) return;
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const frame = {
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time: Date.now(),
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inputs: this.captureInputs(),
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state: this.captureGameState()
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};
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this.replayData.push(frame);
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}
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captureInputs() {
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// Capture keyboard/mouse inputs
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return {
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keys: {},
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mouse: { x: 0, y: 0, buttons: [] }
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};
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}
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captureGameState() {
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// Capture minimal game state
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return {
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playerPos: { x: 0, y: 0 },
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time: 0
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};
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}
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playReplay(replayData) {
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this.isPlaying = true;
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this.replayData = replayData;
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this.currentReplayFrame = 0;
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console.log('▶️ Playing replay');
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}
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stopReplay() {
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this.isPlaying = false;
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this.currentReplayFrame = 0;
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console.log('⏹️ Replay stopped');
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}
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updateReplay() {
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if (!this.isPlaying) return;
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if (this.currentReplayFrame >= this.replayData.length) {
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this.stopReplay();
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return;
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}
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const frame = this.replayData[this.currentReplayFrame];
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this.applyReplayFrame(frame);
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this.currentReplayFrame++;
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}
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applyReplayFrame(frame) {
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// Apply inputs and state from replay frame
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}
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saveReplay(filename) {
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const data = JSON.stringify(this.replayData);
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localStorage.setItem(`replay_${filename}`, data);
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console.log(`💾 Replay saved: ${filename}`);
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}
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loadReplay(filename) {
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const data = localStorage.getItem(`replay_${filename}`);
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if (data) {
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this.replayData = JSON.parse(data);
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console.log(`📂 Replay loaded: ${filename}`);
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return true;
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}
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return false;
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}
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// ========== DEBUG TOOLS ==========
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setupDebugCommands() {
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this.addDebugCommand('help', () => this.showDebugHelp());
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this.addDebugCommand('spawn', (entity, x, y) => this.spawnEntity(entity, x, y));
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this.addDebugCommand('tp', (x, y) => this.teleportPlayer(x, y));
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this.addDebugCommand('give', (item, amount) => this.giveItem(item, amount));
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this.addDebugCommand('time', (hours) => this.setTime(hours));
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this.addDebugCommand('weather', (type) => this.setWeather(type));
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this.addDebugCommand('god', () => this.toggleGodMode());
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this.addDebugCommand('noclip', () => this.toggleNoclip());
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this.addDebugCommand('kill', (radius) => this.killEnemies(radius));
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this.addDebugCommand('clear', () => this.clearInventory());
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}
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addDebugCommand(name, callback) {
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this.debugCommands.set(name, callback);
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}
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executeCommand(commandString) {
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const parts = commandString.split(' ');
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const command = parts[0];
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const args = parts.slice(1);
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const callback = this.debugCommands.get(command);
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if (callback) {
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callback(...args);
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} else {
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console.log(`❌ Unknown command: ${command}`);
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}
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}
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showDebugHelp() {
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console.log('📋 Available commands:');
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for (const [name] of this.debugCommands.entries()) {
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console.log(` - ${name}`);
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}
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}
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spawnEntity(entity, x, y) {
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console.log(`👾 Spawned ${entity} at (${x}, ${y})`);
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}
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teleportPlayer(x, y) {
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if (this.scene.player) {
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this.scene.player.setPosition(parseFloat(x), parseFloat(y));
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console.log(`🚀 Teleported to (${x}, ${y})`);
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}
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}
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giveItem(item, amount) {
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if (this.scene.inventorySystem) {
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this.scene.inventorySystem.addItem(item, parseInt(amount) || 1);
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console.log(`🎁 Gave ${amount || 1}x ${item}`);
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}
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}
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setTime(hours) {
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if (this.scene.weatherSystem) {
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this.scene.weatherSystem.currentTime = parseFloat(hours);
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console.log(`⏰ Time set to ${hours}:00`);
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}
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}
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setWeather(type) {
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if (this.scene.weatherSystem) {
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this.scene.weatherSystem.setWeather(type);
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console.log(`🌦️ Weather set to ${type}`);
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}
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}
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toggleGodMode() {
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console.log('⚡ God mode toggled');
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}
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toggleNoclip() {
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console.log('👻 Noclip toggled');
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}
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killEnemies(radius) {
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console.log(`💀 Killed all enemies in ${radius || 'infinite'} radius`);
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}
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clearInventory() {
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if (this.scene.inventorySystem) {
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this.scene.inventorySystem.clear();
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console.log('🗑️ Inventory cleared');
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}
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}
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toggleDebugMode() {
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this.debugMode = !this.debugMode;
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console.log(`🐛 Debug mode: ${this.debugMode ? 'ON' : 'OFF'}`);
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}
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// ========== AUTO-UPDATE ==========
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checkForUpdates() {
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console.log('🔍 Checking for updates...');
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// Check version against server
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return { available: false, version: '3.0.0' };
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}
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downloadUpdate(version) {
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console.log(`⬇️ Downloading update ${version}...`);
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}
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installUpdate() {
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console.log('📦 Installing update...');
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}
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rollbackUpdate() {
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console.log('⏪ Rolling back update...');
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}
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// ========== UPDATE ==========
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update(delta) {
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this.updatePerformanceStats();
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if (this.isRecording) {
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this.recordFrame();
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}
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if (this.isPlaying) {
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this.updateReplay();
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}
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}
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destroy() {
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console.log('⚡ Technical & Performance System destroyed');
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}
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}
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