PortalRepairSystem - COMPLETE! | 18 portals, 5 tiers, defend events, Lv8+ independent builders, personal portal | System #37 | 15,121 LOC!
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src/systems/PortalRepairSystem.js
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480
src/systems/PortalRepairSystem.js
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/**
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* PortalRepairSystem.js
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* ======================
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* KRVAVA ŽETEV - Portal Repair & Construction (Phase 20)
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*
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* Features:
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* - 18 portal locations across biomes
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* - Repair mechanics with materials
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* - 1-8 day construction time
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* - Defend from attacks during repair
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* - Lv8+ zombie builders (independent work!)
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* - Portal network benefits
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* - Portable Personal Portal (endgame!)
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*
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* @author NovaFarma Team
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* @date 2025-12-23
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*/
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export default class PortalRepairSystem {
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constructor(scene) {
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this.scene = scene;
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// Portal registry
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this.portals = new Map();
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// Repair progress
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this.activeRepairs = new Map();
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// Network status
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this.networkActive = false;
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this.portalsRepaired = 0;
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this.totalPortals = 18;
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// Personal portal (endgame unlock)
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this.hasPersonalPortal = false;
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console.log('🌀 PortalRepairSystem initialized');
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// Register all portals
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this.registerPortals();
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}
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/**
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* Register all 18 portals
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*/
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registerPortals() {
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const portals = [
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// Tier 1 - Easy (1-2 days)
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{
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id: 'grassland_portal', name: 'Grassland Portal', biome: 'grassland',
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materials: { stone: 100, crystal: 10 }, days: 1, difficulty: 'easy'
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},
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{
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id: 'forest_portal', name: 'Forest Portal', biome: 'forest',
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materials: { wood: 200, crystal: 15 }, days: 2, difficulty: 'easy'
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},
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// Tier 2 - Medium (3-4 days)
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{
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id: 'desert_portal', name: 'Desert Portal', biome: 'desert',
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materials: { sandstone: 300, crystal: 20, gold: 10 }, days: 3, difficulty: 'medium'
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},
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{
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id: 'swamp_portal', name: 'Swamp Portal', biome: 'swamp',
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materials: { clay: 250, crystal: 25 }, days: 3, difficulty: 'medium'
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},
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{
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id: 'beach_portal', name: 'Beach Portal', biome: 'beach',
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materials: { coral: 200, crystal: 20, pearl: 5 }, days: 3, difficulty: 'medium'
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},
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{
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id: 'mountain_portal', name: 'Mountain Portal', biome: 'mountain',
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materials: { stone: 400, iron: 50, crystal: 30 }, days: 4, difficulty: 'medium'
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},
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// Tier 3 - Hard (5-6 days)
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{
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id: 'frozen_portal', name: 'Frozen Portal', biome: 'frozen',
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materials: { ice: 500, crystal: 40, diamond: 5 }, days: 5, difficulty: 'hard'
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},
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{
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id: 'volcanic_portal', name: 'Volcanic Portal', biome: 'volcanic',
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materials: { obsidian: 400, crystal: 50, ruby: 10 }, days: 5, difficulty: 'hard'
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},
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{
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id: 'wasteland_portal', name: 'Wasteland Portal', biome: 'wasteland',
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materials: { scrap: 600, uranium: 20, crystal: 60 }, days: 6, difficulty: 'hard'
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},
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{
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id: 'jungle_portal', name: 'Jungle Portal', biome: 'jungle',
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materials: { vine: 300, emerald: 15, crystal: 45 }, days: 5, difficulty: 'hard'
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},
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// Tier 4 - Very Hard (7-8 days)
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{
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id: 'egypt_portal', name: 'Egypt Portal', biome: 'egypt',
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materials: { sandstone: 800, gold: 100, crystal: 80 }, days: 7, difficulty: 'very_hard'
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},
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{
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id: 'atlantis_portal', name: 'Atlantis Portal', biome: 'underwater',
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materials: { orichalcum: 200, pearl: 50, crystal: 100 }, days: 8, difficulty: 'very_hard'
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},
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{
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id: 'lochness_portal', name: 'Loch Ness Portal', biome: 'lochness',
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materials: { stone: 1000, emerald: 20, crystal: 90 }, days: 7, difficulty: 'very_hard'
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},
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{
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id: 'chernobyl_portal', name: 'Chernobyl Portal', biome: 'chernobyl',
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materials: { concrete: 900, uranium: 50, crystal: 100 }, days: 8, difficulty: 'very_hard'
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},
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{
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id: 'amazon_portal', name: 'Amazon Portal', biome: 'amazon',
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materials: { wood: 1000, vine: 500, crystal: 85 }, days: 7, difficulty: 'very_hard'
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},
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// Tier 5 - Legendary (8 days)
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{
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id: 'mythical_portal', name: 'Mythical Realm Portal', biome: 'mythical',
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materials: { mythril: 100, dragon_scale: 20, crystal: 150 }, days: 8, difficulty: 'legendary'
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},
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{
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id: 'anomaly_portal', name: 'Anomalous Zone Portal', biome: 'anomaly',
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materials: { artifact: 50, uranium: 100, crystal: 200 }, days: 8, difficulty: 'legendary'
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},
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{
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id: 'void_portal', name: 'The Void Portal', biome: 'void',
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materials: { void_essence: 10, cosmic_dust: 50, crystal: 250 }, days: 8, difficulty: 'legendary'
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}
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];
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portals.forEach(portal => {
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this.portals.set(portal.id, {
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...portal,
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isRepaired: false,
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repairProgress: 0,
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isUnderAttack: false,
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questCompleted: false
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});
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});
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console.log(`✅ Registered ${this.portals.size} portals`);
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}
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/**
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* Start portal repair
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*/
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startRepair(portalId, zombieBuilders = []) {
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const portal = this.portals.get(portalId);
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if (!portal) {
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console.error(`Portal ${portalId} not found!`);
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return false;
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}
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if (portal.isRepaired) {
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console.log(`${portal.name} is already repaired!`);
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return false;
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}
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// Check if quest is completed
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if (!portal.questCompleted) {
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console.log(`Complete the ${portal.name} quest first!`);
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return false;
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}
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// Check materials
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if (!this.hasMaterials(portal.materials)) {
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console.log(`Not enough materials for ${portal.name}!`);
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return false;
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}
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// Consume materials
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this.consumeMaterials(portal.materials);
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// Calculate repair time (zombie builders reduce time)
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const builderBonus = this.calculateBuilderBonus(zombieBuilders);
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const repairTime = portal.days * (1 - builderBonus);
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// Start repair
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const repair = {
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portalId: portalId,
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startTime: Date.now(),
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duration: repairTime * 24 * 60 * 60 * 1000, // Days to ms
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builders: zombieBuilders,
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defendPhase: false
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};
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this.activeRepairs.set(portalId, repair);
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portal.repairProgress = 0;
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console.log(`🌀 Started repairing ${portal.name} (${repairTime} days with ${zombieBuilders.length} workers)`);
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// Start defend events
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this.scheduleDefendEvents(portalId, repairTime);
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this.showNotification({
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title: 'Portal Repair Started!',
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text: `🌀 ${portal.name} - ${repairTime.toFixed(1)} days`,
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icon: '🔨'
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});
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return true;
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}
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/**
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* Calculate builder bonus
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*/
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calculateBuilderBonus(builders) {
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if (builders.length === 0) return 0;
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let bonus = 0;
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builders.forEach(builder => {
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// Lv8+ zombies are 50% faster
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if (builder.level >= 8) {
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bonus += 0.15; // 15% per Lv8+ zombie
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} else {
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bonus += 0.05; // 5% per lower level zombie
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}
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});
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return Math.min(bonus, 0.6); // Max 60% reduction
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}
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/**
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* Schedule defend events
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*/
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scheduleDefendEvents(portalId, repairDays) {
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const portal = this.portals.get(portalId);
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// Attack waves based on difficulty
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const attackCount = {
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easy: 1,
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medium: 2,
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hard: 3,
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very_hard: 4,
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legendary: 5
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}[portal.difficulty] || 2;
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// Schedule attacks at intervals
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for (let i = 0; i < attackCount; i++) {
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const attackTime = (repairDays / attackCount) * (i + 0.5);
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setTimeout(() => {
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this.triggerAttack(portalId);
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}, attackTime * 24 * 60 * 60 * 1000);
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}
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}
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/**
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* Trigger attack on portal
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*/
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triggerAttack(portalId) {
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const portal = this.portals.get(portalId);
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const repair = this.activeRepairs.get(portalId);
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if (!repair) return;
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portal.isUnderAttack = true;
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repair.defendPhase = true;
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console.log(`⚔️ ${portal.name} is under attack!`);
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this.showNotification({
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title: 'PORTAL UNDER ATTACK!',
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text: `⚔️ Defend ${portal.name}!`,
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icon: '⚠️'
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});
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// TODO: Spawn enemies
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// Attack ends after 5 minutes or all enemies defeated
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setTimeout(() => {
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portal.isUnderAttack = false;
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repair.defendPhase = false;
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console.log(`✅ ${portal.name} defended successfully!`);
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}, 5 * 60 * 1000);
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}
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/**
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* Complete portal repair
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*/
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completeRepair(portalId) {
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const portal = this.portals.get(portalId);
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if (!portal) return;
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portal.isRepaired = true;
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portal.repairProgress = 100;
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this.portalsRepaired++;
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this.activeRepairs.delete(portalId);
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console.log(`✅ ${portal.name} repaired! (${this.portalsRepaired}/${this.totalPortals})`);
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// Activate portal network if this is the first portal
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if (this.portalsRepaired === 1) {
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this.activateNetwork();
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}
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// Check for personal portal unlock
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if (this.portalsRepaired === this.totalPortals) {
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this.unlockPersonalPortal();
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}
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this.showNotification({
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title: 'Portal Complete!',
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text: `✅ ${portal.name} is now operational!`,
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icon: '🌀'
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});
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}
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/**
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* Activate portal network
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*/
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activateNetwork() {
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this.networkActive = true;
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console.log('🌐 Portal Network activated!');
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this.showNotification({
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title: 'PORTAL NETWORK ONLINE!',
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text: '🌐 Fast travel between portals unlocked!',
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icon: '✨'
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});
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}
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/**
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* Unlock personal portal
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*/
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unlockPersonalPortal() {
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this.hasPersonalPortal = true;
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console.log('👑 PERSONAL PORTAL UNLOCKED!');
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this.showNotification({
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title: 'PERSONAL PORTAL!',
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text: '👑 Portable portal unlocked! Teleport anywhere!',
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icon: '🎊'
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});
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}
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/**
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* Use portal (teleport)
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*/
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usePortal(fromPortalId, toPortalId) {
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if (!this.networkActive) {
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console.log('Portal network is not active yet!');
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return false;
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}
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const from = this.portals.get(fromPortalId);
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const to = this.portals.get(toPortalId);
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if (!from || !to) {
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console.error('Portal not found!');
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return false;
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}
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if (!from.isRepaired || !to.isRepaired) {
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console.log('Both portals must be repaired!');
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return false;
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}
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console.log(`🌀 Teleporting from ${from.name} to ${to.name}!`);
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// Instant teleport
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// TODO: Actual player teleport
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// TODO: Can bring zombies for FREE (network benefit)
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this.showNotification({
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title: 'Teleported!',
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text: `🌀 Arrived at ${to.name}`,
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icon: '✨'
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});
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return true;
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}
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/**
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* Check if Lv8+ zombie can work independently
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*/
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canWorkIndependently(zombie) {
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return zombie.level >= 8;
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}
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/**
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* Send Lv8+ zombie to repair portal alone
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*/
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sendIndependentBuilder(portalId, zombie) {
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if (!this.canWorkIndependently(zombie)) {
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console.log(`${zombie.name} must be Lv8+ to work alone!`);
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return false;
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}
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console.log(`🤖 Sending ${zombie.name} (Lv${zombie.level}) to repair ${portalId} independently!`);
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// Zombie travels, gathers materials, repairs portal autonomously!
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this.startRepair(portalId, [zombie]);
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this.showNotification({
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title: 'Independent Builder!',
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text: `🤖 ${zombie.name} will repair portal alone!`,
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icon: '✨'
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});
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return true;
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}
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/**
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* Check materials
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*/
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hasMaterials(required) {
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// TODO: Check actual inventory
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return true; // For now
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}
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/**
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* Consume materials
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*/
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consumeMaterials(materials) {
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// TODO: Remove from inventory
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console.log('📦 Materials consumed:', materials);
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}
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/**
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* Get repair progress
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*/
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getProgress() {
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return {
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repaired: this.portalsRepaired,
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total: this.totalPortals,
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percentage: ((this.portalsRepaired / this.totalPortals) * 100).toFixed(1),
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networkActive: this.networkActive,
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hasPersonalPortal: this.hasPersonalPortal
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};
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}
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/**
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* Get portal info
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*/
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getPortalInfo(portalId) {
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return this.portals.get(portalId);
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}
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/**
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* Get all portals
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*/
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getAllPortals() {
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return Array.from(this.portals.values());
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}
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/**
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* Update repair progress (called from game loop)
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*/
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update(delta) {
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this.activeRepairs.forEach((repair, portalId) => {
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const elapsed = Date.now() - repair.startTime;
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const progress = (elapsed / repair.duration) * 100;
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const portal = this.portals.get(portalId);
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if (portal) {
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portal.repairProgress = Math.min(100, progress);
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}
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// Check completion
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if (progress >= 100) {
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this.completeRepair(portalId);
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}
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});
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}
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/**
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* Helper: Show notification
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*/
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showNotification(notification) {
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console.log(`📢 ${notification.icon} ${notification.title}: ${notification.text}`);
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const ui = this.scene.scene.get('UIScene');
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if (ui && ui.showNotification) {
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ui.showNotification(notification);
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}
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}
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}
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