Phase 2: Added TownSquare map scaffold and BuildingRestorationSystem.
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30083
assets/maps/TownSquare.json
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30083
assets/maps/TownSquare.json
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114
scripts/generate_town_map.py
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114
scripts/generate_town_map.py
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import json
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import os
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# Configuration
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WIDTH = 100
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HEIGHT = 100
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TILE_SIZE = 48 # Using 48px for alignment with technical standards
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# Create the data array (100x100 filled with 1s for 'Ground' tile)
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# 1 = Grass tile from firstgid:1
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ground_data = [1] * (WIDTH * HEIGHT)
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objects_data = [0] * (WIDTH * HEIGHT)
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player_data = [0] * (WIDTH * HEIGHT)
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# Center coordinates
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cx, cy = WIDTH // 2, HEIGHT // 2
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# Helper to set tile at x,y
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def set_tile(layer_data, x, y, gid):
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index = y * WIDTH + x
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if 0 <= index < len(layer_data):
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layer_data[index] = gid
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# Place Player (Kai) at Town Center
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set_tile(player_data, cx, cy, 1541)
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map_structure = {
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"compressionlevel": -1,
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"height": HEIGHT,
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"infinite": False,
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"layers": [
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{
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"data": ground_data,
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"height": HEIGHT,
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"id": 1,
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"name": "Ground",
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"opacity": 1,
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"type": "tilelayer",
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"visible": True,
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"width": WIDTH,
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"x": 0,
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"y": 0
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},
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{
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"data": objects_data,
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"height": HEIGHT,
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"id": 2,
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"name": "Objects",
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"opacity": 1,
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"type": "tilelayer",
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"visible": True,
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"width": WIDTH,
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"x": 0,
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"y": 0
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},
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{
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"data": player_data,
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"height": HEIGHT,
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"id": 3,
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"name": "Player",
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"opacity": 1,
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"type": "tilelayer",
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"visible": True,
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"width": WIDTH,
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"x": 0,
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"y": 0
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}
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],
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"nextlayerid": 4,
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"nextobjectid": 1,
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"orientation": "orthogonal",
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"renderorder": "right-down",
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"tileheight": TILE_SIZE,
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"tilesets": [
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{
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"columns": 16,
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"firstgid": 1,
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"image": "../narezano_in_majhno/krvava_zetev_sprites/grass_soil_tileset_1766171156780_obdelan.png",
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"imageheight": 512,
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"imagewidth": 512,
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"margin": 0,
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"name": "01_Ground",
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"spacing": 0,
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"tilecount": 256,
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"tileheight": 32,
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"tilewidth": 32
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},
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{
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"columns": 10,
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"firstgid": 1500,
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"image": "../krvava_zetev_sprites/kai_character_2x2_grid_1766098341666.png",
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"imageheight": 1024,
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"imagewidth": 1024,
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"margin": 0,
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"name": "Kai_Character",
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"spacing": 0,
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"tilecount": 100,
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"tileheight": 96,
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"tilewidth": 96
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}
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],
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"tilewidth": TILE_SIZE,
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"type": "map",
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"version": "1.10",
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"width": WIDTH
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}
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output_path = "assets/maps/TownSquare.json"
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with open(output_path, "w") as f:
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json.dump(map_structure, f, indent=4)
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print(f"✅ Generated 100x100 TownSquare scaffold: {output_path}")
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73
src/systems/BuildingRestorationSystem.js
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73
src/systems/BuildingRestorationSystem.js
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/**
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* BuildingRestorationSystem.js
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* ===========================
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* Manages the repair and restoration of ruined buildings in Town Square.
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*
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* Mechanics:
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* - Buildings start in 'ruined' state.
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* - Players contribute materials (Wood, Stone, Scrap).
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* - Restoration happens in stages.
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* - Restored buildings unlock NPCs and Services.
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*/
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export default class BuildingRestorationSystem {
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constructor(scene) {
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this.scene = scene;
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this.buildings = new Map();
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this._initBuildings();
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}
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_initBuildings() {
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// Sample restoration targets
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this.buildings.set('blacksmith_shop', {
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name: 'Ivan\'s Blacksmith',
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state: 'ruined',
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progress: 0,
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requirements: { wood: 50, stone: 30, scrap: 10 },
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npc: 'Ivan Kovač',
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unlocked: false
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});
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this.buildings.set('bakery', {
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name: 'Town Bakery',
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state: 'ruined',
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progress: 0,
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requirements: { wood: 40, stone: 20, scrap: 5 },
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npc: 'Marija Pekarka',
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unlocked: false
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});
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}
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contribute(buildingId, material, amount) {
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const b = this.buildings.get(buildingId);
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if (!b) return false;
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if (b.requirements[material] && b.requirements[material] > 0) {
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const used = Math.min(amount, b.requirements[material]);
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b.requirements[material] -= used;
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// Check if all materials are 0
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const allDone = Object.values(b.requirements).every(val => val <= 0);
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if (allDone) {
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this.restore(buildingId);
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}
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return used;
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}
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return 0;
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}
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restore(buildingId) {
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const b = this.buildings.get(buildingId);
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if (!b) return;
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b.state = 'restored';
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b.unlocked = true;
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b.progress = 100;
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console.log(`🏰 ${b.name} has been restored!`);
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this.scene.events.emit('building_restored', b);
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}
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getBuilding(id) {
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return this.buildings.get(id);
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}
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}
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