phase 12 koncxana
This commit is contained in:
@@ -9,7 +9,8 @@ class BuildingSystem {
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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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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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};
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// Textures init
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@@ -18,6 +19,7 @@ class BuildingSystem {
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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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@@ -157,6 +157,12 @@ class InteractionSystem {
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return;
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}
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// 3.3.1 BOAT DEPLOY
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if (activeTool === 'boat' && !isAttack && this.scene.oceanSystem) {
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this.scene.oceanSystem.useBoat();
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return;
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}
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// 3.4 Check for Vehicles (Scooter)
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if (!isAttack && this.scene.vehicles) {
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for (const vehicle of this.scene.vehicles) {
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@@ -215,6 +221,32 @@ class InteractionSystem {
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}
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}
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// 3.6 Check for Livestock Interaction (Milking)
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if (npc.type.includes('cow') && activeTool === 'bucket' && !isAttack) {
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if (npc.milkReady) {
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npc.milkReady = false;
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npc.milkCooldown = 60000; // 60s cooldown
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const product = npc.type.includes('mutant') ? 'glowing_milk' : 'milk';
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if (invSys) {
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invSys.addItem(product, 1);
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this.scene.events.emit('show-floating-text', {
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x: npc.sprite.x, y: npc.sprite.y - 40, text: `+1 ${product}`, color: '#FFFFFF'
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});
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console.log(`🥛 Milked ${npc.type}: ${product}`);
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// Optional: Replace bucket with empty? No, bucket is tool.
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// Maybe replace bucket with bucket_milk if it was a single use item, but let's keep it as tool.
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}
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} else {
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this.scene.events.emit('show-floating-text', {
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x: npc.sprite.x, y: npc.sprite.y - 40, text: 'Not ready...', color: '#AAAAAA'
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});
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}
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return;
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}
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if (!isAttack) npc.toggleState();
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return;
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}
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@@ -1,44 +1,144 @@
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class LegacySystem {
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constructor(scene) {
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this.scene = scene;
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this.worldAge = 0; // Days passed
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this.generation = 1;
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this.currentAge = 18; // Protagonist age
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this.family = {
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partner: null,
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children: []
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// AGE & GENERATION
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this.generation = 1;
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this.birthDay = 1; // Global Day count when current char was born
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this.currentAge = 18; // Start at 18
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// FAMILY
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this.isMarried = false;
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this.spouseName = null;
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this.childName = null;
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this.childAge = 0;
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// FRACTIONS / REPUTATION
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this.reputation = {
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survivors: 0, // Human NPCs
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mutants: -50, // Starts hostile
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zombies: 0 // Handled by Hybrid Skill, but we can track here too
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};
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console.log('⏳ LegacySystem: Initialized (Gen ' + this.generation + ')');
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// Listen for Day Change logic
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this.scene.events.on('update', (time, delta) => this.update(time, delta));
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}
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// Call daily
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advanceDay() {
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this.worldAge++;
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// Age Logic
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if (this.worldAge % 365 === 0) {
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this.currentAge++;
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console.log('🎂 Birthday! Now age:', this.currentAge);
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update(time, delta) {
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if (!this.scene.weatherSystem) return;
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const currentDay = this.scene.weatherSystem.dayCount;
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// Calculate Age
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// 1 Year = 28 Days (4 seasons * 7 days).
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const daysAlive = Math.max(0, currentDay - this.birthDay);
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const yearsAlive = Math.floor(daysAlive / 28);
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// Don't spam update
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if (this.currentAge !== 18 + yearsAlive) {
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this.currentAge = 18 + yearsAlive;
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this.scene.events.emit('update-age-ui', { gen: this.generation, age: this.currentAge });
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}
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// Child Growth
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if (this.childName && currentDay % 28 === 0) {
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// Child ages up logic could go here
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}
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}
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marry(npcId) {
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this.family.partner = npcId;
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console.log('💍 Married to:', npcId);
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}
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// --- REPUTATION ---
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modifyReputation(fraction, amount) {
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if (this.reputation[fraction] !== undefined) {
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this.reputation[fraction] += amount;
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// Clamp -100 to 100
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this.reputation[fraction] = Phaser.Math.Clamp(this.reputation[fraction], -100, 100);
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haveChild(name) {
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if (this.family.children.length < 2) {
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this.family.children.push({ name: name, age: 0 });
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console.log('👶 New Child:', name);
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if (this.scene.player) {
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this.scene.events.emit('show-floating-text', {
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x: this.scene.player.sprite.x,
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y: this.scene.player.sprite.y - 60,
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text: `Reputation (${fraction}): ${amount > 0 ? '+' : ''}${amount}`,
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color: amount > 0 ? '#00FF00' : '#FF0000'
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});
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}
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}
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}
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dieAndInherit(heirIndex) {
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console.log('⚰️ Character Died. Passing legacy...');
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// --- MARRIAGE ---
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propose(npc) {
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if (this.isMarried) {
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this.showText("You are already married!");
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return;
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}
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// Logic: Need Ring and High Rep
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const hasRing = this.scene.inventorySystem && this.scene.inventorySystem.hasItem('gold_coin'); // Placeholder: use Gold Coin as "Ring" for now
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// Or better: Let's create 'ring' item? For now, Gold Coins (50?).
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// Let's require 50 Gold Coins for now? Or specific item?
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// Let's assume inventory checks are done before calling this, or simple check here.
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const highRep = this.reputation.survivors >= 50;
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// Temp logic: Always succeed if rep > 0 for testing?
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if (highRep) {
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this.isMarried = true;
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this.spouseName = npc.name || "Villager";
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this.showText(`You married ${this.spouseName}!`);
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} else {
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this.showText("They refused... (Need 50 Rep)");
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}
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}
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haveChild() {
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if (!this.isMarried) return;
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if (this.childName) return;
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this.childName = "Baby Jr.";
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this.childAge = 0;
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this.showText("A child is born!");
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}
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// --- INHERITANCE / DEATH ---
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triggerInheritance() {
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console.log('💀 TRIGGERING INHERITANCE...');
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// 1. Increment Generation
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this.generation++;
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this.currentAge = 18; // Reset age for heir
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// TODO: Transfer inventory and stats
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// 2. Reset Player Stats
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if (this.scene.weatherSystem) {
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this.birthDay = this.scene.weatherSystem.dayCount; // Born today
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}
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this.currentAge = 18; // Reset age
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this.isMarried = false;
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this.spouseName = null;
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this.childName = null; // Clean slate (child became protagonist)
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// 3. Clear transient reputation, but keep a bit?
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// Inheritance bonus: Keep 20% of rep?
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this.reputation.survivors = Math.floor(this.reputation.survivors * 0.2);
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this.reputation.mutants = Math.floor(this.reputation.mutants * 0.2) - 40; // Still suspicious
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this.showText(`Step Id: 760
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Generation ${this.generation} Begins!`, '#FFD700');
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// Heal
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if (this.scene.player) {
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this.scene.player.hp = this.scene.player.maxHp;
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this.scene.player.isDead = false;
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this.scene.player.sprite.setTint(0xffffff);
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this.scene.player.sprite.setAlpha(1);
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}
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}
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showText(msg, color = '#FFFFFF') {
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const player = this.scene.player;
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if (player) {
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this.scene.events.emit('show-floating-text', {
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x: player.sprite.x, y: player.sprite.y - 50, text: msg, color: color
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});
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}
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}
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}
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181
src/systems/OceanSystem.js
Normal file
181
src/systems/OceanSystem.js
Normal file
@@ -0,0 +1,181 @@
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class OceanSystem {
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constructor(scene) {
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this.scene = scene;
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this.isDiving = false;
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this.oxygen = 100;
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this.maxOxygen = 100;
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this.oxygenDecayRate = 10; // Oxygen lost per second
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this.oxygenRegenRate = 20; // Oxygen gained per second
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this.damageTimer = 0;
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// Visual Effects
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this.overlay = null;
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this.bubbleParticles = null;
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// Boat
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this.currentBoat = null;
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this.isBoating = false;
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// Init UI Event Listener
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this.scene.events.on('update', (time, delta) => {
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this.update(time, delta);
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this.updateBoatVisuals();
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});
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}
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update(time, delta) {
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if (!this.scene.player) return;
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const playerPos = this.scene.player.getPosition();
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const tile = this.scene.terrainSystem.getTile(playerPos.x, playerPos.y);
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if (tile && tile.type && tile.type.name === 'water') {
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// Check if boating
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if (this.isBoating) {
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// No drowning logic if in boat
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this.oxygen = this.maxOxygen; // Regaining oxygen/safe
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} else {
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this.enterWater();
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this.handleDiving(delta);
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}
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} else {
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// LAND LOGIC
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// If boating on land -> Beaching/Stop boating
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if (this.isBoating) {
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this.exitBoat();
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}
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this.exitWater();
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this.handleRegen(delta);
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}
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// Update UI
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if (this.isDiving || this.oxygen < this.maxOxygen) {
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this.scene.events.emit('update-oxygen', { current: this.oxygen, max: this.maxOxygen });
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} else {
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this.scene.events.emit('hide-oxygen');
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}
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}
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enterWater() {
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if (this.isDiving) return;
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this.isDiving = true;
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console.log('🌊 Entered Water');
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// Visuals
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if (!this.overlay) {
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this.overlay = this.scene.add.rectangle(0, 0, this.scene.scale.width, this.scene.scale.height, 0x0000FF, 0.3);
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this.overlay.setScrollFactor(0);
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this.overlay.setDepth(9000); // Above most things, below UI
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}
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this.overlay.setVisible(true);
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// Slow player?
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// Slow player?
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this.scene.player.moveSpeed = 60; // Slower in water
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}
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useBoat(boatItem) {
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if (this.isBoating) {
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this.exitBoat();
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return;
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}
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// Check if on water or near water?
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// Actually, let's allow "deploying" boat anywhere, but only moving fast on water?
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// OR: Only allow deploying on water tile.
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const playerPos = this.scene.player.getPosition();
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const tile = this.scene.terrainSystem.getTile(playerPos.x, playerPos.y);
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if (tile && tile.type && tile.type.name === 'water') {
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this.enterBoat(playerPos.x, playerPos.y);
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} else {
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this.scene.events.emit('show-floating-text', {
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x: this.scene.player.sprite.x, y: this.scene.player.sprite.y - 50, text: 'Must be in water!', color: '#FF0000'
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});
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}
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}
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enterBoat() {
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this.isBoating = true;
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this.isDiving = false;
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if (this.overlay) this.overlay.setVisible(false); // No blue overlay on boat
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// Visual change
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this.scene.player.moveSpeed = 200; // Fast speed!
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// Create boat visual under player?
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// Simplified: Change player texture or add container
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if (!this.currentBoat) {
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this.currentBoat = this.scene.add.sprite(0, 0, 'boat');
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this.currentBoat.setDepth(this.scene.player.sprite.depth - 1);
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}
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this.currentBoat.setVisible(true);
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this.scene.events.emit('show-floating-text', {
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x: this.scene.player.sprite.x, y: this.scene.player.sprite.y - 50, text: 'Deployed Boat!', color: '#00FFFF'
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});
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}
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exitBoat() {
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this.isBoating = false;
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if (this.currentBoat) this.currentBoat.setVisible(false);
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// Return to normal or water speed?
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// Logic in update loop will handle re-entering water state if still on water
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this.scene.player.moveSpeed = 150;
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}
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exitWater() {
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if (!this.isDiving) return;
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this.isDiving = false;
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console.log('🏖️ Exited Water');
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if (this.overlay) this.overlay.setVisible(false);
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// Restore speed
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this.scene.player.moveSpeed = 150; // Normal speed
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}
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handleDiving(delta) {
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this.oxygen -= (this.oxygenDecayRate * delta) / 1000;
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if (this.oxygen <= 0) {
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this.oxygen = 0;
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this.damageTimer += delta;
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if (this.damageTimer > 1000) {
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this.damageTimer = 0;
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this.scene.player.takeDamage(5);
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this.scene.events.emit('show-floating-text', {
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x: this.scene.player.sprite.x,
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y: this.scene.player.sprite.y - 50,
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text: 'Drowning!',
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color: '#FF0000'
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});
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}
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}
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}
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handleRegen(delta) {
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if (this.oxygen < this.maxOxygen) {
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this.oxygen += (this.oxygenRegenRate * delta) / 1000;
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if (this.oxygen > this.maxOxygen) this.oxygen = this.maxOxygen;
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}
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updateBoatVisuals() {
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if (this.isBoating && this.currentBoat && this.scene.player) {
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this.currentBoat.x = this.scene.player.sprite.x;
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this.currentBoat.y = this.scene.player.sprite.y + 10; // Slightly below
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this.currentBoat.setDepth(this.scene.player.sprite.depth - 1);
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// Flip based on movement?
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// Access input vector or previous pos?
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// Simplified:
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if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('A'), 100)) this.currentBoat.setFlipX(false);
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if (this.scene.input.keyboard.checkDown(this.scene.input.keyboard.addKey('D'), 100)) this.currentBoat.setFlipX(true);
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}
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}
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}
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}
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@@ -277,7 +277,12 @@ class TerrainSystem {
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if (x < 3 || x >= this.width - 3 || y < 3 || y >= this.height - 3) {
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terrainType = this.terrainTypes.GRASS_FULL;
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} else {
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if (elevation < -0.6) terrainType = this.terrainTypes.WATER;
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if (elevation < -0.6) terrainType = this.terrainTypes.WATER; // Deep Ocean
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else if (elevation < -0.4 && Math.random() < 0.2) {
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// ISOLATED ISLANDS (Nodes)
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// If we are in deep water but get random bump -> Island
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terrainType = this.terrainTypes.SAND;
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}
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else if (elevation > 0.1) terrainType = this.terrainTypes.SAND;
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else if (elevation > 0.2) terrainType = this.terrainTypes.GRASS_FULL;
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else if (elevation > 0.3) terrainType = this.terrainTypes.GRASS_TOP;
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Reference in New Issue
Block a user