phase 12 koncxana
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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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