LEGENDARY NIGHT! P22-P25 complete - 4 new systems (2,300 LOC) - Smart Zombies, Tools, Blueprints, Ana Clues!

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2025-12-23 21:28:55 +01:00
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/**
* SMART ZOMBIE SYSTEM
* Manages zombie intelligence levels (Lv1-10), independent AI, follower commands, and team construction.
*
* Features:
* - Lv1-4: Helpers (resource finding, carry materials, warn danger)
* - Lv5-7: Assistants (repair assistance +25% speed, material delivery AI)
* - Lv8-10: INDEPENDENT AI (build/repair alone, auto-detect damage, teach others)
* - Follower System: 10 zombie followers with commands (Stop, Help, Attack, Home)
* - Team Construction: Lv10 leader + multi-zombie mega-projects
*/
class SmartZombieSystem {
constructor(scene) {
this.scene = scene;
// Zombie intelligence data
this.zombies = new Map(); // zombieId -> zombie data
this.followers = []; // Active followers (max 10)
this.independentWorkers = []; // Lv8+ zombies working autonomously
this.teams = []; // Construction teams (Lv10 leader + team)
// Commands
this.followerCommands = ['STOP', 'HELP', 'ATTACK', 'HOME'];
this.currentCommand = 'HELP'; // Default command
// AI Task Queue
this.taskQueue = []; // {type, position, priority, assignedZombie}
// Intelligence Levels
this.intelligenceLevels = {
1: { name: 'Curious', abilities: ['ping_resources', 'carry_light'] },
2: { name: 'Aware', abilities: ['carry_medium', 'warn_danger'] },
3: { name: 'Helper', abilities: ['gather_resources', 'follow_player'] },
4: { name: 'Assistant', abilities: ['detect_ores', 'organize_storage'] },
5: { name: 'Skilled', abilities: ['repair_assist', 'deliver_materials'] },
6: { name: 'Expert', abilities: ['craft_assist', 'defend_farm'] },
7: { name: 'Advanced', abilities: ['build_assist', 'teach_lv1_3'] },
8: { name: 'INDEPENDENT', abilities: ['build_alone', 'repair_alone', 'auto_detect_damage'] },
9: { name: 'MASTER', abilities: ['teach_all', 'lead_team', 'optimize_tasks'] },
10: { name: 'GENIUS', abilities: ['mega_projects', 'invent_blueprints', 'immortal_knowledge'] }
};
console.log('🧠 Smart Zombie System initialized!');
}
/**
* Create or upgrade a zombie
*/
createZombie(name, level = 1, position = { x: 0, y: 0 }) {
const zombieId = `zombie_${Date.now()}_${Math.random()}`;
const zombie = {
id: zombieId,
name: name,
level: Math.min(level, 10),
position: position,
status: 'idle', // idle, working, following, patrolling
currentTask: null,
experience: 0,
experienceToNext: this.getExpRequired(level),
abilities: this.getAbilities(level),
inventory: [],
loyalty: 50, // 0-100
energy: 100, // 0-100
sprite: null // Will be set when rendered
};
this.zombies.set(zombieId, zombie);
console.log(`🧟 Created ${name} (Lv${level}) - ${this.intelligenceLevels[level].name}`);
// Auto-assign if Lv8+
if (level >= 8) {
this.makeIndependent(zombieId);
}
return zombieId;
}
/**
* Get required XP for next level
*/
getExpRequired(level) {
return 100 * level * level; // 100, 400, 900, 1600, etc.
}
/**
* Get abilities for a level
*/
getAbilities(level) {
const abilities = [];
for (let i = 1; i <= level; i++) {
abilities.push(...this.intelligenceLevels[i].abilities);
}
return [...new Set(abilities)]; // Remove duplicates
}
/**
* Add experience to a zombie
*/
addExperience(zombieId, amount) {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
zombie.experience += amount;
// Level up?
while (zombie.experience >= zombie.experienceToNext && zombie.level < 10) {
zombie.level++;
zombie.experience -= zombie.experienceToNext;
zombie.experienceToNext = this.getExpRequired(zombie.level + 1);
zombie.abilities = this.getAbilities(zombie.level);
console.log(`⬆️ ${zombie.name} leveled up to Lv${zombie.level}!`);
this.scene.events.emit('show-floating-text', {
x: zombie.position.x,
y: zombie.position.y - 50,
text: `LEVEL UP! Lv${zombie.level}`,
color: '#FFD700'
});
// Auto-assign if reached Lv8
if (zombie.level === 8) {
this.makeIndependent(zombieId);
}
}
}
/**
* Make a zombie independent (Lv8+)
*/
makeIndependent(zombieId) {
const zombie = this.zombies.get(zombieId);
if (!zombie || zombie.level < 8) return false;
if (!this.independentWorkers.includes(zombieId)) {
this.independentWorkers.push(zombieId);
zombie.status = 'independent';
console.log(`🤖 ${zombie.name} is now INDEPENDENT!`);
this.scene.events.emit('notification', {
title: 'Independent Worker!',
message: `${zombie.name} can now work autonomously!`,
icon: '🤖'
});
}
return true;
}
/**
* Add zombie to follower group (max 10)
*/
addFollower(zombieId) {
if (this.followers.length >= 10) {
console.log('❌ Maximum 10 followers!');
return false;
}
const zombie = this.zombies.get(zombieId);
if (!zombie) return false;
if (!this.followers.includes(zombieId)) {
this.followers.push(zombieId);
zombie.status = 'following';
console.log(` ${zombie.name} joined your followers!`);
return true;
}
return false;
}
/**
* Remove zombie from followers
*/
removeFollower(zombieId) {
const index = this.followers.indexOf(zombieId);
if (index > -1) {
this.followers.splice(index, 1);
const zombie = this.zombies.get(zombieId);
if (zombie) {
zombie.status = 'idle';
console.log(` ${zombie.name} left your followers.`);
}
return true;
}
return false;
}
/**
* Send command to all followers
*/
commandFollowers(command) {
if (!this.followerCommands.includes(command)) {
console.log(`❌ Invalid command: ${command}`);
return;
}
this.currentCommand = command;
this.followers.forEach(zombieId => {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
switch (command) {
case 'STOP':
zombie.status = 'idle';
zombie.currentTask = null;
break;
case 'HELP':
zombie.status = 'helping';
this.assignHelpTask(zombieId);
break;
case 'ATTACK':
zombie.status = 'combat';
this.assignCombatTask(zombieId);
break;
case 'HOME':
zombie.status = 'returning';
this.sendHome(zombieId);
break;
}
});
console.log(`📢 Commanded ${this.followers.length} followers: ${command}`);
this.scene.events.emit('notification', {
title: 'Follower Command',
message: `${this.followers.length} zombies: ${command}`,
icon: '📢'
});
}
/**
* Assign help task (gather, repair, build)
*/
assignHelpTask(zombieId) {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
// Find nearest task from queue
const task = this.findNearestTask(zombie.position);
if (task) {
zombie.currentTask = task;
task.assignedZombie = zombieId;
console.log(`🛠️ ${zombie.name} assigned to ${task.type}`);
} else {
// Follow player and gather resources
zombie.currentTask = { type: 'gather', target: 'player' };
}
}
/**
* Assign combat task
*/
assignCombatTask(zombieId) {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
zombie.currentTask = { type: 'defend', target: 'player', radius: 200 };
console.log(`⚔️ ${zombie.name} defending!`);
}
/**
* Send zombie home
*/
sendHome(zombieId) {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
zombie.currentTask = { type: 'return_home', target: { x: 0, y: 0 } };
console.log(`🏠 ${zombie.name} returning home.`);
}
/**
* Find nearest task for zombie
*/
findNearestTask(position) {
if (this.taskQueue.length === 0) return null;
let nearest = null;
let minDist = Infinity;
this.taskQueue.forEach(task => {
if (task.assignedZombie) return; // Already assigned
const dist = Phaser.Math.Distance.Between(
position.x, position.y,
task.position.x, task.position.y
);
if (dist < minDist) {
minDist = dist;
nearest = task;
}
});
return nearest;
}
/**
* Add task to queue
*/
addTask(type, position, priority = 1) {
const task = {
id: `task_${Date.now()}`,
type: type, // 'build', 'repair', 'gather', 'mine'
position: position,
priority: priority,
assignedZombie: null,
progress: 0,
required: 100
};
this.taskQueue.push(task);
// Auto-assign to independent workers
this.autoAssignIndependentWorkers();
return task.id;
}
/**
* Auto-assign tasks to independent workers (Lv8+)
*/
autoAssignIndependentWorkers() {
this.independentWorkers.forEach(zombieId => {
const zombie = this.zombies.get(zombieId);
if (!zombie || zombie.currentTask) return;
const task = this.findNearestTask(zombie.position);
if (task && zombie.abilities.includes('build_alone') || zombie.abilities.includes('repair_alone')) {
zombie.currentTask = task;
task.assignedZombie = zombieId;
console.log(`🤖 Independent: ${zombie.name} auto-assigned to ${task.type}`);
}
});
}
/**
* Create construction team (Lv10 leader required)
*/
createTeam(leaderZombieId, memberZombieIds) {
const leader = this.zombies.get(leaderZombieId);
if (!leader || leader.level < 10) {
console.log('❌ Team leader must be Lv10!');
return null;
}
const members = memberZombieIds
.map(id => this.zombies.get(id))
.filter(z => z && z.level >= 5);
if (members.length === 0) {
console.log('❌ Need at least 1 Lv5+ member!');
return null;
}
const teamId = `team_${Date.now()}`;
const team = {
id: teamId,
leader: leaderZombieId,
members: memberZombieIds,
status: 'ready',
currentProject: null,
efficiency: 1.0 + (members.length * 0.15) // +15% per member
};
this.teams.push(team);
console.log(`👥 Team created! Leader: ${leader.name}, Members: ${members.length}, Efficiency: ${team.efficiency}x`);
this.scene.events.emit('notification', {
title: 'Team Created!',
message: `${leader.name}'s team (${members.length} members) is ready!`,
icon: '👥'
});
return teamId;
}
/**
* Assign mega-project to team
*/
assignMegaProject(teamId, projectType, position) {
const team = this.teams.find(t => t.id === teamId);
if (!team) return false;
const project = {
type: projectType, // 'mega_barn', 'fortress', 'factory'
position: position,
progress: 0,
required: 1000, // Mega projects take time
efficiency: team.efficiency
};
team.currentProject = project;
team.status = 'working';
console.log(`🏗️ Team assigned to ${projectType}! Efficiency: ${team.efficiency}x`);
return true;
}
/**
* Update all zombies (called every frame)
*/
update(delta) {
// Update followers
this.followers.forEach(zombieId => {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
this.updateZombie(zombie, delta);
});
// Update independent workers
this.independentWorkers.forEach(zombieId => {
const zombie = this.zombies.get(zombieId);
if (!zombie) return;
this.updateZombie(zombie, delta);
});
// Update teams
this.teams.forEach(team => {
if (team.status === 'working' && team.currentProject) {
team.currentProject.progress += delta * 0.01 * team.efficiency;
if (team.currentProject.progress >= team.currentProject.required) {
this.completeMegaProject(team);
}
}
});
}
/**
* Update individual zombie
*/
updateZombie(zombie, delta) {
if (!zombie.currentTask) return;
const task = zombie.currentTask;
switch (task.type) {
case 'build':
case 'repair':
this.progressTask(zombie, task, delta);
break;
case 'gather':
this.gatherResources(zombie, delta);
break;
case 'defend':
this.defendArea(zombie);
break;
case 'return_home':
this.moveToHome(zombie);
break;
}
// Drain energy
zombie.energy = Math.max(0, zombie.energy - delta * 0.001);
}
/**
* Progress on a task
*/
progressTask(zombie, task, delta) {
const speedBonus = zombie.level >= 5 ? 1.25 : 1.0;
task.progress += delta * 0.02 * speedBonus;
if (task.progress >= task.required) {
this.completeTask(zombie, task);
}
}
/**
* Complete a task
*/
completeTask(zombie, task) {
console.log(`${zombie.name} completed ${task.type}!`);
// Award XP
this.addExperience(zombie.id, 50 + (task.priority * 10));
// Remove from queue
const index = this.taskQueue.indexOf(task);
if (index > -1) {
this.taskQueue.splice(index, 1);
}
zombie.currentTask = null;
// Find next task if independent
if (zombie.status === 'independent') {
this.autoAssignIndependentWorkers();
}
}
/**
* Gather resources
*/
gatherResources(zombie, delta) {
// Simple resource gathering simulation
if (Math.random() < 0.01) {
const resources = ['wood', 'stone', 'iron_ore'];
const resource = resources[Math.floor(Math.random() * resources.length)];
zombie.inventory.push(resource);
console.log(`📦 ${zombie.name} gathered ${resource}`);
}
}
/**
* Defend area around player/target
*/
defendArea(zombie) {
// Detect nearby enemies (placeholder)
// In real game, would check for hostile entities
}
/**
* Move zombie to home position
*/
moveToHome(zombie) {
const target = zombie.currentTask.target;
const dist = Phaser.Math.Distance.Between(
zombie.position.x, zombie.position.y,
target.x, target.y
);
if (dist < 10) {
zombie.status = 'idle';
zombie.currentTask = null;
console.log(`🏠 ${zombie.name} arrived home.`);
} else {
// Move toward home (simplified)
const angle = Phaser.Math.Angle.Between(
zombie.position.x, zombie.position.y,
target.x, target.y
);
zombie.position.x += Math.cos(angle) * 2;
zombie.position.y += Math.sin(angle) * 2;
}
}
/**
* Complete mega-project
*/
completeMegaProject(team) {
console.log(`🏆 Mega-project ${team.currentProject.type} COMPLETE!`);
const leader = this.zombies.get(team.leader);
if (leader) {
this.addExperience(leader.id, 500);
}
team.members.forEach(memberId => {
this.addExperience(memberId, 200);
});
this.scene.events.emit('notification', {
title: 'Mega-Project Complete!',
message: `${team.currentProject.type} is finished!`,
icon: '🏆'
});
team.currentProject = null;
team.status = 'ready';
}
/**
* Get zombie stats
*/
getZombieStats(zombieId) {
const zombie = this.zombies.get(zombieId);
if (!zombie) return null;
return {
name: zombie.name,
level: zombie.level,
intelligence: this.intelligenceLevels[zombie.level].name,
abilities: zombie.abilities,
status: zombie.status,
energy: Math.round(zombie.energy),
loyalty: zombie.loyalty,
experience: `${zombie.experience}/${zombie.experienceToNext}`,
inventory: zombie.inventory.length
};
}
}