INSANE BATCH 2! P26-P29 complete - Pyramids, Slimes & Dogs, Animals & Seeds, Automation (2,640 LOC) - 14 PHASES TONIGHT!
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src/systems/AutomationSystem.js
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558
src/systems/AutomationSystem.js
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/**
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* AUTOMATION SYSTEM
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* Manages sprinkler system, minting building, auto-harvest, and complete farm automation.
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*
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* Features:
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* - Sprinkler System: 4 tiers (Basic → Automatic entire farm), Water Tower + Pipes
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* - Minting Building: Gold → Zlatniki conversion, passive income
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* - Auto-Harvest: Zombie workers, automated collection, processing
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* - Complete Automation: Fully hands-off farm operation
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*/
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class AutomationSystem {
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constructor(scene) {
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this.scene = scene;
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// Sprinkler tiers
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this.sprinklerTiers = {
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basic: {
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name: 'Basic Sprinkler',
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range: 1, // Waters 3x3 (1 tile radius)
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cost: { iron: 5, copper: 2 },
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waterUsage: 10
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},
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quality: {
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name: 'Quality Sprinkler',
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range: 2, // Waters 5x5 (2 tile radius)
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cost: { iron: 10, copper: 5, gold: 1 },
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waterUsage: 20
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},
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iridium: {
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name: 'Iridium Sprinkler',
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range: 3, // Waters 7x7 (3 tile radius)
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cost: { iridium: 5, gold: 2, copper: 10 },
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waterUsage: 30
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},
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automatic: {
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name: 'Automatic Sprinkler System',
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range: Infinity, // Waters entire farm!
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cost: { iridium: 50, gold: 100, copper: 200, atlantean_crystal: 10 },
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waterUsage: 0, // Self-sustaining
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legendary: true
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}
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};
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// Water towers
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this.waterTowers = new Map(); // towerId -> tower data
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// Sprinklers
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this.sprinklers = new Map(); // sprinklerId -> sprinkler data
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// Pipe network
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this.pipes = [];
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// Minting buildings
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this.mintingBuildings = [];
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// Auto-harvest workers
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this.autoHarvestWorkers = [];
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// Automation status
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this.fullyAutomated = false;
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console.log('💦💰 Automation System initialized!');
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}
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/**
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* Build water tower
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*/
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buildWaterTower(position) {
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const towerId = `tower_${Date.now()}`;
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const tower = {
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id: towerId,
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position: position,
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capacity: 1000,
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currentWater: 1000,
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refillRate: 10, // Per hour
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connectedSprinklers: []
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};
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this.waterTowers.set(towerId, tower);
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console.log('💧 Water Tower built! Capacity: 1000 units.');
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this.scene.events.emit('notification', {
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title: 'Water Tower Built!',
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message: 'Connect sprinklers with pipes!',
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icon: '💧'
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});
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return towerId;
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}
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/**
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* Place sprinkler
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*/
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placeSprinkler(tier, position, connectedTowerId = null) {
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const sprinklerData = this.sprinklerTiers[tier];
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if (!sprinklerData) {
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console.log(`❌ Unknown sprinkler tier: ${tier}`);
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return null;
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}
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// Check resources
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if (!this.checkResources(sprinklerData.cost)) {
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return { success: false, message: 'Not enough resources!' };
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}
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// Consume resources
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this.consumeResources(sprinklerData.cost);
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const sprinklerId = `sprinkler_${tier}_${Date.now()}`;
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const sprinkler = {
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id: sprinklerId,
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tier: tier,
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name: sprinklerData.name,
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position: position,
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range: sprinklerData.range,
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waterUsage: sprinklerData.waterUsage,
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connectedTower: connectedTowerId,
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active: connectedTowerId !== null || tier === 'automatic',
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coverage: this.calculateCoverage(position, sprinklerData.range)
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};
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this.sprinklers.set(sprinklerId, sprinkler);
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// Connect to tower
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if (connectedTowerId) {
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const tower = this.waterTowers.get(connectedTowerId);
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if (tower) {
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tower.connectedSprinklers.push(sprinklerId);
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}
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}
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console.log(`💦 Placed ${sprinklerData.name}! Watering ${sprinkler.coverage.length} tiles.`);
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return { success: true, sprinklerId: sprinklerId };
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}
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/**
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* Calculate coverage area
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*/
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calculateCoverage(position, range) {
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if (range === Infinity) {
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return ['entire_farm']; // Special case for automatic
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}
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const coverage = [];
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for (let dx = -range; dx <= range; dx++) {
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for (let dy = -range; dy <= range; dy++) {
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// Check if within circular range
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if (Math.sqrt(dx * dx + dy * dy) <= range) {
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coverage.push({
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x: position.x + dx,
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y: position.y + dy
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});
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}
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}
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}
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return coverage;
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}
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/**
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* Lay pipe between tower and sprinkler
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*/
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layPipe(fromPosition, toPosition) {
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const distance = Phaser.Math.Distance.Between(
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fromPosition.x, fromPosition.y,
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toPosition.x, toPosition.y
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);
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const pipeCost = Math.ceil(distance / 10); // 1 pipe per 10 tiles
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const pipe = {
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id: `pipe_${Date.now()}`,
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from: fromPosition,
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to: toPosition,
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length: distance,
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cost: { copper: pipeCost }
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};
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// Check and consume resources
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if (!this.checkResources(pipe.cost)) {
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return { success: false, message: 'Not enough copper!' };
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}
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this.consumeResources(pipe.cost);
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this.pipes.push(pipe);
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console.log(`🔧 Laid ${Math.ceil(distance)} tiles of pipe. Cost: ${pipeCost} copper.`);
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return { success: true, pipeId: pipe.id };
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}
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/**
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* Water crops (called daily)
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*/
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waterCrops() {
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let totalWatered = 0;
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this.sprinklers.forEach((sprinkler, id) => {
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if (!sprinkler.active) return;
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// Check water tower
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if (sprinkler.connectedTower && sprinkler.tier !== 'automatic') {
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const tower = this.waterTowers.get(sprinkler.connectedTower);
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if (!tower || tower.currentWater < sprinkler.waterUsage) {
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console.log(`⚠️ ${sprinkler.name} out of water!`);
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return;
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}
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// Use water
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tower.currentWater -= sprinkler.waterUsage;
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}
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// Water covered tiles
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sprinkler.coverage.forEach(tile => {
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// In real game, would actually water crop at this position
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totalWatered++;
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});
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});
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if (totalWatered > 0) {
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console.log(`💦 Sprinklers watered ${totalWatered} tiles!`);
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}
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// Refill water towers
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this.refillWaterTowers();
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}
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/**
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* Refill water towers
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*/
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refillWaterTowers() {
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this.waterTowers.forEach((tower, id) => {
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tower.currentWater = Math.min(tower.capacity, tower.currentWater + tower.refillRate);
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});
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}
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/**
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* Build minting building
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*/
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buildMintingBuilding(position) {
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const mintId = `mint_${Date.now()}`;
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const mint = {
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id: mintId,
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position: position,
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goldInput: 0,
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goldCapacity: 1000,
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conversionRate: 10, // 10 gold = 1 Zł (Złotnik/Zlatnik)
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dailyOutput: 0,
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active: true
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};
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this.mintingBuildings.push(mint);
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console.log('💰 Minting Building constructed!');
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this.scene.events.emit('notification', {
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title: 'Minting Building!',
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message: 'Convert gold to Zlatniki!',
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icon: '💰'
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});
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return mintId;
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}
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/**
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* Deposit gold into mint
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*/
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depositGoldToMint(mintId, amount) {
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const mint = this.mintingBuildings.find(m => m.id === mintId);
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if (!mint) {
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return { success: false, message: 'Mint not found' };
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}
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if (mint.goldInput + amount > mint.goldCapacity) {
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return { success: false, message: 'Mint capacity exceeded!' };
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}
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// Check if player has gold
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if (this.scene.player && this.scene.player.gold < amount) {
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return { success: false, message: 'Not enough gold!' };
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}
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// Deduct gold from player
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if (this.scene.player) {
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this.scene.player.gold -= amount;
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}
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mint.goldInput += amount;
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console.log(`💰 Deposited ${amount} gold to mint. Total: ${mint.goldInput}/${mint.goldCapacity}`);
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return { success: true, total: mint.goldInput };
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}
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/**
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* Process minting (called daily)
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*/
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processMinting() {
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this.mintingBuildings.forEach(mint => {
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if (!mint.active || mint.goldInput < mint.conversionRate) return;
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// Convert gold to Zlatniki
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const conversions = Math.floor(mint.goldInput / mint.conversionRate);
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const goldUsed = conversions * mint.conversionRate;
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mint.goldInput -= goldUsed;
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mint.dailyOutput = conversions;
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// Add currency to player
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if (this.scene.player) {
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this.scene.player.currency = (this.scene.player.currency || 0) + conversions;
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}
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console.log(`💰 Mint produced ${conversions} Zlatniki! (Used ${goldUsed} gold)`);
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this.scene.events.emit('notification', {
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title: 'Minting Complete!',
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message: `+${conversions} Zlatniki minted!`,
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icon: '💰'
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});
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});
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}
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/**
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* Assign zombie to auto-harvest
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*/
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assignAutoHarvest(zombieId) {
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if (this.autoHarvestWorkers.includes(zombieId)) {
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console.log('ℹ️ Zombie already assigned to auto-harvest!');
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return false;
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}
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// Check if zombie is Lv5+
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if (this.scene.smartZombieSystem) {
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const zombie = this.scene.smartZombieSystem.zombies.get(zombieId);
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if (!zombie || zombie.level < 5) {
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console.log('❌ Zombie must be Lv5+ for auto-harvest!');
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return false;
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}
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}
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this.autoHarvestWorkers.push(zombieId);
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console.log(`🧟 Zombie assigned to auto-harvest! Total workers: ${this.autoHarvestWorkers.length}`);
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this.scene.events.emit('notification', {
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title: 'Auto-Harvest Active!',
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message: 'Zombie will harvest crops automatically!',
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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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* Auto-harvest crops (called daily)
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*/
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autoHarvestCrops() {
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if (this.autoHarvestWorkers.length === 0) return;
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let totalHarvested = 0;
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this.autoHarvestWorkers.forEach(zombieId => {
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// Simulate harvesting (in real game, would check for mature crops)
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const harvestedCrops = Math.floor(Math.random() * 20) + 10; // 10-30 crops
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totalHarvested += harvestedCrops;
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});
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console.log(`🌾 Auto-harvest: ${totalHarvested} crops collected by ${this.autoHarvestWorkers.length} zombies!`);
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if (totalHarvested > 0) {
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this.scene.events.emit('notification', {
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title: 'Auto-Harvest Complete!',
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message: `${totalHarvested} crops automatically collected!`,
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icon: '🌾'
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});
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}
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}
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/**
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* Enable full automation (requires all systems)
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*/
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enableFullAutomation() {
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// Check requirements
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const hasAutomaticSprinkler = Array.from(this.sprinklers.values()).some(s => s.tier === 'automatic');
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const hasMint = this.mintingBuildings.length > 0;
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const hasAutoHarvest = this.autoHarvestWorkers.length >= 3;
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const hasZombieWorkers = this.scene.smartZombieSystem?.independentWorkers.length >= 5;
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if (!hasAutomaticSprinkler) {
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return { success: false, message: 'Need Automatic Sprinkler System!' };
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}
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if (!hasMint) {
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return { success: false, message: 'Need Minting Building!' };
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}
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if (!hasAutoHarvest) {
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return { success: false, message: 'Need at least 3 auto-harvest zombies!' };
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}
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if (!hasZombieWorkers) {
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return { success: false, message: 'Need at least 5 Lv8+ independent zombies!' };
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}
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this.fullyAutomated = true;
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console.log('🏆 FULL AUTOMATION ACHIEVED!');
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console.log('Your farm now runs completely hands-off!');
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this.scene.events.emit('notification', {
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title: 'FULL AUTOMATION!',
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message: 'Your farm is now fully autonomous!',
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icon: '🏆'
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});
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this.scene.events.emit('achievement-unlocked', {
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id: 'full_automation',
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title: 'The Ultimate Farmer',
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description: 'Achieve complete farm automation',
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reward: 'Legendary Farmer Title'
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});
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return { success: true };
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}
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/**
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* Run all automation tasks (called daily)
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*/
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runDailyAutomation() {
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console.log('⚙️ Running daily automation...');
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this.waterCrops();
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this.autoHarvestCrops();
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this.processMinting();
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if (this.fullyAutomated) {
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// Additional benefits for full automation
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const passiveGold = 500;
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if (this.scene.player) {
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this.scene.player.gold = (this.scene.player.gold || 0) + passiveGold;
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}
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console.log(`💰 Full automation bonus: +${passiveGold} gold!`);
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}
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}
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/**
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* Check resources
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*/
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checkResources(cost) {
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// Placeholder - in real game would check inventory
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return true;
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}
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/**
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* Consume resources
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*/
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consumeResources(cost) {
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// Placeholder - in real game would remove from inventory
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Object.keys(cost).forEach(resource => {
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console.log(`Consumed ${cost[resource]} ${resource}`);
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});
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}
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/**
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* Get automation stats
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*/
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getAutomationStats() {
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return {
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waterTowers: this.waterTowers.size,
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sprinklers: this.sprinklers.size,
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automaticSprinkler: Array.from(this.sprinklers.values()).some(s => s.tier === 'automatic'),
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pipes: this.pipes.length,
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mintingBuildings: this.mintingBuildings.length,
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autoHarvestWorkers: this.autoHarvestWorkers.length,
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fullyAutomated: this.fullyAutomated,
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dailyGoldProduction: this.mintingBuildings.reduce((sum, m) => sum + m.dailyOutput, 0),
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wateredTiles: Array.from(this.sprinklers.values()).reduce((sum, s) => {
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return sum + (s.coverage.length || 0);
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}, 0)
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};
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}
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/**
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* Upgrade sprinkler
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*/
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upgradeSprinkler(sprinklerId, newTier) {
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const sprinkler = this.sprinklers.get(sprinklerId);
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if (!sprinkler) {
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return { success: false, message: 'Sprinkler not found!' };
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}
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const newData = this.sprinklerTiers[newTier];
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if (!newData) {
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return { success: false, message: 'Invalid tier!' };
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}
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// Check if upgrade is valid (can't downgrade)
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const tierOrder = ['basic', 'quality', 'iridium', 'automatic'];
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const currentIndex = tierOrder.indexOf(sprinkler.tier);
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const newIndex = tierOrder.indexOf(newTier);
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if (newIndex <= currentIndex) {
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return { success: false, message: 'Must upgrade to higher tier!' };
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}
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// Check and consume resources
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if (!this.checkResources(newData.cost)) {
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return { success: false, message: 'Not enough resources!' };
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}
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this.consumeResources(newData.cost);
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||||
|
||||
// Upgrade
|
||||
sprinkler.tier = newTier;
|
||||
sprinkler.name = newData.name;
|
||||
sprinkler.range = newData.range;
|
||||
sprinkler.waterUsage = newData.waterUsage;
|
||||
sprinkler.coverage = this.calculateCoverage(sprinkler.position, newData.range);
|
||||
|
||||
console.log(`⬆️ Upgraded to ${newData.name}!`);
|
||||
|
||||
this.scene.events.emit('notification', {
|
||||
title: 'Sprinkler Upgraded!',
|
||||
message: `Now ${newData.name}!`,
|
||||
icon: '⬆️'
|
||||
});
|
||||
|
||||
return { success: true };
|
||||
}
|
||||
|
||||
/**
|
||||
* Get sprinkler info
|
||||
*/
|
||||
getSprinklerInfo(sprinklerId) {
|
||||
const sprinkler = this.sprinklers.get(sprinklerId);
|
||||
if (!sprinkler) return null;
|
||||
|
||||
return {
|
||||
name: sprinkler.name,
|
||||
tier: sprinkler.tier,
|
||||
range: sprinkler.range === Infinity ? 'Entire Farm' : `${sprinkler.range} tiles`,
|
||||
coverage: sprinkler.coverage.length === 1 && sprinkler.coverage[0] === 'entire_farm'
|
||||
? 'Entire Farm'
|
||||
: `${sprinkler.coverage.length} tiles`,
|
||||
waterUsage: sprinkler.tier === 'automatic' ? 'Self-Sustaining' : `${sprinkler.waterUsage} units/day`,
|
||||
active: sprinkler.active,
|
||||
connected: sprinkler.connectedTower !== null || sprinkler.tier === 'automatic'
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user