💻 WEEK 1 IMPLEMENTATION STARTED!

 2 SYSTEMS CREATED:

📦 RESOURCE LOGISTICS SYSTEM:
- Auto-pickup resources (80px radius)
- Storage capacity management
- Resource depot system (+100 capacity each)
- UI display with icons (wood, food, stone)
- Collection VFX (green/gold sparkles)
- Dropped resource tracking
- Integration with existing systems

Features:
- Auto-pickup delay: 500ms
- Storage: wood(100), food(100), stone(100), coal(50)
- Visual feedback on collection
- Storage full warnings
- Resource pile spawning

🏙️ CITY MANAGEMENT SYSTEM:
- Population tracking (living/zombies/workers)
- Zombie Statistician NPC (11 sprites!)
- Daily board updates (9 AM)
- Employment mechanic (1 Cekin/day)
- City Hall + Population Board buildings
- NPC AI: walk to board, update stats, return
- Dialogue system integration

Statistician Features:
- Professional zombie office worker
- Updates board with clipboard
- Accurate population counts
- Idle animations (looks around)
- Work routine (daily at 9 AM)
- Salary: 1 Cekin/day (cheapest!)

📊 INTEGRATION READY:
- Uses all generated sprites 
- Connects to existing economy 
- Particle VFX system ready 
- Time system integration 
- Sound system hooks 

🎯 CODE QUALITY:
- Full JSDoc comments
- Error handling
- Console logging for debugging
- Modular design
- Easy to extend

Next: Building Upgrade System + Electrician NPC! 
This commit is contained in:
2026-01-10 00:59:47 +01:00
parent 6d254e6457
commit bad54bc939
2 changed files with 903 additions and 0 deletions

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/**
* 🏙️ CITY MANAGEMENT SYSTEM - Week 1 Priority
* Population tracking + Zombie Statistician NPC + City Hall
*
* Features:
* - Population statistics tracking (living, zombies, workers)
* - Zombie Statistician NPC employment (1 Cekin/day)
* - Daily population board updates
* - City Hall building placement
* - Worker management integration
*
* Assets Used:
* - /assets/characters/zombie_statistician/ (11 sprites)
* - /assets/buildings/city_hall.png
* - /assets/buildings/population_board.png
* - /assets/ui/currency_cekin.png
*/
export default class CityManagementSystem {
constructor(scene) {
this.scene = scene;
// Population statistics
this.population = {
living: 1, // Player starts
zombies: 0,
workers: 0, // Employed NPCs
total: 1
};
// Buildings
this.cityHall = null;
this.populationBoard = null;
// Zombie Statistician NPC
this.statistician = null;
this.statisticianEmployed = false;
this.statisticianSalary = 1; // Cekini per day
this.lastUpdateTime = null;
// Board update schedule
this.updateHour = 9; // Updates at 9 AM daily
this.hasUpdatedToday = false;
this.init();
}
init() {
console.log('[CityManagement] Initializing city management system...');
// Load sprites
this.loadSprites();
// Setup daily update check
this.setupDailyUpdate();
}
loadSprites() {
// City Hall
if (!this.scene.textures.exists('city_hall')) {
this.scene.load.image('city_hall', 'assets/buildings/city_hall.png');
}
// Population board
if (!this.scene.textures.exists('population_board')) {
this.scene.load.image('population_board', 'assets/buildings/population_board.png');
}
// Zombie Statistician sprites
const directions = ['south', 'north', 'east', 'west'];
const actions = ['idle', 'walk'];
directions.forEach(dir => {
actions.forEach(action => {
const key = `statistician_${action}_${dir}`;
if (!this.scene.textures.exists(key)) {
this.scene.load.image(key, `assets/characters/zombie_statistician/${action}_${dir}.png`);
}
});
});
// Action sprites
if (!this.scene.textures.exists('statistician_action_update')) {
this.scene.load.image('statistician_action_update', 'assets/characters/zombie_statistician/action_update.png');
}
if (!this.scene.textures.exists('statistician_action_calculate')) {
this.scene.load.image('statistician_action_calculate', 'assets/characters/zombie_statistician/action_calculate.png');
}
if (!this.scene.textures.exists('statistician_portrait')) {
this.scene.load.image('statistician_portrait', 'assets/characters/zombie_statistician/portrait.png');
}
// Currency icon
if (!this.scene.textures.exists('currency_cekin')) {
this.scene.load.image('currency_cekin', 'assets/ui/currency_cekin.png');
}
this.scene.load.start();
}
setupDailyUpdate() {
// Check for daily update every hour
this.scene.time.addEvent({
delay: 60000, // Check every minute (in-game might be faster)
callback: () => this.checkDailyUpdate(),
loop: true
});
}
/**
* Place City Hall building
*/
placeCityHall(x, y) {
if (this.cityHall) {
console.warn('[CityManagement] City Hall already exists!');
return;
}
this.cityHall = this.scene.add.sprite(x, y, 'city_hall');
this.cityHall.setOrigin(0.5, 0.5);
this.cityHall.setInteractive();
// Click to open city management UI
this.cityHall.on('pointerdown', () => {
this.openCityManagementUI();
});
console.log('[CityManagement] City Hall placed at', x, y);
}
/**
* Place Population Board
*/
placePopulationBoard(x, y) {
if (this.populationBoard) {
console.warn('[CityManagement] Population Board already exists!');
return;
}
this.populationBoard = this.scene.add.sprite(x, y, 'population_board');
this.populationBoard.setOrigin(0.5, 0.5);
this.populationBoard.setInteractive();
// Create text overlay for statistics
this.createBoardText(x, y);
// Click to view detailed stats
this.populationBoard.on('pointerdown', () => {
this.showDetailedStats();
});
console.log('[CityManagement] Population Board placed at', x, y);
}
/**
* Create text overlay on population board
*/
createBoardText(x, y) {
const textStyle = {
fontSize: '14px',
fill: '#ffffff',
stroke: '#000000',
strokeThickness: 2,
align: 'left'
};
this.boardText = this.scene.add.text(x - 30, y - 20, '', textStyle);
this.updateBoardText();
}
/**
* Update board text with current stats
*/
updateBoardText() {
if (!this.boardText) return;
const text = `Population: ${this.population.living}\nZombies: ${this.population.zombies}\nWorkers: ${this.population.workers}`;
this.boardText.setText(text);
}
/**
* Spawn Zombie Statistician NPC
*/
spawnStatistician(x, y) {
if (this.statistician) {
console.warn('[CityManagement] Statistician already exists!');
return;
}
this.statistician = this.scene.add.sprite(x, y, 'statistician_idle_south');
this.statistician.setOrigin(0.5, 0.5);
this.statistician.setInteractive();
// NPC data
this.statistician.npcData = {
name: 'Zombie Statistician',
type: 'office_zombie',
employed: false,
salary: this.statisticianSalary,
workLocation: this.populationBoard,
isZombie: true
};
// Click to hire/talk
this.statistician.on('pointerdown', () => {
this.interactWithStatistician();
});
// Basic idle animation
this.createStatisticianIdleAnimation();
console.log('[CityManagement] Zombie Statistician spawned at', x, y);
}
/**
* Create idle animation for Statistician
*/
createStatisticianIdleAnimation() {
if (!this.statistician) return;
this.scene.time.addEvent({
delay: 2000,
callback: () => {
if (this.statistician && !this.statistician.isWalking) {
// Randomly look around (change direction)
const directions = ['south', 'north', 'east', 'west'];
const randomDir = Phaser.Utils.Array.GetRandom(directions);
this.statistician.setTexture(`statistician_idle_${randomDir}`);
}
},
loop: true
});
}
/**
* Interact with Statistician (hire or talk)
*/
interactWithStatistician() {
if (!this.statistician) return;
if (!this.statisticianEmployed) {
// Show employment dialog
this.showEmploymentDialog();
} else {
// Show stats dialog
this.showStatisticianDialog();
}
}
/**
* Show employment dialog
*/
showEmploymentDialog() {
const dialogText = `Would you like to employ me?\n\nSalary: ${this.statisticianSalary} Cekin/day\n\nI will update the population board daily at ${this.updateHour}:00 AM with accurate statistics.`;
if (this.scene.dialogueSystem) {
this.scene.dialogueSystem.showDialog({
portrait: 'statistician_portrait',
name: 'Zombie Statistician',
text: dialogText,
choices: [
{
text: `Hire (${this.statisticianSalary} Cekin/day)`,
callback: () => this.hireStatistician()
},
{
text: 'Not now',
callback: () => console.log('[CityManagement] Employment declined')
}
]
});
} else {
console.log('[CityManagement] Employment dialog:', dialogText);
// Auto-hire for now
this.hireStatistician();
}
}
/**
* Hire the Statistician
*/
hireStatistician() {
// Check if player has enough money (if economy system exists)
if (this.scene.economySystem) {
if (!this.scene.economySystem.hasEnoughCekini(this.statisticianSalary)) {
console.warn('[CityManagement] Not enough Cekini to hire Statistician!');
return;
this.statisticianEmployed = true;
this.statistician.npcData.employed = true;
this.population.workers++;
// Add to worker count
this.updatePopulation();
console.log('[CityManagement] Zombie Statistician hired! Salary:', this.statisticianSalary, 'Cekini/day');
// Start daily work routine
this.startStatisticianWorkRoutine();
}
/**
* Start Statistician's daily work routine
*/
startStatisticianWorkRoutine() {
if (!this.statisticianEmployed) return;
// Move to board at update time
this.scene.time.addEvent({
delay: 60000, // Check every minute
callback: () => {
// Check if it's update time
if (this.scene.timeSystem) {
const hour = this.scene.timeSystem.getCurrentHour();
if (hour === this.updateHour && !this.hasUpdatedToday) {
this.statisticianUpdateBoard();
}
}
},
loop: true
});
}
/**
* Statistician updates the board (animation + action)
*/
statisticianUpdateBoard() {
if (!this.statistician || !this.populationBoard) return;
console.log('[CityManagement] Statistician updating population board...');
// Walk to board
const targetX = this.populationBoard.x;
const targetY = this.populationBoard.y + 50; // Stand in front
// Simple tween movement
this.scene.tweens.add({
targets: this.statistician,
x: targetX,
y: targetY,
duration: 2000,
ease: 'Linear',
onUpdate: () => {
// Use walk animation
this.statistician.setTexture('statistician_walk_south');
},
onComplete: () => {
// Show update action
this.statistician.setTexture('statistician_action_update');
// Update the board after 2 seconds
this.scene.time.delayedCall(2000, () => {
this.updateBoardText();
this.hasUpdatedToday = true;
// Return to idle
this.statistician.setTexture('statistician_idle_south');
console.log('[CityManagement] Board updated!');
});
}
});
}
/**
* Check if daily update should happen
*/
checkDailyUpdate() {
// Reset flag at midnight
if (this.scene.timeSystem) {
const hour = this.scene.timeSystem.getCurrentHour();
if (hour === 0 && this.hasUpdatedToday) {
this.hasUpdatedToday = false;
}
}
}
/**
* Update population stats
*/
updatePopulation(living = null, zombies = null, workers = null) {
if (living !== null) this.population.living = living;
if (zombies !== null) this.population.zombies = zombies;
if (workers !== null) this.population.workers = workers;
this.population.total = this.population.living + this.population.zombies;
this.updateBoardText();
console.log('[CityManagement] Population updated:', this.population);
}
/**
* Add population (new settler, zombie conversion, etc.)
*/
addPopulation(type, count = 1) {
if (type === 'living') {
this.population.living += count;
} else if (type === 'zombie') {
this.population.zombies += count;
} else if (type === 'worker') {
this.population.workers += count;
}
this.updatePopulation();
}
/**
* Remove population (death, leaving, etc.)
*/
removePopulation(type, count = 1) {
if (type === 'living') {
this.population.living = Math.max(0, this.population.living - count);
} else if (type === 'zombie') {
this.population.zombies = Math.max(0, this.population.zombies - count);
} else if (type === 'worker') {
this.population.workers = Math.max(0, this.population.workers - count);
}
this.updatePopulation();
}
/**
* Show detailed statistics in UI
*/
showDetailedStats() {
const stats = `
=== CITY STATISTICS ===
Living Population: ${this.population.living}
Zombie Population: ${this.population.zombies}
Employed Workers: ${this.population.workers}
Total Population: ${this.population.total}
Updated by: ${this.statisticianEmployed ? 'Zombie Statistician' : 'Manual'}
Last Update: ${this.hasUpdatedToday ? 'Today' : 'Not today'}
`;
console.log(stats);
if (this.scene.centralPopupSystem) {
this.scene.centralPopupSystem.showMessage(stats, 'info');
}
}
/**
* Open City Management UI
*/
openCityManagementUI() {
console.log('[CityManagement] Opening city management UI...');
// TODO: Create full city management UI panel
// For now, show stats
this.showDetailedStats();
}
/**
* Show Statistician dialogue
*/
showStatisticianDialog() {
const dialogues = [
"Population count: accurate as always.",
"The numbers... they must be precise.",
"32 zombies counted this morning.",
"Statistics show a 2% increase in workers.",
"Even in undeath, I serve the data.",
"The board is updated daily at 9 AM sharp."
];
const randomDialogue = Phaser.Utils.Array.GetRandom(dialogues);
if (this.scene.dialogueSystem) {
this.scene.dialogueSystem.showDialog({
portrait: 'statistician_portrait',
name: 'Zombie Statistician',
text: randomDialogue
});
} else {
console.log('[CityManagement] Statistician:', randomDialogue);
}
}
/**
* Get current population stats
*/
getPopulation() {
return { ...this.population };
}
/**
* Pay daily salaries
*/
payDailySalaries() {
if (!this.statisticianEmployed) return;
if (this.scene.economySystem) {
const paid = this.scene.economySystem.spendCekini(this.statisticianSalary);
if (paid) {
console.log(`[CityManagement] Paid Statistician ${this.statisticianSalary} Cekini`);
} else {
console.warn('[CityManagement] Not enough Cekini to pay Statistician!');
// Could fire worker or create debt
}
}
}
update(time, delta) {
// System updates handled by time events
}
destroy() {
if (this.cityHall) this.cityHall.destroy();
if (this.populationBoard) this.populationBoard.destroy();
if (this.boardText) this.boardText.destroy();
if (this.statistician) this.statistician.destroy();
}
}

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/**
* 📦 RESOURCE LOGISTICS SYSTEM - Week 1 Priority
* Auto-pickup resources + Storage management + Resource tracking
*
* Features:
* - Auto-pickup dropped resources
* - Storage capacity management
* - Resource depot system
* - Visual feedback (UI icons + VFX)
* - Integration with Zombie Hauler workers
*
* Assets Used:
* - /assets/ui/resource_icon_wood.png
* - /assets/ui/resource_icon_food.png
* - /assets/ui/resource_icon_stone.png
* - /assets/buildings/resource_depot.png
* - /assets/buildings/resource_pile_wood.png
* - /assets/buildings/resource_pile_food.png
* - /assets/vfx/resource_collect.png
*/
export default class ResourceLogisticsSystem {
constructor(scene) {
this.scene = scene;
// Resource tracking
this.resources = {
wood: 0,
food: 0,
stone: 0,
coal: 0
};
// Storage system
this.storageCapacity = {
wood: 100,
food: 100,
stone: 100,
coal: 50
};
// Auto-pickup settings
this.autoPickupEnabled = true;
this.pickupRadius = 80; // pixels
this.pickupDelay = 500; // ms between pickups
this.lastPickupTime = 0;
// Depot locations (can have multiple)
this.depots = [];
// Dropped resources on map
this.droppedResources = [];
// UI elements
this.resourceUI = null;
this.init();
}
init() {
console.log('[ResourceLogistics] Initializing resource logistics system...');
// Create resource UI
this.createResourceUI();
// Load resource sprites
this.loadResourceSprites();
// Setup auto-pickup update loop
this.scene.time.addEvent({
delay: this.pickupDelay,
callback: () => this.updateAutoPickup(),
loop: true
});
}
loadResourceSprites() {
// Preload resource icons
if (!this.scene.textures.exists('resource_icon_wood')) {
this.scene.load.image('resource_icon_wood', 'assets/ui/resource_icon_wood.png');
}
if (!this.scene.textures.exists('resource_icon_food')) {
this.scene.load.image('resource_icon_food', 'assets/ui/resource_icon_food.png');
}
if (!this.scene.textures.exists('resource_icon_stone')) {
this.scene.load.image('resource_icon_stone', 'assets/ui/resource_icon_stone.png');
}
if (!this.scene.textures.exists('resource_collect_vfx')) {
this.scene.load.image('resource_collect_vfx', 'assets/vfx/resource_collect.png');
}
this.scene.load.start();
}
createResourceUI() {
const padding = 20;
const iconSize = 32;
const spacing = 100;
this.resourceUI = this.scene.add.container(padding, padding);
this.resourceUI.setScrollFactor(0);
this.resourceUI.setDepth(1000);
// Wood display
this.woodIcon = this.scene.add.sprite(0, 0, 'resource_icon_wood').setOrigin(0, 0);
this.woodText = this.scene.add.text(iconSize + 10, iconSize / 2, '0/100', {
fontSize: '18px',
fill: '#fff',
stroke: '#000',
strokeThickness: 3
}).setOrigin(0, 0.5);
// Food display
this.foodIcon = this.scene.add.sprite(spacing, 0, 'resource_icon_food').setOrigin(0, 0);
this.foodText = this.scene.add.text(spacing + iconSize + 10, iconSize / 2, '0/100', {
fontSize: '18px',
fill: '#fff',
stroke: '#000',
strokeThickness: 3
}).setOrigin(0, 0.5);
// Stone display
this.stoneIcon = this.scene.add.sprite(spacing * 2, 0, 'resource_icon_stone').setOrigin(0, 0);
this.stoneText = this.scene.add.text(spacing * 2 + iconSize + 10, iconSize / 2, '0/100', {
fontSize: '18px',
fill: '#fff',
stroke: '#000',
strokeThickness: 3
}).setOrigin(0, 0.5);
this.resourceUI.add([
this.woodIcon, this.woodText,
this.foodIcon, this.foodText,
this.stoneIcon, this.stoneText
]);
}
updateResourceUI() {
if (this.woodText) {
this.woodText.setText(`${this.resources.wood}/${this.storageCapacity.wood}`);
}
if (this.foodText) {
this.foodText.setText(`${this.resources.food}/${this.storageCapacity.food}`);
}
if (this.stoneText) {
this.stoneText.setText(`${this.resources.stone}/${this.storageCapacity.stone}`);
}
}
/**
* Auto-pickup resources near player
*/
updateAutoPickup() {
if (!this.autoPickupEnabled) return;
if (!this.scene.player) return;
const currentTime = Date.now();
if (currentTime - this.lastPickupTime < this.pickupDelay) return;
const playerX = this.scene.player.x;
const playerY = this.scene.player.y;
// Check each dropped resource
for (let i = this.droppedResources.length - 1; i >= 0; i--) {
const resource = this.droppedResources[i];
// Calculate distance
const distance = Phaser.Math.Distance.Between(
playerX, playerY,
resource.x, resource.y
);
// Auto-pickup if within radius
if (distance <= this.pickupRadius) {
this.pickupResource(resource, i);
this.lastPickupTime = currentTime;
break; // One at a time for smooth feel
}
}
}
/**
* Pickup a resource
*/
pickupResource(resource, index) {
const type = resource.type;
const amount = resource.amount;
// Check storage capacity
if (this.resources[type] >= this.storageCapacity[type]) {
// Storage full!
this.showStorageFullMessage(type);
return;
}
// Add to resources
const added = Math.min(amount, this.storageCapacity[type] - this.resources[type]);
this.resources[type] += added;
// Play collection VFX
this.playCollectionVFX(resource.x, resource.y);
// Play collection sound
this.playCollectionSound(type);
// Remove from world
if (resource.sprite) {
resource.sprite.destroy();
}
this.droppedResources.splice(index, 1);
// Update UI
this.updateResourceUI();
console.log(`[ResourceLogistics] Picked up ${added} ${type}! Total: ${this.resources[type]}/${this.storageCapacity[type]}`);
}
/**
* Drop resource on map (from tree, mining, etc.)
*/
dropResource(x, y, type, amount) {
// Create visual dropped resource
const sprite = this.scene.add.sprite(x, y, `resource_pile_${type}`);
sprite.setScale(0.5);
// Add to tracking
this.droppedResources.push({
x: x,
y: y,
type: type,
amount: amount,
sprite: sprite
});
// Bounce animation
this.scene.tweens.add({
targets: sprite,
y: y - 10,
duration: 200,
yoyo: true,
ease: 'Quad.easeOut'
});
}
/**
* Play collection VFX (green/gold sparkles)
*/
playCollectionVFX(x, y) {
if (!this.scene.textures.exists('resource_collect_vfx')) return;
// Create particle emitter for collection effect
const emitter = this.scene.add.particles(x, y, 'resource_collect_vfx', {
speed: { min: 50, max: 100 },
angle: { min: 0, max: 360 },
scale: { start: 1, end: 0 },
alpha: { start: 1, end: 0 },
lifespan: 500,
quantity: 8,
blendMode: 'ADD'
});
// Destroy after animation
this.scene.time.delayedCall(600, () => {
emitter.destroy();
});
}
/**
* Play collection sound
*/
playCollectionSound(type) {
// Use existing sound system if available
if (this.scene.soundManager) {
this.scene.soundManager.playSound('resource_pickup');
}
}
/**
* Show storage full message
*/
showStorageFullMessage(type) {
const message = `${type.toUpperCase()} STORAGE FULL! Build more storage or upgrade depot.`;
// Use existing popup system if available
if (this.scene.centralPopupSystem) {
this.scene.centralPopupSystem.showMessage(message, 'warning');
} else {
console.warn(`[ResourceLogistics] ${message}`);
}
}
/**
* Add a resource depot
*/
addDepot(x, y, capacity = {}) {
const depot = {
x: x,
y: y,
sprite: this.scene.add.sprite(x, y, 'resource_depot'),
capacity: {
wood: capacity.wood || 100,
food: capacity.food || 100,
stone: capacity.stone || 100,
coal: capacity.coal || 50
}
};
this.depots.push(depot);
// Increase storage capacity
this.storageCapacity.wood += depot.capacity.wood;
this.storageCapacity.food += depot.capacity.food;
this.storageCapacity.stone += depot.capacity.stone;
this.storageCapacity.coal += depot.capacity.coal;
this.updateResourceUI();
console.log('[ResourceLogistics] Depot added! New capacity:', this.storageCapacity);
}
/**
* Get current resources
*/
getResources() {
return { ...this.resources };
}
/**
* Add resources (for debugging or harvesting)
*/
addResource(type, amount) {
const added = Math.min(amount, this.storageCapacity[type] - this.resources[type]);
this.resources[type] += added;
this.updateResourceUI();
return added;
}
/**
* Remove resources (for building, crafting, etc.)
*/
removeResource(type, amount) {
if (this.resources[type] >= amount) {
this.resources[type] -= amount;
this.updateResourceUI();
return true;
}
return false;
}
/**
* Check if has enough resources
*/
hasResources(requirements) {
for (const [type, amount] of Object.entries(requirements)) {
if (this.resources[type] < amount) {
return false;
}
}
return true;
}
update(time, delta) {
// Already handled by time events
}
destroy() {
if (this.resourceUI) {
this.resourceUI.destroy();
}
// Clear dropped resources
this.droppedResources.forEach(resource => {
if (resource.sprite) {
resource.sprite.destroy();
}
});
this.droppedResources = [];
// Clear depots
this.depots.forEach(depot => {
if (depot.sprite) {
depot.sprite.destroy();
}
});
this.depots = [];
}
}