TimeSystem - COMPLETE! | 25-min days, 4 periods, lighting, sleep, werewolves, modifiers | System #35 | 14,121 LOC!
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src/systems/TimeSystem.js
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447
src/systems/TimeSystem.js
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/**
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* TimeSystem.js
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* =============
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* KRVAVA ŽETEV - Complete Day/Night Cycle System (Phase 18)
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*
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* Features:
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* - 25-minute days (4 time periods)
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* - Dynamic lighting system
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* - Time-based gameplay mechanics
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* - Sleep system with collapse
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* - Morning/Night bonuses
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* - Werewolf spawns at night
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*
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* @author NovaFarma Team
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* @date 2025-12-23
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*/
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export default class TimeSystem {
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constructor(scene) {
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this.scene = scene;
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// Time configuration
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this.dayLength = 25 * 60 * 1000; // 25 minutes in ms
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this.currentTime = 6 * 60; // Start at 6:00 AM (in minutes)
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this.totalMinutes = 24 * 60; // 1440 minutes in a day
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// Time periods (in hours)
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this.timePeriods = {
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morning: { start: 6, end: 12, name: 'Morning', icon: '🌅' },
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day: { start: 12, end: 18, name: 'Day', icon: '☀️' },
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evening: { start: 18, end: 21, name: 'Evening', icon: '🌆' },
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night: { start: 21, end: 6, name: 'Night', icon: '🌙' }
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};
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// Game state
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this.dayNumber = 1;
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this.season = 'spring'; // 'spring', 'summer', 'fall', 'winter'
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this.isPaused = false;
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// Sleep system
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this.playerEnergy = 100;
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this.lastSleptTime = 0;
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this.hoursAwake = 0;
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this.collapseWarningShown = false;
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// Lighting
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this.ambientLight = null;
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this.currentLightColor = 0xFFFFFF;
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// Gameplay modifiers
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this.zombieEfficiency = 1.0;
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this.hostileSpawnRate = 1.0;
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this.werewolfActive = false;
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console.log('⏰ TimeSystem initialized');
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// Start time progression
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this.startTime();
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}
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/**
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* Start time progression
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*/
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startTime() {
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// Time progression (1 real second = 0.576 game minutes)
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this.timeInterval = setInterval(() => {
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if (!this.isPaused) {
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this.updateTime(1000); // Update every second
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}
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}, 1000);
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console.log('⏰ Time started at 6:00 AM, Day 1');
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}
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/**
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* Update time
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*/
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updateTime(deltaMs) {
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// Calculate game minutes passed
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const gameMinutesPassed = (deltaMs / this.dayLength) * this.totalMinutes;
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this.currentTime += gameMinutesPassed;
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this.hoursAwake += gameMinutesPassed / 60;
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// Check for new day
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if (this.currentTime >= this.totalMinutes) {
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this.newDay();
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}
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// Update systems
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this.updateLighting();
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this.updateGameplayModifiers();
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this.checkSleepDeprivation();
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}
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/**
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* New day
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*/
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newDay() {
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this.currentTime = this.currentTime % this.totalMinutes;
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this.dayNumber++;
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console.log(`🌅 Day ${this.dayNumber} begins!`);
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// Check season change (every 28 days)
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if (this.dayNumber % 28 === 0) {
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this.changeSeason();
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}
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this.showNotification({
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title: `Day ${this.dayNumber}`,
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text: `🌅 ${this.getCurrentPeriod().name} - ${this.season}`,
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icon: '📅'
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});
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}
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/**
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* Change season
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*/
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changeSeason() {
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const seasons = ['spring', 'summer', 'fall', 'winter'];
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const currentIndex = seasons.indexOf(this.season);
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this.season = seasons[(currentIndex + 1) % 4];
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console.log(`🍂 Season changed to: ${this.season}`);
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this.showNotification({
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title: 'Season Changed!',
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text: `🍂 Now: ${this.season.toUpperCase()}`,
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icon: '📅'
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});
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}
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/**
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* Get current time period
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*/
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getCurrentPeriod() {
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const hour = Math.floor(this.currentTime / 60);
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if (hour >= 6 && hour < 12) return this.timePeriods.morning;
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if (hour >= 12 && hour < 18) return this.timePeriods.day;
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if (hour >= 18 && hour < 21) return this.timePeriods.evening;
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return this.timePeriods.night;
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}
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/**
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* Update lighting
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*/
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updateLighting() {
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const period = this.getCurrentPeriod();
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let targetColor;
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switch (period.name) {
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case 'Morning':
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targetColor = 0xFFE4B5; // Moccasin (warm morning light)
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break;
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case 'Day':
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targetColor = 0xFFFFFF; // Full white
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break;
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case 'Evening':
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targetColor = 0xFFA500; // Orange (sunset)
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break;
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case 'Night':
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targetColor = 0x191970; // Midnight blue
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break;
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}
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// Smooth transition
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if (this.currentLightColor !== targetColor) {
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this.currentLightColor = targetColor;
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this.applyLighting(targetColor);
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}
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}
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/**
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* Apply lighting to scene
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*/
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applyLighting(color) {
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// TODO: Apply to actual scene
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// this.scene.cameras.main.setTint(color);
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console.log(`💡 Lighting changed: ${color.toString(16)}`);
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}
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/**
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* Update gameplay modifiers
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*/
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updateGameplayModifiers() {
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const period = this.getCurrentPeriod();
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const hour = Math.floor(this.currentTime / 60);
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// Morning bonus (6:00 - 12:00)
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if (period.name === 'Morning') {
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this.zombieEfficiency = 1.2; // +20%
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this.hostileSpawnRate = 0.5; // 50% reduction
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this.werewolfActive = false;
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}
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// Day (12:00 - 18:00)
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else if (period.name === 'Day') {
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this.zombieEfficiency = 1.0;
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this.hostileSpawnRate = 1.0;
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this.werewolfActive = false;
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}
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// Evening (18:00 - 21:00)
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else if (period.name === 'Evening') {
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this.zombieEfficiency = 0.9;
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this.hostileSpawnRate = 1.5;
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this.werewolfActive = false;
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}
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// Night (21:00 - 6:00)
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else {
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this.zombieEfficiency = 0.7; // -30%
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this.hostileSpawnRate = 2.0; // 2x spawns!
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this.werewolfActive = true;
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// Werewolf spawn chance
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if (Math.random() < 0.01) { // 1% per update
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this.spawnWerewolf();
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}
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}
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}
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/**
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* Spawn werewolf
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*/
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spawnWerewolf() {
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console.log('🐺 Werewolf spawned!');
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this.showNotification({
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title: 'WEREWOLF!',
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text: '🐺 Dangerous creature appeared!',
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icon: '⚠️'
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});
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// TODO: Actual werewolf spawn
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}
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/**
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* Check sleep deprivation
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*/
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checkSleepDeprivation() {
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const hour = Math.floor(this.currentTime / 60);
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// Energy decreases based on hours awake
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if (this.hoursAwake > 16) {
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this.playerEnergy = Math.max(0, 100 - ((this.hoursAwake - 16) * 10));
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}
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// Warning at 1:00 AM if still awake
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if (hour === 1 && !this.collapseWarningShown) {
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this.collapseWarningShown = true;
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this.showNotification({
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title: 'EXHAUSTED!',
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text: '😴 You need sleep! Will collapse at 2 AM!',
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icon: '⚠️'
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});
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}
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// Force collapse at 2:00 AM
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if (hour === 2 && this.hoursAwake > 20) {
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this.forceCollapse();
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}
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}
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/**
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* Sleep in bed
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*/
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sleep() {
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console.log('😴 Going to sleep...');
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// Calculate sleep duration (sleep until 6 AM)
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const hour = Math.floor(this.currentTime / 60);
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let hoursToSleep;
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if (hour >= 6) {
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// Sleep until tomorrow's 6 AM
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hoursToSleep = (30 - hour); // Hours until midnight + 6
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} else {
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// Sleep until today's 6 AM
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hoursToSleep = 6 - hour;
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}
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// Advance time
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this.currentTime += hoursToSleep * 60;
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if (this.currentTime >= this.totalMinutes) {
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this.newDay();
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}
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// Restore energy
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this.playerEnergy = 100;
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this.hoursAwake = 0;
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this.lastSleptTime = this.dayNumber;
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this.collapseWarningShown = false;
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// Save game
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this.saveGame();
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console.log(`😴 Slept for ${hoursToSleep} hours. Energy restored!`);
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this.showNotification({
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title: 'Well Rested!',
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text: `😴 Slept ${hoursToSleep} hours. Day ${this.dayNumber}`,
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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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* Force collapse (didn't sleep)
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*/
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forceCollapse() {
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console.log('💀 Collapsed from exhaustion!');
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this.showNotification({
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title: 'COLLAPSED!',
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text: '💀 You passed out from exhaustion!',
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icon: '⚠️'
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});
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// Lose some items/money as penalty
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// TODO: Apply penalties
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// Force sleep
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this.sleep();
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}
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/**
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* Save game
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*/
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saveGame() {
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try {
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const saveData = {
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time: this.currentTime,
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day: this.dayNumber,
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season: this.season,
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energy: this.playerEnergy
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};
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localStorage.setItem('krvava_zetev_time', JSON.stringify(saveData));
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console.log('💾 Game saved (sleep)');
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} catch (error) {
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console.error('Failed to save game:', error);
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}
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}
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/**
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* Load game
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*/
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loadGame() {
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try {
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const saved = localStorage.getItem('krvava_zetev_time');
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if (saved) {
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const data = JSON.parse(saved);
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this.currentTime = data.time;
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this.dayNumber = data.day;
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this.season = data.season;
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this.playerEnergy = data.energy;
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console.log(`📥 Game loaded: Day ${this.dayNumber}, ${this.getTimeString()}`);
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return true;
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}
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} catch (error) {
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console.error('Failed to load game:', error);
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}
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return false;
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}
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/**
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* Get time as string
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*/
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getTimeString() {
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const totalMinutes = Math.floor(this.currentTime);
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const hours = Math.floor(totalMinutes / 60) % 24;
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const minutes = totalMinutes % 60;
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const period = hours >= 12 ? 'PM' : 'AM';
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const displayHours = hours % 12 || 12;
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return `${displayHours}:${minutes.toString().padStart(2, '0')} ${period}`;
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}
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/**
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* Get current info
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*/
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getTimeInfo() {
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const period = this.getCurrentPeriod();
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return {
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time: this.getTimeString(),
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day: this.dayNumber,
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season: this.season,
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period: period.name,
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periodIcon: period.icon,
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energy: this.playerEnergy,
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hoursAwake: Math.floor(this.hoursAwake),
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zombieEfficiency: this.zombieEfficiency,
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hostileSpawnRate: this.hostileSpawnRate,
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werewolfActive: this.werewolfActive
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};
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}
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/**
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* Pause time
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*/
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pauseTime() {
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this.isPaused = true;
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console.log('⏸️ Time paused');
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}
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/**
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* Resume time
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*/
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resumeTime() {
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this.isPaused = false;
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console.log('▶️ Time resumed');
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}
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/**
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* Set time (for testing)
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*/
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setTime(hour, minute = 0) {
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this.currentTime = (hour * 60) + minute;
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console.log(`⏰ Time set to ${this.getTimeString()}`);
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}
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/**
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* Cleanup
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*/
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destroy() {
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if (this.timeInterval) {
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clearInterval(this.timeInterval);
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}
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}
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/**
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* Helper: Show notification
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*/
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showNotification(notification) {
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console.log(`📢 ${notification.icon} ${notification.title}: ${notification.text}`);
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const ui = this.scene.scene.get('UIScene');
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if (ui && ui.showNotification) {
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ui.showNotification(notification);
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}
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}
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}
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