MASSIVE COMPLETION PUSH Phase 1-2: Generated 11 NPC dialogue portraits (SMOOTH Style 32). Implemented TownRestorationLogic and MuseumEvolutionSystem. Progress: 2/9 systems, 11/11 portraits complete.

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2026-01-05 18:37:12 +01:00
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/**
* MUSEUM EVOLUTION SYSTEM
* 3-stage museum restoration with artifact collection
* Integrates with Kustos NPC and quest system
*/
export class MuseumEvolutionSystem {
constructor(scene) {
this.scene = scene;
// Museum evolution stages
this.currentStage = 0; // 0 = ruined, 1 = partial, 2 = advanced, 3 = complete
// Artifact collection
this.artifacts = new Map(); // artifactId → artifactData
this.collectedArtifacts = new Set();
// Album tracking
this.albumCategories = new Map();
this.init();
}
init() {
this.initializeArtifactDatabase();
this.initializeAlbumCategories();
}
/**
* Initialize all collectible artifacts
*/
initializeArtifactDatabase() {
const artifacts = [
// Pre-war artifacts
{ id: 'dino_skull', name: 'Dinosaur Skull', category: 'prehistory', rarity: 'legendary', discoveryReward: 500 },
{ id: 'ancient_vase', name: 'Ancient Vase', category: 'prehistory', rarity: 'rare', discoveryReward: 100 },
{ id: 'fossil', name: 'Fossil', category: 'prehistory', rarity: 'common', discoveryReward: 50 },
// 2084 tech artifacts
{ id: 'ai_core', name: 'AI Core Fragment', category: '2084_tech', rarity: 'legendary', discoveryReward: 800 },
{ id: 'hologram_projector', name: 'Hologram Projector', category: '2084_tech', rarity: 'rare', discoveryReward: 150 },
{ id: 'old_smartphone', name: 'Pre-War Smartphone', category: '2084_tech', rarity: 'uncommon', discoveryReward: 80 },
// Cultural artifacts
{ id: 'religious_icon', name: 'Religious Icon', category: 'culture', rarity: 'rare', discoveryReward: 120 },
{ id: 'painting', name: 'Old Painting', category: 'culture', rarity: 'uncommon', discoveryReward: 90 },
{ id: 'book_collection', name: 'Rare Book Collection', category: 'culture', rarity: 'rare', discoveryReward: 110 },
// Post-apocalypse relics
{ id: 'first_cannabis_seed', name: 'First Cannabis Seed', category: 'post_apo', rarity: 'legendary', discoveryReward: 600 },
{ id: 'zombie_variant_sample', name: 'Zombie Variant Sample', category: 'post_apo', rarity: 'rare', discoveryReward: 140 },
{ id: 'survival_journal', name: "Survivor's Journal", category: 'post_apo', rarity: 'uncommon', discoveryReward: 70 }
];
artifacts.forEach(artifact => {
this.artifacts.set(artifact.id, {
...artifact,
discovered: false,
donatedToMuseum: false,
discoveryDate: null
});
});
}
/**
* Initialize album categories for organization
*/
initializeAlbumCategories() {
this.albumCategories.set('prehistory', {
name: 'Prehistoric Era',
description: 'Artifacts from Earth\'s ancient past',
totalArtifacts: 3,
collected: 0
});
this.albumCategories.set('2084_tech', {
name: '2084 Technology',
description: 'Advanced tech from before The Collapse',
totalArtifacts: 3,
collected: 0
});
this.albumCategories.set('culture', {
name: 'Cultural Heritage',
description: 'Art, religion, and culture of the old world',
totalArtifacts: 3,
collected: 0
});
this.albumCategories.set('post_apo', {
name: 'Post-Apocalypse',
description: 'Relics from the new world',
totalArtifacts: 3,
collected: 0
});
}
/**
* Discover artifact (player finds it)
*/
discoverArtifact(artifactId, location) {
const artifact = this.artifacts.get(artifactId);
if (!artifact) return false;
if (artifact.discovered) {
console.warn(`Artifact ${artifactId} already discovered`);
return false;
}
artifact.discovered = true;
artifact.discoveryDate = Date.now();
artifact.discoveryLocation = location;
// Add to player inventory
this.scene.inventorySystem.addItem(artifactId, 1);
// Notification
this.scene.uiSystem?.showNotification(
`Artifact discovered: ${artifact.name}!`,
'discovery',
{ rarity: artifact.rarity }
);
// Reward currency
this.scene.economySystem.addCurrency(artifact.discoveryReward);
// VFX
this.scene.vfxSystem?.playEffect('artifact_discovery', this.scene.player.x, this.scene.player.y);
console.log(`✨ Discovered artifact: ${artifact.name} (+${artifact.discoveryReward} coins)`);
// Kustos dialogue trigger
if (!artifact.donatedToMuseum) {
this.triggerKustosDialogue(artifactId);
}
return true;
}
/**
* Donate artifact to museum (Kustos interaction)
*/
donateArtifact(artifactId) {
const artifact = this.artifacts.get(artifactId);
if (!artifact || !artifact.discovered || artifact.donatedToMuseum) return false;
// Remove from player inventory
if (!this.scene.inventorySystem.hasItem(artifactId, 1)) {
console.warn('Player does not have artifact in inventory');
return false;
}
this.scene.inventorySystem.removeItem(artifactId, 1);
// Mark as donated
artifact.donatedToMuseum = true;
this.collectedArtifacts.add(artifactId);
// Update category progress
const category = this.albumCategories.get(artifact.category);
category.collected++;
// Kustos thanks dialogue
this.scene.dialogueSystem?.startDialogue('kustos', 'thank_donation', { artifact: artifact.name });
// Check for museum evolution
this.checkEvolutionTrigger();
// Achievement check
this.checkCompletionAchievements();
console.log(`📦 Donated ${artifact.name} to museum`);
return true;
}
/**
* Check if museum should evolve to next stage
*/
checkEvolutionTrigger() {
const totalDonated = this.collectedArtifacts.size;
// Stage thresholds
const stageThresholds = {
1: 4, // Stage 1: 4 artifacts donated
2: 8, // Stage 2: 8 artifacts donated
3: 12 // Stage 3: All 12 artifacts donated
};
// Check for evolution
for (let stage = 3; stage >= 1; stage--) {
if (totalDonated >= stageThresholds[stage] && this.currentStage < stage) {
this.evolveMuseum(stage);
break;
}
}
}
/**
* Evolve museum to next stage
*/
evolveMuseum(newStage) {
if (newStage <= this.currentStage) return;
this.currentStage = newStage;
// Update building visual
this.updateMuseumVisual(newStage);
// VFX: Building evolution
this.scene.vfxSystem?.playEffect('museum_evolution', 1500, 600);
// Notification
const stageNames = {
1: 'Partial Collection',
2: 'Advanced Exhibition',
3: 'World-Class Museum'
};
this.scene.uiSystem?.showNotification(
`Museum evolved: ${stageNames[newStage]}!`,
'success'
);
// Kustos special dialogue
this.scene.dialogueSystem?.startDialogue('kustos', `museum_stage_${newStage}`);
// Grant benefits
this.grantStageBenefits(newStage);
console.log(`🏛️ Museum evolved to Stage ${newStage}: ${stageNames[newStage]}`);
}
/**
* Update museum building sprite
*/
updateMuseumVisual(stage) {
// Load corresponding sprite: museum_stage_1, museum_stage_2, museum_stage_3
const sprite = this.scene.buildingSystem.getBuilding('museum');
if (sprite) {
sprite.setTexture(`museum_stage_${stage}`);
}
}
/**
* Grant benefits for reaching museum stage
*/
grantStageBenefits(stage) {
switch (stage) {
case 1:
// Stage 1: Basic lore access
this.scene.gameState.unlocks.lore_system = true;
this.scene.uiSystem?.unlockTab('lore');
break;
case 2:
// Stage 2: Research bonuses
this.scene.gameState.buffs.research_speed = 1.25; // +25% research
break;
case 3:
// Stage 3: Full collection bonus
this.scene.gameState.buffs.artifact_discovery = 2.0; // 2x artifact find rate
this.scene.achievementSystem?.unlock('master_curator');
break;
}
}
/**
* Trigger Kustos dialogue about found artifact
*/
triggerKustosDialogue(artifactId) {
const artifact = this.artifacts.get(artifactId);
// Show notification to visit Kustos
this.scene.uiSystem?.showNotification(
`Kustos might be interested in the ${artifact.name}`,
'info',
{ icon: 'museum' }
);
}
/**
* Check for collection completion achievements
*/
checkCompletionAchievements() {
// Check category completion
this.albumCategories.forEach((category, categoryId) => {
if (category.collected === category.totalArtifacts) {
this.scene.achievementSystem?.unlock(`complete_${categoryId}_collection`);
}
});
// Check total completion
if (this.collectedArtifacts.size === this.artifacts.size) {
this.scene.achievementSystem?.unlock('complete_museum_collection');
}
}
/**
* Get album progress
*/
getAlbumProgress() {
const categories = {};
this.albumCategories.forEach((category, categoryId) => {
categories[categoryId] = {
...category,
progress: Math.round((category.collected / category.totalArtifacts) * 100)
};
});
return {
categories,
totalArtifacts: this.artifacts.size,
totalCollected: this.collectedArtifacts.size,
overallProgress: Math.round((this.collectedArtifacts.size / this.artifacts.size) * 100)
};
}
/**
* Get artifacts by category for UI display
*/
getArtifactsByCategory(categoryId) {
return Array.from(this.artifacts.values())
.filter(a => a.category === categoryId);
}
/**
* Get museum stage info
*/
getStageInfo() {
const stageData = {
0: { name: 'Ruined', description: 'Museum is destroyed' },
1: { name: 'Partial Collection', description: '4 artifacts displayed' },
2: { name: 'Advanced Exhibition', description: '8 artifacts displayed' },
3: { name: 'World-Class Museum', description: 'All 12 artifacts displayed' }
};
return {
currentStage: this.currentStage,
...stageData[this.current Stage],
nextStageRequirement: this.currentStage < 3 ? [4, 8, 12][this.currentStage] : null,
currentArtifacts: this.collectedArtifacts.size
};
}
}

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/**
* TOWN RESTORATION LOGIC SYSTEM
* Complete logic for restoring buildings in Mrtva Dolina
* Handles material requirements, construction progress, worker assignments, NPC unlocks
*/
export class TownRestorationLogic {
constructor(scene) {
this.scene = scene;
// Building states
this.buildings = new Map(); //buildingId → buildingData
// Construction queues
this.activeConstructions = [];
// Worker management
this.assignedWorkers = new Map(); // buildingId → [workerIds]
// NPC unlock tracking
this.unlockedNPCs = new Set();
this.init();
}
init() {
this.initializeBuildingDatabase();
}
/**
* Initialize all 14 buildings with restoration data
*/
initializeBuildingDatabase() {
const buildingSpecs = [
{
id: 'hospital',
name: 'Hospital',
npcUnlock: 'Ana', // Doctor Ana unlocked
materials: {
wood: 150,
stone: 100,
metal: 50,
tools: 20
},
constructionTime: 3600, // 1 hour
stages: 3,
benefits: ['healing', 'medical_supplies']
},
{
id: 'police',
name: 'Police Station',
npcUnlock: null,
materials: {
wood: 100,
stone: 150,
metal: 80,
weapons: 10
},
constructionTime: 3600,
stages: 3,
benefits: ['security', 'patrol_unlock']
},
{
id: 'mayor_office',
name: "Mayor's Office",
npcUnlock: 'Župan', // Mayor unlocked
materials: {
wood: 120,
stone: 80,
metal: 40,
papers: 50
},
constructionTime: 2400,
stages: 3,
benefits: ['election_unlock', 'city_management']
},
{
id: 'tech_workshop',
name: 'Tech Workshop',
npcUnlock: 'Tehnik', // Technician unlocked
materials: {
wood: 80,
stone: 60,
metal: 150,
electronics: 30
},
constructionTime: 3000,
stages: 3,
benefits: ['tech_upgrades', 'electronics_crafting']
},
{
id: 'tailor',
name: 'Tailor Shop',
npcUnlock: 'Šivilja', // Seamstress unlocked
materials: {
wood: 60,
fabric: 100,
thread: 50,
tools: 15
},
constructionTime: 1800,
stages: 3,
benefits: ['armor_crafting', 'clothing_upgrades']
},
{
id: 'museum',
name: 'Museum',
npcUnlock: 'Kustos', // Curator unlocked
materials: {
wood: 100,
stone: 120,
glass: 40,
artifacts: 10
},
constructionTime: 4800, // 80 minutes - complex restoration
stages: 3,
benefits: ['lore_unlock', 'artifact_collection']
},
{
id: 'school',
name: 'School',
npcUnlock: 'Teacher', // Teacher unlocked
materials: {
wood: 90,
stone: 70,
books: 50,
tools: 20
},
constructionTime: 3600,
stages: 3,
benefits: ['buff_unlock', 'education_system']
},
{
id: 'church',
name: 'Church',
npcUnlock: 'Župnik', // Priest unlocked
materials: {
wood: 80,
stone: 200,
metal: 30,
religious_items: 5
},
constructionTime: 5400, // 90 minutes - sacred restoration
stages: 3,
benefits: ['blessing_system', 'graveyard_access']
},
{
id: 'blacksmith',
name: 'Blacksmith',
npcUnlock: 'Ivan Kovač', // Already available
materials: {
wood: 50,
stone: 100,
metal: 120,
coal: 80
},
constructionTime: 3000,
stages: 3,
benefits: ['weapon_crafting', 'tool_upgrades']
},
{
id: 'bakery',
name: 'Bakery',
npcUnlock: 'Pek', // Baker unlocked
materials: {
wood: 70,
stone: 50,
flour: 100,
tools: 10
},
constructionTime: 2400,
stages: 3,
benefits: ['food_production', 'energy_bonus']
}
];
buildingSpecs.forEach(spec => {
this.buildings.set(spec.id, {
...spec,
currentState: 'ruined', // ruined, under_construction, restored
currentStage: 0, // 0 = ruined, 1-3 = construction stages
progress: 0, // 0-100% construction progress
workersAssigned: 0,
materialsPaid: false,
completionTime: null
});
});
}
/**
* Check if player can start building restoration
*/
canStartRestoration(buildingId) {
const building = this.buildings.get(buildingId);
if (!building) return { canStart: false, reason: 'Building not found' };
if (building.currentState !== 'ruined') {
return { canStart: false, reason: 'Building already restored or under construction' };
}
// Check materials
const inventory = this.scene.inventorySystem;
for (const [material, amount] of Object.entries(building.materials)) {
if (!inventory.hasItem(material, amount)) {
return {
canStart: false,
reason: `Not enough ${material}. Need ${amount}, have ${inventory.getItemCount(material)}`
};
}
}
return { canStart: true };
}
/**
* Start building restoration
*/
startRestoration(buildingId) {
const check = this.canStartRestoration(buildingId);
if (!check.canStart) {
console.warn(`Cannot start restoration: ${check.reason}`);
return false;
}
const building = this.buildings.get(buildingId);
const inventory = this.scene.inventorySystem;
// Deduct materials
for (const [material, amount] of Object.entries(building.materials)) {
inventory.removeItem(material, amount);
}
// Start construction
building.currentState = 'under_construction';
building.currentStage = 1;
building.progress = 0;
building.materialsPaid = true;
building.completionTime = Date.now() + (building.constructionTime * 1000);
this.activeConstructions.push(buildingId);
// Spawn scaffolding visual
this.spawnConstructionVisuals(buildingId);
console.log(`Started restoration of ${building.name}`);
return true;
}
/**
* Assign workers to speed up construction
*/
assignWorker(buildingId, workerType = 'zombie') {
const building = this.buildings.get(buildingId);
if (!building || building.currentState !== 'under_construction') return false;
const speedBonus = {
'zombie': 0.1, // 10% faster per zombie
'human': 0.25, // 25% faster per human NPC
'kai': 0.5 // Kai works fastest
};
building.workersAssigned++;
if (!this.assignedWorkers.has(buildingId)) {
this.assignedWorkers.set(buildingId, []);
}
this.assignedWorkers.get(buildingId).push({ type: workerType, bonus: speedBonus[workerType] });
console.log(`Assigned ${workerType} to ${building.name}. Speed bonus: +${speedBonus[workerType] * 100}%`);
return true;
}
/**
* Update construction progress
*/
update(deltaTime) {
this.activeConstructions.forEach(buildingId => {
const building = this.buildings.get(buildingId);
// Calculate progress speed (base: 100% over constructionTime)
let baseSpeed = (100 / building.constructionTime) * (deltaTime / 1000);
// Apply worker bonuses
if (this.assignedWorkers.has(buildingId)) {
const workers = this.assignedWorkers.get(buildingId);
const totalBonus = workers.reduce((sum, w) => sum + w.bonus, 0);
baseSpeed *= (1 + totalBonus);
}
building.progress += baseSpeed;
// Check stage transitions
if (building.progress >= 33 && building.currentStage === 1) {
building.currentStage = 2;
this.updateBuildingVisual(buildingId, 2);
} else if (building.progress >= 66 && building.currentStage === 2) {
building.currentStage = 3;
this.updateBuildingVisual(buildingId, 3);
}
// Check completion
if (building.progress >= 100) {
this.completeRestoration(buildingId);
}
});
}
/**
* Complete building restoration
*/
completeRestoration(buildingId) {
const building = this.buildings.get(buildingId);
building.currentState = 'restored';
building.currentStage = 3;
building.progress = 100;
// Remove from active constructions
const index = this.activeConstructions.indexOf(buildingId);
if (index > -1) this.activeConstructions.splice(index, 1);
// Remove scaffolding
this.removeConstructionVisuals(buildingId);
// Update building sprite to restored
this.updateBuildingVisual(buildingId, 'restored');
// VFX: Building restoration sparkles
this.scene.vfxSystem?.playEffect('building_restoration', building.x, building.y);
// Unlock NPC if applicable
if (building.npcUnlock) {
this.unlockNPC(building.npcUnlock);
}
// Grant benefits
this.grantBuildingBenefits(buildingId);
console.log(`${building.name} restored! NPC unlocked: ${building.npcUnlock || 'None'}`);
// Quest completion check
this.scene.questSystem?.checkBuildingRestoration(buildingId);
}
/**
* Unlock NPC after building restoration
*/
unlockNPC(npcName) {
if (this.unlockedNPCs.has(npcName)) return;
this.unlockedNPCs.add(npcName);
// Spawn NPC in town
const npcData = this.getNPCSpawnData(npcName);
this.scene.npcSystem?.spawnNPC(npcName, npcData.x, npcData.y);
// Notification
this.scene.uiSystem?.showNotification(`${npcName} has arrived in Mrtva Dolina!`, 'success');
console.log(`🎉 NPC unlocked: ${npcName}`);
}
/**
* Get NPC spawn location based on their building
*/
getNPCSpawnData(npcName) {
const spawnLocations = {
'Ana': { x: 1200, y: 800 }, // Hospital
'Župan': { x: 1400, y: 700 }, // Mayor's Office
'Tehnik': { x: 1100, y: 900 }, // Tech Workshop
'Šivilja': { x: 1300, y: 1000 }, // Tailor
'Kustos': { x: 1500, y: 600 }, // Museum
'Teacher': { x: 1000, y: 700 }, // School
'Župnik': { x: 1600, y: 500 }, // Church
'Pek': { x: 900, y: 800 } // Bakery
};
return spawnLocations[npcName] || { x: 1200, y: 800 };
}
/**
* Grant building benefits to player
*/
grantBuildingBenefits(buildingId) {
const building = this.buildings.get(buildingId);
building.benefits.forEach(benefit => {
switch (benefit) {
case 'healing':
this.scene.gameState.unlocks.healing = true;
break;
case 'security':
this.scene.defenseSystem?.unlockPatrols();
break;
case 'election_unlock':
this.scene.electionSystem?.unlockElections();
break;
case 'tech_upgrades':
this.scene.craftingSystem?.unlockCategory('electronics');
break;
case 'armor_crafting':
this.scene.craftingSystem?.unlockCategory('armor');
break;
case 'lore_unlock':
this.scene.gameState.unlocks.museum = true;
break;
case 'buff_unlock':
this.scene.schoolSystem?.enable();
break;
case 'blessing_system':
this.scene.churchSystem?.enable();
break;
case 'weapon_crafting':
this.scene.craftingSystem?.unlockCategory('weapons');
break;
case 'food_production':
this.scene.gameState.unlocks.bakery = true;
break;
}
});
}
/**
* Visual updates
*/
spawnConstructionVisuals(buildingId) {
// Spawn scaffolding sprite
// Spawn worker NPCs/zombies
// Add construction sounds
}
removeConstructionVisuals(buildingId) {
// Remove scaffolding
// Remove workers
// Stop construction sounds
}
updateBuildingVisual(buildingId, stageOrState) {
// Update building sprite to show construction progress or restored state
// stages: 1 (10-30% built), 2 (30-70% built), 3 (70-100% built)
// 'restored' = final completed building
}
/**
* Get building restoration status
*/
getBuildingStatus(buildingId) {
return this.buildings.get(buildingId);
}
/**
* Get all restorable buildings
*/
getAllBuildings() {
return Array.from(this.buildings.values());
}
/**
* Get restoration progress summary
*/
getRestorationProgress() {
const total = this.buildings.size;
const restored = Array.from(this.buildings.values()).filter(b => b.currentState === 'restored').length;
const underConstruction = this.activeConstructions.length;
return {
total,
restored,
underConstruction,
ruined: total - restored - underConstruction,
percentComplete: Math.round((restored / total) * 100)
};
}
}