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.
This commit is contained in:
344
src/systems/MuseumEvolutionSystem.js
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344
src/systems/MuseumEvolutionSystem.js
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/**
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* MUSEUM EVOLUTION SYSTEM
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* 3-stage museum restoration with artifact collection
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* Integrates with Kustos NPC and quest system
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*/
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export class MuseumEvolutionSystem {
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constructor(scene) {
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this.scene = scene;
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// Museum evolution stages
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this.currentStage = 0; // 0 = ruined, 1 = partial, 2 = advanced, 3 = complete
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// Artifact collection
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this.artifacts = new Map(); // artifactId → artifactData
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this.collectedArtifacts = new Set();
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// Album tracking
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this.albumCategories = new Map();
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this.init();
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}
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init() {
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this.initializeArtifactDatabase();
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this.initializeAlbumCategories();
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}
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/**
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* Initialize all collectible artifacts
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*/
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initializeArtifactDatabase() {
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const artifacts = [
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// Pre-war artifacts
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{ id: 'dino_skull', name: 'Dinosaur Skull', category: 'prehistory', rarity: 'legendary', discoveryReward: 500 },
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{ id: 'ancient_vase', name: 'Ancient Vase', category: 'prehistory', rarity: 'rare', discoveryReward: 100 },
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{ id: 'fossil', name: 'Fossil', category: 'prehistory', rarity: 'common', discoveryReward: 50 },
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// 2084 tech artifacts
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{ id: 'ai_core', name: 'AI Core Fragment', category: '2084_tech', rarity: 'legendary', discoveryReward: 800 },
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{ id: 'hologram_projector', name: 'Hologram Projector', category: '2084_tech', rarity: 'rare', discoveryReward: 150 },
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{ id: 'old_smartphone', name: 'Pre-War Smartphone', category: '2084_tech', rarity: 'uncommon', discoveryReward: 80 },
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// Cultural artifacts
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{ id: 'religious_icon', name: 'Religious Icon', category: 'culture', rarity: 'rare', discoveryReward: 120 },
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{ id: 'painting', name: 'Old Painting', category: 'culture', rarity: 'uncommon', discoveryReward: 90 },
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{ id: 'book_collection', name: 'Rare Book Collection', category: 'culture', rarity: 'rare', discoveryReward: 110 },
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// Post-apocalypse relics
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{ id: 'first_cannabis_seed', name: 'First Cannabis Seed', category: 'post_apo', rarity: 'legendary', discoveryReward: 600 },
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{ id: 'zombie_variant_sample', name: 'Zombie Variant Sample', category: 'post_apo', rarity: 'rare', discoveryReward: 140 },
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{ id: 'survival_journal', name: "Survivor's Journal", category: 'post_apo', rarity: 'uncommon', discoveryReward: 70 }
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];
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artifacts.forEach(artifact => {
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this.artifacts.set(artifact.id, {
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...artifact,
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discovered: false,
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donatedToMuseum: false,
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discoveryDate: null
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});
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});
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}
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/**
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* Initialize album categories for organization
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*/
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initializeAlbumCategories() {
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this.albumCategories.set('prehistory', {
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name: 'Prehistoric Era',
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description: 'Artifacts from Earth\'s ancient past',
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totalArtifacts: 3,
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collected: 0
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});
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this.albumCategories.set('2084_tech', {
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name: '2084 Technology',
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description: 'Advanced tech from before The Collapse',
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totalArtifacts: 3,
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collected: 0
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});
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this.albumCategories.set('culture', {
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name: 'Cultural Heritage',
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description: 'Art, religion, and culture of the old world',
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totalArtifacts: 3,
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collected: 0
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});
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this.albumCategories.set('post_apo', {
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name: 'Post-Apocalypse',
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description: 'Relics from the new world',
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totalArtifacts: 3,
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collected: 0
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});
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}
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/**
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* Discover artifact (player finds it)
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*/
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discoverArtifact(artifactId, location) {
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const artifact = this.artifacts.get(artifactId);
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if (!artifact) return false;
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if (artifact.discovered) {
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console.warn(`Artifact ${artifactId} already discovered`);
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return false;
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}
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artifact.discovered = true;
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artifact.discoveryDate = Date.now();
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artifact.discoveryLocation = location;
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// Add to player inventory
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this.scene.inventorySystem.addItem(artifactId, 1);
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// Notification
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this.scene.uiSystem?.showNotification(
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`Artifact discovered: ${artifact.name}!`,
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'discovery',
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{ rarity: artifact.rarity }
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);
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// Reward currency
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this.scene.economySystem.addCurrency(artifact.discoveryReward);
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// VFX
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this.scene.vfxSystem?.playEffect('artifact_discovery', this.scene.player.x, this.scene.player.y);
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console.log(`✨ Discovered artifact: ${artifact.name} (+${artifact.discoveryReward} coins)`);
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// Kustos dialogue trigger
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if (!artifact.donatedToMuseum) {
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this.triggerKustosDialogue(artifactId);
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}
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return true;
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}
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/**
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* Donate artifact to museum (Kustos interaction)
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*/
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donateArtifact(artifactId) {
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const artifact = this.artifacts.get(artifactId);
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if (!artifact || !artifact.discovered || artifact.donatedToMuseum) return false;
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// Remove from player inventory
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if (!this.scene.inventorySystem.hasItem(artifactId, 1)) {
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console.warn('Player does not have artifact in inventory');
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return false;
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}
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this.scene.inventorySystem.removeItem(artifactId, 1);
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// Mark as donated
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artifact.donatedToMuseum = true;
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this.collectedArtifacts.add(artifactId);
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// Update category progress
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const category = this.albumCategories.get(artifact.category);
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category.collected++;
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// Kustos thanks dialogue
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this.scene.dialogueSystem?.startDialogue('kustos', 'thank_donation', { artifact: artifact.name });
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// Check for museum evolution
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this.checkEvolutionTrigger();
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// Achievement check
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this.checkCompletionAchievements();
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console.log(`📦 Donated ${artifact.name} to museum`);
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return true;
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}
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/**
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* Check if museum should evolve to next stage
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*/
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checkEvolutionTrigger() {
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const totalDonated = this.collectedArtifacts.size;
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// Stage thresholds
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const stageThresholds = {
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1: 4, // Stage 1: 4 artifacts donated
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2: 8, // Stage 2: 8 artifacts donated
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3: 12 // Stage 3: All 12 artifacts donated
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};
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// Check for evolution
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for (let stage = 3; stage >= 1; stage--) {
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if (totalDonated >= stageThresholds[stage] && this.currentStage < stage) {
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this.evolveMuseum(stage);
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break;
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}
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}
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}
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/**
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* Evolve museum to next stage
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*/
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evolveMuseum(newStage) {
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if (newStage <= this.currentStage) return;
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this.currentStage = newStage;
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// Update building visual
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this.updateMuseumVisual(newStage);
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// VFX: Building evolution
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this.scene.vfxSystem?.playEffect('museum_evolution', 1500, 600);
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// Notification
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const stageNames = {
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1: 'Partial Collection',
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2: 'Advanced Exhibition',
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3: 'World-Class Museum'
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};
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this.scene.uiSystem?.showNotification(
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`Museum evolved: ${stageNames[newStage]}!`,
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'success'
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);
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// Kustos special dialogue
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this.scene.dialogueSystem?.startDialogue('kustos', `museum_stage_${newStage}`);
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// Grant benefits
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this.grantStageBenefits(newStage);
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console.log(`🏛️ Museum evolved to Stage ${newStage}: ${stageNames[newStage]}`);
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}
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/**
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* Update museum building sprite
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*/
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updateMuseumVisual(stage) {
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// Load corresponding sprite: museum_stage_1, museum_stage_2, museum_stage_3
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const sprite = this.scene.buildingSystem.getBuilding('museum');
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if (sprite) {
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sprite.setTexture(`museum_stage_${stage}`);
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}
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}
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/**
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* Grant benefits for reaching museum stage
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*/
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grantStageBenefits(stage) {
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switch (stage) {
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case 1:
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// Stage 1: Basic lore access
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this.scene.gameState.unlocks.lore_system = true;
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this.scene.uiSystem?.unlockTab('lore');
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break;
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case 2:
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// Stage 2: Research bonuses
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this.scene.gameState.buffs.research_speed = 1.25; // +25% research
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break;
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case 3:
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// Stage 3: Full collection bonus
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this.scene.gameState.buffs.artifact_discovery = 2.0; // 2x artifact find rate
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this.scene.achievementSystem?.unlock('master_curator');
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break;
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}
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}
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/**
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* Trigger Kustos dialogue about found artifact
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*/
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triggerKustosDialogue(artifactId) {
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const artifact = this.artifacts.get(artifactId);
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// Show notification to visit Kustos
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this.scene.uiSystem?.showNotification(
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`Kustos might be interested in the ${artifact.name}`,
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'info',
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{ icon: 'museum' }
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);
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}
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/**
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* Check for collection completion achievements
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*/
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checkCompletionAchievements() {
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// Check category completion
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this.albumCategories.forEach((category, categoryId) => {
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if (category.collected === category.totalArtifacts) {
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this.scene.achievementSystem?.unlock(`complete_${categoryId}_collection`);
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}
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});
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// Check total completion
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if (this.collectedArtifacts.size === this.artifacts.size) {
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this.scene.achievementSystem?.unlock('complete_museum_collection');
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}
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}
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/**
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* Get album progress
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*/
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getAlbumProgress() {
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const categories = {};
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this.albumCategories.forEach((category, categoryId) => {
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categories[categoryId] = {
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...category,
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progress: Math.round((category.collected / category.totalArtifacts) * 100)
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};
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});
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return {
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categories,
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totalArtifacts: this.artifacts.size,
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totalCollected: this.collectedArtifacts.size,
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overallProgress: Math.round((this.collectedArtifacts.size / this.artifacts.size) * 100)
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};
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}
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/**
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* Get artifacts by category for UI display
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*/
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getArtifactsByCategory(categoryId) {
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return Array.from(this.artifacts.values())
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.filter(a => a.category === categoryId);
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}
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/**
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* Get museum stage info
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*/
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getStageInfo() {
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const stageData = {
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0: { name: 'Ruined', description: 'Museum is destroyed' },
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1: { name: 'Partial Collection', description: '4 artifacts displayed' },
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2: { name: 'Advanced Exhibition', description: '8 artifacts displayed' },
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3: { name: 'World-Class Museum', description: 'All 12 artifacts displayed' }
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};
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return {
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currentStage: this.currentStage,
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...stageData[this.current Stage],
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nextStageRequirement: this.currentStage < 3 ? [4, 8, 12][this.currentStage] : null,
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currentArtifacts: this.collectedArtifacts.size
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};
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}
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}
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474
src/systems/TownRestorationLogic.js
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474
src/systems/TownRestorationLogic.js
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@@ -0,0 +1,474 @@
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/**
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* TOWN RESTORATION LOGIC SYSTEM
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* Complete logic for restoring buildings in Mrtva Dolina
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* Handles material requirements, construction progress, worker assignments, NPC unlocks
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*/
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export class TownRestorationLogic {
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constructor(scene) {
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this.scene = scene;
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// Building states
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this.buildings = new Map(); //buildingId → buildingData
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// Construction queues
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this.activeConstructions = [];
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// Worker management
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this.assignedWorkers = new Map(); // buildingId → [workerIds]
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// NPC unlock tracking
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this.unlockedNPCs = new Set();
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this.init();
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}
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init() {
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this.initializeBuildingDatabase();
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}
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/**
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* Initialize all 14 buildings with restoration data
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*/
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initializeBuildingDatabase() {
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const buildingSpecs = [
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{
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id: 'hospital',
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name: 'Hospital',
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npcUnlock: 'Ana', // Doctor Ana unlocked
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materials: {
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wood: 150,
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stone: 100,
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metal: 50,
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tools: 20
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},
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constructionTime: 3600, // 1 hour
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stages: 3,
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benefits: ['healing', 'medical_supplies']
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},
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{
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id: 'police',
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name: 'Police Station',
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npcUnlock: null,
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materials: {
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wood: 100,
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stone: 150,
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metal: 80,
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weapons: 10
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},
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constructionTime: 3600,
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stages: 3,
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benefits: ['security', 'patrol_unlock']
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},
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{
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id: 'mayor_office',
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name: "Mayor's Office",
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npcUnlock: 'Župan', // Mayor unlocked
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materials: {
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wood: 120,
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stone: 80,
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metal: 40,
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papers: 50
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},
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constructionTime: 2400,
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stages: 3,
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benefits: ['election_unlock', 'city_management']
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},
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{
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id: 'tech_workshop',
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name: 'Tech Workshop',
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npcUnlock: 'Tehnik', // Technician unlocked
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materials: {
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wood: 80,
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stone: 60,
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metal: 150,
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electronics: 30
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},
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constructionTime: 3000,
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stages: 3,
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benefits: ['tech_upgrades', 'electronics_crafting']
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},
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{
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id: 'tailor',
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name: 'Tailor Shop',
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npcUnlock: 'Šivilja', // Seamstress unlocked
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materials: {
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wood: 60,
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fabric: 100,
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thread: 50,
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tools: 15
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},
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constructionTime: 1800,
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stages: 3,
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benefits: ['armor_crafting', 'clothing_upgrades']
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},
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{
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id: 'museum',
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name: 'Museum',
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npcUnlock: 'Kustos', // Curator unlocked
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materials: {
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wood: 100,
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stone: 120,
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glass: 40,
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artifacts: 10
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},
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constructionTime: 4800, // 80 minutes - complex restoration
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stages: 3,
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benefits: ['lore_unlock', 'artifact_collection']
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},
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{
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id: 'school',
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name: 'School',
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npcUnlock: 'Teacher', // Teacher unlocked
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materials: {
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wood: 90,
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stone: 70,
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books: 50,
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tools: 20
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},
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constructionTime: 3600,
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stages: 3,
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benefits: ['buff_unlock', 'education_system']
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},
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{
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id: 'church',
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name: 'Church',
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npcUnlock: 'Župnik', // Priest unlocked
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materials: {
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wood: 80,
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stone: 200,
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metal: 30,
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religious_items: 5
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},
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constructionTime: 5400, // 90 minutes - sacred restoration
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stages: 3,
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benefits: ['blessing_system', 'graveyard_access']
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},
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{
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id: 'blacksmith',
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name: 'Blacksmith',
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npcUnlock: 'Ivan Kovač', // Already available
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materials: {
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wood: 50,
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stone: 100,
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metal: 120,
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coal: 80
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},
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constructionTime: 3000,
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stages: 3,
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benefits: ['weapon_crafting', 'tool_upgrades']
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},
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{
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id: 'bakery',
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name: 'Bakery',
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npcUnlock: 'Pek', // Baker unlocked
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materials: {
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wood: 70,
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stone: 50,
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flour: 100,
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tools: 10
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},
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constructionTime: 2400,
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stages: 3,
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benefits: ['food_production', 'energy_bonus']
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}
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];
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buildingSpecs.forEach(spec => {
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this.buildings.set(spec.id, {
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...spec,
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currentState: 'ruined', // ruined, under_construction, restored
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currentStage: 0, // 0 = ruined, 1-3 = construction stages
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progress: 0, // 0-100% construction progress
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workersAssigned: 0,
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materialsPaid: false,
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||||
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)
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user