TownRestorationSystem - COMPLETE! | 27 towns, 150 buildings, 180 NPCs, milestones, Utopia Ending | System #36 | 14,621 LOC!
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src/systems/TownRestorationSystem.js
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394
src/systems/TownRestorationSystem.js
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/**
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* TownRestorationSystem.js
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* =========================
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* KRVAVA ŽETEV - Complete Town Restoration System (Phase 19)
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*
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* Features:
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* - 27 towns across 18 biomes
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* - 150+ ruined buildings
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* - 180 total NPCs
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* - Building restoration mechanics
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* - NPC move-in system
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* - Global milestones & rewards
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* - Major city endgame project
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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 TownRestorationSystem {
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constructor(scene) {
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this.scene = scene;
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// Town registry
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this.towns = new Map();
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this.buildings = new Map();
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this.npcs = new Map();
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// Progress tracking
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this.buildingsRestored = 0;
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this.totalBuildings = 150;
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this.npcsRescued = 0;
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this.totalNPCs = 180;
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this.townsCompleted = 0;
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this.totalTowns = 27;
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// Milestones
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this.milestones = [10, 25, 50, 100, 180];
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this.unlockedMilestones = [];
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console.log('🏗️ TownRestorationSystem initialized');
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// Register all towns
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this.registerTowns();
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// Register Hope Valley buildings
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this.registerHopeValleyBuildings();
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}
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/**
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* Register all towns
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*/
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registerTowns() {
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// Hope Valley (Starting town - 15 buildings)
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this.towns.set('hope_valley', {
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id: 'hope_valley',
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name: 'Hope Valley',
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biome: 'grassland',
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icon: '🏘️',
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totalBuildings: 15,
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restoredBuildings: 0,
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npcs: 0,
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isUnlocked: true,
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isCompleted: false
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});
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// Other towns (6 more buildings each = 156 total)
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const otherTowns = [
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{ id: 'forest_grove', name: 'Forest Grove', biome: 'forest', buildings: 6 },
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{ id: 'desert_oasis', name: 'Desert Oasis', biome: 'desert', buildings: 6 },
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{ id: 'frozen_harbor', name: 'Frozen Harbor', biome: 'frozen', buildings: 6 },
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{ id: 'volcanic_refuge', name: 'Volcanic Refuge', biome: 'volcanic', buildings: 6 },
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{ id: 'coastal_bay', name: 'Coastal Bay', biome: 'beach', buildings: 6 },
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{ id: 'mountain_peak', name: 'Mountain Peak', biome: 'mountain', buildings: 6 },
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{ id: 'swamp_village', name: 'Swamp Village', biome: 'swamp', buildings: 6 },
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{ id: 'crystal_city', name: 'Crystal City', biome: 'crystal', buildings: 8 },
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{ id: 'atlantis', name: 'Atlantis', biome: 'underwater', buildings: 10 },
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// ... (27 total towns)
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];
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otherTowns.forEach(town => {
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this.towns.set(town.id, {
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id: town.id,
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name: town.name,
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biome: town.biome,
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icon: '🏘️',
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totalBuildings: town.buildings,
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restoredBuildings: 0,
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npcs: 0,
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isUnlocked: false,
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isCompleted: false
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});
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});
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console.log(`✅ Registered ${this.towns.size} towns`);
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}
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/**
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* Register Hope Valley buildings (15)
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*/
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registerHopeValleyBuildings() {
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const buildings = [
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// Essential (NPCs' homes)
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{ id: 'ivan_house', name: "Ivan's House", npc: 'Ivan', materials: { wood: 100, stone: 50 }, time: 3 },
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{ id: 'marija_house', name: "Marija's House", npc: 'Marija', materials: { wood: 100, stone: 50 }, time: 3 },
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{ id: 'jakob_shop', name: "Jakob's Shop", npc: 'Jakob', materials: { wood: 150, iron: 30 }, time: 4 },
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{ id: 'dr_chen_clinic', name: "Dr. Chen's Clinic", npc: 'Dr. Chen', materials: { wood: 200, stone: 100 }, time: 5 },
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{ id: 'lena_bakery', name: "Lena's Bakery", npc: 'Lena', materials: { wood: 120, stone: 60 }, time: 4 },
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// Community buildings
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{ id: 'town_hall', name: 'Town Hall', materials: { wood: 500, stone: 300, iron: 100 }, time: 10 },
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{ id: 'community_center', name: 'Community Center', materials: { wood: 400, stone: 250 }, time: 8 },
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{ id: 'library', name: 'Library', materials: { wood: 300, stone: 150 }, time: 6 },
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{ id: 'school', name: 'School', materials: { wood: 350, stone: 200 }, time: 7 },
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{ id: 'guard_tower', name: 'Guard Tower', materials: { stone: 400, iron: 150 }, time: 8 },
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// Utility buildings
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{ id: 'warehouse', name: 'Warehouse', materials: { wood: 250, stone: 150 }, time: 5 },
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{ id: 'water_tower', name: 'Water Tower', materials: { stone: 300, iron: 100 }, time: 6 },
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{ id: 'power_station', name: 'Power Station', materials: { stone: 400, iron: 200, wire: 50 }, time: 9 },
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{ id: 'market', name: 'Market Square', materials: { wood: 200, stone: 100 }, time: 5 },
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{ id: 'fountain', name: 'Town Fountain', materials: { stone: 150, marble: 50 }, time: 4 }
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];
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buildings.forEach(building => {
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this.buildings.set(building.id, {
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...building,
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town: 'hope_valley',
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isRestored: false,
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progress: 0,
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workers: [],
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startTime: null
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});
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});
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console.log(`✅ Registered ${buildings.length} Hope Valley buildings`);
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}
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/**
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* Start building restoration
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*/
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startRestoration(buildingId, zombieWorkers = []) {
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const building = this.buildings.get(buildingId);
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if (!building) {
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console.error(`Building ${buildingId} not found!`);
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return false;
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}
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if (building.isRestored) {
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console.log(`${building.name} is already restored!`);
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return false;
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}
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// Check materials
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if (!this.hasMaterials(building.materials)) {
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console.log(`Not enough materials for ${building.name}!`);
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return false;
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}
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// Consume materials
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this.consumeMaterials(building.materials);
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// Assign workers
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building.workers = zombieWorkers;
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building.startTime = Date.now();
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building.progress = 0;
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// Calculate construction time (base time reduced by workers)
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const workerBonus = zombieWorkers.length * 0.2; // 20% per worker
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const constructionTime = building.time * (1 - workerBonus);
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console.log(`🏗️ Started restoring ${building.name} (${constructionTime} days with ${zombieWorkers.length} workers)`);
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// Auto-complete after time
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setTimeout(() => {
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this.completeRestoration(buildingId);
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}, constructionTime * 1000 * 60); // Convert to ms (for demo, 1 day = 1 min)
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this.showNotification({
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title: 'Restoration Started!',
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text: `🏗️ ${building.name} - ${constructionTime} days`,
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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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* Complete building restoration
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*/
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completeRestoration(buildingId) {
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const building = this.buildings.get(buildingId);
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if (!building) return;
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building.isRestored = true;
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building.progress = 100;
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this.buildingsRestored++;
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console.log(`✅ ${building.name} restored! (${this.buildingsRestored}/${this.totalBuildings})`);
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// Move in NPC if building has one
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if (building.npc) {
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this.moveInNPC(building.npc, building.town);
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}
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// Update town progress
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this.updateTownProgress(building.town);
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// Check milestones
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this.checkMilestones();
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this.showNotification({
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title: 'Building Complete!',
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text: `✅ ${building.name} restored!`,
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icon: '🏗️'
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});
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}
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/**
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* Move in NPC
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*/
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moveInNPC(npcName, townId) {
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const npc = {
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name: npcName,
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town: townId,
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movedInDate: Date.now(),
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hearts: 0,
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giftsGiven: 0,
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questsCompleted: 0
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};
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this.npcs.set(npcName, npc);
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this.npcsRescued++;
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console.log(`👤 ${npcName} moved into ${townId}! (${this.npcsRescued}/${this.totalNPCs})`);
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// Update town NPC count
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const town = this.towns.get(townId);
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if (town) {
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town.npcs++;
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}
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this.showNotification({
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title: 'NPC Moved In!',
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text: `👤 ${npcName} is now living in town!`,
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icon: '🏠'
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});
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}
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/**
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* Update town progress
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*/
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updateTownProgress(townId) {
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const town = this.towns.get(townId);
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if (!town) return;
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// Count restored buildings in this town
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const townBuildings = Array.from(this.buildings.values())
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.filter(b => b.town === townId);
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const restored = townBuildings.filter(b => b.isRestored).length;
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town.restoredBuildings = restored;
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// Check if town is complete
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if (restored === town.totalBuildings) {
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town.isCompleted = true;
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this.townsCompleted++;
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console.log(`🏆 ${town.name} 100% COMPLETE! (${this.townsCompleted}/${this.totalTowns})`);
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this.showNotification({
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title: 'TOWN COMPLETE!',
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text: `🏆 ${town.name} fully restored!`,
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icon: '🎉'
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});
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}
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}
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/**
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* Check milestones
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*/
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checkMilestones() {
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this.milestones.forEach(milestone => {
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if (this.npcsRescued >= milestone && !this.unlockedMilestones.includes(milestone)) {
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this.unlockMilestone(milestone);
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}
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});
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}
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/**
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* Unlock milestone
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*/
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unlockMilestone(milestone) {
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this.unlockedMilestones.push(milestone);
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console.log(`🏆 MILESTONE: ${milestone} NPCs rescued!`);
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// Grant rewards
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const rewards = this.getMilestoneReward(milestone);
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this.showNotification({
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title: `MILESTONE: ${milestone} NPCs!`,
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text: `🏆 Unlocked: ${rewards.text}`,
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icon: '🎉'
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});
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}
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/**
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* Get milestone reward
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*/
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getMilestoneReward(milestone) {
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const rewards = {
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10: { text: 'Community Center unlocked!', feature: 'community_center' },
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25: { text: 'Town Festivals enabled!', feature: 'festivals' },
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50: { text: 'Town Guard system!', feature: 'town_guard' },
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100: { text: 'Major City project unlocked!', feature: 'major_city' },
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180: { text: 'UTOPIA ENDING unlocked!', feature: 'utopia_ending' }
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};
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return rewards[milestone] || { text: 'Bonus unlocked!' };
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}
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/**
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* Check materials
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*/
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hasMaterials(required) {
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// TODO: Check actual inventory
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return true; // For now
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}
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/**
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* Consume materials
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*/
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consumeMaterials(materials) {
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// TODO: Remove from inventory
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console.log('📦 Materials consumed:', materials);
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}
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/**
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* Get restoration progress
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*/
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getProgress() {
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return {
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buildings: {
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restored: this.buildingsRestored,
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total: this.totalBuildings,
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percentage: ((this.buildingsRestored / this.totalBuildings) * 100).toFixed(1)
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},
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npcs: {
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rescued: this.npcsRescued,
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total: this.totalNPCs,
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percentage: ((this.npcsRescued / this.totalNPCs) * 100).toFixed(1)
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},
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towns: {
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completed: this.townsCompleted,
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total: this.totalTowns,
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percentage: ((this.townsCompleted / this.totalTowns) * 100).toFixed(1)
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},
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milestones: this.unlockedMilestones
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};
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}
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/**
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* Get town info
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*/
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getTownInfo(townId) {
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return this.towns.get(townId);
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}
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/**
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* Get all towns
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*/
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getAllTowns() {
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return Array.from(this.towns.values());
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}
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/**
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* Get building info
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*/
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getBuildingInfo(buildingId) {
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return this.buildings.get(buildingId);
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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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