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EXISTING_GAME_INTEGRATION_ANALYSIS.md
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EXISTING_GAME_INTEGRATION_ANALYSIS.md
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# 🎮 EXISTING GAME ANALYSIS - Integration Opportunities
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**Created:** January 4, 2026 - 12:58 CET
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**Purpose:** Identify what can be done WITHOUT waiting for sprites
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---
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## 📊 CURRENT GAME STATE
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### **Existing Scenes:**
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✅ BootScene.js
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✅ PreloadScene.js
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✅ DemoScene.js
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✅ DemoSceneEnhanced.js
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✅ GameScene.js (97KB! Main game)
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✅ UIScene.js (101KB! UI layer)
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✅ PrologueScene.js
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✅ StoryScene.js
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✅ TiledTestScene.js
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✅ TownSquareScene.js
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### **Existing Systems (src/systems/):**
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✅ MiningSystem.js (476 lines) - ALREADY EXISTS!
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✅ 143 total system files in directory
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---
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## 🔨 WHAT WE CAN DO **RIGHT NOW** (No sprites needed!)
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### **1. INTEGRATE MASTER SYSTEMS MANAGER** ✅ Highest Priority
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**Location:** GameScene.js or new MainGameScene.js
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**What:** Add our MasterGameSystemsManager to existing game
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**Steps:**
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```javascript
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// In GameScene.js create() method
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import MasterGameSystemsManager from './systems/MasterGameSystemsManager.js';
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this.masterSystems = new MasterGameSystemsManager(this);
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```
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**Benefits:**
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- All 9 systems instantly available
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- Cross-system events working
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- Save/load infrastructure
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- No sprites required!
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**Testing:** Use console to test systems
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```javascript
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// In browser console
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game.scene.scenes[0].masterSystems.sleepSystem.sleep()
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game.scene.scenes[0].masterSystems.craftingSystem.canCraft('wooden_hoe')
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```
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---
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### **2. TEST SLEEP SYSTEM** ✅ Can work with placeholders
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**What:** Test sleep mechanics without bed sprites
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**Approach:**
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```javascript
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// Use simple rectangle as placeholder bed
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const placeholderBed = this.add.rectangle(400, 300, 64, 64, 0xff00ff);
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placeholderBed.setInteractive();
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placeholderBed.on('pointerdown', () => {
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this.masterSystems.sleepSystem.sleep();
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});
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```
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**Tests:**
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- [ ] Energy depletes over time
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- [ ] Can sleep at night (8 PM - 2 AM)
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- [ ] Energy restores after sleep
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- [ ] Dream/nightmare mechanics trigger
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- [ ] Time advances 8 hours
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- [ ] Wake up at correct time
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**No sprites needed!** Just test functionality.
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---
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### **3. TEST CRAFTING SYSTEM** ✅ Console-based testing
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**What:** Test recipe validation and crafting logic
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**Approach:**
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```javascript
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// Console testing
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const crafting = game.scene.scenes[0].masterSystems.craftingSystem;
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// Test recipe checking
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crafting.canCraft('wooden_hoe');
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// Returns: {canCraft: false, reason: 'Missing ingredients', missingIngredients: [{item: 'wood', have: 0, need: 10}]}
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// Mock giving player items
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game.player.inventory.addItem('wood', 20);
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game.player.inventory.addItem('rope', 5);
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// Test crafting
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crafting.craft('wooden_hoe', 1);
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// Returns: {success: true, message: 'Crafting 1x Wooden Hoe... (5s)'}
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// Wait 5 seconds...
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// Check if item added to inventory
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game.player.inventory.hasItem('wooden_hoe');
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```
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**Tests:**
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- [ ] Ingredient validation works
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- [ ] Crafting time calculation
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- [ ] Queue system functions
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- [ ] Item granted on completion
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- [ ] Batch crafting works
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**No sprites needed!** Pure logic testing.
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---
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### **4. TEST TOWN GROWTH LOGIC** ✅ Data-driven testing
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**What:** Test population unlock requirements
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**Approach:**
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```javascript
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const town = game.scene.scenes[0].masterSystems.townGrowthSystem;
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// Check current population
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console.log(`Population: ${town.population}/${town.maxPopulation}`);
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// Check unlock requirements
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town.populationSlots.forEach((slot, index) => {
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if (!slot.unlocked) {
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console.log(`Slot ${index}: ${JSON.stringify(slot.requirement)}`);
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}
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});
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// Mock meeting requirements
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game.player.farmLevel = 2;
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game.player.money = 50000;
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game.player.completedQuests.push('expand_town_1');
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// Test unlock checking
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const newUnlocks = town.checkPopulationUnlocks();
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console.log(`New slots unlocked: ${newUnlocks}`);
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```
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**Tests:**
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- [ ] Requirements validation works
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- [ ] Population slots unlock correctly
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- [ ] Services unlock at right population
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- [ ] Town status updates (Village → City)
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**No sprites needed!** Just logic testing.
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---
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### **5. CREATE SIMPLE TEST SCENE** ✅ Best Approach!
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**What:** Create minimal test scene for system testing
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**File:** `src/scenes/SystemsTestScene.js`
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```javascript
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import Phaser from 'phaser';
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import MasterGameSystemsManager from '../systems/MasterGameSystemsManager.js';
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export default class SystemsTestScene extends Phaser.Scene {
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constructor() {
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super({ key: 'SystemsTestScene' });
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}
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create() {
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// Initialize master systems
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this.masterSystems = new MasterGameSystemsManager(this);
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// Mock player
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this.player = {
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energy: 100,
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maxEnergy: 100,
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money: 10000,
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farmLevel: 1,
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isMarried: false,
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inventory: new Map(),
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completedQuests: []
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};
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// Black background
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this.cameras.main.setBackgroundColor('#000000');
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// Draw test UI
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this.createTestUI();
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console.log('🧪 Systems Test Scene Loaded');
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console.log('Access systems via: game.scene.scenes[0].masterSystems');
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}
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createTestUI() {
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// Title
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this.add.text(512, 50, 'SYSTEMS TEST SCENE', {
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fontSize: '32px',
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color: '#ffffff',
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fontFamily: 'monospace'
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}).setOrigin(0.5);
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// Instructions
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const instructions = [
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'Test systems via browser console:',
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'',
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'const s = game.scene.scenes[0].masterSystems;',
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's.sleepSystem.sleep();',
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's.craftingSystem.canCraft("wooden_hoe");',
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's.townGrowthSystem.population;',
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'',
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'Press ESC to return to main menu'
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];
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this.add.text(50, 150, instructions.join('\n'), {
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fontSize: '16px',
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color: '#00ff00',
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fontFamily: 'monospace',
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lineSpacing: 5
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});
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// ESC to exit
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this.input.keyboard.on('keydown-ESC', () => {
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this.scene.start('PreloadScene');
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});
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}
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update(time, delta) {
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// Update all systems
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this.masterSystems.update(time, delta);
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}
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}
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```
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**Add to game.js:**
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```javascript
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import SystemsTestScene from './scenes/SystemsTestScene.js';
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scene: [BootScene, PreloadScene, SystemsTestScene, /* ...rest */]
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```
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**Launch:**
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```javascript
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// In browser console
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game.scene.start('SystemsTestScene');
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```
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**Benefits:**
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- Test all systems in isolated environment
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- No sprites required
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- Console-based testing
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- Can mock any data
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---
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### **6. SAVE/LOAD TESTING** ✅ Critical!
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**What:** Test save/load for all systems
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**Approach:**
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```javascript
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// Save
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const saveData = game.scene.scenes[0].masterSystems.saveAllSystems();
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console.log('Save Data:', saveData);
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localStorage.setItem('game_save_test', JSON.stringify(saveData));
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// Modify some state
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game.player.money = 999999;
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game.scene.scenes[0].masterSystems.townGrowthSystem.population = 20;
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// Load
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const loadedData = JSON.parse(localStorage.getItem('game_save_test'));
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game.scene.scenes[0].masterSystems.loadAllSystems(loadedData);
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// Verify
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console.log('Money restored:', game.player.money);
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console.log('Population restored:', game.scene.scenes[0].masterSystems.townGrowthSystem.population);
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```
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**Tests:**
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- [ ] Save data structure valid
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- [ ] All systems save correctly
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- [ ] Load restores state
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- [ ] No data loss
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- [ ] Version compatibility
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**Critical for production!**
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---
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### **7. EVENT SYSTEM TESTING** ✅ Test cross-system communication
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**What:** Verify events fire correctly
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**Approach:**
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```javascript
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// Listen for events
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game.events.on('serviceUnlocked', (data) => {
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console.log('🏛️ Service Unlocked:', data);
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});
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game.events.on('craftingCompleted', (data) => {
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console.log('🔨 Crafting Complete:', data);
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});
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// Trigger events
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game.scene.scenes[0].masterSystems.townGrowthSystem.population = 6;
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game.scene.scenes[0].masterSystems.townGrowthSystem.updateTownServices();
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// Should see 'serviceUnlocked' event
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```
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**Tests:**
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- [ ] Events fire correctly
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- [ ] Event data is complete
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- [ ] Cross-system events work
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- [ ] No event loops
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---
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### **8. PHASER INTEGRATION PRACTICE** ✅ Learn existing structure
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**What:** Study existing GameScene.js to understand integration points
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**View:**
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```bash
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# Check GameScene structure
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cat src/scenes/GameScene.js | grep "create()" -A 50
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cat src/scenes/GameScene.js | grep "update(" -A 20
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```
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**Learn:**
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- How existing systems are initialized
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- Where to add new system calls
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- UI integration patterns
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- Event handling approach
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**Then:** Plan exact integration points for our 9 systems
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---
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## 📋 PRIORITY ACTION LIST (No sprites needed!)
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### **IMMEDIATE (Next 30 min):**
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1. ✅ Create SystemsTestScene.js
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2. ✅ Add to game.js scenes array
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3. ✅ Launch test scene
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4. ✅ Test Sleep System (console)
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5. ✅ Test Crafting System (console)
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### **NEXT (After test scene works):**
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6. ✅ Test Save/Load system
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7. ✅ Test Event system
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8. ✅ Test Town Growth logic
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9. ✅ Document any bugs found
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10. ✅ Create bug fix list
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### **LATER (After API reset, with sprites):**
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11. ⏰ Generate remaining 15 sprites
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12. ⏰ Add sprites to test scene
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13. ⏰ Test visual interactions
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14. ⏰ Full integration into GameScene
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---
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## 🎯 TESTING GOALS
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### **By End of Today:**
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- [ ] All 9 systems tested in console
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- [ ] Save/Load verified working
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- [ ] Event system functional
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- [ ] Bug list created
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- [ ] Integration plan documented
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### **Why This Matters:**
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- Catch bugs BEFORE full integration
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- Verify logic without visuals
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- Prepare for smooth Phaser integration
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- No wasted time waiting for API
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---
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## 💡 CONSOLE COMMANDS CHEAT SHEET
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```javascript
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// Quick access
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const s = game.scene.scenes[0].masterSystems;
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const p = game.player;
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// Sleep System
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s.sleepSystem.sleep();
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s.sleepSystem.canSleepNow();
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s.sleepSystem.getCurrentBedInfo();
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// Crafting
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s.craftingSystem.canCraft('wooden_hoe');
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s.craftingSystem.craft('wooden_hoe', 1);
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s.craftingSystem.getCraftingUIData();
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// Bakery
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s.bakerySystem.buyItem('fresh_bread', 5);
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s.bakerySystem.getShopUIData();
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// Town Growth
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s.townGrowthSystem.population;
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s.townGrowthSystem.getTownGrowthUIData();
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// Save/Load
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const save = s.saveAllSystems();
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s.loadAllSystems(save);
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// Status
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s.getAllSystemsStatus();
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```
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---
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**Created:** January 4, 2026 - 12:58 CET
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**Status:** Ready to test! NO sprites needed! 🚀
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