Files
novafarma/EMERGENCY_SYSTEMS_RECOVERY/CityManagementSystem.js
2026-01-16 02:43:46 +01:00

517 lines
17 KiB
JavaScript

/**
* 🏙️ CITY MANAGEMENT SYSTEM - Week 1 Priority
* Population tracking + Zombie Statistician NPC + City Hall
*
* Features:
* - Population statistics tracking (living, zombies, workers)
* - Zombie Statistician NPC employment (1 Cekin/day)
* - Daily population board updates
* - City Hall building placement
* - Worker management integration
*
* Assets Used:
* - /assets/characters/zombie_statistician/ (11 sprites)
* - /assets/buildings/city_hall.png
* - /assets/buildings/population_board.png
* - /assets/ui/currency_cekin.png
*/
export default class CityManagementSystem {
constructor(scene) {
this.scene = scene;
// Population statistics
this.population = {
living: 1, // Player starts
zombies: 0,
workers: 0, // Employed NPCs
total: 1
};
// Buildings
this.cityHall = null;
this.populationBoard = null;
// Zombie Statistician NPC
this.statistician = null;
this.statisticianEmployed = false;
this.statisticianSalary = 1; // Cekini per day
this.lastUpdateTime = null;
// Board update schedule
this.updateHour = 9; // Updates at 9 AM daily
this.hasUpdatedToday = false;
this.init();
}
init() {
console.log('[CityManagement] Initializing city management system...');
// Load sprites
this.loadSprites();
// Setup daily update check
this.setupDailyUpdate();
}
loadSprites() {
// City Hall
if (!this.scene.textures.exists('city_hall')) {
this.scene.load.image('city_hall', 'assets/buildings/city_hall.png');
}
// Population board
if (!this.scene.textures.exists('population_board')) {
this.scene.load.image('population_board', 'assets/buildings/population_board.png');
}
// Zombie Statistician sprites
const directions = ['south', 'north', 'east', 'west'];
const actions = ['idle', 'walk'];
directions.forEach(dir => {
actions.forEach(action => {
const key = `statistician_${action}_${dir}`;
if (!this.scene.textures.exists(key)) {
this.scene.load.image(key, `assets/characters/zombie_statistician/${action}_${dir}.png`);
}
});
});
// Action sprites
if (!this.scene.textures.exists('statistician_action_update')) {
this.scene.load.image('statistician_action_update', 'assets/characters/zombie_statistician/action_update.png');
}
if (!this.scene.textures.exists('statistician_action_calculate')) {
this.scene.load.image('statistician_action_calculate', 'assets/characters/zombie_statistician/action_calculate.png');
}
if (!this.scene.textures.exists('statistician_portrait')) {
this.scene.load.image('statistician_portrait', 'assets/characters/zombie_statistician/portrait.png');
}
// Currency icon
if (!this.scene.textures.exists('currency_cekin')) {
this.scene.load.image('currency_cekin', 'assets/ui/currency_cekin.png');
}
this.scene.load.start();
}
setupDailyUpdate() {
// Check for daily update every hour
this.scene.time.addEvent({
delay: 60000, // Check every minute (in-game might be faster)
callback: () => this.checkDailyUpdate(),
loop: true
});
}
/**
* Place City Hall building
*/
placeCityHall(x, y) {
if (this.cityHall) {
console.warn('[CityManagement] City Hall already exists!');
return;
}
this.cityHall = this.scene.add.sprite(x, y, 'city_hall');
this.cityHall.setOrigin(0.5, 0.5);
this.cityHall.setInteractive();
// Click to open city management UI
this.cityHall.on('pointerdown', () => {
this.openCityManagementUI();
});
console.log('[CityManagement] City Hall placed at', x, y);
}
/**
* Place Population Board
*/
placePopulationBoard(x, y) {
if (this.populationBoard) {
console.warn('[CityManagement] Population Board already exists!');
return;
}
this.populationBoard = this.scene.add.sprite(x, y, 'population_board');
this.populationBoard.setOrigin(0.5, 0.5);
this.populationBoard.setInteractive();
// Create text overlay for statistics
this.createBoardText(x, y);
// Click to view detailed stats
this.populationBoard.on('pointerdown', () => {
this.showDetailedStats();
});
console.log('[CityManagement] Population Board placed at', x, y);
}
/**
* Create text overlay on population board
*/
createBoardText(x, y) {
const textStyle = {
fontSize: '14px',
fill: '#ffffff',
stroke: '#000000',
strokeThickness: 2,
align: 'left'
};
this.boardText = this.scene.add.text(x - 30, y - 20, '', textStyle);
this.updateBoardText();
}
/**
* Update board text with current stats
*/
updateBoardText() {
if (!this.boardText) return;
const text = `Population: ${this.population.living}\nZombies: ${this.population.zombies}\nWorkers: ${this.population.workers}`;
this.boardText.setText(text);
}
/**
* Spawn Zombie Statistician NPC
*/
spawnStatistician(x, y) {
if (this.statistician) {
console.warn('[CityManagement] Statistician already exists!');
return;
}
this.statistician = this.scene.add.sprite(x, y, 'statistician_idle_south');
this.statistician.setOrigin(0.5, 0.5);
this.statistician.setInteractive();
// NPC data
this.statistician.npcData = {
name: 'Zombie Statistician',
type: 'office_zombie',
employed: false,
salary: this.statisticianSalary,
workLocation: this.populationBoard,
isZombie: true
};
// Click to hire/talk
this.statistician.on('pointerdown', () => {
this.interactWithStatistician();
});
// Basic idle animation
this.createStatisticianIdleAnimation();
console.log('[CityManagement] Zombie Statistician spawned at', x, y);
}
/**
* Create idle animation for Statistician
*/
createStatisticianIdleAnimation() {
if (!this.statistician) return;
this.scene.time.addEvent({
delay: 2000,
callback: () => {
if (this.statistician && !this.statistician.isWalking) {
// Randomly look around (change direction)
const directions = ['south', 'north', 'east', 'west'];
const randomDir = Phaser.Utils.Array.GetRandom(directions);
this.statistician.setTexture(`statistician_idle_${randomDir}`);
}
},
loop: true
});
}
/**
* Interact with Statistician (hire or talk)
*/
interactWithStatistician() {
if (!this.statistician) return;
if (!this.statisticianEmployed) {
// Show employment dialog
this.showEmploymentDialog();
} else {
// Show stats dialog
this.showStatisticianDialog();
}
}
/**
* Show employment dialog
*/
showEmploymentDialog() {
const dialogText = `Would you like to employ me?\n\nSalary: ${this.statisticianSalary} Cekin/day\n\nI will update the population board daily at ${this.updateHour}:00 AM with accurate statistics.`;
if (this.scene.dialogueSystem) {
this.scene.dialogueSystem.showDialog({
portrait: 'statistician_portrait',
name: 'Zombie Statistician',
text: dialogText,
choices: [
{
text: `Hire (${this.statisticianSalary} Cekin/day)`,
callback: () => this.hireStatistician()
},
{
text: 'Not now',
callback: () => console.log('[CityManagement] Employment declined')
}
]
});
} else {
console.log('[CityManagement] Employment dialog:', dialogText);
// Auto-hire for now
this.hireStatistician();
}
}
/**
* Hire the Statistician
*/
hireStatistician() {
// Check if player has enough money (if economy system exists)
if (this.scene.economySystem) {
if (!this.scene.economySystem.hasEnoughCekini(this.statisticianSalary)) {
console.warn('[CityManagement] Not enough Cekini to hire Statistician!');
return;
this.statisticianEmployed = true;
this.statistician.npcData.employed = true;
this.population.workers++;
// Add to worker count
this.updatePopulation();
console.log('[CityManagement] Zombie Statistician hired! Salary:', this.statisticianSalary, 'Cekini/day');
// Start daily work routine
this.startStatisticianWorkRoutine();
}
/**
* Start Statistician's daily work routine
*/
startStatisticianWorkRoutine() {
if (!this.statisticianEmployed) return;
// Move to board at update time
this.scene.time.addEvent({
delay: 60000, // Check every minute
callback: () => {
// Check if it's update time
if (this.scene.timeSystem) {
const hour = this.scene.timeSystem.getCurrentHour();
if (hour === this.updateHour && !this.hasUpdatedToday) {
this.statisticianUpdateBoard();
}
}
},
loop: true
});
}
/**
* Statistician updates the board (animation + action)
*/
statisticianUpdateBoard() {
if (!this.statistician || !this.populationBoard) return;
console.log('[CityManagement] Statistician updating population board...');
// Walk to board
const targetX = this.populationBoard.x;
const targetY = this.populationBoard.y + 50; // Stand in front
// Simple tween movement
this.scene.tweens.add({
targets: this.statistician,
x: targetX,
y: targetY,
duration: 2000,
ease: 'Linear',
onUpdate: () => {
// Use walk animation
this.statistician.setTexture('statistician_walk_south');
},
onComplete: () => {
// Show update action
this.statistician.setTexture('statistician_action_update');
// Update the board after 2 seconds
this.scene.time.delayedCall(2000, () => {
this.updateBoardText();
this.hasUpdatedToday = true;
// Return to idle
this.statistician.setTexture('statistician_idle_south');
console.log('[CityManagement] Board updated!');
});
}
});
}
/**
* Check if daily update should happen
*/
checkDailyUpdate() {
// Reset flag at midnight
if (this.scene.timeSystem) {
const hour = this.scene.timeSystem.getCurrentHour();
if (hour === 0 && this.hasUpdatedToday) {
this.hasUpdatedToday = false;
}
}
}
/**
* Update population stats
*/
updatePopulation(living = null, zombies = null, workers = null) {
if (living !== null) this.population.living = living;
if (zombies !== null) this.population.zombies = zombies;
if (workers !== null) this.population.workers = workers;
this.population.total = this.population.living + this.population.zombies;
this.updateBoardText();
console.log('[CityManagement] Population updated:', this.population);
}
/**
* Add population (new settler, zombie conversion, etc.)
*/
addPopulation(type, count = 1) {
if (type === 'living') {
this.population.living += count;
} else if (type === 'zombie') {
this.population.zombies += count;
} else if (type === 'worker') {
this.population.workers += count;
}
this.updatePopulation();
}
/**
* Remove population (death, leaving, etc.)
*/
removePopulation(type, count = 1) {
if (type === 'living') {
this.population.living = Math.max(0, this.population.living - count);
} else if (type === 'zombie') {
this.population.zombies = Math.max(0, this.population.zombies - count);
} else if (type === 'worker') {
this.population.workers = Math.max(0, this.population.workers - count);
}
this.updatePopulation();
}
/**
* Show detailed statistics in UI
*/
showDetailedStats() {
const stats = `
=== CITY STATISTICS ===
Living Population: ${this.population.living}
Zombie Population: ${this.population.zombies}
Employed Workers: ${this.population.workers}
Total Population: ${this.population.total}
Updated by: ${this.statisticianEmployed ? 'Zombie Statistician' : 'Manual'}
Last Update: ${this.hasUpdatedToday ? 'Today' : 'Not today'}
`;
console.log(stats);
if (this.scene.centralPopupSystem) {
this.scene.centralPopupSystem.showMessage(stats, 'info');
}
}
/**
* Open City Management UI
*/
openCityManagementUI() {
console.log('[CityManagement] Opening city management UI...');
// TODO: Create full city management UI panel
// For now, show stats
this.showDetailedStats();
}
/**
* Show Statistician dialogue
*/
showStatisticianDialog() {
const dialogues = [
"Population count: accurate as always.",
"The numbers... they must be precise.",
"32 zombies counted this morning.",
"Statistics show a 2% increase in workers.",
"Even in undeath, I serve the data.",
"The board is updated daily at 9 AM sharp."
];
const randomDialogue = Phaser.Utils.Array.GetRandom(dialogues);
if (this.scene.dialogueSystem) {
this.scene.dialogueSystem.showDialog({
portrait: 'statistician_portrait',
name: 'Zombie Statistician',
text: randomDialogue
});
} else {
console.log('[CityManagement] Statistician:', randomDialogue);
}
}
/**
* Get current population stats
*/
getPopulation() {
return { ...this.population };
}
/**
* Pay daily salaries
*/
payDailySalaries() {
if (!this.statisticianEmployed) return;
if (this.scene.economySystem) {
const paid = this.scene.economySystem.spendCekini(this.statisticianSalary);
if (paid) {
console.log(`[CityManagement] Paid Statistician ${this.statisticianSalary} Cekini`);
} else {
console.warn('[CityManagement] Not enough Cekini to pay Statistician!');
// Could fire worker or create debt
}
}
}
update(time, delta) {
// System updates handled by time events
}
destroy() {
if (this.cityHall) this.cityHall.destroy();
if (this.populationBoard) this.populationBoard.destroy();
if (this.boardText) this.boardText.destroy();
if (this.statistician) this.statistician.destroy();
}
}