Files
novafarma/src/systems/BuildingSystem.js
2025-12-08 17:17:26 +01:00

168 lines
6.7 KiB
JavaScript

class BuildingSystem {
constructor(scene) {
this.scene = scene;
this.isBuildMode = false;
this.selectedBuilding = 'fence'; // fence, wall, house
this.buildingsData = {
fence: { name: 'Fence', cost: { wood: 2 }, w: 1, h: 1 },
wall: { name: 'Stone Wall', cost: { stone: 2 }, w: 1, h: 1 },
house: { name: 'House', cost: { wood: 20, stone: 20, gold: 50 }, w: 1, h: 1 }, // Visual is bigger but anchor is 1 tile
barn: { name: 'Barn', cost: { wood: 50, stone: 10 }, w: 1, h: 1 },
silo: { name: 'Silo', cost: { wood: 30, stone: 30 }, w: 1, h: 1 },
stable: { name: 'Stable', cost: { wood: 40, stone: 20 }, w: 1, h: 1 },
greenhouse: { name: 'Greenhouse', cost: { glass: 20, wood: 15 }, w: 2, h: 2 } // Winter farming
};
// Textures init
if (!this.scene.textures.exists('struct_fence')) TextureGenerator.createStructureSprite(this.scene, 'struct_fence', 'fence');
if (!this.scene.textures.exists('struct_wall')) TextureGenerator.createStructureSprite(this.scene, 'struct_wall', 'wall');
if (!this.scene.textures.exists('struct_house')) TextureGenerator.createStructureSprite(this.scene, 'struct_house', 'house');
if (!this.scene.textures.exists('struct_barn')) TextureGenerator.createStructureSprite(this.scene, 'struct_barn', 'barn');
if (this.scene.textures.exists('struct_silo')) TextureGenerator.createStructureSprite(this.scene, 'struct_silo', 'silo');
if (!this.scene.textures.exists('struct_stable')) TextureGenerator.createStructureSprite(this.scene, 'struct_stable', 'stable');
// House Lv2 Texture
TextureGenerator.createStructureSprite(this.scene, 'struct_house_lv2', 'house_lv2');
}
toggleBuildMode() {
this.isBuildMode = !this.isBuildMode;
console.log(`🔨 Build Mode: ${this.isBuildMode}`);
// Update UI
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
uiScene.toggleBuildMenu(this.isBuildMode);
}
}
selectBuilding(type) {
if (this.buildingsData[type]) {
this.selectedBuilding = type;
console.log(`🔨 Selected: ${this.selectedBuilding}`);
// UI feedback?
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) uiScene.updateBuildSelection(type);
}
}
tryBuild(gridX, gridY) {
if (!this.isBuildMode) return false;
const building = this.buildingsData[this.selectedBuilding];
const inv = this.scene.inventorySystem;
const terrain = this.scene.terrainSystem;
// 1. Check Cost
if (building.cost.wood) {
if (!inv.hasItem('wood', building.cost.wood)) {
console.log('❌ Not enough Wood!');
this.showFloatingText('Need Wood!', gridX, gridY, '#FF0000');
return true; // We handled the click, even if failed
}
}
if (building.cost.stone) {
if (!inv.hasItem('stone', building.cost.stone)) {
console.log('❌ Not enough Stone!');
this.showFloatingText('Need Stone!', gridX, gridY, '#FF0000');
return true;
}
}
if (building.cost.gold) {
if (inv.gold < building.cost.gold) {
console.log('❌ Not enough Gold!');
this.showFloatingText('Need Gold!', gridX, gridY, '#FF0000');
return true;
}
}
// 2. Check Space
const tile = terrain.getTile(gridX, gridY);
if (!tile || tile.type === 'water' || tile.hasDecoration || tile.hasCrop || tile.hasBuilding) {
console.log('❌ Space occupied!');
this.showFloatingText('Occupied!', gridX, gridY, '#FF0000');
return true;
}
// 3. Consume Resources
if (building.cost.wood) inv.removeItem('wood', building.cost.wood);
if (building.cost.stone) inv.removeItem('stone', building.cost.stone);
if (building.cost.gold) {
inv.gold -= building.cost.gold;
inv.updateUI();
}
// 4. Place Building
// Using decorations layer for now
const structType = `struct_${this.selectedBuilding}`;
terrain.addDecoration(gridX, gridY, structType);
// Assume success if no error (addDecoration checks internally but doesn't return value easily, but we checked space before)
{
this.showFloatingText(`Built ${building.name}!`, gridX, gridY, '#00FF00');
// Build Sound
if (this.scene.soundManager) {
this.scene.soundManager.playBuild();
}
// Quest Tracking
if (this.scene.questSystem) {
this.scene.questSystem.trackAction(`build_${this.selectedBuilding}`);
}
}
return true;
}
tryUpgrade(gridX, gridY) {
const terrain = this.scene.terrainSystem;
const decKey = `${gridX},${gridY}`;
const decor = terrain.decorationsMap.get(decKey);
if (!decor) return false;
// Check if House Lv1
if (decor.type === 'struct_house') {
const cost = { wood: 100, stone: 50, gold: 100 };
const inv = this.scene.inventorySystem;
// Check Resources
if (!inv.hasItem('wood', cost.wood) || !inv.hasItem('stone', cost.stone) || inv.gold < cost.gold) {
this.showFloatingText('Upgrade Cost: 100 Wood, 50 Stone, 100G', gridX, gridY, '#FF4444');
return true;
}
// Pay
inv.removeItem('wood', cost.wood);
inv.removeItem('stone', cost.stone);
inv.gold -= cost.gold;
inv.updateUI();
// Perform Upgrade
terrain.removeDecoration(gridX, gridY);
terrain.addDecoration(gridX, gridY, 'struct_house_lv2'); // Re-add Lv2
this.showFloatingText('HOUSE CRADED! (Lv. 2)', gridX, gridY, '#00FFFF');
if (this.scene.soundManager) this.scene.soundManager.playSuccess();
return true;
}
return false;
}
showFloatingText(text, gridX, gridY, color) {
const iso = new IsometricUtils(48, 24);
const pos = iso.toScreen(gridX, gridY);
const popup = this.scene.add.text(
pos.x + this.scene.terrainOffsetX,
pos.y + this.scene.terrainOffsetY - 40,
text,
{ fontSize: '14px', fill: color, stroke: '#000', strokeThickness: 3 }
).setOrigin(0.5);
this.scene.tweens.add({ targets: popup, y: popup.y - 30, alpha: 0, duration: 2000, onComplete: () => popup.destroy() });
}
}