Files
novafarma/src/entities/NPC.js
2025-12-08 03:25:58 +01:00

733 lines
24 KiB
JavaScript

// NPC Entity
// NPC z random walk AI in isometrično podporo
class NPC {
constructor(scene, gridX, gridY, offsetX = 0, offsetY = 0, type = 'zombie') {
this.scene = scene;
this.gridX = gridX;
this.gridY = gridY;
this.type = type;
console.log(`🎭 NPC Constructor called - Type: ${type} at (${gridX}, ${gridY})`);
// Terrain offset
this.offsetX = offsetX;
this.offsetY = offsetY;
this.iso = new IsometricUtils(48, 24);
// Random walk paramters
this.moveSpeed = 100; // px/s
this.gridMoveTime = 300; // ms
// Stanje
this.state = 'WANDER'; // WANDER, TAMED, FOLLOW
this.isMoving = false;
this.pauseTime = 0;
this.maxPauseTime = 2000;
this.attackCooldownTimer = 0;
// Elite Zombie Stats
if (type === 'elite_zombie') {
this.hp = 50; // 2.5x več HP
this.maxHp = 50;
this.moveSpeed = 150; // 50% hitrejši
this.gridMoveTime = 200; // Hitrejši premiki
} else {
this.hp = 20;
this.maxHp = 20;
}
// Kreira sprite
this.createSprite();
// Začetna pozicija
this.updatePosition();
// Naključna začetna pavza
this.pauseTime = Math.random() * this.maxPauseTime;
// Register in SpatialGrid
if (this.scene.spatialGrid) {
this.scene.spatialGrid.add(this);
}
}
// Methods moved/consolidated below
createSprite() {
let texKey = `npc_${this.type}`;
let isAnimated = false;
// Check for animated sprites first
if (this.type === 'zombie' && this.scene.textures.exists('zombie_walk')) {
texKey = 'zombie_walk';
isAnimated = true;
} else if (this.type === 'zombie' && this.scene.textures.exists('zombie_sprite')) {
texKey = 'zombie_sprite';
} else if (this.type === 'merchant') {
// Uporabi generirano sliko, če obstaja
if (this.scene.textures.exists('merchant_new')) {
texKey = 'merchant_new';
} else {
texKey = 'merchant_texture'; // Fallback na proceduralno
}
console.log('🏪 Creating MERCHANT NPC with texture:', texKey);
} else if (this.type === 'elite_zombie') {
// Elite Zombie sprite
if (this.scene.textures.exists('elite_zombie')) {
texKey = 'elite_zombie';
} else {
texKey = 'npc_elite_zombie'; // Fallback na proceduralno
}
console.log('👹 Creating ELITE ZOMBIE with texture:', texKey);
} else if (!this.scene.textures.exists(texKey)) {
TextureGenerator.createNPCSprite(this.scene, texKey, this.type);
}
// Kreira sprite
const screenPos = this.iso.toScreen(this.gridX, this.gridY);
this.sprite = this.scene.add.sprite(
screenPos.x + this.offsetX,
screenPos.y + this.offsetY,
texKey
);
this.sprite.setOrigin(0.5, 1);
if (isAnimated) {
this.sprite.setScale(1.5);
} else {
// Scale po tipu
let scale = 0.5; // Default
if (this.type === 'merchant') scale = 0.2;
else if (this.type === 'elite_zombie') scale = 0.2; // Elite manjši
this.sprite.setScale(scale);
}
// HEALTH BAR
this.healthBarBg = this.scene.add.graphics();
this.healthBarBg.fillStyle(0x000000, 0.5);
this.healthBarBg.fillRect(-16, -70, 32, 4);
this.healthBarBg.setVisible(false);
this.healthBar = this.scene.add.graphics();
this.healthBar.fillStyle(0x00ff00, 1);
this.healthBar.fillRect(-16, -70, 32, 4);
this.healthBar.setVisible(false);
// Depth sorting
this.updateDepth();
}
moveToGrid(targetX, targetY) {
// Determine facing direction before moving
const dx = targetX - this.gridX;
const dy = targetY - this.gridY;
const movingRight = (dx > 0) || (dy > 0);
this.sprite.setFlipX(!movingRight);
this.isMoving = true;
this.gridX = targetX;
this.gridY = targetY;
const targetScreen = this.iso.toScreen(targetX, targetY);
// Animation
if (this.sprite.texture.key === 'zombie_walk') {
this.sprite.play('zombie_walk_anim', true);
}
// Tween za smooth gibanje
this.scene.tweens.add({
targets: this.sprite,
x: targetScreen.x + this.offsetX,
y: targetScreen.y + this.offsetY,
duration: this.gridMoveTime,
ease: 'Linear',
onComplete: () => {
this.isMoving = false;
this.updatePosition();
// Stop Animation
if (this.sprite.texture.key === 'zombie_walk') {
this.sprite.stop();
this.sprite.setFrame(0);
}
}
});
// Posodobi depth
this.updateDepth();
}
update(delta) {
// 1. Viewport Culling - če sprite ni viden na kameri, preskoči risanje
const camera = this.scene.cameras.main;
if (camera && this.sprite) {
const worldView = camera.worldView;
const isVisible = Phaser.Geom.Rectangle.Overlaps(worldView, this.sprite.getBounds());
if (!isVisible && this.sprite.visible) {
this.sprite.setVisible(false);
if (this.healthBar) {
this.healthBar.setVisible(false);
this.healthBarBg.setVisible(false);
}
if (this.eyesGroup) this.eyesGroup.setVisible(false);
return; // Preskoči AI če ni viden
} else if (isVisible && !this.sprite.visible) {
this.sprite.setVisible(true);
if (this.eyesGroup) this.eyesGroup.setVisible(true);
}
}
// 2. Distance Culling
if (this.scene.player) {
const playerPos = this.scene.player.getPosition();
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
const cullDist = (this.state === 'CHASE' || this.state === 'FOLLOW') ? 50 : 30;
if (dist > cullDist) {
if (this.sprite.visible) {
this.sprite.setVisible(false);
if (this.healthBar) {
this.healthBar.setVisible(false);
this.healthBarBg.setVisible(false);
}
if (this.eyesGroup) this.eyesGroup.setVisible(false);
}
return;
} else {
if (!this.sprite.visible) {
this.sprite.setVisible(true);
if (this.eyesGroup) this.eyesGroup.setVisible(true);
// Bars stay hidden until damaged usually
}
}
}
// 3. Optimization: Update depth ONLY if moving
if (this.isMoving) {
this.updateDepth();
this.updatePosition();
if (this.scene.spatialGrid) this.scene.spatialGrid.updateEntity(this);
return;
}
// 3. AI Logic
if (this.type === 'zombie' && this.state !== 'TAMED' && this.state !== 'FOLLOW') {
this.handleAggressiveAI(delta);
} else {
this.handlePassiveAI(delta);
}
this.updatePosition();
}
handlePassiveAI(delta) {
if (this.state === 'TAMED' || this.state === 'FOLLOW') {
// Defensive behavior - attack nearby enemy zombies
this.defendPlayer();
this.followPlayer();
return;
}
this.pauseTime += delta;
if (this.pauseTime >= this.maxPauseTime) {
this.performRandomWalk();
this.pauseTime = 0;
}
}
defendPlayer() {
if (!this.scene.npcs || this.attackCooldownTimer > 0) return;
// Find nearest enemy zombie
let nearestEnemy = null;
let minDist = 6; // Defense radius
for (const npc of this.scene.npcs) {
if (npc === this || npc.state === 'TAMED' || npc.state === 'FOLLOW') continue;
if (npc.type !== 'zombie') continue;
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, npc.gridX, npc.gridY);
if (dist < minDist) {
minDist = dist;
nearestEnemy = npc;
}
}
if (nearestEnemy) {
// Attack if close enough
if (minDist <= 1.5) {
this.attackEnemy(nearestEnemy);
} else {
// Move towards enemy
this.moveTowards(nearestEnemy.gridX, nearestEnemy.gridY);
}
}
}
attackEnemy(target) {
if (this.attackCooldownTimer > 0) return;
this.attackCooldownTimer = 1500;
console.log('🧟❤️ Tamed Zombie DEFENDS!');
// Attack Animation
if (this.sprite) {
this.scene.tweens.add({
targets: this.sprite,
y: this.sprite.y - 10,
yoyo: true, duration: 100, repeat: 1
});
}
// Deal Damage
if (target && target.takeDamage) {
target.takeDamage(15); // Tamed zombies hit harder!
}
}
handleAggressiveAI(delta) {
if (!this.scene.player) return;
const playerPos = this.scene.player.getPosition();
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
if (this.attackCooldownTimer > 0) {
this.attackCooldownTimer -= delta;
}
if (this.state === 'WANDER') {
if (dist < 8) {
this.state = 'CHASE';
this.showEmote('!');
} else {
this.pauseTime += delta;
if (this.pauseTime >= this.maxPauseTime) {
this.performRandomWalk();
this.pauseTime = 0;
}
}
}
else if (this.state === 'CHASE') {
if (dist > 15) {
this.state = 'WANDER';
return;
}
if (dist <= 1.5) {
this.tryAttack();
} else {
this.moveTowards(playerPos.x, playerPos.y);
}
}
}
moveTowards(targetX, targetY) {
// Optimization: if very close, use direct movement (collision checks handled by isValidMove)
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, targetX, targetY);
// Use pathfinding for longer distances
if (dist > 2 && this.scene.pathfinding) {
// Check if we need to recalc path (target changed or no path)
const targetKey = `${targetX},${targetY}`;
if (!this.currentPath || this.pathTargetKey !== targetKey || this.currentPath.length === 0) {
// Recalc path (Async Worker)
if (!this.isWaitingForPath) {
this.isWaitingForPath = true;
this.scene.pathfinding.findPath(this.gridX, this.gridY, targetX, targetY, (path) => {
this.isWaitingForPath = false;
this.currentPath = path;
this.pathTargetKey = targetKey;
// Process path once received
if (this.currentPath && this.currentPath.length > 0) {
// Remove start node if it's current pos
if (this.currentPath[0].x === this.gridX && this.currentPath[0].y === this.gridY) {
this.currentPath.shift();
}
}
});
} else {
return; // Wait for path
}
}
// Follow Path
if (this.currentPath && this.currentPath.length > 0) {
const step = this.currentPath[0];
// Move there
this.moveToGrid(step.x, step.y);
// Remove step
this.currentPath.shift();
return;
}
}
// Fallback: Direct Movement (Dumb AI)
const dx = Math.sign(targetX - this.gridX);
const dy = Math.sign(targetY - this.gridY);
let nextX = this.gridX + dx;
let nextY = this.gridY + dy;
if (this.isValidMove(nextX, nextY)) {
this.moveToGrid(nextX, nextY);
} else if (this.isValidMove(this.gridX + dx, this.gridY)) {
this.moveToGrid(this.gridX + dx, this.gridY);
} else if (this.isValidMove(this.gridX, this.gridY + dy)) {
this.moveToGrid(this.gridX, this.gridY + dy);
}
}
isValidMove(x, y) {
const terrainSystem = this.scene.terrainSystem;
if (!terrainSystem) return true;
if (!this.iso.isInBounds(x, y, terrainSystem.width, terrainSystem.height)) return false;
if (terrainSystem.tiles[y][x].type.name === 'water') return false;
const key = `${x},${y}`;
if (terrainSystem.decorationsMap.has(key)) {
const decor = terrainSystem.decorationsMap.get(key);
const solidTypes = ['tree', 'stone', 'bush', 'wall', 'ruin', 'fence', 'house', 'gravestone'];
if (solidTypes.includes(decor.type)) return false;
}
return true;
}
tryAttack() {
if (this.attackCooldownTimer > 0) return;
this.attackCooldownTimer = 1500;
// Attack Animation (Jump)
if (this.sprite) {
this.scene.tweens.add({
targets: this.sprite,
y: this.sprite.y - 10,
yoyo: true, duration: 100, repeat: 1
});
}
// Apply Damage to Player
if (this.scene.player && this.scene.player.takeDamage) {
console.log('🧟 Zombie ATTACKS Player!');
this.scene.player.takeDamage(10);
} else if (this.scene.statsSystem) {
this.scene.statsSystem.takeDamage(10);
}
}
performRandomWalk() {
const dirs = [{ x: 0, y: -1 }, { x: 0, y: 1 }, { x: -1, y: 0 }, { x: 1, y: 0 }];
const dir = dirs[Math.floor(Math.random() * dirs.length)];
const nextX = this.gridX + dir.x;
const nextY = this.gridY + dir.y;
if (this.isValidMove(nextX, nextY)) {
this.moveToGrid(nextX, nextY);
}
}
followPlayer() {
if (!this.scene.player) return;
const playerPos = this.scene.player.getPosition();
const dist = Phaser.Math.Distance.Between(this.gridX, this.gridY, playerPos.x, playerPos.y);
if (dist < 2) return;
this.moveTowards(playerPos.x, playerPos.y);
}
showEmote(text) {
const emote = this.scene.add.text(this.sprite.x, this.sprite.y - 40, text, { fontSize: '20px', fontStyle: 'bold', color: '#FF0000' });
emote.setOrigin(0.5);
emote.setDepth(this.sprite.depth + 100);
this.scene.tweens.add({ targets: emote, y: emote.y - 20, alpha: 0, duration: 1000, onComplete: () => emote.destroy() });
}
updatePosition() {
if (!this.sprite) return;
const screenPos = this.iso.toScreen(this.gridX, this.gridY);
if (!this.isMoving) {
this.sprite.setPosition(
screenPos.x + this.offsetX,
screenPos.y + this.offsetY
);
}
// BARS
if (this.healthBar && this.healthBarBg) {
this.healthBarBg.x = this.sprite.x;
this.healthBarBg.y = this.sprite.y;
this.healthBar.x = this.sprite.x;
this.healthBar.y = this.sprite.y;
}
// EYES
if (this.eyesGroup) {
this.eyesGroup.setPosition(this.sprite.x, this.sprite.y);
}
this.updateDepth();
}
updateDepth() {
if (!this.sprite) return;
if (this.lastDepthY === undefined || Math.abs(this.sprite.y - this.lastDepthY) > 0.1) {
const layerBase = this.iso.LAYER_OBJECTS || 200000;
const depth = layerBase + this.sprite.y;
this.sprite.setDepth(depth);
this.lastDepthY = this.sprite.y;
// Update attached elements depth
if (this.healthBarBg) {
this.healthBarBg.setDepth(this.sprite.depth + 100);
this.healthBar.setDepth(this.sprite.depth + 101);
}
if (this.eyesGroup) {
this.eyesGroup.setDepth(this.sprite.depth + 2);
}
}
}
takeDamage(amount) {
this.hp -= amount;
// Hit Sound
if (this.scene.soundManager) {
this.scene.soundManager.playHit();
}
// Blood Splash Effect
if (this.scene.particleEffects) {
this.scene.particleEffects.bloodSplash(this.sprite.x, this.sprite.y - 20);
}
// Show Health Bar
if (this.healthBar) {
this.healthBar.setVisible(true);
this.healthBarBg.setVisible(true);
// Update width
const percent = Math.max(0, this.hp / this.maxHp);
this.healthBar.clear();
this.healthBar.fillStyle(percent < 0.3 ? 0xff0000 : 0x00ff00, 1);
this.healthBar.fillRect(-16, -70, 32 * percent, 4);
}
// WHITE FLASH Effect
if (this.sprite) {
this.sprite.setTint(0xFFFFFF); // White flash
this.scene.time.delayedCall(50, () => {
if (this.sprite) {
this.sprite.setTint(0xFF0000); // Red flash
this.scene.time.delayedCall(50, () => {
if (this.sprite) {
this.sprite.clearTint();
if (this.state === 'TAMED' || this.state === 'FOLLOW' || this.state === 'STAY') {
this.sprite.setTint(0xAAFFAA);
}
}
});
}
});
}
// KNOCKBACK Effect
if (this.sprite && this.scene.player) {
const knockbackDist = 10;
const angle = Phaser.Math.Angle.Between(
this.scene.player.sprite.x,
this.scene.player.sprite.y,
this.sprite.x,
this.sprite.y
);
const knockX = Math.cos(angle) * knockbackDist;
const knockY = Math.sin(angle) * knockbackDist;
this.scene.tweens.add({
targets: this.sprite,
x: this.sprite.x + knockX,
y: this.sprite.y + knockY,
duration: 100,
yoyo: true,
ease: 'Quad.easeOut'
});
}
// FLOATING DAMAGE NUMBERS
if (this.sprite) {
const dmgTxt = this.scene.add.text(
this.sprite.x,
this.sprite.y - 40,
`-${amount}`,
{
fontSize: '16px',
fontFamily: 'Courier New',
color: '#FF0000',
stroke: '#000',
strokeThickness: 3,
fontStyle: 'bold'
}
);
dmgTxt.setOrigin(0.5);
dmgTxt.setDepth(999999);
this.scene.tweens.add({
targets: dmgTxt,
y: dmgTxt.y - 30,
alpha: 0,
duration: 800,
ease: 'Cubic.easeOut',
onComplete: () => dmgTxt.destroy()
});
}
console.log(`Zombie HP: ${this.hp}`);
if (this.hp <= 0) {
this.die();
}
}
die() {
console.log('🧟💀 Zombie DEAD');
// Death Sound
if (this.scene.soundManager) {
this.scene.soundManager.playDeath();
}
// Spawn loot - Elite zombies drop better items!
if (this.scene.lootSystem) {
const lootItem = (this.type === 'elite_zombie') ? 'item_scrap' : 'item_bone';
this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, lootItem);
// Elite bonus: 50% chance for extra chip
if (this.type === 'elite_zombie' && Math.random() < 0.5) {
this.scene.lootSystem.spawnLoot(this.gridX, this.gridY, 'item_chip');
}
} else if (this.scene.interactionSystem && this.scene.interactionSystem.spawnLoot) {
// Fallback
const lootItem = (this.type === 'elite_zombie') ? 'item_scrap' : 'item_bone';
this.scene.interactionSystem.spawnLoot(this.gridX, this.gridY, lootItem);
}
// Quest Tracking (Kill)
if (this.scene.questSystem) {
this.scene.questSystem.trackAction(this.type);
}
this.destroy();
const idx = this.scene.npcs.indexOf(this);
if (idx > -1) this.scene.npcs.splice(idx, 1);
}
tame() {
if (this.state === 'TAMED' || this.type !== 'zombie') return;
this.state = 'TAMED';
console.log('🧟❤️ Zombie TAMED!');
// Register to ZombieWorkerSystem
if (this.scene.zombieSystem) {
this.scene.zombieSystem.registerWorker(this);
}
// Visual Feedback
const headX = this.sprite.x;
const headY = this.sprite.y - 50;
const heart = this.scene.add.text(headX, headY, '❤️', { fontSize: '24px' });
heart.setOrigin(0.5);
heart.setDepth(this.sprite.depth + 200);
this.scene.tweens.add({
targets: heart,
y: headY - 40,
alpha: 0,
duration: 1500,
onComplete: () => heart.destroy()
});
// Change color slightly to indicate friend
this.sprite.setTint(0xAAFFAA);
// Hide Health Bar if tamed
if (this.healthBarBg) {
this.healthBarBg.setVisible(false);
this.healthBar.setVisible(false);
}
this.addTamedEyes();
}
interact() {
console.log('🗣️ Inteacting with NPC:', this.type);
// ZOMBIE LOGIC
if (this.type === 'zombie') {
if (this.state !== 'TAMED') {
// Try tame (For now instant)
this.tame();
} else {
// Command: Toggle FOLLOW / STAY
if (this.state === 'FOLLOW') {
this.state = 'STAY';
this.showEmote('🛑'); // Stop
if (this.workerStats) this.workerStats.task = 'IDLE';
} else {
this.state = 'FOLLOW';
this.showEmote('👣'); // Footprints
if (this.workerStats) this.workerStats.task = 'FOLLOW';
}
}
return;
}
// NPC QUEST LOGIC
if (this.scene.questSystem) {
const availableQuest = this.scene.questSystem.getAvailableQuest(this.type);
if (availableQuest) {
const ui = this.scene.scene.get('UIScene');
if (ui && ui.showQuestDialog) {
ui.showQuestDialog(availableQuest, () => {
this.scene.questSystem.startQuest(availableQuest.id);
});
return;
}
}
}
// Default behavior (Emote)
this.showEmote('👋');
if (this.sprite) {
this.scene.tweens.add({ targets: this.sprite, y: this.sprite.y - 10, yoyo: true, duration: 100 });
}
}
addTamedEyes() {
if (this.eyesGroup) return;
this.eyesGroup = this.scene.add.container(this.sprite.x, this.sprite.y);
this.eyesGroup.setDepth(this.sprite.depth + 1);
const eyeL = this.scene.add.rectangle(-4, -54, 4, 4, 0x00FFFF); // Cyan eyes
const eyeR = this.scene.add.rectangle(4, -54, 4, 4, 0x00FFFF);
this.eyesGroup.add([eyeL, eyeR]);
}
destroy() {
if (this.scene.spatialGrid) {
this.scene.spatialGrid.remove(this);
}
if (this.sprite) this.sprite.destroy();
if (this.healthBar) this.healthBar.destroy();
if (this.healthBarBg) this.healthBarBg.destroy();
if (this.eyesGroup) this.eyesGroup.destroy();
}
}