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

388 lines
11 KiB
JavaScript

/**
* 📦 RESOURCE LOGISTICS SYSTEM - Week 1 Priority
* Auto-pickup resources + Storage management + Resource tracking
*
* Features:
* - Auto-pickup dropped resources
* - Storage capacity management
* - Resource depot system
* - Visual feedback (UI icons + VFX)
* - Integration with Zombie Hauler workers
*
* Assets Used:
* - /assets/ui/resource_icon_wood.png
* - /assets/ui/resource_icon_food.png
* - /assets/ui/resource_icon_stone.png
* - /assets/buildings/resource_depot.png
* - /assets/buildings/resource_pile_wood.png
* - /assets/buildings/resource_pile_food.png
* - /assets/vfx/resource_collect.png
*/
export default class ResourceLogisticsSystem {
constructor(scene) {
this.scene = scene;
// Resource tracking
this.resources = {
wood: 0,
food: 0,
stone: 0,
coal: 0
};
// Storage system
this.storageCapacity = {
wood: 100,
food: 100,
stone: 100,
coal: 50
};
// Auto-pickup settings
this.autoPickupEnabled = true;
this.pickupRadius = 80; // pixels
this.pickupDelay = 500; // ms between pickups
this.lastPickupTime = 0;
// Depot locations (can have multiple)
this.depots = [];
// Dropped resources on map
this.droppedResources = [];
// UI elements
this.resourceUI = null;
this.init();
}
init() {
console.log('[ResourceLogistics] Initializing resource logistics system...');
// Create resource UI
this.createResourceUI();
// Load resource sprites
this.loadResourceSprites();
// Setup auto-pickup update loop
this.scene.time.addEvent({
delay: this.pickupDelay,
callback: () => this.updateAutoPickup(),
loop: true
});
}
loadResourceSprites() {
// Preload resource icons
if (!this.scene.textures.exists('resource_icon_wood')) {
this.scene.load.image('resource_icon_wood', 'assets/ui/resource_icon_wood.png');
}
if (!this.scene.textures.exists('resource_icon_food')) {
this.scene.load.image('resource_icon_food', 'assets/ui/resource_icon_food.png');
}
if (!this.scene.textures.exists('resource_icon_stone')) {
this.scene.load.image('resource_icon_stone', 'assets/ui/resource_icon_stone.png');
}
if (!this.scene.textures.exists('resource_collect_vfx')) {
this.scene.load.image('resource_collect_vfx', 'assets/vfx/resource_collect.png');
}
this.scene.load.start();
}
createResourceUI() {
const padding = 20;
const iconSize = 32;
const spacing = 100;
this.resourceUI = this.scene.add.container(padding, padding);
this.resourceUI.setScrollFactor(0);
this.resourceUI.setDepth(1000);
// Wood display
this.woodIcon = this.scene.add.sprite(0, 0, 'resource_icon_wood').setOrigin(0, 0);
this.woodText = this.scene.add.text(iconSize + 10, iconSize / 2, '0/100', {
fontSize: '18px',
fill: '#fff',
stroke: '#000',
strokeThickness: 3
}).setOrigin(0, 0.5);
// Food display
this.foodIcon = this.scene.add.sprite(spacing, 0, 'resource_icon_food').setOrigin(0, 0);
this.foodText = this.scene.add.text(spacing + iconSize + 10, iconSize / 2, '0/100', {
fontSize: '18px',
fill: '#fff',
stroke: '#000',
strokeThickness: 3
}).setOrigin(0, 0.5);
// Stone display
this.stoneIcon = this.scene.add.sprite(spacing * 2, 0, 'resource_icon_stone').setOrigin(0, 0);
this.stoneText = this.scene.add.text(spacing * 2 + iconSize + 10, iconSize / 2, '0/100', {
fontSize: '18px',
fill: '#fff',
stroke: '#000',
strokeThickness: 3
}).setOrigin(0, 0.5);
this.resourceUI.add([
this.woodIcon, this.woodText,
this.foodIcon, this.foodText,
this.stoneIcon, this.stoneText
]);
}
updateResourceUI() {
if (this.woodText) {
this.woodText.setText(`${this.resources.wood}/${this.storageCapacity.wood}`);
}
if (this.foodText) {
this.foodText.setText(`${this.resources.food}/${this.storageCapacity.food}`);
}
if (this.stoneText) {
this.stoneText.setText(`${this.resources.stone}/${this.storageCapacity.stone}`);
}
}
/**
* Auto-pickup resources near player
*/
updateAutoPickup() {
if (!this.autoPickupEnabled) return;
if (!this.scene.player) return;
const currentTime = Date.now();
if (currentTime - this.lastPickupTime < this.pickupDelay) return;
const playerX = this.scene.player.x;
const playerY = this.scene.player.y;
// Check each dropped resource
for (let i = this.droppedResources.length - 1; i >= 0; i--) {
const resource = this.droppedResources[i];
// Calculate distance
const distance = Phaser.Math.Distance.Between(
playerX, playerY,
resource.x, resource.y
);
// Auto-pickup if within radius
if (distance <= this.pickupRadius) {
this.pickupResource(resource, i);
this.lastPickupTime = currentTime;
break; // One at a time for smooth feel
}
}
}
/**
* Pickup a resource
*/
pickupResource(resource, index) {
const type = resource.type;
const amount = resource.amount;
// Check storage capacity
if (this.resources[type] >= this.storageCapacity[type]) {
// Storage full!
this.showStorageFullMessage(type);
return;
}
// Add to resources
const added = Math.min(amount, this.storageCapacity[type] - this.resources[type]);
this.resources[type] += added;
// Play collection VFX
this.playCollectionVFX(resource.x, resource.y);
// Play collection sound
this.playCollectionSound(type);
// Remove from world
if (resource.sprite) {
resource.sprite.destroy();
}
this.droppedResources.splice(index, 1);
// Update UI
this.updateResourceUI();
console.log(`[ResourceLogistics] Picked up ${added} ${type}! Total: ${this.resources[type]}/${this.storageCapacity[type]}`);
}
/**
* Drop resource on map (from tree, mining, etc.)
*/
dropResource(x, y, type, amount) {
// Create visual dropped resource
const sprite = this.scene.add.sprite(x, y, `resource_pile_${type}`);
sprite.setScale(0.5);
// Add to tracking
this.droppedResources.push({
x: x,
y: y,
type: type,
amount: amount,
sprite: sprite
});
// Bounce animation
this.scene.tweens.add({
targets: sprite,
y: y - 10,
duration: 200,
yoyo: true,
ease: 'Quad.easeOut'
});
}
/**
* Play collection VFX (green/gold sparkles)
*/
playCollectionVFX(x, y) {
if (!this.scene.textures.exists('resource_collect_vfx')) return;
// Create particle emitter for collection effect
const emitter = this.scene.add.particles(x, y, 'resource_collect_vfx', {
speed: { min: 50, max: 100 },
angle: { min: 0, max: 360 },
scale: { start: 1, end: 0 },
alpha: { start: 1, end: 0 },
lifespan: 500,
quantity: 8,
blendMode: 'ADD'
});
// Destroy after animation
this.scene.time.delayedCall(600, () => {
emitter.destroy();
});
}
/**
* Play collection sound
*/
playCollectionSound(type) {
// Use existing sound system if available
if (this.scene.soundManager) {
this.scene.soundManager.playSound('resource_pickup');
}
}
/**
* Show storage full message
*/
showStorageFullMessage(type) {
const message = `${type.toUpperCase()} STORAGE FULL! Build more storage or upgrade depot.`;
// Use existing popup system if available
if (this.scene.centralPopupSystem) {
this.scene.centralPopupSystem.showMessage(message, 'warning');
} else {
console.warn(`[ResourceLogistics] ${message}`);
}
}
/**
* Add a resource depot
*/
addDepot(x, y, capacity = {}) {
const depot = {
x: x,
y: y,
sprite: this.scene.add.sprite(x, y, 'resource_depot'),
capacity: {
wood: capacity.wood || 100,
food: capacity.food || 100,
stone: capacity.stone || 100,
coal: capacity.coal || 50
}
};
this.depots.push(depot);
// Increase storage capacity
this.storageCapacity.wood += depot.capacity.wood;
this.storageCapacity.food += depot.capacity.food;
this.storageCapacity.stone += depot.capacity.stone;
this.storageCapacity.coal += depot.capacity.coal;
this.updateResourceUI();
console.log('[ResourceLogistics] Depot added! New capacity:', this.storageCapacity);
}
/**
* Get current resources
*/
getResources() {
return { ...this.resources };
}
/**
* Add resources (for debugging or harvesting)
*/
addResource(type, amount) {
const added = Math.min(amount, this.storageCapacity[type] - this.resources[type]);
this.resources[type] += added;
this.updateResourceUI();
return added;
}
/**
* Remove resources (for building, crafting, etc.)
*/
removeResource(type, amount) {
if (this.resources[type] >= amount) {
this.resources[type] -= amount;
this.updateResourceUI();
return true;
}
return false;
}
/**
* Check if has enough resources
*/
hasResources(requirements) {
for (const [type, amount] of Object.entries(requirements)) {
if (this.resources[type] < amount) {
return false;
}
}
return true;
}
update(time, delta) {
// Already handled by time events
}
destroy() {
if (this.resourceUI) {
this.resourceUI.destroy();
}
// Clear dropped resources
this.droppedResources.forEach(resource => {
if (resource.sprite) {
resource.sprite.destroy();
}
});
this.droppedResources = [];
// Clear depots
this.depots.forEach(depot => {
if (depot.sprite) {
depot.sprite.destroy();
}
});
this.depots = [];
}
}