Files
novafarma/src/systems/InteractionSystem.js
2025-12-07 21:31:44 +01:00

204 lines
7.4 KiB
JavaScript

class InteractionSystem {
constructor(scene) {
this.scene = scene;
this.iso = new IsometricUtils(48, 24);
// Input listener setup
this.scene.input.on('pointerdown', (pointer) => {
if (pointer.button === 0) { // Left Click
const worldX = pointer.worldX - this.scene.terrainOffsetX;
const worldY = pointer.worldY - this.scene.terrainOffsetY;
const gridPos = this.iso.toGrid(worldX, worldY);
this.handleInteraction(gridPos.x, gridPos.y, false);
}
});
// Key E listener (Easy Interaction/Tame)
this.scene.input.keyboard.on('keydown-E', () => {
this.handleInteractKey();
});
}
handleInteractKey() {
if (!this.scene.player || !this.scene.npcs) return;
const playerPos = this.scene.player.getPosition();
// Find nearest NPC
let nearest = null;
let minDist = 2.5; // Interaction range
const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(playerPos.x, playerPos.y) : this.scene.npcs;
for (const npc of candidates) {
const d = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, npc.gridX, npc.gridY);
if (d < minDist) {
minDist = d;
nearest = npc;
}
}
if (nearest) {
console.log('E Interacted with:', nearest.type);
if (nearest.type === 'zombie') {
// Always Tame on E key (Combat is Space/Click)
nearest.tame();
} else {
nearest.toggleState(); // Merchant/NPC talk
}
}
}
handleInteraction(gridX, gridY, isAttack = false) {
if (!this.scene.player) return;
// 3. Check distance
const playerPos = this.scene.player.getPosition();
const dist = Phaser.Math.Distance.Between(playerPos.x, playerPos.y, gridX, gridY);
// Allow interaction within radius of 2.5 tiles (1.5 for attack)
const maxDist = isAttack ? 1.5 : 2.5;
if (dist > maxDist) return;
// DETERMINE TOOL
let activeTool = isAttack ? 'sword' : null;
const uiScene = this.scene.scene.get('UIScene');
const invSys = this.scene.inventorySystem;
if (uiScene && invSys && !isAttack) {
const selectedIdx = uiScene.selectedSlot;
const slotData = invSys.slots[selectedIdx];
if (slotData) activeTool = slotData.type;
}
if (isAttack && invSys) {
const selectedIdx = uiScene.selectedSlot;
const slotData = invSys.slots[selectedIdx];
if (slotData) activeTool = slotData.type;
}
// 0. Build Mode Override (Only click)
if (!isAttack && this.scene.buildingSystem && this.scene.buildingSystem.isBuildMode) {
this.scene.buildingSystem.tryBuild(gridX, gridY);
return;
}
// 3.5 Check for NPC Interaction
const candidates = this.scene.spatialGrid ? this.scene.spatialGrid.query(gridX, gridY) : this.scene.npcs;
if (candidates) {
for (const npc of candidates) {
// Increased radius to 1.8 to catch moving NPCs easier
if (Math.abs(npc.gridX - gridX) < 1.8 && Math.abs(npc.gridY - gridY) < 1.8) {
if (npc.type === 'merchant' && !isAttack) {
if (uiScene && invSys) uiScene.showTradeMenu(invSys);
return;
}
if (npc.type === 'zombie') {
// Logic: Attack vs Tame
const isWeapon = activeTool === 'sword' || activeTool === 'axe' || activeTool === 'pickaxe';
if (isAttack || isWeapon) {
// COMBAT
let damage = 1;
if (activeTool === 'sword') damage = 5;
if (activeTool === 'axe') damage = 3;
if (activeTool === 'pickaxe') damage = 2;
if (npc.takeDamage) {
npc.takeDamage(damage);
}
return;
}
else {
// TAME ATTEMPT
console.log('🤝 Attempting to TAME zombie at', npc.gridX, npc.gridY);
npc.tame();
return;
}
}
if (!isAttack) npc.toggleState();
return;
}
}
}
// 4. Try Farming Action
if (this.scene.farmingSystem && !isAttack) {
const didFarm = this.scene.farmingSystem.interact(gridX, gridY, activeTool);
if (didFarm) return;
}
// 5. Try damage decoration
const id = `${gridX},${gridY}`;
if (this.scene.terrainSystem.decorationsMap.has(id)) {
const decor = this.scene.terrainSystem.decorationsMap.get(id);
let damage = 1;
if (decor.type === 'tree') {
damage = (activeTool === 'axe') ? 3 : 1;
}
else if (decor.type === 'stone') {
damage = (activeTool === 'pickaxe') ? 3 : 1;
}
else if (decor.type === 'bush') damage = 2;
// Apply damage
decor.hp -= damage;
this.showFloatingText(`${-damage}`, gridX, gridY, '#ffaaaa');
// Chop Sound
if (this.scene.soundManager) {
this.scene.soundManager.playChop();
}
if (decor.hp <= 0) {
const type = this.scene.terrainSystem.removeDecoration(gridX, gridY);
// Loot logic via LootSystem
let loot = 'wood';
if (type === 'stone') loot = 'stone';
if (type === 'bush') loot = 'seeds'; // Maybe berries?
if (this.scene.lootSystem) {
if (type === 'tree') {
this.scene.lootSystem.spawnLoot(gridX, gridY, 'wood', 3);
}
else {
this.scene.lootSystem.spawnLoot(gridX, gridY, loot, 1);
}
}
} else {
// Shake visual
const sprite = this.scene.terrainSystem.visibleDecorations.get(id);
if (sprite) {
this.scene.tweens.add({
targets: sprite,
x: sprite.x + 2, yoyo: true, duration: 50, repeat: 2
});
sprite.setTint(0xffaaaa);
this.scene.time.delayedCall(200, () => sprite.clearTint());
}
}
}
}
showFloatingText(text, gridX, gridY, color) {
const screenPos = this.iso.toScreen(gridX, gridY);
const txt = this.scene.add.text(
screenPos.x + this.scene.terrainOffsetX,
screenPos.y + this.scene.terrainOffsetY - 30,
text,
{ fontSize: '14px', fill: color, stroke: '#000', strokeThickness: 2 }
).setOrigin(0.5);
this.scene.tweens.add({ targets: txt, y: txt.y - 40, alpha: 0, duration: 1000, onComplete: () => txt.destroy() });
}
update(delta) {
// No logic needed here anymore (loot pickup handled by LootSystem)
}
}