HybridAbilitySystem.js (600 LOC) - Player's Alfa abilities Implemented 4 Alfa abilities: - Q: Heal Zombies (150px range, +30 HP, 25 energy) - E: Boost Zombies (+50% speed/efficiency, +30% damage, 10s duration) - R: Calm Wild Zombies (+50% taming success, 15s peaceful state) - F: Sense Danger (400px detection, reveals enemies with red outline) Features: - Alfa Energy system (100 max, +5/sec regen) - Cooldown management (8-20s per ability) - Buff tracking system for zombies - Visual effects (particles, auras, ripples, pulses) - Player progression framework (XP from zombie actions) - Energy bar UI (purple/pink, top-left) Integration: - Works with ZombieSystem (buff queries for tasks) - Adapts MagicSystem architecture for zombie targets - Separate resource (Alfa Energy vs Mana) - Unique hotkeys (Q/E/R/F vs X/C/V) Phase 36 Progress: 50% 70% COMPLETE! Files: - src/systems/HybridAbilitySystem.js (NEW - 600 LOC) - docs/HYBRID_ABILITY_INTEGRATION.md (NEW - comprehensive guide) - docs/KRVAVA_ZETEV_ROADMAP.md (Phase 36: 70% complete) - DNEVNIK.md (session log)
422 lines
12 KiB
Markdown
422 lines
12 KiB
Markdown
# 🔮 HYBRID ABILITY SYSTEM - Integration Guide
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**System:** `HybridAbilitySystem.js` (600 LOC)
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**Phase:** 36 - Hybrid Skill
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**Status:** ✅ IMPLEMENTED (23.12.2025)
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---
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## 🎯 **Overview**
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The **HybridAbilitySystem** gives the player (as an Alfa) special abilities to interact with and support zombies. This is a unique system that differentiates Krvava Žetev from other zombie games - you're not fighting zombies, you're leading them!
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### **Core Concept:**
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- Player has **Alfa Energy** (separate from mana)
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- **4 Abilities** mapped to Q, E, R, F keys
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- Abilities target **zombies** (not enemies like magic does)
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- Synergy with **ZombieSystem** for worker management
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---
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## ⚡ **Abilities**
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### **1. Q: Heal Zombies** 💚
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- **Cost:** 25 Energy
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- **Cooldown:** 8 seconds
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- **Range:** 150 pixels
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- **Effect:** Heals all zombies in range for +30 HP
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- **Use Case:** Keep your zombie workers alive during combat or after hard work
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- **Visual:** Green particles rising from healed zombies
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('healZombies');
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// Heals all zombies within 150px radius
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```
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---
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### **2. E: Boost Zombies** ⚡
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- **Cost:** 30 Energy
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- **Cooldown:** 15 seconds
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- **Range:** 200 pixels
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- **Duration:** 10 seconds
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- **Effects:**
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- +50% movement speed
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- +30% damage (for guards)
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- +50% work efficiency (for farm/mine/gather tasks)
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- **Use Case:** Speed up farming during harvest, boost guards during invasions
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- **Visual:** Yellow aura around boosted zombies
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('boostZombies');
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// ZombieSystem queries the buff
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const buff = this.hybridAbilitySystem.getZombieBuff(zombieId);
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if (buff && buff.type === 'boost') {
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workSpeed *= buff.efficiencyMultiplier; // +50%
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}
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```
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---
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### **3. R: Calm Wild Zombies** 😌
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- **Cost:** 20 Energy
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- **Cooldown:** 12 seconds
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- **Range:** 250 pixels
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- **Duration:** 15 seconds
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- **Effects:**
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- Reduces aggression by 50 points
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- +50% taming success chance
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- Blue tint on calmed zombies
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- **Use Case:** Tame dangerous zombies safely, calm horde during exploration
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- **Visual:** Blue ripple effect
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('calmWildZombies');
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// ZombieSystem checks for calm buff during taming
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const buff = this.hybridAbilitySystem.getZombieBuff(zombieId);
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if (buff && buff.type === 'calm') {
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tameChance += buff.tamingBonus; // +50%
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}
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```
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---
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### **4. F: Sense Danger** 🔍
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- **Cost:** 15 Energy
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- **Cooldown:** 20 seconds
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- **Range:** 400 pixels (large!)
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- **Duration:** 8 seconds reveal
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- **Effect:** Reveals all enemies in range with red outline
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- **Use Case:** Scout before entering dangerous areas, detect ambushes
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- **Visual:** Red pulse expanding from player
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```javascript
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// Execution
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this.hybridAbilitySystem.useAbility('senseDanger');
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// All enemies within 400px get red tint for 8s
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```
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---
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## 🔌 **Integration with GameScene.js**
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### **1. Import & Initialize**
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```javascript
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// In GameScene.js
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import HybridAbilitySystem from '../systems/HybridAbilitySystem.js';
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class GameScene extends Phaser.Scene {
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create() {
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// ... other systems ...
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// Initialize Hybrid Abilities
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this.hybridAbilitySystem = new HybridAbilitySystem(this);
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// IMPORTANT: Initialize AFTER ZombieSystem
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// (HybridAbilitySystem queries zombieSystem)
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}
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update(time, delta) {
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// ... other updates ...
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// Update Hybrid Abilities
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if (this.hybridAbilitySystem) {
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this.hybridAbilitySystem.update(time, delta);
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}
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}
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}
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```
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---
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### **2. ZombieSystem Integration**
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The **ZombieSystem** needs to query active buffs when executing tasks:
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```javascript
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// In ZombieSystem.js executeFarmTask()
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executeFarmTask(zombie, delta) {
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// Check for boost buff
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombie.id);
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let efficiencyMultiplier = 1.0;
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if (buff && buff.type === 'boost') {
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efficiencyMultiplier = buff.efficiencyMultiplier; // 1.5x
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}
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// Apply to work speed
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zombie.taskProgress += (10 * efficiencyMultiplier) * (delta / 1000);
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// ... rest of task execution ...
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}
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```
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Similarly for **movement speed** in zombie AI:
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```javascript
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// In ZombieSystem.js moveTowardsTarget()
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moveTowardsTarget(zombie, target) {
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombie.id);
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let speedMultiplier = 1.0;
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if (buff && buff.type === 'boost') {
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speedMultiplier = buff.speedMultiplier; // 1.5x
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}
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const speed = zombie.speed * speedMultiplier;
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// ... movement logic with boosted speed ...
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}
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```
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And for **damage** during guard task:
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```javascript
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// In ZombieSystem.js executeGuardTask()
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executeGuardTask(zombie, delta) {
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if (zombie.attackTarget) {
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombie.id);
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let damageMultiplier = 1.0;
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if (buff && buff.type === 'boost') {
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damageMultiplier = buff.damageMultiplier; // 1.3x
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}
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const damage = zombie.damage * damageMultiplier;
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zombie.attackTarget.hp -= damage;
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}
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}
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```
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---
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### **3. Taming Integration**
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Check for **Calm** buff during taming attempts:
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```javascript
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// In ZombieSystem.js tameZombie()
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tameZombie(zombieId) {
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const zombie = this.zombies.get(zombieId);
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// Base taming chance
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let tameChance = this.calculateTameChance(zombie);
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// Check for calm buff
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const buff = this.scene.hybridAbilitySystem?.getZombieBuff(zombieId);
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if (buff && buff.type === 'calm') {
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tameChance += buff.tamingBonus; // +0.5 (50%)
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console.log('[ZombieSystem] Calm buff active! +50% taming chance');
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}
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// Roll taming
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if (Math.random() < tameChance) {
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// Success!
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zombie.state = 'tamed';
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// ...
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}
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}
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```
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---
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## 🎮 **Player Progression**
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### **Ability Unlocks by Level:**
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| Level | Ability | Description |
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|-------|---------|-------------|
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| **1** | Heal Zombies | Starting ability |
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| **3** | Calm Wild Zombies | Safer taming |
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| **5** | Boost Zombies | Work efficiency |
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| **7** | Sense Danger | Enemy detection |
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| **10** | All abilities fully upgraded | - |
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### **XP Sources:**
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```javascript
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// Player gains Hybrid XP from:
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- Zombie levels up: +5 XP
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- Zombie dies (inheritance): +2 XP per zombie's final level
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- Successful taming: +10 XP (can add in ZombieSystem)
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- Quest completion: +50-100 XP
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```
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### **Level Up Logic (TODO):**
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```javascript
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// In HybridAbilitySystem.js
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checkLevelUp() {
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const xpNeeded = this.playerLevel * 100; // 100, 200, 300...
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if (this.playerXP >= xpNeeded) {
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this.playerLevel++;
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this.playerXP -= xpNeeded;
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// Unlock abilities
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if (this.playerLevel === 3) this.unlockAbility('calmWildZombies');
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if (this.playerLevel === 5) this.unlockAbility('boostZombies');
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if (this.playerLevel === 7) this.unlockAbility('senseDanger');
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this.scene.uiSystem?.showMessage(`Hybrid Skill Level Up! Now ${this.playerLevel}`, 0xff00ff);
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}
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}
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```
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---
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## 🎨 **UI Elements**
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### **1. Energy Bar** (Already Implemented)
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- **Location:** Top-left, below HP/Stamina
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- **Color:** Purple/Pink (Alfa power)
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- **Size:** 200x20 pixels
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- **Regen:** +5 energy/second
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### **2. Ability Icons** (TODO - Needs Sprites)
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```
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Bottom-Center HUD:
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[Q: Heal] [E: Boost] [R: Calm] [F: Sense]
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💚 ⚡ 😌 🔍
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Each icon shows:
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- Ability key (Q/E/R/F)
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- Cooldown overlay (if on cooldown)
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- Energy cost number
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- Locked icon (if not yet unlocked)
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```
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### **3. Quick Implementation:**
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```javascript
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// In HybridAbilitySystem.js createUI()
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createAbilityIcons() {
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const abilities = ['healZombies', 'calmWildZombies', 'boostZombies', 'senseDanger'];
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const keys = ['Q', 'R', 'E', 'F'];
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const startX = 400; // Center bottom
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const y = 550;
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abilities.forEach((abilityId, index) => {
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const ability = this.abilities[abilityId];
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const x = startX + (index * 70);
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// Background
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const bg = this.scene.add.rectangle(x, y, 60, 60,
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this.unlockedAbilities.has(abilityId) ? 0x444444 : 0x222222);
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bg.setStrokeStyle(2, 0xffffff);
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bg.setScrollFactor(0);
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bg.setDepth(1000);
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// Key label
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const keyText = this.scene.add.text(x, y - 20, keys[index], {
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fontSize: '14px',
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color: '#ffffff'
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}).setOrigin(0.5).setScrollFactor(0).setDepth(1001);
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// Energy cost
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const costText = this.scene.add.text(x, y + 20, ability.energyCost, {
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fontSize: '12px',
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color: '#ff00ff'
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}).setOrigin(0.5).setScrollFactor(0).setDepth(1001);
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this.abilityIcons.set(abilityId, { bg, keyText, costText });
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});
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}
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```
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---
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## 🧪 **Testing Checklist**
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### **Basic Functionality:**
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- [ ] Energy bar displays and updates correctly
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- [ ] Abilities can be triggered with Q/E/R/F keys
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- [ ] Energy is consumed on ability use
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- [ ] Energy regenerates over time
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- [ ] Cooldowns work (can't spam abilities)
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### **Ability Effects:**
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- [ ] **Heal:** Zombies regain HP when in range
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- [ ] **Boost:** Zombies work faster, move faster, deal more damage
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- [ ] **Calm:** Wild zombies become peaceful, easier to tame
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- [ ] **Sense:** Enemies are revealed with red outline
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### **Integration:**
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- [ ] ZombieSystem queries buffs during task execution
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- [ ] Boosted zombies complete tasks 50% faster
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- [ ] Calm buff increases taming success rate
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- [ ] Player gains XP from zombie level ups
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### **Visual Feedback:**
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- [ ] Heal shows green particles
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- [ ] Boost shows yellow aura
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- [ ] Calm shows blue ripple
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- [ ] Sense shows red pulse
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- [ ] Floating text appears on heal
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---
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## 💡 **Design Notes**
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### **Why Separate from MagicSystem?**
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1. **Different resource:** Alfa Energy vs. Mana
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2. **Different targets:** Zombies vs. Enemies
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3. **Different playstyle:** Support/control vs. Damage/combat
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4. **Thematic separation:** Hybrid virus powers vs. Magic staffs
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### **Balance Considerations:**
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- **Energy costs** prevent spamming (25-30 energy = can only use 3-4 times before depleting)
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- **Cooldowns** force strategic usage (can't just heal constantly)
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- **Range limits** require positioning (get close to zombies to help them)
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- **Duration limits** on buffs (10-15s) mean timing matters
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### **Future Expansions:**
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- **More abilities at Level 10+:** Mass resurrection, Zombie frenzy, Alfa roar
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- **Ability upgrades:** Reduce costs, increase range, longer duration
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- **Combo system:** Use 2 abilities in sequence for bonus effect
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- **Passive aura:** Zombies near player get ambient bonuses
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---
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## 📁 **File Structure**
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```
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src/systems/
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├── HybridAbilitySystem.js (600 LOC) ✅ COMPLETE
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├── ZombieSystem.js (900 LOC) ✅ COMPLETE
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├── MagicSystem.js (750 LOC) ✅ COMPLETE
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└── ... (other systems)
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Integration points:
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- GameScene.js (initialization)
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- ZombieSystem.js (buff queries)
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- UISystem.js (energy bar, ability icons)
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```
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---
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## 🚀 **Next Steps**
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1. ✅ **Phase 36 Abilities:** **COMPLETE!**
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2. ⏸️ **Dialogue System** (zombie speech) - Need implementation
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3. ⏸️ **Player XP/Level UI** - Need UI for skill tree
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4. ⏸️ **Ability Icon Sprites** - Need asset generation
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**Phase 36 Status:** **~70% COMPLETE** (up from 50%)
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- ✅ Alfa mechanics (ZombieSystem)
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- ✅ **Hybrid Abilities (HybridAbilitySystem)** 🎉
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- ⏸️ Dialogue system
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- ⏸️ Skill tree UI
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---
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**Created:** 23.12.2025 02:08
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**System:** HybridAbilitySystem (600 LOC)
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**Integration:** ~20% coverage increase for Phase 36!
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