Enhanced lockpicking mechanics with tension levels and dynamic pin requirements (temporarily changed difficult of office door to hard for testing)

This commit is contained in:
Damian-I
2025-03-07 15:01:23 +00:00
parent ee215beeeb
commit 3111d30324
2 changed files with 294 additions and 25 deletions

View File

@@ -159,7 +159,7 @@
"locked": true,
"lockType": "key",
"requires": "ceo_office_key",
"difficulty": "easy",
"difficulty": "hard",
"objects": [
{
"type": "pc",

View File

@@ -3047,11 +3047,11 @@
instructions.innerHTML = `
<h3 style="margin: 0; color: #fff; text-align: center;">Lock Picking</h3>
<p style="margin: 5px 0; color: #ccc; text-align: center; font-size: 14px;">
Toggle tension wrench and manipulate pins to unlock.<br>
Use spacebar or click to toggle tension levels. Each pin requires the right amount of tension.<br>
🔵 Blue = Pin moving<br>
🟢 Green = Pin set correctly<br>
🔴 Red = Over-pushed (reset)<br>
Set all pins in the correct order without resetting.
Set all pins in the correct order with the right tension without resetting.
</p>
`;
instructions.style.cssText = `
@@ -3158,7 +3158,11 @@
if (gameState.failCount >= gameState.maxFails) {
alert("Lock picking failed! The lock is now jammed.");
document.body.removeChild(iframe);
// Safely remove iframe if it exists in the document
const existingIframe = document.querySelector('div[style*="z-index: 1000"]');
if (existingIframe && existingIframe.parentNode) {
existingIframe.parentNode.removeChild(existingIframe);
}
if (currentScene && currentScene.input && currentScene.input.mouse) {
currentScene.input.mouse.enabled = true;
}
@@ -3166,12 +3170,38 @@
}
tensionWrench.onclick = () => {
gameState.tensionApplied = !gameState.tensionApplied;
tensionWrench.style.background = gameState.tensionApplied ? '#666' : '#444';
tensionWrench.textContent = `Tension: ${gameState.tensionApplied ? 'ON' : 'OFF'}`;
if (!gameState.tensionApplied) resetPins(false);
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
updateTensionWrench();
};
// Add this new function to update tension wrench visuals
function updateTensionWrench() {
// Update tension wrench appearance based on level
switch(gameState.tensionLevel) {
case 0: // None
tensionWrench.style.background = '#444';
tensionWrench.style.transform = 'rotate(0deg)';
tensionWrench.textContent = 'Tension: NONE';
break;
case 1: // Light
tensionWrench.style.background = '#666';
tensionWrench.style.transform = 'rotate(2deg)';
tensionWrench.textContent = 'Tension: LIGHT';
break;
case 2: // Medium
tensionWrench.style.background = '#888';
tensionWrench.style.transform = 'rotate(5deg)';
tensionWrench.textContent = 'Tension: MEDIUM';
break;
case 3: // Heavy
tensionWrench.style.background = '#aaa';
tensionWrench.style.transform = 'rotate(8deg)';
tensionWrench.textContent = 'Tension: HEAVY';
break;
}
}
// Create pins container
const pinsContainer = document.createElement('div');
pinsContainer.style.cssText = `
@@ -3215,9 +3245,10 @@
const pressDuration = Date.now() - pressStartTime;
if (pressDuration > gameState.maxPressTime) {
resetPins();
// Clear the timer first before calling resetPins
clearInterval(pressTimer);
pressTimer = null;
resetPins();
}
}
@@ -3227,9 +3258,19 @@
pin.style.transform = 'translateY(-10px)';
if (gameState.tensionApplied) {
const bindingPin = bindingOrder[gameState.currentBindingIndex];
if (i === bindingPin) {
// Each pin has different tension requirements
const pinIndex = Array.from(pinsContainer.children).indexOf(pin);
const bindingPin = bindingOrder[gameState.currentBindingIndex];
const needsHighTension = gameState.tensionSensitivity[pinIndex];
// Check if this is the current binding pin
if (pinIndex === bindingPin) {
// This pin needs the right tension level
const correctTension = needsHighTension ?
(gameState.tensionLevel === 2 || gameState.tensionLevel === 3) : // Needs medium/heavy
(gameState.tensionLevel === 1 || gameState.tensionLevel === 2); // Needs light/medium
if (correctTension && !gameState.overTensioned) {
if (!gameState.hardMode) {
pin.style.background = '#00f';
}
@@ -3237,28 +3278,43 @@
// Start a timer to set the pin
setTimeout(() => {
if (pressStartTime !== 0) { // Still pressing
gameState.pinStates[i] = 2;
gameState.currentBindingIndex++;
// Double-check tension is still correct
const stillCorrectTension = needsHighTension ?
(gameState.tensionLevel === 2 || gameState.tensionLevel === 3) :
(gameState.tensionLevel === 1 || gameState.tensionLevel === 2);
if (clickSound) {
clickSound.currentTime = 0;
clickSound.play().catch(e => console.log('Audio play failed:', e));
if (stillCorrectTension && !gameState.overTensioned) {
gameState.pinStates[pinIndex] = 2;
gameState.currentBindingIndex++;
if (clickSound) {
clickSound.currentTime = 0;
clickSound.play().catch(e => console.log('Audio play failed:', e));
}
if (!gameState.hardMode) {
pin.style.background = '#0f0';
}
checkWinCondition();
}
if (!gameState.hardMode) {
pin.style.background = '#0f0';
}
checkWinCondition();
}
}, 500); // Need to hold for 500ms to set
} else if (gameState.pinStates[i] !== 2) {
} else if (gameState.tensionLevel > 0) {
// Wrong tension but trying - give feedback
if (!gameState.hardMode) {
pin.style.background = '#00f';
}
// Start counting towards potential reset
gameState.pinPressTime[i] = Date.now();
gameState.pinPressTime[pinIndex] = Date.now();
}
} else if (gameState.tensionLevel > 0 && gameState.pinStates[pinIndex] !== 2) {
if (!gameState.hardMode) {
pin.style.background = '#00f';
}
// Start counting towards potential reset
gameState.pinPressTime[pinIndex] = Date.now();
}
};
@@ -3353,6 +3409,219 @@
}
return false;
}
// Add these to the gameState object (around line 3120)
gameState.tensionSensitivity = Array(numPins).fill(0).map(() => Math.random() < 0.3);
gameState.tensionLevel = 0; // 0 = none, 1 = light, 2 = medium, 3 = heavy
gameState.overTensioned = false;
// Add keyboard controls for tension
document.addEventListener('keydown', function(event) {
// Only process if the lockpicking minigame is active
if (!document.querySelector('div[style*="z-index: 1000"]')) return;
if (event.code === 'Space') {
event.preventDefault(); // Prevent page scrolling
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
// Update tension wrench visuals
updateTensionWrench();
// Check if we're over-tensioning
if (gameState.tensionLevel === 3) {
// 30% chance of over-tensioning with heavy pressure
if (Math.random() < 0.3) {
gameState.overTensioned = true;
tensionWrench.style.background = '#ff3333';
tensionWrench.style.transform = 'rotate(15deg)';
setTimeout(() => {
alert("You applied too much tension and jammed the lock!");
resetPins();
}, 500);
}
}
}
});
// Add this to log tension debug info to the console
function logTensionDebugInfo() {
const tensionLevels = ['None', 'Light', 'Medium', 'Heavy'];
const tensionColors = ['#444', '#666', '#888', '#aaa'];
const tensionDebugTable = document.createElement('table');
tensionDebugTable.style.cssText = `
width: 100%;
border-collapse: collapse;
margin-top: 20px;
font-size: 12px;
`;
const headerRow = document.createElement('tr');
['Pin', 'Binding Order', 'Tension Required', 'Current Tension'].forEach(headerText => {
const th = document.createElement('th');
th.style.cssText = `
background: #333;
color: white;
padding: 5px;
border: 1px solid #555;
`;
th.textContent = headerText;
headerRow.appendChild(th);
});
tensionDebugTable.appendChild(headerRow);
bindingOrder.forEach((pinIndex, order) => {
const row = document.createElement('tr');
const pinNumber = document.createElement('td');
pinNumber.style.cssText = `
background: #444;
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
pinNumber.textContent = (pinIndex + 1).toString();
row.appendChild(pinNumber);
const bindingOrderCell = document.createElement('td');
bindingOrderCell.style.cssText = `
background: ${getColorForOrder(order)};
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
bindingOrderCell.textContent = (order + 1).toString();
row.appendChild(bindingOrderCell);
const tensionRequired = gameState.tensionSensitivity[pinIndex] ? 'Medium/Heavy' : 'Light/Medium';
const tensionRequiredCell = document.createElement('td');
tensionRequiredCell.style.cssText = `
background: #555;
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
tensionRequiredCell.textContent = tensionRequired;
row.appendChild(tensionRequiredCell);
const currentTensionCell = document.createElement('td');
currentTensionCell.style.cssText = `
background: ${tensionColors[gameState.tensionLevel]};
color: white;
padding: 5px;
border: 1px solid #555;
text-align: center;
`;
currentTensionCell.textContent = tensionLevels[gameState.tensionLevel];
row.appendChild(currentTensionCell);
tensionDebugTable.appendChild(row);
});
console.log('%cLockpicking Tension Debug:', 'font-weight: bold; font-size: 16px;');
console.log(tensionDebugTable.outerHTML);
}
// Call logTensionDebugInfo whenever tension changes
document.addEventListener('keydown', function(event) {
if (event.code === 'Space') {
logTensionDebugInfo();
}
});
tensionWrench.onclick = () => {
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
updateTensionWrench();
logTensionDebugInfo();
};
function getColorForOrder(order) {
const colors = ['#ff0000', '#ff7700', '#ffff00', '#00ff00', '#0000ff', '#7700ff', '#ff00ff'];
return colors[order % colors.length];
}
// Replace the addTensionDebugDisplay function with this console logging version
function logTensionDebugInfo() {
// Log initial pin information
console.log("=== LOCKPICKING DEBUG INFO ===");
console.log("Pin binding order and tension requirements:");
// Create a table for the console
const tableData = [];
// First, create entries for each binding position
for (let orderIndex = 0; orderIndex < numPins; orderIndex++) {
const pinIndex = bindingOrder[orderIndex];
const needsHighTension = gameState.tensionSensitivity[pinIndex];
const tensionNeeded = needsHighTension ? 'Medium/Heavy' : 'Light/Medium';
tableData.push({
'Binding Order': orderIndex + 1,
'Pin #': pinIndex + 1,
'Tension Required': tensionNeeded
});
}
console.table(tableData);
// Update the updateTensionWrench function to log tension changes
const originalUpdateTensionWrench = updateTensionWrench;
updateTensionWrench = function() {
originalUpdateTensionWrench();
// Log the current tension level
let tensionText;
switch(gameState.tensionLevel) {
case 0: tensionText = "NONE"; break;
case 1: tensionText = "LIGHT"; break;
case 2: tensionText = "MEDIUM"; break;
case 3: tensionText = "HEAVY"; break;
}
console.log(`Current Tension: ${tensionText}`);
// Log which pins can be set with current tension
const settablePins = [];
for (let i = 0; i < numPins; i++) {
const needsHighTension = gameState.tensionSensitivity[i];
const correctTension = needsHighTension ?
(gameState.tensionLevel === 2 || gameState.tensionLevel === 3) :
(gameState.tensionLevel === 1 || gameState.tensionLevel === 2);
if (correctTension) {
settablePins.push(i + 1);
}
}
if (settablePins.length > 0) {
console.log(`Pins that can be set with current tension: ${settablePins.join(', ')}`);
} else {
console.log('No pins can be set with current tension level');
}
};
// Also log when pins are pressed
const originalPinOnMouseDown = pin.onmousedown;
pin.onmousedown = function() {
const pinIndex = Array.from(pinsContainer.children).indexOf(this);
const bindingPin = bindingOrder[gameState.currentBindingIndex];
const needsHighTension = gameState.tensionSensitivity[pinIndex];
console.log(`Pin ${pinIndex + 1} pressed`);
console.log(`Current binding pin: ${bindingPin + 1}`);
console.log(`This pin needs ${needsHighTension ? 'Medium/Heavy' : 'Light/Medium'} tension`);
// Call the original handler
originalPinOnMouseDown.call(this);
};
}
// Call this function instead of addTensionDebugDisplay
logTensionDebugInfo();
}
// Add this function to get pin count based on difficulty