mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-20 13:50:46 +00:00
Added the same MAC address to the scanner as the tablet
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@@ -36,15 +36,18 @@
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"name": "Tablet Device",
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"takeable": true,
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"locked": true,
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"lockType": "pin",
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"requires": "1234",
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"observations": "A locked tablet device"
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"lockType": "bluetooth",
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"requires": "00:11:22:33:44:55",
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"mac": "00:11:22:33:44:55",
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"observations": "A locked tablet device that requires Bluetooth pairing"
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},
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{
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"type": "bluetooth_scanner",
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"name": "Bluetooth Scanner",
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"takeable": true,
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"observations": "A device for detecting nearby Bluetooth signals"
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"observations": "A device for detecting nearby Bluetooth signals",
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"canScanBluetooth": true,
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"mac": "00:11:22:33:44:55"
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}
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]
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},
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52
index.html
52
index.html
@@ -222,9 +222,8 @@
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this.load.image('safe', 'assets/objects/safe.png');
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this.load.image('book', 'assets/objects/book.png');
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this.load.image('workstation', 'assets/objects/workstation.png');
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this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
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this.load.image('tablet', 'assets/objects/tablet.png');
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this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
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this.load.json('gameScenarioJSON', 'assets/scenarios/ceo_exfil.json');
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gameScenario = this.cache.json.get('gameScenarioJSON');
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@@ -1406,10 +1405,22 @@
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}
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const data = sprite.scenarioData;
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let message = `${data.name}\n\n`;
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message += `Observations: ${data.observations}\n\n`;
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// Check if this is an unlocked container that hasn't been collected yet
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if (data.isUnlockedButNotCollected && data.contents) {
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let message = `You found the following items:\n`;
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// Check for locked state in scenarioData
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if (data.locked === true) {
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console.log('Item is locked:', data);
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handleUnlock(sprite, 'item');
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return;
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}
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if (data.readable && data.text) {
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message += `Text: ${data.text}\n\n`;
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}
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if (data.contents && data.contents.length > 0) {
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message += `You found the following items:\n`;
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data.contents.forEach(item => {
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message += `- ${item.name}\n`;
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});
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@@ -1425,27 +1436,12 @@
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addToInventory(contentSprite);
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}
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});
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// Clear contents after adding to inventory
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data.contents = [];
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data.isUnlockedButNotCollected = false;
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return;
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}
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// Check for locked state in scenarioData
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if (data.locked === true) {
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console.log('Item is locked:', data);
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handleUnlock(sprite, 'item');
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return;
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}
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let message = `${data.name}\n\n`;
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message += `Observations: ${data.observations}\n\n`;
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if (data.readable && data.text) {
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message += `Text: ${data.text}\n\n`;
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}
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if (data.takeable) {
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message += `This item can be taken\n\n`;
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@@ -1842,7 +1838,7 @@
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}
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}
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// Modify the unlockTarget function
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// Generic unlock function
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function unlockTarget(lockable, type, layer) {
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if (type === 'door') {
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if (!layer) {
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@@ -1857,15 +1853,23 @@
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// Set new state for containers with contents
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if (lockable.scenarioData.contents) {
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lockable.scenarioData.isUnlockedButNotCollected = true;
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return; // Return early to prevent automatic collection
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}
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} else {
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lockable.locked = false;
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if (lockable.contents) {
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lockable.isUnlockedButNotCollected = true;
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return; // Return early to prevent automatic collection
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}
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}
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// If the item has contents, make them accessible
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if (lockable.scenarioData?.contents) {
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lockable.scenarioData.contents.forEach(item => {
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const sprite = createInventorySprite(item);
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if (sprite) {
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addToInventory(sprite);
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}
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});
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}
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}
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}
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