Added unlocking funcitonality when scanner is in the inventory

This commit is contained in:
Damian-I
2025-02-18 16:47:27 +00:00
parent 791230c72c
commit a94b8fe40c
3 changed files with 2152 additions and 29 deletions

View File

@@ -37,7 +37,6 @@
"takeable": true,
"locked": true,
"lockType": "bluetooth",
"requires": "00:11:22:33:44:55",
"mac": "00:11:22:33:44:55",
"observations": "A locked tablet device that requires Bluetooth pairing"
},

View File

@@ -222,8 +222,9 @@
this.load.image('safe', 'assets/objects/safe.png');
this.load.image('book', 'assets/objects/book.png');
this.load.image('workstation', 'assets/objects/workstation.png');
this.load.image('tablet', 'assets/objects/tablet.png');
this.load.image('bluetooth_scanner', 'assets/objects/bluetooth_scanner.png');
this.load.image('tablet', 'assets/objects/tablet.png');
this.load.json('gameScenarioJSON', 'assets/scenarios/ceo_exfil.json');
gameScenario = this.cache.json.get('gameScenarioJSON');
@@ -1405,22 +1406,10 @@
}
const data = sprite.scenarioData;
let message = `${data.name}\n\n`;
message += `Observations: ${data.observations}\n\n`;
// Check for locked state in scenarioData
if (data.locked === true) {
console.log('Item is locked:', data);
handleUnlock(sprite, 'item');
return;
}
if (data.readable && data.text) {
message += `Text: ${data.text}\n\n`;
}
if (data.contents && data.contents.length > 0) {
message += `You found the following items:\n`;
// Check if this is an unlocked container that hasn't been collected yet
if (data.isUnlockedButNotCollected && data.contents) {
let message = `You found the following items:\n`;
data.contents.forEach(item => {
message += `- ${item.name}\n`;
});
@@ -1436,12 +1425,27 @@
addToInventory(contentSprite);
}
});
// Clear contents after adding to inventory
data.contents = [];
data.isUnlockedButNotCollected = false;
return;
}
// Check for locked state in scenarioData
if (data.locked === true) {
console.log('Item is locked:', data);
handleUnlock(sprite, 'item');
return;
}
let message = `${data.name}\n\n`;
message += `Observations: ${data.observations}\n\n`;
if (data.readable && data.text) {
message += `Text: ${data.text}\n\n`;
}
if (data.takeable) {
message += `This item can be taken\n\n`;
@@ -1833,12 +1837,60 @@
}
break;
case 'bluetooth':
const requiredMac = lockRequirements.requires;
// Find the scanner in inventory
const scanner = inventory.items.find(item =>
item.scenarioData?.type === "bluetooth_scanner"
);
console.log('Bluetooth unlock attempt:', {
itemName: lockable.scenarioData?.name,
itemMac: lockable.scenarioData?.mac,
hasScanner: !!scanner
});
if (!scanner) {
alert("You need a Bluetooth scanner to unlock this device.");
// Don't return here - allow the item to be picked up even without scanner
if (type === 'item' && lockable.scenarioData?.takeable) {
addToInventory(lockable);
// Remove from room objects if it exists there
if (currentRoom && rooms[currentRoom].objects) {
delete rooms[currentRoom].objects[lockable.name];
}
}
return;
}
// If scanner is in inventory, automatically unlock the device
if (inventory.items.includes(scanner)) {
console.log('Bluetooth unlock success: Scanner in inventory', {
itemName: lockable.scenarioData?.name,
itemMac: lockable.scenarioData?.mac
});
unlockTarget(lockable, type, lockable.layer);
alert(`Using Bluetooth scanner from inventory to unlock device.`);
return;
}
const devices = getBluetoothDevicesInRange({ x: scanner.x, y: scanner.y });
const matchingDevice = devices.find(d => d.mac === requiredMac && d.signalStrength >= BLUETOOTH_MIN_SIGNAL);
if (matchingDevice) {
unlockTarget(lockable, type, lockable.layer);
alert(`Bluetooth connection established with ${matchingDevice.name}. Device unlocked.`);
} else {
alert("No compatible Bluetooth device in range or signal too weak.");
}
break;
default:
alert(`Requires: ${lockRequirements.requires}`);
}
}
// Generic unlock function
// Modify the unlockTarget function
function unlockTarget(lockable, type, layer) {
if (type === 'door') {
if (!layer) {
@@ -1853,23 +1905,15 @@
// Set new state for containers with contents
if (lockable.scenarioData.contents) {
lockable.scenarioData.isUnlockedButNotCollected = true;
return; // Return early to prevent automatic collection
}
} else {
lockable.locked = false;
if (lockable.contents) {
lockable.isUnlockedButNotCollected = true;
return; // Return early to prevent automatic collection
}
}
// If the item has contents, make them accessible
if (lockable.scenarioData?.contents) {
lockable.scenarioData.contents.forEach(item => {
const sprite = createInventorySprite(item);
if (sprite) {
addToInventory(sprite);
}
});
}
}
}

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