Simplified tension mechanics, refactoring code

This commit is contained in:
Damian-I
2025-03-07 15:44:19 +00:00
parent 55461f6bcf
commit fbb41359d9

View File

@@ -3112,14 +3112,22 @@
.sort(() => Math.random() - 0.5);
const gameState = {
tensionApplied: false,
tensionLevel: 0,
pinStates: Array(numPins).fill(0), // 0 = down, 1 = moving, 2 = set
pinPressTime: Array(numPins).fill(0), // Track how long each pin is pressed
currentBindingIndex: 0,
hardMode: false,
maxPressTime: 1000, // Max time to hold a pin (ms)
failCount: 0,
maxFails: 3
maxFails: 3,
overTensioned: false,
tensionRequirements: Array(numPins).fill(0).map(() => {
// Each pin requires a specific tension level (1, 2, or 3)
const randomValue = Math.random();
if (randomValue < 0.33) return 1; // Light tension
if (randomValue < 0.66) return 2; // Medium tension
return 3; // Heavy tension
})
};
// Create tension wrench toggle
@@ -3127,7 +3135,7 @@
tensionWrench.style.cssText = `
width: 100px;
height: 30px;
background: ${gameState.tensionApplied ? '#666' : '#444'};
background: ${gameState.tensionLevel === 0 ? '#444' : gameState.tensionLevel === 1 ? '#666' : gameState.tensionLevel === 2 ? '#888' : '#aaa'};
border: 2px solid #888;
border-radius: 5px;
cursor: pointer;
@@ -3169,7 +3177,8 @@
}
}
tensionWrench.onclick = () => {
// Create a single function for toggling tension
function toggleTension() {
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
updateTensionWrench();
@@ -3188,7 +3197,7 @@
}, 500);
}
}
};
}
// Add this new function to update tension wrench visuals
function updateTensionWrench() {
@@ -3337,7 +3346,7 @@
}
pin.style.transform = 'translateY(0)';
if (!gameState.tensionApplied || gameState.pinStates[i] !== 2) {
if (gameState.pinStates[i] !== 2) {
pin.style.background = '#555';
}
};
@@ -3433,60 +3442,26 @@
return false;
}
// Add these to the gameState object (around line 3120)
gameState.tensionRequirements = Array(numPins).fill(0).map(() => {
// Each pin requires a specific tension level (1, 2, or 3)
// 0 = no tension (not used), 1 = light, 2 = medium, 3 = heavy
const randomValue = Math.random();
if (randomValue < 0.33) return 1; // Light tension
if (randomValue < 0.66) return 2; // Medium tension
return 3; // Heavy tension
});
gameState.tensionLevel = 0; // 0 = none, 1 = light, 2 = medium, 3 = heavy
gameState.overTensioned = false;
// Use the toggleTension function for both click and keyboard events
tensionWrench.onclick = toggleTension;
// 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 - but only if we've started interacting with pins
if (gameState.tensionLevel === 3 && gameState.currentBindingIndex > 0) {
// 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);
}
}
toggleTension();
}
});
// Replace the logTensionDebugInfo function with this simplified version
// that only logs once at the beginning
// Keep only the table debug function
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 requiredTension = gameState.tensionRequirements[pinIndex];
@@ -3509,81 +3484,6 @@
console.table(tableData);
}
tensionWrench.onclick = () => {
// Toggle tension levels (none -> light -> medium -> heavy -> none)
gameState.tensionLevel = (gameState.tensionLevel + 1) % 4;
updateTensionWrench();
// Check if we're over-tensioning - but only if we've started interacting with pins
if (gameState.tensionLevel === 3 && gameState.currentBindingIndex > 0) {
// 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);
}
}
};
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 requiredTension = gameState.tensionRequirements[pinIndex];
let tensionNeeded;
switch(requiredTension) {
case 1: tensionNeeded = 'Light'; break;
case 2: tensionNeeded = 'Medium'; break;
case 3: tensionNeeded = 'Heavy'; break;
default: tensionNeeded = 'Unknown';
}
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 which pins can be set with current tension
const settablePins = [];
for (let i = 0; i < numPins; i++) {
const requiredTension = gameState.tensionRequirements[i];
const correctTension = (gameState.tensionLevel === requiredTension);
if (correctTension) {
settablePins.push(i + 1);
}
}
};
}
// Call this function instead of addTensionDebugDisplay
logTensionDebugInfo();
}