Files
BreakEscape/public/break_escape/js/systems/interactions.js

1271 lines
51 KiB
JavaScript

// Object interaction system
import { INTERACTION_RANGE, INTERACTION_RANGE_SQ, INTERACTION_CHECK_INTERVAL } from '../utils/constants.js?v=8';
import { rooms } from '../core/rooms.js?v=17';
import { handleUnlock } from './unlock-system.js';
import { handleDoorInteraction } from './doors.js?v=2';
import { collectFingerprint, handleBiometricScan } from './biometrics.js';
import { addToInventory, removeFromInventory, createItemIdentifier } from './inventory.js?v=9';
import { playUISound, playGameSound } from './ui-sounds.js?v=1';
let gameRef = null;
export function setGameInstance(gameInstance) {
gameRef = gameInstance;
// Immediately destroy any proximity ghost when an item is collected,
// regardless of whether the interaction check interval has fired yet.
if (window.eventDispatcher) {
window.eventDispatcher.on('item_removed_from_scene', ({ sprite }) => {
if (sprite) removeProximityGhost(sprite);
});
}
}
// Helper function to calculate interaction distance with direction-based offset
// Extends reach from the edge of the player sprite in the direction the player is facing
function getInteractionDistance(playerSprite, targetX, targetY) {
const playerDirection = playerSprite.direction || 'down';
const SPRITE_HALF_WIDTH = 32; // 64px sprite / 2
const SPRITE_HALF_HEIGHT = 32; // 64px sprite / 2
const SPRITE_QUARTER_WIDTH = 16; // 64px sprite / 4 (for right/left)
const SPRITE_QUARTER_HEIGHT = 16; // 64px sprite / 4 (for down)
// Calculate offset point based on player direction
let offsetX = 0;
let offsetY = 0;
switch(playerDirection) {
case 'up':
offsetY = -SPRITE_HALF_HEIGHT;
break;
case 'down':
offsetY = SPRITE_QUARTER_HEIGHT;
break;
case 'left':
offsetX = -SPRITE_QUARTER_WIDTH;
break;
case 'right':
offsetX = SPRITE_QUARTER_WIDTH;
break;
case 'up-left':
offsetX = -SPRITE_HALF_WIDTH;
offsetY = -SPRITE_HALF_HEIGHT;
break;
case 'up-right':
offsetX = SPRITE_HALF_WIDTH;
offsetY = -SPRITE_HALF_HEIGHT;
break;
case 'down-left':
offsetX = -SPRITE_QUARTER_WIDTH;
offsetY = SPRITE_QUARTER_HEIGHT;
break;
case 'down-right':
offsetX = SPRITE_QUARTER_WIDTH;
offsetY = SPRITE_QUARTER_HEIGHT;
break;
}
// Measure from the offset point (edge of player sprite in facing direction)
const measureX = playerSprite.x + offsetX;
const measureY = playerSprite.y + offsetY;
const dx = targetX - measureX;
const dy = targetY - measureY;
return dx * dx + dy * dy; // Return squared distance for performance
}
// Update NPC talk icon positions every frame (even when not checking interactions)
function updateNPCTalkIcons() {
// Iterate through all rooms and update icon positions for visible icons
Object.values(rooms).forEach(room => {
if (room.npcSprites) {
room.npcSprites.forEach(sprite => {
if (sprite.interactionIndicator && sprite.interactionIndicator.visible) {
const iconX = Math.round(sprite.x + 5);
const iconY = Math.round(sprite.y - 38);
sprite.interactionIndicator.setPosition(iconX, iconY);
}
});
}
});
}
export function checkObjectInteractions() {
// Update NPC talk icons every frame to follow moving NPCs
updateNPCTalkIcons();
// Skip if not enough time has passed since last check
const currentTime = performance.now();
if (this.lastInteractionCheck &&
currentTime - this.lastInteractionCheck < INTERACTION_CHECK_INTERVAL) {
return;
}
this.lastInteractionCheck = currentTime;
const player = window.player;
if (!player) {
return; // Player not created yet
}
// We'll measure distance from the closest edge of the player sprite
const px = player.x;
const py = player.y;
// Get viewport bounds for performance optimization
const camera = gameRef ? gameRef.cameras.main : null;
const margin = INTERACTION_RANGE * 2; // Larger margin to catch more objects
const viewBounds = camera ? {
left: camera.scrollX - margin,
right: camera.scrollX + camera.width + margin,
top: camera.scrollY - margin,
bottom: camera.scrollY + camera.height + margin
} : null;
// Check ALL objects in ALL rooms, not just current room
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.objects) return;
Object.values(room.objects).forEach(obj => {
// Skip inactive objects (e.g. collected into inventory)
if (!obj.active) {
// Clean up any lingering ghost left from when the item was in range
removeProximityGhost(obj);
return;
}
// Skip non-interactable objects (only highlight scenario items)
if (!obj.interactable) {
// Clear highlight if object was previously highlighted
if (obj.isHighlighted) {
obj.isHighlighted = false;
obj.clearTint();
removeProximityGhost(obj);
// Clean up interaction sprite if exists
if (obj.interactionIndicator) {
obj.interactionIndicator.destroy();
delete obj.interactionIndicator;
}
}
return;
}
// Skip highlighting for objects marked with noInteractionHighlight (like swivel chairs)
if (obj.noInteractionHighlight) {
return;
}
// Skip objects outside viewport for performance (if viewport bounds available)
if (viewBounds && (
obj.x < viewBounds.left ||
obj.x > viewBounds.right ||
obj.y < viewBounds.top ||
obj.y > viewBounds.bottom)) {
// Clear highlight if object is outside viewport
if (obj.isHighlighted) {
obj.isHighlighted = false;
obj.clearTint();
removeProximityGhost(obj);
// Clean up interaction sprite if exists
if (obj.interactionIndicator) {
obj.interactionIndicator.destroy();
delete obj.interactionIndicator;
}
}
return;
}
// Use squared distance for performance
const distanceSq = getInteractionDistance(player, obj.x, obj.y);
if (distanceSq <= INTERACTION_RANGE_SQ) {
if (!obj.isHighlighted) {
obj.isHighlighted = true;
// Only apply tint if this is a sprite (has setTint method)
if (obj.setTint && typeof obj.setTint === 'function') {
obj.setTint(0x4da6ff); // Blue tint for interactable objects
}
// Ghost at extreme depth so item silhouette shows through walls
addProximityGhost(obj);
// Add interaction indicator sprite
addInteractionIndicator(obj);
}
} else if (obj.isHighlighted) {
obj.isHighlighted = false;
// Only clear tint if this is a sprite
if (obj.clearTint && typeof obj.clearTint === 'function') {
obj.clearTint();
}
removeProximityGhost(obj);
// Clean up interaction sprite if exists
if (obj.interactionIndicator) {
obj.interactionIndicator.destroy();
delete obj.interactionIndicator;
}
}
});
// Also check door sprites
if (room.doorSprites) {
Object.values(room.doorSprites).forEach(door => {
// Skip if door is destroyed, inactive, or not a valid door sprite
if (!door || door.scene === null || !door.active || !door.doorProperties || !door.doorProperties.locked) {
// Clear highlight if door was previously highlighted
if (door && door.isHighlighted) {
door.isHighlighted = false;
if (door.clearTint && typeof door.clearTint === 'function') {
door.clearTint();
}
// Clean up interaction sprite if exists
if (door.interactionIndicator) {
door.interactionIndicator.destroy();
delete door.interactionIndicator;
}
}
return;
}
// Skip doors outside viewport for performance (if viewport bounds available)
if (viewBounds && (
door.x < viewBounds.left ||
door.x > viewBounds.right ||
door.y < viewBounds.top ||
door.y > viewBounds.bottom)) {
// Clear highlight if door is outside viewport
if (door.isHighlighted) {
door.isHighlighted = false;
door.clearTint();
// Clean up interaction sprite if exists
if (door.interactionIndicator) {
door.interactionIndicator.destroy();
delete door.interactionIndicator;
}
}
return;
}
// Use squared distance for performance
const distanceSq = getInteractionDistance(player, door.x, door.y);
if (distanceSq <= INTERACTION_RANGE_SQ) {
if (!door.isHighlighted) {
door.isHighlighted = true;
door.setTint(0x4da6ff); // Blue tint for locked doors
// Add interaction indicator sprite for doors
addInteractionIndicator(door);
}
} else if (door.isHighlighted) {
door.isHighlighted = false;
door.clearTint();
// Clean up interaction sprite if exists
if (door.interactionIndicator) {
door.interactionIndicator.destroy();
delete door.interactionIndicator;
}
}
});
}
// Also check NPC sprites
if (room.npcSprites) {
room.npcSprites.forEach(sprite => {
// NPCs should always be interactable when present
if (!sprite.active) {
// Clear highlight if sprite was previously highlighted
if (sprite.isHighlighted) {
sprite.isHighlighted = false;
sprite.clearTint();
// Clean up interaction sprite if exists
if (sprite.interactionIndicator) {
sprite.interactionIndicator.destroy();
delete sprite.interactionIndicator;
}
}
return;
}
// Skip NPCs outside viewport for performance (if viewport bounds available)
if (viewBounds && (
sprite.x < viewBounds.left ||
sprite.x > viewBounds.right ||
sprite.y < viewBounds.top ||
sprite.y > viewBounds.bottom)) {
// Clear highlight if NPC is outside viewport
if (sprite.isHighlighted) {
sprite.isHighlighted = false;
sprite.clearTint();
// Clean up interaction sprite if exists
if (sprite.interactionIndicator) {
sprite.interactionIndicator.destroy();
delete sprite.interactionIndicator;
}
}
return;
}
// Check if NPC is hostile - don't show talk icon if so
const isNPCHostile = sprite.npcId && window.npcHostileSystem && window.npcHostileSystem.isNPCHostile(sprite.npcId);
// Use squared distance for performance
const distanceSq = getInteractionDistance(player, sprite.x, sprite.y);
if (distanceSq <= INTERACTION_RANGE_SQ) {
if (!sprite.isHighlighted) {
sprite.isHighlighted = true;
// Add talk icon indicator for NPC (created on first highlight)
if (!sprite.interactionIndicator) {
addInteractionIndicator(sprite);
}
// Show talk icon only if NPC is NOT hostile
if (sprite.interactionIndicator && !isNPCHostile) {
sprite.interactionIndicator.setVisible(true);
sprite.talkIconVisible = true;
} else if (sprite.interactionIndicator && isNPCHostile) {
sprite.interactionIndicator.setVisible(false);
sprite.talkIconVisible = false;
}
} else if (sprite.interactionIndicator && !sprite.talkIconVisible && !isNPCHostile) {
// Update position of talk icon to stay pixel-perfect on NPC
const iconX = Math.round(sprite.x + 5);
const iconY = Math.round(sprite.y - 38);
sprite.interactionIndicator.setPosition(iconX, iconY);
sprite.interactionIndicator.setVisible(true);
sprite.talkIconVisible = true;
} else if (isNPCHostile && sprite.interactionIndicator && sprite.talkIconVisible) {
// Hide icon if NPC became hostile
sprite.interactionIndicator.setVisible(false);
sprite.talkIconVisible = false;
}
} else if (sprite.isHighlighted) {
sprite.isHighlighted = false;
sprite.clearTint();
// Hide talk icon when out of range
if (sprite.interactionIndicator) {
sprite.interactionIndicator.setVisible(false);
sprite.talkIconVisible = false;
}
} else if (sprite.interactionIndicator && sprite.talkIconVisible) {
// Update position every frame when icon is visible (smooth following)
const iconX = Math.round(sprite.x + 5);
const iconY = Math.round(sprite.y - 38);
sprite.interactionIndicator.setPosition(iconX, iconY);
}
});
}
});
}
function getInteractionSpriteKey(obj) {
// Determine which sprite to show based on the object's interaction type
// Check for NPCs first
if (obj._isNPC) {
return 'interact'; // Use generic interact sprite for NPCs
}
// Check for doors (they may not have scenarioData)
if (obj.doorProperties) {
if (obj.doorProperties.locked) {
// Check door lock type
const lockType = obj.doorProperties.lockType;
if (lockType === 'password') return 'password';
if (lockType === 'pin') return 'pin';
if (lockType === 'rfid') return 'rfid-icon';
return 'keyway'; // Default to keyway for key locks or unknown types
}
return null; // Unlocked doors don't need overlay
}
if (!obj || !obj.scenarioData) {
return null;
}
const data = obj.scenarioData;
// Check for locked containers and items
if (data.locked === true) {
// Check specific lock type
const lockType = data.lockType;
if (lockType === 'password') return 'password';
if (lockType === 'pin') return 'pin';
if (lockType === 'biometric') return 'fingerprint';
if (lockType === 'rfid') return 'rfid-icon';
// Default to keyway for key locks or unknown types
return 'keyway';
}
// Unlocked containers don't need an overlay
// (they'll be opened via the container minigame when interacted with)
if (data.contents) {
return null; // No overlay for unlocked containers
}
// Check for fingerprint collection
if (data.hasFingerprint === true) {
return 'fingerprint';
}
return null;
}
// Creates a ghost copy of a static object's sprite at depth 9000, tinted blue at
// 20% alpha, so it bleeds through walls/tables to hint the player of a nearby item.
function addProximityGhost(obj) {
if (!obj.scene || !obj.scene.add) return;
if (obj.proximityGhost) return; // Already exists
if (obj._isNPC) return; // NPCs use the talk-icon system instead
if (obj.doorProperties) return; // Doors are always visible; their lock icon is the interactionIndicator
try {
const textureKey = obj.texture && obj.texture.key;
const frameName = obj.frame && obj.frame.name !== undefined ? obj.frame.name : undefined;
if (!textureKey || textureKey === '__MISSING') return;
const ghost = obj.scene.add.image(obj.x, obj.y, textureKey, frameName);
ghost.setOrigin(obj.originX !== undefined ? obj.originX : 0.5,
obj.originY !== undefined ? obj.originY : 0.5);
ghost.setScale(obj.scaleX, obj.scaleY);
ghost.setAngle(obj.angle || 0);
ghost.setDepth(9000); // Above all world geometry (walls, tables, etc.)
ghost.setTint(0x4da6ff); // Full-saturation blue tint
ghost.setAlpha(0.2); // 20% - shape is visible, reads as a glow not a copy
obj.scene.tweens.add({
targets: ghost,
alpha: { from: 0.15, to: 0.3 },
duration: 800,
yoyo: true,
repeat: -1,
ease: 'Sine.easeInOut'
});
obj.proximityGhost = ghost;
// Self-cleaning: patch setVisible so the ghost is destroyed the instant
// the sprite is hidden (collection, any code path, async or not).
// We store the original so removeProximityGhost can restore it.
if (obj.setVisible && !obj._preGhostSetVisible) {
obj._preGhostSetVisible = obj.setVisible.bind(obj);
obj.setVisible = function(visible) {
obj._preGhostSetVisible(visible);
if (!visible) removeProximityGhost(obj);
};
}
} catch (error) {
console.warn('Failed to add proximity ghost:', error);
}
}
function removeProximityGhost(obj) {
if (obj.proximityGhost) {
obj.proximityGhost.destroy();
delete obj.proximityGhost;
}
// Restore the original setVisible so the patch doesn't linger
if (obj._preGhostSetVisible) {
obj.setVisible = obj._preGhostSetVisible;
delete obj._preGhostSetVisible;
}
}
function addInteractionIndicator(obj) {
// Only add indicator if we have a game instance and the object has a scene
if (!gameRef || !obj.scene || !obj.scene.add) {
return;
}
// NPCs get the talk icon above their heads with pixel-perfect positioning
if (obj._isNPC) {
try {
// Talk icon positioned above NPC with pixel-perfect coordinates
const talkIconX = Math.round(obj.x + 5); // Centered above
const talkIconY = Math.round(obj.y - 38); // 32 pixels above
const indicator = obj.scene.add.image(talkIconX, talkIconY, 'talk');
indicator.setDepth(obj.depth + 1);
indicator.setVisible(false); // Hidden until player is in range
// Store reference for cleanup and visibility management
obj.interactionIndicator = indicator;
obj.talkIconVisible = false;
} catch (error) {
console.warn('Failed to add talk icon for NPC:', error);
}
return;
}
// Non-NPC objects use the standard interaction indicator sprite
const spriteKey = getInteractionSpriteKey(obj);
if (!spriteKey) return;
// Create indicator sprite centered over the object
try {
// Get the center of the parent sprite, accounting for its origin
const center = obj.getCenter();
// Position indicator above the object (accounting for parent's display height)
const indicatorX = center.x;
const indicatorY = center.y; // Position above with 10px offset
const indicator = obj.scene.add.image(indicatorX, indicatorY, spriteKey);
indicator.setDepth(999); // High depth to appear on top
indicator.setOrigin(0.5, 0.5); // Center the sprite
// indicator.setScale(0.5); // Scale down to be less intrusive
// Add pulsing animation
obj.scene.tweens.add({
targets: indicator,
alpha: { from: 1, to: 0.5 },
duration: 800,
yoyo: true,
repeat: -1
});
// Store reference for cleanup
obj.interactionIndicator = indicator;
} catch (error) {
console.warn('Failed to add interaction indicator:', error);
}
}
export function handleObjectInteraction(sprite) {
console.log('OBJECT INTERACTION', {
name: sprite.name,
id: sprite.objectId,
scenarioData: sprite.scenarioData
});
if (!sprite) {
console.warn('Invalid sprite');
return;
}
// Emit object interaction event (for NPCs to react)
if (window.eventDispatcher && sprite.scenarioData) {
window.eventDispatcher.emit('object_interacted', {
objectType: sprite.scenarioData.type,
objectName: sprite.scenarioData.name,
roomId: window.currentPlayerRoom
});
}
// Handle swivel chair interaction - trigger punch to kick it!
if (sprite.isSwivelChair && sprite.body) {
const player = window.player;
if (player && window.playerCombat) {
// In interact mode, auto-switch to jab for chairs
const currentMode = window.playerCombat.getInteractionMode();
const wasInteractMode = currentMode === 'interact';
if (wasInteractMode) {
console.log('🪑 Chair in interact mode - auto-jabbing');
window.playerCombat.setInteractionMode('jab');
}
// Trigger punch to kick the chair
window.playerCombat.punch();
// Restore interact mode if we switched
if (wasInteractMode) {
setTimeout(() => {
window.playerCombat.setInteractionMode('interact');
}, 100);
}
}
return;
}
// Handle NPC sprite interaction
if (sprite._isNPC && sprite.npcId) {
console.log('NPC INTERACTION', { npcId: sprite.npcId });
// Check if NPC is hostile
const isHostile = window.npcHostileSystem && window.npcHostileSystem.isNPCHostile(sprite.npcId);
// If hostile and in interact mode, auto-jab instead of talking
if (isHostile && window.playerCombat) {
const currentMode = window.playerCombat.getInteractionMode();
const wasInteractMode = currentMode === 'interact';
if (wasInteractMode) {
console.log('👊 Hostile NPC in interact mode - auto-jabbing');
window.playerCombat.setInteractionMode('jab');
}
// Punch the hostile NPC
window.playerCombat.punch();
// Restore interact mode if we switched
if (wasInteractMode) {
setTimeout(() => {
window.playerCombat.setInteractionMode('interact');
}, 100);
}
return;
}
// Non-hostile NPCs - start chat minigame
if (window.MinigameFramework && window.npcManager) {
const npc = window.npcManager.getNPC(sprite.npcId);
if (npc) {
// Start person-chat minigame with this NPC
window.MinigameFramework.startMinigame('person-chat', null, {
npcId: sprite.npcId,
title: npc.displayName || sprite.npcId
});
return;
} else {
console.warn('NPC not found in manager:', sprite.npcId);
}
} else {
console.warn('MinigameFramework or npcManager not available');
}
return;
}
if (!sprite.scenarioData) {
console.warn('Invalid sprite or missing scenario data');
return;
}
// Notify tutorial when inventory item is clicked
// Items in inventory have takeable set to false
if (sprite.scenarioData.takeable === false && window.getTutorialManager) {
const tutorialManager = window.getTutorialManager();
tutorialManager.notifyPlayerClickedInventoryItem();
}
// Handle keycard cloning (when clicked from inventory)
// Only intercept if the card is already in inventory (takeable === false).
// If takeable is true the card is still in the world and should be picked up normally.
if (sprite.scenarioData.type === 'keycard' && sprite.scenarioData.takeable === false) {
console.log('KEYCARD INTERACTION (inventory) - checking for cloner');
// Check if player has RFID cloner
const hasCloner = window.inventory.items.some(item =>
item && item.scenarioData &&
item.scenarioData.type === 'rfid_cloner'
);
if (hasCloner) {
// Start RFID minigame in clone mode
console.log('Starting RFID clone for keycard:', sprite.scenarioData.name);
if (window.startRFIDMinigame) {
window.startRFIDMinigame(null, null, {
mode: 'clone',
cardToClone: sprite.scenarioData
});
} else {
window.gameAlert('RFID minigame not available', 'error', 'Error', 3000);
}
} else {
window.gameAlert('You need an RFID cloner to clone this card', 'info', 'No Cloner', 3000);
}
return; // Early return
}
// Handle the Crypto Workstation - pick it up if takeable, or use it if in inventory
if (sprite.scenarioData.type === "workstation") {
// If it's in inventory (marked as non-takeable), open it
if (!sprite.scenarioData.takeable) {
console.log('OPENING WORKSTATION FROM INVENTORY');
if (window.openCryptoWorkstation) {
window.openCryptoWorkstation();
} else {
window.gameAlert('Crypto workstation not available', 'error', 'Error', 3000);
}
return;
}
// Otherwise, try to pick it up and add to inventory
console.log('WORKSTATION ADDED TO INVENTORY');
playUISound('item');
addToInventory(sprite);
window.gameAlert(`${sprite.scenarioData.name} added to inventory. You can now use it for cryptographic analysis.`, 'success', 'Item Acquired', 5000);
return;
}
// Handle the Lab Workstation - opens lab sheets in iframe
if (sprite.scenarioData.type === "lab-workstation") {
// If it's in inventory (marked as non-takeable), open it
if (!sprite.scenarioData.takeable) {
console.log('OPENING LAB WORKSTATION FROM INVENTORY');
const labUrl = sprite.scenarioData.labUrl || sprite.scenarioData.url;
if (labUrl && window.openLabWorkstation) {
window.openLabWorkstation(labUrl);
} else {
window.gameAlert('Lab workstation not available', 'error', 'Error', 3000);
}
return;
}
// Otherwise, try to pick it up and add to inventory
console.log('LAB WORKSTATION ADDED TO INVENTORY');
playUISound('item');
addToInventory(sprite);
window.gameAlert(`${sprite.scenarioData.name} added to inventory. You can now use it to access lab sheets.`, 'success', 'Item Acquired', 5000);
return;
}
// Handle the Notepad - open notes minigame
if (sprite.scenarioData.type === "notepad") {
if (window.startNotesMinigame) {
// Check if notes minigame is specifically already running
if (window.MinigameFramework && window.MinigameFramework.currentMinigame &&
window.MinigameFramework.currentMinigame.navigateToNoteIndex) {
console.log('Notes minigame already running, navigating to notepad note instead');
// If notes minigame is already running, just navigate to the notepad note
if (window.MinigameFramework.currentMinigame.navigateToNoteIndex) {
window.MinigameFramework.currentMinigame.navigateToNoteIndex(0);
}
return;
}
// Navigate to the notepad note (index 0) when clicking the notepad
// Create a minimal item just for navigation - no auto-add needed
const notepadItem = {
scenarioData: {
type: 'notepad',
name: 'Notepad'
}
};
window.startNotesMinigame(notepadItem, '', '', 0, false, false);
return;
}
}
// Handle the Bluetooth Scanner - only open minigame if it's already in inventory
if (sprite.scenarioData.type === "bluetooth_scanner") {
// Check if this is an inventory item (clicked from inventory)
const isInventoryItem = sprite.objectId && sprite.objectId.startsWith('inventory_');
if (isInventoryItem && window.startBluetoothScannerMinigame) {
console.log('Starting bluetooth scanner minigame from inventory');
window.startBluetoothScannerMinigame(sprite);
return;
}
// If it's not in inventory, let it fall through to the takeable logic below
}
// Handle the Fingerprint Kit - only open minigame if it's already in inventory
if (sprite.scenarioData.type === "fingerprint_kit") {
// Check if this is an inventory item (clicked from inventory)
const isInventoryItem = sprite.objectId && sprite.objectId.startsWith('inventory_');
if (isInventoryItem && window.startBiometricsMinigame) {
console.log('Starting biometrics minigame from inventory');
window.startBiometricsMinigame(sprite);
return;
}
// If it's not in inventory, let it fall through to the takeable logic below
}
// Handle the RFID Cloner (RFID Flipper) - only open minigame if it's already in inventory
if (sprite.scenarioData.type === "rfid_cloner") {
// Check if this is an inventory item (clicked from inventory)
const isInventoryItem = sprite.objectId && sprite.objectId.startsWith('inventory_');
if (isInventoryItem && window.startRFIDMinigame) {
console.log('Starting RFID minigame from inventory (unlock mode)');
window.startRFIDMinigame(null, null, {
mode: 'unlock',
availableCards: [],
hasCloner: true
});
return;
}
// If it's not in inventory, let it fall through to the takeable logic below
}
// Handle VM Launcher interaction
if (sprite.scenarioData.type === "vm-launcher" || sprite.scenarioData.type === "vm_launcher") {
console.log('VM Launcher interaction:', sprite.scenarioData);
if (window.MinigameFramework) {
// Get VM data from scenario
const vm = sprite.scenarioData.vm || null;
const hacktivityMode = sprite.scenarioData.hacktivityMode || window.breakEscapeConfig?.hacktivityMode || false;
window.MinigameFramework.startMinigame('vm-launcher', null, {
title: sprite.scenarioData.name || 'VM Console Access',
vm: vm,
hacktivityMode: hacktivityMode,
stationId: sprite.scenarioData.id || sprite.objectId
});
return;
}
}
// Handle Flag Station interaction
if (sprite.scenarioData.type === "flag-station" || sprite.scenarioData.type === "flag_station") {
console.log('Flag Station interaction:', sprite.scenarioData);
if (window.MinigameFramework) {
window.MinigameFramework.startMinigame('flag-station', null, {
title: sprite.scenarioData.name || 'Flag Submission Terminal',
stationId: sprite.scenarioData.id || sprite.objectId,
stationName: sprite.scenarioData.name,
flags: sprite.scenarioData.flags || [],
acceptsVms: sprite.scenarioData.acceptsVms || [],
submittedFlags: window.gameState?.submittedFlags || [],
gameId: window.breakEscapeConfig?.gameId || window.gameConfig?.gameId
});
return;
}
}
// Handle the Lockpick Set - pick it up if takeable, or use it if in inventory
if (sprite.scenarioData.type === "lockpick" || sprite.scenarioData.type === "lockpickset") {
// If it's in inventory (marked as non-takeable), just acknowledge it
if (!sprite.scenarioData.takeable) {
console.log('LOCKPICK ALREADY IN INVENTORY');
window.gameAlert(`Used to pick pin tumbler locks.`, 'info', `${sprite.scenarioData.name}.`, 3000);
return;
}
// Otherwise, try to pick it up and add to inventory
console.log('LOCKPICK SET ADDED TO INVENTORY');
playUISound('item');
addToInventory(sprite);
window.gameAlert(`${sprite.scenarioData.name} added to inventory. You can now use it to pick locks.`, 'success', 'Item Acquired', 5000);
return;
}
// Handle biometric scanner interaction
if (sprite.scenarioData.biometricType === 'fingerprint') {
handleBiometricScan(sprite);
return;
}
// Check for fingerprint collection possibility
if (sprite.scenarioData.hasFingerprint) {
// Check if player has fingerprint kit
const hasKit = window.inventory.items.some(item =>
item && item.scenarioData &&
item.scenarioData.type === 'fingerprint_kit'
);
if (hasKit) {
const sample = collectFingerprint(sprite);
if (sample) {
return; // Exit after collecting fingerprint
}
} else {
window.gameAlert("You need a fingerprint kit to collect samples from this surface!", 'warning', 'Missing Equipment', 4000);
return;
}
}
// Skip range check for inventory items
const isInventoryItem = window.inventory && window.inventory.items.includes(sprite);
if (!isInventoryItem) {
// Check if player is in range
const player = window.player;
if (!player) return;
// Measure distance with direction-based offset
const distanceSq = getInteractionDistance(player, sprite.x, sprite.y);
if (distanceSq > INTERACTION_RANGE_SQ) {
console.log('INTERACTION_OUT_OF_RANGE', {
objectName: sprite.name,
objectId: sprite.objectId,
distance: Math.sqrt(distanceSq),
maxRange: Math.sqrt(INTERACTION_RANGE_SQ)
});
return;
}
}
const data = sprite.scenarioData;
// Handle container items (suitcase, briefcase, bags, bins, etc.) - check BEFORE lock check
if (data.type === 'suitcase' || data.type === 'briefcase' || data.type === 'bag1' || data.type === 'bin1' || data.contents) {
console.log('CONTAINER ITEM INTERACTION', data);
// SECURITY: Always validate with server
// Client cannot be trusted to determine lock state
// The unlock system will handle both locked and unlocked containers via server validation
console.log('Validating container access with server...');
handleUnlock(sprite, 'item');
return;
}
// Check if item is locked (non-container items)
if (data.locked === true) {
console.log('ITEM LOCKED', data);
handleUnlock(sprite, 'item');
return;
}
let message = `${data.name} `;
if (data.observations) {
message += `Observations: ${data.observations}\n`;
}
// For phone type objects, use phone-chat with runtime conversion or direct NPC access
if (data.type === 'phone' && (data.text || data.voice || data.npcIds)) {
console.log('Phone object detected:', { type: data.type, text: data.text, voice: data.voice, npcIds: data.npcIds });
// Check if phone-chat system is available
if (window.MinigameFramework && window.npcManager) {
const phoneId = data.phoneId || 'default_phone';
// Check if phone has already been converted or has npcIds
if (data.npcIds && data.npcIds.length > 0) {
console.log('Phone has npcIds, opening phone-chat directly', { npcIds: data.npcIds });
// Phone already has NPCs, open directly
window.MinigameFramework.startMinigame('phone-chat', null, {
phoneId: phoneId,
npcIds: data.npcIds,
title: data.name || 'Phone'
});
return;
}
// Need to convert simple message - import the converter
import('../utils/phone-message-converter.js').then(module => {
const PhoneMessageConverter = module.default;
// Convert simple message to virtual NPC
const npcId = PhoneMessageConverter.convertAndRegister(data, window.npcManager);
if (npcId) {
// Update phone object to reference the NPC
data.phoneId = phoneId;
data.npcIds = [npcId];
// Open phone-chat with converted NPC
window.MinigameFramework.startMinigame('phone-chat', null, {
phoneId: phoneId,
title: data.name || 'Phone'
});
} else {
console.error('Failed to convert phone object to virtual NPC');
}
}).catch(error => {
console.error('Failed to load PhoneMessageConverter:', error);
});
return; // Exit early
} else {
console.warn('Phone-chat system not available (MinigameFramework or npcManager missing)');
}
}
// For text_file type objects, use the text file minigame
if (data.type === 'text_file' && data.text) {
console.log('Text file object detected:', { type: data.type, name: data.name, text: data.text });
// Start the text file minigame
if (window.MinigameFramework) {
// Initialize the framework if not already done
if (!window.MinigameFramework.mainGameScene && window.game) {
window.MinigameFramework.init(window.game);
}
const minigameParams = {
title: `Text File - ${data.name || 'Unknown File'}`,
fileName: data.name || 'Unknown File',
fileContent: data.text,
fileType: data.fileType || 'text',
observations: data.observations,
lockable: sprite,
source: data.source || 'Unknown Source',
onComplete: (success, result) => {
console.log('Text file minigame completed:', success, result);
}
};
window.MinigameFramework.startMinigame('text-file', null, minigameParams);
return; // Exit early since minigame handles the interaction
}
}
if (data.readable && data.text) {
message += `Text: ${data.text}\n`;
// For notes type objects, use the notes minigame
if (data.type === 'notes' && data.text) {
// Start the notes minigame
if (window.startNotesMinigame) {
window.startNotesMinigame(sprite, data.text, data.observations);
return; // Exit early since minigame handles the interaction
}
}
// Add readable text as a note (fallback for other readable objects)
// Skip notepad items since they're handled specially
if (data.text.trim().length > 0 && data.type !== 'notepad') {
const addedNote = window.addNote(data.name, data.text, data.important || false);
if (addedNote) {
window.gameAlert(`Added "${data.name}" to your notes.`, 'info', 'Note Added', 3000);
// If this is a note in the inventory, remove it after adding to notes list
if (isInventoryItem && data.type === 'notes') {
setTimeout(() => {
if (removeFromInventory(sprite)) {
window.gameAlert(`Removed "${data.name}" from inventory after recording in notes.`, 'success', 'Inventory Updated', 3000);
}
}, 1000);
}
}
}
}
if (data.takeable) {
// Always attempt to add to inventory - addToInventory() handles duplicates
// and will remove from environment + show notification even if already in inventory
console.log('ATTEMPTING TO ADD TAKEABLE ITEM', {
type: data.type,
name: data.name,
identifier: createItemIdentifier(sprite.scenarioData)
});
playUISound('item');
const added = addToInventory(sprite);
// Only show the observation notification if item was NOT added (duplicate)
// because addToInventory() already shows its own notification
if (!added) {
// Item was already in inventory, notification was shown by addToInventory
return;
}
}
// Show observation notification for non-takeable items or items with extra info
if (!data.takeable || (data.observations && !data.takeable)) {
window.gameAlert(message, 'info', data.name, 5000);
}
}
// Handle container item interactions
function handleContainerInteraction(sprite) {
const data = sprite.scenarioData;
console.log('Handling container interaction:', data);
// Check if container has contents
if (!data.contents || data.contents.length === 0) {
window.gameAlert(`${data.name} is empty.`, 'info', 'Empty Container', 3000);
return;
}
// Start the container minigame
if (window.startContainerMinigame) {
window.startContainerMinigame(sprite, data.contents, data.takeable);
} else {
console.error('Container minigame not available');
window.gameAlert('Container minigame not available', 'error', 'Error', 3000);
}
}
// Try to interact with the nearest interactable object within range
export function tryInteractWithNearest() {
const player = window.player;
if (!player) {
return;
}
const px = player.x;
const py = player.y;
let nearestObject = null;
let nearestDistance = INTERACTION_RANGE; // Only consider objects within interaction range
// Get player's facing direction and convert to angle for direction filtering
const playerDirection = player.direction || 'down';
let facingAngle = 0;
let angleTolerance = 70; // degrees - how wide the cone in front of player is
// Determine facing angle based on direction
// In canvas/Phaser: right=0°, down=90°, left=180°, up=270°
switch(playerDirection) {
case 'right':
facingAngle = 0;
break;
case 'down-right':
facingAngle = 45;
break;
case 'down':
facingAngle = 90;
break;
case 'down-left':
facingAngle = 135;
break;
case 'left':
facingAngle = 180;
break;
case 'up-left':
facingAngle = 225;
break;
case 'up':
facingAngle = 270; // Use 270 instead of -90
break;
case 'up-right':
facingAngle = 315; // Use 315 instead of -45
break;
default: // Fallback for any unknown directions
facingAngle = 90; // Default to down
}
// Helper function to check if an object is in front of the player
function isInFrontOfPlayer(objX, objY) {
const dx = objX - px;
const dy = objY - py;
// Calculate angle to object (in canvas coordinates where Y increases downward)
let angleToObject = Math.atan2(dy, dx) * 180 / Math.PI;
// Normalize to 0-360
angleToObject = (angleToObject + 360) % 360;
// Calculate angular difference
let angleDiff = Math.abs(facingAngle - angleToObject);
if (angleDiff > 180) {
angleDiff = 360 - angleDiff;
}
return angleDiff <= angleTolerance;
}
// Check all objects in all rooms
Object.entries(rooms).forEach(([roomId, room]) => {
if (!room.objects) return;
Object.values(room.objects).forEach(obj => {
// Only consider interactable, active, and visible objects
if (!obj.active || !obj.interactable || !obj.visible) {
return;
}
// Calculate distance with direction-based offset
const distanceSq = getInteractionDistance(player, obj.x, obj.y);
const distance = Math.sqrt(distanceSq);
// Check if within range and in front of player
if (distance <= INTERACTION_RANGE && isInFrontOfPlayer(obj.x, obj.y)) {
if (distance < nearestDistance) {
nearestDistance = distance;
nearestObject = obj;
}
}
});
// Also check door sprites (including all doors, not just locked ones)
if (room.doorSprites) {
Object.values(room.doorSprites).forEach(door => {
// Only consider active doors (check all doors, not just locked)
if (!door.active || !door.doorProperties) {
return;
}
// Calculate distance with direction-based offset
const distanceSq = getInteractionDistance(player, door.x, door.y);
const distance = Math.sqrt(distanceSq);
// Check if within range and in front of player
if (distance <= INTERACTION_RANGE && isInFrontOfPlayer(door.x, door.y)) {
if (distance < nearestDistance) {
nearestDistance = distance;
nearestObject = door;
}
}
});
}
// Also check NPC sprites
if (room.npcSprites) {
room.npcSprites.forEach(sprite => {
// Only consider active NPCs
if (!sprite.active || !sprite._isNPC) {
return;
}
// Calculate distance with direction-based offset
const distanceSq = getInteractionDistance(player, sprite.x, sprite.y);
const distance = Math.sqrt(distanceSq);
// Check if within range and in front of player
if (distance <= INTERACTION_RANGE && isInFrontOfPlayer(sprite.x, sprite.y)) {
if (distance < nearestDistance) {
nearestDistance = distance;
nearestObject = sprite;
}
}
});
}
});
// Interact with the nearest object if one was found
if (nearestObject) {
// Notify tutorial of interaction
if (window.getTutorialManager) {
const tutorialManager = window.getTutorialManager();
tutorialManager.notifyPlayerInteracted();
}
// Check if this is a door (doors have doorProperties instead of scenarioData)
if (nearestObject.doorProperties) {
// Handle door interaction - triggers unlock/open sequence based on lock state
handleDoorInteraction(nearestObject);
} else if (nearestObject._isNPC) {
// Handle NPC interaction with hostile check
tryInteractWithNPC(nearestObject);
} else {
// Handle regular object interaction
handleObjectInteraction(nearestObject);
}
}
}
// Handle NPC interaction by sprite reference
export function tryInteractWithNPC(npcSprite) {
if (!npcSprite || !npcSprite._isNPC) {
return false;
}
const player = window.player;
if (!player) {
return false;
}
// Check if NPC is within interaction range of the player
const distanceSq = getInteractionDistance(player, npcSprite.x, npcSprite.y);
const distance = Math.sqrt(distanceSq);
// Only interact if within range
if (distance <= INTERACTION_RANGE) {
// Check if NPC is hostile - if so, trigger punch instead of conversation
const npcId = npcSprite.npcId;
if (npcId && window.npcHostileSystem && window.npcHostileSystem.isNPCHostile(npcId)) {
// Hostile NPC - punch instead of talk
if (window.playerCombat) {
window.playerCombat.punch();
}
return true;
}
// Normal NPC interaction (conversation)
handleObjectInteraction(npcSprite);
return true; // Interaction successful
}
// Out of range - caller should handle movement
return false;
}
// Simple range check for click-based interactions (no direction offset).
// Returns true if the given sprite is within INTERACTION_RANGE of the player centre.
export function isObjectInInteractionRange(sprite) {
const player = window.player;
if (!player || !sprite) return false;
const dx = sprite.x - player.x;
const dy = sprite.y - player.y;
return (dx * dx + dy * dy) <= INTERACTION_RANGE_SQ;
}
// Export for global access
window.checkObjectInteractions = checkObjectInteractions;
window.handleObjectInteraction = handleObjectInteraction;
window.handleContainerInteraction = handleContainerInteraction;
window.tryInteractWithNearest = tryInteractWithNearest;
window.tryInteractWithNPC = tryInteractWithNPC;
window.isObjectInInteractionRange = isObjectInInteractionRange;