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https://github.com/cliffe/BreakEscape.git
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329 lines
12 KiB
JavaScript
329 lines
12 KiB
JavaScript
// Object interaction system
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import { INTERACTION_RANGE, INTERACTION_RANGE_SQ, INTERACTION_CHECK_INTERVAL } from '../utils/constants.js?v=7';
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import { rooms } from '../core/rooms.js?v=16';
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import { handleUnlock } from './unlock-system.js';
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import { collectFingerprint, handleBiometricScan } from './biometrics.js';
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import { addToInventory, removeFromInventory, createItemIdentifier } from './inventory.js';
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let gameRef = null;
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export function setGameInstance(gameInstance) {
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gameRef = gameInstance;
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}
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export function checkObjectInteractions() {
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// Skip if not enough time has passed since last check
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const currentTime = performance.now();
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if (this.lastInteractionCheck &&
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currentTime - this.lastInteractionCheck < INTERACTION_CHECK_INTERVAL) {
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return;
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}
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this.lastInteractionCheck = currentTime;
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const player = window.player;
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if (!player) {
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return; // Player not created yet
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}
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// Cache player position
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const px = player.x;
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const py = player.y;
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// Get viewport bounds for performance optimization
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const camera = gameRef ? gameRef.cameras.main : null;
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const margin = INTERACTION_RANGE * 2; // Larger margin to catch more objects
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const viewBounds = camera ? {
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left: camera.scrollX - margin,
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right: camera.scrollX + camera.width + margin,
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top: camera.scrollY - margin,
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bottom: camera.scrollY + camera.height + margin
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} : null;
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// Check ALL objects in ALL rooms, not just current room
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Object.entries(rooms).forEach(([roomId, room]) => {
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if (!room.objects) return;
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Object.values(room.objects).forEach(obj => {
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// Skip inactive objects
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if (!obj.active) {
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return;
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}
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// Skip non-interactable objects (only highlight scenario items)
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if (!obj.interactable) {
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// Clear highlight if object was previously highlighted
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if (obj.isHighlighted) {
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obj.isHighlighted = false;
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obj.clearTint();
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}
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return;
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}
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// Skip objects outside viewport for performance (if viewport bounds available)
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if (viewBounds && (
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obj.x < viewBounds.left ||
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obj.x > viewBounds.right ||
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obj.y < viewBounds.top ||
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obj.y > viewBounds.bottom)) {
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// Clear highlight if object is outside viewport
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if (obj.isHighlighted) {
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obj.isHighlighted = false;
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obj.clearTint();
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}
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return;
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}
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// Use squared distance for performance
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const dx = px - obj.x;
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const dy = py - obj.y;
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const distanceSq = dx * dx + dy * dy;
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if (distanceSq <= INTERACTION_RANGE_SQ) {
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if (!obj.isHighlighted) {
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obj.isHighlighted = true;
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obj.setTint(0x4da6ff); // Blue tint for interactable objects
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}
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} else if (obj.isHighlighted) {
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obj.isHighlighted = false;
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obj.clearTint();
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}
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});
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});
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}
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export function handleObjectInteraction(sprite) {
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console.log('OBJECT INTERACTION', {
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name: sprite.name,
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id: sprite.objectId,
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scenarioData: sprite.scenarioData
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});
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if (!sprite || !sprite.scenarioData) {
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console.warn('Invalid sprite or missing scenario data');
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return;
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}
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// Handle the Crypto Workstation
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if (sprite.scenarioData.type === "workstation") {
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window.openCryptoWorkstation();
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return;
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}
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// Handle the Notepad - open notes minigame
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if (sprite.scenarioData.type === "notepad") {
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if (window.startNotesMinigame) {
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// Check if notes minigame is specifically already running
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if (window.MinigameFramework && window.MinigameFramework.currentMinigame &&
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window.MinigameFramework.currentMinigame.navigateToNoteIndex) {
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console.log('Notes minigame already running, navigating to notepad note instead');
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// If notes minigame is already running, just navigate to the notepad note
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if (window.MinigameFramework.currentMinigame.navigateToNoteIndex) {
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window.MinigameFramework.currentMinigame.navigateToNoteIndex(0);
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}
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return;
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}
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// Navigate to the notepad note (index 0) when clicking the notepad
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// Create a minimal item just for navigation - no auto-add needed
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const notepadItem = {
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scenarioData: {
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type: 'notepad',
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name: 'Notepad'
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}
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};
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window.startNotesMinigame(notepadItem, '', '', 0, false, false);
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return;
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}
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}
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// Handle the Bluetooth Scanner - only open minigame if it's already in inventory
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if (sprite.scenarioData.type === "bluetooth_scanner") {
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// Check if this is an inventory item (clicked from inventory)
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const isInventoryItem = sprite.objectId && sprite.objectId.startsWith('inventory_');
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if (isInventoryItem && window.startBluetoothScannerMinigame) {
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console.log('Starting bluetooth scanner minigame from inventory');
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window.startBluetoothScannerMinigame(sprite);
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return;
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}
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// If it's not in inventory, let it fall through to the takeable logic below
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}
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// Handle the Fingerprint Kit - only open minigame if it's already in inventory
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if (sprite.scenarioData.type === "fingerprint_kit") {
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// Check if this is an inventory item (clicked from inventory)
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const isInventoryItem = sprite.objectId && sprite.objectId.startsWith('inventory_');
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if (isInventoryItem && window.startBiometricsMinigame) {
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console.log('Starting biometrics minigame from inventory');
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window.startBiometricsMinigame(sprite);
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return;
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}
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// If it's not in inventory, let it fall through to the takeable logic below
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}
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// Handle the Lockpick Set - only open minigame if it's already in inventory
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if (sprite.scenarioData.type === "lockpick" || sprite.scenarioData.type === "lockpickset") {
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// Check if this is an inventory item (clicked from inventory)
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const isInventoryItem = sprite.objectId && sprite.objectId.startsWith('inventory_');
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if (isInventoryItem && window.startLockpickSetMinigame) {
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console.log('Starting lockpick set minigame from inventory');
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window.startLockpickSetMinigame(sprite);
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return;
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}
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// If it's not in inventory, let it fall through to the takeable logic below
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}
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// Handle biometric scanner interaction
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if (sprite.scenarioData.biometricType === 'fingerprint') {
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handleBiometricScan(sprite);
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return;
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}
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// Check for fingerprint collection possibility
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if (sprite.scenarioData.hasFingerprint) {
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// Check if player has fingerprint kit
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const hasKit = window.inventory.items.some(item =>
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item && item.scenarioData &&
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item.scenarioData.type === 'fingerprint_kit'
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);
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if (hasKit) {
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const sample = collectFingerprint(sprite);
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if (sample) {
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return; // Exit after collecting fingerprint
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}
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} else {
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window.gameAlert("You need a fingerprint kit to collect samples from this surface!", 'warning', 'Missing Equipment', 4000);
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return;
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}
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}
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// Skip range check for inventory items
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const isInventoryItem = window.inventory && window.inventory.items.includes(sprite);
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if (!isInventoryItem) {
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// Check if player is in range
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const player = window.player;
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if (!player) return;
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const dx = player.x - sprite.x;
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const dy = player.y - sprite.y;
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const distanceSq = dx * dx + dy * dy;
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if (distanceSq > INTERACTION_RANGE_SQ) {
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console.log('INTERACTION_OUT_OF_RANGE', {
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objectName: sprite.name,
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objectId: sprite.objectId,
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distance: Math.sqrt(distanceSq),
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maxRange: Math.sqrt(INTERACTION_RANGE_SQ)
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});
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return;
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}
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}
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const data = sprite.scenarioData;
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// Check if item is locked
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if (data.locked === true) {
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console.log('ITEM LOCKED', data);
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handleUnlock(sprite, 'item');
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return;
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}
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// Handle container items (suitcase, briefcase, etc.)
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if (data.type === 'suitcase' || data.type === 'briefcase' || data.contents) {
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console.log('CONTAINER ITEM INTERACTION', data);
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// Check if container was unlocked but not yet collected
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if (data.isUnlockedButNotCollected) {
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console.log('CONTAINER UNLOCKED - LAUNCHING MINIGAME', data);
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handleContainerInteraction(sprite);
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return;
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}
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// If container is still locked, the unlock system will handle it
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// and set isUnlockedButNotCollected flag
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console.log('CONTAINER LOCKED - UNLOCK SYSTEM WILL HANDLE', data);
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return;
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}
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let message = `${data.name} `;
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if (data.observations) {
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message += `Observations: ${data.observations}\n`;
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}
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if (data.readable && data.text) {
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message += `Text: ${data.text}\n`;
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// For notes type objects, use the notes minigame
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if (data.type === 'notes' && data.text) {
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// Start the notes minigame
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if (window.startNotesMinigame) {
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window.startNotesMinigame(sprite, data.text, data.observations);
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return; // Exit early since minigame handles the interaction
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}
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}
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// Add readable text as a note (fallback for other readable objects)
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// Skip notepad items since they're handled specially
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if (data.text.trim().length > 0 && data.type !== 'notepad') {
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const addedNote = window.addNote(data.name, data.text, data.important || false);
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if (addedNote) {
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window.gameAlert(`Added "${data.name}" to your notes.`, 'info', 'Note Added', 3000);
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// If this is a note in the inventory, remove it after adding to notes list
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if (isInventoryItem && data.type === 'notes') {
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setTimeout(() => {
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if (removeFromInventory(sprite)) {
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window.gameAlert(`Removed "${data.name}" from inventory after recording in notes.`, 'success', 'Inventory Updated', 3000);
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}
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}, 1000);
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}
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}
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}
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}
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if (data.takeable) {
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// Check if it's already in inventory
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const itemIdentifier = createItemIdentifier(sprite.scenarioData);
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const isInInventory = window.inventory.items.some(item =>
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item && createItemIdentifier(item.scenarioData) === itemIdentifier
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);
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if (!isInInventory) {
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console.log('INVENTORY ITEM ADDED', { item: itemIdentifier });
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addToInventory(sprite);
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}
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}
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// Show notification
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window.gameAlert(message, 'info', data.name, 0);
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}
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// Handle container item interactions
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function handleContainerInteraction(sprite) {
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const data = sprite.scenarioData;
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console.log('Handling container interaction:', data);
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// Check if container has contents
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if (!data.contents || data.contents.length === 0) {
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window.gameAlert(`${data.name} is empty.`, 'info', 'Empty Container', 3000);
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return;
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}
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// Start the container minigame
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if (window.startContainerMinigame) {
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window.startContainerMinigame(sprite, data.contents, data.takeable);
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} else {
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console.error('Container minigame not available');
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window.gameAlert('Container minigame not available', 'error', 'Error', 3000);
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}
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}
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// Export for global access
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window.checkObjectInteractions = checkObjectInteractions;
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window.handleObjectInteraction = handleObjectInteraction;
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window.handleContainerInteraction = handleContainerInteraction;
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