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Copy pathgame_rpg_quests.js
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195 lines (156 loc) · 5.47 KB
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"use strict";
const quests = [
{ id: 1, description: "Buy apple", complete: false },
{ id: 2, description: "Sell apple", complete: false },
{ id: 3, description: "Buy dagger", complete: false },
{ id: 4, description: "Sell dagger", complete: false },
{ id: 5, description: "Buy mushroom", complete: false },
{ id: 6, description: "Sell mushroom", complete: false },
{ id: 7, description: "Wave to the bird", complete: false },
{ id: 8, description: "Talk to the bird", complete: false },
{ id: 9, description: "Sell mushrooms to citizen", complete: false },
];
function saveQuestProgress() {
const data = {};
quests.forEach(q => { data[q.id] = q.complete; });
localStorage.setItem("questProgress", JSON.stringify(data));
}
function loadQuestProgress() {
const raw = localStorage.getItem("questProgress");
if (!raw) return;
const data = JSON.parse(raw);
console.log('loadedProgress:', data);
quests.forEach(q => { if (data[q.id] !== undefined) q.complete = data[q.id]; });
}
function renderQuests() {
const list = document.getElementById("questsList");
list.innerHTML = "";
quests.forEach(q => {
const div = document.createElement("div");
div.textContent = (q.complete ? "✓ " : "• ") + q.description;
div.style.color = q.complete ? "rgb(38, 158, 38)" : "";
list.appendChild(div);
});
}
let _beforeBuyApple = null;
function snapshotBeforeBuyApple() {
_beforeBuyApple = { gold: playerGold, apples: playerApples, stock: traderApples };
}
function testBuyApple() {
if (!_beforeBuyApple) return;
const { gold, apples, stock } = _beforeBuyApple;
const stockDecreased = traderApples === stock - 1;
const applesIncreased = playerApples === apples + 1;
const goldDecreased = playerGold < gold;
if (stockDecreased && applesIncreased && goldDecreased) {
quests[0].complete = true;
saveQuestProgress();
renderQuests();
}
console.log('Tested:', quests[0]);
}
let _beforeBuyDagger = null;
function snapshotBeforeBuyDagger() {
_beforeBuyDagger = { gold: playerGold, daggers: playerDaggers, stock: traderDaggers };
}
function testBuyDagger() {
if (!_beforeBuyDagger) return;
const { gold, daggers, stock } = _beforeBuyDagger;
const stockDecreased = traderDaggers === stock - 1;
const daggersIncreased = playerDaggers === daggers + 1;
const goldDecreased = playerGold < gold;
if (stockDecreased && daggersIncreased && goldDecreased) {
quests[2].complete = true;
renderQuests();
}
console.log('Tested:', quests[2]);
}
let _beforeSellApple = null;
function snapshotBeforeSellApple() {
_beforeSellApple = { gold: playerGold, apples: playerApples, stock: traderApples };
}
function testSellApple() {
if (!_beforeSellApple) return;
const { gold, apples, stock } = _beforeSellApple;
const stockIncreased = traderApples === stock + 1;
const applesDecreased = playerApples === apples - 1;
const goldIncreased = playerGold > gold;
if (stockIncreased && applesDecreased && goldIncreased) {
quests[1].complete = true;
saveQuestProgress();
renderQuests();
}
// console.log('Tested:', quests[1]);
}
let _beforeSellDagger = null;
function snapshotBeforeSellDagger() {
_beforeSellDagger = { gold: playerGold, daggers: playerDaggers, stock: traderDaggers };
}
function testSellDagger() {
if (!_beforeSellDagger) return;
const { gold, daggers, stock } = _beforeSellDagger;
const stockIncreased = traderDaggers === stock + 1;
const daggersDecreased = playerDaggers === daggers - 1;
const goldIncreased = playerGold > gold;
if (stockIncreased && daggersDecreased && goldIncreased) {
quests[3].complete = true;
saveQuestProgress();
renderQuests();
}
// console.log('Tested:', quests[3]);
}
let _beforeBuy = null;
function snapshotBeforeBuy(trader) {
_beforeBuy = { trader, gold: playerGold, count: player[trader.type], stock: trader.stock };
}
function testBuy() {
if (!_beforeBuy) return;
const { trader, gold, count, stock } = _beforeBuy;
const type = trader.type;
const stockDecreased = trader.stock === stock - 1;
const countIncreased = player[type] === count + 1;
const goldDecreased = playerGold < gold;
const quest = quests.find(q => q.description.toLowerCase() === `buy ${type}`);
if (quest && stockDecreased && countIncreased && goldDecreased) {
quest.complete = true;
saveQuestProgress();
renderQuests();
}
// console.log('Tested buy:', type, quest);
}
let _beforeSell = null;
function snapshotBeforeSell(trader) {
_beforeSell = { trader, gold: playerGold, count: player[trader.type], stock: trader.stock };
}
function testSell() {
if (!_beforeSell) return;
const { trader, gold, count, stock } = _beforeSell;
const type = trader.type;
const stockIncreased = trader.stock === stock + 1;
const countDecreased = player[type] === count - 1;
const goldIncreased = playerGold > gold;
const quest = quests.find(q => q.description.toLowerCase() === `sell ${type}`);
if (quest && stockIncreased && countDecreased && goldIncreased) {
quest.complete = true;
saveQuestProgress();
renderQuests();
}
// console.log('Tested sell:', type, quest);
}
let _armRotatedNearBird = false;
function snapshotArmRotatedNearBird() {
if (distance(playerDraw, { x: birdX, y: birdY }) < 100) {
_armRotatedNearBird = true;
}
}
function testWaveNearBird() {
if (_armRotatedNearBird) {
quests[6].complete = true;
saveQuestProgress();
renderQuests();
}
}
document.addEventListener("DOMContentLoaded", () => {
loadQuestProgress();
renderQuests();
});