| 1 | // Game state singleton for dougk gamification |
| 2 | // Tracks currency (captured koi) and other persistent state |
| 3 | |
| 4 | const STORAGE_KEY = 'dougk-koi' |
| 5 | |
| 6 | const gameState = { |
| 7 | capturedKoi: parseInt(localStorage.getItem(STORAGE_KEY) || '0'), |
| 8 | |
| 9 | // Shop approach tracking - only approach Doug when there's a reason |
| 10 | shopApproach: { |
| 11 | // First emergence this session - creatures should greet player |
| 12 | firstEmergence: { |
| 13 | donny: true, |
| 14 | ollie: true |
| 15 | }, |
| 16 | // Track which items player could afford before last koi capture |
| 17 | previousAffordableIds: new Set(), |
| 18 | // Flag: player can now afford something new |
| 19 | hasNewAffordableItem: false, |
| 20 | // Items catalog reference (set by initShopTracking) |
| 21 | allItems: null, |
| 22 | // Inventory reference for checking owned items |
| 23 | inventory: null |
| 24 | }, |
| 25 | |
| 26 | // Initialize shop tracking with items and inventory references |
| 27 | initShopTracking(allItems, inventory) { |
| 28 | this.shopApproach.allItems = allItems |
| 29 | this.shopApproach.inventory = inventory |
| 30 | // Initialize previous affordable set based on current koi |
| 31 | this.updateAffordableItems() |
| 32 | }, |
| 33 | |
| 34 | // Get all purchasable (not owned) items player can afford |
| 35 | getAffordableItemIds() { |
| 36 | const { allItems, inventory } = this.shopApproach |
| 37 | if (!allItems || !inventory) return new Set() |
| 38 | |
| 39 | const affordable = new Set() |
| 40 | for (const item of allItems) { |
| 41 | // Must not already own it and must be able to afford it |
| 42 | if (!inventory.owns(item.id) && item.price <= this.capturedKoi) { |
| 43 | affordable.add(item.id) |
| 44 | } |
| 45 | } |
| 46 | return affordable |
| 47 | }, |
| 48 | |
| 49 | // Update affordable items and check if player unlocked something new |
| 50 | updateAffordableItems() { |
| 51 | const currentAffordable = this.getAffordableItemIds() |
| 52 | const { previousAffordableIds } = this.shopApproach |
| 53 | |
| 54 | // Check if any new items became affordable |
| 55 | for (const id of currentAffordable) { |
| 56 | if (!previousAffordableIds.has(id)) { |
| 57 | this.shopApproach.hasNewAffordableItem = true |
| 58 | break |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | // Update the previous set |
| 63 | this.shopApproach.previousAffordableIds = currentAffordable |
| 64 | }, |
| 65 | |
| 66 | // Check if a creature should approach Doug |
| 67 | // Returns true on first emergence or if player can afford something new |
| 68 | shouldCreatureApproach(creature) { |
| 69 | const { firstEmergence, hasNewAffordableItem } = this.shopApproach |
| 70 | |
| 71 | // First emergence this session |
| 72 | if (firstEmergence[creature]) { |
| 73 | return true |
| 74 | } |
| 75 | |
| 76 | // Player unlocked a new affordable item |
| 77 | if (hasNewAffordableItem) { |
| 78 | return true |
| 79 | } |
| 80 | |
| 81 | return false |
| 82 | }, |
| 83 | |
| 84 | // Mark that a creature has approached (used after shop interaction starts) |
| 85 | markApproachComplete(creature) { |
| 86 | // Clear first emergence flag for this creature |
| 87 | this.shopApproach.firstEmergence[creature] = false |
| 88 | |
| 89 | // Clear the new affordable flag (both creatures share this trigger) |
| 90 | this.shopApproach.hasNewAffordableItem = false |
| 91 | }, |
| 92 | |
| 93 | // Called when player purchases an item - recalculate affordable items |
| 94 | onPurchase() { |
| 95 | this.updateAffordableItems() |
| 96 | }, |
| 97 | |
| 98 | addKoi(n = 1) { |
| 99 | this.capturedKoi += n |
| 100 | this.save() |
| 101 | this.notifyListeners() |
| 102 | // Check if new items became affordable |
| 103 | this.updateAffordableItems() |
| 104 | }, |
| 105 | |
| 106 | spendKoi(n) { |
| 107 | if (this.capturedKoi >= n) { |
| 108 | this.capturedKoi -= n |
| 109 | this.save() |
| 110 | this.notifyListeners() |
| 111 | // Recalculate affordable items after spending |
| 112 | this.updateAffordableItems() |
| 113 | return true |
| 114 | } |
| 115 | return false |
| 116 | }, |
| 117 | |
| 118 | getKoi() { |
| 119 | return this.capturedKoi |
| 120 | }, |
| 121 | |
| 122 | save() { |
| 123 | localStorage.setItem(STORAGE_KEY, this.capturedKoi.toString()) |
| 124 | }, |
| 125 | |
| 126 | // Listener system for UI updates |
| 127 | listeners: [], |
| 128 | |
| 129 | addListener(callback) { |
| 130 | this.listeners.push(callback) |
| 131 | }, |
| 132 | |
| 133 | removeListener(callback) { |
| 134 | this.listeners = this.listeners.filter(l => l !== callback) |
| 135 | }, |
| 136 | |
| 137 | notifyListeners() { |
| 138 | for (const listener of this.listeners) { |
| 139 | listener(this.capturedKoi) |
| 140 | } |
| 141 | } |
| 142 | } |
| 143 | |
| 144 | export default gameState |