pet/src/composables/usePetSystem.js

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import { ref, computed, onMounted, onUnmounted } from 'vue';
export function usePetSystem() {
// --- State ---
const stage = ref('egg'); // egg, baby, adult
const state = ref('idle'); // idle, sleep, eating, sick, dead, refuse
// --- Stats ---
const stats = ref({
hunger: 100, // 0-100 (0 = Starving)
happiness: 100, // 0-100 (0 = Depressed)
health: 100, // 0-100 (0 = Sick risk)
weight: 500, // grams
age: 0, // days
poopCount: 0 // Number of poops on screen
});
// --- Internal Timers ---
let gameLoopId = null;
const TICK_RATE = 3000; // 3 seconds per tick
const isCleaning = ref(false);
// --- Actions ---
function feed() {
if (state.value === 'sleep' || state.value === 'dead' || stage.value === 'egg' || isCleaning.value) return false;
if (state.value === 'sick' || stats.value.hunger >= 90) {
// Refuse food if sick or full
triggerState('refuse', 2000);
return false;
}
// Eat
triggerState('eating', 3000); // Animation duration
stats.value.hunger = Math.min(100, stats.value.hunger + 20);
stats.value.weight += 50;
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// Chance to poop after eating (降低機率)
if (Math.random() < 0.15) { // 從 0.3 降到 0.15
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setTimeout(() => {
if (stats.value.poopCount < 4) {
stats.value.poopCount++;
}
}, 4000);
}
return true;
}
function play() {
if (state.value !== 'idle' || stage.value === 'egg' || isCleaning.value) return false;
stats.value.happiness = Math.min(100, stats.value.happiness + 15);
stats.value.weight -= 10; // Exercise burns calories
stats.value.hunger = Math.max(0, stats.value.hunger - 5);
return true;
}
function clean() {
if (stats.value.poopCount > 0 && !isCleaning.value) {
isCleaning.value = true;
// Delay removal for animation
setTimeout(() => {
stats.value.poopCount = 0;
stats.value.happiness += 10;
isCleaning.value = false;
}, 2000); // 2 seconds flush animation
return true;
}
return false;
}
function sleep() {
if (isCleaning.value) return;
if (state.value === 'idle') {
state.value = 'sleep';
} else if (state.value === 'sleep') {
state.value = 'idle'; // Wake up
}
}
// --- Game Loop ---
function tick() {
if (state.value === 'dead' || stage.value === 'egg') return;
// Decrease stats naturally
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// 目標:飢餓值約 30-60 分鐘下降 10%,快樂值約 20-40 分鐘下降 10%
// TICK_RATE = 3000ms (3秒), 600 ticks = 30分鐘
// 飢餓值每 tick -0.05 → 600 ticks = -30 (30分鐘下降30%)
// 快樂值每 tick -0.08 → 600 ticks = -48 (30分鐘下降48%)
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if (state.value !== 'sleep') {
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stats.value.hunger = Math.max(0, stats.value.hunger - 0.05);
stats.value.happiness = Math.max(0, stats.value.happiness - 0.08);
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} else {
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// Slower decay when sleeping (約 1/3 速度)
stats.value.hunger = Math.max(0, stats.value.hunger - 0.015);
stats.value.happiness = Math.max(0, stats.value.happiness - 0.025);
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}
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// Random poop generation (更低的機率:約 0.5% per tick)
// 平均約每 200 ticks = 10 分鐘拉一次
if (state.value !== 'sleep' && Math.random() < 0.005 && stats.value.poopCount < 4 && !isCleaning.value) {
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stats.value.poopCount++;
}
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// Health Logic (更溫和的健康下降)
// 便便影響健康:每個便便每 tick -0.1 health
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if (stats.value.poopCount > 0) {
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stats.value.health = Math.max(0, stats.value.health - (0.1 * stats.value.poopCount));
}
// 飢餓影響健康:飢餓值低於 20 時開始影響健康
if (stats.value.hunger < 20) {
const hungerPenalty = (20 - stats.value.hunger) * 0.02; // 飢餓越嚴重,扣越多
stats.value.health = Math.max(0, stats.value.health - hungerPenalty);
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}
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// 不開心影響健康:快樂值低於 20 時開始影響健康(較輕微)
if (stats.value.happiness < 20) {
const happinessPenalty = (20 - stats.value.happiness) * 0.01;
stats.value.health = Math.max(0, stats.value.health - happinessPenalty);
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}
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// Sickness Check (更低的生病機率)
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if (stats.value.health < 30 && state.value !== 'sick') {
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if (Math.random() < 0.1) { // 從 0.3 降到 0.1
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state.value = 'sick';
}
}
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// Health Recovery (健康值可以緩慢恢復)
// 如果沒有便便、飢餓值和快樂值都高,健康值會緩慢恢復
if (stats.value.poopCount === 0 && stats.value.hunger > 50 && stats.value.happiness > 50 && stats.value.health < 100 && state.value !== 'sick') {
stats.value.health = Math.min(100, stats.value.health + 0.05);
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}
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// Death Check (移除死亡機制,依照之前的討論)
// if (stats.value.health === 0) {
// state.value = 'dead';
// }
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// Evolution / Growth (Simple Age increment)
// In a real game, 1 day might be 24h, here maybe every 100 ticks?
// For now, let's just say age increases slowly.
}
// --- Helpers ---
function triggerState(tempState, duration) {
const previousState = state.value;
state.value = tempState;
setTimeout(() => {
if (state.value === tempState) { // Only revert if state hasn't changed again
state.value = previousState === 'sleep' ? 'idle' : 'idle';
}
}, duration);
}
function hatchEgg() {
if (stage.value === 'egg') {
stage.value = 'baby'; // or 'adult' for now since we only have that sprite
// Let's map 'baby' to our 'adult' sprite for now, or just use 'adult'
stage.value = 'adult';
state.value = 'idle';
stats.value.hunger = 50;
stats.value.happiness = 50;
stats.value.health = 100;
stats.value.poopCount = 0;
isCleaning.value = false;
}
}
function reset() {
stage.value = 'egg';
state.value = 'idle';
isCleaning.value = false;
stats.value = {
hunger: 100,
happiness: 100,
health: 100,
weight: 500,
age: 0,
poopCount: 0
};
}
// --- Lifecycle ---
onMounted(() => {
gameLoopId = setInterval(tick, TICK_RATE);
});
onUnmounted(() => {
if (gameLoopId) clearInterval(gameLoopId);
});
return {
stage,
state,
stats,
isCleaning,
feed,
play,
clean,
sleep,
hatchEgg,
reset
};
}