Honey Village: six model builds + hub frontend, Dockerized for Dokploy

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2026-07-15 10:50:12 -04:00
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// LakeScene.ts: 湖畔. 龟爷爷 (grandpa - C9 progression), picnic (T7), lake reflection show.
import Phaser from 'phaser';
import { MapScene } from '../MapScene';
import { director } from '../../systems/CorruptionDirector';
import { story } from '../../systems/StoryDirector';
import { NPCS } from '../../data/gamedata';
import { DialogueLine } from '../UIScene';
import { audio } from '../../systems/AudioEngine';
export class LakeScene extends MapScene {
gpSprite!: Phaser.GameObjects.Sprite;
reflectionDelay = 0;
constructor() { super('LakeScene', 'map:lake', 'lake'); }
onBuild(map: Phaser.Tilemaps.Tilemap, ts: Phaser.Tilemaps.Tileset) {
this.gpSprite = this.add.sprite(13*16+8, 10*16+8, 'npc', NPCS.grandpa.fieldSprite).setOrigin(0.5,0.9);
(this.gpSprite as any).npcKey = 'grandpa';
this.npcSprites.push(this.gpSprite);
this.addInteract(13, 10, () => {
if (director.noteNpcTalk('grandpa')) director.sadness('对同一 NPC 一天内对话 ≥5 次(纠缠)', 'grandpa');
story.recordGreet('grandpa');
// bread deliver (T1/T8)
if ((director.day === 1 || director.day === 4) && story.breadTaken[director.day]) {
story.deliverBread('grandpa', (l) => this.say(l));
return;
}
this.say(story.npcTalk('grandpa'));
}, { promptText: '按 E 和龟爷爷说话' });
// picnic (T7 day3)
this.addInteract(16, 11, () => this.picnic(), { promptText: '按 E 野餐', enabled: () => director.day === 3 && !director.tasksDone.has('T7') });
// lake reflection (S2+: reflection delays 1 frame)
this.addInteract(7, 7, () => {
this.say([{ speaker:'', text:'湖面平静如镜。你看见自己的倒影……好像慢了半拍。' }]);
}, { promptText: '按 E 看湖面' });
}
picnic() {
story.completeTask('T7', 15);
audio.sfxDone();
this.say([
{ speaker:'', text:'铺开野餐布,阳光洒在湖面上。' },
{ speaker:'', text:'(湖面的倒影……比动作慢了一帧。)' },
]);
}
}