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| 1 | +console.log("LoveCipher script loaded!"); |
| 2 | + |
| 3 | +document.addEventListener('DOMContentLoaded', () => { |
| 4 | + const playerInput = document.getElementById('player-input'); |
| 5 | + const sendButton = document.getElementById('send-button'); |
| 6 | + const chatDisplay = document.getElementById('chat-display'); |
| 7 | + const dialogueChoicesArea = document.getElementById('dialogue-choices-area'); |
| 8 | + const cluesList = document.getElementById('clues-list'); |
| 9 | + const statusText = document.getElementById('status-text'); |
| 10 | + |
| 11 | + // --- Game State & Data --- |
| 12 | + const conversations = { |
| 13 | + intro: [ |
| 14 | + { sender: 'npc', text: "Hello there... stranger. Found my little message in a bottle, did you?" }, |
| 15 | + { sender: 'npc', text: "I'm a bit surprised anyone did. It's been a while." }, |
| 16 | + { sender: 'npc', text: "So, tell me, what are you seeking?" } // Player responds via text input |
| 17 | + ], |
| 18 | + post_intro_reply: [ // After player's first text reply |
| 19 | + { sender: 'npc', text: "Interesting. Seeking, are we? Well, perhaps you can solve something for me first." }, |
| 20 | + { sender: 'npc', text: "I have cities, but no houses. I have mountains, but no trees. I have water, but no fish. What am I?", puzzle: 'map_riddle', answer: 'a map' } |
| 21 | + ], |
| 22 | + riddle_correct: [ |
| 23 | + { sender: 'npc', text: "Impressive! 'A map' it is. You're sharper than you look." }, |
| 24 | + { sender: 'npc', text: "Maybe you are interesting after all. Tell me..." }, |
| 25 | + { |
| 26 | + sender: 'npc', |
| 27 | + text: "Are you the type to rush into things, or do you prefer to observe from the shadows?", |
| 28 | + choices: [ |
| 29 | + { text: "I jump in head first!", nextStage: 'choice_rush' }, |
| 30 | + { text: "I like to watch and learn.", nextStage: 'choice_observe' }, |
| 31 | + { text: "A bit of both, really.", nextStage: 'choice_both' } |
| 32 | + ] |
| 33 | + } |
| 34 | + ], |
| 35 | + riddle_incorrect: [ |
| 36 | + { sender: 'npc', text: "Hmm, not quite. Think harder." } // Stays on riddle |
| 37 | + ], |
| 38 | + choice_rush: [ |
| 39 | + { sender: 'npc', text: "A thrill-seeker, eh? I can appreciate that. Sometimes." }, |
| 40 | + { sender: 'npc', text: "We'll see how that pans out for you." } // Leads to next phase |
| 41 | + ], |
| 42 | + choice_observe: [ |
| 43 | + { sender: 'npc', text: "The cautious type. Wise, perhaps. Or perhaps too timid." }, |
| 44 | + { sender: 'npc', text: "Observation can only get you so far." } // Leads to next phase |
| 45 | + ], |
| 46 | + choice_both: [ |
| 47 | + { sender: 'npc', text: "Balanced, or just indecisive? Time will tell." }, |
| 48 | + { sender: 'npc', text: "Let's move on, but remember this number: 7." , clue: "Number: 7"}, // Clue 1 |
| 49 | + { sender: 'npc', text: "And this word: 'whisper'." , clue: "Word: whisper"}, // Clue 2 |
| 50 | + { sender: 'npc', text: "They might be useful if you're observant.", nextStage: 'puzzle_gate_intro' } |
| 51 | + ], |
| 52 | + choice_rush: [ |
| 53 | + { sender: 'npc', text: "A thrill-seeker, eh? I can appreciate that. Sometimes." }, |
| 54 | + { sender: 'npc', text: "You like speed? Then maybe you'll appreciate the swiftness of a 'comet'." , clue: "Speed: comet"}, // Clue 1 |
| 55 | + { sender: 'npc', text: "And also, keep the number '3' in mind." , clue: "Number: 3"}, // Clue 2 |
| 56 | + { sender: 'npc', text: "We'll see how that pans out for you.", nextStage: 'puzzle_gate_intro' } |
| 57 | + ], |
| 58 | + choice_observe: [ |
| 59 | + { sender: 'npc', text: "The cautious type. Wise, perhaps. Or perhaps too timid." }, |
| 60 | + { sender: 'npc', text: "You watch for details? Then note the color 'indigo'." , clue: "Color: indigo"}, // Clue 1 |
| 61 | + { sender: 'npc', text: "And the number '5'." , clue: "Number: 5"}, // Clue 2 |
| 62 | + { sender: 'npc', text: "Observation can only get you so far.", nextStage: 'puzzle_gate_intro' } |
| 63 | + ], |
| 64 | + puzzle_gate_intro: [ |
| 65 | + { sender: 'npc', text: "Alright, enough chit-chat for a moment." }, |
| 66 | + { sender: 'npc', text: "I have a little gate here. It needs two specific things you might have picked up from our conversation to open." }, |
| 67 | + { sender: 'npc', text: "Tell me the first one, then the second. What's the first part of the code?", puzzle: 'gate_puzzle_part1', expects: 'clue1_value' } |
| 68 | + // expects 'clue1_value' will be dynamically determined based on path taken |
| 69 | + ], |
| 70 | + puzzle_gate_part2: [ |
| 71 | + { sender: 'npc', text: "Okay, and the second part?", puzzle: 'gate_puzzle_part2', expects: 'clue2_value' } |
| 72 | + ], |
| 73 | + puzzle_gate_correct: [ |
| 74 | + { sender: 'npc', text: "Click. The gate swings open. Well done." }, |
| 75 | + { sender: 'npc', text: "You're proving to be quite capable." } |
| 76 | + ], |
| 77 | + puzzle_gate_incorrect: [ |
| 78 | + { sender: 'npc', text: "That doesn't seem right. The gate remains shut." } |
| 79 | + // This will loop back to the current puzzle part |
| 80 | + ] |
| 81 | + }; |
| 82 | + |
| 83 | + let currentStage = 'intro'; |
| 84 | + let currentMessages = [...conversations.intro]; |
| 85 | + let messageIndex = 0; |
| 86 | + let expectingPuzzleAnswer = null; // e.g. { id: 'gate_puzzle_part1', expects: 'clue1_value' } |
| 87 | + let relationshipScore = 0; |
| 88 | + let collectedClues = []; // Stores objects like { text: "Number: 7" } |
| 89 | + let playerPathClues = []; // Stores the actual clue values player should have based on path, e.g. ['comet', '3'] |
| 90 | + let tempPlayerInputForPuzzle = null; // To store the first part of a two-part puzzle answer |
| 91 | + |
| 92 | + // --- UI Functions --- |
| 93 | + function setInputMode(mode) { // 'text' or 'choice' |
| 94 | + if (mode === 'choice') { |
| 95 | + playerInput.disabled = true; |
| 96 | + sendButton.disabled = true; |
| 97 | + playerInput.placeholder = "Choose an option above"; |
| 98 | + dialogueChoicesArea.classList.remove('hidden'); |
| 99 | + } else { // 'text' |
| 100 | + playerInput.disabled = false; |
| 101 | + sendButton.disabled = false; |
| 102 | + playerInput.placeholder = "Type your message..."; |
| 103 | + dialogueChoicesArea.classList.add('hidden'); |
| 104 | + dialogueChoicesArea.innerHTML = ''; // Clear old choices |
| 105 | + } |
| 106 | + } |
| 107 | + |
| 108 | + // --- Message & Choice Display Functions --- |
| 109 | + |
| 110 | + function addMessageToChat(sender, message) { |
| 111 | + const messageElement = document.createElement('div'); |
| 112 | + messageElement.classList.add('message'); |
| 113 | + messageElement.classList.add(sender === 'player' ? 'player-message' : 'npc-message'); |
| 114 | + messageElement.textContent = message; |
| 115 | + chatDisplay.appendChild(messageElement); |
| 116 | + chatDisplay.scrollTop = chatDisplay.scrollHeight; // Auto-scroll to bottom |
| 117 | + } |
| 118 | + |
| 119 | + function updateCluesDisplay() { |
| 120 | + cluesList.innerHTML = ''; // Clear existing clues |
| 121 | + collectedClues.forEach(clue => { |
| 122 | + const listItem = document.createElement('li'); |
| 123 | + listItem.textContent = clue.text; // Display the full clue text e.g. "Number: 7" |
| 124 | + cluesList.appendChild(listItem); |
| 125 | + }); |
| 126 | + } |
| 127 | + |
| 128 | + function displayChoices(choices) { |
| 129 | + dialogueChoicesArea.innerHTML = ''; // Clear previous choices |
| 130 | + setInputMode('choice'); |
| 131 | + |
| 132 | + choices.forEach(choice => { |
| 133 | + const button = document.createElement('button'); |
| 134 | + button.classList.add('choice-button'); |
| 135 | + button.textContent = choice.text; |
| 136 | + button.addEventListener('click', () => handleChoiceSelection(choice)); |
| 137 | + dialogueChoicesArea.appendChild(button); |
| 138 | + }); |
| 139 | + } |
| 140 | + |
| 141 | + function displayNextMessage() { |
| 142 | + if (messageIndex < currentMessages.length) { |
| 143 | + const messageData = currentMessages[messageIndex]; |
| 144 | + |
| 145 | + if (messageData.sender === 'npc') { |
| 146 | + setTimeout(() => { |
| 147 | + addMessageToChat(messageData.sender, messageData.text); |
| 148 | + |
| 149 | + if (messageData.clue) { |
| 150 | + const newClue = { text: messageData.clue }; |
| 151 | + if (!collectedClues.some(c => c.text === newClue.text)) { |
| 152 | + collectedClues.push(newClue); |
| 153 | + updateCluesDisplay(); |
| 154 | + const clueValue = messageData.clue.split(": ")[1].toLowerCase(); |
| 155 | + if (playerPathClues.length < 2) { |
| 156 | + playerPathClues.push(clueValue); |
| 157 | + } |
| 158 | + } |
| 159 | + } |
| 160 | + |
| 161 | + messageIndex++; |
| 162 | + |
| 163 | + if (messageData.choices) { |
| 164 | + displayChoices(messageData.choices); |
| 165 | + } else if (messageData.puzzle) { |
| 166 | + expectingPuzzleAnswer = { id: messageData.puzzle, expects: messageData.expects }; |
| 167 | + setInputMode('text'); |
| 168 | + } else if (messageData.nextStage && messageIndex >= currentMessages.length) { |
| 169 | + currentStage = messageData.nextStage; |
| 170 | + currentMessages = [...(conversations[currentStage] || [])]; |
| 171 | + messageIndex = 0; |
| 172 | + displayNextMessage(); // Auto-progress |
| 173 | + } else if (messageIndex < currentMessages.length && currentMessages[messageIndex].sender === 'npc') { |
| 174 | + displayNextMessage(); |
| 175 | + } else { // NPC turn ends |
| 176 | + if(!messageData.choices && !messageData.puzzle) { // and no choices/puzzle pending from this message |
| 177 | + setInputMode('text'); // enable text input for player |
| 178 | + } |
| 179 | + } |
| 180 | + }, 700); |
| 181 | + } |
| 182 | + } else { // End of currentMessages |
| 183 | + if (expectingPuzzleAnswer) { |
| 184 | + // Current messages finished, but still expecting a puzzle answer (e.g., after incorrect feedback) |
| 185 | + // Re-prompt for the current puzzle. |
| 186 | + let puzzleStageKey = null; |
| 187 | + for (const stageKey in conversations) { |
| 188 | + if (conversations[stageKey].some(m => m.puzzle === expectingPuzzleAnswer.id)) { |
| 189 | + puzzleStageKey = stageKey; |
| 190 | + break; |
| 191 | + } |
| 192 | + } |
| 193 | + if (puzzleStageKey) { |
| 194 | + currentStage = puzzleStageKey; // This might be redundant if stage didn't change |
| 195 | + currentMessages = [...conversations[currentStage]]; |
| 196 | + messageIndex = 0; |
| 197 | + // Find the specific message that poses the puzzle to start from there. |
| 198 | + const puzzleMessageIndex = currentMessages.findIndex(m => m.puzzle === expectingPuzzleAnswer.id); |
| 199 | + if (puzzleMessageIndex !== -1) { |
| 200 | + messageIndex = puzzleMessageIndex; |
| 201 | + } |
| 202 | + setTimeout(() => displayNextMessage(), 300); // Display the puzzle prompt again |
| 203 | + } else { |
| 204 | + // Fallback: couldn't find puzzle stage, enable text input |
| 205 | + console.error("Could not find stage for puzzle:", expectingPuzzleAnswer.id); |
| 206 | + setInputMode('text'); |
| 207 | + } |
| 208 | + } else if (dialogueChoicesArea.classList.contains('hidden')) { |
| 209 | + // No puzzle pending, no choices displayed, so enable text input. |
| 210 | + setInputMode('text'); |
| 211 | + } |
| 212 | + } |
| 213 | + } |
| 214 | + |
| 215 | + // --- Player Action Handlers --- |
| 216 | + |
| 217 | + function handleChoiceSelection(choice) { |
| 218 | + addMessageToChat('player', choice.text); |
| 219 | + currentStage = choice.nextStage; |
| 220 | + // Reset playerPathClues when a choice is made that leads to new clues |
| 221 | + if (currentStage === 'choice_rush' || currentStage === 'choice_observe' || currentStage === 'choice_both') { |
| 222 | + playerPathClues = []; |
| 223 | + // Clues will be added by displayNextMessage as it processes the new stage's messages |
| 224 | + } |
| 225 | + currentMessages = [...(conversations[currentStage] || [])]; |
| 226 | + messageIndex = 0; |
| 227 | + |
| 228 | + // Example: Update relationshipScore based on choice |
| 229 | + if (choice.scoreEffect) { // This property isn't used yet, but good for future |
| 230 | + relationshipScore += choice.scoreEffect; |
| 231 | + } |
| 232 | + if (currentStage === 'choice_rush') { |
| 233 | + relationshipScore += 5; |
| 234 | + // playerPathClues are now ['comet', '3'] via displayNextMessage |
| 235 | + } else if (currentStage === 'choice_observe') { |
| 236 | + relationshipScore += 5; |
| 237 | + // playerPathClues are now ['indigo', '5'] |
| 238 | + } else if (currentStage === 'choice_both') { |
| 239 | + relationshipScore += 2; |
| 240 | + // playerPathClues are now ['7', 'whisper'] |
| 241 | + } |
| 242 | + |
| 243 | + statusText.textContent = `Relationship Score: ${relationshipScore}`; |
| 244 | + |
| 245 | + setInputMode('text'); |
| 246 | + dialogueChoicesArea.innerHTML = ''; |
| 247 | + displayNextMessage(); |
| 248 | + } |
| 249 | + |
| 250 | + function processPlayerTextInput(text) { |
| 251 | + const cleanedText = text.toLowerCase().trim(); |
| 252 | + |
| 253 | + if (expectingPuzzleAnswer) { |
| 254 | + let puzzleSolvedForThisTurn = false; |
| 255 | + |
| 256 | + if (expectingPuzzleAnswer.id === 'map_riddle') { |
| 257 | + const riddleDefinition = conversations.post_intro_reply.find(m => m.puzzle === expectingPuzzleAnswer.id); |
| 258 | + if (riddleDefinition && cleanedText === riddleDefinition.answer) { |
| 259 | + currentStage = 'riddle_correct'; |
| 260 | + relationshipScore += 10; |
| 261 | + statusText.textContent = `She's impressed! Score: ${relationshipScore}`; |
| 262 | + expectingPuzzleAnswer = null; // Puzzle fully solved |
| 263 | + puzzleSolvedForThisTurn = true; |
| 264 | + } else { |
| 265 | + currentMessages = [...conversations.riddle_incorrect]; |
| 266 | + statusText.textContent = `Not quite... Score: ${relationshipScore}`; |
| 267 | + // expectingPuzzleAnswer for map_riddle remains, displayNextMessage will re-prompt |
| 268 | + } |
| 269 | + } else if (expectingPuzzleAnswer.id === 'gate_puzzle_part1') { |
| 270 | + if (playerPathClues.length > 0 && cleanedText === playerPathClues[0]) { |
| 271 | + tempPlayerInputForPuzzle = cleanedText; |
| 272 | + currentStage = 'puzzle_gate_part2'; // Moves to ask for the second part |
| 273 | + // expectingPuzzleAnswer will be updated by displayNextMessage when it processes puzzle_gate_part2 |
| 274 | + puzzleSolvedForThisTurn = true; // Part 1 is correct |
| 275 | + } else { |
| 276 | + currentMessages = [...conversations.puzzle_gate_incorrect]; |
| 277 | + // expectingPuzzleAnswer for gate_puzzle_part1 remains, displayNextMessage will re-prompt |
| 278 | + } |
| 279 | + } else if (expectingPuzzleAnswer.id === 'gate_puzzle_part2') { |
| 280 | + if (playerPathClues.length > 1 && tempPlayerInputForPuzzle && cleanedText === playerPathClues[1]) { |
| 281 | + currentStage = 'puzzle_gate_correct'; |
| 282 | + relationshipScore += 15; |
| 283 | + statusText.textContent = `Gate opened! Score: ${relationshipScore}`; |
| 284 | + expectingPuzzleAnswer = null; // Puzzle fully solved |
| 285 | + puzzleSolvedForThisTurn = true; |
| 286 | + tempPlayerInputForPuzzle = null; |
| 287 | + } else { |
| 288 | + currentMessages = [...conversations.puzzle_gate_incorrect]; |
| 289 | + tempPlayerInputForPuzzle = null; |
| 290 | + // Add the restart message if not already there to loop back. |
| 291 | + if (!conversations.puzzle_gate_incorrect.find(m => m.nextStage === 'puzzle_gate_intro')) { |
| 292 | + conversations.puzzle_gate_incorrect.push({ sender: 'npc', text: "Let's try that gate sequence again from the start.", nextStage: 'puzzle_gate_intro'}); |
| 293 | + } |
| 294 | + // expectingPuzzleAnswer remains for gate_puzzle_part2, but the nextStage in the incorrect message |
| 295 | + // will effectively reset it by going to puzzle_gate_intro. |
| 296 | + } |
| 297 | + } |
| 298 | + |
| 299 | + // If puzzle was solved (or part 1 of gate puzzle was correct), load the new stage's messages. |
| 300 | + // Otherwise, currentMessages is already set to the "incorrect" feedback. |
| 301 | + if (puzzleSolvedForThisTurn) { |
| 302 | + currentMessages = [...(conversations[currentStage] || [])]; |
| 303 | + } |
| 304 | + |
| 305 | + messageIndex = 0; |
| 306 | + displayNextMessage(); |
| 307 | + |
| 308 | + } else { |
| 309 | + // General conversation progression |
| 310 | + if (currentStage === 'intro') { |
| 311 | + currentStage = 'post_intro_reply'; |
| 312 | + currentMessages = [...(conversations[currentStage] || [])]; |
| 313 | + messageIndex = 0; |
| 314 | + displayNextMessage(); |
| 315 | + } |
| 316 | + } |
| 317 | + } |
| 318 | + |
| 319 | + function handlePlayerSend() { |
| 320 | + const messageText = playerInput.value.trim(); |
| 321 | + if (messageText && !playerInput.disabled) { |
| 322 | + addMessageToChat('player', messageText); |
| 323 | + playerInput.value = ''; |
| 324 | + processPlayerTextInput(messageText); |
| 325 | + } |
| 326 | + } |
| 327 | + |
| 328 | + // --- Event Listeners --- |
| 329 | + if (sendButton) { |
| 330 | + sendButton.addEventListener('click', handlePlayerSend); |
| 331 | + } |
| 332 | + |
| 333 | + if (playerInput) { |
| 334 | + playerInput.addEventListener('keypress', (event) => { |
| 335 | + if (event.key === 'Enter' && !playerInput.disabled) { |
| 336 | + handlePlayerSend(); |
| 337 | + } |
| 338 | + }); |
| 339 | + } |
| 340 | + |
| 341 | + // --- Game Initialization --- |
| 342 | + function startGame() { |
| 343 | + console.log("Game initialized."); |
| 344 | + statusText.textContent = `Relationship Score: ${relationshipScore}`; |
| 345 | + setInputMode('text'); // Start with text input |
| 346 | + displayNextMessage(); |
| 347 | + } |
| 348 | + |
| 349 | + startGame(); |
| 350 | +}); |
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