File size: 51,271 Bytes
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document.addEventListener('DOMContentLoaded', () => {
    // --- Глобальные переменные состояния игры ---
    let playerMoney = 150; // Start with slightly more money
    let squad = []; // Массив объектов ковбоев в отряде
    let availableCowboys = []; // Ковбои, доступные для найма
    let shopItems = []; // Предметы в магазине
    let availablePlans = []; // Доступные планы ограблений
    let currentPlan = null; // Выбранный план
    let currentRobberyEvent = null; // Текущее событие в ограблении
    let currentRobberyProgress = 0; // Условный прогресс (можно расширить)
    let gameState = 'hire'; // Текущая фаза: hire, equip, plan, robbery, results, gameover

    // --- Элементы DOM ---
    const moneyEl = document.getElementById('money');
    const squadStatsEl = document.getElementById('squad-stats');
    const equipmentSummaryEl = document.getElementById('equipment-summary');
    const mainContentEl = document.getElementById('main-content');
    const hireListEl = document.getElementById('hire-list');
    const shopListEl = document.getElementById('shop-list');
    const squadManageListEl = document.getElementById('squad-manage-list');
    const planListEl = document.getElementById('plan-list');
    const squadHealthDisplayEl = document.getElementById('squad-health-display');
    const eventDescriptionEl = document.getElementById('event-description');
    const choicesEl = document.getElementById('choices');
    const rollResultDisplayEl = document.getElementById('roll-result-display');
    const resultMessageEl = document.getElementById('result-message');
    const xpGainedEl = document.getElementById('xp-gained');
    const gameOverEl = document.getElementById('game-over');

    // --- Кнопки навигации/действий ---
    const goToEquipmentBtn = document.getElementById('go-to-equipment-btn');
    const goToPlanBtn = document.getElementById('go-to-plan-btn');
    const continueGameBtn = document.getElementById('continue-game-btn');
    const newGameBtn = document.getElementById('new-game-btn');
    const restartGameBtn = document.getElementById('restart-game-btn'); // Из GameOver

    // --- Игровые Константы и Настройки ---
    const cowboyNames = ["Джед", "Билли", "Сэм", "Клэй", "Дасти", "Хосе", "Уайетт", "Док", "Барт", "Коул"]; // Added more names
    const cowboyStats = ["strength", "agility", "marksmanship", "charisma"]; // Сила, Ловкость, Меткость, Харизма
    const itemNames = ["Хороший Револьвер", "Винтовка", "Динамит", "Аптечка", "Отмычки", "Бронежилет", "Шляпа Удачи"]; // Added another item
    const planNames = ["Ограбление Почтового Вагона", "Нападение на Мосту", "Засада в Каньоне", "Тихое Проникновение"]; // Added another plan
    const MAX_LEVEL = 10;
    const XP_PER_LEVEL = 100;
    const DICE_SIDES = 10; // Используем D10 для проверок

    // --- Основные Функции Игры ---

    function initGame() {
        playerMoney = 300; // Начальные деньги
        squad = [];
        availableCowboys = [];
        shopItems = [];
        availablePlans = [];
        currentPlan = null;
        currentRobberyEvent = null;
        currentRobberyProgress = 0;
        gameState = 'hire';
        gameOverEl.style.display = 'none';
        mainContentEl.style.display = 'block';

        generateInitialData();
        updateStatusBar();
        switchPhase('hire'); // Ensure starting phase is rendered correctly
    }

    function generateInitialData() {
        // Генерируем ковбоев для найма
        availableCowboys = [];
        for (let i = 0; i < 5; i++) {
            availableCowboys.push(generateCowboy());
        }

        // Генерируем предметы для магазина
        shopItems = [];
        for (let i = 0; i < 4; i++) {
             // Ensure variety by removing chosen names temporarily
             let tempItemNames = [...itemNames];
             const itemName = tempItemNames.splice(Math.floor(Math.random() * tempItemNames.length), 1)[0];
             shopItems.push(generateItem(itemName));
        }
         // Add specific items if desired
         if (!shopItems.some(item => item.name === "Аптечка")) {
            shopItems.push(generateItem("Аптечка"));
         }
          if (!shopItems.some(item => item.name === "Динамит")) {
            shopItems.push(generateItem("Динамит"));
         }


        // Генерируем планы
        availablePlans = [];
         let tempPlanNames = [...planNames];
        for (let i = 0; i < 3; i++) {
             if (tempPlanNames.length === 0) break; // Avoid errors if not enough names
             const planName = tempPlanNames.splice(Math.floor(Math.random() * tempPlanNames.length), 1)[0];
            availablePlans.push(generatePlan(planName, i));
        }
    }

    // --- Генерация Случайных Данных ---

    function generateCowboy() {
        // Generate a 3-character alphanumeric suffix
        const randomSuffix = Math.random().toString(36).substring(2, 5);
        const name = cowboyNames[Math.floor(Math.random() * cowboyNames.length)] + " " + randomSuffix; // Example: "Уайетт 5xs"

        const stats = {};
        let totalStatPoints = 10 + Math.floor(Math.random() * 12); // Slightly wider range
        cowboyStats.forEach(stat => stats[stat] = 1);
        totalStatPoints -= cowboyStats.length;
        while (totalStatPoints > 0) {
            stats[cowboyStats[Math.floor(Math.random() * cowboyStats.length)]]++;
            totalStatPoints--;
        }

        const level = 1;
        const xp = 0;
        const maxHealth = 50 + stats.strength * 5 + Math.floor(Math.random() * 15); // Slightly higher health potential
        // Adjusted cost calculation
        const cost = 20 + Object.values(stats).reduce((a, b) => a + b, 0) * 3 + Math.floor(maxHealth / 8);

        return {
            id: Date.now() + Math.random(),
            name: name,
            stats: stats,
            health: maxHealth,
            maxHealth: maxHealth,
            level: level,
            xp: xp,
            cost: cost,
            weapon: null,
            equipment: []
        };
    }

     function generateItem(baseItemName = null) {
         // If no name provided, pick one randomly
         const baseItem = baseItemName || itemNames[Math.floor(Math.random() * itemNames.length)];
        let cost = 15 + Math.floor(Math.random() * 50);
        let type = "equipment";
        let effect = {};

        switch (baseItem) {
            case "Хороший Револьвер":
                effect = { marksmanship_bonus: 2 + Math.floor(Math.random() * 3) }; // 2-4
                type = "weapon";
                cost += 25;
                break;
            case "Винтовка":
                effect = { marksmanship_bonus: 4 + Math.floor(Math.random() * 4) }; // 4-7
                 type = "weapon";
                cost += 45;
                break;
            case "Динамит":
                effect = { demolition_chance: 0.25 }; // +25%
                type = "consumable";
                cost += 20;
                break;
            case "Аптечка":
                 effect = { health: 25 + Math.floor(Math.random() * 16) }; // 25-40 health
                type = "consumable";
                cost += 15;
                break;
            case "Отмычки":
                effect = { lockpick_chance: 0.20 }; // +20%
                type = "equipment";
                 cost += 30;
                break;
             case "Бронежилет":
                 effect = { damage_reduction: 0.15 }; // 15% reduction
                 type = "equipment";
                 cost += 40;
                 break;
             case "Шляпа Удачи":
                  effect = { charisma_bonus: 1, luck_bonus: 0.05 }; // +1 Charisma, +5% general luck (need to implement luck)
                  type = "equipment";
                  cost += 25;
                  break;
        }

        return {
            id: Date.now() + Math.random(),
            name: baseItem,
            type: type,
            effect: effect,
            cost: cost
        };
    }

    function generatePlan(planName, index) {
        const difficulty = 40 + Math.floor(Math.random() * 60) + index * 15; // Base difficulty + random + index scaling
        const potentialReward = 80 + Math.floor(Math.random() * 120) + difficulty * 2.5; // More varied reward

        // Simplified event structure - can be vastly expanded
        const events = [
             {
                 description: `Подход к поезду (${planName}). Охрана патрулирует. Ваши действия?`,
                 choices: [
                    { text: "Прокрасться мимо (Ловкость)", requiredStat: "agility", difficulty: difficulty * 0.9 },
                    { text: "Создать отвлекающий шум (Харизма)", requiredStat: "charisma", difficulty: difficulty * 1.0 },
                    { text: "Устранить охранника тихо (Меткость?)", requiredStat: "marksmanship", difficulty: difficulty * 1.1 }, // Risky use of Marksmanship
                ],
                 successReward: { progress: 1 },
                 failurePenalty: { health: 10 }
             },
             {
                 description: "Нужно проникнуть в вагон с ценностями.",
                 choices: [
                    { text: "Взломать замок (Ловкость + Отмычки?)", requiredStat: "agility", difficulty: difficulty * 1.0 },
                    { text: "Выбить дверь (Сила)", requiredStat: "strength", difficulty: difficulty * 0.9 },
                     { text: "Использовать Динамит? (Сила + Динамит?)", requiredStat: "strength", difficulty: difficulty * 0.7 } // Easier but noisy & uses item
                ],
                 successReward: { progress: 1, money: potentialReward * 0.1 }, // Small initial reward
                 failurePenalty: { health: 15, money: -15 }
             },
             {
                description: "Внутри! Забрать добычу и быстро уходить!",
                choices: [
                    { text: "Хватать все и бежать (Ловкость)", requiredStat: "agility", difficulty: difficulty * 1.1 },
                    { text: "Прикрывать отход (Меткость)", requiredStat: "marksmanship", difficulty: difficulty * 1.0 },
                    { text: "Забаррикадировать дверь (Сила)", requiredStat: "strength", difficulty: difficulty * 1.0 }
                ],
                 successReward: { money: potentialReward * 0.9, xp: 50 + difficulty / 2, progress: 1 }, // Main reward + scaled XP
                 failurePenalty: { health: 25, money: -potentialReward * 0.3 }
             }
        ];

        return {
            id: Date.now() + Math.random(),
            name: planName,
            description: `Сложность: ~${difficulty}, Награда: ~$${Math.round(potentialReward)}`,
            baseDifficulty: difficulty,
            potentialReward: Math.round(potentialReward),
            events: events
        };
    }

     function getRobberyEvent() {
        if (currentPlan && currentPlan.events.length > currentRobberyProgress) {
            return currentPlan.events[currentRobberyProgress];
        }
        return null;
    }


    // --- Обновление Интерфейса ---

    function updateStatusBar() {
        moneyEl.textContent = playerMoney;

        const totalStats = { strength: 0, agility: 0, marksmanship: 0, charisma: 0 };
        let equipmentText = [];
        let consumableText = []; // Separate consumables

        squad.forEach(cowboy => {
            // Base stats
            Object.keys(totalStats).forEach(stat => {
                totalStats[stat] += cowboy.stats[stat] || 0; // Ensure stat exists
            });

            // Bonuses from weapon
            if (cowboy.weapon) {
                equipmentText.push(cowboy.weapon.name);
                Object.keys(totalStats).forEach(stat => {
                    if (cowboy.weapon.effect[`${stat}_bonus`]) {
                        totalStats[stat] += cowboy.weapon.effect[`${stat}_bonus`];
                    }
                });
            }

            // Bonuses from equipment and list consumables
            cowboy.equipment.forEach(item => {
                if (item.type === 'consumable') {
                    // Count consumables instead of just listing names once
                    let existing = consumableText.find(c => c.name === item.name);
                    if (existing) {
                        existing.count++;
                    } else {
                        consumableText.push({ name: item.name, count: 1 });
                    }
                } else {
                    equipmentText.push(item.name); // Add other equipment names
                }
                // Apply stat bonuses from all equipment/consumables (if any)
                Object.keys(totalStats).forEach(stat => {
                    if (item.effect && item.effect[`${stat}_bonus`]) {
                        totalStats[stat] += item.effect[`${stat}_bonus`];
                    }
                });
            });
        });

        // --- Updated line with emojis for total stats ---
        squadStatsEl.innerHTML = `💪С ${totalStats.strength} &nbsp; ✨Л ${totalStats.agility} &nbsp; 🎯М ${totalStats.marksmanship} &nbsp; 😊Х ${totalStats.charisma}`;
        // --- End of updated line --- (Used &nbsp; for spacing)

        // Combine and display equipment/consumables summary
        const uniqueEquipment = [...new Set(equipmentText)];
        let summary = uniqueEquipment.slice(0, 2).join(', '); // Show max 2 permanent items
        if (uniqueEquipment.length > 2) summary += '...';

        if (consumableText.length > 0) {
            // Format consumables as "Name(count)"
            let consumableSummary = consumableText
                .map(c => `${c.name}(${c.count})`)
                .slice(0, 2) // Show max 2 types of consumables
                .join(', ');
            if (consumableText.length > 2) consumableSummary += '...';
            summary += (summary ? ' / ' : '') + 'Расх: ' + consumableSummary;
        }

        equipmentSummaryEl.textContent = summary || "Ничего";
    }

    function updateSquadHealthDisplay() {
         if (gameState !== 'robbery') {
             squadHealthDisplayEl.innerHTML = '';
             squadHealthDisplayEl.style.display = 'none'; // Hide if not in robbery
             return;
         }
         squadHealthDisplayEl.style.display = 'block'; // Show if in robbery
         squadHealthDisplayEl.innerHTML = "Здоровье отряда: ";
         if (squad.length === 0) {
             squadHealthDisplayEl.innerHTML += "Отряд пуст!";
             return;
         }
         squad.forEach(cowboy => {
             const healthSpan = document.createElement('span');
             healthSpan.classList.add('cowboy-health');
             // Calculate percentage for styling, handle division by zero
             const healthPercent = cowboy.maxHealth > 0 ? (cowboy.health / cowboy.maxHealth) * 100 : 0;
             healthSpan.textContent = `${cowboy.name}: ${cowboy.health}/${cowboy.maxHealth} HP`;

             healthSpan.classList.remove('low-health', 'critical-health'); // Reset classes
             if (healthPercent <= 20) {
                 healthSpan.classList.add('critical-health');
             } else if (healthPercent <= 50) {
                 healthSpan.classList.add('low-health');
             }
             squadHealthDisplayEl.appendChild(healthSpan);
         });
     }


    // --- Рендеринг Фаз Игры ---

    function switchPhase(newPhase) {
        console.log("Switching phase to:", newPhase);
        // Hide all phases
        document.querySelectorAll('#main-content > div[id^="phase-"]').forEach(div => div.style.display = 'none');
        gameOverEl.style.display = 'none';
        mainContentEl.style.display = 'block'; // Ensure main content is visible unless game over

        gameState = newPhase;

        // Show the target phase
        const phaseEl = document.getElementById(`phase-${newPhase}`);
        if (phaseEl) {
             phaseEl.style.display = 'block';
            // Call the corresponding render function
            switch (newPhase) {
                case 'hire': renderHirePhase(); break;
                case 'equip': renderEquipPhase(); break;
                case 'plan': renderPlanPhase(); break;
                case 'robbery': renderRobberyPhase(); break;
                case 'results': /* Handled by endRobbery calling renderResultsPhase */ break;
            }
        } else if (newPhase === 'gameover') {
             gameOverEl.style.display = 'block';
             mainContentEl.style.display = 'none'; // Hide main content on game over
        } else {
            console.error("Unknown phase:", newPhase);
        }
        updateStatusBar(); // Update status bar on every phase switch
        updateSquadHealthDisplay(); // Update health display visibility
    }

    function renderHirePhase() {
        hireListEl.innerHTML = ''; // Clear list
        if (availableCowboys.length === 0) {
             hireListEl.innerHTML = '<li>Нет доступных ковбоев для найма.</li>';
        } else {
            availableCowboys.forEach(cowboy => {
                const li = document.createElement('li');
                // --- Updated line with emojis ---
                li.innerHTML = `

                    <div>

                        <b>${cowboy.name}</b> (Ур: ${cowboy.level}, Зд: ${cowboy.health}/${cowboy.maxHealth})<br>

                        Характеристики: 💪С ${cowboy.stats.strength} &nbsp; ✨Л ${cowboy.stats.agility} &nbsp; 🎯М ${cowboy.stats.marksmanship} &nbsp; 😊Х ${cowboy.stats.charisma}<br>

                        Цена: $${cowboy.cost}

                    </div>

                    <button data-cowboy-id="${cowboy.id}" ${playerMoney < cowboy.cost ? 'disabled' : ''}>Нанять</button>

                `;
                // --- End of updated line ---
                li.querySelector('button').addEventListener('click', () => handleHire(cowboy.id));
                hireListEl.appendChild(li);
            });
        }
        // Disable "Go to Equipment" if no squad members
        goToEquipmentBtn.disabled = squad.length === 0;
    }


    function renderEquipPhase() {
        shopListEl.innerHTML = ''; // Clear shop
        if (shopItems.length === 0) {
            shopListEl.innerHTML = '<li>Магазин пуст.</li>';
        } else {
            shopItems.forEach(item => {
                 const li = document.createElement('li');
                let effectDesc = Object.entries(item.effect)
                                     .map(([key, value]) => `${key.replace('_bonus', '').replace('_chance', ' шанс').replace('health','здровье').replace('damage_reduction','сниж. урона')}: ${value * 100 % 1 === 0 && value < 1 && value > 0 ? (value*100)+'%' : value}`) // Format effects nicely
                                     .join(', ');
                 li.innerHTML = `

                    <div>

                        <b>${item.name}</b> (${item.type === 'consumable' ? 'Расходуемый' : item.type === 'weapon' ? 'Оружие' : 'Снаряжение'})<br>

                        Эффект: ${effectDesc || 'Нет'}<br>

                        Цена: $${item.cost}

                     </div>

                    <button data-item-id="${item.id}" ${playerMoney < item.cost || squad.length === 0 ? 'disabled' : ''}>Купить</button>

                `;
                 li.querySelector('button').addEventListener('click', () => handleBuy(item.id));
                shopListEl.appendChild(li);
            });
        }

        // Display squad for equipment management
        squadManageListEl.innerHTML = '';
         if (squad.length === 0) {
             squadManageListEl.innerHTML = '<li>Ваш отряд пуст.</li>';
         } else {
             squad.forEach(cowboy => {
                 const li = document.createElement('li');
                 const equipmentList = cowboy.equipment.map(e => e.name).join(', ') || 'Нет';
                 li.innerHTML = `

                     <span><b>${cowboy.name}</b> (Зд: ${cowboy.health}/${cowboy.maxHealth}) Оружие: ${cowboy.weapon ? cowboy.weapon.name : 'Нет'}, Снаряжение: ${equipmentList}</span>

                     <!-- Basic 'Use Medkit' button -->

                     ${cowboy.equipment.some(e => e.name === 'Аптечка' && cowboy.health < cowboy.maxHealth) ?

                        `<button class="use-item-btn" data-cowboy-id="${cowboy.id}" data-item-name="Аптечка">Исп. Аптечку</button>` : ''}

                 `;
                  // Add event listener for using items if button exists
                  const useButton = li.querySelector('.use-item-btn');
                  if (useButton) {
                       useButton.addEventListener('click', (e) => {
                           const cowboyId = e.target.getAttribute('data-cowboy-id');
                           const itemName = e.target.getAttribute('data-item-name');
                           handleUseItem(cowboyId, itemName);
                       });
                  }

                  squadManageListEl.appendChild(li);
             });
         }
         // Disable "Go to Plan" if no squad members
         goToPlanBtn.disabled = squad.length === 0;
    }

    function handleUseItem(cowboyId, itemName) {
        const cowboy = squad.find(c => c.id == cowboyId); // Use == for type flexibility if needed, or === if strict
        if (!cowboy) return;

        const itemIndex = cowboy.equipment.findIndex(item => item.name === itemName && item.type === 'consumable');
        if (itemIndex > -1) {
            const item = cowboy.equipment[itemIndex];

            let used = false;
            if (item.name === "Аптечка" && cowboy.health < cowboy.maxHealth) {
                const healAmount = item.effect.health || 25;
                const actualHeal = Math.min(healAmount, cowboy.maxHealth - cowboy.health); // Don't overheal
                cowboy.health += actualHeal;
                used = true;
                console.log(`${cowboy.name} использовал ${item.name}, восстановлено ${actualHeal} здоровья.`);
            }
            // Add other usable items here (e.g., Dynamite outside of combat?)

            if (used) {
                cowboy.equipment.splice(itemIndex, 1); // Remove used consumable
                updateStatusBar();
                renderEquipPhase(); // Re-render the equipment phase to show changes
            }
        }
    }


    function renderPlanPhase() {
        planListEl.innerHTML = ''; // Clear plan list
        if (availablePlans.length === 0) {
            planListEl.innerHTML = '<li>Нет доступных планов для ограбления.</li>';
        } else {
            availablePlans.forEach(plan => {
                const li = document.createElement('li');
                li.innerHTML = `

                    <div>

                        <b>${plan.name}</b><br>

                        Описание: ${plan.description}<br>

                    </div>

                    <button data-plan-id="${plan.id}">Выбрать</button>

                `;
                li.querySelector('button').addEventListener('click', () => handleChoosePlan(plan.id));
                planListEl.appendChild(li);
            });
        }
    }

    function renderRobberyPhase() {
        currentRobberyEvent = getRobberyEvent();
        updateSquadHealthDisplay();
        rollResultDisplayEl.textContent = '';

        if (squad.length === 0 && gameState === 'robbery') {
             console.log("Game over triggered from renderRobberyPhase - squad empty");
             setTimeout(() => switchPhase('gameover'), 500); // Delay slightly
             return;
         }

        if (!currentRobberyEvent) {
            console.log("No more events for this plan.");
             // Check if we successfully completed the required progress
             if (currentPlan && currentRobberyProgress >= currentPlan.events.length) {
                 endRobbery(true, `Ограбление "${currentPlan.name}" успешно завершено!`);
             } else {
                 // Didn't finish all steps, might be considered a partial success or failure depending on logic
                 endRobbery(false, "Ограбление прервано или не завершено.");
             }
            return;
        }

        eventDescriptionEl.textContent = currentRobberyEvent.description;
        choicesEl.innerHTML = ''; // Clear old choices

        currentRobberyEvent.choices.forEach(choice => {
            const button = document.createElement('button');
            let bonusChanceText = '';
            // Check for relevant items
             if (choice.text.toLowerCase().includes('динамит') && squadHasItemType('consumable', 'Динамит')) {
                 bonusChanceText = ' (+Динамит)';
             } else if (choice.text.toLowerCase().includes('взломать') && squadHasItemType('equipment', 'Отмычки')) {
                 bonusChanceText = ' (+Отмычки)';
             } else if (choice.requiredStat === 'strength' && squadHasItemType('consumable', 'Динамит') && !bonusChanceText) {
                  // Generic dynamite bonus for strength if not explicitly mentioned
                  // bonusChanceText = ' (?+Динамит)'; // Maybe don't show if not obvious
             }


            button.innerHTML = `

                ${choice.text}

                <span class="stat-requirement">(Проверка: ${choice.requiredStat}, Сложность: ${choice.difficulty})${bonusChanceText}</span>

            `;
            button.addEventListener('click', () => handleChoice(choice.requiredStat, choice.difficulty, choice));
            choicesEl.appendChild(button);
        });
    }

     function renderResultsPhase(success, message, xp) {
         resultMessageEl.textContent = message;
         xpGainedEl.textContent = xp;
         // Ensure buttons are displayed correctly based on success AND if squad survived
         const canContinue = success && squad.length > 0;
         continueGameBtn.style.display = canContinue ? 'block' : 'none';
         newGameBtn.style.display = 'block'; // Always allow starting a new game from results
         // Make sure continue button is enabled/disabled correctly
         continueGameBtn.disabled = !canContinue;

     }


    // --- Обработчики Действий ---

    function handleHire(cowboyId) {
        const cowboy = availableCowboys.find(c => c.id == cowboyId); // Use == for potential string/number mismatch
        if (cowboy && playerMoney >= cowboy.cost) {
            playerMoney -= cowboy.cost;
            squad.push(cowboy);
            availableCowboys = availableCowboys.filter(c => c.id != cowboyId);
            console.log(`Нанят ${cowboy.name}`);
            updateStatusBar();
            renderHirePhase(); // Update hire list and buttons
            renderEquipPhase(); // Also update squad list in equip phase if visible
        } else if (cowboy) {
            alert("Недостаточно денег!");
        }
    }

     function handleBuy(itemId) {
         const item = shopItems.find(i => i.id == itemId);
         if (!item) return;

         if (playerMoney < item.cost) {
             alert("Недостаточно денег!");
             return;
         }
         if (squad.length === 0) {
              alert("Сначала наймите ковбоев, чтобы дать им снаряжение!");
              return;
         }

         // --- More robust item assignment ---
         let assigned = false;
         if (item.type === 'weapon') {
             // Try to give to someone without a weapon first
             let targetCowboy = squad.find(c => !c.weapon);
             if (targetCowboy) {
                 targetCowboy.weapon = item;
                 assigned = true;
                 console.log(`${item.name} выдан ${targetCowboy.name}`);
             } else {
                 // If everyone has a weapon, replace the first cowboy's (simple logic)
                 // In a real game, you'd let the player choose or compare stats
                 squad[0].weapon = item;
                 assigned = true;
                 console.log(`${item.name} выдан ${squad[0].name} (заменил старое)`);
             }
         } else if (item.type === 'equipment' || item.type === 'consumable') {
             // Find cowboy with fewest equipment items to distribute somewhat evenly
             let targetCowboy = squad.reduce((prev, curr) => {
                 return (curr.equipment.length < prev.equipment.length) ? curr : prev;
             });
             targetCowboy.equipment.push(item);
             assigned = true;
             console.log(`${item.name} добавлен в снаряжение ${targetCowboy.name}`);
         }

         if (assigned) {
             playerMoney -= item.cost;
             // Remove *one* instance of the bought item from the shop
             const itemIndexInShop = shopItems.findIndex(i => i.id == itemId);
             if(itemIndexInShop > -1) {
                shopItems.splice(itemIndexInShop, 1);
             }
             console.log(`Куплен ${item.name}`);
             updateStatusBar();
             renderEquipPhase(); // Update shop and squad display
         } else {
             alert("Не удалось назначить предмет."); // Should not happen with current logic if squad exists
         }
     }

    function handleChoosePlan(planId) {
        currentPlan = availablePlans.find(p => p.id == planId);
        if (currentPlan) {
            console.log(`Выбран план: ${currentPlan.name}`);
            currentRobberyProgress = 0;
            switchPhase('robbery');
        }
    }

    function handleChoice(stat, difficulty, choiceData) {
         console.log(`Выбрано действие: ${choiceData.text}, Проверка: ${stat}, Сложность: ${difficulty}`);
         performCheck(stat, difficulty, choiceData);
    }

    function performCheck(stat, difficulty, choiceData) {
        if (squad.length === 0) {
             rollResultDisplayEl.textContent = "Нет отряда для выполнения действия!";
             // Treat as failure?
             handleFailure(choiceData, "Отряд пуст!");
            return;
        }

        // Sum the required stat across the squad, including bonuses
        let totalStatValue = squad.reduce((sum, cowboy) => {
             let effectiveStat = cowboy.stats[stat] || 0;
             if (cowboy.weapon && cowboy.weapon.effect && cowboy.weapon.effect[`${stat}_bonus`]) {
                 effectiveStat += cowboy.weapon.effect[`${stat}_bonus`];
             }
             cowboy.equipment.forEach(item => {
                 if (item.effect && item.effect[`${stat}_bonus`]) {
                      effectiveStat += item.effect[`${stat}_bonus`];
                  }
             });
            return sum + effectiveStat;
        }, 0);

        // Check for item-specific bonuses/effects mentioned in the choice
        let bonusChance = 0; // Represents a multiplier bonus, e.g., 0.2 for +20%
        let itemUsed = null; // Track if a consumable is used

         if (choiceData.text.toLowerCase().includes('динамит') && squadHasItemType('consumable', 'Динамит')) {
             const dynamite = findItemInSquad('consumable', 'Динамит'); // Find the item to get its effect
             if(dynamite && dynamite.effect.demolition_chance) {
                 bonusChance += dynamite.effect.demolition_chance;
                 itemUsed = { type: 'consumable', name: 'Динамит' }; // Mark dynamite for removal
                 console.log("Используется Динамит! Бонус шанса: +", bonusChance * 100, "%");
             }
         } else if (choiceData.text.toLowerCase().includes('взломать') && squadHasItemType('equipment', 'Отмычки')) {
             const lockpicks = findItemInSquad('equipment', 'Отмычки'); // Find the item
             if(lockpicks && lockpicks.effect.lockpick_chance) {
                 bonusChance += lockpicks.effect.lockpick_chance; // Permanent bonus, item not used up
                 console.log("Используются Отмычки! Бонус шанса: +", bonusChance * 100, "%");
             }
         }
         // Add luck bonus from items like "Шляпа Удачи" (needs implementation)
         // bonusChance += squad.reduce((luck, c) => luck + (c.equipment.find(e => e.name === "Шляпа Удачи")?.effect.luck_bonus || 0), 0);


        // Dice roll (D10)
        const diceRoll = Math.floor(Math.random() * DICE_SIDES) + 1;
        // Core check calculation: (Dice * Stat) compared to Difficulty
        // Apply bonus chance multiplicatively to the *score* or additively to the *roll* - let's try multiplying score
        const baseScore = diceRoll * totalStatValue;
        const finalScore = baseScore * (1 + bonusChance); // Apply bonus multiplier

        console.log(`Бросок D${DICE_SIDES}: ${diceRoll}, Суммарная характеристика (${stat}): ${totalStatValue}, Базовый результат: ${baseScore}, Модификатор шанса: ${(1 + bonusChance).toFixed(2)}x, Финальный результат: ${finalScore.toFixed(2)}, Сложность: ${difficulty}`);
        rollResultDisplayEl.textContent = `Бросок: ${diceRoll} × ${totalStatValue} (${stat}) × ${(1 + bonusChance).toFixed(2)} (бонус) = ${finalScore.toFixed(2)} / Требуется: ${difficulty}`;

        // Consume the item if it was marked
         if (itemUsed) {
             removeItemFromSquad(itemUsed.type, itemUsed.name); // Remove one instance
         }

        if (finalScore >= difficulty) {
            console.log("Успех!");
            handleSuccess(choiceData);
        } else {
            console.log("Провал!");
            handleFailure(choiceData);
        }
    }

     // Helper to check if *any* cowboy has an item
     function squadHasItemType(type, name = null) {
         return squad.some(cowboy =>
             (cowboy.weapon && cowboy.weapon.type === type && (!name || cowboy.weapon.name === name)) ||
             cowboy.equipment.some(item => item.type === type && (!name || item.name === name))
         );
     }

      // Helper to find the first instance of an item in the squad (to get its effect details)
      function findItemInSquad(type, name) {
         for (let cowboy of squad) {
             if (cowboy.weapon && cowboy.weapon.type === type && cowboy.weapon.name === name) {
                 return cowboy.weapon;
             }
             const item = cowboy.equipment.find(item => item.type === type && item.name === name);
             if (item) {
                 return item;
             }
         }
         return null;
      }


      // Helper to remove the *first* instance of a consumable item found in the squad
    function removeItemFromSquad(type, name) {
        for (let cowboy of squad) {
            const itemIndex = cowboy.equipment.findIndex(item => item.type === type && item.name === name);
            if (itemIndex > -1) {
                cowboy.equipment.splice(itemIndex, 1);
                console.log(`Предмет ${name} использован и удален у ${cowboy.name}`);
                 updateStatusBar(); // Update equipment summary
                return true; // Item found and removed
            }
        }
        console.log(`Предмет ${name} не найден в отряде для удаления.`);
        return false; // Item not found
    }


    function handleSuccess(choiceData) {
        const eventData = currentRobberyEvent;
        if (!eventData) return; // Should not happen if called correctly

        let message = "Успех! ";
        let xpEarned = 0;

        // Apply rewards
        if (eventData.successReward) {
            if (eventData.successReward.money) {
                playerMoney += eventData.successReward.money;
                message += `Получено $${eventData.successReward.money}. `;
            }
            if (eventData.successReward.xp) {
                 xpEarned = eventData.successReward.xp; // Track XP for awarding later
                 message += `Получено ${xpEarned} опыта. `;
            }
            if (eventData.successReward.progress) {
                currentRobberyProgress += eventData.successReward.progress;
                 message += `Продвижение по плану. `;
            }
             // TODO: Add item rewards here
        }

        // Try to use a medkit automatically if someone is injured (optional QoL)
        const injuredCowboy = squad.find(c => c.health < c.maxHealth);
        if (injuredCowboy && squadHasItemType('consumable', 'Аптечка')) {
             const medkit = findItemInSquad('consumable', 'Аптечка');
              if (medkit && removeItemFromSquad('consumable', 'Аптечка')) { // Find and remove it
                  const healAmount = medkit.effect.health || 25;
                  const actualHeal = Math.min(healAmount, injuredCowboy.maxHealth - injuredCowboy.health);
                  injuredCowboy.health += actualHeal;
                  message += `${injuredCowboy.name} использовал аптечку (+${actualHeal} ЗД). `;
                  console.log(`${injuredCowboy.name} подлечился.`);
                  updateSquadHealthDisplay(); // Update health display immediately
              }
          }

        awardXP(xpEarned); // Award XP gained from this step
        updateStatusBar();

        // Move to the next event or end the robbery
        const nextEvent = getRobberyEvent();
        rollResultDisplayEl.textContent += ` | ${message}`; // Append outcome to roll result

        if (nextEvent && currentRobberyProgress < currentPlan.events.length) { // Check progress hasn't exceeded plan length
            setTimeout(() => renderRobberyPhase(), 1500); // Pause before next step
        } else {
             // If progress >= length, it means the last step was successful
            console.log("Reached end of plan events successfully.");
             setTimeout(() => endRobbery(true, message + " Ограбление завершено!"), 1500);
        }
    }

    function handleFailure(choiceData, failureReason = "Провал проверки!") {
         const eventData = currentRobberyEvent;
          if (!eventData) return;

         let message = "Провал! " + failureReason + " ";

        // Apply penalties
        if (eventData.failurePenalty) {
            if (eventData.failurePenalty.money) {
                const moneyLost = Math.min(playerMoney, Math.abs(eventData.failurePenalty.money));
                playerMoney -= moneyLost;
                message += `Потеряно $${moneyLost}. `;
            }
             if (eventData.failurePenalty.health) {
                 const damage = eventData.failurePenalty.health;
                 message += `Отряд ранен! `;
                 let casualties = 0;
                 // Apply damage, check for deaths immediately
                 const remainingSquad = [];
                  squad.forEach(cowboy => {
                     if (applyDamage(cowboy, Math.ceil(damage / Math.max(1, squad.length)) + Math.floor(Math.random() * 5))) {
                         remainingSquad.push(cowboy); // Cowboy survived
                     } else {
                         casualties++; // Cowboy died
                         message += `${cowboy.name} погиб! `;
                     }
                  });
                  squad = remainingSquad; // Update squad with survivors

                  if (squad.length === 0) {
                      // Game Over scenario
                      rollResultDisplayEl.textContent += ` | ${message} Весь отряд погиб!`;
                      console.log("Game over triggered from handleFailure - squad wiped out.");
                      setTimeout(() => switchPhase('gameover'), 1500);
                      return; // Stop further processing
                  }
             }
             if (eventData.failurePenalty.progress && eventData.failurePenalty.progress < 0) {
                  currentRobberyProgress = Math.max(0, currentRobberyProgress + eventData.failurePenalty.progress); // Setback
                 message += `Продвижение отброшено назад. `;
             }
             // TODO: Add item loss penalty
         }

         updateStatusBar();
         updateSquadHealthDisplay(); // Update health after damage/deaths

         // Decide whether to continue or fail the robbery
         // Simple: continue to next step even on failure, unless squad wiped out
        const nextEvent = getRobberyEvent();
        rollResultDisplayEl.textContent += ` | ${message}`;

        if (nextEvent && currentRobberyProgress < currentPlan.events.length) { // Check if there are still events left
             setTimeout(() => renderRobberyPhase(), 1500);
        } else {
             // Reached end of events after a failure, or no more events possible
             console.log("Reached end of plan events after failure or squad wipeout.");
             // Consider this a failed robbery outcome
              setTimeout(() => endRobbery(false, message + " Ограбление провалено!"), 1500);
        }
    }

    // Returns true if cowboy survives, false if they die
    function applyDamage(cowboy, amount) {
         if (!cowboy || amount <= 0) return true; // No damage or invalid cowboy

         let damageTaken = amount;
         const armor = cowboy.equipment.find(item => item.effect && item.effect.damage_reduction);
         if (armor) {
             damageTaken = Math.max(1, Math.round(amount * (1 - armor.effect.damage_reduction)));
             console.log(`${cowboy.name} получил ${damageTaken} урона (снижено броней с ${amount})`);
         } else {
             console.log(`${cowboy.name} получил ${damageTaken} урона`);
         }

         cowboy.health -= damageTaken;

         if (cowboy.health <= 0) {
             console.log(`${cowboy.name} погиб!`);
             return false; // Cowboy died
         }
         return true; // Cowboy survived
     }


     function awardXP(amount) {
        if (squad.length === 0 || amount <= 0) return;

        const xpPerCowboy = Math.floor(amount / squad.length);
        if (xpPerCowboy <= 0) return; // Avoid awarding 0 XP

        squad.forEach(cowboy => {
            if (cowboy.level < MAX_LEVEL) {
                cowboy.xp += xpPerCowboy;
                console.log(`${cowboy.name} получил ${xpPerCowboy} опыта (Всего: ${cowboy.xp}).`);
                // Check for level up
                while (cowboy.xp >= XP_PER_LEVEL && cowboy.level < MAX_LEVEL) {
                    levelUp(cowboy);
                }
            }
        });
         // No status bar update needed here unless level up changes stats shown there directly
    }

    function levelUp(cowboy) {
        cowboy.level++;
        cowboy.xp -= XP_PER_LEVEL;
        console.log(`%c${cowboy.name} достиг Уровня ${cowboy.level}!`, "color: green; font-weight: bold;");

        // Improve stats: +1 random mandatory, +1 random optional based on luck/class?
        const randomStat1 = cowboyStats[Math.floor(Math.random() * cowboyStats.length)];
        cowboy.stats[randomStat1]++;
        let levelUpMessage = `+1 ${randomStat1}`;

        // Increase health
        const healthIncrease = 8 + Math.floor(Math.random() * 8) + Math.floor(cowboy.stats.strength / 2); // 8-15 + strength bonus
        cowboy.maxHealth += healthIncrease;
        // Heal proportional to level up health gain
        cowboy.health = Math.min(cowboy.maxHealth, cowboy.health + healthIncrease);

        levelUpMessage += `, +${healthIncrease} Макс. Здоровья`;
        console.log(`   ${levelUpMessage}`);
        updateStatusBar(); // Update stats if they changed
    }


    function endRobbery(success, finalMessage = "") {
         let totalXP = 0;
         let finalReward = 0; // Track monetary reward given *at the end*

         if (!currentPlan) {
             console.error("Ending robbery without a current plan!");
             success = false; // Cannot succeed without a plan
             finalMessage = finalMessage || "Ошибка: План ограбления не найден.";
         } else if (success && currentRobberyProgress >= currentPlan.events.length) {
             // Successfully completed ALL events
             totalXP = currentPlan.baseDifficulty + Math.floor(currentPlan.potentialReward / 10); // XP for success + reward bonus
             finalReward = currentPlan.potentialReward; // Assume full reward if not given incrementally
             // Check if reward was already given on last step
             const lastEvent = currentPlan.events[currentPlan.events.length - 1];
             if(lastEvent && lastEvent.successReward && lastEvent.successReward.money && lastEvent.successReward.money >= finalReward * 0.8) {
                 // If last step gave most of the reward, don't add it again
                  console.log("Final reward likely given on last step, not adding full amount again.");
                  finalReward = 0; // Reset final reward
             } else {
                 playerMoney += finalReward;
                 finalMessage = finalMessage || `Ограбление "${currentPlan.name}" успешно! Добыча: $${finalReward}`;
             }
             finalMessage += ` (Опыт: ${totalXP})`;

         } else if (success) {
             // Escaped early but successfully (partial success)
             totalXP = Math.floor((currentPlan.baseDifficulty * currentRobberyProgress / currentPlan.events.length) * 0.8); // XP proportional to progress, slight penalty for leaving early
             finalMessage = finalMessage || `Удалось уйти с частью добычи после ${currentRobberyProgress} этапов.`;
             finalMessage += ` (Опыт: ${totalXP})`;
         } else {
             // Failure
             totalXP = Math.floor((currentPlan.baseDifficulty * currentRobberyProgress / currentPlan.events.length) * 0.1); // Minimal XP for failure based on progress
             finalMessage = finalMessage || "Ограбление провалено!";
             finalMessage += ` (Опыт: ${totalXP})`;
         }

         // Ensure squad exists before awarding XP
         if (squad.length > 0) {
            awardXP(totalXP);
         } else {
             // If squad wiped out, ensure success is false
             success = false;
             finalMessage += " Отряд не выжил.";
         }


         console.log("Ограбление завершено. Итог:", success ? "Успех" : "Провал", "| Сообщение:", finalMessage, "| Опыт:", totalXP);
         currentPlan = null; // Clear current plan after it's finished
         currentRobberyProgress = 0;

         switchPhase('results');
         renderResultsPhase(success, finalMessage, totalXP);
    }


    // --- Навигация и Перезапуск ---

    goToEquipmentBtn.addEventListener('click', () => {
        if (squad.length > 0) {
            switchPhase('equip');
        } else {
            alert("Сначала наймите хотя бы одного ковбоя!");
        }
    });

    goToPlanBtn.addEventListener('click', () => {
        if (squad.length > 0) {
            switchPhase('plan');
        } else {
            alert("Нужно нанять хотя бы одного ковбоя!");
        }
    });

    continueGameBtn.addEventListener('click', () => {
         if (squad.length === 0) {
             alert("Нельзя продолжить - отряд пуст! Начните новую игру.");
             return;
         }
        // Heal surviving squad members partially
         squad.forEach(cowboy => {
             const healAmount = Math.max(10, Math.round(cowboy.maxHealth * 0.4)); // Heal 40% or 10 HP, whichever is more
             cowboy.health = Math.min(cowboy.maxHealth, cowboy.health + healAmount);
         });

        // Generate new shop items and plans
        generateInitialData(); // This regenerates *everything* except the squad

        switchPhase('equip'); // Go back to the equipment phase
    });

    newGameBtn.addEventListener('click', initGame);
    restartGameBtn.addEventListener('click', initGame); // Button from Game Over screen

    // --- Запуск Игры ---
    initGame();
});