Fixed whitespace conformity in room.js

This commit is contained in:
Travis Weston
2014-07-13 11:52:19 -04:00
parent 991bf7e764
commit 2d0fccaf1c
+275 -275
View File
@@ -106,8 +106,8 @@ Events.Room = [
scenes: { scenes: {
start: { start: {
text: [ text: [
_('scratching noises can be heard from the store room.'), _('scratching noises can be heard from the store room.'),
_('something\'s in there.') _('something\'s in there.')
], ],
notification: _('something\'s in the store room'), notification: _('something\'s in the store room'),
buttons: { buttons: {
@@ -123,63 +123,63 @@ Events.Room = [
}, },
scales: { scales: {
text: [ text: [
_('some wood is missing.'), _('some wood is missing.'),
_('the ground is littered with small scales') _('the ground is littered with small scales')
], ],
onLoad: function() { onLoad: function() {
var numWood = $SM.get('stores.wood', true); var numWood = $SM.get('stores.wood', true);
numWood = Math.floor(numWood * 0.1); numWood = Math.floor(numWood * 0.1);
if(numWood == 0) numWood = 1; if(numWood == 0) numWood = 1;
var numScales = Math.floor(numWood / 5); var numScales = Math.floor(numWood / 5);
if(numScales == 0) numScales = 1; if(numScales == 0) numScales = 1;
$SM.addM('stores', {'wood': -numWood, 'scales': numScales}); $SM.addM('stores', {'wood': -numWood, 'scales': numScales});
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('leave'), text: _('leave'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
teeth: { teeth: {
text: [ text: [
_('some wood is missing.'), _('some wood is missing.'),
_('the ground is littered with small teeth') _('the ground is littered with small teeth')
], ],
onLoad: function() { onLoad: function() {
var numWood = $SM.get('stores.wood', true); var numWood = $SM.get('stores.wood', true);
numWood = Math.floor(numWood * 0.1); numWood = Math.floor(numWood * 0.1);
if(numWood == 0) numWood = 1; if(numWood == 0) numWood = 1;
var numTeeth = Math.floor(numWood / 5); var numTeeth = Math.floor(numWood / 5);
if(numTeeth == 0) numTeeth = 1; if(numTeeth == 0) numTeeth = 1;
$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth}); $SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('leave'), text: _('leave'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
cloth: { cloth: {
text: [ text: [
_('some wood is missing.'), _('some wood is missing.'),
_('the ground is littered with scraps of cloth') _('the ground is littered with scraps of cloth')
], ],
onLoad: function() { onLoad: function() {
var numWood = $SM.get('stores.wood', true); var numWood = $SM.get('stores.wood', true);
numWood = Math.floor(numWood * 0.1); numWood = Math.floor(numWood * 0.1);
if(numWood == 0) numWood = 1; if(numWood == 0) numWood = 1;
var numCloth = Math.floor(numWood / 5); var numCloth = Math.floor(numWood / 5);
if(numCloth == 0) numCloth = 1; if(numCloth == 0) numCloth = 1;
$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth}); $SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('leave'), text: _('leave'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
}, },
@@ -191,8 +191,8 @@ Events.Room = [
scenes: { scenes: {
start: { start: {
text: [ text: [
_('a beggar arrives.'), _('a beggar arrives.'),
_('asks for any spare furs to keep him warm at night.') _('asks for any spare furs to keep him warm at night.')
], ],
notification: _('a beggar arrives'), notification: _('a beggar arrives'),
buttons: { buttons: {
@@ -215,41 +215,41 @@ Events.Room = [
scales: { scales: {
reward: { scales: 20 }, reward: { scales: 20 },
text: [ text: [
_('the beggar expresses his thanks.'), _('the beggar expresses his thanks.'),
_('leaves a pile of small scales behind.') _('leaves a pile of small scales behind.')
], ],
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
teeth: { teeth: {
reward: { teeth: 20 }, reward: { teeth: 20 },
text: [ text: [
_('the beggar expresses his thanks.'), _('the beggar expresses his thanks.'),
_('leaves a pile of small teeth behind.') _('leaves a pile of small teeth behind.')
], ],
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
cloth: { cloth: {
reward: { cloth: 20 }, reward: { cloth: 20 },
text: [ text: [
_('the beggar expresses his thanks.'), _('the beggar expresses his thanks.'),
_('leaves some scraps of cloth behind.') _('leaves some scraps of cloth behind.')
], ],
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
}, },
@@ -262,8 +262,8 @@ Events.Room = [
scenes: { scenes: {
start: { start: {
text: [ text: [
_('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'), _('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'),
_("builder's not sure he's to be trusted.") _("builder's not sure he's to be trusted.")
], ],
notification: _('a mysterious wanderer arrives'), notification: _('a mysterious wanderer arrives'),
buttons: { buttons: {
@@ -285,41 +285,41 @@ Events.Room = [
}, },
'100wood': { '100wood': {
text: [ text: [
_('the wanderer leaves, cart loaded with wood') _('the wanderer leaves, cart loaded with wood')
], ],
onLoad: function() { onLoad: function() {
if(Math.random() < 0.5) { if(Math.random() < 0.5) {
setTimeout(function() { setTimeout(function() {
$SM.add('stores.wood', 300); $SM.add('stores.wood', 300);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.')); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 60 * 1000); }, 60 * 1000);
} }
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
'500wood': { '500wood': {
text: [ text: [
_('the wanderer leaves, cart loaded with wood') _('the wanderer leaves, cart loaded with wood')
], ],
onLoad: function() { onLoad: function() {
if(Math.random() < 0.3) { if(Math.random() < 0.3) {
setTimeout(function() { setTimeout(function() {
$SM.add('stores.wood', 1500); $SM.add('stores.wood', 1500);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.')); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 60 * 1000); }, 60 * 1000);
} }
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
}, },
@@ -332,8 +332,8 @@ Events.Room = [
scenes: { scenes: {
start: { start: {
text: [ text: [
_('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'), _('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'),
_("builder's not sure she's to be trusted.") _("builder's not sure she's to be trusted.")
], ],
notification: _('a mysterious wanderer arrives'), notification: _('a mysterious wanderer arrives'),
buttons: { buttons: {
@@ -355,41 +355,41 @@ Events.Room = [
}, },
'100fur': { '100fur': {
text: [ text: [
_('the wanderer leaves, cart loaded with furs') _('the wanderer leaves, cart loaded with furs')
], ],
onLoad: function() { onLoad: function() {
if(Math.random() < 0.5) { if(Math.random() < 0.5) {
setTimeout(function() { setTimeout(function() {
$SM.add('stores.fur', 300); $SM.add('stores.fur', 300);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.')); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 60 * 1000); }, 60 * 1000);
} }
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
'500fur': { '500fur': {
text: [ text: [
_('the wanderer leaves, cart loaded with furs') _('the wanderer leaves, cart loaded with furs')
], ],
onLoad: function() { onLoad: function() {
if(Math.random() < 0.3) { if(Math.random() < 0.3) {
setTimeout(function() { setTimeout(function() {
$SM.add('stores.fur', 1500); $SM.add('stores.fur', 1500);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.')); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 60 * 1000); }, 60 * 1000);
} }
}, },
buttons: { buttons: {
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
}, },
@@ -424,9 +424,9 @@ Events.Room = [
} }
}, },
'leave': { 'leave': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
@@ -462,132 +462,132 @@ Events.Room = [
}, },
'agree': { 'agree': {
text: [ text: [
_('in exchange, the wanderer offers his wisdom.') _('in exchange, the wanderer offers his wisdom.')
], ],
buttons: { buttons: {
'evasion': { 'evasion': {
text: _('evasion'), text: _('evasion'),
available: function() { available: function() {
return !$SM.hasPerk('evasive'); return !$SM.hasPerk('evasive');
}, },
onChoose: function() { onChoose: function() {
$SM.addPerk('evasive'); $SM.addPerk('evasive');
}, },
nextScene: 'end' nextScene: 'end'
}, },
'precision': { 'precision': {
text: _('precision'), text: _('precision'),
available: function() { available: function() {
return !$SM.hasPerk('precise'); return !$SM.hasPerk('precise');
}, },
onChoose: function() { onChoose: function() {
$SM.addPerk('precise'); $SM.addPerk('precise');
}, },
nextScene: 'end' nextScene: 'end'
}, },
'force': { 'force': {
text: _('force'), text: _('force'),
available: function() { available: function() {
return !$SM.hasPerk('barbarian'); return !$SM.hasPerk('barbarian');
}, },
onChoose: function() { onChoose: function() {
$SM.addPerk('barbarian'); $SM.addPerk('barbarian');
}, },
nextScene: 'end' nextScene: 'end'
}, },
'nothing': { 'nothing': {
text: _('nothing'), text: _('nothing'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
}, },
{ /* The Sick Man */ { /* The Sick Man */
title: _('The Sick Man'), title: _('The Sick Man'),
isAvailable: function() { isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.medicine', true) > 0; return Engine.activeModule == Room && $SM.get('stores.medicine', true) > 0;
}, },
scenes: { scenes: {
'start': { 'start': {
text: [ text: [
_("a man hobbles up, coughing."), _("a man hobbles up, coughing."),
_("he begs for medicine.") _("he begs for medicine.")
], ],
notification: _('a sick man hobbles up'), notification: _('a sick man hobbles up'),
buttons: { buttons: {
'help': { 'help': {
text: _('give 1 medicine'), text: _('give 1 medicine'),
cost: { 'medicine': 1 }, cost: { 'medicine': 1 },
notification: _('the man swallows the medicine eagerly'), notification: _('the man swallows the medicine eagerly'),
nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' } nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' }
}, },
'ignore': { 'ignore': {
text: _('tell him to leave'), text: _('tell him to leave'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
'alloy': { 'alloy': {
text: [ text: [
_("the man is thankful."), _("the man is thankful."),
_('he leaves a reward.'), _('he leaves a reward.'),
_('some weird metal he picked up on his travels.') _('some weird metal he picked up on his travels.')
], ],
onLoad: function() { onLoad: function() {
$SM.add('stores["alien alloy"]', 1); $SM.add('stores["alien alloy"]', 1);
}, },
buttons: { buttons: {
'bye': { 'bye': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
'cells': { 'cells': {
text: [ text: [
_("the man is thankful."), _("the man is thankful."),
_('he leaves a reward.'), _('he leaves a reward.'),
_('some weird glowing boxes he picked up on his travels.') _('some weird glowing boxes he picked up on his travels.')
], ],
onLoad: function() { onLoad: function() {
$SM.add('stores["energy cell"]', 3); $SM.add('stores["energy cell"]', 3);
}, },
buttons: { buttons: {
'bye': { 'bye': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
'scales': { 'scales': {
text: [ text: [
_("the man is thankful."), _("the man is thankful."),
_('he leaves a reward.'), _('he leaves a reward.'),
_('all he has are some scales.') _('all he has are some scales.')
], ],
onLoad: function() { onLoad: function() {
$SM.add('stores.scales', 5); $SM.add('stores.scales', 5);
}, },
buttons: { buttons: {
'bye': { 'bye': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
}, },
'nothing': { 'nothing': {
text: [ text: [
_("the man expresses his thanks and hobbles off.") _("the man expresses his thanks and hobbles off.")
], ],
buttons: { buttons: {
'bye': { 'bye': {
text: _('say goodbye'), text: _('say goodbye'),
nextScene: 'end' nextScene: 'end'
} }
} }
} }
} }
} }
]; ];