mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 08:11:54 +08:00
@@ -5,7 +5,13 @@
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||||
<projects>
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||||
</projects>
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||||
<buildSpec>
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||||
<buildCommand>
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||||
<name>org.eclipse.wst.jsdt.core.javascriptValidator</name>
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||||
<arguments>
|
||||
</arguments>
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||||
</buildCommand>
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||||
</buildSpec>
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||||
<natures>
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<nature>org.eclipse.wst.jsdt.core.jsNature</nature>
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||||
</natures>
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</projectDescription>
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@@ -16,11 +16,13 @@
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<link rel="shortcut icon" href="favicon.ico" />
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||||
<link rel="image_src" href="img/adr.png" />
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||||
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.10.1/jquery.min.js"></script>
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||||
<!-- <script src="lib/jquery.min.js"></script> -->
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||||
<script src="lib/jquery.color-2.1.2.min.js"></script>
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||||
<script src="lib/jquery.event.move.js"></script>
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||||
<script src="lib/jquery.event.swipe.js"></script>
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||||
<script src="script/Button.js"></script>
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||||
<script src="script/engine.js"></script>
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||||
<script src="script/state_manager.js"></script>
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||||
<script src="script/header.js"></script>
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||||
<script src="script/notifications.js"></script>
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<script src="script/events.js"></script>
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+38
-244
@@ -7,8 +7,12 @@ var Engine = {
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* That would be so elegant and awesome.
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*/
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SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"),
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VERSION: 1.3,
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MAX_STORE: 99999999999999,
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SAVE_DISPLAY: 30 * 1000,
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//object event types
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topics: {},
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Perks: {
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'boxer': {
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@@ -111,18 +115,22 @@ var Engine = {
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swipeElement.on('swiperight', Engine.swipeRight);
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swipeElement.on('swipeup', Engine.swipeUp);
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swipeElement.on('swipedown', Engine.swipeDown);
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||||
//subscribe to stateUpdates
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$.Dispatch('stateUpdate').subscribe(Engine.handleStateUpdates);
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$SM.init();
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Notifications.init();
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Events.init();
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Room.init();
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if(Engine.storeAvailable('wood')) {
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if($SM.get('stores.wood')) {
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Outside.init();
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}
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if(Engine.getStore('compass') > 0) {
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if($SM.get('stores.compass', true) > 0) {
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Path.init();
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}
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if(State.ship) {
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if($SM.get('features.location.spaceShip')) {
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Ship.init();
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}
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@@ -159,43 +167,16 @@ var Engine = {
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||||
var savedState = JSON.parse(localStorage.gameState);
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if(savedState) {
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State = savedState;
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Engine.upgradeState();
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||||
$SM.updateOldState();
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Engine.log("loaded save!");
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}
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} catch(e) {
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State = {
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version: 1.2,
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stores: {},
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perks: {}
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};
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State = {};
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$SM.set('version', Engine.VERSION);
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Engine.event('progress', 'new game');
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}
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},
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upgradeState: function() {
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/* Use this function to make old
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* save games compatible with newer versions */
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if(typeof State.version != 'number') {
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Engine.log('upgraded save to v1.0');
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State.version = 1.0;
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}
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if(State.version == 1.0) {
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// v1.1 introduced the Lodge, so get rid of lodgeless hunters
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delete State.outside.workers.hunter;
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delete State.income.hunter;
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Engine.log('upgraded save to v1.1');
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State.version = 1.1;
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}
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if(State.version == 1.1) {
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//v1.2 added the Swamp to the map, so add it to already generated maps
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if(State.world) {
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World.placeLandmark(15, World.RADIUS * 1.5, World.TILE.SWAMP, State.world.map);
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}
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Engine.log('upgraded save to v1.2');
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State.version = 1.2;
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}
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},
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event: function(cat, act) {
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if(typeof ga === 'function') {
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ga('send', 'event', cat, act);
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@@ -298,7 +279,7 @@ var Engine = {
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var diff = Math.abs(panelIndex - currentIndex);
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slider.animate({left: -(panelIndex * 700) + 'px'}, 300 * diff);
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if(Engine.storeAvailable('wood')) {
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if($SM.get('stores.wood') != undefined) {
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// FIXME Why does this work if there's an animation queue...?
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stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
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}
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@@ -322,204 +303,6 @@ var Engine = {
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Notifications.printQueue(module);
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}
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},
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||||
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addPerk: function(name) {
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if(!State.perks) {
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State.perks = {};
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}
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State.perks[name] = true;
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Notifications.notify(null, Engine.Perks[name].notify);
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if(Engine.activeModule == Path) {
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Path.updatePerks();
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}
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},
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hasPerk: function(name) {
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return typeof State.perks == 'object' && State.perks[name] == true;
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},
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setStore: function(name, number) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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if(number > Engine.MAX_STORE) number = Engine.MAX_STORE;
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State.stores[name] = number;
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Room.updateStoresView();
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Room.updateBuildButtons();
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if(State.outside) {
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Outside.updateVillage();
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}
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Engine.saveGame();
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},
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setStores: function(list) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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for(k in list) {
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State.stores[k] = list[k] > Engine.MAX_STORE ? Engine.MAX_STORE : list[k];
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}
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Room.updateStoresView();
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Room.updateBuildButtons();
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if(State.outside) {
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Outside.updateVillage();
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}
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Engine.saveGame();
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},
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addStore: function(name, number) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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var num = State.stores[name];
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if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
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num += number;
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if(num > Engine.MAX_STORE) num = Engine.MAX_STORE;
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State.stores[name] = num;
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Room.updateStoresView();
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Room.updateBuildButtons();
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Outside.updateVillage();
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if(Engine.activeModule == Path) {
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Path.updateOutfitting();
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}
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Engine.saveGame();
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},
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addStores: function(list, ignoreCosts) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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// Make sure any income costs can be paid
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if(!ignoreCosts) {
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for(k in list) {
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var num = State.stores[k];
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if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
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if(num + list[k] < 0) {
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return false;
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||||
}
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||||
}
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}
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// Actually do the update
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for(k in list) {
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var num = State.stores[k];
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if(typeof num != 'number') num = 0;
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num += list[k];
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num = num < 0 ? 0 : num;
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num = num > Engine.MAX_STORE ? Engine.MAX_STORE : num;
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State.stores[k] = num;
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}
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Room.updateStoresView();
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Room.updateBuildButtons();
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Outside.updateVillage();
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if(Engine.activeModule == Path) {
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Path.updateOutfitting();
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||||
}
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||||
Engine.saveGame();
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return true;
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},
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storeAvailable: function(name) {
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return typeof State.stores[name] == 'number';
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},
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getStore: function(name) {
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if(typeof State.stores == 'undefined' || typeof State.stores[name] == 'undefined' ) {
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return 0;
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}
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return State.stores[name];
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},
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setIncome: function(source, options) {
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if(typeof State.income == 'undefined') {
|
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State.income = {};
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||||
}
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var existing = State.income[source];
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if(typeof existing != 'undefined') {
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options.timeLeft = existing.timeLeft;
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}
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State.income[source] = options;
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},
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getIncome: function(source) {
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if(typeof State.income == 'undefined') {
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State.income = {};
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}
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var existing = State.income[source];
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if(typeof existing != 'undefined') {
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return existing;
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}
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return {};
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},
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removeIncome: function(source) {
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if(State.income) {
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delete State.income[source];
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}
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Room.updateIncomeView();
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},
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collectIncome: function() {
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if(typeof State.income != 'undefined' && Engine.activeModule != Space) {
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var changed = false;
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for(var source in State.income) {
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var income = State.income[source];
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if(typeof income.timeLeft != 'number')
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{
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income.timeLeft = 0;
|
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}
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income.timeLeft--;
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if(income.timeLeft <= 0) {
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Engine.log('collection income from ' + source);
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if(source == 'thieves') {
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Engine.addStolen(income.stores);
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}
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changed = Engine.addStores(income.stores) || changed;
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if(typeof income.delay == 'number') {
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income.timeLeft = income.delay;
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}
|
||||
}
|
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}
|
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if(changed) {
|
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Room.updateStoresView();
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Room.updateBuildButtons();
|
||||
Engine.saveGame();
|
||||
if(Events.activeEvent() != null) {
|
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Events.updateButtons();
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||||
}
|
||||
}
|
||||
}
|
||||
Engine._incomeTimeout = setTimeout(Engine.collectIncome, 1000);
|
||||
},
|
||||
|
||||
openPath: function() {
|
||||
Path.init();
|
||||
Engine.event('progress', 'path');
|
||||
Notifications.notify(Room, 'the compass points ' + World.dir);
|
||||
},
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||||
|
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addStolen: function(stores) {
|
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if(!State.stolen) State.stolen = {};
|
||||
for(var k in stores) {
|
||||
if(!State.stolen[k]) State.stolen[k] = 0;
|
||||
State.stolen[k] -= stores[k];
|
||||
}
|
||||
},
|
||||
|
||||
startThieves: function() {
|
||||
State.thieves = 1;
|
||||
Engine.setIncome('thieves', {
|
||||
delay: 10,
|
||||
stores: {
|
||||
'wood': -10,
|
||||
'fur': -5,
|
||||
'meat': -5
|
||||
}
|
||||
});
|
||||
Room.updateIncomeView();
|
||||
},
|
||||
|
||||
// Move the stores panel beneath top_container (or to top: 0px if top_container
|
||||
// either hasn't been filled in or is null) using transition_diff to sync with
|
||||
@@ -544,18 +327,6 @@ var Engine = {
|
||||
}
|
||||
},
|
||||
|
||||
num: function(name, craftable) {
|
||||
switch(craftable.type) {
|
||||
case 'good':
|
||||
case 'tool':
|
||||
case 'weapon':
|
||||
case 'upgrade':
|
||||
return Engine.getStore(name);
|
||||
case 'building':
|
||||
return Outside.numBuilding(name);
|
||||
}
|
||||
},
|
||||
|
||||
log: function(msg) {
|
||||
if(this._log) {
|
||||
console.log(msg);
|
||||
@@ -616,9 +387,32 @@ var Engine = {
|
||||
if(Engine.activeModule.swipeDown) {
|
||||
Engine.activeModule.swipeDown(e);
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
//create jQuery Callbacks() to handle object events
|
||||
$.Dispatch = function( id ) {
|
||||
var callbacks,
|
||||
method,
|
||||
topic = id && Engine.topics[ id ];
|
||||
if ( !topic ) {
|
||||
callbacks = jQuery.Callbacks();
|
||||
topic = {
|
||||
publish: callbacks.fire,
|
||||
subscribe: callbacks.add,
|
||||
unsubscribe: callbacks.remove
|
||||
};
|
||||
if ( id ) {
|
||||
Engine.topics[ id ] = topic;
|
||||
}
|
||||
}
|
||||
return topic;
|
||||
};
|
||||
|
||||
$(function() {
|
||||
Engine.init();
|
||||
});
|
||||
+31
-22
@@ -26,6 +26,9 @@ var Events = {
|
||||
Events.eventStack = [];
|
||||
|
||||
Events.scheduleNextEvent();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Events.handleStateUpdates);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
@@ -41,7 +44,7 @@ var Events = {
|
||||
|
||||
// Scene reward
|
||||
if(scene.reward) {
|
||||
Engine.addStores(scene.reward, true);
|
||||
$SM.addM('stores', scene.reward);
|
||||
}
|
||||
|
||||
// onLoad
|
||||
@@ -157,7 +160,7 @@ var Events = {
|
||||
var weapon = World.Weapons[weaponName];
|
||||
var cd = weapon.cooldown;
|
||||
if(weapon.type == 'unarmed') {
|
||||
if(Engine.hasPerk('unarmed master')) {
|
||||
if($SM.hasPerk('unarmed master')) {
|
||||
cd /= 2;
|
||||
}
|
||||
}
|
||||
@@ -243,14 +246,14 @@ var Events = {
|
||||
var weaponName = btn.attr('id').substring(7).replace('-', ' ');
|
||||
var weapon = World.Weapons[weaponName];
|
||||
if(weapon.type == 'unarmed') {
|
||||
if(!State.punches) State.punches = 0;
|
||||
State.punches++;
|
||||
if(State.punches == 50 && !Engine.hasPerk('boxer')) {
|
||||
Engine.addPerk('boxer');
|
||||
} else if(State.punches == 150 && !Engine.hasPerk('martial artist')) {
|
||||
Engine.addPerk('martial artist');
|
||||
} else if(State.punches == 300 && !Engine.hasPerk('unarmed master')) {
|
||||
Engine.addPerk('unarmed master');
|
||||
if(!$SM.get('character.punches')) $SM.set('character.punches', 0);
|
||||
$SM.add('character.punches', 1);
|
||||
if($SM.get('character.punches') == 50 && !$SM.hasPerk('boxer')) {
|
||||
$SM.addPerk('boxer');
|
||||
} else if($SM.get('character.punches') == 150 && !$SM.hasPerk('martial artist')) {
|
||||
$SM.addPerk('martial artist');
|
||||
} else if($SM.get('character.punches') == 300 && !$SM.hasPerk('unarmed master')) {
|
||||
$SM.addPerk('unarmed master');
|
||||
}
|
||||
|
||||
}
|
||||
@@ -294,16 +297,16 @@ var Events = {
|
||||
if(Math.random() <= World.getHitChance()) {
|
||||
dmg = weapon.damage;
|
||||
if(typeof dmg == 'number') {
|
||||
if(weapon.type == 'unarmed' && Engine.hasPerk('boxer')) {
|
||||
if(weapon.type == 'unarmed' && $SM.hasPerk('boxer')) {
|
||||
dmg *= 2
|
||||
}
|
||||
if(weapon.type == 'unarmed' && Engine.hasPerk('martial artist')) {
|
||||
if(weapon.type == 'unarmed' && $SM.hasPerk('martial artist')) {
|
||||
dmg *= 3;
|
||||
}
|
||||
if(weapon.type == 'unarmed' && Engine.hasPerk('unarmed master')) {
|
||||
if(weapon.type == 'unarmed' && $SM.hasPerk('unarmed master')) {
|
||||
dmg *= 2;
|
||||
}
|
||||
if(weapon.type == 'melee' && Engine.hasPerk('barbarian')) {
|
||||
if(weapon.type == 'melee' && $SM.hasPerk('barbarian')) {
|
||||
dmg = Math.floor(dmg * 1.5);
|
||||
}
|
||||
}
|
||||
@@ -417,7 +420,7 @@ var Events = {
|
||||
|
||||
if(!$('#enemy').data('stunned')) {
|
||||
var toHit = scene.hit;
|
||||
toHit *= Engine.hasPerk('evasive') ? 0.8 : 1;
|
||||
toHit *= $SM.hasPerk('evasive') ? 0.8 : 1;
|
||||
var dmg = -1;
|
||||
if(Math.random() <= toHit) {
|
||||
dmg = scene.damage;
|
||||
@@ -646,7 +649,7 @@ var Events = {
|
||||
} else if(b.cost) {
|
||||
var disabled = false;
|
||||
for(var store in b.cost) {
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : Engine.getStore(store);
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : $SM.get('stores["'+store+'"]', true);
|
||||
if(typeof num != 'number') num = 0;
|
||||
if(num < b.cost[store]) {
|
||||
// Too expensive
|
||||
@@ -665,7 +668,7 @@ var Events = {
|
||||
var costMod = {};
|
||||
if(info.cost) {
|
||||
for(var store in info.cost) {
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : Engine.getStore(store);
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : $SM.get('stores["'+store+'"]', true);
|
||||
if(typeof num != 'number') num = 0;
|
||||
if(num < info.cost[store]) {
|
||||
// Too expensive
|
||||
@@ -679,7 +682,7 @@ var Events = {
|
||||
}
|
||||
World.updateSupplies();
|
||||
} else {
|
||||
Engine.addStores(costMod);
|
||||
$SM.addM('stores', costMod);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -689,7 +692,7 @@ var Events = {
|
||||
|
||||
// Reward
|
||||
if(info.reward) {
|
||||
Engine.addStores(info.reward);
|
||||
$SM.addM('stores', info.reward);
|
||||
}
|
||||
|
||||
Events.updateButtons();
|
||||
@@ -802,6 +805,12 @@ var Events = {
|
||||
Engine.keyLock = false;
|
||||
// Force refocus on the body. I hate you, IE.
|
||||
$('body').focus();
|
||||
});
|
||||
}
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores' && Events.activeEvent() != null){
|
||||
Events.updateButtons();
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -5,7 +5,7 @@ Events.Global = [
|
||||
{ /* The Thief */
|
||||
title: 'The Thief',
|
||||
isAvailable: function() {
|
||||
return (Engine.activeModule == Room || Engine.activeModule == Outside) && State.thieves == 1;
|
||||
return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -32,9 +32,9 @@ Events.Global = [
|
||||
'the point is made. in the next few days, the missing supplies are returned.'
|
||||
],
|
||||
onLoad: function() {
|
||||
State.thieves = 2;
|
||||
Engine.removeIncome('thieves');
|
||||
Engine.addStores(State.stolen);
|
||||
$SM.set('game.thieves', 2);
|
||||
$SM.remove('income.thieves');
|
||||
$SM.addM('stores', $SM.get('game.stolen'));
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -49,9 +49,9 @@ Events.Global = [
|
||||
"shares what he knows about sneaking before he goes."
|
||||
],
|
||||
onLoad: function() {
|
||||
State.thieves = 2;
|
||||
Engine.removeIncome('thieves');
|
||||
Engine.addPerk('stealthy');
|
||||
$SM.set('game.thieves', 2);
|
||||
$SM.remove('income.thieves');
|
||||
$SM.addPerk('stealthy');
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
|
||||
@@ -5,7 +5,7 @@ Events.Outside = [
|
||||
{ /* Ruined traps */
|
||||
title: 'A Ruined Trap',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.numBuilding('trap') > 0;
|
||||
return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -14,8 +14,8 @@ Events.Outside = [
|
||||
'large prints lead away, into the forest.'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWrecked = Math.floor(Math.random() * Outside.numBuilding('trap')) + 1;
|
||||
Outside.addBuilding('trap', -numWrecked);
|
||||
var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1;
|
||||
$SM.add('game.buildings["trap"]', -numWrecked);
|
||||
Outside.updateVillage();
|
||||
Outside.updateTrapButton();
|
||||
},
|
||||
@@ -66,7 +66,7 @@ Events.Outside = [
|
||||
{ /* Sickness */
|
||||
title: 'Sickness',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.getPopulation() > 10 && Outside.getPopulation() < 50;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 10 && $SM.get('game.population', true) < 50;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -120,7 +120,7 @@ Events.Outside = [
|
||||
{ /* Plague */
|
||||
title: 'Plague',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.getPopulation() > 50;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 50;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -180,7 +180,7 @@ Events.Outside = [
|
||||
{ /* Beast attack */
|
||||
title: 'A Beast Attack',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.getPopulation() > 0;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -211,7 +211,7 @@ Events.Outside = [
|
||||
{ /* Soldier attack */
|
||||
title: 'A Military Raid',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.getPopulation() > 0 && State.cityCleared;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
|
||||
+32
-32
@@ -5,7 +5,7 @@ Events.Room = [
|
||||
{ /* The Nomad -- Merchant */
|
||||
title: 'The Nomad',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.getStore('fur') > 0;
|
||||
return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -33,13 +33,13 @@ Events.Room = [
|
||||
},
|
||||
'buyCompass': {
|
||||
available: function() {
|
||||
return Engine.getStore('compass') < 1;
|
||||
return $SM.get('stores.compass', true) < 1;
|
||||
},
|
||||
text: 'buy compass',
|
||||
cost: { fur: 300, scales: 15, teeth: 5 },
|
||||
reward: { 'compass': 1 },
|
||||
notification: 'the old compass is dented and dusty, but it looks to work.',
|
||||
onChoose: Engine.openPath
|
||||
onChoose: Path.openPath
|
||||
},
|
||||
'goodbye': {
|
||||
text: 'say goodbye',
|
||||
@@ -51,7 +51,7 @@ Events.Room = [
|
||||
}, { /* Noises Outside -- gain wood/fur */
|
||||
title: 'Noises',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('wood');
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -101,7 +101,7 @@ Events.Room = [
|
||||
{ /* Noises Inside -- trade wood for better good */
|
||||
title: 'Noises',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('wood');
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -127,12 +127,12 @@ Events.Room = [
|
||||
'the ground is littered with small scales'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWood = Engine.getStore('wood');
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
var numScales = Math.floor(numWood / 5);
|
||||
if(numScales == 0) numScales = 1;
|
||||
Engine.addStores({wood: -numWood, scales: numScales});
|
||||
$SM.addM('stores', {'wood': -numWood, 'scales': numScales});
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -147,12 +147,12 @@ Events.Room = [
|
||||
'the ground is littered with small teeth'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWood = Engine.getStore('wood');
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
var numTeeth = Math.floor(numWood / 5);
|
||||
if(numTeeth == 0) numTeeth = 1;
|
||||
Engine.addStores({wood: -numWood, teeth: numTeeth});
|
||||
$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -167,12 +167,12 @@ Events.Room = [
|
||||
'the ground is littered with scraps of cloth'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWood = Engine.getStore('wood');
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
var numCloth = Math.floor(numWood / 5);
|
||||
if(numCloth == 0) numCloth = 1;
|
||||
Engine.addStores({wood: -numWood, cloth: numCloth});
|
||||
$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -186,7 +186,7 @@ Events.Room = [
|
||||
{ /* The Beggar -- trade fur for better good */
|
||||
title: 'The Beggar',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('fur');
|
||||
return Engine.activeModule == Room && $SM.get('stores.fur');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -257,7 +257,7 @@ Events.Room = [
|
||||
{ /* Mysterious Wanderer -- wood gambling */
|
||||
title: 'The Mysterious Wanderer',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('wood');
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -290,7 +290,7 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.5) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('wood', 300);
|
||||
$SM.add('stores.wood', 300);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with wood.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -309,7 +309,7 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.3) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('wood', 1500);
|
||||
$SM.add('stores.wood', 1500);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with wood.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -327,7 +327,7 @@ Events.Room = [
|
||||
{ /* Mysterious Wanderer -- fur gambling */
|
||||
title: 'The Mysterious Wanderer',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('fur');
|
||||
return Engine.activeModule == Room && $SM.get('stores.fur');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -360,7 +360,7 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.5) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('fur', 300);
|
||||
$SM.add('stores.fur', 300);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with furs.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -379,7 +379,7 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.3) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('fur', 1500);
|
||||
$SM.add('stores.fur', 1500);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with furs.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -397,7 +397,7 @@ Events.Room = [
|
||||
{ /* The Scout -- Map Merchant */
|
||||
title: 'The Scout',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && typeof State.world == 'object';
|
||||
return Engine.activeModule == Room && $SM.get('features.location.world');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -417,10 +417,10 @@ Events.Room = [
|
||||
text: 'learn scouting',
|
||||
cost: { 'fur': 1000, 'scales': 50, 'teeth': 20 },
|
||||
available: function() {
|
||||
return !Engine.hasPerk('scout');
|
||||
return !$SM.hasPerk('scout');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('scout');
|
||||
$SM.addPerk('scout');
|
||||
}
|
||||
},
|
||||
'leave': {
|
||||
@@ -435,7 +435,7 @@ Events.Room = [
|
||||
{ /* The Wandering Master */
|
||||
title: 'The Master',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && typeof State.world == 'object';
|
||||
return Engine.activeModule == Room && $SM.get('features.location.world');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -468,30 +468,30 @@ Events.Room = [
|
||||
'evasion': {
|
||||
text: 'evasion',
|
||||
available: function() {
|
||||
return !Engine.hasPerk('evasive');
|
||||
return !$SM.hasPerk('evasive');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('evasive');
|
||||
$SM.addPerk('evasive');
|
||||
},
|
||||
nextScene: 'end'
|
||||
},
|
||||
'precision': {
|
||||
text: 'precision',
|
||||
available: function() {
|
||||
return !Engine.hasPerk('precise');
|
||||
return !$SM.hasPerk('precise');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('precise');
|
||||
$SM.addPerk('precise');
|
||||
},
|
||||
nextScene: 'end'
|
||||
},
|
||||
'force': {
|
||||
text: 'force',
|
||||
available: function() {
|
||||
return !Engine.hasPerk('barbarian');
|
||||
return !$SM.hasPerk('barbarian');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('barbarian');
|
||||
$SM.addPerk('barbarian');
|
||||
},
|
||||
nextScene: 'end'
|
||||
},
|
||||
@@ -507,7 +507,7 @@ Events.Room = [
|
||||
{ /* The Sick Man */
|
||||
title: 'The Sick Man',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && typeof State.world == 'object';
|
||||
return Engine.activeModule == Room && $SM.get('features.location.world');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -536,7 +536,7 @@ Events.Room = [
|
||||
'some weird metal he picked up on his travels.'
|
||||
],
|
||||
onLoad: function() {
|
||||
Engine.addStore('alien alloy', 1);
|
||||
$SM.add('stores["alien alloy"]', 1);
|
||||
},
|
||||
buttons: {
|
||||
'bye': {
|
||||
@@ -552,7 +552,7 @@ Events.Room = [
|
||||
'some weird glowing boxes he picked up on his travels.'
|
||||
],
|
||||
onLoad: function() {
|
||||
Engine.addStore('energy cell', 3);
|
||||
$SM.add('stores["energy cell"]', 3);
|
||||
},
|
||||
buttons: {
|
||||
'bye': {
|
||||
@@ -568,7 +568,7 @@ Events.Room = [
|
||||
'all he has are some scales.'
|
||||
],
|
||||
onLoad: function() {
|
||||
Engine.addStore('scales', 5);
|
||||
$SM.add('stores.scales', 5);
|
||||
},
|
||||
buttons: {
|
||||
'bye': {
|
||||
|
||||
+16
-16
@@ -74,7 +74,7 @@ Events.Setpieces = {
|
||||
'his time here, now, is his penance.'
|
||||
],
|
||||
onLoad: function() {
|
||||
Engine.addPerk('gastronome');
|
||||
$SM.addPerk('gastronome');
|
||||
World.markVisited(World.curPos[0], World.curPos[1]);
|
||||
},
|
||||
buttons: {
|
||||
@@ -2244,7 +2244,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
bullets: {
|
||||
@@ -2278,7 +2278,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
torch: {
|
||||
@@ -2308,7 +2308,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
rifle: {
|
||||
@@ -2354,7 +2354,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
rifle: {
|
||||
@@ -2389,7 +2389,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
rifle: {
|
||||
@@ -2429,7 +2429,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'laser rifle': {
|
||||
@@ -2464,7 +2464,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'steel sword': {
|
||||
@@ -2499,7 +2499,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'steel sword': {
|
||||
@@ -2534,7 +2534,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'rifle': {
|
||||
@@ -2574,7 +2574,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'energy cell': {
|
||||
@@ -2613,7 +2613,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'energy cell': {
|
||||
@@ -2646,7 +2646,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'energy cell': {
|
||||
@@ -2695,7 +2695,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'steel sword': {
|
||||
@@ -2739,7 +2739,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'energy cell': {
|
||||
@@ -2782,7 +2782,7 @@ Events.Setpieces = {
|
||||
],
|
||||
onLoad: function() {
|
||||
World.clearDungeon();
|
||||
State.cityCleared = true;
|
||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'alien alloy': {
|
||||
|
||||
+66
-95
@@ -135,12 +135,14 @@ var Outside = {
|
||||
.addClass('location')
|
||||
.appendTo('div#locationSlider');
|
||||
|
||||
if(typeof State.outside == 'undefined') {
|
||||
State.outside = {
|
||||
buildings: {},
|
||||
population: 0,
|
||||
workers: {}
|
||||
}
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Outside.handleStateUpdates);
|
||||
|
||||
if(typeof $SM.get('features.location.outside') == 'undefined') {
|
||||
$SM.set('features.location.outside', true);
|
||||
if(!$SM.get('game.buildings')) $SM.set('game.buildings', {});
|
||||
if(!$SM.get('game.population')) $SM.set('game.population', 0);
|
||||
if(!$SM.get('game.workers')) $SM.set('game.workers', {});
|
||||
}
|
||||
|
||||
this.updateVillage();
|
||||
@@ -158,46 +160,12 @@ var Outside = {
|
||||
}).appendTo('div#outsidePanel');
|
||||
},
|
||||
|
||||
numBuilding: function(bName) {
|
||||
return State.outside &&
|
||||
State.outside.buildings &&
|
||||
State.outside.buildings[bName] ? State.outside.buildings[bName] : 0;
|
||||
},
|
||||
|
||||
addBuilding: function(bName, num) {
|
||||
var cur = State.outside.buildings[bName];
|
||||
if(typeof cur != 'number') cur = 0;
|
||||
cur += num;
|
||||
if(cur < 0) cur = 0;
|
||||
State.outside.buildings[bName] = cur;
|
||||
this.updateVillage();
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
addBuildings: function(list) {
|
||||
for(k in list) {
|
||||
var num = State.outside.buildings[k];
|
||||
if(typeof num != 'number') num = 0;
|
||||
num += list[k];
|
||||
State.outside.buildings[k] = num;
|
||||
}
|
||||
this.updateVillage();
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
getMaxPopulation: function() {
|
||||
return Outside.numBuilding('hut') * 4;
|
||||
},
|
||||
|
||||
getPopulation: function() {
|
||||
if(State.outside && State.outside.population) {
|
||||
return State.outside.population;
|
||||
}
|
||||
return 0;
|
||||
return $SM.get('game.buildings["hut"]', true) * 4;
|
||||
},
|
||||
|
||||
increasePopulation: function() {
|
||||
var space = Outside.getMaxPopulation() - State.outside.population;
|
||||
var space = Outside.getMaxPopulation() - $SM.get('game.population');
|
||||
if(space > 0) {
|
||||
var num = Math.floor(Math.random()*(space/2) + space/2);
|
||||
if(num == 0) num = 1;
|
||||
@@ -213,36 +181,30 @@ var Outside = {
|
||||
Notifications.notify(null, "the town's booming. word does get around.");
|
||||
}
|
||||
Engine.log('population increased by ' + num);
|
||||
State.outside.population += num;
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
$SM.add('game.population', num);
|
||||
}
|
||||
Outside.schedulePopIncrease();
|
||||
},
|
||||
|
||||
killVillagers: function(num) {
|
||||
State.outside.population -= num;
|
||||
if(State.outside.population < 0) {
|
||||
State.outside.population = 0;
|
||||
$SM.add('game.population', num * -1);
|
||||
if($SM.get('game.population') < 0) {
|
||||
$SM.set('game.population', 0);
|
||||
}
|
||||
var remaining = Outside.getNumGatherers();
|
||||
if(remaining < 0) {
|
||||
var gap = -remaining;
|
||||
for(var k in State.outside.workers) {
|
||||
var num = State.outside.workers[k];
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
var num = $SM.get('game.workers["'+k+'"]');
|
||||
if(num < gap) {
|
||||
gap -= num;
|
||||
State.outside.workers[k] = 0;
|
||||
$SM.set('game.workers["'+k+'"]', 0);
|
||||
} else {
|
||||
State.outside.workers[k] -= gap;
|
||||
$SM.add('game.workers["'+k+'"]', gap * -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
},
|
||||
|
||||
schedulePopIncrease: function() {
|
||||
@@ -256,7 +218,7 @@ var Outside = {
|
||||
|
||||
// If our population is 0 and we don't already have a workers view,
|
||||
// there's nothing to do here.
|
||||
if(!workers.length && State.outside.population == 0) return;
|
||||
if(!workers.length && $SM.get('game.population') == 0) return;
|
||||
|
||||
var needsAppend = false;
|
||||
if(workers.length == 0) {
|
||||
@@ -264,13 +226,14 @@ var Outside = {
|
||||
workers = $('<div>').attr('id', 'workers').css('opacity', 0);
|
||||
}
|
||||
|
||||
var numGatherers = State.outside.population;
|
||||
var numGatherers = $SM.get('game.population');
|
||||
var gatherer = $('div#workers_row_gatherer', workers);
|
||||
|
||||
for(var k in State.outside.workers) {
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
var workerCount = $SM.get('game.workers["'+k+'"]');
|
||||
var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
|
||||
if(row.length == 0) {
|
||||
row = Outside.makeWorkerRow(k, State.outside.workers[k]);
|
||||
row = Outside.makeWorkerRow(k, workerCount);
|
||||
|
||||
var curPrev = null;
|
||||
workers.children().each(function(i) {
|
||||
@@ -295,10 +258,10 @@ var Outside = {
|
||||
}
|
||||
|
||||
} else {
|
||||
$('div#' + row.attr('id') + ' > div.row_val > span', workers).text(State.outside.workers[k]);
|
||||
$('div#' + row.attr('id') + ' > div.row_val > span', workers).text(workerCount);
|
||||
}
|
||||
numGatherers -= State.outside.workers[k];
|
||||
if(State.outside.workers[k] == 0) {
|
||||
numGatherers -= workerCount;
|
||||
if(workerCount == 0) {
|
||||
$('.dnBtn', row).addClass('disabled');
|
||||
$('.dnManyBtn', row).addClass('disabled');
|
||||
} else {
|
||||
@@ -329,9 +292,9 @@ var Outside = {
|
||||
},
|
||||
|
||||
getNumGatherers: function() {
|
||||
var num = State.outside.population;
|
||||
for(var k in State.outside.workers) {
|
||||
num -= State.outside.workers[k];
|
||||
var num = $SM.get('game.population');
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
num -= $SM.get('game.workers["'+k+'"]');
|
||||
}
|
||||
return num;
|
||||
},
|
||||
@@ -371,20 +334,16 @@ var Outside = {
|
||||
if(Outside.getNumGatherers() > 0) {
|
||||
var increaseAmt = Math.min(Outside.getNumGatherers(), btn.data);
|
||||
Engine.log('increasing ' + worker + ' by ' + increaseAmt);
|
||||
State.outside.workers[worker] += increaseAmt;
|
||||
Outside.updateVillageIncome();
|
||||
Outside.updateWorkersView();
|
||||
$SM.add('game.workers["'+worker+'"]', increaseAmt);
|
||||
}
|
||||
},
|
||||
|
||||
decreaseWorker: function(btn) {
|
||||
var worker = $(this).closest('.workerRow').children('.row_key').text();
|
||||
if(State.outside.workers[worker] > 0) {
|
||||
var decreaseAmt = Math.min(State.outside.workers[worker] || 0, btn.data);
|
||||
if($SM.get('game.workers["'+worker+'"]') > 0) {
|
||||
var decreaseAmt = Math.min($SM.get('game.workers["'+worker+'"]') || 0, btn.data);
|
||||
Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
|
||||
State.outside.workers[worker] -= decreaseAmt;
|
||||
Outside.updateVillageIncome();
|
||||
Outside.updateWorkersView();
|
||||
$SM.add('game.workers["'+worker+'"]', decreaseAmt * -1);
|
||||
}
|
||||
},
|
||||
|
||||
@@ -428,10 +387,10 @@ var Outside = {
|
||||
population = $('<div>').attr('id', 'population').appendTo(village);
|
||||
}
|
||||
|
||||
for(var k in State.outside.buildings) {
|
||||
for(var k in $SM.get('game.buildings')) {
|
||||
if(k == 'trap') {
|
||||
var numTraps = State.outside.buildings[k];
|
||||
var numBait = Engine.getStore('bait');
|
||||
var numTraps = $SM.get('game.buildings["'+k+'"]');
|
||||
var numBait = $SM.get('stores.bait', true);
|
||||
var traps = numTraps - numBait;
|
||||
traps = traps < 0 ? 0 : traps;
|
||||
Outside.updateVillageRow(k, traps, village);
|
||||
@@ -440,14 +399,14 @@ var Outside = {
|
||||
if(Outside.checkWorker(k)) {
|
||||
Outside.updateWorkersView();
|
||||
}
|
||||
Outside.updateVillageRow(k, State.outside.buildings[k], village);
|
||||
Outside.updateVillageRow(k, $SM.get('game.buildings["'+k+'"]'), village);
|
||||
}
|
||||
}
|
||||
|
||||
population.text('pop ' + State.outside.population + '/' + this.getMaxPopulation());
|
||||
population.text('pop ' + $SM.get('game.population') + '/' + this.getMaxPopulation());
|
||||
|
||||
var hasPeeps;
|
||||
if(Outside.numBuilding('hut') == 0) {
|
||||
if($SM.get('game.buildings["hut"]', true) == 0) {
|
||||
hasPeeps = false;
|
||||
village.addClass('noHuts');
|
||||
} else {
|
||||
@@ -488,10 +447,10 @@ var Outside = {
|
||||
if(typeof jobs == 'object') {
|
||||
for(var i = 0, len = jobs.length; i < len; i++) {
|
||||
var job = jobs[i];
|
||||
if(typeof State.outside.buildings[name] == 'number' &&
|
||||
typeof State.outside.workers[job] != 'number') {
|
||||
if(typeof $SM.get('game.buildings["'+name+'"]') == 'number' &&
|
||||
typeof $SM.get('game.workers["'+job+'"]') != 'number') {
|
||||
Engine.log('adding ' + job + ' to the workers list')
|
||||
State.outside.workers[job] = 0;
|
||||
$SM.set('game.workers["'+job+'"]', 0);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
@@ -502,14 +461,14 @@ var Outside = {
|
||||
updateVillageIncome: function() {
|
||||
for(var worker in Outside._INCOME) {
|
||||
var income = Outside._INCOME[worker];
|
||||
var num = worker == 'gatherer' ? Outside.getNumGatherers() : State.outside.workers[worker];
|
||||
var num = worker == 'gatherer' ? Outside.getNumGatherers() : $SM.get('game.workers["'+worker+'"]');
|
||||
if(typeof num == 'number') {
|
||||
var stores = {};
|
||||
if(num < 0) num = 0;
|
||||
var tooltip = $('.tooltip', 'div#workers_row_' + worker.replace(' ', '-'));
|
||||
tooltip.empty();
|
||||
var needsUpdate = false;
|
||||
var curIncome = Engine.getIncome(worker);
|
||||
var curIncome = $SM.getIncome(worker);
|
||||
for(var store in income.stores) {
|
||||
stores[store] = income.stores[store] * num;
|
||||
if(curIncome[store] != stores[store]) needsUpdate = true;
|
||||
@@ -519,7 +478,7 @@ var Outside = {
|
||||
row.appendTo(tooltip);
|
||||
}
|
||||
if(needsUpdate) {
|
||||
Engine.setIncome(worker, {
|
||||
$SM.setIncome(worker, {
|
||||
delay: income.delay,
|
||||
stores: stores
|
||||
});
|
||||
@@ -531,7 +490,7 @@ var Outside = {
|
||||
|
||||
updateTrapButton: function() {
|
||||
var btn = $('div#trapsButton');
|
||||
if(Outside.numBuilding('trap') > 0) {
|
||||
if($SM.get('game.buildings["trap"]', true) > 0) {
|
||||
if(btn.length == 0) {
|
||||
new Button.Button({
|
||||
id: 'trapsButton',
|
||||
@@ -551,7 +510,7 @@ var Outside = {
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
var numHuts = this.numBuilding('hut');
|
||||
var numHuts = $SM.get('game.buildings["hut"]', true);
|
||||
var title;
|
||||
if(numHuts == 0) {
|
||||
title = "A Silent Forest";
|
||||
@@ -575,9 +534,9 @@ var Outside = {
|
||||
|
||||
onArrival: function(transition_diff) {
|
||||
Outside.setTitle();
|
||||
if(!State.seenForest) {
|
||||
if(!$SM.get('game.outside.seenForest')) {
|
||||
Notifications.notify(Outside, "the sky is grey and the wind blows relentlessly");
|
||||
State.seenForest = true;
|
||||
$SM.set('game.outside.seenForest', true);
|
||||
}
|
||||
Outside.updateTrapButton();
|
||||
Outside.updateVillage();
|
||||
@@ -587,14 +546,15 @@ var Outside = {
|
||||
|
||||
gatherWood: function() {
|
||||
Notifications.notify(Outside, "dry brush and dead branches litter the forest floor")
|
||||
Engine.setStore('wood', Engine.getStore('wood') + (Outside.numBuilding('cart') > 0 ? 50 : 10));
|
||||
var gatherAmt = $SM.get('game.buildings["cart"]', true) > 0 ? 50 : 10;
|
||||
$SM.add('stores.wood', gatherAmt);
|
||||
},
|
||||
|
||||
checkTraps: function() {
|
||||
var drops = {};
|
||||
var msg = [];
|
||||
var numTraps = Outside.numBuilding('trap');
|
||||
var numBait = Engine.getStore('bait');
|
||||
var numTraps = $SM.get('game.buildings["trap"]', true);
|
||||
var numBait = $SM.get('stores.bait', true);
|
||||
var numDrops = numTraps + (numBait < numTraps ? numBait : numTraps);
|
||||
for(var i = 0; i < numDrops; i++) {
|
||||
var roll = Math.random();
|
||||
@@ -625,6 +585,17 @@ var Outside = {
|
||||
drops['bait'] = -baitUsed;
|
||||
|
||||
Notifications.notify(Outside, s);
|
||||
Engine.addStores(drops);
|
||||
$SM.addM('stores', drops);
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores'){
|
||||
Outside.updateVillage();
|
||||
} else if(e.stateName.indexOf('game.workers') == 0
|
||||
|| e.stateName.indexOf('game.population') == 0){
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
+31
-16
@@ -49,6 +49,15 @@ var Path = {
|
||||
Path.outfit = {};
|
||||
|
||||
Engine.updateSlider();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Path.handleStateUpdates);
|
||||
},
|
||||
|
||||
openPath: function() {
|
||||
Path.init();
|
||||
Engine.event('progress', 'path');
|
||||
Notifications.notify(Room, 'the compass points ' + World.dir);
|
||||
},
|
||||
|
||||
getWeight: function(thing) {
|
||||
@@ -59,11 +68,11 @@ var Path = {
|
||||
},
|
||||
|
||||
getCapacity: function() {
|
||||
if(Engine.getStore('convoy') > 0) {
|
||||
if($SM.get('stores.convoy', true) > 0) {
|
||||
return Path.DEFAULT_BAG_SPACE + 60;
|
||||
} else if(Engine.getStore('wagon') > 0) {
|
||||
} else if($SM.get('stores.wagon', true) > 0) {
|
||||
return Path.DEFAULT_BAG_SPACE + 30;
|
||||
} else if(Engine.getStore('rucksack') > 0) {
|
||||
} else if($SM.get('stores.rucksack', true) > 0) {
|
||||
return Path.DEFAULT_BAG_SPACE + 10;
|
||||
}
|
||||
return Path.DEFAULT_BAG_SPACE;
|
||||
@@ -85,17 +94,17 @@ var Path = {
|
||||
},
|
||||
|
||||
updatePerks: function() {
|
||||
if(State.perks) {
|
||||
if($SM.get('character.perks')) {
|
||||
var perks = $('#perks');
|
||||
var needsAppend = false;
|
||||
if(perks.length == 0) {
|
||||
needsAppend = true;
|
||||
perks = $('<div>').attr('id', 'perks');
|
||||
}
|
||||
for(var k in State.perks) {
|
||||
for(var k in $SM.get('character.perks')) {
|
||||
var id = 'perk_' + k.replace(' ', '-');
|
||||
var r = $('#' + id);
|
||||
if(State.perks[k] && r.length == 0) {
|
||||
if($SM.get('character.perks["'+k+'"]') && r.length == 0) {
|
||||
r = $('<div>').attr('id', id).addClass('perkRow').appendTo(perks);
|
||||
$('<div>').addClass('row_key').text(k).appendTo(r);
|
||||
$('<div>').addClass('tooltip bottom right').text(Engine.Perks[k].desc).appendTo(r);
|
||||
@@ -121,11 +130,11 @@ var Path = {
|
||||
|
||||
// Add the armour row
|
||||
var armour = "none";
|
||||
if(Engine.getStore('s armour') > 0)
|
||||
if($SM.get('stores["s armour"]', true) > 0)
|
||||
armour = "steel";
|
||||
else if(Engine.getStore('i armour') > 0)
|
||||
else if($SM.get('stores["i armour"]', true) > 0)
|
||||
armour = "iron";
|
||||
else if(Engine.getStore('l armour') > 0)
|
||||
else if($SM.get('stores["l armour"]', true) > 0)
|
||||
armour = "leather";
|
||||
var aRow = $('#armourRow');
|
||||
if(aRow.length == 0) {
|
||||
@@ -166,10 +175,10 @@ var Path = {
|
||||
|
||||
for(var k in carryable) {
|
||||
var store = carryable[k];
|
||||
var have = State.stores[k];
|
||||
var have = $SM.get('stores["'+k+'"]');
|
||||
var num = Path.outfit[k];
|
||||
num = typeof num == 'number' ? num : 0;
|
||||
var numAvailable = Engine.getStore(k);
|
||||
var numAvailable = $SM.get('stores["'+k+'"]', true);
|
||||
var row = $('div#outfit_row_' + k.replace(' ', '-'), outfit);
|
||||
if((store.type == 'tool' || store.type == 'weapon') && have > 0) {
|
||||
total += num * Path.getWeight(k);
|
||||
@@ -238,7 +247,7 @@ var Path = {
|
||||
$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Path.decreaseSupply);
|
||||
$('<div>').addClass('clear').appendTo(row);
|
||||
|
||||
var numAvailable = Engine.getStore(name);
|
||||
var numAvailable = $SM.get('stores["'+name+'"]', true);
|
||||
var tt = $('<div>').addClass('tooltip bottom right').appendTo(row);
|
||||
$('<div>').addClass('row_key').text('weight').appendTo(tt);
|
||||
$('<div>').addClass('row_val').text(Path.getWeight(name)).appendTo(tt);
|
||||
@@ -253,9 +262,9 @@ var Path = {
|
||||
Engine.log('increasing ' + supply + ' by up to ' + btn.data);
|
||||
var cur = Path.outfit[supply];
|
||||
cur = typeof cur == 'number' ? cur : 0;
|
||||
if(Path.getFreeSpace() >= Path.getWeight(supply) && cur < Engine.getStore(supply)) {
|
||||
if(Path.getFreeSpace() >= Path.getWeight(supply) && cur < $SM.get('stores["'+supply+'"]', true)) {
|
||||
var maxExtraByWeight = Math.floor(Path.getFreeSpace() / Path.getWeight(supply));
|
||||
var maxExtraByStore = Engine.getStore(supply) - cur;
|
||||
var maxExtraByStore = $SM.get('stores["'+supply+'"]', true) - cur;
|
||||
var maxExtraByBtn = btn.data;
|
||||
Path.outfit[supply] = cur + Math.min(maxExtraByBtn, Math.min(maxExtraByWeight, maxExtraByStore));
|
||||
Path.updateOutfitting();
|
||||
@@ -287,10 +296,16 @@ var Path = {
|
||||
|
||||
embark: function() {
|
||||
for(var k in Path.outfit) {
|
||||
Engine.addStore(k, -Path.outfit[k]);
|
||||
$SM.add('stores["'+k+'"]', -Path.outfit[k]);
|
||||
}
|
||||
World.onArrival();
|
||||
$('#outerSlider').animate({left: '-700px'}, 300);
|
||||
Engine.activeModule = World;
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'character' && e.stateName.indexOf('character.perks') == 0 && Engine.activeModule == Path){
|
||||
Path.updatePerks();
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
+124
-108
@@ -9,6 +9,10 @@ var Room = {
|
||||
_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
|
||||
_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
|
||||
|
||||
fire:null,
|
||||
temperature:null,
|
||||
buttons:{},
|
||||
|
||||
Craftables: {
|
||||
'trap': {
|
||||
button: null,
|
||||
@@ -18,7 +22,7 @@ var Room = {
|
||||
maxMsg: "more traps won't help now",
|
||||
type: 'building',
|
||||
cost: function() {
|
||||
var n = Outside.numBuilding('trap');
|
||||
var n = $SM.get('game.buildings["trap"]', true);
|
||||
return {
|
||||
'wood': 10 + (n*10)
|
||||
};
|
||||
@@ -44,7 +48,7 @@ var Room = {
|
||||
maxMsg: 'no more room for huts.',
|
||||
type: 'building',
|
||||
cost: function() {
|
||||
var n = Outside.numBuilding('hut');
|
||||
var n = $SM.get('game.buildings["hut"]', true);
|
||||
return {
|
||||
'wood': 100 + (n*50)
|
||||
};
|
||||
@@ -437,21 +441,21 @@ var Room = {
|
||||
);
|
||||
|
||||
if(Engine._debug) {
|
||||
this._ROOM_WARM_DELAY = 1;
|
||||
this._BUILDER_STATE_DELAY = 1;
|
||||
this._ROOM_WARM_DELAY = 5000;
|
||||
this._BUILDER_STATE_DELAY = 5000;
|
||||
this._STOKE_COOLDOWN = 0;
|
||||
this._NEED_WOOD_DELAY = 1;
|
||||
this._NEED_WOOD_DELAY = 5000;
|
||||
}
|
||||
|
||||
if(typeof State.room == 'undefined') {
|
||||
State.room = {
|
||||
temperature: this.TempEnum.Cold,
|
||||
fire: this.FireEnum.Dead,
|
||||
buttons: {},
|
||||
builder: -1
|
||||
};
|
||||
if(typeof $SM.get('features.location.room') == 'undefined') {
|
||||
$SM.set('features.location.room', true);
|
||||
$SM.set('game.builder.level', -1);
|
||||
}
|
||||
|
||||
Room.temperature = this.TempEnum.Cold;
|
||||
Room.fire = this.FireEnum.Dead;
|
||||
|
||||
|
||||
// Create the room tab
|
||||
this.tab = Header.addLocation("A Dark Room", "room", Room);
|
||||
|
||||
@@ -486,6 +490,9 @@ var Room = {
|
||||
// Create the stores container
|
||||
$('<div>').attr('id', 'storesContainer').appendTo('div#roomPanel');
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Room.handleStateUpdates);
|
||||
|
||||
Room.updateButton();
|
||||
Room.updateStoresView();
|
||||
Room.updateIncomeView();
|
||||
@@ -502,16 +509,16 @@ var Room = {
|
||||
* 3 - Sleeping
|
||||
* 4 - Helping
|
||||
*/
|
||||
if(State.room.builder >= 0 && State.room.builder < 3) {
|
||||
if($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) {
|
||||
Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
if(State.room.builder == 1 && Engine.getStore('wood') < 0) {
|
||||
if($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) {
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
setTimeout(Engine.collectIncome, 1000);
|
||||
setTimeout($SM.collectIncome, 1000);
|
||||
|
||||
Notifications.notify(Room, "the room is " + State.room.temperature.text);
|
||||
Notifications.notify(Room, "the fire is " + State.room.fire.text);
|
||||
Notifications.notify(Room, "the room is " + Room.temperature.text);
|
||||
Notifications.notify(Room, "the fire is " + Room.fire.text);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
@@ -519,13 +526,13 @@ var Room = {
|
||||
onArrival: function(transition_diff) {
|
||||
Room.setTitle();
|
||||
if(Room.changed) {
|
||||
Notifications.notify(Room, "the fire is " + State.room.fire.text);
|
||||
Notifications.notify(Room, "the room is " + State.room.temperature.text);
|
||||
Notifications.notify(Room, "the fire is " + Room.fire.text);
|
||||
Notifications.notify(Room, "the room is " + Room.temperature.text);
|
||||
Room.changed = false;
|
||||
}
|
||||
if(State.room.builder == 3) {
|
||||
State.room.builder++;
|
||||
Engine.setIncome('builder', {
|
||||
if($SM.get('game.builder.level') == 3) {
|
||||
$SM.add('game.builder.level', 1);
|
||||
$SM.setIncome('builder', {
|
||||
delay: 10,
|
||||
stores: {'wood' : 2 }
|
||||
});
|
||||
@@ -569,7 +576,7 @@ var Room = {
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
var title = State.room.fire.value < 2 ? "A Dark Room" : "A Firelit Room";
|
||||
var title = Room.fire.value < 2 ? "A Dark Room" : "A Firelit Room";
|
||||
if(Engine.activeModule == this) {
|
||||
document.title = title;
|
||||
}
|
||||
@@ -579,7 +586,7 @@ var Room = {
|
||||
updateButton: function() {
|
||||
var light = $('#lightButton.button');
|
||||
var stoke = $('#stokeButton.button');
|
||||
if(State.room.fire.value == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
|
||||
if(Room.fire.value == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
|
||||
stoke.hide();
|
||||
light.show();
|
||||
if(stoke.hasClass('disabled')) {
|
||||
@@ -593,7 +600,7 @@ var Room = {
|
||||
}
|
||||
}
|
||||
|
||||
if(!Engine.storeAvailable('wood')) {
|
||||
if(!$SM.get('stores.wood')) {
|
||||
light.addClass('free');
|
||||
stoke.addClass('free');
|
||||
} else {
|
||||
@@ -605,30 +612,30 @@ var Room = {
|
||||
_fireTimer: null,
|
||||
_tempTimer: null,
|
||||
lightFire: function() {
|
||||
var wood = Engine.getStore('wood');
|
||||
if(Engine.storeAvailable('wood') && wood < 5) {
|
||||
var wood = $SM.get('stores.wood');
|
||||
if(wood < 5) {
|
||||
Notifications.notify(Room, "not enough wood to get the fire going");
|
||||
Button.clearCooldown($('#lightButton.button'));
|
||||
return;
|
||||
} else if(wood > 4) {
|
||||
Engine.setStore('wood', wood - 5);
|
||||
$SM.set('stores.wood', wood - 5);
|
||||
}
|
||||
State.room.fire = Room.FireEnum.Burning;
|
||||
Room.fire = Room.FireEnum.Burning;
|
||||
Room.onFireChange();
|
||||
},
|
||||
|
||||
stokeFire: function() {
|
||||
var wood = Engine.getStore('wood');
|
||||
if(Engine.storeAvailable('wood') && wood == 0) {
|
||||
var wood = $SM.get('stores.wood');
|
||||
if(wood === 0) {
|
||||
Notifications.notify(Room, "the wood has run out");
|
||||
Button.clearCooldown($('#stokeButton.button'));
|
||||
return;
|
||||
}
|
||||
if(wood > 0) {
|
||||
Engine.setStore('wood', wood - 1);
|
||||
$SM.set('stores.wood', wood - 1);
|
||||
}
|
||||
if(State.room.fire.value < 4) {
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value + 1);
|
||||
if(Room.fire.value < 4) {
|
||||
Room.fire = Room.FireEnum.fromInt(Room.fire.value + 1);
|
||||
}
|
||||
Room.onFireChange();
|
||||
},
|
||||
@@ -637,9 +644,9 @@ var Room = {
|
||||
if(Engine.activeModule != Room) {
|
||||
Room.changed = true;
|
||||
}
|
||||
Notifications.notify(Room, "the fire is " + State.room.fire.text, true);
|
||||
if(State.room.fire.value > 1 && State.room.builder < 0) {
|
||||
State.room.builder = 0;
|
||||
Notifications.notify(Room, "the fire is " + Room.fire.text, true);
|
||||
if(Room.fire.value > 1 && $SM.get('game.builder.level') < 0) {
|
||||
$SM.set('game.builder.level', 0);
|
||||
Notifications.notify(Room, "the light from the fire spills from the windows, out into the dark");
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
@@ -650,54 +657,54 @@ var Room = {
|
||||
},
|
||||
|
||||
coolFire: function() {
|
||||
if(State.room.fire.value <= Room.FireEnum.Flickering.value &&
|
||||
State.room.builder > 3 && Engine.getStore('wood') > 0) {
|
||||
var wood = $SM.get('stores.wood');
|
||||
if(Room.fire.value <= Room.FireEnum.Flickering.value &&
|
||||
$SM.get('game.builder.level') > 3 && wood > 0) {
|
||||
Notifications.notify(Room, "builder stokes the fire", true);
|
||||
Engine.setStore('wood', Engine.getStore('wood') - 1);
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value + 1);
|
||||
$SM.set('stores.wood', wood - 1);
|
||||
Room.fire = Room.FireEnum.fromInt(Room.fire.value + 1);
|
||||
}
|
||||
if(State.room.fire.value > 0) {
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value - 1);
|
||||
if(Room.fire.value > 0) {
|
||||
Room.fire = Room.FireEnum.fromInt(Room.fire.value - 1);
|
||||
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room.onFireChange();
|
||||
}
|
||||
},
|
||||
|
||||
adjustTemp: function() {
|
||||
var old = State.room.temperature.value;
|
||||
if(State.room.temperature.value > 0 && State.room.temperature.value > State.room.fire.value) {
|
||||
State.room.temperature = Room.TempEnum.fromInt(State.room.temperature.value - 1);
|
||||
Notifications.notify(Room, "the room is " + State.room.temperature.text, true);
|
||||
var old = Room.temperature.value;
|
||||
if(Room.temperature.value > 0 && Room.temperature.value > Room.fire.value) {
|
||||
Room.temperature = Room.TempEnum.fromInt(Room.temperature.value - 1);
|
||||
Notifications.notify(Room, "the room is " + Room.temperature.text, true);
|
||||
}
|
||||
if(State.room.temperature.value < 4 && State.room.temperature.value < State.room.fire.value) {
|
||||
State.room.temperature = Room.TempEnum.fromInt(State.room.temperature.value + 1);
|
||||
Notifications.notify(Room, "the room is " + State.room.temperature.text, true);
|
||||
if(Room.temperature.value < 4 && Room.temperature.value < Room.fire.value) {
|
||||
Room.temperature = Room.TempEnum.fromInt(Room.temperature.value + 1);
|
||||
Notifications.notify(Room, "the room is " + Room.temperature.text, true);
|
||||
}
|
||||
if(State.room.temperature.value != old) {
|
||||
if(Room.temperature.value != old) {
|
||||
Room.changed = true;
|
||||
}
|
||||
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
},
|
||||
|
||||
unlockForest: function() {
|
||||
Engine.setStore('wood', 4);
|
||||
Room.updateButton();
|
||||
$SM.set('stores.wood', 4);
|
||||
Outside.init();
|
||||
Room.updateStoresView();
|
||||
Notifications.notify(Room, "the wind howls outside");
|
||||
Notifications.notify(Room, "the wood is running out");
|
||||
Engine.event('progress', 'outside');
|
||||
},
|
||||
|
||||
updateBuilderState: function() {
|
||||
if(State.room.builder == 0) {
|
||||
var lBuilder = $SM.get('game.builder.level');
|
||||
if(lBuilder == 0) {
|
||||
Notifications.notify(Room, "a ragged stranger stumbles through the door and collapses in the corner");
|
||||
State.room.builder = 1;
|
||||
lBuilder = $SM.setget('game.builder.level', 1);
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
else if(State.room.builder < 3 && State.room.temperature.value >= Room.TempEnum.Warm.value) {
|
||||
else if(lBuilder < 3 && Room.temperature.value >= Room.TempEnum.Warm.value) {
|
||||
var msg;
|
||||
switch(State.room.builder) {
|
||||
switch(lBuilder) {
|
||||
case 1:
|
||||
msg = "the stranger shivers, and mumbles quietly. her words are unintelligible.";
|
||||
break;
|
||||
@@ -706,11 +713,11 @@ var Room = {
|
||||
break;
|
||||
}
|
||||
Notifications.notify(Room, msg);
|
||||
if(State.room.builder < 3) {
|
||||
State.room.builder++;
|
||||
if(lBuilder < 3) {
|
||||
lBuilder = $SM.setget('game.builder.level', lBuilder + 1);
|
||||
}
|
||||
}
|
||||
if(State.room.builder < 3) {
|
||||
if(lBuilder < 3) {
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
Engine.saveGame();
|
||||
@@ -732,7 +739,7 @@ var Room = {
|
||||
}).css('opacity', 0);
|
||||
wNeedsAppend = true;
|
||||
}
|
||||
for(var k in State.stores) {
|
||||
for(var k in $SM.get('stores')) {
|
||||
|
||||
var type = null;
|
||||
if(Room.Craftables[k]) {
|
||||
@@ -758,18 +765,19 @@ var Room = {
|
||||
|
||||
var id = "row_" + k.replace(' ', '-');
|
||||
var row = $('div#' + id, location);
|
||||
var num = State.stores[k];
|
||||
var num = $SM.get('stores["'+k+'"]');
|
||||
|
||||
if(typeof num != 'number' || isNaN(num)) {
|
||||
// No idea how counts get corrupted, but I have reason to believe that they occassionally do.
|
||||
// Build a little fence around it!
|
||||
num = State.stores[k] = 0;
|
||||
num = 0;
|
||||
$SM.set('stores["'+k+'"]', 0);
|
||||
}
|
||||
|
||||
|
||||
// thieves?
|
||||
if(typeof State.thieves == 'undefined' && num > 5000 && State.world) {
|
||||
Engine.startThieves();
|
||||
if(typeof $SM.get('game.thieves') == 'undefined' && num > 5000 && $SM.get('features.location.world')) {
|
||||
$SM.startThieves();
|
||||
}
|
||||
|
||||
if(row.length == 0 && num > 0) {
|
||||
@@ -791,10 +799,8 @@ var Room = {
|
||||
row.insertAfter(location.find('#row_' + curPrev.replace(' ', '-')));
|
||||
}
|
||||
newRow = true;
|
||||
} else if(num> 0){
|
||||
} else if(num>= 0){
|
||||
$('div#' + row.attr('id') + ' > div.row_val', location).text(Math.floor(num));
|
||||
} else if(num == 0) {
|
||||
row.remove();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -819,14 +825,14 @@ var Room = {
|
||||
|
||||
updateIncomeView: function() {
|
||||
var stores = $('div#stores');
|
||||
if(stores.length == 0 || typeof State.income == 'undefined') return;
|
||||
if(stores.length == 0 || typeof $SM.get('income') == 'undefined') return;
|
||||
$('div.storeRow', stores).each(function(index, el) {
|
||||
el = $(el);
|
||||
$('div.tooltip', el).remove();
|
||||
var tt = $('<div>').addClass('tooltip bottom right');
|
||||
var storeName = el.attr('id').substring(4).replace('-', ' ');
|
||||
for(var incomeSource in State.income) {
|
||||
var income = State.income[incomeSource];
|
||||
for(var incomeSource in $SM.get('income')) {
|
||||
var income = $SM.get('income["'+incomeSource+'"]');
|
||||
for(var store in income.stores) {
|
||||
if(store == storeName && income.stores[store] != 0) {
|
||||
$('<div>').addClass('row_key').text(incomeSource).appendTo(tt);
|
||||
@@ -846,7 +852,7 @@ var Room = {
|
||||
buy: function(buyBtn) {
|
||||
var thing = $(buyBtn).attr('buildThing');
|
||||
var good = Room.TradeGoods[thing];
|
||||
var numThings = Engine.getStore(thing);
|
||||
var numThings = $SM.get('stores["'+thing+'"]', true);
|
||||
if(numThings < 0) numThings = 0;
|
||||
if(good.maximum <= numThings) {
|
||||
return;
|
||||
@@ -855,7 +861,7 @@ var Room = {
|
||||
var storeMod = {};
|
||||
var cost = good.cost();
|
||||
for(var k in cost) {
|
||||
var have = Engine.getStore(k)
|
||||
var have = $SM.get('stores["'+k+'"]', true);
|
||||
if(have < cost[k]) {
|
||||
Notifications.notify(Room, "not enough " + k);
|
||||
return false;
|
||||
@@ -863,22 +869,20 @@ var Room = {
|
||||
storeMod[k] = have - cost[k];
|
||||
}
|
||||
}
|
||||
Engine.setStores(storeMod);
|
||||
$SM.setM('stores', storeMod);
|
||||
|
||||
Notifications.notify(Room, good.buildMsg);
|
||||
|
||||
Engine.addStore(thing, 1);
|
||||
|
||||
Room.updateBuildButtons();
|
||||
$SM.add('stores["'+thing+'"]', 1);
|
||||
|
||||
if(thing == 'compass') {
|
||||
Engine.openPath();
|
||||
Path.openPath();
|
||||
}
|
||||
},
|
||||
|
||||
build: function(buildBtn) {
|
||||
var thing = $(buildBtn).attr('buildThing');
|
||||
if(State.room.temperature.value <= Room.TempEnum.Cold.value) {
|
||||
if(Room.temperature.value <= Room.TempEnum.Cold.value) {
|
||||
Notifications.notify(Room, "builder just shivers");
|
||||
return false;
|
||||
}
|
||||
@@ -890,10 +894,10 @@ var Room = {
|
||||
case 'weapon':
|
||||
case 'tool':
|
||||
case 'upgrade':
|
||||
numThings = Engine.getStore(thing);
|
||||
numThings = $SM.get('stores["'+thing+'"]', true);
|
||||
break;
|
||||
case 'building':
|
||||
numThings = Outside.numBuilding(thing);
|
||||
numThings = $SM.get('game.buildings["'+thing+'"]', true);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -905,7 +909,7 @@ var Room = {
|
||||
var storeMod = {};
|
||||
var cost = craftable.cost();
|
||||
for(var k in cost) {
|
||||
var have = Engine.getStore(k)
|
||||
var have = $SM.get('stores["'+k+'"]', true);
|
||||
if(have < cost[k]) {
|
||||
Notifications.notify(Room, "not enough " + k);
|
||||
return false;
|
||||
@@ -913,7 +917,7 @@ var Room = {
|
||||
storeMod[k] = have - cost[k];
|
||||
}
|
||||
}
|
||||
Engine.setStores(storeMod);
|
||||
$SM.setM('stores', storeMod);
|
||||
|
||||
Notifications.notify(Room, craftable.buildMsg);
|
||||
|
||||
@@ -922,15 +926,12 @@ var Room = {
|
||||
case 'weapon':
|
||||
case 'upgrade':
|
||||
case 'tool':
|
||||
Engine.addStore(thing, 1);
|
||||
$SM.add('stores["'+thing+'"]', 1);
|
||||
break;
|
||||
case 'building':
|
||||
Outside.addBuilding(thing, 1);
|
||||
$SM.add('game.buildings["'+thing+'"]', 1);
|
||||
break;
|
||||
}
|
||||
|
||||
Room.updateBuildButtons();
|
||||
|
||||
}
|
||||
},
|
||||
|
||||
needsWorkshop: function(type) {
|
||||
@@ -938,38 +939,42 @@ var Room = {
|
||||
},
|
||||
|
||||
craftUnlocked: function(thing) {
|
||||
if(typeof State.room != 'undefined' &&
|
||||
typeof State.room.buttons != 'undefined' &&
|
||||
State.room.buttons[thing]) {
|
||||
if(Room.buttons[thing]) {
|
||||
return true;
|
||||
}
|
||||
if(State.room.builder < 4) return false;
|
||||
if($SM.get('game.builder.level') < 4) return false;
|
||||
var craftable = Room.Craftables[thing];
|
||||
if(Room.needsWorkshop(craftable.type) && Outside.numBuilding('workshop') == 0) return false;
|
||||
if(Room.needsWorkshop(craftable.type) && $SM.get('game.buildings["workshop"]', true) == 0) return false;
|
||||
var cost = craftable.cost();
|
||||
|
||||
//show button if one has already been built
|
||||
if($SM.get('game.buildings["'+thing+'"]') > 0){
|
||||
Room.buttons[thing] = true;
|
||||
return true;
|
||||
}
|
||||
// Show buttons if we have at least 1/2 the wood, and all other components have been seen.
|
||||
if(Engine.getStore('wood') < cost['wood'] * 0.5) {
|
||||
if($SM.get('stores.wood', true) < cost['wood'] * 0.5) {
|
||||
return false;
|
||||
}
|
||||
for(var c in cost) {
|
||||
if(!Engine.storeAvailable(c)) {
|
||||
if(!$SM.get('stores["'+c+'"]')) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
State.room.buttons[thing] = true;
|
||||
Notifications.notify(Room, craftable.availableMsg);
|
||||
Room.buttons[thing] = true;
|
||||
//don't notify if it has already been built before
|
||||
if(!$SM.get('game.buildings["'+thing+'"]')){
|
||||
Notifications.notify(Room, craftable.availableMsg);
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
buyUnlocked: function(thing) {
|
||||
if(typeof State.room != 'undefined' &&
|
||||
typeof State.room.buttons != 'undefined' &&
|
||||
State.room.buttons[thing]) {
|
||||
if(Room.buttons[thing]) {
|
||||
return true;
|
||||
} else if(Outside.numBuilding('trading post') > 0) {
|
||||
if(thing == 'compass' || Engine.storeAvailable(thing)) {
|
||||
} else if($SM.get('game.buildings["trading post"]', true) > 0) {
|
||||
if(thing == 'compass' || $SM.get('stores["'+thing+'"]')) {
|
||||
// Allow the purchase of stuff once you've seen it
|
||||
return true;
|
||||
}
|
||||
@@ -987,21 +992,21 @@ var Room = {
|
||||
|
||||
var craftSection = $('#craftBtns');
|
||||
var cNeedsAppend = false;
|
||||
if(craftSection.length == 0 && Outside.numBuilding('workshop') > 0) {
|
||||
if(craftSection.length == 0 && $SM.get('game.buildings["workshop"]', true) > 0) {
|
||||
craftSection = $('<div>').attr('id', 'craftBtns').css('opacity', 0);
|
||||
cNeedsAppend = true;
|
||||
}
|
||||
|
||||
var buySection = $('#buyBtns');
|
||||
var bNeedsAppend = false;
|
||||
if(buySection.length == 0 && Outside.numBuilding('trading post') > 0) {
|
||||
if(buySection.length == 0 && $SM.get('game.buildings["trading post"]', true) > 0) {
|
||||
buySection = $('<div>').attr('id', 'buyBtns').css('opacity', 0);
|
||||
bNeedsAppend = true;
|
||||
}
|
||||
|
||||
for(var k in Room.Craftables) {
|
||||
craftable = Room.Craftables[k];
|
||||
var max = Engine.num(k, craftable) + 1 > craftable.maximum;
|
||||
var max = $SM.num(k, craftable) + 1 > craftable.maximum;
|
||||
if(craftable.button == null) {
|
||||
if(Room.craftUnlocked(k)) {
|
||||
var loc = Room.needsWorkshop(craftable.type) ? craftSection : buildSection;
|
||||
@@ -1036,7 +1041,7 @@ var Room = {
|
||||
|
||||
for(var k in Room.TradeGoods) {
|
||||
good = Room.TradeGoods[k];
|
||||
var max = Engine.num(k, good) + 1 > good.maximum;
|
||||
var max = $SM.num(k, good) + 1 > good.maximum;
|
||||
if(good.button == null) {
|
||||
if(Room.buyUnlocked(k)) {
|
||||
good.button = new Button.Button({
|
||||
@@ -1076,5 +1081,16 @@ var Room = {
|
||||
if(bNeedsAppend && buildSection.children().length > 0) {
|
||||
buySection.appendTo('div#roomPanel').animate({opacity: 1}, 300, 'linear');
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores'){
|
||||
Room.updateStoresView();
|
||||
Room.updateBuildButtons();
|
||||
} else if(e.category == 'income'){
|
||||
Room.updateIncomeView();
|
||||
} else if(e.stateName.indexOf('game.buildings') == 0){
|
||||
Room.updateBuildButtons();
|
||||
}
|
||||
}
|
||||
};
|
||||
+28
-21
@@ -15,11 +15,12 @@ var Ship = {
|
||||
options
|
||||
);
|
||||
|
||||
if(!State.ship) {
|
||||
State.ship = {
|
||||
if(!$SM.get('features.location.spaceShip')) {
|
||||
$SM.set('features.location.spaceShip', true);
|
||||
$SM.setM('game.spaceShip', {
|
||||
hull: Ship.BASE_HULL,
|
||||
thrusters: Ship.BASE_THRUSTERS
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Create the Ship tab
|
||||
@@ -35,13 +36,13 @@ var Ship = {
|
||||
// Draw the hull label
|
||||
var hullRow = $('<div>').attr('id', 'hullRow').appendTo('div#shipPanel');
|
||||
$('<div>').addClass('row_key').text('hull:').appendTo(hullRow);
|
||||
$('<div>').addClass('row_val').text(State.ship.hull).appendTo(hullRow);
|
||||
$('<div>').addClass('row_val').text($SM.get('game.spaceShip.hull')).appendTo(hullRow);
|
||||
$('<div>').addClass('clear').appendTo(hullRow);
|
||||
|
||||
// Draw the thrusters label
|
||||
var engineRow = $('<div>').attr('id', 'engineRow').appendTo('div#shipPanel');
|
||||
$('<div>').addClass('row_key').text('engine:').appendTo(engineRow);
|
||||
$('<div>').addClass('row_val').text(State.ship.thrusters).appendTo(engineRow);
|
||||
$('<div>').addClass('row_val').text($SM.get('game.spaceShip.thrusters')).appendTo(engineRow);
|
||||
$('<div>').addClass('clear').appendTo(engineRow);
|
||||
|
||||
// Draw the reinforce button
|
||||
@@ -71,22 +72,24 @@ var Ship = {
|
||||
cooldown: Ship.LIFTOFF_COOLDOWN
|
||||
}).appendTo('div#shipPanel');
|
||||
|
||||
if(State.ship.hull <= 0) {
|
||||
if($SM.get('game.spaceShip.hull') <= 0) {
|
||||
Button.setDisabled(b, true);
|
||||
}
|
||||
|
||||
// Init Space
|
||||
Space.init();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Ship.handleStateUpdates);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
|
||||
onArrival: function(transition_diff) {
|
||||
Ship.setTitle();
|
||||
if(!State.seenShip) {
|
||||
if(!$SM.get('game.spaceShip.seenShip')) {
|
||||
Notifications.notify(Ship, 'somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.');
|
||||
State.seenShip = true;
|
||||
Engine.saveGame();
|
||||
$SM.set('game.spaceShip.seenShip', true);
|
||||
}
|
||||
|
||||
Engine.moveStoresView(null, transition_diff);
|
||||
@@ -99,34 +102,34 @@ var Ship = {
|
||||
},
|
||||
|
||||
reinforceHull: function() {
|
||||
if(Engine.getStore('alien alloy') < Ship.ALLOY_PER_HULL) {
|
||||
if($SM.get('stores["alien alloy"]', true) < Ship.ALLOY_PER_HULL) {
|
||||
Notifications.notify(Ship, "not enough alien alloy");
|
||||
return false;
|
||||
}
|
||||
Engine.addStore('alien alloy', -Ship.ALLOY_PER_HULL);
|
||||
State.ship.hull++;
|
||||
if(State.ship.hull > 0) {
|
||||
$SM.add('stores["alien alloy"]', -Ship.ALLOY_PER_HULL);
|
||||
$SM.add('game.spaceShip.hull', 1);
|
||||
if($SM.get('game.spaceShip.hull') > 0) {
|
||||
Button.setDisabled($('#liftoffButton', Ship.panel), false);
|
||||
}
|
||||
$('#hullRow .row_val', Ship.panel).text(State.ship.hull);
|
||||
$('#hullRow .row_val', Ship.panel).text($SM.get('game.spaceShip.hull'));
|
||||
},
|
||||
|
||||
upgradeEngine: function() {
|
||||
if(Engine.getStore('alien alloy') < Ship.ALLOY_PER_THRUSTER) {
|
||||
if($SM.get('stores["alien alloy"]', true) < Ship.ALLOY_PER_THRUSTER) {
|
||||
Notifications.notify(Ship, "not enough alien alloy");
|
||||
return false;
|
||||
}
|
||||
Engine.addStore('alien alloy', -Ship.ALLOY_PER_THRUSTER);
|
||||
State.ship.thrusters++;
|
||||
$('#engineRow .row_val', Ship.panel).text(State.ship.thrusters);
|
||||
$SM.add('stores["alien alloy"]', -Ship.ALLOY_PER_THRUSTER);
|
||||
$SM.add('game.spaceShip.thrusters', 1)
|
||||
$('#engineRow .row_val', Ship.panel).text($SM.get('game.spaceShip.thrusters'));
|
||||
},
|
||||
|
||||
getMaxHull: function() {
|
||||
return State.ship.hull;
|
||||
return $SM.get('game.spaceShip.hull');
|
||||
},
|
||||
|
||||
checkLiftOff: function() {
|
||||
if(!State.ship.seenWarning) {
|
||||
if(!$SM.get('game.spaceShip.seenWarning')) {
|
||||
Events.startEvent({
|
||||
title: 'Ready to Leave?',
|
||||
scenes: {
|
||||
@@ -138,7 +141,7 @@ var Ship = {
|
||||
'fly': {
|
||||
text: 'lift off',
|
||||
onChoose: function() {
|
||||
State.ship.seenWarning = true;
|
||||
$SM.set('game.spaceShip.seenWarning', true);
|
||||
Ship.liftOff();
|
||||
},
|
||||
nextScene: 'end'
|
||||
@@ -163,5 +166,9 @@ var Ship = {
|
||||
$('#outerSlider').animate({top: '700px'}, 300);
|
||||
Space.onArrival();
|
||||
Engine.activeModule = Space;
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
+8
-1
@@ -41,6 +41,9 @@ var Space = {
|
||||
var h = $('<div>').attr('id', 'hullRemaining').appendTo(this.panel);
|
||||
$('<div>').addClass('row_key').text('hull: ').appendTo(h);
|
||||
$('<div>').addClass('row_val').appendTo(h);
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Space.handleStateUpdates);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
@@ -87,7 +90,7 @@ var Space = {
|
||||
},
|
||||
|
||||
getSpeed: function() {
|
||||
return Space.SHIP_SPEED + State.ship.thrusters;
|
||||
return Space.SHIP_SPEED + $SM.get('game.spaceShip.thrusters');
|
||||
},
|
||||
|
||||
updateHull: function() {
|
||||
@@ -445,5 +448,9 @@ var Space = {
|
||||
Engine.log('right off');
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
@@ -0,0 +1,404 @@
|
||||
/*
|
||||
* Module for handling States
|
||||
*
|
||||
* All states should be get and set through the StateManager ($SM).
|
||||
*
|
||||
* The manager is intended to handle all needed checks and error catching.
|
||||
* This includes creating the parents of layered/deep states so undefined states
|
||||
* do not need to be tested for and created beforehand.
|
||||
*
|
||||
* When a state is changed, an update event is sent out containing the name of the state
|
||||
* changed or in the case of multiple changes (.setM, .addM) the parent class changed.
|
||||
* Event: type: 'stateUpdate', stateName: <path of state or parent state>
|
||||
*
|
||||
* Original file created by: Michael Galusha
|
||||
*/
|
||||
|
||||
var StateManager = {
|
||||
|
||||
MAX_STORE: 99999999999999,
|
||||
|
||||
options: {},
|
||||
|
||||
init: function(options) {
|
||||
this.options = $.extend(
|
||||
this.options,
|
||||
options
|
||||
);
|
||||
|
||||
//create categories
|
||||
var cats = [
|
||||
'features', //big features like buildings, location availability, unlocks, etc
|
||||
'stores', //little stuff, items, weapons, etc
|
||||
'character', //this is for player's character stats such as perks
|
||||
'income',
|
||||
'timers',
|
||||
'game', //mostly location related: fire temp, workers, population, world map, etc
|
||||
'playStats' //anything play related: play time, loads, etc
|
||||
];
|
||||
|
||||
for(var which in cats) {
|
||||
if(!$SM.get(cats[which])) $SM.set(cats[which], {});
|
||||
};
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe($SM.handleStateUpdates);
|
||||
},
|
||||
|
||||
//create all parents and then set state
|
||||
createState: function(stateName, value) {
|
||||
var words = stateName.split(/[.\[\]'"]+/);
|
||||
//for some reason there are sometimes empty strings
|
||||
for (var i = 0; i < words.length; i++) {
|
||||
if (words[i] == '') {
|
||||
words.splice(i, 1);
|
||||
i--;
|
||||
}
|
||||
};
|
||||
var obj = State;
|
||||
var w = null;
|
||||
for(var i=0, len=words.length-1;i<len;i++){
|
||||
w = words[i];
|
||||
if(obj[w] === undefined ) obj[w] = {};
|
||||
obj = obj[w];
|
||||
}
|
||||
obj[words[i]] = value;
|
||||
return obj;
|
||||
},
|
||||
|
||||
//set single state
|
||||
//if noEvent is true, the update event won't trigger, useful for setting multiple states first
|
||||
set: function(stateName, value, noEvent) {
|
||||
var fullPath = $SM.buildPath(stateName);
|
||||
|
||||
//make sure the value isn't over the engine maximum
|
||||
if(typeof value == 'number' && value > $SM.MAX_STORE) value = $SM.MAX_STORE;
|
||||
|
||||
try{
|
||||
eval('('+fullPath+') = value');
|
||||
} catch (e) {
|
||||
//parent doesn't exist, so make parent
|
||||
$SM.createState(stateName, value);
|
||||
}
|
||||
|
||||
//stores values can not be negative
|
||||
if(stateName.indexOf('stores') == 0 && $SM.get(stateName, true) < 0) {
|
||||
eval('('+fullPath+') = 0');;
|
||||
Engine.log('WARNING: state:' + stateName + ' can not be a negative value. Set to 0 instead.')
|
||||
}
|
||||
|
||||
if(!noEvent) {
|
||||
Engine.saveGame();
|
||||
$SM.fireUpdate(stateName);
|
||||
}
|
||||
},
|
||||
|
||||
//sets a list of states
|
||||
setM: function(parentName, list, noEvent) {
|
||||
var whichParent = $SM.buildPath(parentName);
|
||||
|
||||
//make sure the state exists to avoid errors,
|
||||
if($SM.get(parentName) == undefined) $SM.set(parentName, {}, true);
|
||||
|
||||
for(var k in list){
|
||||
$SM.set(parentName+'["'+k+'"]', list[k], true);
|
||||
}
|
||||
|
||||
if(!noEvent) {
|
||||
Engine.saveGame();
|
||||
$SM.fireUpdate(parentName);
|
||||
}
|
||||
},
|
||||
|
||||
//shortcut for altering number values, return 1 if state wasn't a number
|
||||
add: function(stateName, value, noEvent) {
|
||||
var err = 0;
|
||||
//0 if undefined, null (but not {}) should allow adding to new objects
|
||||
//could also add in a true = 1 thing, to have something go from existing (true)
|
||||
//to be a count, but that might be unwanted behavior (add with loose eval probably will happen anyways)
|
||||
var old = $SM.get(stateName, true);
|
||||
|
||||
//check for NaN (old != old) and non number values
|
||||
if(old != old){
|
||||
Engine.log('WARNING: '+stateName+' was corrupted (NaN). Resetting to 0.');
|
||||
old = 0;
|
||||
$SM.set(stateName, old + value, noEvent);
|
||||
} else if(typeof old != 'number' || typeof value != 'number'){
|
||||
Engine.log('WARNING: Can not do math with state:'+stateName+' or value:'+value+' because at least one is not a number.');
|
||||
err = 1
|
||||
} else {
|
||||
$SM.set(stateName, old + value, noEvent); //setState handles event and save
|
||||
}
|
||||
|
||||
return err;
|
||||
},
|
||||
|
||||
//alters multiple number values, return number of fails
|
||||
addM: function(parentName, list, noEvent) {
|
||||
var err = 0;
|
||||
|
||||
//make sure the parent exists to avoid errors
|
||||
if($SM.get(parentName) == undefined) $SM.set(parentName, {}, true);
|
||||
|
||||
for(var k in list){
|
||||
if(!$SM.add(parentName+'["'+k+'"]', list[k], true)) err++;
|
||||
}
|
||||
|
||||
if(!noEvent) {
|
||||
Engine.saveGame();
|
||||
$SM.fireUpdate(parentName);
|
||||
}
|
||||
return err;
|
||||
},
|
||||
|
||||
//return state, undefined or 0
|
||||
get: function(stateName, requestZero) {
|
||||
var whichState = null;
|
||||
var fullPath = $SM.buildPath(stateName);
|
||||
|
||||
//catch errors if parent of state doesn't exist
|
||||
try{
|
||||
eval('whichState = ('+fullPath+')');
|
||||
} catch (e) {
|
||||
whichState = undefined;
|
||||
}
|
||||
|
||||
//prevents repeated if undefined, null, false or {}, then x = 0 situations
|
||||
if((!whichState || whichState == {}) && requestZero) return 0;
|
||||
else return whichState;
|
||||
},
|
||||
|
||||
//mainly for local copy use, add(M) can fail so we can't shortcut them
|
||||
//since set does not fail, we know state exists and can simply return the object
|
||||
setget: function(stateName, value, noEvent){
|
||||
$SM.set(stateName, value, noEvent);
|
||||
return eval('('+$SM.buildPath(stateName)+')');
|
||||
},
|
||||
|
||||
remove: function(stateName, noEvent) {
|
||||
var whichState = $SM.buildPath(stateName);
|
||||
try{
|
||||
eval('(delete '+whichState+')');
|
||||
} catch (e) {
|
||||
//it didn't exist in the first place
|
||||
Engine.log('WARNING: Tried to remove non-existant state \''+stateName+'\'.');
|
||||
}
|
||||
if(!noEvent){
|
||||
Engine.saveGame();
|
||||
$SM.fireUpdate(stateName);
|
||||
};
|
||||
},
|
||||
|
||||
//creates full reference from input
|
||||
//hopefully this won't ever need to be more complicated
|
||||
buildPath: function(input){
|
||||
var dot = (input.charAt(0) == '[')? '' : '.'; //if it starts with [foo] no dot to join
|
||||
return 'State' + dot + input;
|
||||
},
|
||||
|
||||
fireUpdate: function(stateName, save){
|
||||
var category = $SM.getCategory(stateName);
|
||||
if(stateName == undefined) stateName = category = 'all'; //best if this doesn't happen as it will trigger more stuff
|
||||
$.Dispatch('stateUpdate').publish({'category': category, 'stateName':stateName})
|
||||
if(save) Engine.saveGame();
|
||||
},
|
||||
|
||||
getCategory: function(stateName){
|
||||
var firstOB = stateName.indexOf('[');
|
||||
var firstDot = stateName.indexOf('.');
|
||||
var cutoff = null;
|
||||
if(firstOB == -1 || firstDot == -1){
|
||||
cutoff = firstOB > firstDot ? firstOB : firstDot;
|
||||
} else {
|
||||
cutoff = firstOB < firstDot ? firstOB : firstDot;
|
||||
}
|
||||
if (cutoff == -1){
|
||||
return stateName;
|
||||
} else {
|
||||
return stateName.substr(0,cutoff);
|
||||
}
|
||||
},
|
||||
|
||||
//Use this function to make old save games compatible with new version
|
||||
updateOldState: function(){
|
||||
var version = $SM.get('version');
|
||||
if(typeof version != 'number') version = 1.0;
|
||||
if(version == 1.0) {
|
||||
// v1.1 introduced the Lodge, so get rid of lodgeless hunters
|
||||
$SM.remove('outside.workers.hunter', true);
|
||||
$SM.remove('income.hunter', true);
|
||||
Engine.log('upgraded save to v1.1');
|
||||
version = 1.1;
|
||||
};
|
||||
if(version == 1.1) {
|
||||
//v1.2 added the Swamp to the map, so add it to already generated maps
|
||||
if($SM.get('world')) {
|
||||
World.placeLandmark(15, World.RADIUS * 1.5, World.TILE.SWAMP, $SM.get('world.map'));
|
||||
}
|
||||
Engine.log('upgraded save to v1.2');
|
||||
version = 1.2;
|
||||
};
|
||||
if(version == 1.2) {
|
||||
//StateManager added, so move data to new locations
|
||||
$SM.remove('room.fire');
|
||||
$SM.remove('room.temperature');
|
||||
$SM.remove('room.buttons');
|
||||
if($SM.get('room')){
|
||||
$SM.set('features.location.room', true);
|
||||
$SM.set('game.builder.level', $SM.get('room.builder'));
|
||||
$SM.remove('room');
|
||||
};
|
||||
if($SM.get('outside')){
|
||||
$SM.set('features.location.outside', true);
|
||||
$SM.set('game.population', $SM.get('outside.population'));
|
||||
$SM.set('game.buildings', $SM.get('outside.buildings'));
|
||||
$SM.set('game.workers', $SM.get('outside.workers'));
|
||||
$SM.set('game.outside.seenForest', $SM.get('outside.seenForest'));
|
||||
$SM.remove('outside');
|
||||
};
|
||||
if($SM.get('world')){
|
||||
$SM.set('features.location.world', true);
|
||||
$SM.set('game.world.map', $SM.get('world.map'));
|
||||
$SM.set('game.world.mask', $SM.get('world.mask'));
|
||||
$SM.set('starved', $SM.get('character.starved', true));
|
||||
$SM.set('dehydrated', $SM.get('character.dehydrated', true));
|
||||
$SM.remove('world');
|
||||
$SM.remove('starved');
|
||||
$SM.remove('dehydrated');
|
||||
};
|
||||
if($SM.get('ship')){
|
||||
$SM.set('features.location.spaceShip', true);
|
||||
$SM.set('game.spaceShip.hull', $SM.get('ship.hull', true));
|
||||
$SM.set('game.spaceShip.thrusters', $SM.get('ship.thrusters', true));
|
||||
$SM.set('game.spaceShip.seenWarning', $SM.get('ship.seenWarning'));
|
||||
$SM.set('game.spaceShip.seenShip', $SM.get('ship.seenShip'));
|
||||
$SM.remove('ship');
|
||||
};
|
||||
if($SM.get('punches')){
|
||||
$SM.set('character.punches', $SM.get('punches'));
|
||||
$SM.remove('punches');
|
||||
};
|
||||
if($SM.get('perks')){
|
||||
$SM.set('character.perks', $SM.get('perks'));
|
||||
$SM.remove('perks');
|
||||
};
|
||||
if($SM.get('thieves')){
|
||||
$SM.set('game.thieves', $SM.get('thieves'));
|
||||
$SM.remove('thieves');
|
||||
};
|
||||
if($SM.get('stolen')){
|
||||
$SM.set('game.stolen', $SM.get('stolen'));
|
||||
$SM.remove('stolen');
|
||||
};
|
||||
if($SM.get('cityCleared')){
|
||||
$SM.set('character.cityCleared', $SM.get('cityCleared'));
|
||||
$SM.remove('cityCleared');
|
||||
};
|
||||
$SM.set('version', 1.3);
|
||||
};
|
||||
},
|
||||
|
||||
/******************************************************************
|
||||
* Start of specific state functions
|
||||
******************************************************************/
|
||||
//PERKS
|
||||
addPerk: function(name) {
|
||||
$SM.set('character.perks["'+name+'"]', true);
|
||||
Notifications.notify(null, Engine.Perks[name].notify);
|
||||
},
|
||||
|
||||
hasPerk: function(name) {
|
||||
return $SM.get('character.perks["'+name+'"]');
|
||||
},
|
||||
|
||||
//INCOME
|
||||
setIncome: function(source, options) {
|
||||
var existing = $SM.get('income["'+source+'"]');
|
||||
if(typeof existing != 'undefined') {
|
||||
options.timeLeft = existing.timeLeft;
|
||||
}
|
||||
$SM.set('income["'+source+'"]', options);
|
||||
},
|
||||
|
||||
getIncome: function(source) {
|
||||
var existing = $SM.get('income["'+source+'"]');
|
||||
if(typeof existing != 'undefined') {
|
||||
return existing;
|
||||
}
|
||||
return {};
|
||||
},
|
||||
|
||||
collectIncome: function() {
|
||||
var changed = false;
|
||||
if(typeof $SM.get('income') != 'undefined' && Engine.activeModule != Space) {
|
||||
for(var source in $SM.get('income')) {
|
||||
var income = $SM.get('income["'+source+'"]');
|
||||
if(typeof income.timeLeft != 'number')
|
||||
{
|
||||
income.timeLeft = 0;
|
||||
}
|
||||
income.timeLeft--;
|
||||
|
||||
if(income.timeLeft <= 0) {
|
||||
Engine.log('collection income from ' + source);
|
||||
if(source == 'thieves') $SM.addStolen(income.stores);
|
||||
$SM.addM('stores', income.stores, true);
|
||||
changed = true;
|
||||
if(typeof income.delay == 'number') {
|
||||
income.timeLeft = income.delay;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(changed){
|
||||
$SM.fireUpdate('income', true);
|
||||
};
|
||||
Engine._incomeTimeout = setTimeout($SM.collectIncome, 1000);
|
||||
},
|
||||
|
||||
//Thieves
|
||||
addStolen: function(stores) {
|
||||
for(var k in stores) {
|
||||
var old = $SM.get('stores["'+k+'"]', true);
|
||||
var short = old - stores[k];
|
||||
//if they would steal more than actually owned
|
||||
if(short < 0){
|
||||
$SM.add('game.stolen["'+k+'"]', (stores[k] * -1) + short);
|
||||
} else {
|
||||
$SM.add('game.stolen["'+k+'"]', stores[k] * -1);
|
||||
}
|
||||
};
|
||||
},
|
||||
|
||||
startThieves: function() {
|
||||
$SM.set('game.thieves', 1);
|
||||
$SM.setIncome('thieves', {
|
||||
delay: 10,
|
||||
stores: {
|
||||
'wood': -10,
|
||||
'fur': -5,
|
||||
'meat': -5
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
//Misc
|
||||
num: function(name, craftable) {
|
||||
switch(craftable.type) {
|
||||
case 'good':
|
||||
case 'tool':
|
||||
case 'weapon':
|
||||
case 'upgrade':
|
||||
return $SM.get('stores["'+name+'"]', true);
|
||||
case 'building':
|
||||
return $SM.get('game.buildings["'+name+'"]', true);
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
//alias
|
||||
var $SM = StateManager;
|
||||
+47
-39
@@ -128,11 +128,12 @@ var World = {
|
||||
World.LANDMARKS[World.TILE.BATTLEFIELD] = {num: 5, minRadius: 18, maxRadius: World.RADIUS * 1.5, scene: 'battlefield', label: 'A Battlefield'};
|
||||
World.LANDMARKS[World.TILE.SWAMP] = {num: 1, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'swamp', label: 'A Murky Swamp'};
|
||||
|
||||
if(typeof State.world == 'undefined') {
|
||||
State.world = {
|
||||
if(typeof $SM.get('features.location.world') == 'undefined') {
|
||||
$SM.set('features.location.world', true);
|
||||
$SM.setM('game.world', {
|
||||
map: World.generateMap(),
|
||||
mask: World.newMask()
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
// Create the World panel
|
||||
@@ -148,6 +149,9 @@ var World = {
|
||||
$('<div>').attr('id', 'healthCounter').appendTo(outer);
|
||||
|
||||
Engine.updateOuterSlider();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(World.handleStateUpdates);
|
||||
},
|
||||
|
||||
clearDungeon: function() {
|
||||
@@ -265,7 +269,7 @@ var World = {
|
||||
|
||||
// Update label
|
||||
var t = 'pockets';
|
||||
if(Engine.getStore('rucksack') > 0) {
|
||||
if($SM.get('stores.rucksack', true) > 0) {
|
||||
t = 'rucksack';
|
||||
}
|
||||
$('#backpackTitle').text(t);
|
||||
@@ -400,11 +404,11 @@ var World = {
|
||||
checkDanger: function() {
|
||||
World.danger = typeof World.danger == 'undefined' ? false: World.danger;
|
||||
if(!World.danger) {
|
||||
if(!Engine.getStore('i armour') > 0 && World.getDistance() >= 8) {
|
||||
if(!$SM.get('stores["i armour"]', true) > 0 && World.getDistance() >= 8) {
|
||||
World.danger = true;
|
||||
return true;
|
||||
}
|
||||
if(!Engine.getStore('s armour') > 0 && World.getDistance() >= 18) {
|
||||
if(!$SM.get('stores["s armour"]', true) > 0 && World.getDistance() >= 18) {
|
||||
World.danger = true;
|
||||
return true;
|
||||
}
|
||||
@@ -413,7 +417,7 @@ var World = {
|
||||
World.danger = false;
|
||||
return true;
|
||||
}
|
||||
if(World.getDistance < 18 && Engine.getStore('i armour') > 0) {
|
||||
if(World.getDistance < 18 && $SM.get('stores["i armour"]', true) > 0) {
|
||||
World.danger = false;
|
||||
return true;
|
||||
}
|
||||
@@ -426,7 +430,7 @@ var World = {
|
||||
World.waterMove++;
|
||||
// Food
|
||||
var movesPerFood = World.MOVES_PER_FOOD;
|
||||
movesPerFood *= Engine.hasPerk('slow metabolism') ? 2 : 1;
|
||||
movesPerFood *= $SM.hasPerk('slow metabolism') ? 2 : 1;
|
||||
if(World.foodMove >= movesPerFood) {
|
||||
World.foodMove = 0;
|
||||
var num = Path.outfit['cured meat'];
|
||||
@@ -440,10 +444,10 @@ var World = {
|
||||
Notifications.notify(World, 'starvation sets in')
|
||||
World.starvation = true;
|
||||
} else {
|
||||
State.starved = State.starved ? State.starved : 0;
|
||||
State.starved++;
|
||||
if(State.starved >= 10 && !Engine.hasPerk('slow metabolism')) {
|
||||
Engine.addPerk('slow metabolism');
|
||||
$SM.set('character.starved', $SM.get('character.starved', true));
|
||||
$SM.add('character.starved', 1);
|
||||
if($SM.get('character.starved') >= 10 && !$SM.hasPerk('slow metabolism')) {
|
||||
$SM.addPerk('slow metabolism');
|
||||
}
|
||||
World.die();
|
||||
return false;
|
||||
@@ -456,7 +460,7 @@ var World = {
|
||||
}
|
||||
// Water
|
||||
var movesPerWater = World.MOVES_PER_WATER;
|
||||
movesPerWater *= Engine.hasPerk('desert rat') ? 2 : 1;
|
||||
movesPerWater *= $SM.hasPerk('desert rat') ? 2 : 1;
|
||||
if(World.waterMove >= movesPerWater) {
|
||||
World.waterMove = 0;
|
||||
var water = World.water;
|
||||
@@ -469,10 +473,10 @@ var World = {
|
||||
Notifications.notify(World, 'the thirst becomes unbearable');
|
||||
World.thirst = true;
|
||||
} else {
|
||||
State.dehydrated = State.dehydrated ? State.dehydrated : 0;
|
||||
State.dehydrated++;
|
||||
if(State.dehydrated >= 10 && !Engine.hasPerk('desert rat')) {
|
||||
Engine.addPerk('desert rat');
|
||||
$SM.set('character.dehydrated', $SM.get('character.dehydrated', true));
|
||||
$SM.add('character.dehydrated', 1);
|
||||
if($SM.get('character.dehydrated') >= 10 && !$SM.hasPerk('desert rat')) {
|
||||
$SM.addPerk('desert rat');
|
||||
}
|
||||
World.die();
|
||||
return false;
|
||||
@@ -487,7 +491,7 @@ var World = {
|
||||
},
|
||||
|
||||
meatHeal: function() {
|
||||
return World.MEAT_HEAL * (Engine.hasPerk('gastronome') ? 2 : 1);
|
||||
return World.MEAT_HEAL * ($SM.hasPerk('gastronome') ? 2 : 1);
|
||||
},
|
||||
|
||||
medsHeal: function() {
|
||||
@@ -499,7 +503,7 @@ var World = {
|
||||
World.fightMove++;
|
||||
if(World.fightMove > World.FIGHT_DELAY) {
|
||||
var chance = World.FIGHT_CHANCE;
|
||||
chance *= Engine.hasPerk('stealthy') ? 0.5 : 1;
|
||||
chance *= $SM.hasPerk('stealthy') ? 0.5 : 1;
|
||||
if(Math.random() < chance) {
|
||||
World.fightMove = 0;
|
||||
Events.triggerFight();
|
||||
@@ -583,7 +587,7 @@ var World = {
|
||||
|
||||
lightMap: function(x, y, mask) {
|
||||
var r = World.LIGHT_RADIUS;
|
||||
r *= Engine.hasPerk('scout') ? 2 : 1;
|
||||
r *= $SM.hasPerk('scout') ? 2 : 1;
|
||||
World.uncoverMap(x, y, r, mask);
|
||||
return mask;
|
||||
},
|
||||
@@ -604,7 +608,7 @@ var World = {
|
||||
applyMap: function() {
|
||||
var x = Math.floor(Math.random() * (World.RADIUS * 2) + 1);
|
||||
var y = Math.floor(Math.random() * (World.RADIUS * 2) + 1);
|
||||
World.uncoverMap(x, y, 5, State.world.mask);
|
||||
World.uncoverMap(x, y, 5, $SM.get('game.world.mask'));
|
||||
},
|
||||
|
||||
generateMap: function() {
|
||||
@@ -822,20 +826,20 @@ var World = {
|
||||
|
||||
goHome: function() {
|
||||
// Home safe! Commit the changes.
|
||||
State.world = World.state;
|
||||
if(World.state.sulphurmine && Outside.numBuilding('sulphur mine') == 0) {
|
||||
Outside.addBuilding('sulphur mine', 1);
|
||||
$SM.setM('game.world', World.state);
|
||||
if(World.state.sulphurmine && $SM.get('game.buildings["sulphur mine"]', true) == 0) {
|
||||
$SM.add('game.buildings["sulphur mine"]', 1);
|
||||
Engine.event('progress', 'sulphur mine');
|
||||
}
|
||||
if(World.state.ironmine && Outside.numBuilding('iron mine') == 0) {
|
||||
Outside.addBuilding('iron mine', 1);
|
||||
if(World.state.ironmine && $SM.get('game.buildings["iron mine"]', true) == 0) {
|
||||
$SM.add('game.buildings["iron mine"]', 1);
|
||||
Engine.event('progress', 'iron mine');
|
||||
}
|
||||
if(World.state.coalmine && Outside.numBuilding('coal mine') == 0) {
|
||||
Outside.addBuilding('coal mine', 1);
|
||||
if(World.state.coalmine && $SM.get('game.buildings["coal mine"]', true) == 0) {
|
||||
$SM.add('game.buildings["coal mine"]', 1);
|
||||
Engine.event('progress', 'coal mine');
|
||||
}
|
||||
if(World.state.ship && !State.ship) {
|
||||
if(World.state.ship && !$SM.get('features.location.spaceShip')) {
|
||||
Ship.init();
|
||||
Engine.event('progress', 'ship');
|
||||
}
|
||||
@@ -848,7 +852,7 @@ var World = {
|
||||
}
|
||||
|
||||
for(var k in Path.outfit) {
|
||||
Engine.addStore(k, Path.outfit[k]);
|
||||
$SM.add('stores["'+k+'"]', Path.outfit[k]);
|
||||
if(World.leaveItAtHome(k)) {
|
||||
Path.outfit[k] = 0;
|
||||
}
|
||||
@@ -865,29 +869,29 @@ var World = {
|
||||
},
|
||||
|
||||
getMaxHealth: function() {
|
||||
if(Engine.getStore('s armour') > 0) {
|
||||
if($SM.get('stores["s armour"]', true) > 0) {
|
||||
return World.BASE_HEALTH + 35;
|
||||
} else if(Engine.getStore('i armour') > 0) {
|
||||
} else if($SM.get('stores["i armour"]', true) > 0) {
|
||||
return World.BASE_HEALTH + 15;
|
||||
} else if(Engine.getStore('l armour') > 0) {
|
||||
} else if($SM.get('stores["l armour"]', true) > 0) {
|
||||
return World.BASE_HEALTH + 5;
|
||||
}
|
||||
return World.BASE_HEALTH;
|
||||
},
|
||||
|
||||
getHitChance: function() {
|
||||
if(Engine.hasPerk('precise')) {
|
||||
if($SM.hasPerk('precise')) {
|
||||
return World.BASE_HIT_CHANCE + 0.1;
|
||||
}
|
||||
return World.BASE_HIT_CHANCE;
|
||||
},
|
||||
|
||||
getMaxWater: function() {
|
||||
if(Engine.getStore('water tank') > 0) {
|
||||
if($SM.get('stores["water tank"]', true) > 0) {
|
||||
return World.BASE_WATER + 50;
|
||||
} else if(Engine.getStore('cask') > 0) {
|
||||
} else if($SM.get('stores.cask', true) > 0) {
|
||||
return World.BASE_WATER + 20;
|
||||
} else if(Engine.getStore('waterskin') > 0) {
|
||||
} else if($SM.get('stores.waterskin', true) > 0) {
|
||||
return World.BASE_WATER + 10;
|
||||
}
|
||||
return World.BASE_WATER;
|
||||
@@ -904,7 +908,7 @@ var World = {
|
||||
Notifications.notify(null, 'water replenished');
|
||||
World.setWater(World.getMaxWater());
|
||||
// Save progress at outposts
|
||||
State.world = World.state;
|
||||
$SM.setM('game.world', World.state);
|
||||
// Mark this outpost as used
|
||||
World.usedOutposts[World.curPos[0] + ',' + World.curPos[1]] = true;
|
||||
},
|
||||
@@ -912,7 +916,7 @@ var World = {
|
||||
onArrival: function() {
|
||||
Engine.keyLock = false;
|
||||
// Explore in a temporary world-state. We'll commit the changes if you return home safe.
|
||||
World.state = $.extend(true, {}, State.world);
|
||||
World.state = $.extend(true, {}, $SM.get('game.world'));
|
||||
World.setWater(World.getMaxWater());
|
||||
World.setHp(World.getMaxHealth());
|
||||
World.foodMove = 0;
|
||||
@@ -935,5 +939,9 @@ var World = {
|
||||
|
||||
copyPos: function(pos) {
|
||||
return [pos[0], pos[1]];
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user