Merge pull request #50 from LucidCrux/state_manager_2

State manager 2
This commit is contained in:
Michael Townsend
2013-08-18 19:08:53 -07:00
15 changed files with 847 additions and 608 deletions
+6
View File
@@ -5,7 +5,13 @@
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.wst.jsdt.core.javascriptValidator</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.wst.jsdt.core.jsNature</nature>
</natures>
</projectDescription>
+2
View File
@@ -16,11 +16,13 @@
<link rel="shortcut icon" href="favicon.ico" />
<link rel="image_src" href="img/adr.png" />
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.10.1/jquery.min.js"></script>
<!-- <script src="lib/jquery.min.js"></script> -->
<script src="lib/jquery.color-2.1.2.min.js"></script>
<script src="lib/jquery.event.move.js"></script>
<script src="lib/jquery.event.swipe.js"></script>
<script src="script/Button.js"></script>
<script src="script/engine.js"></script>
<script src="script/state_manager.js"></script>
<script src="script/header.js"></script>
<script src="script/notifications.js"></script>
<script src="script/events.js"></script>
+38 -244
View File
@@ -7,8 +7,12 @@ var Engine = {
* That would be so elegant and awesome.
*/
SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"),
VERSION: 1.3,
MAX_STORE: 99999999999999,
SAVE_DISPLAY: 30 * 1000,
//object event types
topics: {},
Perks: {
'boxer': {
@@ -111,18 +115,22 @@ var Engine = {
swipeElement.on('swiperight', Engine.swipeRight);
swipeElement.on('swipeup', Engine.swipeUp);
swipeElement.on('swipedown', Engine.swipeDown);
//subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe(Engine.handleStateUpdates);
$SM.init();
Notifications.init();
Events.init();
Room.init();
if(Engine.storeAvailable('wood')) {
if($SM.get('stores.wood')) {
Outside.init();
}
if(Engine.getStore('compass') > 0) {
if($SM.get('stores.compass', true) > 0) {
Path.init();
}
if(State.ship) {
if($SM.get('features.location.spaceShip')) {
Ship.init();
}
@@ -159,43 +167,16 @@ var Engine = {
var savedState = JSON.parse(localStorage.gameState);
if(savedState) {
State = savedState;
Engine.upgradeState();
$SM.updateOldState();
Engine.log("loaded save!");
}
} catch(e) {
State = {
version: 1.2,
stores: {},
perks: {}
};
State = {};
$SM.set('version', Engine.VERSION);
Engine.event('progress', 'new game');
}
},
upgradeState: function() {
/* Use this function to make old
* save games compatible with newer versions */
if(typeof State.version != 'number') {
Engine.log('upgraded save to v1.0');
State.version = 1.0;
}
if(State.version == 1.0) {
// v1.1 introduced the Lodge, so get rid of lodgeless hunters
delete State.outside.workers.hunter;
delete State.income.hunter;
Engine.log('upgraded save to v1.1');
State.version = 1.1;
}
if(State.version == 1.1) {
//v1.2 added the Swamp to the map, so add it to already generated maps
if(State.world) {
World.placeLandmark(15, World.RADIUS * 1.5, World.TILE.SWAMP, State.world.map);
}
Engine.log('upgraded save to v1.2');
State.version = 1.2;
}
},
event: function(cat, act) {
if(typeof ga === 'function') {
ga('send', 'event', cat, act);
@@ -298,7 +279,7 @@ var Engine = {
var diff = Math.abs(panelIndex - currentIndex);
slider.animate({left: -(panelIndex * 700) + 'px'}, 300 * diff);
if(Engine.storeAvailable('wood')) {
if($SM.get('stores.wood') != undefined) {
// FIXME Why does this work if there's an animation queue...?
stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
}
@@ -322,204 +303,6 @@ var Engine = {
Notifications.printQueue(module);
}
},
addPerk: function(name) {
if(!State.perks) {
State.perks = {};
}
State.perks[name] = true;
Notifications.notify(null, Engine.Perks[name].notify);
if(Engine.activeModule == Path) {
Path.updatePerks();
}
},
hasPerk: function(name) {
return typeof State.perks == 'object' && State.perks[name] == true;
},
setStore: function(name, number) {
if(typeof State.stores == 'undefined') {
State.stores = {};
}
if(number > Engine.MAX_STORE) number = Engine.MAX_STORE;
State.stores[name] = number;
Room.updateStoresView();
Room.updateBuildButtons();
if(State.outside) {
Outside.updateVillage();
}
Engine.saveGame();
},
setStores: function(list) {
if(typeof State.stores == 'undefined') {
State.stores = {};
}
for(k in list) {
State.stores[k] = list[k] > Engine.MAX_STORE ? Engine.MAX_STORE : list[k];
}
Room.updateStoresView();
Room.updateBuildButtons();
if(State.outside) {
Outside.updateVillage();
}
Engine.saveGame();
},
addStore: function(name, number) {
if(typeof State.stores == 'undefined') {
State.stores = {};
}
var num = State.stores[name];
if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
num += number;
if(num > Engine.MAX_STORE) num = Engine.MAX_STORE;
State.stores[name] = num;
Room.updateStoresView();
Room.updateBuildButtons();
Outside.updateVillage();
if(Engine.activeModule == Path) {
Path.updateOutfitting();
}
Engine.saveGame();
},
addStores: function(list, ignoreCosts) {
if(typeof State.stores == 'undefined') {
State.stores = {};
}
// Make sure any income costs can be paid
if(!ignoreCosts) {
for(k in list) {
var num = State.stores[k];
if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
if(num + list[k] < 0) {
return false;
}
}
}
// Actually do the update
for(k in list) {
var num = State.stores[k];
if(typeof num != 'number') num = 0;
num += list[k];
num = num < 0 ? 0 : num;
num = num > Engine.MAX_STORE ? Engine.MAX_STORE : num;
State.stores[k] = num;
}
Room.updateStoresView();
Room.updateBuildButtons();
Outside.updateVillage();
if(Engine.activeModule == Path) {
Path.updateOutfitting();
}
Engine.saveGame();
return true;
},
storeAvailable: function(name) {
return typeof State.stores[name] == 'number';
},
getStore: function(name) {
if(typeof State.stores == 'undefined' || typeof State.stores[name] == 'undefined' ) {
return 0;
}
return State.stores[name];
},
setIncome: function(source, options) {
if(typeof State.income == 'undefined') {
State.income = {};
}
var existing = State.income[source];
if(typeof existing != 'undefined') {
options.timeLeft = existing.timeLeft;
}
State.income[source] = options;
},
getIncome: function(source) {
if(typeof State.income == 'undefined') {
State.income = {};
}
var existing = State.income[source];
if(typeof existing != 'undefined') {
return existing;
}
return {};
},
removeIncome: function(source) {
if(State.income) {
delete State.income[source];
}
Room.updateIncomeView();
},
collectIncome: function() {
if(typeof State.income != 'undefined' && Engine.activeModule != Space) {
var changed = false;
for(var source in State.income) {
var income = State.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') {
Engine.addStolen(income.stores);
}
changed = Engine.addStores(income.stores) || changed;
if(typeof income.delay == 'number') {
income.timeLeft = income.delay;
}
}
}
if(changed) {
Room.updateStoresView();
Room.updateBuildButtons();
Engine.saveGame();
if(Events.activeEvent() != null) {
Events.updateButtons();
}
}
}
Engine._incomeTimeout = setTimeout(Engine.collectIncome, 1000);
},
openPath: function() {
Path.init();
Engine.event('progress', 'path');
Notifications.notify(Room, 'the compass points ' + World.dir);
},
addStolen: function(stores) {
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
View File
@@ -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();
}
}
};
+7 -7
View File
@@ -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': {
+7 -7
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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 = $SM.num(k, good) + 1 > good.maximum;
if(good.button == null) {
if(Room.buyUnlocked(k)) {
good.button = new Button.Button({
@@ -1076,5 +1081,16 @@ var Room = {
if(bNeedsAppend && buildSection.children().length > 0) {
buySection.appendTo('div#roomPanel').animate({opacity: 1}, 300, 'linear');
}
},
handleStateUpdates: function(e){
if(e.category == 'stores'){
Room.updateStoresView();
Room.updateBuildButtons();
} else if(e.category == 'income'){
Room.updateIncomeView();
} else if(e.stateName.indexOf('game.buildings') == 0){
Room.updateBuildButtons();
}
}
};
+28 -21
View File
@@ -15,11 +15,12 @@ var Ship = {
options
);
if(!State.ship) {
State.ship = {
if(!$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
View File
@@ -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 + $SM.get('game.spaceShip.thrusters');
},
updateHull: function() {
@@ -445,5 +448,9 @@ var Space = {
Engine.log('right off');
break;
}
},
handleStateUpdates: function(e){
}
};
+404
View File
@@ -0,0 +1,404 @@
/*
* Module for handling States
*
* All states should be get and set through the StateManager ($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
View File
@@ -128,11 +128,12 @@ var World = {
World.LANDMARKS[World.TILE.BATTLEFIELD] = {num: 5, minRadius: 18, maxRadius: World.RADIUS * 1.5, scene: 'battlefield', label: 'A&nbsp;Battlefield'};
World.LANDMARKS[World.TILE.SWAMP] = {num: 1, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'swamp', label: 'A&nbsp;Murky&nbsp;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){
}
};