Hyper mode and LightsOff is now stored in the State

This commit is contained in:
nicholas_pellizer
2015-04-23 11:33:44 +02:00
committed by Blake Grotewold
parent f85b8fdf7e
commit 8320156f42
2 changed files with 151 additions and 135 deletions
+66 -65
View File
@@ -1,52 +1,53 @@
/*
* 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 = $.extend(
this.options,
options
);
//create categories
var cats = [
'features', //big features like buildings, location availability, unlocks, etc
'stores', //little stuff, items, weapons, etc
'character', //this is for player's character stats such as perks
'features', //big features like buildings, location availability, unlocks, etc
'stores', //little stuff, items, weapons, etc
'character', //this is for player's character stats such as perks
'income',
'timers',
'game', //mostly location related: fire temp, workers, population, world map, etc
'playStats', //anything play related: play time, loads, etc
'previous', // prestige, score, trophies (in future), achievements (again, not yet), etc
'outfit' // used to temporarily store the items to be taken on the path
'game', //mostly location related: fire temp, workers, population, world map, etc
'playStats', //anything play related: play time, loads, etc
'previous', // prestige, score, trophies (in future), achievements (again, not yet), etc
'outfit', // used to temporarily store the items to be taken on the path
'config'
];
for(var which in cats) {
if(!$SM.get(cats[which])) $SM.set(cats[which], {});
if(!$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(/[.\[\]'"]+/);
@@ -67,51 +68,51 @@ var StateManager = {
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) {
$SM.buildPath(parentName);
//make sure the state exists to avoid errors,
if($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;
@@ -119,7 +120,7 @@ var StateManager = {
//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.');
@@ -131,52 +132,52 @@ var StateManager = {
} 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{
@@ -190,21 +191,21 @@ var StateManager = {
$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('.');
@@ -220,7 +221,7 @@ var StateManager = {
return stateName.substr(0,cutoff);
}
},
//Use this function to make old save games compatible with new version
updateOldState: function(){
var version = $SM.get('version');
@@ -299,7 +300,7 @@ var StateManager = {
$SM.set('version', 1.3);
}
},
/******************************************************************
* Start of specific state functions
******************************************************************/
@@ -308,11 +309,11 @@ var StateManager = {
$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+'"]');
@@ -321,7 +322,7 @@ var StateManager = {
}
$SM.set('income["'+source+'"]', options);
},
getIncome: function(source) {
var existing = $SM.get('income["'+source+'"]');
if(typeof existing != 'undefined') {
@@ -329,7 +330,7 @@ var StateManager = {
}
return {};
},
collectIncome: function() {
var changed = false;
if(typeof $SM.get('income') != 'undefined' && Engine.activeModule != Space) {
@@ -340,21 +341,21 @@ var StateManager = {
income.timeLeft = 0;
}
income.timeLeft--;
if(income.timeLeft <= 0) {
Engine.log('collection income from ' + source);
if(source == 'thieves') $SM.addStolen(income.stores);
if(source == 'thieves') $SM.addStolen(income.stores);
var cost = income.stores;
var ok = true;
if (source != 'thieves') {
for (var k in cost) {
var have = $SM.get('stores["' + k + '"]', true);
if (have + cost[k] < 0) {
ok = false;
break;
}
}
for (var k in cost) {
var have = $SM.get('stores["' + k + '"]', true);
if (have + cost[k] < 0) {
ok = false;
break;
}
}
}
if(ok){
@@ -372,7 +373,7 @@ var StateManager = {
}
Engine._incomeTimeout = setTimeout($SM.collectIncome, 1000);
},
//Thieves
addStolen: function(stores) {
for(var k in stores) {
@@ -386,7 +387,7 @@ var StateManager = {
}
}
},
startThieves: function() {
$SM.set('game.thieves', 1);
$SM.setIncome('thieves', {
@@ -398,7 +399,7 @@ var StateManager = {
}
});
},
//Misc
num: function(name, craftable) {
switch(craftable.type) {
@@ -411,10 +412,10 @@ var StateManager = {
return $SM.get('game.buildings["'+name+'"]', true);
}
},
handleStateUpdates: function(e){
}
}
};
//alias