Fixing whitespace conformity in outside.js

This commit is contained in:
Travis Weston
2014-07-13 11:43:19 -04:00
parent 6e90a79c5f
commit 991bf7e764
+149 -153
View File
@@ -2,8 +2,8 @@
* Events that can occur when the Outside module is active * Events that can occur when the Outside module is active
**/ **/
Events.Outside = [ Events.Outside = [
{ /* Ruined traps */ { /* Ruined traps */
title: _('A Ruined Trap'), title: _('A Ruined Trap'),
isAvailable: function() { isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0; return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
}, },
@@ -45,9 +45,9 @@ Events.Outside = [
}, },
'catch': { 'catch': {
text: [ text: [
_('not far from the village lies a large beast, its fur matted with blood.'), _('not far from the village lies a large beast, its fur matted with blood.'),
_('it puts up little resistance before the knife.') _('it puts up little resistance before the knife.')
], ],
reward: { reward: {
fur: 100, fur: 100,
meat: 100, meat: 100,
@@ -61,147 +61,144 @@ Events.Outside = [
} }
} }
} }
}, },
{ /* Sickness */ { /* Sickness */
title: _('Sickness'), title: _('Sickness'),
isAvailable: function() { isAvailable: function() {
return Engine.activeModule == Outside && return Engine.activeModule == Outside && $SM.get('game.population', true) > 10 && $SM.get('game.population', true) < 50 && $SM.get('stores.medicine', true) > 0;
$SM.get('game.population', true) > 10 && },
$SM.get('game.population', true) < 50 && scenes: {
$SM.get('stores.medicine', true) > 0; 'start': {
}, text: [
scenes: { _('a sickness is spreading through the village.'),
'start': { _('medicine is needed immediately.')
text: [ ],
_('a sickness is spreading through the village.'), buttons: {
_('medicine is needed immediately.') 'heal': {
], text: _('1 medicine'),
buttons: { cost: { 'medicine' : 1 },
'heal': { nextScene: {1: 'healed'}
text: _('1 medicine'), },
cost: { 'medicine' : 1 }, 'ignore': {
nextScene: {1: 'healed'} text: _('ignore it'),
}, nextScene: {1: 'death'}
'ignore': { }
text: _('ignore it'), }
nextScene: {1: 'death'} },
} 'healed': {
} text: [
}, _('the sickness is cured in time.')
'healed': { ],
text: [ buttons: {
_('the sickness is cured in time.') 'end': {
], text: _('go home'),
buttons: { nextScene: 'end'
'end': { }
text: _('go home'), }
nextScene: 'end' },
} 'death': {
} text: [
}, _('the sickness spreads through the village.'),
'death': { _('the days are spent with burials.'),
text: [ _('the nights are rent with screams.')
_('the sickness spreads through the village.'), ],
_('the days are spent with burials.'), onLoad: function() {
_('the nights are rent with screams.') var numKilled = Math.floor(Math.random() * 20) + 1;
], Outside.killVillagers(numKilled);
onLoad: function() { },
var numKilled = Math.floor(Math.random() * 20) + 1; buttons: {
Outside.killVillagers(numKilled); 'end': {
}, text: _('go home'),
buttons: { nextScene: 'end'
'end': { }
text: _('go home'), }
nextScene: 'end' }
} }
} },
}
} { /* Plague */
}, title: _('Plague'),
isAvailable: function() {
{ /* Plague */ return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0;
title: _('Plague'), },
isAvailable: function() { scenes: {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0; 'start': {
}, text: [
scenes: { _('a terrible plague is fast spreading through the village.'),
'start': { _('medicine is needed immediately.')
text: [ ],
_('a terrible plague is fast spreading through the village.'), buttons: {
_('medicine is needed immediately.') 'heal': {
], text: _('5 medicine'),
buttons: { cost: { 'medicine' : 5 },
'heal': { nextScene: {1: 'healed'}
text: _('5 medicine'), },
cost: { 'medicine' : 5 }, 'ignore': {
nextScene: {1: 'healed'} text: _('do nothing'),
}, nextScene: {1: 'death'}
'ignore': { }
text: _('do nothing'), }
nextScene: {1: 'death'} },
} 'healed': {
} text: [
}, _('the plague is kept from spreading.'),
'healed': { _('only a few die.'),
text: [ _('the rest bury them.')
_('the plague is kept from spreading.'), ],
_('only a few die.'), onLoad: function() {
_('the rest bury them.') var numKilled = Math.floor(Math.random() * 5) + 2;
], Outside.killVillagers(numKilled);
onLoad: function() { },
var numKilled = Math.floor(Math.random() * 5) + 2; buttons: {
Outside.killVillagers(numKilled); 'end': {
}, text: _('go home'),
buttons: { nextScene: 'end'
'end': { }
text: _('go home'), }
nextScene: 'end' },
} 'death': {
} text: [
}, _('the plague rips through the village.'),
'death': { _('the nights are rent with screams.'),
text: [ _('the only hope is a quick death.')
_('the plague rips through the village.'), ],
_('the nights are rent with screams.'), onLoad: function() {
_('the only hope is a quick death.') var numKilled = Math.floor(Math.random() * 80) + 10;
], Outside.killVillagers(numKilled);
onLoad: function() { },
var numKilled = Math.floor(Math.random() * 80) + 10; buttons: {
Outside.killVillagers(numKilled); 'end': {
}, text: _('go home'),
buttons: { nextScene: 'end'
'end': { }
text: _('go home'), }
nextScene: 'end' }
} }
} },
}
} { /* Beast attack */
}, title: _('A Beast Attack'),
{ /* Beast attack */
title: _('A Beast Attack'),
isAvailable: function() { isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0; return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
}, },
scenes: { scenes: {
'start': { 'start': {
text: [ text: [
_('a pack of snarling beasts pours out of the trees.'), _('a pack of snarling beasts pours out of the trees.'),
_('the fight is short and bloody, but the beasts are repelled.'), _('the fight is short and bloody, but the beasts are repelled.'),
_('the villagers retreat to mourn the dead.') _('the villagers retreat to mourn the dead.')
], ],
onLoad: function() { onLoad: function() {
var numKilled = Math.floor(Math.random() * 10) + 1; var numKilled = Math.floor(Math.random() * 10) + 1;
Outside.killVillagers(numKilled); Outside.killVillagers(numKilled);
}, },
reward: { reward: {
fur: 100, fur: 100,
meat: 100, meat: 100,
teeth: 10 teeth: 10
}, },
buttons: { buttons: {
'end': { 'end': {
text: _('go home'), text: _('go home'),
nextScene: 'end' nextScene: 'end'
@@ -209,29 +206,29 @@ Events.Outside = [
} }
} }
} }
}, },
{ /* Soldier attack */ { /* Soldier attack */
title: _('A Military Raid'), title: _('A Military Raid'),
isAvailable: function() { isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');; return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
}, },
scenes: { scenes: {
'start': { 'start': {
text: [ text: [
_('a gunshot rings through the trees.'), _('a gunshot rings through the trees.'),
_('well armed men charge out of the forest, firing into the crowd.'), _('well armed men charge out of the forest, firing into the crowd.'),
_('after a skirmish they are driven away, but not without losses.') _('after a skirmish they are driven away, but not without losses.')
], ],
onLoad: function() { onLoad: function() {
var numKilled = Math.floor(Math.random() * 40) + 1; var numKilled = Math.floor(Math.random() * 40) + 1;
Outside.killVillagers(numKilled); Outside.killVillagers(numKilled);
}, },
reward: { reward: {
bullets: 10, bullets: 10,
'cured meat': 50 'cured meat': 50
}, },
buttons: { buttons: {
'end': { 'end': {
text: _('go home'), text: _('go home'),
nextScene: 'end' nextScene: 'end'
@@ -239,6 +236,5 @@ Events.Outside = [
} }
} }
} }
} }
]; ];