mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +08:00
Check for delayed events
This triggers onload for all those events whose (possible) reward is registered with a time delay.
This commit is contained in:
committed by
Blake Grotewold
parent
cb717b41d0
commit
da0d39b579
@@ -725,6 +725,16 @@
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}
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},
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setInterval: function(callback, interval, skipDouble){
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if( Engine.options.doubleTime && !skipDouble ){
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Engine.log('Double time, cutting interval in half');
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interval /= 2;
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}
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return setInterval(callback, interval);
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},
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setTimeout: function(callback, timeout, skipDouble){
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if( Engine.options.doubleTime && !skipDouble ){
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+55
-5
@@ -31,10 +31,14 @@ var Events = {
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//subscribe to stateUpdates
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$.Dispatch('stateUpdate').subscribe(Events.handleStateUpdates);
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//check for stored delayed events
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Events.initDelay();
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},
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options: {}, // Nothing for now
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delayState: 'wait',
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activeScene: null,
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loadScene: function(name) {
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@@ -42,6 +46,13 @@ var Events = {
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Events.activeScene = name;
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var scene = Events.activeEvent().scenes[name];
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// Scene reward
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if(scene.reward) {
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$SM.addM('stores', scene.reward);
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}
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// onLoad
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if(scene.onLoad) {
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scene.onLoad();
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@@ -52,11 +63,6 @@ var Events = {
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Notifications.notify(null, scene.notification);
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}
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// Scene reward
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if(scene.reward) {
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$SM.addM('stores', scene.reward);
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}
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$('#description', Events.eventPanel()).empty();
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$('#buttons', Events.eventPanel()).empty();
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if(scene.combat) {
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@@ -884,5 +890,49 @@ var Events = {
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if((e.category == 'stores' || e.category == 'income') && Events.activeEvent() != null){
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Events.updateButtons();
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}
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},
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initDelay: function(){
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if($SM.get(Events.delayState)){
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Events.recallDelay(Events.delayState, Events);
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}
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},
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recallDelay: function(stateName, target){
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var state = $SM.get(stateName);
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for(var i in state){
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if(typeof(state[i]) == 'object'){
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Events.recallDelay(stateName +'["'+ i +'"]', target[i]);
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} else {
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if(typeof target[i] == 'function'){
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target[i]();
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} else {
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$SM.remove(stateName)
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}
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}
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}
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if($.isEmptyObject(state)){
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$SM.remove(stateName);
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}
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},
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saveDelay: function(action, stateName, delay){
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var state = Events.delayState + '.' + stateName;
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if(delay){
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$SM.set(state, delay);
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} else {
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var delay = $SM.get(state, true)
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}
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var time = Engine.setInterval(function(){
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// update state every half second
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$SM.set(state, ($SM.get(state) - 0.5), true);
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}, 500);
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Engine.setTimeout(function(){
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// outcome realizes. erase countdown
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window.clearInterval(time);
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$SM.remove(state);
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$SM.removeBranch(Events.delayState);
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action();
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}, delay * 1000);
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}
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};
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+44
-28
@@ -273,15 +273,15 @@ Events.Room = [
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notification: _('a mysterious wanderer arrives'),
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blink: true,
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buttons: {
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'100wood': {
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'wood100': {
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text: _('give 100'),
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cost: {wood: 100},
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nextScene: { 1: '100wood'}
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nextScene: { 1: 'wood100'}
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},
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'500wood': {
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'wood500': {
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text: _('give 500'),
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cost: {wood: 500},
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nextScene: { 1: '500wood' }
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nextScene: { 1: 'wood500' }
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},
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'deny': {
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text: _('turn him away'),
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@@ -289,16 +289,20 @@ Events.Room = [
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}
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}
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},
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'100wood': {
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'wood100': {
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text: [
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_('the wanderer leaves, cart loaded with wood')
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],
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action: function(delay) {
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var delay = delay || false;
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Events.saveDelay(function() {
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$SM.add('stores.wood', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 'Room[4].scenes.wood100.action', delay);
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},
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onLoad: function() {
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if(Math.random() < 0.5) {
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Engine.setTimeout(function() {
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$SM.add('stores.wood', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 60 * 1000);
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this.action(60);
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}
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},
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buttons: {
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@@ -308,16 +312,20 @@ Events.Room = [
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}
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}
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},
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'500wood': {
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'wood500': {
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text: [
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_('the wanderer leaves, cart loaded with wood')
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],
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action: function(delay) {
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var delay = delay || false;
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Events.saveDelay(function() {
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$SM.add('stores.wood', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 'Room[4].scenes.wood500.action', delay);
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},
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onLoad: function() {
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if(Math.random() < 0.3) {
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Engine.setTimeout(function() {
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$SM.add('stores.wood', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 60 * 1000);
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this.action(60);
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}
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},
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buttons: {
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@@ -344,15 +352,15 @@ Events.Room = [
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notification: _('a mysterious wanderer arrives'),
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blink: true,
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buttons: {
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'100fur': {
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'fur100': {
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text: _('give 100'),
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cost: {fur: 100},
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nextScene: { 1: '100fur'}
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nextScene: { 1: 'fur100'}
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},
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'500fur': {
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'fur500': {
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text: _('give 500'),
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cost: {fur: 500},
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nextScene: { 1: '500fur' }
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nextScene: { 1: 'fur500' }
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},
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'deny': {
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text: _('turn her away'),
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@@ -360,16 +368,20 @@ Events.Room = [
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}
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}
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},
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'100fur': {
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'fur100': {
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text: [
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_('the wanderer leaves, cart loaded with furs')
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],
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action: function(delay) {
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var delay = delay || false;
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Events.saveDelay(function() {
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$SM.add('stores.wood', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 'Room[5].scenes.fur100.action', delay);
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},
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onLoad: function() {
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if(Math.random() < 0.5) {
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Engine.setTimeout(function() {
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$SM.add('stores.fur', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 60 * 1000);
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this.action(60);
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}
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},
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buttons: {
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@@ -379,16 +391,20 @@ Events.Room = [
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}
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}
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},
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'500fur': {
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'fur500': {
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text: [
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_('the wanderer leaves, cart loaded with furs')
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],
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action: function(delay) {
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var delay = delay || false;
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Events.saveDelay(function() {
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$SM.add('stores.wood', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 'Room[5].scenes.fur500.action', delay);
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},
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onLoad: function() {
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if(Math.random() < 0.3) {
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Engine.setTimeout(function() {
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$SM.add('stores.fur', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 60 * 1000);
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this.action(60);
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}
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},
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buttons: {
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+17
-1
@@ -37,7 +37,8 @@ var StateManager = {
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'playStats', //anything play related: play time, loads, etc
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'previous', // prestige, score, trophies (in future), achievements (again, not yet), etc
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'outfit', // used to temporarily store the items to be taken on the path
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'config'
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'config',
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'wait' // mysterious wanderers are coming back
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];
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for(var which in cats) {
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@@ -192,6 +193,21 @@ var StateManager = {
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}
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},
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removeBranch(stateName, noEvent) {
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for(var i in $SM.get(stateName)){
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if(typeof $SM.get(stateName)[i] == 'object'){
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$SM.removeBranch(stateName +'["'+ i +'"]');
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}
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}
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if($.isEmptyObject($SM.get(stateName))){
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$SM.remove(stateName);
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}
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if(!noEvent){
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Engine.saveGame();
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$SM.fireUpdate(stateName);
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}
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},
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//creates full reference from input
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//hopefully this won't ever need to be more complicated
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buildPath: function(input){
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