mirror of
https://github.com/doublespeakgames/adarkroom.git
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create StateManager, change all State calls to managed calls
Introduced state_manager.js almost all State gets/sets are now run through the manager (alias $SM). For now it was a simple, mostly straightforward replacement of calls. This means that there are redundancies and a lot of now unneeded code for things the SM will handle. However, since I had trouble with making those changes as well as introducing the manager all at once my first attempt, I am taking the wiser approach and making "one change" at a time like I should have instead of being too sure of myself. At this point, it seems to work, but there may be bugs I didn't catch. There was also no attempt made to update old saves to work with this. In theory, it shouldn't be too hard. (included is a list of all state changes) TODO: Save Update. Refactor: a lot, many many redundancies now. Refactor: "location centric" to "global centric". Relocate all calls to different update functions to event listeners where possible. ====================================================== The changes to State are as follows: .room (exists) > features.location.room .room > game.room .room.builder > game.room.builder .room.temperature > game.room.temperature .room.fire > game.room.fire .room.buttons > game.room.buttons .outside (exists) > features.location.outside .outside > game.outside .outside.population > game.outside.population .outside.buildings > game.outside.buildings .outside.workers > game.outside.workers .outside.seenForest > game.outside.seenForest .world (exists) > features.location.world .world > game.world .world.map > game.world.map .world.mask > game.world.mask .starved > character.starved .dehydrated > character.dehydrated .ship (exists) > featuers.location.spaceShip .ship > game.spaceShip .ship.hull > game.spaceShip.hull .ship.thrusters > game.spaceShip.thrusters .ship.seenWarning > game.spaceShip.seenWarning .ship.seenShip > game.spaceShip.seenShip .punches > character.punches .perks > character.perks .thieves > game.thieves .stolen > game.stolen .cityCleared > game.cityCleared .stores > stores .income > income
This commit is contained in:
+31
-54
@@ -59,8 +59,8 @@ var Engine = {
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options: {
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state: null,
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debug: false,
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log: false
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debug: true,
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log: true
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},
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init: function(options) {
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@@ -112,6 +112,7 @@ var Engine = {
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swipeElement.on('swipeup', Engine.swipeUp);
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swipeElement.on('swipedown', Engine.swipeDown);
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$SM.init();
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Notifications.init();
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Events.init();
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Room.init();
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@@ -122,7 +123,7 @@ var Engine = {
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if(Engine.getStore('compass') > 0) {
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Path.init();
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}
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if(State.ship) {
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if($SM.get('features.location.spaceShip')) {
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Ship.init();
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}
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@@ -165,8 +166,6 @@ var Engine = {
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} catch(e) {
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State = {
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version: 1.2,
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stores: {},
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perks: {}
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};
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Engine.event('progress', 'new game');
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}
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@@ -324,10 +323,10 @@ var Engine = {
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},
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addPerk: function(name) {
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if(!State.perks) {
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State.perks = {};
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if(!$SM.get('character.perks')) {
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$SM.set('character.perks', {});
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}
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State.perks[name] = true;
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$SM.set('character.perks[\''+name+'\']', true);
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Notifications.notify(null, Engine.Perks[name].notify);
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if(Engine.activeModule == Path) {
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Path.updatePerks();
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@@ -335,47 +334,37 @@ var Engine = {
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},
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hasPerk: function(name) {
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return typeof State.perks == 'object' && State.perks[name] == true;
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return typeof $SM.get('character.perks') == 'object' && $SM.get('character.perks[\''+name+'\']') == true;
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},
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setStore: function(name, number) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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if(number > Engine.MAX_STORE) number = Engine.MAX_STORE;
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State.stores[name] = number;
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$SM.set('stores[\''+name+'\']', number);
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Room.updateStoresView();
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Room.updateBuildButtons();
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if(State.outside) {
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if($SM.get('features.location.outside')) {
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Outside.updateVillage();
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}
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Engine.saveGame();
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},
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setStores: function(list) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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for(k in list) {
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State.stores[k] = list[k] > Engine.MAX_STORE ? Engine.MAX_STORE : list[k];
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$SM.set('stores[\''+k+'\']', list[k]);
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}
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Room.updateStoresView();
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Room.updateBuildButtons();
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if(State.outside) {
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if($SM.get('features.location.outside')) {
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Outside.updateVillage();
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}
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Engine.saveGame();
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},
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addStore: function(name, number) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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var num = State.stores[name];
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var num = $SM.get('stores[\''+name+'\']');
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if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
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num += number;
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if(num > Engine.MAX_STORE) num = Engine.MAX_STORE;
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State.stores[name] = num;
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$SM.set('stores[\''+name+'\']', num);
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Room.updateStoresView();
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Room.updateBuildButtons();
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Outside.updateVillage();
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@@ -386,14 +375,10 @@ var Engine = {
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},
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addStores: function(list, ignoreCosts) {
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if(typeof State.stores == 'undefined') {
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State.stores = {};
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}
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// Make sure any income costs can be paid
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if(!ignoreCosts) {
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for(k in list) {
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var num = State.stores[k];
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var num = $SM.get('stores[\''+k+'\']');
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if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
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if(num + list[k] < 0) {
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return false;
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@@ -403,12 +388,12 @@ var Engine = {
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// Actually do the update
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for(k in list) {
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var num = State.stores[k];
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var num = $SM.get('stores[\''+k+'\']');
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if(typeof num != 'number') num = 0;
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num += list[k];
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num = num < 0 ? 0 : num;
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num = num > Engine.MAX_STORE ? Engine.MAX_STORE : num;
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State.stores[k] = num;
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$SM.set('stores[\''+k+'\']', num);
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}
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Room.updateStoresView();
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Room.updateBuildButtons();
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@@ -421,32 +406,26 @@ var Engine = {
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},
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storeAvailable: function(name) {
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return typeof State.stores[name] == 'number';
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return typeof $SM.get('stores[\''+name+'\']') == 'number';
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},
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getStore: function(name) {
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if(typeof State.stores == 'undefined' || typeof State.stores[name] == 'undefined' ) {
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if(typeof $SM.get('stores[\''+name+'\']') == 'undefined') {
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return 0;
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}
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return State.stores[name];
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return $SM.get('stores[\''+name+'\']');
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},
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setIncome: function(source, options) {
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if(typeof State.income == 'undefined') {
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State.income = {};
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}
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var existing = State.income[source];
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var existing = $SM.get('income[\''+source+'\']');
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if(typeof existing != 'undefined') {
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options.timeLeft = existing.timeLeft;
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}
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State.income[source] = options;
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$SM.set('income[\''+source+'\']', options);
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},
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getIncome: function(source) {
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if(typeof State.income == 'undefined') {
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State.income = {};
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}
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var existing = State.income[source];
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var existing = $SM.get('income[\''+source+'\']');
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if(typeof existing != 'undefined') {
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return existing;
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}
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@@ -454,17 +433,15 @@ var Engine = {
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},
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removeIncome: function(source) {
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if(State.income) {
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delete State.income[source];
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}
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$SM.remove('income[\''+source+'\']');
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Room.updateIncomeView();
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},
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collectIncome: function() {
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if(typeof State.income != 'undefined' && Engine.activeModule != Space) {
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if(typeof $SM.get('income') != 'undefined' && Engine.activeModule != Space) {
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var changed = false;
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for(var source in State.income) {
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var income = State.income[source];
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for(var source in $SM.get('income')) {
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var income = $SM.get('income[\''+source+'\']');
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if(typeof income.timeLeft != 'number')
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{
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income.timeLeft = 0;
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@@ -501,15 +478,15 @@ var Engine = {
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},
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addStolen: function(stores) {
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if(!State.stolen) State.stolen = {};
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if(!$SM.get('game.stolen')) $SM.set('game.stolen', {});
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for(var k in stores) {
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if(!State.stolen[k]) State.stolen[k] = 0;
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State.stolen[k] -= stores[k];
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if(!$SM.get('game.stolen[\''+k+'\']')) $SM.set('game.stolen[\''+k+'\']', 0);
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$SM.add('game.stolen[\''+k+'\']', stores[k] * -1);
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}
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},
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startThieves: function() {
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State.thieves = 1;
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$SM.set('game.thieves', 1);
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Engine.setIncome('thieves', {
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delay: 10,
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stores: {
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+5
-5
@@ -243,13 +243,13 @@ var Events = {
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var weaponName = btn.attr('id').substring(7).replace('-', ' ');
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var weapon = World.Weapons[weaponName];
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if(weapon.type == 'unarmed') {
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if(!State.punches) State.punches = 0;
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State.punches++;
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if(State.punches == 50 && !Engine.hasPerk('boxer')) {
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if(!$SM.get('character.punches')) $SM.set('character.punches', 0);
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$SM.add('character.punches', 1);
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if($SM.get('character.punches') == 50 && !Engine.hasPerk('boxer')) {
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Engine.addPerk('boxer');
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} else if(State.punches == 150 && !Engine.hasPerk('martial artist')) {
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} else if($SM.get('character.punches') == 150 && !Engine.hasPerk('martial artist')) {
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Engine.addPerk('martial artist');
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} else if(State.punches == 300 && !Engine.hasPerk('unarmed master')) {
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} else if($SM.get('character.punches') == 300 && !Engine.hasPerk('unarmed master')) {
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Engine.addPerk('unarmed master');
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}
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@@ -5,7 +5,7 @@ Events.Global = [
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{ /* The Thief */
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title: 'The Thief',
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isAvailable: function() {
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return (Engine.activeModule == Room || Engine.activeModule == Outside) && State.thieves == 1;
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return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1;
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},
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scenes: {
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'start': {
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@@ -32,9 +32,9 @@ Events.Global = [
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'the point is made. in the next few days, the missing supplies are returned.'
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],
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onLoad: function() {
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State.thieves = 2;
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$SM.set('game.thieves', 2);
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Engine.removeIncome('thieves');
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Engine.addStores(State.stolen);
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Engine.addStores($SM.get('game.stolen'));
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},
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buttons: {
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'leave': {
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@@ -49,7 +49,7 @@ Events.Global = [
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"shares what he knows about sneaking before he goes."
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],
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onLoad: function() {
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State.thieves = 2;
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$SM.set('game.thieves', 2);
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Engine.removeIncome('thieves');
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Engine.addPerk('stealthy');
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},
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@@ -211,7 +211,7 @@ Events.Outside = [
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{ /* Soldier attack */
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title: 'A Military Raid',
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isAvailable: function() {
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return Engine.activeModule == Outside && Outside.getPopulation() > 0 && State.cityCleared;
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return Engine.activeModule == Outside && Outside.getPopulation() > 0 && $SM.get('game.cityCleared');;
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},
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scenes: {
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'start': {
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@@ -397,7 +397,7 @@ Events.Room = [
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{ /* The Scout -- Map Merchant */
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title: 'The Scout',
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isAvailable: function() {
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return Engine.activeModule == Room && typeof State.world == 'object';
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return Engine.activeModule == Room && $SM.get('features.location.world');
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},
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scenes: {
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'start': {
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@@ -435,7 +435,7 @@ Events.Room = [
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{ /* The Wandering Master */
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title: 'The Master',
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isAvailable: function() {
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return Engine.activeModule == Room && typeof State.world == 'object';
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return Engine.activeModule == Room && $SM.get('features.location.world');
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},
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scenes: {
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'start': {
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@@ -507,7 +507,7 @@ Events.Room = [
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{ /* The Sick Man */
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title: 'The Sick Man',
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isAvailable: function() {
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return Engine.activeModule == Room && typeof State.world == 'object';
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return Engine.activeModule == Room && $SM.get('features.location.world');
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},
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scenes: {
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'start': {
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+15
-15
@@ -2244,7 +2244,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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bullets: {
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@@ -2278,7 +2278,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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torch: {
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@@ -2308,7 +2308,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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rifle: {
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@@ -2354,7 +2354,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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rifle: {
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@@ -2389,7 +2389,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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rifle: {
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@@ -2429,7 +2429,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'laser rifle': {
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@@ -2464,7 +2464,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'steel sword': {
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@@ -2499,7 +2499,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'steel sword': {
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@@ -2534,7 +2534,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'rifle': {
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@@ -2574,7 +2574,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'energy cell': {
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@@ -2613,7 +2613,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'energy cell': {
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@@ -2646,7 +2646,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'energy cell': {
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@@ -2695,7 +2695,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'steel sword': {
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@@ -2739,7 +2739,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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$SM.set('game.cityCleared', true);
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},
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loot: {
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'energy cell': {
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@@ -2782,7 +2782,7 @@ Events.Setpieces = {
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],
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onLoad: function() {
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World.clearDungeon();
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State.cityCleared = true;
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||||
$SM.set('game.cityCleared', true);
|
||||
},
|
||||
loot: {
|
||||
'alien alloy': {
|
||||
|
||||
+46
-45
@@ -135,12 +135,13 @@ var Outside = {
|
||||
.addClass('location')
|
||||
.appendTo('div#locationSlider');
|
||||
|
||||
if(typeof State.outside == 'undefined') {
|
||||
State.outside = {
|
||||
if(typeof $SM.get('features.location.outside') == 'undefined') {
|
||||
$SM.set('features.location.outside', true);
|
||||
$SM.setM('game.outside', {
|
||||
buildings: {},
|
||||
population: 0,
|
||||
workers: {}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
this.updateVillage();
|
||||
@@ -159,27 +160,27 @@ var Outside = {
|
||||
},
|
||||
|
||||
numBuilding: function(bName) {
|
||||
return State.outside &&
|
||||
State.outside.buildings &&
|
||||
State.outside.buildings[bName] ? State.outside.buildings[bName] : 0;
|
||||
return $SM.get('features.location.outside') &&
|
||||
$SM.get('game.outside.buildings') &&
|
||||
$SM.get('game.outside.buildings[\''+bName+'\']', true);
|
||||
},
|
||||
|
||||
addBuilding: function(bName, num) {
|
||||
var cur = State.outside.buildings[bName];
|
||||
var cur = $SM.get('game.outside.buildings[\''+bName+'\']');
|
||||
if(typeof cur != 'number') cur = 0;
|
||||
cur += num;
|
||||
if(cur < 0) cur = 0;
|
||||
State.outside.buildings[bName] = cur;
|
||||
$SM.set('game.outside.buildings[\''+bName+'\']', cur);
|
||||
this.updateVillage();
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
addBuildings: function(list) {
|
||||
for(k in list) {
|
||||
var num = State.outside.buildings[k];
|
||||
var num = $SM.get('game.outside.buildings[\''+k+'\']');
|
||||
if(typeof num != 'number') num = 0;
|
||||
num += list[k];
|
||||
State.outside.buildings[k] = num;
|
||||
$SM.set('game.outside.buildings[\''+k+'\']', num);
|
||||
}
|
||||
this.updateVillage();
|
||||
Engine.saveGame();
|
||||
@@ -190,14 +191,14 @@ var Outside = {
|
||||
},
|
||||
|
||||
getPopulation: function() {
|
||||
if(State.outside && State.outside.population) {
|
||||
return State.outside.population;
|
||||
if($SM.get('features.location.outside') && $SM.get('game.outside.population')) {
|
||||
return $SM.get('game.outside.population');
|
||||
}
|
||||
return 0;
|
||||
},
|
||||
|
||||
increasePopulation: function() {
|
||||
var space = Outside.getMaxPopulation() - State.outside.population;
|
||||
var space = Outside.getMaxPopulation() - $SM.get('game.outside.population');
|
||||
if(space > 0) {
|
||||
var num = Math.floor(Math.random()*(space/2) + space/2);
|
||||
if(num == 0) num = 1;
|
||||
@@ -213,7 +214,7 @@ var Outside = {
|
||||
Notifications.notify(null, "the town's booming. word does get around.");
|
||||
}
|
||||
Engine.log('population increased by ' + num);
|
||||
State.outside.population += num;
|
||||
$SM.add('game.outside.population', num);
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
@@ -222,20 +223,20 @@ var Outside = {
|
||||
},
|
||||
|
||||
killVillagers: function(num) {
|
||||
State.outside.population -= num;
|
||||
if(State.outside.population < 0) {
|
||||
State.outside.population = 0;
|
||||
$SM.add('game.outside.population', num * -1);
|
||||
if($SM.get('game.outside.population') < 0) {
|
||||
$SM.set('game.outside.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.outside.workers')) {
|
||||
var num = $SM.get('game.outside.workers[\''+k+'\']');
|
||||
if(num < gap) {
|
||||
gap -= num;
|
||||
State.outside.workers[k] = 0;
|
||||
$SM.set('game.outside.workers[\''+k+'\']', 0);
|
||||
} else {
|
||||
State.outside.workers[k] -= gap;
|
||||
$SM.add('game.outside.workers[\''+k+'\']', gap * -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -256,7 +257,7 @@ 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.outside.population') == 0) return;
|
||||
|
||||
var needsAppend = false;
|
||||
if(workers.length == 0) {
|
||||
@@ -264,13 +265,13 @@ var Outside = {
|
||||
workers = $('<div>').attr('id', 'workers').css('opacity', 0);
|
||||
}
|
||||
|
||||
var numGatherers = State.outside.population;
|
||||
var numGatherers = $SM.get('game.outside.population');
|
||||
var gatherer = $('div#workers_row_gatherer', workers);
|
||||
|
||||
for(var k in State.outside.workers) {
|
||||
for(var k in $SM.get('game.outside.workers')) {
|
||||
var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
|
||||
if(row.length == 0) {
|
||||
row = Outside.makeWorkerRow(k, State.outside.workers[k]);
|
||||
row = Outside.makeWorkerRow(k, $SM.get('game.outside.workers[\''+k+'\']'));
|
||||
|
||||
var curPrev = null;
|
||||
workers.children().each(function(i) {
|
||||
@@ -295,10 +296,10 @@ var Outside = {
|
||||
}
|
||||
|
||||
} else {
|
||||
$('div#' + row.attr('id') + ' > div.row_val > span', workers).text(State.outside.workers[k]);
|
||||
$('div#' + row.attr('id') + ' > div.row_val > span', workers).text($SM.get('game.outside.workers[\''+k+'\']'));
|
||||
}
|
||||
numGatherers -= State.outside.workers[k];
|
||||
if(State.outside.workers[k] == 0) {
|
||||
numGatherers -= $SM.get('game.outside.workers[\''+k+'\']');
|
||||
if($SM.get('game.outside.workers[\''+k+'\']') == 0) {
|
||||
$('.dnBtn', row).addClass('disabled');
|
||||
$('.dnManyBtn', row).addClass('disabled');
|
||||
} else {
|
||||
@@ -329,9 +330,9 @@ 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.outside.population');
|
||||
for(var k in $SM.get('game.outside.workers')) {
|
||||
num -= $SM.get('game.outside.workers[\''+k+'\']');
|
||||
}
|
||||
return num;
|
||||
},
|
||||
@@ -371,7 +372,7 @@ 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;
|
||||
$SM.add('game.outside.workers[\''+worker+'\']', increaseAmt);
|
||||
Outside.updateVillageIncome();
|
||||
Outside.updateWorkersView();
|
||||
}
|
||||
@@ -379,10 +380,10 @@ var Outside = {
|
||||
|
||||
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.outside.workers[\''+worker+'\']') > 0) {
|
||||
var decreaseAmt = Math.min($SM.get('game.outside.workers[\''+worker+'\']') || 0, btn.data);
|
||||
Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
|
||||
State.outside.workers[worker] -= decreaseAmt;
|
||||
$SM.add('game.outside.workers[\''+worker+'\']', decreaseAmt * -1);
|
||||
Outside.updateVillageIncome();
|
||||
Outside.updateWorkersView();
|
||||
}
|
||||
@@ -428,9 +429,9 @@ var Outside = {
|
||||
population = $('<div>').attr('id', 'population').appendTo(village);
|
||||
}
|
||||
|
||||
for(var k in State.outside.buildings) {
|
||||
for(var k in $SM.get('game.outside.buildings')) {
|
||||
if(k == 'trap') {
|
||||
var numTraps = State.outside.buildings[k];
|
||||
var numTraps = $SM.get('game.outside.buildings[\''+k+'\']');
|
||||
var numBait = Engine.getStore('bait');
|
||||
var traps = numTraps - numBait;
|
||||
traps = traps < 0 ? 0 : traps;
|
||||
@@ -440,11 +441,11 @@ var Outside = {
|
||||
if(Outside.checkWorker(k)) {
|
||||
Outside.updateWorkersView();
|
||||
}
|
||||
Outside.updateVillageRow(k, State.outside.buildings[k], village);
|
||||
Outside.updateVillageRow(k, $SM.get('game.outside.buildings[\''+k+'\']'), village);
|
||||
}
|
||||
}
|
||||
|
||||
population.text('pop ' + State.outside.population + '/' + this.getMaxPopulation());
|
||||
population.text('pop ' + $SM.get('game.outside.population') + '/' + this.getMaxPopulation());
|
||||
|
||||
var hasPeeps;
|
||||
if(Outside.numBuilding('hut') == 0) {
|
||||
@@ -488,10 +489,10 @@ 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.outside.buildings[\''+name+'\']') == 'number' &&
|
||||
typeof $SM.get('game.outside.workers[\''+job+'\']') != 'number') {
|
||||
Engine.log('adding ' + job + ' to the workers list')
|
||||
State.outside.workers[job] = 0;
|
||||
$SM.set('game.outside.workers[\''+job+'\']', 0);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
@@ -502,7 +503,7 @@ 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() : $SM.get('game.outside.workers[\''+worker+'\']');
|
||||
if(typeof num == 'number') {
|
||||
var stores = {};
|
||||
if(num < 0) num = 0;
|
||||
@@ -575,9 +576,9 @@ var Outside = {
|
||||
|
||||
onArrival: function(transition_diff) {
|
||||
Outside.setTitle();
|
||||
if(!State.seenForest) {
|
||||
if(!$SM.get('game.outside.seenForest')) {
|
||||
Notifications.notify(Outside, "the sky is grey and the wind blows relentlessly");
|
||||
State.seenForest = true;
|
||||
$SM.set('game.outside.seenForest', true);
|
||||
}
|
||||
Outside.updateTrapButton();
|
||||
Outside.updateVillage();
|
||||
|
||||
+4
-4
@@ -85,17 +85,17 @@ var Path = {
|
||||
},
|
||||
|
||||
updatePerks: function() {
|
||||
if(State.perks) {
|
||||
if($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);
|
||||
@@ -166,7 +166,7 @@ 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);
|
||||
|
||||
+60
-58
@@ -437,19 +437,20 @@ 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 = {
|
||||
if(typeof $SM.get('features.location.room') == 'undefined') {
|
||||
$SM.set('features.location.room', true);
|
||||
$SM.set('game.room', {
|
||||
temperature: this.TempEnum.Cold,
|
||||
fire: this.FireEnum.Dead,
|
||||
buttons: {},
|
||||
builder: -1
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
// Create the room tab
|
||||
@@ -502,16 +503,16 @@ var Room = {
|
||||
* 3 - Sleeping
|
||||
* 4 - Helping
|
||||
*/
|
||||
if(State.room.builder >= 0 && State.room.builder < 3) {
|
||||
if($SM.get('game.room.builder') >= 0 && $SM.get('game.room.builder') < 3) {
|
||||
Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
if(State.room.builder == 1 && Engine.getStore('wood') < 0) {
|
||||
if($SM.get('game.room.builder') == 1 && Engine.getStore('wood') < 0) {
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
setTimeout(Engine.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 " + $SM.get('game.room.temperature.text'));
|
||||
Notifications.notify(Room, "the fire is " + $SM.get('game.room.fire.text'));
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
@@ -519,12 +520,12 @@ 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 " + $SM.get('game.room.fire.text'));
|
||||
Notifications.notify(Room, "the room is " + $SM.get('game.room.temperature.text'));
|
||||
Room.changed = false;
|
||||
}
|
||||
if(State.room.builder == 3) {
|
||||
State.room.builder++;
|
||||
if($SM.get('game.room.builder') == 3) {
|
||||
$SM.add('game.room.builder', 1);
|
||||
Engine.setIncome('builder', {
|
||||
delay: 10,
|
||||
stores: {'wood' : 2 }
|
||||
@@ -569,7 +570,7 @@ var Room = {
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
var title = State.room.fire.value < 2 ? "A Dark Room" : "A Firelit Room";
|
||||
var title = $SM.get('game.room.fire.value') < 2 ? "A Dark Room" : "A Firelit Room";
|
||||
if(Engine.activeModule == this) {
|
||||
document.title = title;
|
||||
}
|
||||
@@ -579,7 +580,7 @@ var Room = {
|
||||
updateButton: function() {
|
||||
var light = $('#lightButton.button');
|
||||
var stoke = $('#stokeButton.button');
|
||||
if(State.room.fire.value == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
|
||||
if($SM.get('game.room.fire.value') == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
|
||||
stoke.hide();
|
||||
light.show();
|
||||
if(stoke.hasClass('disabled')) {
|
||||
@@ -613,7 +614,7 @@ var Room = {
|
||||
} else if(wood > 4) {
|
||||
Engine.setStore('wood', wood - 5);
|
||||
}
|
||||
State.room.fire = Room.FireEnum.Burning;
|
||||
$SM.set('game.room.fire', Room.FireEnum.Burning);
|
||||
Room.onFireChange();
|
||||
},
|
||||
|
||||
@@ -627,8 +628,8 @@ var Room = {
|
||||
if(wood > 0) {
|
||||
Engine.setStore('wood', wood - 1);
|
||||
}
|
||||
if(State.room.fire.value < 4) {
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value + 1);
|
||||
if($SM.get('game.room.fire.value') < 4) {
|
||||
$SM.set('game.room.fire', Room.FireEnum.fromInt($SM.get('game.room.fire.value') + 1));
|
||||
}
|
||||
Room.onFireChange();
|
||||
},
|
||||
@@ -637,9 +638,9 @@ 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 " + $SM.get('game.room.fire.text'), true);
|
||||
if($SM.get('game.room.fire.value') > 1 && $SM.get('game.room.builder') < 0) {
|
||||
$SM.set('game.room.builder', 0);
|
||||
Notifications.notify(Room, "the light from the fire spills from the windows, out into the dark");
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
@@ -650,30 +651,30 @@ var Room = {
|
||||
},
|
||||
|
||||
coolFire: function() {
|
||||
if(State.room.fire.value <= Room.FireEnum.Flickering.value &&
|
||||
State.room.builder > 3 && Engine.getStore('wood') > 0) {
|
||||
if($SM.get('game.room.fire.value') <= Room.FireEnum.Flickering.value &&
|
||||
$SM.get('game.room.builder') > 3 && Engine.getStore('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);
|
||||
$SM.set('game.room.fire', Room.FireEnum.fromInt($SM.get('game.room.fire.value') + 1));
|
||||
}
|
||||
if(State.room.fire.value > 0) {
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value - 1);
|
||||
if($SM.get('game.room.fire.value') > 0) {
|
||||
$SM.set('game.room.fire', Room.FireEnum.fromInt($SM.get('game.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 = $SM.get('game.room.temperature.value');
|
||||
if($SM.get('game.room.temperature.value') > 0 && $SM.get('game.room.temperature.value') > $SM.get('game.room.fire.value')) {
|
||||
$SM.set('game.room.temperature', Room.TempEnum.fromInt($SM.get('game.room.temperature.value') - 1));
|
||||
Notifications.notify(Room, "the room is " + $SM.get('game.room.temperature.text'), true);
|
||||
}
|
||||
if(State.room.temperature.value < 4 && State.room.temperature.value < State.room.fire.value) {
|
||||
State.room.temperature = Room.TempEnum.fromInt(State.room.temperature.value + 1);
|
||||
Notifications.notify(Room, "the room is " + State.room.temperature.text, true);
|
||||
if($SM.get('game.room.temperature.value') < 4 && $SM.get('game.room.temperature.value') < $SM.get('game.room.fire.value')) {
|
||||
$SM.set('game.room.temperature', Room.TempEnum.fromInt($SM.get('game.room.temperature.value') + 1));
|
||||
Notifications.notify(Room, "the room is " + $SM.get('game.room.temperature.text'), true);
|
||||
}
|
||||
if(State.room.temperature.value != old) {
|
||||
if($SM.get('game.room.temperature.value') != old) {
|
||||
Room.changed = true;
|
||||
}
|
||||
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
@@ -690,14 +691,14 @@ var Room = {
|
||||
},
|
||||
|
||||
updateBuilderState: function() {
|
||||
if(State.room.builder == 0) {
|
||||
if($SM.get('game.room.builder') == 0) {
|
||||
Notifications.notify(Room, "a ragged stranger stumbles through the door and collapses in the corner");
|
||||
State.room.builder = 1;
|
||||
$SM.set('game.room.builder', 1);
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
else if(State.room.builder < 3 && State.room.temperature.value >= Room.TempEnum.Warm.value) {
|
||||
else if($SM.get('game.room.builder') < 3 && $SM.get('game.room.temperature.value') >= Room.TempEnum.Warm.value) {
|
||||
var msg;
|
||||
switch(State.room.builder) {
|
||||
switch($SM.get('game.room.builder')) {
|
||||
case 1:
|
||||
msg = "the stranger shivers, and mumbles quietly. her words are unintelligible.";
|
||||
break;
|
||||
@@ -706,11 +707,11 @@ var Room = {
|
||||
break;
|
||||
}
|
||||
Notifications.notify(Room, msg);
|
||||
if(State.room.builder < 3) {
|
||||
State.room.builder++;
|
||||
if($SM.get('game.room.builder') < 3) {
|
||||
$SM.add('game.room.builder', 1);
|
||||
}
|
||||
}
|
||||
if(State.room.builder < 3) {
|
||||
if($SM.get('game.room.builder') < 3) {
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
Engine.saveGame();
|
||||
@@ -732,7 +733,7 @@ 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]) {
|
||||
@@ -758,17 +759,18 @@ 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) {
|
||||
if(typeof $SM.get('game.thieves') == 'undefined' && num > 5000 && $SM.get('features.location.world')) {
|
||||
Engine.startThieves();
|
||||
}
|
||||
|
||||
@@ -819,14 +821,14 @@ 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);
|
||||
@@ -878,7 +880,7 @@ var Room = {
|
||||
|
||||
build: function(buildBtn) {
|
||||
var thing = $(buildBtn).attr('buildThing');
|
||||
if(State.room.temperature.value <= Room.TempEnum.Cold.value) {
|
||||
if($SM.get('game.room.temperature.value') <= Room.TempEnum.Cold.value) {
|
||||
Notifications.notify(Room, "builder just shivers");
|
||||
return false;
|
||||
}
|
||||
@@ -938,12 +940,12 @@ var Room = {
|
||||
},
|
||||
|
||||
craftUnlocked: function(thing) {
|
||||
if(typeof State.room != 'undefined' &&
|
||||
typeof State.room.buttons != 'undefined' &&
|
||||
State.room.buttons[thing]) {
|
||||
if(typeof $SM.get('features.location.room') != 'undefined' &&
|
||||
typeof $SM.get('game.room.buttons') != 'undefined' &&
|
||||
$SM.get('game.room.buttons[\''+thing+'\']')) {
|
||||
return true;
|
||||
}
|
||||
if(State.room.builder < 4) return false;
|
||||
if($SM.get('game.room.builder') < 4) return false;
|
||||
var craftable = Room.Craftables[thing];
|
||||
if(Room.needsWorkshop(craftable.type) && Outside.numBuilding('workshop') == 0) return false;
|
||||
var cost = craftable.cost();
|
||||
@@ -958,15 +960,15 @@ var Room = {
|
||||
}
|
||||
}
|
||||
|
||||
State.room.buttons[thing] = true;
|
||||
$SM.set('game.room.buttons[\''+thing+'\']', true);
|
||||
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(typeof $SM.get('features.location.room') != 'undefined' &&
|
||||
typeof $SM.get('game.room.buttons') != 'undefined' &&
|
||||
$SM.get('game.room.buttons[\''+thing+'\']')) {
|
||||
return true;
|
||||
} else if(Outside.numBuilding('trading post') > 0) {
|
||||
if(thing == 'compass' || Engine.storeAvailable(thing)) {
|
||||
|
||||
+17
-16
@@ -15,11 +15,12 @@ var Ship = {
|
||||
options
|
||||
);
|
||||
|
||||
if(!State.ship) {
|
||||
State.ship = {
|
||||
if(!$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);
|
||||
$('<div>').addClass('clear').appendTo(engineRow);
|
||||
|
||||
// Draw the reinforce button
|
||||
@@ -71,7 +72,7 @@ var Ship = {
|
||||
cooldown: Ship.LIFTOFF_COOLDOWN
|
||||
}).appendTo('div#shipPanel');
|
||||
|
||||
if(State.ship.hull <= 0) {
|
||||
if($SM.get('game.spaceShip.hull') <= 0) {
|
||||
Button.setDisabled(b, true);
|
||||
}
|
||||
|
||||
@@ -83,9 +84,9 @@ var Ship = {
|
||||
|
||||
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;
|
||||
$SM.set('game.spaceShip.seenShip', true);
|
||||
Engine.saveGame();
|
||||
}
|
||||
|
||||
@@ -104,11 +105,11 @@ var Ship = {
|
||||
return false;
|
||||
}
|
||||
Engine.addStore('alien alloy', -Ship.ALLOY_PER_HULL);
|
||||
State.ship.hull++;
|
||||
if(State.ship.hull > 0) {
|
||||
$SM.add('game.spaceShip.hull', 1);
|
||||
if($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() {
|
||||
@@ -117,16 +118,16 @@ var Ship = {
|
||||
return false;
|
||||
}
|
||||
Engine.addStore('alien alloy', -Ship.ALLOY_PER_THRUSTER);
|
||||
State.ship.thrusters++;
|
||||
$('#engineRow .row_val', Ship.panel).text(State.ship.thrusters);
|
||||
$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 +139,7 @@ var Ship = {
|
||||
'fly': {
|
||||
text: 'lift off',
|
||||
onChoose: function() {
|
||||
State.ship.seenWarning = true;
|
||||
$SM.set('game.spaceShip.seenWarning', true);
|
||||
Ship.liftOff();
|
||||
},
|
||||
nextScene: 'end'
|
||||
|
||||
+1
-1
@@ -87,7 +87,7 @@ var Space = {
|
||||
},
|
||||
|
||||
getSpeed: function() {
|
||||
return Space.SHIP_SPEED + State.ship.thrusters;
|
||||
return Space.SHIP_SPEED + $SM.get('game.spaceShip.thrusters');
|
||||
},
|
||||
|
||||
updateHull: function() {
|
||||
|
||||
@@ -0,0 +1,212 @@
|
||||
/*
|
||||
* Module for handling States
|
||||
*
|
||||
* All states should be get and set through the StateManager ($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], {});
|
||||
};
|
||||
},
|
||||
|
||||
//create the parent of a given state, recursive as needed
|
||||
createParent: function(stateName) {
|
||||
var err = 0;
|
||||
|
||||
//parse path to find last child
|
||||
var lastDot = stateName.lastIndexOf('.'); //if ends with a dot, there is a coding bug, not like ending in a bracket, so don't account for it
|
||||
if(lastDot == stateName.length) {
|
||||
Engine.log('ERROR: '+stateName+' is invalid. Cannot end in a dot.');
|
||||
return;
|
||||
}
|
||||
var lastOB = stateName.lastIndexOf('[');
|
||||
//make sure last bracket isn't just end of the line
|
||||
var lastCB = stateName.substr(0, stateName.length -1).lastIndexOf(']');
|
||||
//find last child or return if no more children
|
||||
var cutoff = Math.max(lastDot, lastOB, lastCB);
|
||||
if(cutoff <= 0) return;
|
||||
|
||||
var parentPath = $SM.buildPath(stateName.substr(0,cutoff));
|
||||
|
||||
//try creating the parent
|
||||
try {
|
||||
eval('('+parentPath+') = {}');
|
||||
} catch (e) {
|
||||
//need to go up another level and make parent of whichParent
|
||||
$SM.createParent(stateName.substr(0,cutoff));
|
||||
//then it will definitely work if not, something is fubar
|
||||
eval('('+parentPath+') = {}');
|
||||
}
|
||||
},
|
||||
|
||||
//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.createParent(stateName);
|
||||
//now it will definitely work. if not, something is broken
|
||||
eval('('+fullPath+') = 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, helps avoid existence checks and NaN for stores
|
||||
//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
|
||||
var old = $SM.get(stateName, true);
|
||||
|
||||
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, name);
|
||||
|
||||
//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;
|
||||
},
|
||||
|
||||
remove: function(stateName) {
|
||||
var whichState = $SM.buildPath(whichState);
|
||||
try{
|
||||
delete eval(whichState);
|
||||
} catch (e) {
|
||||
//it didn't exist in the first place
|
||||
Engine.log('WARNING: Tried to remove non-existant state \''+stateName+'\'.');
|
||||
}
|
||||
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){
|
||||
if(stateName == undefined) stateName = 'all'; //best if this doesn't happen as it will trigger more stuff
|
||||
$.event.trigger({
|
||||
'type': 'stateUpdate',
|
||||
'stateName': stateName,
|
||||
});
|
||||
if(save) Engine.saveGame();
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
},
|
||||
};
|
||||
|
||||
//alias
|
||||
var $SM = StateManager;
|
||||
|
||||
//listener for StateManager update events
|
||||
$(StateManager).on('stateUpdate', $SM.handleStateUpdates);
|
||||
+15
-14
@@ -128,11 +128,12 @@ var World = {
|
||||
World.LANDMARKS[World.TILE.BATTLEFIELD] = {num: 5, minRadius: 18, maxRadius: World.RADIUS * 1.5, scene: 'battlefield', label: 'A Battlefield'};
|
||||
World.LANDMARKS[World.TILE.SWAMP] = {num: 1, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'swamp', label: 'A Murky Swamp'};
|
||||
|
||||
if(typeof State.world == 'undefined') {
|
||||
State.world = {
|
||||
if(typeof $SM.get('features.location.world') == 'undefined') {
|
||||
$SM.set('features.location.world', true);
|
||||
$SM.setM('game.world', {
|
||||
map: World.generateMap(),
|
||||
mask: World.newMask()
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
// Create the World panel
|
||||
@@ -440,9 +441,9 @@ 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')) {
|
||||
$SM.set('character.starved', $SM.get('character.starved', true));
|
||||
$SM.add('character.starved', 1);
|
||||
if($SM.get('character.starved') >= 10 && !Engine.hasPerk('slow metabolism')) {
|
||||
Engine.addPerk('slow metabolism');
|
||||
}
|
||||
World.die();
|
||||
@@ -469,9 +470,9 @@ 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')) {
|
||||
$SM.set('character.dehydrated', $SM.get('character.dehydrated', true));
|
||||
$SM.add('character.dehydrated', 1);
|
||||
if($SM.get('character.dehydrated') >= 10 && !Engine.hasPerk('desert rat')) {
|
||||
Engine.addPerk('desert rat');
|
||||
}
|
||||
World.die();
|
||||
@@ -604,7 +605,7 @@ 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() {
|
||||
@@ -822,7 +823,7 @@ var World = {
|
||||
|
||||
goHome: function() {
|
||||
// Home safe! Commit the changes.
|
||||
State.world = World.state;
|
||||
$SM.setM('game.world', World.state);
|
||||
if(World.state.sulphurmine && Outside.numBuilding('sulphur mine') == 0) {
|
||||
Outside.addBuilding('sulphur mine', 1);
|
||||
Engine.event('progress', 'sulphur mine');
|
||||
@@ -835,7 +836,7 @@ var World = {
|
||||
Outside.addBuilding('coal mine', 1);
|
||||
Engine.event('progress', 'coal mine');
|
||||
}
|
||||
if(World.state.ship && !State.ship) {
|
||||
if(World.state.ship && !$SM.get('features.location.spaceShip')) {
|
||||
Ship.init();
|
||||
Engine.event('progress', 'ship');
|
||||
}
|
||||
@@ -904,7 +905,7 @@ 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 +913,7 @@ 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;
|
||||
|
||||
Reference in New Issue
Block a user