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:
LucidCrux
2013-07-23 01:24:47 -06:00
parent 1b1088db4f
commit db4a346d21
14 changed files with 418 additions and 221 deletions
+4 -4
View File
@@ -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);