refactor Engine.js for use with $SM

====functions removed====
//I just removed these because most were simpler or at least equal as
	direct $SM get/set/add calls, I realize the store ones are kind of
	subjective since calls were about equal, but oh well. If someone
	really 	feels we need the shortcut/named functions for manipulating
	stores specifically, it shouldn't be crazy to reimplement in $SM 
Engine.setStore >> $SM.set
Engine.setStores >> $SM.setM
Engine.addStore >> $SM.add
Engine.addStores >> $SM.addM
Engine.getStore >> $SM.get(requestZero = true)
Engine.storeAvailable >> $SM.get;
Engine.removeIncome >> $SM.remove //updates moved to handler


====functions moved====
//Any moved function I felt was more directly related to States or
	didn't belong where it was
Engine.addPerk > $SM.addPerk //kept function for now because of notify
	call inside, 'deep' state
Engine.hasPerk > $SM.hasPerk //kept function because of 'deep' state
	name
Engine.setIncome > $SM.setIncome //kept because it has internal logic
**Engine.getIncome > $SM.getIncome //**easily removable with
	Outside.updateVillageIncome refactor
Engine.openPath > Path.openPath //Since I'm refactoring anyways
Engine.addStolen > $SM.addStolen //internal logic
Engine.startThieves > $SM.startThieves //not sure $SM is a better place,
	but Engine should be nice and clean by the end of this, handling
	only engine mechanics
Engine.num > $SM.num //after Outside refacter, this is basically just a
	fancy $SM.get
Engine.upgradeState > $SM.updateOldState


====functions refactored====
$SM.addPerk; //updates moved to event handler, no check/create new perk
$SM.hasPerk; //don't need to check exist and ==true
$SM.collectIncome //removed changed check, update calls now handled by
	'stateUpdate' event listening
$SM.addStolen //fix to set stolen items in case a partial steal happens
$SM.startThieves //updates in handler
$SM.updateOldState //use $SM calls, add placeholder for updating to post
$SM state when more finalized 


====functions affected (by removed)====
Engine.init (Engine.getStore, Engine.storeAvailable)
Engine.collectIncome (Engine.addStores)
Engine.num (Engine.getStore)
Engine.travelTo (Engine.storeAvailable)

Room.init (Engine.getStore)
Room.unlockForest (Engine.setStore)
Room.lightFire (Engine.setStore, Engine.getStore, Engine.storeAvailable)
Room.stokeFire (Engine.setStore, Engine.getStore, Engine.storeAvailable)
Room.coolFire (Engine.setStore)
Room.buy (Engine.setStores, Engine.addStore, Engine.getStore)
Room.build (Engine.setStores, Engine.getStore)
Room.craftUnlocked (Engine.getStore, Engine.storeAvailable)
Room.buyUnlocked (Engine.storeAvailable)
Room.updateButton (Engine.storeAvailable)

Outside.gatherWood (Engine.addStores)
Outside.checkTraps (Engine.addStores, Engine.getStore)
Outside.updateVillage (Engine.getStore)

Path.embark (Engine.addStore)
Path.getCapacity (Engine.getStore)
Path.updateOutfitting (Engine.getStore)
Path.createOutfittingRow (Engine.getStore)
Path.increaseSupply (Engine.getStore)

World.goHome (Engine.addStore)
World.updateSupplies (Engine.getStore)
World.checkDanger (Engine.getStore)
World.getMaxHealth (Engine.getStore)
World.getMaxWater (Engine.getStore)

Ship.reinforceHull (Engine.addStore, Engine.getStore)
Ship.upgradeEngine (Engine.addStore, Engine.getStore)

Events.loadScene (Engine.addStores)
Events.updateButtons (Engine.getStore)
Events.buttonClick (Engine.getStore)

Events.Global (Engine.addStores, Engine.removeIncome)
Events.Room (Engine.addStore, Engine.addStores, Engine.getStore,
Engine.storeAvailable)
This commit is contained in:
LucidCrux
2013-07-24 17:41:36 -06:00
parent db4a346d21
commit dee7cbb9b3
12 changed files with 353 additions and 361 deletions
+14 -220
View File
@@ -7,6 +7,7 @@ var Engine = {
* That would be so elegant and awesome.
*/
SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"),
VERSION: 1.2;
MAX_STORE: 99999999999999,
SAVE_DISPLAY: 30 * 1000,
@@ -117,10 +118,10 @@ var Engine = {
Events.init();
Room.init();
if(Engine.storeAvailable('wood')) {
if($SM.get('stores.wood')) {
Outside.init();
}
if(Engine.getStore('compass') > 0) {
if($SM.get('stores.compass', true) > 0) {
Path.init();
}
if($SM.get('features.location.spaceShip')) {
@@ -160,41 +161,15 @@ var Engine = {
var savedState = JSON.parse(localStorage.gameState);
if(savedState) {
State = savedState;
Engine.upgradeState();
$SM.updateOldState();
Engine.log("loaded save!");
}
} catch(e) {
State = {
version: 1.2,
};
$SM.set('verson', Engine.VERSION);
Engine.event('progress', 'new game');
}
},
upgradeState: function() {
/* Use this function to make old
* save games compatible with newer versions */
if(typeof State.version != 'number') {
Engine.log('upgraded save to v1.0');
State.version = 1.0;
}
if(State.version == 1.0) {
// v1.1 introduced the Lodge, so get rid of lodgeless hunters
delete State.outside.workers.hunter;
delete State.income.hunter;
Engine.log('upgraded save to v1.1');
State.version = 1.1;
}
if(State.version == 1.1) {
//v1.2 added the Swamp to the map, so add it to already generated maps
if(State.world) {
World.placeLandmark(15, World.RADIUS * 1.5, World.TILE.SWAMP, State.world.map);
}
Engine.log('upgraded save to v1.2');
State.version = 1.2;
}
},
event: function(cat, act) {
if(typeof ga === 'function') {
ga('send', 'event', cat, act);
@@ -297,7 +272,7 @@ var Engine = {
var diff = Math.abs(panelIndex - currentIndex);
slider.animate({left: -(panelIndex * 700) + 'px'}, 300 * diff);
if(Engine.storeAvailable('wood')) {
if($SM.get('stores.wood')) {
// FIXME Why does this work if there's an animation queue...?
stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
}
@@ -321,182 +296,6 @@ var Engine = {
Notifications.printQueue(module);
}
},
addPerk: function(name) {
if(!$SM.get('character.perks')) {
$SM.set('character.perks', {});
}
$SM.set('character.perks[\''+name+'\']', true);
Notifications.notify(null, Engine.Perks[name].notify);
if(Engine.activeModule == Path) {
Path.updatePerks();
}
},
hasPerk: function(name) {
return typeof $SM.get('character.perks') == 'object' && $SM.get('character.perks[\''+name+'\']') == true;
},
setStore: function(name, number) {
$SM.set('stores[\''+name+'\']', number);
Room.updateStoresView();
Room.updateBuildButtons();
if($SM.get('features.location.outside')) {
Outside.updateVillage();
}
Engine.saveGame();
},
setStores: function(list) {
for(k in list) {
$SM.set('stores[\''+k+'\']', list[k]);
}
Room.updateStoresView();
Room.updateBuildButtons();
if($SM.get('features.location.outside')) {
Outside.updateVillage();
}
Engine.saveGame();
},
addStore: function(name, number) {
var num = $SM.get('stores[\''+name+'\']');
if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
num += number;
if(num > Engine.MAX_STORE) num = Engine.MAX_STORE;
$SM.set('stores[\''+name+'\']', num);
Room.updateStoresView();
Room.updateBuildButtons();
Outside.updateVillage();
if(Engine.activeModule == Path) {
Path.updateOutfitting();
}
Engine.saveGame();
},
addStores: function(list, ignoreCosts) {
// Make sure any income costs can be paid
if(!ignoreCosts) {
for(k in list) {
var num = $SM.get('stores[\''+k+'\']');
if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
if(num + list[k] < 0) {
return false;
}
}
}
// Actually do the update
for(k in list) {
var num = $SM.get('stores[\''+k+'\']');
if(typeof num != 'number') num = 0;
num += list[k];
num = num < 0 ? 0 : num;
num = num > Engine.MAX_STORE ? Engine.MAX_STORE : num;
$SM.set('stores[\''+k+'\']', num);
}
Room.updateStoresView();
Room.updateBuildButtons();
Outside.updateVillage();
if(Engine.activeModule == Path) {
Path.updateOutfitting();
}
Engine.saveGame();
return true;
},
storeAvailable: function(name) {
return typeof $SM.get('stores[\''+name+'\']') == 'number';
},
getStore: function(name) {
if(typeof $SM.get('stores[\''+name+'\']') == 'undefined') {
return 0;
}
return $SM.get('stores[\''+name+'\']');
},
setIncome: function(source, options) {
var existing = $SM.get('income[\''+source+'\']');
if(typeof existing != 'undefined') {
options.timeLeft = existing.timeLeft;
}
$SM.set('income[\''+source+'\']', options);
},
getIncome: function(source) {
var existing = $SM.get('income[\''+source+'\']');
if(typeof existing != 'undefined') {
return existing;
}
return {};
},
removeIncome: function(source) {
$SM.remove('income[\''+source+'\']');
Room.updateIncomeView();
},
collectIncome: function() {
if(typeof $SM.get('income') != 'undefined' && Engine.activeModule != Space) {
var changed = false;
for(var source in $SM.get('income')) {
var income = $SM.get('income[\''+source+'\']');
if(typeof income.timeLeft != 'number')
{
income.timeLeft = 0;
}
income.timeLeft--;
if(income.timeLeft <= 0) {
Engine.log('collection income from ' + source);
if(source == 'thieves') {
Engine.addStolen(income.stores);
}
changed = Engine.addStores(income.stores) || changed;
if(typeof income.delay == 'number') {
income.timeLeft = income.delay;
}
}
}
if(changed) {
Room.updateStoresView();
Room.updateBuildButtons();
Engine.saveGame();
if(Events.activeEvent() != null) {
Events.updateButtons();
}
}
}
Engine._incomeTimeout = setTimeout(Engine.collectIncome, 1000);
},
openPath: function() {
Path.init();
Engine.event('progress', 'path');
Notifications.notify(Room, 'the compass points ' + World.dir);
},
addStolen: function(stores) {
if(!$SM.get('game.stolen')) $SM.set('game.stolen', {});
for(var k in stores) {
if(!$SM.get('game.stolen[\''+k+'\']')) $SM.set('game.stolen[\''+k+'\']', 0);
$SM.add('game.stolen[\''+k+'\']', stores[k] * -1);
}
},
startThieves: function() {
$SM.set('game.thieves', 1);
Engine.setIncome('thieves', {
delay: 10,
stores: {
'wood': -10,
'fur': -5,
'meat': -5
}
});
Room.updateIncomeView();
},
// Move the stores panel beneath top_container (or to top: 0px if top_container
// either hasn't been filled in or is null) using transition_diff to sync with
@@ -521,18 +320,6 @@ var Engine = {
}
},
num: function(name, craftable) {
switch(craftable.type) {
case 'good':
case 'tool':
case 'weapon':
case 'upgrade':
return Engine.getStore(name);
case 'building':
return Outside.numBuilding(name);
}
},
log: function(msg) {
if(this._log) {
console.log(msg);
@@ -593,9 +380,16 @@ var Engine = {
if(Engine.activeModule.swipeDown) {
Engine.activeModule.swipeDown(e);
}
}
},
handleStateUpdates: function(e){
},
};
//listener for StateManager update events
$(Engine).on('stateUpdate', Engine.handleStateUpdates);
$(function() {
Engine.init();
});