R wild animals (beast, birds, lizards, rats)
T mutated creatures (includes giant lizards)
E human enemies (old men, scavengers, thugs and squatters)
D armed human enemies (includes vigilantes, soldiers, snipers, commandos, veterans and chiefs)
As said in #363, there are almost no notifications for outside events.
I took a little liberty to suggest new sentences. Inspired by the game atmosphere and the double notification for Hut Fire, wrote lines for events and possible outcomes.
they're associated to buttons where there are no outcome scenes.
R wild animals (beast, birds, lizards, rats)
T mutated creatures (includes giant lizards)
E human enemies (old men, scavengers, thugs and squatters)
D armed human enemies (includes vigilantes, soldiers, snipers, commandos, veterans and chiefs)
Because there is a serious need for medicine, the price
is raised with this button. I felt like it should be even
higher but this will do for now.
Closes#199
This will better help the translators as they complete the difficult task
of taking one language and finding commonality in another.
Closes#165Closes#161
Adding this cooldown prevents users from accidently clicking leave or
continue before they have a chance to eat or collect loot. This was
originally brought up in and resolves#8. May be of interest to #122 as
well
Refactoring of Outside.js to take better advantage of $SM and simplify
the code.
Includes a small bug fix to Room update handler
Also changed instances of escaped single quote (\') to double (") for
readability and simplicity.
====state changes====
//these were changed for the opposite reason the Room states were. These
seem like states that other locations and events may very well want to
interact with and possibly alter themselves
game.outside.buildings >> game.buildings
game.outside.population >> game.population
game.outside.workders >> game.workers
====functions removed====
Outside.numBuilding // just a $SM.get, no shortcut really needed since
Outside.numBuilding is a pretty long name
Outside.getPopulation // same here
Outside.addBuilding // just an add
Outside.addBuildings // just addM, but wasn't even actually used
====functions refactored====
Outside.killVillagers //moved updates to handler
Outside.updateWorkersView //added local to reduce gets
Outside.increasePopulation //updates moved to handler
Outside.increaseWorker // updates moved to handler
Outside.decreaseWorkder // updates moved to handler
====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)
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