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@@ -0,0 +1 @@
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||||
/.settings
|
||||
@@ -5,7 +5,13 @@
|
||||
<projects>
|
||||
</projects>
|
||||
<buildSpec>
|
||||
<buildCommand>
|
||||
<name>org.eclipse.wst.jsdt.core.javascriptValidator</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
</buildSpec>
|
||||
<natures>
|
||||
<nature>org.eclipse.wst.jsdt.core.jsNature</nature>
|
||||
</natures>
|
||||
</projectDescription>
|
||||
|
||||
@@ -1,189 +1,373 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Mozilla Public License Version 2.0
|
||||
==================================
|
||||
|
||||
Version 3, 29 June 2007
|
||||
1. Definitions
|
||||
--------------
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
1.1. "Contributor"
|
||||
means each individual or legal entity that creates, contributes to
|
||||
the creation of, or owns Covered Software.
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
|
||||
Preamble
|
||||
1.2. "Contributor Version"
|
||||
means the combination of the Contributions of others (if any) used
|
||||
by a Contributor and that particular Contributor's Contribution.
|
||||
|
||||
The GNU General Public License is a free, copyleft license for software and other kinds of works.
|
||||
1.3. "Contribution"
|
||||
means Covered Software of a particular Contributor.
|
||||
|
||||
The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
|
||||
1.4. "Covered Software"
|
||||
means Source Code Form to which the initial Contributor has attached
|
||||
the notice in Exhibit A, the Executable Form of such Source Code
|
||||
Form, and Modifications of such Source Code Form, in each case
|
||||
including portions thereof.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
|
||||
1.5. "Incompatible With Secondary Licenses"
|
||||
means
|
||||
|
||||
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
|
||||
(a) that the initial Contributor has attached the notice described
|
||||
in Exhibit B to the Covered Software; or
|
||||
|
||||
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
|
||||
(b) that the Covered Software was made available under the terms of
|
||||
version 1.1 or earlier of the License, but not also under the
|
||||
terms of a Secondary License.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License giving you legal permission to copy, distribute and/or modify it.
|
||||
1.6. "Executable Form"
|
||||
means any form of the work other than Source Code Form.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains that there is no warranty for this free software. For both users' and authors' sake, the GPL requires that modified versions be marked as changed, so that their problems will not be attributed erroneously to authors of previous versions.
|
||||
1.7. "Larger Work"
|
||||
means a work that combines Covered Software with other material, in
|
||||
a separate file or files, that is not Covered Software.
|
||||
|
||||
Some devices are designed to deny users access to install or run modified versions of the software inside them, although the manufacturer can do so. This is fundamentally incompatible with the aim of protecting users' freedom to change the software. The systematic pattern of such abuse occurs in the area of products for individuals to use, which is precisely where it is most unacceptable. Therefore, we have designed this version of the GPL to prohibit the practice for those products. If such problems arise substantially in other domains, we stand ready to extend this provision to those domains in future versions of the GPL, as needed to protect the freedom of users.
|
||||
1.8. "License"
|
||||
means this document.
|
||||
|
||||
Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
|
||||
1.9. "Licensable"
|
||||
means having the right to grant, to the maximum extent possible,
|
||||
whether at the time of the initial grant or subsequently, any and
|
||||
all of the rights conveyed by this License.
|
||||
|
||||
The precise terms and conditions for copying, distribution and modification follow.
|
||||
TERMS AND CONDITIONS
|
||||
0. Definitions.
|
||||
1.10. "Modifications"
|
||||
means any of the following:
|
||||
|
||||
“This License” refers to version 3 of the GNU General Public License.
|
||||
(a) any file in Source Code Form that results from an addition to,
|
||||
deletion from, or modification of the contents of Covered
|
||||
Software; or
|
||||
|
||||
“Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks.
|
||||
(b) any new file in Source Code Form that contains any Covered
|
||||
Software.
|
||||
|
||||
“The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations.
|
||||
1.11. "Patent Claims" of a Contributor
|
||||
means any patent claim(s), including without limitation, method,
|
||||
process, and apparatus claims, in any patent Licensable by such
|
||||
Contributor that would be infringed, but for the grant of the
|
||||
License, by the making, using, selling, offering for sale, having
|
||||
made, import, or transfer of either its Contributions or its
|
||||
Contributor Version.
|
||||
|
||||
To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. The resulting work is called a “modified version” of the earlier work or a work “based on” the earlier work.
|
||||
1.12. "Secondary License"
|
||||
means either the GNU General Public License, Version 2.0, the GNU
|
||||
Lesser General Public License, Version 2.1, the GNU Affero General
|
||||
Public License, Version 3.0, or any later versions of those
|
||||
licenses.
|
||||
|
||||
A “covered work” means either the unmodified Program or a work based on the Program.
|
||||
1.13. "Source Code Form"
|
||||
means the form of the work preferred for making modifications.
|
||||
|
||||
To “propagate” a work means to do anything with it that, without permission, would make you directly or secondarily liable for infringement under applicable copyright law, except executing it on a computer or modifying a private copy. Propagation includes copying, distribution (with or without modification), making available to the public, and in some countries other activities as well.
|
||||
1.14. "You" (or "Your")
|
||||
means an individual or a legal entity exercising rights under this
|
||||
License. For legal entities, "You" includes any entity that
|
||||
controls, is controlled by, or is under common control with You. For
|
||||
purposes of this definition, "control" means (a) the power, direct
|
||||
or indirect, to cause the direction or management of such entity,
|
||||
whether by contract or otherwise, or (b) ownership of more than
|
||||
fifty percent (50%) of the outstanding shares or beneficial
|
||||
ownership of such entity.
|
||||
|
||||
To “convey” a work means any kind of propagation that enables other parties to make or receive copies. Mere interaction with a user through a computer network, with no transfer of a copy, is not conveying.
|
||||
2. License Grants and Conditions
|
||||
--------------------------------
|
||||
|
||||
An interactive user interface displays “Appropriate Legal Notices” to the extent that it includes a convenient and prominently visible feature that (1) displays an appropriate copyright notice, and (2) tells the user that there is no warranty for the work (except to the extent that warranties are provided), that licensees may convey the work under this License, and how to view a copy of this License. If the interface presents a list of user commands or options, such as a menu, a prominent item in the list meets this criterion.
|
||||
1. Source Code.
|
||||
2.1. Grants
|
||||
|
||||
The “source code” for a work means the preferred form of the work for making modifications to it. “Object code” means any non-source form of a work.
|
||||
Each Contributor hereby grants You a world-wide, royalty-free,
|
||||
non-exclusive license:
|
||||
|
||||
A “Standard Interface” means an interface that either is an official standard defined by a recognized standards body, or, in the case of interfaces specified for a particular programming language, one that is widely used among developers working in that language.
|
||||
(a) under intellectual property rights (other than patent or trademark)
|
||||
Licensable by such Contributor to use, reproduce, make available,
|
||||
modify, display, perform, distribute, and otherwise exploit its
|
||||
Contributions, either on an unmodified basis, with Modifications, or
|
||||
as part of a Larger Work; and
|
||||
|
||||
The “System Libraries” of an executable work include anything, other than the work as a whole, that (a) is included in the normal form of packaging a Major Component, but which is not part of that Major Component, and (b) serves only to enable use of the work with that Major Component, or to implement a Standard Interface for which an implementation is available to the public in source code form. A “Major Component”, in this context, means a major essential component (kernel, window system, and so on) of the specific operating system (if any) on which the executable work runs, or a compiler used to produce the work, or an object code interpreter used to run it.
|
||||
(b) under Patent Claims of such Contributor to make, use, sell, offer
|
||||
for sale, have made, import, and otherwise transfer either its
|
||||
Contributions or its Contributor Version.
|
||||
|
||||
The “Corresponding Source” for a work in object code form means all the source code needed to generate, install, and (for an executable work) run the object code and to modify the work, including scripts to control those activities. However, it does not include the work's System Libraries, or general-purpose tools or generally available free programs which are used unmodified in performing those activities but which are not part of the work. For example, Corresponding Source includes interface definition files associated with source files for the work, and the source code for shared libraries and dynamically linked subprograms that the work is specifically designed to require, such as by intimate data communication or control flow between those subprograms and other parts of the work.
|
||||
2.2. Effective Date
|
||||
|
||||
The Corresponding Source need not include anything that users can regenerate automatically from other parts of the Corresponding Source.
|
||||
The licenses granted in Section 2.1 with respect to any Contribution
|
||||
become effective for each Contribution on the date the Contributor first
|
||||
distributes such Contribution.
|
||||
|
||||
The Corresponding Source for a work in source code form is that same work.
|
||||
2. Basic Permissions.
|
||||
2.3. Limitations on Grant Scope
|
||||
|
||||
All rights granted under this License are granted for the term of copyright on the Program, and are irrevocable provided the stated conditions are met. This License explicitly affirms your unlimited permission to run the unmodified Program. The output from running a covered work is covered by this License only if the output, given its content, constitutes a covered work. This License acknowledges your rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not convey, without conditions so long as your license otherwise remains in force. You may convey covered works to others for the sole purpose of having them make modifications exclusively for you, or provide you with facilities for running those works, provided that you comply with the terms of this License in conveying all material for which you do not control copyright. Those thus making or running the covered works for you must do so exclusively on your behalf, under your direction and control, on terms that prohibit them from making any copies of your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under the conditions stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological measure under any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention of such measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid circumvention of technological measures to the extent such circumvention is effected by exercising rights under this License with respect to the covered work, and you disclaim any intention to limit operation or modification of the work as a means of enforcing, against the work's users, your or third parties' legal rights to forbid circumvention of technological measures.
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice; keep intact all notices stating that this License and any non-permissive terms added in accord with section 7 apply to the code; keep intact all notices of the absence of any warranty; and give all recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey, and you may offer support or warranty protection for a fee.
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to produce it from the Program, in the form of source code under the terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified it, and giving a relevant date.
|
||||
b) The work must carry prominent notices stating that it is released under this License and any conditions added under section 7. This requirement modifies the requirement in section 4 to “keep intact all notices”.
|
||||
c) You must license the entire work, as a whole, under this License to anyone who comes into possession of a copy. This License will therefore apply, along with any applicable section 7 additional terms, to the whole of the work, and all its parts, regardless of how they are packaged. This License gives no permission to license the work in any other way, but it does not invalidate such permission if you have separately received it.
|
||||
d) If the work has interactive user interfaces, each must display Appropriate Legal Notices; however, if the Program has interactive interfaces that do not display Appropriate Legal Notices, your work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent works, which are not by their nature extensions of the covered work, and which are not combined with it such as to form a larger program, in or on a volume of a storage or distribution medium, is called an “aggregate” if the compilation and its resulting copyright are not used to limit the access or legal rights of the compilation's users beyond what the individual works permit. Inclusion of a covered work in an aggregate does not cause this License to apply to the other parts of the aggregate.
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by the Corresponding Source fixed on a durable physical medium customarily used for software interchange.
|
||||
b) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by a written offer, valid for at least three years and valid for as long as you offer spare parts or customer support for that product model, to give anyone who possesses the object code either (1) a copy of the Corresponding Source for all the software in the product that is covered by this License, on a durable physical medium customarily used for software interchange, for a price no more than your reasonable cost of physically performing this conveying of source, or (2) access to copy the Corresponding Source from a network server at no charge.
|
||||
c) Convey individual copies of the object code with a copy of the written offer to provide the Corresponding Source. This alternative is allowed only occasionally and noncommercially, and only if you received the object code with such an offer, in accord with subsection 6b.
|
||||
d) Convey the object code by offering access from a designated place (gratis or for a charge), and offer equivalent access to the Corresponding Source in the same way through the same place at no further charge. You need not require recipients to copy the Corresponding Source along with the object code. If the place to copy the object code is a network server, the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities, provided you maintain clear directions next to the object code saying where to find the Corresponding Source. Regardless of what server hosts the Corresponding Source, you remain obligated to ensure that it is available for as long as needed to satisfy these requirements.
|
||||
e) Convey the object code using peer-to-peer transmission, provided you inform other peers where the object code and Corresponding Source of the work are being offered to the general public at no charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded from the Corresponding Source as a System Library, need not be included in conveying the object code work.
|
||||
|
||||
A “User Product” is either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, “normally used” refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
|
||||
|
||||
“Installation Information” for a User Product means any methods, procedures, authorization keys, or other information required to install and execute modified versions of a covered work in that User Product from a modified version of its Corresponding Source. The information must suffice to ensure that the continued functioning of the modified object code is in no case prevented or interfered with solely because modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a requirement to continue to provide support service, warranty, or updates for a work that has been modified or installed by the recipient, or for the User Product in which it has been modified or installed. Access to a network may be denied when the modification itself materially and adversely affects the operation of the network or violates the rules and protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided, in accord with this section must be in a format that is publicly documented (and with an implementation available to the public in source code form), and must require no special password or key for unpacking, reading or copying.
|
||||
7. Additional Terms.
|
||||
|
||||
“Additional permissions” are terms that supplement the terms of this License by making exceptions from one or more of its conditions. Additional permissions that are applicable to the entire Program shall be treated as though they were included in this License, to the extent that they are valid under applicable law. If additional permissions apply only to part of the Program, that part may be used separately under those permissions, but the entire Program remains governed by this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option remove any additional permissions from that copy, or from any part of it. (Additional permissions may be written to require their own removal in certain cases when you modify the work.) You may place additional permissions on material, added by you to a covered work, for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or
|
||||
b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or
|
||||
c) Prohibiting misrepresentation of the origin of that material, or requiring that modified versions of such material be marked in reasonable ways as different from the original version; or
|
||||
d) Limiting the use for publicity purposes of names of licensors or authors of the material; or
|
||||
e) Declining to grant rights under trademark law for use of some trade names, trademarks, or service marks; or
|
||||
f) Requiring indemnification of licensors and authors of that material by anyone who conveys the material (or modified versions of it) with contractual assumptions of liability to the recipient, for any liability that these contractual assumptions directly impose on those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered “further restrictions” within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way.
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10.
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so.
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License.
|
||||
|
||||
An “entity transaction” is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it.
|
||||
11. Patents.
|
||||
|
||||
A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”.
|
||||
|
||||
A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it.
|
||||
|
||||
A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law.
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program.
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such.
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
The licenses granted in this Section 2 are the only rights granted under
|
||||
this License. No additional rights or licenses will be implied from the
|
||||
distribution or licensing of Covered Software under this License.
|
||||
Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
||||
Contributor:
|
||||
|
||||
(a) for any code that a Contributor has removed from Covered Software;
|
||||
or
|
||||
|
||||
(b) for infringements caused by: (i) Your and any other third party's
|
||||
modifications of Covered Software, or (ii) the combination of its
|
||||
Contributions with other software (except as part of its Contributor
|
||||
Version); or
|
||||
|
||||
(c) under Patent Claims infringed by Covered Software in the absence of
|
||||
its Contributions.
|
||||
|
||||
This License does not grant any rights in the trademarks, service marks,
|
||||
or logos of any Contributor (except as may be necessary to comply with
|
||||
the notice requirements in Section 3.4).
|
||||
|
||||
2.4. Subsequent Licenses
|
||||
|
||||
No Contributor makes additional grants as a result of Your choice to
|
||||
distribute the Covered Software under a subsequent version of this
|
||||
License (see Section 10.2) or under the terms of a Secondary License (if
|
||||
permitted under the terms of Section 3.3).
|
||||
|
||||
2.5. Representation
|
||||
|
||||
Each Contributor represents that the Contributor believes its
|
||||
Contributions are its original creation(s) or it has sufficient rights
|
||||
to grant the rights to its Contributions conveyed by this License.
|
||||
|
||||
2.6. Fair Use
|
||||
|
||||
This License is not intended to limit any rights You have under
|
||||
applicable copyright doctrines of fair use, fair dealing, or other
|
||||
equivalents.
|
||||
|
||||
2.7. Conditions
|
||||
|
||||
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
|
||||
in Section 2.1.
|
||||
|
||||
3. Responsibilities
|
||||
-------------------
|
||||
|
||||
3.1. Distribution of Source Form
|
||||
|
||||
All distribution of Covered Software in Source Code Form, including any
|
||||
Modifications that You create or to which You contribute, must be under
|
||||
the terms of this License. You must inform recipients that the Source
|
||||
Code Form of the Covered Software is governed by the terms of this
|
||||
License, and how they can obtain a copy of this License. You may not
|
||||
attempt to alter or restrict the recipients' rights in the Source Code
|
||||
Form.
|
||||
|
||||
3.2. Distribution of Executable Form
|
||||
|
||||
If You distribute Covered Software in Executable Form then:
|
||||
|
||||
(a) such Covered Software must also be made available in Source Code
|
||||
Form, as described in Section 3.1, and You must inform recipients of
|
||||
the Executable Form how they can obtain a copy of such Source Code
|
||||
Form by reasonable means in a timely manner, at a charge no more
|
||||
than the cost of distribution to the recipient; and
|
||||
|
||||
(b) You may distribute such Executable Form under the terms of this
|
||||
License, or sublicense it under different terms, provided that the
|
||||
license for the Executable Form does not attempt to limit or alter
|
||||
the recipients' rights in the Source Code Form under this License.
|
||||
|
||||
3.3. Distribution of a Larger Work
|
||||
|
||||
You may create and distribute a Larger Work under terms of Your choice,
|
||||
provided that You also comply with the requirements of this License for
|
||||
the Covered Software. If the Larger Work is a combination of Covered
|
||||
Software with a work governed by one or more Secondary Licenses, and the
|
||||
Covered Software is not Incompatible With Secondary Licenses, this
|
||||
License permits You to additionally distribute such Covered Software
|
||||
under the terms of such Secondary License(s), so that the recipient of
|
||||
the Larger Work may, at their option, further distribute the Covered
|
||||
Software under the terms of either this License or such Secondary
|
||||
License(s).
|
||||
|
||||
3.4. Notices
|
||||
|
||||
You may not remove or alter the substance of any license notices
|
||||
(including copyright notices, patent notices, disclaimers of warranty,
|
||||
or limitations of liability) contained within the Source Code Form of
|
||||
the Covered Software, except that You may alter any license notices to
|
||||
the extent required to remedy known factual inaccuracies.
|
||||
|
||||
3.5. Application of Additional Terms
|
||||
|
||||
You may choose to offer, and to charge a fee for, warranty, support,
|
||||
indemnity or liability obligations to one or more recipients of Covered
|
||||
Software. However, You may do so only on Your own behalf, and not on
|
||||
behalf of any Contributor. You must make it absolutely clear that any
|
||||
such warranty, support, indemnity, or liability obligation is offered by
|
||||
You alone, and You hereby agree to indemnify every Contributor for any
|
||||
liability incurred by such Contributor as a result of warranty, support,
|
||||
indemnity or liability terms You offer. You may include additional
|
||||
disclaimers of warranty and limitations of liability specific to any
|
||||
jurisdiction.
|
||||
|
||||
4. Inability to Comply Due to Statute or Regulation
|
||||
---------------------------------------------------
|
||||
|
||||
If it is impossible for You to comply with any of the terms of this
|
||||
License with respect to some or all of the Covered Software due to
|
||||
statute, judicial order, or regulation then You must: (a) comply with
|
||||
the terms of this License to the maximum extent possible; and (b)
|
||||
describe the limitations and the code they affect. Such description must
|
||||
be placed in a text file included with all distributions of the Covered
|
||||
Software under this License. Except to the extent prohibited by statute
|
||||
or regulation, such description must be sufficiently detailed for a
|
||||
recipient of ordinary skill to be able to understand it.
|
||||
|
||||
5. Termination
|
||||
--------------
|
||||
|
||||
5.1. The rights granted under this License will terminate automatically
|
||||
if You fail to comply with any of its terms. However, if You become
|
||||
compliant, then the rights granted under this License from a particular
|
||||
Contributor are reinstated (a) provisionally, unless and until such
|
||||
Contributor explicitly and finally terminates Your grants, and (b) on an
|
||||
ongoing basis, if such Contributor fails to notify You of the
|
||||
non-compliance by some reasonable means prior to 60 days after You have
|
||||
come back into compliance. Moreover, Your grants from a particular
|
||||
Contributor are reinstated on an ongoing basis if such Contributor
|
||||
notifies You of the non-compliance by some reasonable means, this is the
|
||||
first time You have received notice of non-compliance with this License
|
||||
from such Contributor, and You become compliant prior to 30 days after
|
||||
Your receipt of the notice.
|
||||
|
||||
5.2. If You initiate litigation against any entity by asserting a patent
|
||||
infringement claim (excluding declaratory judgment actions,
|
||||
counter-claims, and cross-claims) alleging that a Contributor Version
|
||||
directly or indirectly infringes any patent, then the rights granted to
|
||||
You by any and all Contributors for the Covered Software under Section
|
||||
2.1 of this License shall terminate.
|
||||
|
||||
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
|
||||
end user license agreements (excluding distributors and resellers) which
|
||||
have been validly granted by You or Your distributors under this License
|
||||
prior to termination shall survive termination.
|
||||
|
||||
************************************************************************
|
||||
* *
|
||||
* 6. Disclaimer of Warranty *
|
||||
* ------------------------- *
|
||||
* *
|
||||
* Covered Software is provided under this License on an "as is" *
|
||||
* basis, without warranty of any kind, either expressed, implied, or *
|
||||
* statutory, including, without limitation, warranties that the *
|
||||
* Covered Software is free of defects, merchantable, fit for a *
|
||||
* particular purpose or non-infringing. The entire risk as to the *
|
||||
* quality and performance of the Covered Software is with You. *
|
||||
* Should any Covered Software prove defective in any respect, You *
|
||||
* (not any Contributor) assume the cost of any necessary servicing, *
|
||||
* repair, or correction. This disclaimer of warranty constitutes an *
|
||||
* essential part of this License. No use of any Covered Software is *
|
||||
* authorized under this License except under this disclaimer. *
|
||||
* *
|
||||
************************************************************************
|
||||
|
||||
************************************************************************
|
||||
* *
|
||||
* 7. Limitation of Liability *
|
||||
* -------------------------- *
|
||||
* *
|
||||
* Under no circumstances and under no legal theory, whether tort *
|
||||
* (including negligence), contract, or otherwise, shall any *
|
||||
* Contributor, or anyone who distributes Covered Software as *
|
||||
* permitted above, be liable to You for any direct, indirect, *
|
||||
* special, incidental, or consequential damages of any character *
|
||||
* including, without limitation, damages for lost profits, loss of *
|
||||
* goodwill, work stoppage, computer failure or malfunction, or any *
|
||||
* and all other commercial damages or losses, even if such party *
|
||||
* shall have been informed of the possibility of such damages. This *
|
||||
* limitation of liability shall not apply to liability for death or *
|
||||
* personal injury resulting from such party's negligence to the *
|
||||
* extent applicable law prohibits such limitation. Some *
|
||||
* jurisdictions do not allow the exclusion or limitation of *
|
||||
* incidental or consequential damages, so this exclusion and *
|
||||
* limitation may not apply to You. *
|
||||
* *
|
||||
************************************************************************
|
||||
|
||||
8. Litigation
|
||||
-------------
|
||||
|
||||
Any litigation relating to this License may be brought only in the
|
||||
courts of a jurisdiction where the defendant maintains its principal
|
||||
place of business and such litigation shall be governed by laws of that
|
||||
jurisdiction, without reference to its conflict-of-law provisions.
|
||||
Nothing in this Section shall prevent a party's ability to bring
|
||||
cross-claims or counter-claims.
|
||||
|
||||
9. Miscellaneous
|
||||
----------------
|
||||
|
||||
This License represents the complete agreement concerning the subject
|
||||
matter hereof. If any provision of this License is held to be
|
||||
unenforceable, such provision shall be reformed only to the extent
|
||||
necessary to make it enforceable. Any law or regulation which provides
|
||||
that the language of a contract shall be construed against the drafter
|
||||
shall not be used to construe this License against a Contributor.
|
||||
|
||||
10. Versions of the License
|
||||
---------------------------
|
||||
|
||||
10.1. New Versions
|
||||
|
||||
Mozilla Foundation is the license steward. Except as provided in Section
|
||||
10.3, no one other than the license steward has the right to modify or
|
||||
publish new versions of this License. Each version will be given a
|
||||
distinguishing version number.
|
||||
|
||||
10.2. Effect of New Versions
|
||||
|
||||
You may distribute the Covered Software under the terms of the version
|
||||
of the License under which You originally received the Covered Software,
|
||||
or under the terms of any subsequent version published by the license
|
||||
steward.
|
||||
|
||||
10.3. Modified Versions
|
||||
|
||||
If you create software not governed by this License, and you want to
|
||||
create a new license for such software, you may create and use a
|
||||
modified version of this License if you rename the license and remove
|
||||
any references to the name of the license steward (except to note that
|
||||
such modified license differs from this License).
|
||||
|
||||
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
||||
Licenses
|
||||
|
||||
If You choose to distribute Source Code Form that is Incompatible With
|
||||
Secondary Licenses under the terms of this version of the License, the
|
||||
notice described in Exhibit B of this License must be attached.
|
||||
|
||||
Exhibit A - Source Code Form License Notice
|
||||
-------------------------------------------
|
||||
|
||||
This Source Code Form is subject to the terms of the Mozilla Public
|
||||
License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
||||
|
||||
If it is not possible or desirable to put the notice in a particular
|
||||
file, then You may include the notice in a location (such as a LICENSE
|
||||
file in a relevant directory) where a recipient would be likely to look
|
||||
for such a notice.
|
||||
|
||||
You may add additional accurate notices of copyright ownership.
|
||||
|
||||
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
||||
---------------------------------------------------------
|
||||
|
||||
This Source Code Form is "Incompatible With Secondary Licenses", as
|
||||
defined by the Mozilla Public License, v. 2.0.
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
adarkroom
|
||||
A Dark Room
|
||||
=========
|
||||
|
||||
A Dark Room - A Minimalist Text Adventure
|
||||
A Minimalist Text Adventure Game
|
||||
|
||||
[Click to play](http://rawgithub.com/Continuities/adarkroom/master/index.html)
|
||||
|
||||
@@ -3,25 +3,41 @@
|
||||
<head>
|
||||
<title>A Dark Room</title>
|
||||
<style>
|
||||
body {
|
||||
background-color: #000000;
|
||||
color: #FFFFFF;
|
||||
}
|
||||
a {
|
||||
color: #FFFFFF;
|
||||
}
|
||||
div {
|
||||
width: 960px;
|
||||
margin: auto;
|
||||
text-align: center;
|
||||
margin-top: 100px;
|
||||
margin-top: 20px;
|
||||
}
|
||||
.browser {
|
||||
width:102.4px;
|
||||
height:102.4px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div>
|
||||
<strong>
|
||||
A Dark Room makes use of HTML5 and CSS3, which your current browser does not appear to support.<br/>
|
||||
Please update your browser for the best experience:<br/>
|
||||
</strong>
|
||||
<a href='http://www.mozilla.org/en-US/firefox/new/'><img src='img/firefox.png' alt='Firefox' /></a>
|
||||
<a href='https://www.google.com/intl/en/chrome/browser/'><img src='img/chrome.png' alt='Firefox' /></a>
|
||||
<a href='http://windows.microsoft.com/en-CA/internet-explorer/download-ie'><img src='img/ie.png' alt='Firefox' /></a>
|
||||
<br/><br/>
|
||||
Or you can <a href='index.html?ignorebrowser=true'>play anyway</a>, but it probably won't work!
|
||||
</div>
|
||||
<center>
|
||||
<img src="img/Logo1.jpg" />
|
||||
<div>
|
||||
<strong>
|
||||
A Dark Room makes use of HTML5 and CSS3, which your current browser does not appear to support.<br/>
|
||||
Please <a href="http://browsehappy.com">update your browser</a> for the best experience:<br/>
|
||||
</strong>
|
||||
<a href='http://www.mozilla.org/en-US/firefox/new/'><img class="browser" src='img/firefox.png' alt='Firefox' title='Firefox' /></a>
|
||||
<a href='https://www.google.com/intl/en/chrome/browser/'><img class="browser" src='img/chrome.png' alt='Chrome' title='Chrome' /></a>
|
||||
<a href='http://windows.microsoft.com/en-CA/internet-explorer/download-ie'><img class="browser" src='img/ie.png' alt='Internet Explorer' title='Internet Explorer' /></a>
|
||||
<a href='http://www.opera.com/computer'><img class="browser" src='img/opera.png' alt='Opera' title='Opera' /></a>
|
||||
<a href='http://www.apple.com/safari/'><img class="browser" src='img/safari.png' alt='Safari' title='Safari' /></a>
|
||||
<br/><br/>
|
||||
Or you can <a href='index.html?ignorebrowser=true'>play anyway</a>, but it probably won't work!
|
||||
</div>
|
||||
</center>
|
||||
</body>
|
||||
</html>
|
||||
@@ -55,7 +55,14 @@ div#header {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.deleteSave:hover, .share:hover {
|
||||
.manualSave {
|
||||
position: absolute;
|
||||
right: 120px;
|
||||
bottom: 10px;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.deleteSave:hover, .share:hover, .manualSave:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
@@ -194,15 +201,22 @@ div.button div.cooldown {
|
||||
|
||||
/* Up/Down buttons. They're complicated! */
|
||||
|
||||
.upBtn, .dnBtn {
|
||||
.upBtn, .dnBtn, .upManyBtn, .dnManyBtn {
|
||||
position: absolute;
|
||||
width: 14px;
|
||||
height: 15px;
|
||||
right: 0px;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.upBtn.disabled, .dnBtn.disabled {
|
||||
.upBtn, .dnBtn {
|
||||
right: 0px;
|
||||
}
|
||||
|
||||
.upManyBtn, .dnManyBtn {
|
||||
right: -11px;
|
||||
}
|
||||
|
||||
.upBtn.disabled, .dnBtn.disabled, .upManyBtn.disabled, .dnManyBtn.disabled {
|
||||
cursor: default;
|
||||
}
|
||||
|
||||
@@ -210,7 +224,11 @@ div.button div.cooldown {
|
||||
top: -2px;
|
||||
}
|
||||
|
||||
.upBtn:after, .upBtn:before {
|
||||
.upManyBtn {
|
||||
top: -2px;
|
||||
}
|
||||
|
||||
.upBtn:after, .upBtn:before, .upManyBtn:after, .upManyBtn:before {
|
||||
position: absolute;
|
||||
border: medium solid transparent;
|
||||
content: " ";
|
||||
@@ -219,15 +237,15 @@ div.button div.cooldown {
|
||||
bottom: 4px;
|
||||
}
|
||||
|
||||
.upBtn:after {
|
||||
.upBtn:after, .upManyBtn:after {
|
||||
border-color: transparent transparent white;
|
||||
}
|
||||
|
||||
.upBtn:before {
|
||||
.upBtn:before, .upManyBtn:before {
|
||||
border-color: transparent transparent black;
|
||||
}
|
||||
|
||||
.upBtn.disabled:before {
|
||||
.upBtn.disabled:before, .upManyBtn.disabled:before {
|
||||
border-color: transparent transparent #999;
|
||||
}
|
||||
|
||||
@@ -236,7 +254,11 @@ div.button div.cooldown {
|
||||
bottom: -3px;
|
||||
}
|
||||
|
||||
.dnBtn:after, .dnBtn:before {
|
||||
.dnManyBtn {
|
||||
bottom: -3px;
|
||||
}
|
||||
|
||||
.dnBtn:after, .dnBtn:before, .dnManyBtn:after, .dnManyBtn:before {
|
||||
position: absolute;
|
||||
border: medium solid transparent;
|
||||
content: " ";
|
||||
@@ -251,21 +273,27 @@ div.button div.cooldown {
|
||||
margin-left: -3px;
|
||||
}
|
||||
|
||||
.upBtn:before, .dnBtn:before {
|
||||
.upBtn:before, .dnBtn:before, .upManyBtn:before, .dnManyBtn:before {
|
||||
border-width: 5px;
|
||||
left: 50%;
|
||||
margin-left: -5px;
|
||||
}
|
||||
|
||||
.dnBtn:after {
|
||||
.upManyBtn:after, .dnManyBtn:after {
|
||||
border-width: 2px;
|
||||
left: 50%;
|
||||
margin-left: -2px;
|
||||
}
|
||||
|
||||
.dnBtn:after, .dnManyBtn:after {
|
||||
border-color: white transparent transparent;
|
||||
}
|
||||
|
||||
.dnBtn:before {
|
||||
.dnBtn:before, .dnManyBtn:before {
|
||||
border-color: black transparent transparent;
|
||||
}
|
||||
|
||||
.dnBtn.disabled:before {
|
||||
.dnBtn.disabled:before, .dnManyBtn.disabled:before {
|
||||
border-color: #999 transparent transparent;
|
||||
}
|
||||
|
||||
@@ -417,6 +445,7 @@ body.noMask #description {
|
||||
|
||||
#buttons > .button {
|
||||
margin: 0 5px 5px;
|
||||
margin-right: 15px;
|
||||
}
|
||||
|
||||
/* Combat! */
|
||||
|
||||
|
Before Width: | Height: | Size: 6.5 KiB After Width: | Height: | Size: 119 KiB |
|
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 191 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 20 KiB |
|
After Width: | Height: | Size: 43 KiB |
|
After Width: | Height: | Size: 87 KiB |
@@ -2,12 +2,12 @@
|
||||
<html itemscope itemtype="http://schema.org/CreativeWork">
|
||||
<head>
|
||||
<!--
|
||||
A Dark Room (v1.2)
|
||||
A Dark Room (v1.3.1)
|
||||
==================
|
||||
|
||||
A minimalist text adventure by Michael Townsend.
|
||||
A minimalist text adventure by Michael Townsend and all his friends.
|
||||
Inspired by Candy Box (http://candies.aniwey.net/)
|
||||
Please don't steal me.
|
||||
Contribute on GitHub! (https://github.com/Continuities/adarkroom/)
|
||||
-->
|
||||
<title>A Dark Room</title>
|
||||
<meta itemprop="description" name="description" property="og:description" content="A minimalist text adventure">
|
||||
@@ -16,9 +16,14 @@
|
||||
<link rel="shortcut icon" href="favicon.ico" />
|
||||
<link rel="image_src" href="img/adr.png" />
|
||||
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.10.1/jquery.min.js"></script>
|
||||
<!-- <script src="lib/jquery.min.js"></script> -->
|
||||
<script src="lib/jquery.color-2.1.2.min.js"></script>
|
||||
<script src="lib/jquery.event.move.js"></script>
|
||||
<script src="lib/jquery.event.swipe.js"></script>
|
||||
<script src="lib/base64.js"></script>
|
||||
<script src="script/Button.js"></script>
|
||||
<script src="script/engine.js"></script>
|
||||
<script src="script/state_manager.js"></script>
|
||||
<script src="script/header.js"></script>
|
||||
<script src="script/notifications.js"></script>
|
||||
<script src="script/events.js"></script>
|
||||
@@ -28,6 +33,7 @@
|
||||
<script src="script/path.js"></script>
|
||||
<script src="script/ship.js"></script>
|
||||
<script src="script/space.js"></script>
|
||||
<script src="script/prestige.js"></script>
|
||||
<!-- Event modules -->
|
||||
<script src="script/events/global.js"></script>
|
||||
<script src="script/events/room.js"></script>
|
||||
|
||||
@@ -0,0 +1,141 @@
|
||||
/**
|
||||
*
|
||||
* Base64 encode / decode
|
||||
* http://www.webtoolkit.info/
|
||||
*
|
||||
**/
|
||||
var Base64 = {
|
||||
|
||||
// private property
|
||||
_keyStr : "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=",
|
||||
|
||||
// public method for encoding
|
||||
encode : function (input) {
|
||||
var output = "";
|
||||
var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
|
||||
var i = 0;
|
||||
|
||||
input = Base64._utf8_encode(input);
|
||||
|
||||
while (i < input.length) {
|
||||
|
||||
chr1 = input.charCodeAt(i++);
|
||||
chr2 = input.charCodeAt(i++);
|
||||
chr3 = input.charCodeAt(i++);
|
||||
|
||||
enc1 = chr1 >> 2;
|
||||
enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
|
||||
enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
|
||||
enc4 = chr3 & 63;
|
||||
|
||||
if (isNaN(chr2)) {
|
||||
enc3 = enc4 = 64;
|
||||
} else if (isNaN(chr3)) {
|
||||
enc4 = 64;
|
||||
}
|
||||
|
||||
output = output +
|
||||
this._keyStr.charAt(enc1) + this._keyStr.charAt(enc2) +
|
||||
this._keyStr.charAt(enc3) + this._keyStr.charAt(enc4);
|
||||
|
||||
}
|
||||
|
||||
return output;
|
||||
},
|
||||
|
||||
// public method for decoding
|
||||
decode : function (input) {
|
||||
var output = "";
|
||||
var chr1, chr2, chr3;
|
||||
var enc1, enc2, enc3, enc4;
|
||||
var i = 0;
|
||||
|
||||
input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");
|
||||
|
||||
while (i < input.length) {
|
||||
|
||||
enc1 = this._keyStr.indexOf(input.charAt(i++));
|
||||
enc2 = this._keyStr.indexOf(input.charAt(i++));
|
||||
enc3 = this._keyStr.indexOf(input.charAt(i++));
|
||||
enc4 = this._keyStr.indexOf(input.charAt(i++));
|
||||
|
||||
chr1 = (enc1 << 2) | (enc2 >> 4);
|
||||
chr2 = ((enc2 & 15) << 4) | (enc3 >> 2);
|
||||
chr3 = ((enc3 & 3) << 6) | enc4;
|
||||
|
||||
output = output + String.fromCharCode(chr1);
|
||||
|
||||
if (enc3 != 64) {
|
||||
output = output + String.fromCharCode(chr2);
|
||||
}
|
||||
if (enc4 != 64) {
|
||||
output = output + String.fromCharCode(chr3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
output = Base64._utf8_decode(output);
|
||||
|
||||
return output;
|
||||
|
||||
},
|
||||
|
||||
// private method for UTF-8 encoding
|
||||
_utf8_encode : function (string) {
|
||||
string = string.replace(/\r\n/g,"\n");
|
||||
var utftext = "";
|
||||
|
||||
for (var n = 0; n < string.length; n++) {
|
||||
|
||||
var c = string.charCodeAt(n);
|
||||
|
||||
if (c < 128) {
|
||||
utftext += String.fromCharCode(c);
|
||||
}
|
||||
else if((c > 127) && (c < 2048)) {
|
||||
utftext += String.fromCharCode((c >> 6) | 192);
|
||||
utftext += String.fromCharCode((c & 63) | 128);
|
||||
}
|
||||
else {
|
||||
utftext += String.fromCharCode((c >> 12) | 224);
|
||||
utftext += String.fromCharCode(((c >> 6) & 63) | 128);
|
||||
utftext += String.fromCharCode((c & 63) | 128);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return utftext;
|
||||
},
|
||||
|
||||
// private method for UTF-8 decoding
|
||||
_utf8_decode : function (utftext) {
|
||||
var string = "";
|
||||
var i = 0;
|
||||
var c = c1 = c2 = 0;
|
||||
|
||||
while ( i < utftext.length ) {
|
||||
|
||||
c = utftext.charCodeAt(i);
|
||||
|
||||
if (c < 128) {
|
||||
string += String.fromCharCode(c);
|
||||
i++;
|
||||
}
|
||||
else if((c > 191) && (c < 224)) {
|
||||
c2 = utftext.charCodeAt(i+1);
|
||||
string += String.fromCharCode(((c & 31) << 6) | (c2 & 63));
|
||||
i += 2;
|
||||
}
|
||||
else {
|
||||
c2 = utftext.charCodeAt(i+1);
|
||||
c3 = utftext.charCodeAt(i+2);
|
||||
string += String.fromCharCode(((c & 15) << 12) | ((c2 & 63) << 6) | (c3 & 63));
|
||||
i += 3;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return string;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,580 @@
|
||||
// jquery.event.move
|
||||
//
|
||||
// 1.3.1
|
||||
//
|
||||
// Stephen Band
|
||||
//
|
||||
// Triggers 'movestart', 'move' and 'moveend' events after
|
||||
// mousemoves following a mousedown cross a distance threshold,
|
||||
// similar to the native 'dragstart', 'drag' and 'dragend' events.
|
||||
// Move events are throttled to animation frames. Move event objects
|
||||
// have the properties:
|
||||
//
|
||||
// pageX:
|
||||
// pageY: Page coordinates of pointer.
|
||||
// startX:
|
||||
// startY: Page coordinates of pointer at movestart.
|
||||
// distX:
|
||||
// distY: Distance the pointer has moved since movestart.
|
||||
// deltaX:
|
||||
// deltaY: Distance the finger has moved since last event.
|
||||
// velocityX:
|
||||
// velocityY: Average velocity over last few events.
|
||||
|
||||
|
||||
(function (module) {
|
||||
if (typeof define === 'function' && define.amd) {
|
||||
// AMD. Register as an anonymous module.
|
||||
define(['jquery'], module);
|
||||
} else {
|
||||
// Browser globals
|
||||
module(jQuery);
|
||||
}
|
||||
})(function(jQuery, undefined){
|
||||
|
||||
var // Number of pixels a pressed pointer travels before movestart
|
||||
// event is fired.
|
||||
threshold = 6,
|
||||
|
||||
add = jQuery.event.add,
|
||||
|
||||
remove = jQuery.event.remove,
|
||||
|
||||
// Just sugar, so we can have arguments in the same order as
|
||||
// add and remove.
|
||||
trigger = function(node, type, data) {
|
||||
jQuery.event.trigger(type, data, node);
|
||||
},
|
||||
|
||||
// Shim for requestAnimationFrame, falling back to timer. See:
|
||||
// see http://paulirish.com/2011/requestanimationframe-for-smart-animating/
|
||||
requestFrame = (function(){
|
||||
return (
|
||||
window.requestAnimationFrame ||
|
||||
window.webkitRequestAnimationFrame ||
|
||||
window.mozRequestAnimationFrame ||
|
||||
window.oRequestAnimationFrame ||
|
||||
window.msRequestAnimationFrame ||
|
||||
function(fn, element){
|
||||
return window.setTimeout(function(){
|
||||
fn();
|
||||
}, 25);
|
||||
}
|
||||
);
|
||||
})(),
|
||||
|
||||
ignoreTags = {
|
||||
textarea: true,
|
||||
input: true,
|
||||
select: true,
|
||||
button: true
|
||||
},
|
||||
|
||||
mouseevents = {
|
||||
move: 'mousemove',
|
||||
cancel: 'mouseup dragstart',
|
||||
end: 'mouseup'
|
||||
},
|
||||
|
||||
touchevents = {
|
||||
move: 'touchmove',
|
||||
cancel: 'touchend',
|
||||
end: 'touchend'
|
||||
};
|
||||
|
||||
|
||||
// Constructors
|
||||
|
||||
function Timer(fn){
|
||||
var callback = fn,
|
||||
active = false,
|
||||
running = false;
|
||||
|
||||
function trigger(time) {
|
||||
if (active){
|
||||
callback();
|
||||
requestFrame(trigger);
|
||||
running = true;
|
||||
active = false;
|
||||
}
|
||||
else {
|
||||
running = false;
|
||||
}
|
||||
}
|
||||
|
||||
this.kick = function(fn) {
|
||||
active = true;
|
||||
if (!running) { trigger(); }
|
||||
};
|
||||
|
||||
this.end = function(fn) {
|
||||
var cb = callback;
|
||||
|
||||
if (!fn) { return; }
|
||||
|
||||
// If the timer is not running, simply call the end callback.
|
||||
if (!running) {
|
||||
fn();
|
||||
}
|
||||
// If the timer is running, and has been kicked lately, then
|
||||
// queue up the current callback and the end callback, otherwise
|
||||
// just the end callback.
|
||||
else {
|
||||
callback = active ?
|
||||
function(){ cb(); fn(); } :
|
||||
fn ;
|
||||
|
||||
active = true;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
// Functions
|
||||
|
||||
function returnTrue() {
|
||||
return true;
|
||||
}
|
||||
|
||||
function returnFalse() {
|
||||
return false;
|
||||
}
|
||||
|
||||
function preventDefault(e) {
|
||||
e.preventDefault();
|
||||
}
|
||||
|
||||
function preventIgnoreTags(e) {
|
||||
// Don't prevent interaction with form elements.
|
||||
if (ignoreTags[ e.target.tagName.toLowerCase() ]) { return; }
|
||||
|
||||
e.preventDefault();
|
||||
}
|
||||
|
||||
function isLeftButton(e) {
|
||||
// Ignore mousedowns on any button other than the left (or primary)
|
||||
// mouse button, or when a modifier key is pressed.
|
||||
return (e.which === 1 && !e.ctrlKey && !e.altKey);
|
||||
}
|
||||
|
||||
function identifiedTouch(touchList, id) {
|
||||
var i, l;
|
||||
|
||||
if (touchList.identifiedTouch) {
|
||||
return touchList.identifiedTouch(id);
|
||||
}
|
||||
|
||||
// touchList.identifiedTouch() does not exist in
|
||||
// webkit yet… we must do the search ourselves...
|
||||
|
||||
i = -1;
|
||||
l = touchList.length;
|
||||
|
||||
while (++i < l) {
|
||||
if (touchList[i].identifier === id) {
|
||||
return touchList[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function changedTouch(e, event) {
|
||||
var touch = identifiedTouch(e.changedTouches, event.identifier);
|
||||
|
||||
// This isn't the touch you're looking for.
|
||||
if (!touch) { return; }
|
||||
|
||||
// Chrome Android (at least) includes touches that have not
|
||||
// changed in e.changedTouches. That's a bit annoying. Check
|
||||
// that this touch has changed.
|
||||
if (touch.pageX === event.pageX && touch.pageY === event.pageY) { return; }
|
||||
|
||||
return touch;
|
||||
}
|
||||
|
||||
|
||||
// Handlers that decide when the first movestart is triggered
|
||||
|
||||
function mousedown(e){
|
||||
var data;
|
||||
|
||||
if (!isLeftButton(e)) { return; }
|
||||
|
||||
data = {
|
||||
target: e.target,
|
||||
startX: e.pageX,
|
||||
startY: e.pageY,
|
||||
timeStamp: e.timeStamp
|
||||
};
|
||||
|
||||
add(document, mouseevents.move, mousemove, data);
|
||||
add(document, mouseevents.cancel, mouseend, data);
|
||||
}
|
||||
|
||||
function mousemove(e){
|
||||
var data = e.data;
|
||||
|
||||
checkThreshold(e, data, e, removeMouse);
|
||||
}
|
||||
|
||||
function mouseend(e) {
|
||||
removeMouse();
|
||||
}
|
||||
|
||||
function removeMouse() {
|
||||
remove(document, mouseevents.move, mousemove);
|
||||
remove(document, mouseevents.cancel, mouseend);
|
||||
}
|
||||
|
||||
function touchstart(e) {
|
||||
var touch, template;
|
||||
|
||||
// Don't get in the way of interaction with form elements.
|
||||
if (ignoreTags[ e.target.tagName.toLowerCase() ]) { return; }
|
||||
|
||||
touch = e.changedTouches[0];
|
||||
|
||||
// iOS live updates the touch objects whereas Android gives us copies.
|
||||
// That means we can't trust the touchstart object to stay the same,
|
||||
// so we must copy the data. This object acts as a template for
|
||||
// movestart, move and moveend event objects.
|
||||
template = {
|
||||
target: touch.target,
|
||||
startX: touch.pageX,
|
||||
startY: touch.pageY,
|
||||
timeStamp: e.timeStamp,
|
||||
identifier: touch.identifier
|
||||
};
|
||||
|
||||
// Use the touch identifier as a namespace, so that we can later
|
||||
// remove handlers pertaining only to this touch.
|
||||
add(document, touchevents.move + '.' + touch.identifier, touchmove, template);
|
||||
add(document, touchevents.cancel + '.' + touch.identifier, touchend, template);
|
||||
}
|
||||
|
||||
function touchmove(e){
|
||||
var data = e.data,
|
||||
touch = changedTouch(e, data);
|
||||
|
||||
if (!touch) { return; }
|
||||
|
||||
checkThreshold(e, data, touch, removeTouch);
|
||||
}
|
||||
|
||||
function touchend(e) {
|
||||
var template = e.data,
|
||||
touch = identifiedTouch(e.changedTouches, template.identifier);
|
||||
|
||||
if (!touch) { return; }
|
||||
|
||||
removeTouch(template.identifier);
|
||||
}
|
||||
|
||||
function removeTouch(identifier) {
|
||||
remove(document, '.' + identifier, touchmove);
|
||||
remove(document, '.' + identifier, touchend);
|
||||
}
|
||||
|
||||
|
||||
// Logic for deciding when to trigger a movestart.
|
||||
|
||||
function checkThreshold(e, template, touch, fn) {
|
||||
var distX = touch.pageX - template.startX,
|
||||
distY = touch.pageY - template.startY;
|
||||
|
||||
// Do nothing if the threshold has not been crossed.
|
||||
if ((distX * distX) + (distY * distY) < (threshold * threshold)) { return; }
|
||||
|
||||
triggerStart(e, template, touch, distX, distY, fn);
|
||||
}
|
||||
|
||||
function handled() {
|
||||
// this._handled should return false once, and after return true.
|
||||
this._handled = returnTrue;
|
||||
return false;
|
||||
}
|
||||
|
||||
function flagAsHandled(e) {
|
||||
e._handled();
|
||||
}
|
||||
|
||||
function triggerStart(e, template, touch, distX, distY, fn) {
|
||||
var node = template.target,
|
||||
touches, time;
|
||||
|
||||
touches = e.targetTouches;
|
||||
time = e.timeStamp - template.timeStamp;
|
||||
|
||||
// Create a movestart object with some special properties that
|
||||
// are passed only to the movestart handlers.
|
||||
template.type = 'movestart';
|
||||
template.distX = distX;
|
||||
template.distY = distY;
|
||||
template.deltaX = distX;
|
||||
template.deltaY = distY;
|
||||
template.pageX = touch.pageX;
|
||||
template.pageY = touch.pageY;
|
||||
template.velocityX = distX / time;
|
||||
template.velocityY = distY / time;
|
||||
template.targetTouches = touches;
|
||||
template.finger = touches ?
|
||||
touches.length :
|
||||
1 ;
|
||||
|
||||
// The _handled method is fired to tell the default movestart
|
||||
// handler that one of the move events is bound.
|
||||
template._handled = handled;
|
||||
|
||||
// Pass the touchmove event so it can be prevented if or when
|
||||
// movestart is handled.
|
||||
template._preventTouchmoveDefault = function() {
|
||||
e.preventDefault();
|
||||
};
|
||||
|
||||
// Trigger the movestart event.
|
||||
trigger(template.target, template);
|
||||
|
||||
// Unbind handlers that tracked the touch or mouse up till now.
|
||||
fn(template.identifier);
|
||||
}
|
||||
|
||||
|
||||
// Handlers that control what happens following a movestart
|
||||
|
||||
function activeMousemove(e) {
|
||||
var event = e.data.event,
|
||||
timer = e.data.timer;
|
||||
|
||||
updateEvent(event, e, e.timeStamp, timer);
|
||||
}
|
||||
|
||||
function activeMouseend(e) {
|
||||
var event = e.data.event,
|
||||
timer = e.data.timer;
|
||||
|
||||
removeActiveMouse();
|
||||
|
||||
endEvent(event, timer, function() {
|
||||
// Unbind the click suppressor, waiting until after mouseup
|
||||
// has been handled.
|
||||
setTimeout(function(){
|
||||
remove(event.target, 'click', returnFalse);
|
||||
}, 0);
|
||||
});
|
||||
}
|
||||
|
||||
function removeActiveMouse(event) {
|
||||
remove(document, mouseevents.move, activeMousemove);
|
||||
remove(document, mouseevents.end, activeMouseend);
|
||||
}
|
||||
|
||||
function activeTouchmove(e) {
|
||||
var event = e.data.event,
|
||||
timer = e.data.timer,
|
||||
touch = changedTouch(e, event);
|
||||
|
||||
if (!touch) { return; }
|
||||
|
||||
// Stop the interface from gesturing
|
||||
e.preventDefault();
|
||||
|
||||
event.targetTouches = e.targetTouches;
|
||||
updateEvent(event, touch, e.timeStamp, timer);
|
||||
}
|
||||
|
||||
function activeTouchend(e) {
|
||||
var event = e.data.event,
|
||||
timer = e.data.timer,
|
||||
touch = identifiedTouch(e.changedTouches, event.identifier);
|
||||
|
||||
// This isn't the touch you're looking for.
|
||||
if (!touch) { return; }
|
||||
|
||||
removeActiveTouch(event);
|
||||
endEvent(event, timer);
|
||||
}
|
||||
|
||||
function removeActiveTouch(event) {
|
||||
remove(document, '.' + event.identifier, activeTouchmove);
|
||||
remove(document, '.' + event.identifier, activeTouchend);
|
||||
}
|
||||
|
||||
|
||||
// Logic for triggering move and moveend events
|
||||
|
||||
function updateEvent(event, touch, timeStamp, timer) {
|
||||
var time = timeStamp - event.timeStamp;
|
||||
|
||||
event.type = 'move';
|
||||
event.distX = touch.pageX - event.startX;
|
||||
event.distY = touch.pageY - event.startY;
|
||||
event.deltaX = touch.pageX - event.pageX;
|
||||
event.deltaY = touch.pageY - event.pageY;
|
||||
|
||||
// Average the velocity of the last few events using a decay
|
||||
// curve to even out spurious jumps in values.
|
||||
event.velocityX = 0.3 * event.velocityX + 0.7 * event.deltaX / time;
|
||||
event.velocityY = 0.3 * event.velocityY + 0.7 * event.deltaY / time;
|
||||
event.pageX = touch.pageX;
|
||||
event.pageY = touch.pageY;
|
||||
|
||||
timer.kick();
|
||||
}
|
||||
|
||||
function endEvent(event, timer, fn) {
|
||||
timer.end(function(){
|
||||
event.type = 'moveend';
|
||||
|
||||
trigger(event.target, event);
|
||||
|
||||
return fn && fn();
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
// jQuery special event definition
|
||||
|
||||
function setup(data, namespaces, eventHandle) {
|
||||
// Stop the node from being dragged
|
||||
//add(this, 'dragstart.move drag.move', preventDefault);
|
||||
|
||||
// Prevent text selection and touch interface scrolling
|
||||
//add(this, 'mousedown.move', preventIgnoreTags);
|
||||
|
||||
// Tell movestart default handler that we've handled this
|
||||
add(this, 'movestart.move', flagAsHandled);
|
||||
|
||||
// Don't bind to the DOM. For speed.
|
||||
return true;
|
||||
}
|
||||
|
||||
function teardown(namespaces) {
|
||||
remove(this, 'dragstart drag', preventDefault);
|
||||
remove(this, 'mousedown touchstart', preventIgnoreTags);
|
||||
remove(this, 'movestart', flagAsHandled);
|
||||
|
||||
// Don't bind to the DOM. For speed.
|
||||
return true;
|
||||
}
|
||||
|
||||
function addMethod(handleObj) {
|
||||
// We're not interested in preventing defaults for handlers that
|
||||
// come from internal move or moveend bindings
|
||||
if (handleObj.namespace === "move" || handleObj.namespace === "moveend") {
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop the node from being dragged
|
||||
add(this, 'dragstart.' + handleObj.guid + ' drag.' + handleObj.guid, preventDefault, undefined, handleObj.selector);
|
||||
|
||||
// Prevent text selection and touch interface scrolling
|
||||
add(this, 'mousedown.' + handleObj.guid, preventIgnoreTags, undefined, handleObj.selector);
|
||||
}
|
||||
|
||||
function removeMethod(handleObj) {
|
||||
if (handleObj.namespace === "move" || handleObj.namespace === "moveend") {
|
||||
return;
|
||||
}
|
||||
|
||||
remove(this, 'dragstart.' + handleObj.guid + ' drag.' + handleObj.guid);
|
||||
remove(this, 'mousedown.' + handleObj.guid);
|
||||
}
|
||||
|
||||
jQuery.event.special.movestart = {
|
||||
setup: setup,
|
||||
teardown: teardown,
|
||||
add: addMethod,
|
||||
remove: removeMethod,
|
||||
|
||||
_default: function(e) {
|
||||
var template, data;
|
||||
|
||||
// If no move events were bound to any ancestors of this
|
||||
// target, high tail it out of here.
|
||||
if (!e._handled()) { return; }
|
||||
|
||||
template = {
|
||||
target: e.target,
|
||||
startX: e.startX,
|
||||
startY: e.startY,
|
||||
pageX: e.pageX,
|
||||
pageY: e.pageY,
|
||||
distX: e.distX,
|
||||
distY: e.distY,
|
||||
deltaX: e.deltaX,
|
||||
deltaY: e.deltaY,
|
||||
velocityX: e.velocityX,
|
||||
velocityY: e.velocityY,
|
||||
timeStamp: e.timeStamp,
|
||||
identifier: e.identifier,
|
||||
targetTouches: e.targetTouches,
|
||||
finger: e.finger
|
||||
};
|
||||
|
||||
data = {
|
||||
event: template,
|
||||
timer: new Timer(function(time){
|
||||
trigger(e.target, template);
|
||||
})
|
||||
};
|
||||
|
||||
if (e.identifier === undefined) {
|
||||
// We're dealing with a mouse
|
||||
// Stop clicks from propagating during a move
|
||||
add(e.target, 'click', returnFalse);
|
||||
add(document, mouseevents.move, activeMousemove, data);
|
||||
add(document, mouseevents.end, activeMouseend, data);
|
||||
}
|
||||
else {
|
||||
// We're dealing with a touch. Stop touchmove doing
|
||||
// anything defaulty.
|
||||
e._preventTouchmoveDefault();
|
||||
add(document, touchevents.move + '.' + e.identifier, activeTouchmove, data);
|
||||
add(document, touchevents.end + '.' + e.identifier, activeTouchend, data);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
jQuery.event.special.move = {
|
||||
setup: function() {
|
||||
// Bind a noop to movestart. Why? It's the movestart
|
||||
// setup that decides whether other move events are fired.
|
||||
add(this, 'movestart.move', jQuery.noop);
|
||||
},
|
||||
|
||||
teardown: function() {
|
||||
remove(this, 'movestart.move', jQuery.noop);
|
||||
}
|
||||
};
|
||||
|
||||
jQuery.event.special.moveend = {
|
||||
setup: function() {
|
||||
// Bind a noop to movestart. Why? It's the movestart
|
||||
// setup that decides whether other move events are fired.
|
||||
add(this, 'movestart.moveend', jQuery.noop);
|
||||
},
|
||||
|
||||
teardown: function() {
|
||||
remove(this, 'movestart.moveend', jQuery.noop);
|
||||
}
|
||||
};
|
||||
|
||||
add(document, 'mousedown.move', mousedown);
|
||||
add(document, 'touchstart.move', touchstart);
|
||||
|
||||
// Make jQuery copy touch event properties over to the jQuery event
|
||||
// object, if they are not already listed. But only do the ones we
|
||||
// really need. IE7/8 do not have Array#indexOf(), but nor do they
|
||||
// have touch events, so let's assume we can ignore them.
|
||||
if (typeof Array.prototype.indexOf === 'function') {
|
||||
(function(jQuery, undefined){
|
||||
var props = ["changedTouches", "targetTouches"],
|
||||
l = props.length;
|
||||
|
||||
while (l--) {
|
||||
if (jQuery.event.props.indexOf(props[l]) === -1) {
|
||||
jQuery.event.props.push(props[l]);
|
||||
}
|
||||
}
|
||||
})(jQuery);
|
||||
};
|
||||
});
|
||||
@@ -0,0 +1,130 @@
|
||||
// jQuery.event.swipe
|
||||
// 0.5
|
||||
// Stephen Band
|
||||
|
||||
// Dependencies
|
||||
// jQuery.event.move 1.2
|
||||
|
||||
// One of swipeleft, swiperight, swipeup or swipedown is triggered on
|
||||
// moveend, when the move has covered a threshold ratio of the dimension
|
||||
// of the target node, or has gone really fast. Threshold and velocity
|
||||
// sensitivity changed with:
|
||||
//
|
||||
// jQuery.event.special.swipe.settings.threshold
|
||||
// jQuery.event.special.swipe.settings.sensitivity
|
||||
|
||||
(function (module) {
|
||||
if (typeof define === 'function' && define.amd) {
|
||||
// AMD. Register as an anonymous module.
|
||||
define(['jquery'], module);
|
||||
} else {
|
||||
// Browser globals
|
||||
module(jQuery);
|
||||
}
|
||||
})(function(jQuery, undefined){
|
||||
var add = jQuery.event.add,
|
||||
|
||||
remove = jQuery.event.remove,
|
||||
|
||||
// Just sugar, so we can have arguments in the same order as
|
||||
// add and remove.
|
||||
trigger = function(node, type, data) {
|
||||
jQuery.event.trigger(type, data, node);
|
||||
},
|
||||
|
||||
settings = {
|
||||
// Ratio of distance over target finger must travel to be
|
||||
// considered a swipe.
|
||||
threshold: 0.4,
|
||||
// Faster fingers can travel shorter distances to be considered
|
||||
// swipes. 'sensitivity' controls how much. Bigger is shorter.
|
||||
sensitivity: 6
|
||||
};
|
||||
|
||||
function moveend(e) {
|
||||
var w, h, event;
|
||||
|
||||
w = e.target.offsetWidth;
|
||||
h = e.target.offsetHeight;
|
||||
|
||||
// Copy over some useful properties from the move event
|
||||
event = {
|
||||
distX: e.distX,
|
||||
distY: e.distY,
|
||||
velocityX: e.velocityX,
|
||||
velocityY: e.velocityY,
|
||||
finger: e.finger
|
||||
};
|
||||
|
||||
// Find out which of the four directions was swiped
|
||||
if (e.distX > e.distY) {
|
||||
if (e.distX > -e.distY) {
|
||||
if (e.distX/w > settings.threshold || e.velocityX * e.distX/w * settings.sensitivity > 1) {
|
||||
event.type = 'swiperight';
|
||||
trigger(e.currentTarget, event);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (-e.distY/h > settings.threshold || e.velocityY * e.distY/w * settings.sensitivity > 1) {
|
||||
event.type = 'swipeup';
|
||||
trigger(e.currentTarget, event);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (e.distX > -e.distY) {
|
||||
if (e.distY/h > settings.threshold || e.velocityY * e.distY/w * settings.sensitivity > 1) {
|
||||
event.type = 'swipedown';
|
||||
trigger(e.currentTarget, event);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (-e.distX/w > settings.threshold || e.velocityX * e.distX/w * settings.sensitivity > 1) {
|
||||
event.type = 'swipeleft';
|
||||
trigger(e.currentTarget, event);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function getData(node) {
|
||||
var data = jQuery.data(node, 'event_swipe');
|
||||
|
||||
if (!data) {
|
||||
data = { count: 0 };
|
||||
jQuery.data(node, 'event_swipe', data);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
jQuery.event.special.swipe =
|
||||
jQuery.event.special.swipeleft =
|
||||
jQuery.event.special.swiperight =
|
||||
jQuery.event.special.swipeup =
|
||||
jQuery.event.special.swipedown = {
|
||||
setup: function( data, namespaces, eventHandle ) {
|
||||
var data = getData(this);
|
||||
|
||||
// If another swipe event is already setup, don't setup again.
|
||||
if (data.count++ > 0) { return; }
|
||||
|
||||
add(this, 'moveend', moveend);
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
teardown: function() {
|
||||
var data = getData(this);
|
||||
|
||||
// If another swipe event is still setup, don't teardown.
|
||||
if (--data.count > 0) { return; }
|
||||
|
||||
remove(this, 'moveend', moveend);
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
settings: settings
|
||||
};
|
||||
});
|
||||
@@ -3,21 +3,31 @@
|
||||
<head>
|
||||
<title>A Dark Room</title>
|
||||
<style>
|
||||
body {
|
||||
background-color: #000000;
|
||||
color: #FFFFFF;
|
||||
}
|
||||
a {
|
||||
color: #FFFFFF;
|
||||
}
|
||||
div {
|
||||
width: 960px;
|
||||
margin: auto;
|
||||
text-align: center;
|
||||
margin-top: 100px;
|
||||
margin-top: 20px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div>
|
||||
<strong>
|
||||
A Dark Room isn't really mobile-friendly<br/>
|
||||
Sorry about that!<br/>
|
||||
</strong><br/>
|
||||
Of course you can <a href='index.html?ignorebrowser=true'>play anyway</a>, but it probably won't work!
|
||||
</div>
|
||||
<center>
|
||||
<img src="img/Logo1.jpg" />
|
||||
<div>
|
||||
<strong>
|
||||
A Dark Room isn't really mobile-friendly, and it requires arrow keys.<br/>
|
||||
Sorry about that!<br/>
|
||||
</strong><br/>
|
||||
Of course you can <a href='index.html?ignorebrowser=true'>play anyway</a>, but it probably won't work!
|
||||
</div>
|
||||
</center>
|
||||
</body>
|
||||
</html>
|
||||
</html>
|
||||
|
||||
@@ -7,8 +7,13 @@ var Engine = {
|
||||
* That would be so elegant and awesome.
|
||||
*/
|
||||
SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"),
|
||||
VERSION: 1.3,
|
||||
MAX_STORE: 99999999999999,
|
||||
SAVE_DISPLAY: 30 * 1000,
|
||||
GAME_OVER: false,
|
||||
|
||||
//object event types
|
||||
topics: {},
|
||||
|
||||
Perks: {
|
||||
'boxer': {
|
||||
@@ -100,22 +105,39 @@ var Engine = {
|
||||
.text('share.')
|
||||
.click(Engine.share)
|
||||
.appendTo('body');
|
||||
|
||||
$('<span>')
|
||||
.addClass('manualSave')
|
||||
.text('save.')
|
||||
.click(Engine.exportImport)
|
||||
.appendTo('body');
|
||||
|
||||
// Register keypress handlers
|
||||
$('body').off('keydown').keydown(Engine.keyDown);
|
||||
$('body').off('keyup').keyup(Engine.keyUp);
|
||||
|
||||
// Register swipe handlers
|
||||
swipeElement = $('#outerSlider');
|
||||
swipeElement.on('swipeleft', Engine.swipeLeft);
|
||||
swipeElement.on('swiperight', Engine.swipeRight);
|
||||
swipeElement.on('swipeup', Engine.swipeUp);
|
||||
swipeElement.on('swipedown', Engine.swipeDown);
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Engine.handleStateUpdates);
|
||||
|
||||
$SM.init();
|
||||
Notifications.init();
|
||||
Events.init();
|
||||
Room.init();
|
||||
|
||||
if(Engine.storeAvailable('wood')) {
|
||||
if($SM.get('stores.wood')) {
|
||||
Outside.init();
|
||||
}
|
||||
if(Engine.getStore('compass') > 0) {
|
||||
if($SM.get('stores.compass', true) > 0) {
|
||||
Path.init();
|
||||
}
|
||||
if(State.ship) {
|
||||
if($SM.get('features.location.spaceShip')) {
|
||||
Ship.init();
|
||||
}
|
||||
|
||||
@@ -152,43 +174,72 @@ 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,
|
||||
stores: {},
|
||||
perks: {}
|
||||
};
|
||||
State = {};
|
||||
$SM.set('version', 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);
|
||||
exportImport: function() {
|
||||
Events.startEvent({
|
||||
title: 'Export / Import',
|
||||
scenes: {
|
||||
start: {
|
||||
text: ['export or import save data, for backing up',
|
||||
'or migrating computers'],
|
||||
buttons: {
|
||||
'export': {
|
||||
text: 'export',
|
||||
nextScene: 'end',
|
||||
onChoose: Engine.export64
|
||||
},
|
||||
'import': {
|
||||
text: 'import',
|
||||
nextScene: {1: 'confirm'},
|
||||
},
|
||||
'cancel': {
|
||||
text: 'cancel',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'confirm': {
|
||||
text: ['are you sure?',
|
||||
'if the code is invalid, all data will be lost.',
|
||||
'this is irreversible.'],
|
||||
buttons: {
|
||||
'yes': {
|
||||
text: 'yes',
|
||||
nextScene: 'end',
|
||||
onChoose: Engine.import64
|
||||
},
|
||||
'no': {
|
||||
text: 'no',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Engine.log('upgraded save to v1.2');
|
||||
State.version = 1.2;
|
||||
}
|
||||
},
|
||||
|
||||
});
|
||||
},
|
||||
|
||||
export64: function() {
|
||||
Engine.saveGame();
|
||||
var string64 = Base64.encode(localStorage.gameState);
|
||||
prompt("save this.",string64);
|
||||
},
|
||||
|
||||
import64: function() {
|
||||
var string64 = prompt("put the save code here.","");
|
||||
var decodedSave = Base64.decode(string64);
|
||||
localStorage.gameState = decodedSave;
|
||||
location.reload();
|
||||
},
|
||||
|
||||
event: function(cat, act) {
|
||||
if(typeof ga === 'function') {
|
||||
ga('send', 'event', cat, act);
|
||||
@@ -218,9 +269,11 @@ var Engine = {
|
||||
},
|
||||
|
||||
deleteSave: function() {
|
||||
if(typeof Storage != 'undefined' && localStorage) {
|
||||
localStorage.clear();
|
||||
}
|
||||
if (!Engine.GAME_OVER) {
|
||||
if(typeof Storage != 'undefined' && localStorage) {
|
||||
localStorage.clear();
|
||||
}
|
||||
}
|
||||
location.reload();
|
||||
},
|
||||
|
||||
@@ -282,227 +335,62 @@ var Engine = {
|
||||
travelTo: function(module) {
|
||||
if(Engine.activeModule != module) {
|
||||
var currentIndex = Engine.activeModule ? $('.location').index(Engine.activeModule.panel) : 1;
|
||||
Engine.activeModule = module;
|
||||
$('div.headerButton').removeClass('selected');
|
||||
module.tab.addClass('selected');
|
||||
|
||||
|
||||
var slider = $('#locationSlider');
|
||||
var stores = $('#storesContainer');
|
||||
var panelIndex = $('.location').index(module.panel);
|
||||
var diff = Math.abs(panelIndex - currentIndex);
|
||||
slider.animate({left: -(panelIndex * 700) + 'px'}, 300 * diff);
|
||||
module.onArrival();
|
||||
|
||||
if($SM.get('stores.wood') != undefined) {
|
||||
// FIXME Why does this work if there's an animation queue...?
|
||||
stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
|
||||
}
|
||||
|
||||
Engine.activeModule = module;
|
||||
|
||||
module.onArrival(diff);
|
||||
|
||||
if(Engine.activeModule == Room || Engine.activeModule == Path) {
|
||||
// Don't fade out the weapons if we're switching to a module
|
||||
// where we're going to keep showing them anyway.
|
||||
if (module != Room && module != Path) {
|
||||
$('div#weapons').animate({opacity: 0}, 300);
|
||||
}
|
||||
}
|
||||
|
||||
if(module == Room || module == Path) {
|
||||
$('div#weapons').animate({opacity: 1}, 300);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Notifications.printQueue(module);
|
||||
}
|
||||
},
|
||||
|
||||
addPerk: function(name) {
|
||||
if(!State.perks) {
|
||||
State.perks = {};
|
||||
|
||||
// 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
|
||||
// the animation in Engine.travelTo().
|
||||
moveStoresView: function(top_container, transition_diff) {
|
||||
var stores = $('#storesContainer');
|
||||
|
||||
// If we don't have a storesContainer yet, leave.
|
||||
if(typeof(stores) === 'undefined') return;
|
||||
|
||||
if(typeof(transition_diff) === 'undefined') transition_diff = 1;
|
||||
|
||||
if(top_container === null) {
|
||||
stores.animate({top: '0px'}, {queue: false, duration: 300 * transition_diff});
|
||||
}
|
||||
State.perks[name] = true;
|
||||
Notifications.notify(null, Engine.Perks[name].notify);
|
||||
if(Engine.activeModule == Path) {
|
||||
Path.updatePerks();
|
||||
else if(!top_container.length) {
|
||||
stores.animate({top: '0px'}, {queue: false, duration: 300 * transition_diff});
|
||||
}
|
||||
},
|
||||
|
||||
hasPerk: function(name) {
|
||||
return typeof State.perks == 'object' && State.perks[name] == true;
|
||||
},
|
||||
|
||||
setStore: function(name, number) {
|
||||
if(typeof State.stores == 'undefined') {
|
||||
State.stores = {};
|
||||
}
|
||||
if(number > Engine.MAX_STORE) number = Engine.MAX_STORE;
|
||||
State.stores[name] = number;
|
||||
Room.updateStoresView();
|
||||
Room.updateBuildButtons();
|
||||
if(State.outside) {
|
||||
Outside.updateVillage();
|
||||
}
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
setStores: function(list) {
|
||||
if(typeof State.stores == 'undefined') {
|
||||
State.stores = {};
|
||||
}
|
||||
for(k in list) {
|
||||
State.stores[k] = list[k] > Engine.MAX_STORE ? Engine.MAX_STORE : list[k];
|
||||
}
|
||||
Room.updateStoresView();
|
||||
Room.updateBuildButtons();
|
||||
if(State.outside) {
|
||||
Outside.updateVillage();
|
||||
}
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
addStore: function(name, number) {
|
||||
if(typeof State.stores == 'undefined') {
|
||||
State.stores = {};
|
||||
}
|
||||
var num = State.stores[name];
|
||||
if(typeof num != 'number' || isNaN(num) || num < 0) num = 0;
|
||||
num += number;
|
||||
if(num > Engine.MAX_STORE) num = Engine.MAX_STORE;
|
||||
State.stores[name] = num;
|
||||
Room.updateStoresView();
|
||||
Room.updateBuildButtons();
|
||||
Outside.updateVillage();
|
||||
if(Engine.activeModule == Path) {
|
||||
Path.updateOutfitting();
|
||||
}
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
addStores: function(list, ignoreCosts) {
|
||||
if(typeof State.stores == 'undefined') {
|
||||
State.stores = {};
|
||||
}
|
||||
|
||||
// Make sure any income costs can be paid
|
||||
if(!ignoreCosts) {
|
||||
for(k in list) {
|
||||
var num = State.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 = State.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;
|
||||
State.stores[k] = num;
|
||||
}
|
||||
Room.updateStoresView();
|
||||
Room.updateBuildButtons();
|
||||
Outside.updateVillage();
|
||||
if(Engine.activeModule == Path) {
|
||||
Path.updateOutfitting();
|
||||
}
|
||||
Engine.saveGame();
|
||||
return true;
|
||||
},
|
||||
|
||||
storeAvailable: function(name) {
|
||||
return typeof State.stores[name] == 'number';
|
||||
},
|
||||
|
||||
getStore: function(name) {
|
||||
if(typeof State.stores == 'undefined' || typeof State.stores[name] == 'undefined' ) {
|
||||
return 0;
|
||||
}
|
||||
return State.stores[name];
|
||||
},
|
||||
|
||||
setIncome: function(source, options) {
|
||||
if(typeof State.income == 'undefined') {
|
||||
State.income = {};
|
||||
}
|
||||
var existing = State.income[source];
|
||||
if(typeof existing != 'undefined') {
|
||||
options.timeLeft = existing.timeLeft;
|
||||
}
|
||||
State.income[source] = options;
|
||||
},
|
||||
|
||||
getIncome: function(source) {
|
||||
if(typeof State.income == 'undefined') {
|
||||
State.income = {};
|
||||
}
|
||||
var existing = State.income[source];
|
||||
if(typeof existing != 'undefined') {
|
||||
return existing;
|
||||
}
|
||||
return {};
|
||||
},
|
||||
|
||||
removeIncome: function(source) {
|
||||
if(State.income) {
|
||||
delete State.income[source];
|
||||
}
|
||||
Room.updateIncomeView();
|
||||
},
|
||||
|
||||
collectIncome: function() {
|
||||
if(typeof State.income != 'undefined' && Engine.activeModule != Space) {
|
||||
var changed = false;
|
||||
for(var source in State.income) {
|
||||
var income = State.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(!State.stolen) State.stolen = {};
|
||||
for(var k in stores) {
|
||||
if(!State.stolen[k]) State.stolen[k] = 0;
|
||||
State.stolen[k] -= stores[k];
|
||||
}
|
||||
},
|
||||
|
||||
startThieves: function() {
|
||||
State.thieves = 1;
|
||||
Engine.setIncome('thieves', {
|
||||
delay: 10,
|
||||
stores: {
|
||||
'wood': -10,
|
||||
'fur': -5,
|
||||
'meat': -5
|
||||
}
|
||||
});
|
||||
Room.updateIncomeView();
|
||||
},
|
||||
|
||||
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);
|
||||
else {
|
||||
stores.animate({top: top_container.height() + 26 + 'px'},
|
||||
{queue: false, duration: 300 * transition_diff});
|
||||
}
|
||||
},
|
||||
|
||||
@@ -541,10 +429,90 @@ var Engine = {
|
||||
if(Engine.activeModule.keyUp) {
|
||||
Engine.activeModule.keyUp(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
switch(e.which) {
|
||||
case 38: // Up
|
||||
case 87:
|
||||
Engine.log('up');
|
||||
break;
|
||||
case 40: // Down
|
||||
case 83:
|
||||
Engine.log('down');
|
||||
break;
|
||||
case 37: // Left
|
||||
case 65:
|
||||
if(Engine.activeModule == Ship && Path.tab)
|
||||
Engine.travelTo(Path);
|
||||
else if(Engine.activeModule == Path && Outside.tab)
|
||||
Engine.travelTo(Outside);
|
||||
else if(Engine.activeModule == Outside && Room.tab)
|
||||
Engine.travelTo(Room);
|
||||
Engine.log('left');
|
||||
break;
|
||||
case 39: // Right
|
||||
case 68:
|
||||
if(Engine.activeModule == Room && Outside.tab)
|
||||
Engine.travelTo(Outside);
|
||||
else if(Engine.activeModule == Outside && Path.tab)
|
||||
Engine.travelTo(Path);
|
||||
else if(Engine.activeModule == Path && Ship.tab)
|
||||
Engine.travelTo(Ship);
|
||||
Engine.log('right');
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
},
|
||||
|
||||
swipeLeft: function(e) {
|
||||
if(Engine.activeModule.swipeLeft) {
|
||||
Engine.activeModule.swipeLeft(e);
|
||||
}
|
||||
},
|
||||
|
||||
swipeRight: function(e) {
|
||||
if(Engine.activeModule.swipeRight) {
|
||||
Engine.activeModule.swipeRight(e);
|
||||
}
|
||||
},
|
||||
|
||||
swipeUp: function(e) {
|
||||
if(Engine.activeModule.swipeUp) {
|
||||
Engine.activeModule.swipeUp(e);
|
||||
}
|
||||
},
|
||||
|
||||
swipeDown: function(e) {
|
||||
if(Engine.activeModule.swipeDown) {
|
||||
Engine.activeModule.swipeDown(e);
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
//create jQuery Callbacks() to handle object events
|
||||
$.Dispatch = function( id ) {
|
||||
var callbacks,
|
||||
topic = id && Engine.topics[ id ];
|
||||
if ( !topic ) {
|
||||
callbacks = jQuery.Callbacks();
|
||||
topic = {
|
||||
publish: callbacks.fire,
|
||||
subscribe: callbacks.add,
|
||||
unsubscribe: callbacks.remove
|
||||
};
|
||||
if ( id ) {
|
||||
Engine.topics[ id ] = topic;
|
||||
}
|
||||
}
|
||||
return topic;
|
||||
};
|
||||
|
||||
$(function() {
|
||||
Engine.init();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -7,6 +7,7 @@ var Events = {
|
||||
_PANEL_FADE: 200,
|
||||
_FIGHT_SPEED: 100,
|
||||
_EAT_COOLDOWN: 5,
|
||||
_MEDS_COOLDOWN: 7,
|
||||
STUN_DURATION: 4000,
|
||||
|
||||
init: function(options) {
|
||||
@@ -25,11 +26,14 @@ var Events = {
|
||||
Events.eventStack = [];
|
||||
|
||||
Events.scheduleNextEvent();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Events.handleStateUpdates);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
|
||||
activeEvent: null,
|
||||
activeEvent: null,
|
||||
activeScene: null,
|
||||
eventPanel: null,
|
||||
|
||||
@@ -40,7 +44,7 @@ var Events = {
|
||||
|
||||
// Scene reward
|
||||
if(scene.reward) {
|
||||
Engine.addStores(scene.reward, true);
|
||||
$SM.addM('stores', scene.reward);
|
||||
}
|
||||
|
||||
// onLoad
|
||||
@@ -73,7 +77,7 @@ var Events = {
|
||||
Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(desc);
|
||||
|
||||
// Draw the enemy
|
||||
Events.createFighterDiv(scene.char, scene.health, scene.health).attr('id', 'enemy').appendTo(desc);
|
||||
Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(desc);
|
||||
|
||||
// Draw the action buttons
|
||||
var btns = $('#buttons', Events.eventPanel());
|
||||
@@ -103,27 +107,60 @@ var Events = {
|
||||
Events.createAttackButton('fists').prependTo(btns);
|
||||
}
|
||||
|
||||
var eat = new Button.Button({
|
||||
id: 'eat',
|
||||
text: 'eat meat',
|
||||
cooldown: Events._EAT_COOLDOWN,
|
||||
click: Events.eatMeat,
|
||||
cost: { 'cured meat': 1 }
|
||||
}).appendTo(btns);
|
||||
|
||||
if(Path.outfit['cured meat'] == 0) {
|
||||
Button.setDisabled(eat, true);
|
||||
}
|
||||
Events.createEatMeatButton().appendTo(btns);
|
||||
if((Path.outfit['medicine'] || 0) != 0) {
|
||||
Events.createUseMedsButton().appendTo(btns);
|
||||
}
|
||||
|
||||
// Set up the enemy attack timer
|
||||
Events._enemyAttackTimer = setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
|
||||
},
|
||||
|
||||
createEatMeatButton: function(cooldown) {
|
||||
if (cooldown == null) {
|
||||
cooldown = Events._EAT_COOLDOWN;
|
||||
}
|
||||
|
||||
var btn = new Button.Button({
|
||||
id: 'eat',
|
||||
text: 'eat meat',
|
||||
cooldown: cooldown,
|
||||
click: Events.eatMeat,
|
||||
cost: { 'cured meat': 1 }
|
||||
});
|
||||
|
||||
if(Path.outfit['cured meat'] == 0) {
|
||||
Button.setDisabled(btn, true);
|
||||
}
|
||||
|
||||
return btn;
|
||||
},
|
||||
|
||||
createUseMedsButton: function(cooldown) {
|
||||
if (cooldown == null) {
|
||||
cooldown = Events._MEDS_COOLDOWN;
|
||||
}
|
||||
|
||||
var btn = new Button.Button({
|
||||
id: 'meds',
|
||||
text: 'use meds',
|
||||
cooldown: cooldown,
|
||||
click: Events.useMeds,
|
||||
cost: { 'medicine': 1 }
|
||||
});
|
||||
|
||||
if((Path.outfit['medicine'] || 0) == 0) {
|
||||
Button.setDisabled(btn, true);
|
||||
}
|
||||
|
||||
return btn;
|
||||
},
|
||||
|
||||
createAttackButton: function(weaponName) {
|
||||
var weapon = World.Weapons[weaponName];
|
||||
var cd = weapon.cooldown;
|
||||
if(weapon.type == 'unarmed') {
|
||||
if(Engine.hasPerk('unarmed master')) {
|
||||
if($SM.hasPerk('unarmed master')) {
|
||||
cd /= 2;
|
||||
}
|
||||
}
|
||||
@@ -161,20 +198,46 @@ var Events = {
|
||||
},
|
||||
|
||||
eatMeat: function() {
|
||||
if(Events.activeEvent() && Path.outfit['cured meat'] > 0) {
|
||||
if(Path.outfit['cured meat'] > 0) {
|
||||
Path.outfit['cured meat']--;
|
||||
World.updateSupplies();
|
||||
if(Path.outfit['cured meat'] == 0) {
|
||||
Button.setDisabled($('#eat'), true);
|
||||
}
|
||||
var w = $('#wanderer');
|
||||
var hp = w.data('hp');
|
||||
|
||||
var hp = World.health;
|
||||
hp += World.meatHeal();
|
||||
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
|
||||
w.data('hp', hp);
|
||||
World.setHp(hp);
|
||||
Events.updateFighterDiv(w);
|
||||
Events.drawFloatText('+' + World.meatHeal(), '#wanderer .hp');
|
||||
|
||||
if(Events.activeEvent()) {
|
||||
var w = $('#wanderer');
|
||||
w.data('hp', hp);
|
||||
Events.updateFighterDiv(w);
|
||||
Events.drawFloatText('+' + World.meatHeal(), '#wanderer .hp');
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
useMeds: function() {
|
||||
if(Path.outfit['medicine'] > 0) {
|
||||
Path.outfit['medicine']--;
|
||||
World.updateSupplies();
|
||||
if(Path.outfit['medicine'] == 0) {
|
||||
Button.setDisabled($('#meds'), true);
|
||||
}
|
||||
|
||||
var hp = World.health;
|
||||
hp += World.medsHeal();
|
||||
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
|
||||
World.setHp(hp);
|
||||
|
||||
if(Events.activeEvent()) {
|
||||
var w = $('#wanderer');
|
||||
w.data('hp', hp);
|
||||
Events.updateFighterDiv(w);
|
||||
Events.drawFloatText('+' + World.medsHeal(), '#wanderer .hp');
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
@@ -183,14 +246,14 @@ var Events = {
|
||||
var weaponName = btn.attr('id').substring(7).replace('-', ' ');
|
||||
var weapon = World.Weapons[weaponName];
|
||||
if(weapon.type == 'unarmed') {
|
||||
if(!State.punches) State.punches = 0;
|
||||
State.punches++;
|
||||
if(State.punches == 50 && !Engine.hasPerk('boxer')) {
|
||||
Engine.addPerk('boxer');
|
||||
} else if(State.punches == 150 && !Engine.hasPerk('martial artist')) {
|
||||
Engine.addPerk('martial artist');
|
||||
} else if(State.punches == 300 && !Engine.hasPerk('unarmed master')) {
|
||||
Engine.addPerk('unarmed master');
|
||||
if(!$SM.get('character.punches')) $SM.set('character.punches', 0);
|
||||
$SM.add('character.punches', 1);
|
||||
if($SM.get('character.punches') == 50 && !$SM.hasPerk('boxer')) {
|
||||
$SM.addPerk('boxer');
|
||||
} else if($SM.get('character.punches') == 150 && !$SM.hasPerk('martial artist')) {
|
||||
$SM.addPerk('martial artist');
|
||||
} else if($SM.get('character.punches') == 300 && !$SM.hasPerk('unarmed master')) {
|
||||
$SM.addPerk('unarmed master');
|
||||
}
|
||||
|
||||
}
|
||||
@@ -234,16 +297,16 @@ var Events = {
|
||||
if(Math.random() <= World.getHitChance()) {
|
||||
dmg = weapon.damage;
|
||||
if(typeof dmg == 'number') {
|
||||
if(weapon.type == 'unarmed' && Engine.hasPerk('boxer')) {
|
||||
dmg *= 2
|
||||
}
|
||||
if(weapon.type == 'unarmed' && Engine.hasPerk('martial artist')) {
|
||||
dmg *= 3;
|
||||
}
|
||||
if(weapon.type == 'unarmed' && Engine.hasPerk('unarmed master')) {
|
||||
if(weapon.type == 'unarmed' && $SM.hasPerk('boxer')) {
|
||||
dmg *= 2;
|
||||
}
|
||||
if(weapon.type == 'melee' && Engine.hasPerk('barbarian')) {
|
||||
if(weapon.type == 'unarmed' && $SM.hasPerk('martial artist')) {
|
||||
dmg *= 3;
|
||||
}
|
||||
if(weapon.type == 'unarmed' && $SM.hasPerk('unarmed master')) {
|
||||
dmg *= 2;
|
||||
}
|
||||
if(weapon.type == 'melee' && $SM.hasPerk('barbarian')) {
|
||||
dmg = Math.floor(dmg * 1.5);
|
||||
}
|
||||
}
|
||||
@@ -273,7 +336,7 @@ var Events = {
|
||||
|
||||
fighter.stop(true, true).animate(start, Events._FIGHT_SPEED, function() {
|
||||
var enemyHp = enemy.data('hp');
|
||||
var msg;
|
||||
var msg = "";
|
||||
if(typeof dmg == 'number') {
|
||||
if(dmg < 0) {
|
||||
msg = 'miss';
|
||||
@@ -318,7 +381,7 @@ var Events = {
|
||||
$('<div>').css(start).addClass('bullet').text('o').appendTo('#description')
|
||||
.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
|
||||
var enemyHp = enemy.data('hp');
|
||||
var msg;
|
||||
var msg = "";
|
||||
if(typeof dmg == 'number') {
|
||||
if(dmg < 0) {
|
||||
msg = 'miss';
|
||||
@@ -357,7 +420,7 @@ var Events = {
|
||||
|
||||
if(!$('#enemy').data('stunned')) {
|
||||
var toHit = scene.hit;
|
||||
toHit *= Engine.hasPerk('evasive') ? 0.8 : 1;
|
||||
toHit *= $SM.hasPerk('evasive') ? 0.8 : 1;
|
||||
var dmg = -1;
|
||||
if(Math.random() <= toHit) {
|
||||
dmg = scene.damage;
|
||||
@@ -410,6 +473,11 @@ var Events = {
|
||||
},
|
||||
text: 'leave'
|
||||
}).appendTo(btns);
|
||||
|
||||
Events.createEatMeatButton(0).appendTo(btns);
|
||||
if((Path.outfit['medicine'] || 0) != 0) {
|
||||
Events.createUseMedsButton(0).appendTo(btns);
|
||||
}
|
||||
}
|
||||
} catch(e) {
|
||||
// It is possible to die and win if the timing is perfect. Just let it fail.
|
||||
@@ -440,7 +508,7 @@ var Events = {
|
||||
|
||||
dropStuff: function(e) {
|
||||
e.stopPropagation();
|
||||
var btn = $(this)
|
||||
var btn = $(this);
|
||||
var thing = btn.data('thing');
|
||||
var num = btn.data('num');
|
||||
var lootButtons = $('#lootButtons');
|
||||
@@ -461,7 +529,6 @@ var Events = {
|
||||
Path.outfit[thing] -= num;
|
||||
Events.getLoot(btn.closest('.button'));
|
||||
World.updateSupplies();
|
||||
$('#dropMenu').remove();
|
||||
},
|
||||
|
||||
getLoot: function(btn) {
|
||||
@@ -470,7 +537,6 @@ var Events = {
|
||||
var weight = Path.getWeight(name);
|
||||
var freeSpace = Path.getFreeSpace();
|
||||
if(weight <= freeSpace) {
|
||||
var loot = Events.activeEvent().scenes[Events.activeScene].loot[name];
|
||||
var num = btn.data('numLeft');
|
||||
num--;
|
||||
btn.data('numLeft', num);
|
||||
@@ -483,6 +549,7 @@ var Events = {
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// #dropMenu gets removed by this.
|
||||
btn.text(name + ' [' + num + ']');
|
||||
}
|
||||
var curNum = Path.outfit[name];
|
||||
@@ -490,7 +557,14 @@ var Events = {
|
||||
curNum++;
|
||||
Path.outfit[name] = curNum;
|
||||
World.updateSupplies();
|
||||
} else {
|
||||
|
||||
// Update weight and free space variables so we can decide
|
||||
// whether or not to bring up/update the drop menu.
|
||||
weight = Path.getWeight(name);
|
||||
freeSpace = Path.getFreeSpace();
|
||||
}
|
||||
|
||||
if(weight > freeSpace && btn.data('numLeft') > 0) {
|
||||
// Draw the drop menu
|
||||
Engine.log('drop menu');
|
||||
$('#dropMenu').remove();
|
||||
@@ -520,8 +594,8 @@ var Events = {
|
||||
}
|
||||
},
|
||||
|
||||
createFighterDiv: function(char, hp, maxhp) {
|
||||
var fighter = $('<div>').addClass('fighter').text(char).data('hp', hp).data('maxHp', maxhp);
|
||||
createFighterDiv: function(chara, hp, maxhp) {
|
||||
var fighter = $('<div>').addClass('fighter').text(chara).data('hp', hp).data('maxHp', maxhp);
|
||||
$('<div>').addClass('hp').text(hp+'/'+maxhp).appendTo(fighter);
|
||||
return fighter;
|
||||
},
|
||||
@@ -574,7 +648,7 @@ var Events = {
|
||||
} else if(b.cost) {
|
||||
var disabled = false;
|
||||
for(var store in b.cost) {
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : Engine.getStore(store);
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : $SM.get('stores["'+store+'"]', true);
|
||||
if(typeof num != 'number') num = 0;
|
||||
if(num < b.cost[store]) {
|
||||
// Too expensive
|
||||
@@ -593,7 +667,7 @@ var Events = {
|
||||
var costMod = {};
|
||||
if(info.cost) {
|
||||
for(var store in info.cost) {
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : Engine.getStore(store);
|
||||
var num = Engine.activeModule == World ? Path.outfit[store] : $SM.get('stores["'+store+'"]', true);
|
||||
if(typeof num != 'number') num = 0;
|
||||
if(num < info.cost[store]) {
|
||||
// Too expensive
|
||||
@@ -607,7 +681,7 @@ var Events = {
|
||||
}
|
||||
World.updateSupplies();
|
||||
} else {
|
||||
Engine.addStores(costMod);
|
||||
$SM.addM('stores', costMod);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -617,7 +691,7 @@ var Events = {
|
||||
|
||||
// Reward
|
||||
if(info.reward) {
|
||||
Engine.addStores(info.reward);
|
||||
$SM.addM('stores', info.reward);
|
||||
}
|
||||
|
||||
Events.updateButtons();
|
||||
@@ -716,7 +790,7 @@ var Events = {
|
||||
|
||||
scheduleNextEvent: function(scale) {
|
||||
var nextEvent = Math.floor(Math.random()*(Events._EVENT_TIME_RANGE[1] - Events._EVENT_TIME_RANGE[0])) + Events._EVENT_TIME_RANGE[0];
|
||||
if(scale > 0) { nextEvent *= scale }
|
||||
if(scale > 0) { nextEvent *= scale; }
|
||||
Engine.log('next event scheduled in ' + nextEvent + ' minutes');
|
||||
Events._eventTimeout = setTimeout(Events.triggerEvent, nextEvent * 60 * 1000);
|
||||
},
|
||||
@@ -730,6 +804,12 @@ var Events = {
|
||||
Engine.keyLock = false;
|
||||
// Force refocus on the body. I hate you, IE.
|
||||
$('body').focus();
|
||||
});
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores' && Events.activeEvent() != null){
|
||||
Events.updateButtons();
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -12,7 +12,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'snarling beast',
|
||||
char: 'B',
|
||||
chara: 'B',
|
||||
damage: 1,
|
||||
hit: 0.8,
|
||||
attackDelay: 1,
|
||||
@@ -47,7 +47,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'gaunt man',
|
||||
char: 'G',
|
||||
chara: 'G',
|
||||
damage: 2,
|
||||
hit: 0.8,
|
||||
attackDelay: 2,
|
||||
@@ -82,7 +82,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'strange bird',
|
||||
char: 'B',
|
||||
chara: 'B',
|
||||
damage: 3,
|
||||
hit: 0.8,
|
||||
attackDelay: 2,
|
||||
@@ -109,6 +109,46 @@ Events.Encounters = [
|
||||
}
|
||||
},
|
||||
/* Tier 2*/
|
||||
{ /* Shivering Man */
|
||||
title: 'A Shivering Man',
|
||||
isAvailable: function() {
|
||||
return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'shivering man',
|
||||
chara: 'S',
|
||||
damage: 5,
|
||||
hit: 0.5,
|
||||
attackDelay: 1,
|
||||
health: 20,
|
||||
loot: {
|
||||
'cloth': {
|
||||
min: 1,
|
||||
max: 1,
|
||||
chance: 0.2
|
||||
},
|
||||
'teeth': {
|
||||
min: 1,
|
||||
max: 2,
|
||||
chance: 0.8
|
||||
},
|
||||
'leather': {
|
||||
min: 1,
|
||||
max: 1,
|
||||
chance: 0.2
|
||||
},
|
||||
'medicine': {
|
||||
min: 1,
|
||||
max: 3,
|
||||
chance: 0.7
|
||||
}
|
||||
},
|
||||
notification: 'a shivering man approaches and attacks with surprising strength'
|
||||
}
|
||||
}
|
||||
},
|
||||
{ /* Man-eater */
|
||||
title: 'A Man-Eater',
|
||||
isAvailable: function() {
|
||||
@@ -118,7 +158,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'man-eater',
|
||||
char: 'E',
|
||||
chara: 'E',
|
||||
damage: 3,
|
||||
hit: 0.8,
|
||||
attackDelay: 1,
|
||||
@@ -153,7 +193,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'scavenger',
|
||||
char: 'S',
|
||||
chara: 'S',
|
||||
damage: 4,
|
||||
hit: 0.8,
|
||||
attackDelay: 2,
|
||||
@@ -169,11 +209,16 @@ Events.Encounters = [
|
||||
max: 10,
|
||||
chance: 0.8
|
||||
},
|
||||
'iron': {
|
||||
min: 1,
|
||||
max: 5,
|
||||
chance: 0.5
|
||||
}
|
||||
'iron': {
|
||||
min: 1,
|
||||
max: 5,
|
||||
chance: 0.5
|
||||
},
|
||||
'medicine': {
|
||||
min: 1,
|
||||
max: 2,
|
||||
chance: 0.1
|
||||
}
|
||||
},
|
||||
notification: 'a scavenger draws close, hoping for an easy score'
|
||||
}
|
||||
@@ -188,7 +233,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'lizard',
|
||||
char: 'L',
|
||||
chara: 'L',
|
||||
damage: 5,
|
||||
hit: 0.8,
|
||||
attackDelay: 2,
|
||||
@@ -224,7 +269,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'feral terror',
|
||||
char: 'F',
|
||||
chara: 'F',
|
||||
damage: 6,
|
||||
hit: 0.8,
|
||||
attackDelay: 1,
|
||||
@@ -260,7 +305,7 @@ Events.Encounters = [
|
||||
combat: true,
|
||||
enemy: 'soldier',
|
||||
ranged: true,
|
||||
char: 'D',
|
||||
chara: 'D',
|
||||
damage: 8,
|
||||
hit: 0.8,
|
||||
attackDelay: 2,
|
||||
@@ -271,16 +316,21 @@ Events.Encounters = [
|
||||
max: 10,
|
||||
chance: 0.8
|
||||
},
|
||||
'bullets': {
|
||||
min: 1,
|
||||
max: 5,
|
||||
chance: 0.5
|
||||
},
|
||||
'rifle': {
|
||||
min: 1,
|
||||
max: 1,
|
||||
chance: 0.2
|
||||
}
|
||||
'bullets': {
|
||||
min: 1,
|
||||
max: 5,
|
||||
chance: 0.5
|
||||
},
|
||||
'rifle': {
|
||||
min: 1,
|
||||
max: 1,
|
||||
chance: 0.2
|
||||
},
|
||||
'medicine': {
|
||||
min: 1,
|
||||
max: 2,
|
||||
chance: 0.1
|
||||
}
|
||||
},
|
||||
notification: 'a soldier opens fire from across the desert'
|
||||
}
|
||||
@@ -295,7 +345,7 @@ Events.Encounters = [
|
||||
'start': {
|
||||
combat: true,
|
||||
enemy: 'sniper',
|
||||
char: 'S',
|
||||
chara: 'S',
|
||||
damage: 15,
|
||||
hit: 0.8,
|
||||
attackDelay: 4,
|
||||
@@ -307,19 +357,24 @@ Events.Encounters = [
|
||||
max: 10,
|
||||
chance: 0.8
|
||||
},
|
||||
'bullets': {
|
||||
min: 1,
|
||||
max: 5,
|
||||
chance: 0.5
|
||||
},
|
||||
'rifle': {
|
||||
min: 1,
|
||||
max: 1,
|
||||
chance: 0.2
|
||||
}
|
||||
'bullets': {
|
||||
min: 1,
|
||||
max: 5,
|
||||
chance: 0.5
|
||||
},
|
||||
'rifle': {
|
||||
min: 1,
|
||||
max: 1,
|
||||
chance: 0.2
|
||||
},
|
||||
'medicine': {
|
||||
min: 1,
|
||||
max: 2,
|
||||
chance: 0.1
|
||||
}
|
||||
},
|
||||
notification: 'a shot rings out, from somewhere in the long grass'
|
||||
}
|
||||
}
|
||||
},
|
||||
];
|
||||
}
|
||||
];
|
||||
|
||||
@@ -5,7 +5,7 @@ Events.Global = [
|
||||
{ /* The Thief */
|
||||
title: 'The Thief',
|
||||
isAvailable: function() {
|
||||
return (Engine.activeModule == Room || Engine.activeModule == Outside) && State.thieves == 1;
|
||||
return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -32,9 +32,9 @@ Events.Global = [
|
||||
'the point is made. in the next few days, the missing supplies are returned.'
|
||||
],
|
||||
onLoad: function() {
|
||||
State.thieves = 2;
|
||||
Engine.removeIncome('thieves');
|
||||
Engine.addStores(State.stolen);
|
||||
$SM.set('game.thieves', 2);
|
||||
$SM.remove('income.thieves');
|
||||
$SM.addM('stores', $SM.get('game.stolen'));
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -49,9 +49,9 @@ Events.Global = [
|
||||
"shares what he knows about sneaking before he goes."
|
||||
],
|
||||
onLoad: function() {
|
||||
State.thieves = 2;
|
||||
Engine.removeIncome('thieves');
|
||||
Engine.addPerk('stealthy');
|
||||
$SM.set('game.thieves', 2);
|
||||
$SM.remove('income.thieves');
|
||||
$SM.addPerk('stealthy');
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
|
||||
@@ -5,7 +5,7 @@ Events.Outside = [
|
||||
{ /* Ruined traps */
|
||||
title: 'A Ruined Trap',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.numBuilding('trap') > 0;
|
||||
return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -14,8 +14,8 @@ Events.Outside = [
|
||||
'large prints lead away, into the forest.'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWrecked = Math.floor(Math.random() * Outside.numBuilding('trap')) + 1;
|
||||
Outside.addBuilding('trap', -numWrecked);
|
||||
var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1;
|
||||
$SM.add('game.buildings["trap"]', -numWrecked);
|
||||
Outside.updateVillage();
|
||||
Outside.updateTrapButton();
|
||||
},
|
||||
@@ -63,10 +63,127 @@ Events.Outside = [
|
||||
}
|
||||
},
|
||||
|
||||
{ /* Sickness */
|
||||
title: 'Sickness',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside &&
|
||||
$SM.get('game.population', true) > 10 &&
|
||||
$SM.get('game.population', true) < 50 &&
|
||||
$SM.get('stores.medicine', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
text: [
|
||||
'a sickness is spreading through the village.',
|
||||
'medicine is needed immediately.'
|
||||
],
|
||||
buttons: {
|
||||
'heal': {
|
||||
text: '1 medicine',
|
||||
cost: { 'medicine' : 1 },
|
||||
nextScene: {1: 'healed'}
|
||||
},
|
||||
'ignore': {
|
||||
text: 'ignore it',
|
||||
nextScene: {1: 'death'}
|
||||
}
|
||||
}
|
||||
},
|
||||
'healed': {
|
||||
text: [
|
||||
'the sickness is cured in time.'
|
||||
],
|
||||
buttons: {
|
||||
'end': {
|
||||
text: 'go home',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'death': {
|
||||
text: [
|
||||
'the sickness spreads through the village.',
|
||||
'the days are spent with burials.',
|
||||
'the nights are rent with screams.'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numKilled = Math.floor(Math.random() * 20) + 1;
|
||||
Outside.killVillagers(numKilled);
|
||||
},
|
||||
buttons: {
|
||||
'end': {
|
||||
text: 'go home',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
{ /* Plague */
|
||||
title: 'Plague',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
text: [
|
||||
'a terrible plague is fast spreading through the village.',
|
||||
'medicine is needed immediately.'
|
||||
],
|
||||
buttons: {
|
||||
'heal': {
|
||||
text: '5 medicine',
|
||||
cost: { 'medicine' : 5 },
|
||||
nextScene: {1: 'healed'}
|
||||
},
|
||||
'ignore': {
|
||||
text: 'do nothing',
|
||||
nextScene: {1: 'death'}
|
||||
}
|
||||
}
|
||||
},
|
||||
'healed': {
|
||||
text: [
|
||||
'the plague is kept from spreading.',
|
||||
'only a few die.',
|
||||
'the rest bury them.'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numKilled = Math.floor(Math.random() * 5) + 2;
|
||||
Outside.killVillagers(numKilled);
|
||||
},
|
||||
buttons: {
|
||||
'end': {
|
||||
text: 'go home',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'death': {
|
||||
text: [
|
||||
'the plague rips through the village.',
|
||||
'the nights are rent with screams.',
|
||||
'the only hope is a quick death.'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numKilled = Math.floor(Math.random() * 80) + 10;
|
||||
Outside.killVillagers(numKilled);
|
||||
},
|
||||
buttons: {
|
||||
'end': {
|
||||
text: 'go home',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
{ /* Beast attack */
|
||||
title: 'A Beast Attack',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.getPopulation() > 0;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -97,7 +214,7 @@ Events.Outside = [
|
||||
{ /* Soldier attack */
|
||||
title: 'A Military Raid',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && Outside.getPopulation() > 0 && State.cityCleared;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
|
||||
@@ -5,7 +5,7 @@ Events.Room = [
|
||||
{ /* The Nomad -- Merchant */
|
||||
title: 'The Nomad',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.getStore('fur') > 0;
|
||||
return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -33,13 +33,13 @@ Events.Room = [
|
||||
},
|
||||
'buyCompass': {
|
||||
available: function() {
|
||||
return Engine.getStore('compass') < 1;
|
||||
return $SM.get('stores.compass', true) < 1;
|
||||
},
|
||||
text: 'buy compass',
|
||||
cost: { fur: 300, scales: 15, teeth: 5 },
|
||||
reward: { 'compass': 1 },
|
||||
notification: 'the old compass is dented and dusty, but it looks to work.',
|
||||
onChoose: Engine.openPath
|
||||
onChoose: Path.openPath
|
||||
},
|
||||
'goodbye': {
|
||||
text: 'say goodbye',
|
||||
@@ -51,7 +51,7 @@ Events.Room = [
|
||||
}, { /* Noises Outside -- gain wood/fur */
|
||||
title: 'Noises',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('wood');
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -86,7 +86,7 @@ Events.Room = [
|
||||
'stuff': {
|
||||
reward: { wood: 100, fur: 10 },
|
||||
text: [
|
||||
'a bundle of stick lies just beyond the threshold, wrapped in course furs.',
|
||||
'a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.',
|
||||
'the night is silent.'
|
||||
],
|
||||
buttons: {
|
||||
@@ -101,7 +101,7 @@ Events.Room = [
|
||||
{ /* Noises Inside -- trade wood for better good */
|
||||
title: 'Noises',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('wood');
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -127,12 +127,12 @@ Events.Room = [
|
||||
'the ground is littered with small scales'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWood = Engine.getStore('wood');
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
var numScales = Math.floor(numWood / 5);
|
||||
if(numScales == 0) numScales = 1;
|
||||
Engine.addStores({wood: -numWood, scales: numScales});
|
||||
$SM.addM('stores', {'wood': -numWood, 'scales': numScales});
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -147,12 +147,12 @@ Events.Room = [
|
||||
'the ground is littered with small teeth'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWood = Engine.getStore('wood');
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
var numTeeth = Math.floor(numWood / 5);
|
||||
if(numTeeth == 0) numTeeth = 1;
|
||||
Engine.addStores({wood: -numWood, teeth: numTeeth});
|
||||
$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -167,12 +167,12 @@ Events.Room = [
|
||||
'the ground is littered with scraps of cloth'
|
||||
],
|
||||
onLoad: function() {
|
||||
var numWood = Engine.getStore('wood');
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
var numCloth = Math.floor(numWood / 5);
|
||||
if(numCloth == 0) numCloth = 1;
|
||||
Engine.addStores({wood: -numWood, cloth: numCloth});
|
||||
$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
|
||||
},
|
||||
buttons: {
|
||||
'leave': {
|
||||
@@ -186,7 +186,7 @@ Events.Room = [
|
||||
{ /* The Beggar -- trade fur for better good */
|
||||
title: 'The Beggar',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('fur');
|
||||
return Engine.activeModule == Room && $SM.get('stores.fur');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -215,7 +215,7 @@ Events.Room = [
|
||||
scales: {
|
||||
reward: { scales: 20 },
|
||||
text: [
|
||||
'the beggar thanks you.',
|
||||
'the beggar expresses his thanks.',
|
||||
'leaves a pile of small scales behind.'
|
||||
],
|
||||
buttons: {
|
||||
@@ -228,7 +228,7 @@ Events.Room = [
|
||||
teeth: {
|
||||
reward: { teeth: 20 },
|
||||
text: [
|
||||
'the beggar thanks you.',
|
||||
'the beggar expresses his thanks.',
|
||||
'leaves a pile of small teeth behind.'
|
||||
],
|
||||
buttons: {
|
||||
@@ -241,7 +241,7 @@ Events.Room = [
|
||||
cloth: {
|
||||
reward: { cloth: 20 },
|
||||
text: [
|
||||
'the beggar thanks you.',
|
||||
'the beggar expresses his thanks.',
|
||||
'leaves some scraps of cloth behind.'
|
||||
],
|
||||
buttons: {
|
||||
@@ -257,7 +257,7 @@ Events.Room = [
|
||||
{ /* Mysterious Wanderer -- wood gambling */
|
||||
title: 'The Mysterious Wanderer',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('wood');
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -285,12 +285,12 @@ Events.Room = [
|
||||
},
|
||||
'100wood': {
|
||||
text: [
|
||||
'the wanderer leaves, cart loaded with wood',
|
||||
'the wanderer leaves, cart loaded with wood'
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.5) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('wood', 300);
|
||||
$SM.add('stores.wood', 300);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with wood.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -304,12 +304,12 @@ Events.Room = [
|
||||
},
|
||||
'500wood': {
|
||||
text: [
|
||||
'the wanderer leaves, cart loaded with wood',
|
||||
'the wanderer leaves, cart loaded with wood'
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.3) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('wood', 1500);
|
||||
$SM.add('stores.wood', 1500);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with wood.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -327,7 +327,7 @@ Events.Room = [
|
||||
{ /* Mysterious Wanderer -- fur gambling */
|
||||
title: 'The Mysterious Wanderer',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && Engine.storeAvailable('fur');
|
||||
return Engine.activeModule == Room && $SM.get('stores.fur');
|
||||
},
|
||||
scenes: {
|
||||
start: {
|
||||
@@ -355,12 +355,12 @@ Events.Room = [
|
||||
},
|
||||
'100fur': {
|
||||
text: [
|
||||
'the wanderer leaves, cart loaded with furs',
|
||||
'the wanderer leaves, cart loaded with furs'
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.5) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('fur', 300);
|
||||
$SM.add('stores.fur', 300);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with furs.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -374,12 +374,12 @@ Events.Room = [
|
||||
},
|
||||
'500fur': {
|
||||
text: [
|
||||
'the wanderer leaves, cart loaded with furs',
|
||||
'the wanderer leaves, cart loaded with furs'
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.3) {
|
||||
setTimeout(function() {
|
||||
Engine.addStore('fur', 1500);
|
||||
$SM.add('stores.fur', 1500);
|
||||
Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with furs.');
|
||||
}, 60 * 1000);
|
||||
}
|
||||
@@ -397,7 +397,7 @@ Events.Room = [
|
||||
{ /* The Scout -- Map Merchant */
|
||||
title: 'The Scout',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && typeof State.world == 'object';
|
||||
return Engine.activeModule == Room && $SM.get('features.location.world');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -417,10 +417,10 @@ Events.Room = [
|
||||
text: 'learn scouting',
|
||||
cost: { 'fur': 1000, 'scales': 50, 'teeth': 20 },
|
||||
available: function() {
|
||||
return !Engine.hasPerk('scout');
|
||||
return !$SM.hasPerk('scout');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('scout');
|
||||
$SM.addPerk('scout');
|
||||
}
|
||||
},
|
||||
'leave': {
|
||||
@@ -435,7 +435,7 @@ Events.Room = [
|
||||
{ /* The Wandering Master */
|
||||
title: 'The Master',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && typeof State.world == 'object';
|
||||
return Engine.activeModule == Room && $SM.get('features.location.world');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
@@ -468,30 +468,30 @@ Events.Room = [
|
||||
'evasion': {
|
||||
text: 'evasion',
|
||||
available: function() {
|
||||
return !Engine.hasPerk('evasive');
|
||||
return !$SM.hasPerk('evasive');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('evasive');
|
||||
$SM.addPerk('evasive');
|
||||
},
|
||||
nextScene: 'end'
|
||||
},
|
||||
'precision': {
|
||||
text: 'precision',
|
||||
available: function() {
|
||||
return !Engine.hasPerk('precise');
|
||||
return !$SM.hasPerk('precise');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('precise');
|
||||
$SM.addPerk('precise');
|
||||
},
|
||||
nextScene: 'end'
|
||||
},
|
||||
'force': {
|
||||
text: 'force',
|
||||
available: function() {
|
||||
return !Engine.hasPerk('barbarian');
|
||||
return !$SM.hasPerk('barbarian');
|
||||
},
|
||||
onChoose: function() {
|
||||
Engine.addPerk('barbarian');
|
||||
$SM.addPerk('barbarian');
|
||||
},
|
||||
nextScene: 'end'
|
||||
},
|
||||
@@ -502,5 +502,92 @@ Events.Room = [
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
{ /* The Sick Man */
|
||||
title: 'The Sick Man',
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && $SM.get('stores.medicine', true) > 0;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
text: [
|
||||
"a man hobbles up, coughing.",
|
||||
"he begs for medicine."
|
||||
],
|
||||
notification: 'a sick man hobbles up',
|
||||
buttons: {
|
||||
'help': {
|
||||
text: 'give 1 medicine',
|
||||
cost: { 'medicine': 1 },
|
||||
notification: 'the man swallows the medicine eagerly',
|
||||
nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' }
|
||||
},
|
||||
'ignore': {
|
||||
text: 'tell him to leave',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'alloy': {
|
||||
text: [
|
||||
"the man is thankful.",
|
||||
'he leaves a reward.',
|
||||
'some weird metal he picked up on his travels.'
|
||||
],
|
||||
onLoad: function() {
|
||||
$SM.add('stores["alien alloy"]', 1);
|
||||
},
|
||||
buttons: {
|
||||
'bye': {
|
||||
text: 'say goodbye',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'cells': {
|
||||
text: [
|
||||
"the man is thankful.",
|
||||
'he leaves a reward.',
|
||||
'some weird glowing boxes he picked up on his travels.'
|
||||
],
|
||||
onLoad: function() {
|
||||
$SM.add('stores["energy cell"]', 3);
|
||||
},
|
||||
buttons: {
|
||||
'bye': {
|
||||
text: 'say goodbye',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'scales': {
|
||||
text: [
|
||||
"the man is thankful.",
|
||||
'he leaves a reward.',
|
||||
'all he has are some scales.'
|
||||
],
|
||||
onLoad: function() {
|
||||
$SM.add('stores.scales', 5);
|
||||
},
|
||||
buttons: {
|
||||
'bye': {
|
||||
text: 'say goodbye',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
},
|
||||
'nothing': {
|
||||
text: [
|
||||
"the man expresses his thanks and hobbles off."
|
||||
],
|
||||
buttons: {
|
||||
'bye': {
|
||||
text: 'say goodbye',
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
]
|
||||
];
|
||||
|
||||
@@ -43,8 +43,8 @@ var Notifications = {
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
printMessage: function(text) {
|
||||
var text = $('<div>').addClass('notification').css('opacity', '0').text(text).prependTo('div#notifications');
|
||||
printMessage: function(t) {
|
||||
var text = $('<div>').addClass('notification').css('opacity', '0').text(t).prependTo('div#notifications');
|
||||
text.animate({opacity: 1}, 500, 'linear');
|
||||
},
|
||||
|
||||
|
||||
@@ -135,12 +135,14 @@ var Outside = {
|
||||
.addClass('location')
|
||||
.appendTo('div#locationSlider');
|
||||
|
||||
if(typeof State.outside == 'undefined') {
|
||||
State.outside = {
|
||||
buildings: {},
|
||||
population: 0,
|
||||
workers: {}
|
||||
}
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Outside.handleStateUpdates);
|
||||
|
||||
if(typeof $SM.get('features.location.outside') == 'undefined') {
|
||||
$SM.set('features.location.outside', true);
|
||||
if(!$SM.get('game.buildings')) $SM.set('game.buildings', {});
|
||||
if(!$SM.get('game.population')) $SM.set('game.population', 0);
|
||||
if(!$SM.get('game.workers')) $SM.set('game.workers', {});
|
||||
}
|
||||
|
||||
this.updateVillage();
|
||||
@@ -158,46 +160,12 @@ var Outside = {
|
||||
}).appendTo('div#outsidePanel');
|
||||
},
|
||||
|
||||
numBuilding: function(bName) {
|
||||
return State.outside &&
|
||||
State.outside.buildings &&
|
||||
State.outside.buildings[bName] ? State.outside.buildings[bName] : 0;
|
||||
},
|
||||
|
||||
addBuilding: function(bName, num) {
|
||||
var cur = State.outside.buildings[bName];
|
||||
if(typeof cur != 'number') cur = 0;
|
||||
cur += num;
|
||||
if(cur < 0) cur = 0;
|
||||
State.outside.buildings[bName] = cur;
|
||||
this.updateVillage();
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
addBuildings: function(list) {
|
||||
for(k in list) {
|
||||
var num = State.outside.buildings[k];
|
||||
if(typeof num != 'number') num = 0;
|
||||
num += list[k];
|
||||
State.outside.buildings[k] = num;
|
||||
}
|
||||
this.updateVillage();
|
||||
Engine.saveGame();
|
||||
},
|
||||
|
||||
getMaxPopulation: function() {
|
||||
return Outside.numBuilding('hut') * 4;
|
||||
},
|
||||
|
||||
getPopulation: function() {
|
||||
if(State.outside && State.outside.population) {
|
||||
return State.outside.population;
|
||||
}
|
||||
return 0;
|
||||
return $SM.get('game.buildings["hut"]', true) * 4;
|
||||
},
|
||||
|
||||
increasePopulation: function() {
|
||||
var space = Outside.getMaxPopulation() - State.outside.population;
|
||||
var space = Outside.getMaxPopulation() - $SM.get('game.population');
|
||||
if(space > 0) {
|
||||
var num = Math.floor(Math.random()*(space/2) + space/2);
|
||||
if(num == 0) num = 1;
|
||||
@@ -213,36 +181,30 @@ var Outside = {
|
||||
Notifications.notify(null, "the town's booming. word does get around.");
|
||||
}
|
||||
Engine.log('population increased by ' + num);
|
||||
State.outside.population += num;
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
$SM.add('game.population', num);
|
||||
}
|
||||
Outside.schedulePopIncrease();
|
||||
},
|
||||
|
||||
killVillagers: function(num) {
|
||||
State.outside.population -= num;
|
||||
if(State.outside.population < 0) {
|
||||
State.outside.population = 0;
|
||||
$SM.add('game.population', num * -1);
|
||||
if($SM.get('game.population') < 0) {
|
||||
$SM.set('game.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.workers')) {
|
||||
var num = $SM.get('game.workers["'+k+'"]');
|
||||
if(num < gap) {
|
||||
gap -= num;
|
||||
State.outside.workers[k] = 0;
|
||||
$SM.set('game.workers["'+k+'"]', 0);
|
||||
} else {
|
||||
State.outside.workers[k] -= gap;
|
||||
$SM.add('game.workers["'+k+'"]', gap * -1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
},
|
||||
|
||||
schedulePopIncrease: function() {
|
||||
@@ -252,21 +214,26 @@ var Outside = {
|
||||
},
|
||||
|
||||
updateWorkersView: function() {
|
||||
if(State.outside.population == 0) return;
|
||||
var workers = $('div#workers');
|
||||
|
||||
// If our population is 0 and we don't already have a workers view,
|
||||
// there's nothing to do here.
|
||||
if(!workers.length && $SM.get('game.population') == 0) return;
|
||||
|
||||
var needsAppend = false;
|
||||
if(workers.length == 0) {
|
||||
needsAppend = true;
|
||||
workers = $('<div>').attr('id', 'workers').css('opacity', 0);
|
||||
}
|
||||
|
||||
var numGatherers = State.outside.population;
|
||||
var numGatherers = $SM.get('game.population');
|
||||
var gatherer = $('div#workers_row_gatherer', workers);
|
||||
|
||||
for(var k in State.outside.workers) {
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
var workerCount = $SM.get('game.workers["'+k+'"]');
|
||||
var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
|
||||
if(row.length == 0) {
|
||||
row = Outside.makeWorkerRow(k, State.outside.workers[k]);
|
||||
row = Outside.makeWorkerRow(k, workerCount);
|
||||
|
||||
var curPrev = null;
|
||||
workers.children().each(function(i) {
|
||||
@@ -291,13 +258,15 @@ 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(workerCount);
|
||||
}
|
||||
numGatherers -= State.outside.workers[k];
|
||||
if(State.outside.workers[k] == 0) {
|
||||
numGatherers -= workerCount;
|
||||
if(workerCount == 0) {
|
||||
$('.dnBtn', row).addClass('disabled');
|
||||
$('.dnManyBtn', row).addClass('disabled');
|
||||
} else {
|
||||
$('.dnBtn', row).removeClass('disabled');
|
||||
$('.dnManyBtn', row).removeClass('disabled');
|
||||
}
|
||||
}
|
||||
|
||||
@@ -310,8 +279,10 @@ var Outside = {
|
||||
|
||||
if(numGatherers == 0) {
|
||||
$('.upBtn', '#workers').addClass('disabled');
|
||||
$('.upManyBtn', '#workers').addClass('disabled');
|
||||
} else {
|
||||
$('.upBtn', '#workers').removeClass('disabled');
|
||||
$('.upManyBtn', '#workers').removeClass('disabled');
|
||||
}
|
||||
|
||||
|
||||
@@ -321,9 +292,9 @@ 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.population');
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
num -= $SM.get('game.workers["'+k+'"]');
|
||||
}
|
||||
return num;
|
||||
},
|
||||
@@ -338,8 +309,10 @@ var Outside = {
|
||||
$('<span>').text(num).appendTo(val);
|
||||
|
||||
if(name != 'gatherer') {
|
||||
$('<div>').addClass('upBtn').appendTo(val).click(Outside.increaseWorker);
|
||||
$('<div>').addClass('dnBtn').appendTo(val).click(Outside.decreaseWorker);
|
||||
$('<div>').addClass('upManyBtn').appendTo(val).click([10], Outside.increaseWorker);
|
||||
$('<div>').addClass('upBtn').appendTo(val).click([1], Outside.increaseWorker);
|
||||
$('<div>').addClass('dnBtn').appendTo(val).click([1], Outside.decreaseWorker);
|
||||
$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Outside.decreaseWorker);
|
||||
}
|
||||
|
||||
$('<div>').addClass('clear').appendTo(row);
|
||||
@@ -359,56 +332,54 @@ var Outside = {
|
||||
increaseWorker: function(btn) {
|
||||
var worker = $(this).closest('.workerRow').children('.row_key').text();
|
||||
if(Outside.getNumGatherers() > 0) {
|
||||
Engine.log('increasing ' + worker);
|
||||
State.outside.workers[worker]++;
|
||||
Outside.updateVillageIncome();
|
||||
Outside.updateWorkersView();
|
||||
var increaseAmt = Math.min(Outside.getNumGatherers(), btn.data);
|
||||
Engine.log('increasing ' + worker + ' by ' + increaseAmt);
|
||||
$SM.add('game.workers["'+worker+'"]', increaseAmt);
|
||||
}
|
||||
},
|
||||
|
||||
decreaseWorker: function(btn) {
|
||||
var worker = $(this).closest('.workerRow').children('.row_key').text();
|
||||
if(State.outside.workers[worker] > 0) {
|
||||
Engine.log('decreasing ' + worker);
|
||||
State.outside.workers[worker]--;
|
||||
Outside.updateVillageIncome();
|
||||
Outside.updateWorkersView();
|
||||
if($SM.get('game.workers["'+worker+'"]') > 0) {
|
||||
var decreaseAmt = Math.min($SM.get('game.workers["'+worker+'"]') || 0, btn.data);
|
||||
Engine.log('decreasing ' + worker + ' by ' + decreaseAmt);
|
||||
$SM.add('game.workers["'+worker+'"]', decreaseAmt * -1);
|
||||
}
|
||||
},
|
||||
|
||||
updateVillageRow: function(name, num, village) {
|
||||
var id = 'building_row_' + name.replace(' ', '-');
|
||||
var row = $('div#' + id, village);
|
||||
if(row.length == 0 && num > 0) {
|
||||
var row = $('<div>').attr('id', id).addClass('storeRow');
|
||||
$('<div>').addClass('row_key').text(name).appendTo(row);
|
||||
$('<div>').addClass('row_val').text(num).appendTo(row);
|
||||
$('<div>').addClass('clear').appendTo(row);
|
||||
var curPrev = null;
|
||||
village.children().each(function(i) {
|
||||
var child = $(this);
|
||||
if(child.attr('id') != 'population') {
|
||||
var cName = child.attr('id').substring(13).replace('-', ' ');
|
||||
if(cName < name && (curPrev == null || cName > curPrev)) {
|
||||
curPrev = cName;
|
||||
}
|
||||
if(row.length == 0 && num > 0) {
|
||||
row = $('<div>').attr('id', id).addClass('storeRow');
|
||||
$('<div>').addClass('row_key').text(name).appendTo(row);
|
||||
$('<div>').addClass('row_val').text(num).appendTo(row);
|
||||
$('<div>').addClass('clear').appendTo(row);
|
||||
var curPrev = null;
|
||||
village.children().each(function(i) {
|
||||
var child = $(this);
|
||||
if(child.attr('id') != 'population') {
|
||||
var cName = child.attr('id').substring(13).replace('-', ' ');
|
||||
if(cName < name && (curPrev == null || cName > curPrev)) {
|
||||
curPrev = cName;
|
||||
}
|
||||
});
|
||||
if(curPrev == null) {
|
||||
row.prependTo(village);
|
||||
} else {
|
||||
row.insertAfter('#building_row_' + curPrev.replace(' ', '-'));
|
||||
}
|
||||
} else if(num > 0) {
|
||||
$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
|
||||
} else if(num == 0) {
|
||||
row.remove();
|
||||
});
|
||||
if(curPrev == null) {
|
||||
row.prependTo(village);
|
||||
} else {
|
||||
row.insertAfter('#building_row_' + curPrev.replace(' ', '-'));
|
||||
}
|
||||
} else if(num > 0) {
|
||||
$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
|
||||
} else if(num == 0) {
|
||||
row.remove();
|
||||
}
|
||||
},
|
||||
|
||||
updateVillage: function() {
|
||||
updateVillage: function(ignoreStores) {
|
||||
var village = $('div#village');
|
||||
var pop = $('div#population');
|
||||
var population = $('div#population');
|
||||
var needsAppend = false;
|
||||
if(village.length == 0) {
|
||||
needsAppend = true;
|
||||
@@ -416,10 +387,10 @@ var Outside = {
|
||||
population = $('<div>').attr('id', 'population').appendTo(village);
|
||||
}
|
||||
|
||||
for(var k in State.outside.buildings) {
|
||||
for(var k in $SM.get('game.buildings')) {
|
||||
if(k == 'trap') {
|
||||
var numTraps = State.outside.buildings[k];
|
||||
var numBait = Engine.getStore('bait');
|
||||
var numTraps = $SM.get('game.buildings["'+k+'"]');
|
||||
var numBait = $SM.get('stores.bait', true);
|
||||
var traps = numTraps - numBait;
|
||||
traps = traps < 0 ? 0 : traps;
|
||||
Outside.updateVillageRow(k, traps, village);
|
||||
@@ -428,14 +399,14 @@ var Outside = {
|
||||
if(Outside.checkWorker(k)) {
|
||||
Outside.updateWorkersView();
|
||||
}
|
||||
Outside.updateVillageRow(k, State.outside.buildings[k], village);
|
||||
Outside.updateVillageRow(k, $SM.get('game.buildings["'+k+'"]'), village);
|
||||
}
|
||||
}
|
||||
|
||||
population.text('pop ' + State.outside.population + '/' + this.getMaxPopulation());
|
||||
population.text('pop ' + $SM.get('game.population') + '/' + this.getMaxPopulation());
|
||||
|
||||
var hasPeeps;
|
||||
if(Outside.numBuilding('hut') == 0) {
|
||||
if($SM.get('game.buildings["hut"]', true) == 0) {
|
||||
hasPeeps = false;
|
||||
village.addClass('noHuts');
|
||||
} else {
|
||||
@@ -453,6 +424,10 @@ var Outside = {
|
||||
}
|
||||
|
||||
this.setTitle();
|
||||
|
||||
if(!ignoreStores && Engine.activeModule === Outside && village.children().length > 1) {
|
||||
$('#storesContainer').css({top: village.height() + 26 + 'px'});
|
||||
}
|
||||
},
|
||||
|
||||
checkWorker: function(name) {
|
||||
@@ -465,17 +440,17 @@ var Outside = {
|
||||
'sulphur mine': ['sulphur miner'],
|
||||
'steelworks': ['steelworker'],
|
||||
'armoury' : ['armourer']
|
||||
}
|
||||
};
|
||||
|
||||
var jobs = jobMap[name];
|
||||
var added = false;
|
||||
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') {
|
||||
Engine.log('adding ' + job + ' to the workers list')
|
||||
State.outside.workers[job] = 0;
|
||||
if(typeof $SM.get('game.buildings["'+name+'"]') == 'number' &&
|
||||
typeof $SM.get('game.workers["'+job+'"]') != 'number') {
|
||||
Engine.log('adding ' + job + ' to the workers list');
|
||||
$SM.set('game.workers["'+job+'"]', 0);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
@@ -486,14 +461,14 @@ 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.workers["'+worker+'"]');
|
||||
if(typeof num == 'number') {
|
||||
var stores = {};
|
||||
if(num < 0) num = 0;
|
||||
var tooltip = $('.tooltip', 'div#workers_row_' + worker.replace(' ', '-'));
|
||||
tooltip.empty();
|
||||
var needsUpdate = false;
|
||||
var curIncome = Engine.getIncome(worker);
|
||||
var curIncome = $SM.getIncome(worker);
|
||||
for(var store in income.stores) {
|
||||
stores[store] = income.stores[store] * num;
|
||||
if(curIncome[store] != stores[store]) needsUpdate = true;
|
||||
@@ -503,7 +478,7 @@ var Outside = {
|
||||
row.appendTo(tooltip);
|
||||
}
|
||||
if(needsUpdate) {
|
||||
Engine.setIncome(worker, {
|
||||
$SM.setIncome(worker, {
|
||||
delay: income.delay,
|
||||
stores: stores
|
||||
});
|
||||
@@ -515,7 +490,7 @@ var Outside = {
|
||||
|
||||
updateTrapButton: function() {
|
||||
var btn = $('div#trapsButton');
|
||||
if(Outside.numBuilding('trap') > 0) {
|
||||
if($SM.get('game.buildings["trap"]', true) > 0) {
|
||||
if(btn.length == 0) {
|
||||
new Button.Button({
|
||||
id: 'trapsButton',
|
||||
@@ -535,7 +510,7 @@ var Outside = {
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
var numHuts = this.numBuilding('hut');
|
||||
var numHuts = $SM.get('game.buildings["hut"]', true);
|
||||
var title;
|
||||
if(numHuts == 0) {
|
||||
title = "A Silent Forest";
|
||||
@@ -557,32 +532,36 @@ var Outside = {
|
||||
$('#location_outside').text(title);
|
||||
},
|
||||
|
||||
onArrival: function() {
|
||||
onArrival: function(transition_diff) {
|
||||
Outside.setTitle();
|
||||
if(!State.seenForest) {
|
||||
if(!$SM.get('game.outside.seenForest')) {
|
||||
Notifications.notify(Outside, "the sky is grey and the wind blows relentlessly");
|
||||
State.seenForest = true;
|
||||
$SM.set('game.outside.seenForest', true);
|
||||
}
|
||||
Outside.updateTrapButton();
|
||||
Outside.updateVillage(true);
|
||||
|
||||
Engine.moveStoresView($('#village'), transition_diff);
|
||||
},
|
||||
|
||||
gatherWood: function() {
|
||||
Notifications.notify(Outside, "dry brush and dead branches litter the forest floor")
|
||||
Engine.setStore('wood', Engine.getStore('wood') + (Outside.numBuilding('cart') > 0 ? 50 : 10));
|
||||
Notifications.notify(Outside, "dry brush and dead branches litter the forest floor");
|
||||
var gatherAmt = $SM.get('game.buildings["cart"]', true) > 0 ? 50 : 10;
|
||||
$SM.add('stores.wood', gatherAmt);
|
||||
},
|
||||
|
||||
checkTraps: function() {
|
||||
var drops = {};
|
||||
var msg = [];
|
||||
var numTraps = Outside.numBuilding('trap');
|
||||
var numBait = Engine.getStore('bait');
|
||||
var numTraps = $SM.get('game.buildings["trap"]', true);
|
||||
var numBait = $SM.get('stores.bait', true);
|
||||
var numDrops = numTraps + (numBait < numTraps ? numBait : numTraps);
|
||||
for(var i = 0; i < numDrops; i++) {
|
||||
var roll = Math.random();
|
||||
for(var j in Outside.TrapDrops) {
|
||||
var drop = Outside.TrapDrops[j];
|
||||
if(roll < drop.rollUnder) {
|
||||
var num = drops[drop.name]
|
||||
var num = drops[drop.name];
|
||||
if(typeof num == 'undefined') {
|
||||
num = 0;
|
||||
msg.push(drop.message);
|
||||
@@ -606,6 +585,17 @@ var Outside = {
|
||||
drops['bait'] = -baitUsed;
|
||||
|
||||
Notifications.notify(Outside, s);
|
||||
Engine.addStores(drops);
|
||||
$SM.addM('stores', drops);
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores'){
|
||||
Outside.updateVillage();
|
||||
} else if(e.stateName.indexOf('game.workers') == 0
|
||||
|| e.stateName.indexOf('game.population') == 0){
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -35,7 +35,7 @@ var Path = {
|
||||
|
||||
// Add the outfitting area
|
||||
var outfitting = $('<div>').attr('id', 'outfitting').appendTo(this.panel);
|
||||
var bagspace = $('<div>').attr('id', 'bagspace').appendTo(outfitting);
|
||||
$('<div>').attr('id', 'bagspace').appendTo(outfitting);
|
||||
|
||||
// Add the embark button
|
||||
new Button.Button({
|
||||
@@ -49,6 +49,15 @@ var Path = {
|
||||
Path.outfit = {};
|
||||
|
||||
Engine.updateSlider();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Path.handleStateUpdates);
|
||||
},
|
||||
|
||||
openPath: function() {
|
||||
Path.init();
|
||||
Engine.event('progress', 'path');
|
||||
Notifications.notify(Room, 'the compass points ' + World.dir);
|
||||
},
|
||||
|
||||
getWeight: function(thing) {
|
||||
@@ -59,11 +68,11 @@ var Path = {
|
||||
},
|
||||
|
||||
getCapacity: function() {
|
||||
if(Engine.getStore('convoy') > 0) {
|
||||
if($SM.get('stores.convoy', true) > 0) {
|
||||
return Path.DEFAULT_BAG_SPACE + 60;
|
||||
} else if(Engine.getStore('wagon') > 0) {
|
||||
} else if($SM.get('stores.wagon', true) > 0) {
|
||||
return Path.DEFAULT_BAG_SPACE + 30;
|
||||
} else if(Engine.getStore('rucksack') > 0) {
|
||||
} else if($SM.get('stores.rucksack', true) > 0) {
|
||||
return Path.DEFAULT_BAG_SPACE + 10;
|
||||
}
|
||||
return Path.DEFAULT_BAG_SPACE;
|
||||
@@ -85,17 +94,17 @@ 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);
|
||||
@@ -105,6 +114,10 @@ var Path = {
|
||||
if(needsAppend && perks.children().length > 0) {
|
||||
perks.appendTo(Path.panel);
|
||||
}
|
||||
|
||||
if(Engine.activeModule === Path) {
|
||||
$('#storesContainer').css({top: perks.height() + 26 + 'px'});
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
@@ -117,11 +130,11 @@ var Path = {
|
||||
|
||||
// Add the armour row
|
||||
var armour = "none";
|
||||
if(Engine.getStore('s armour') > 0)
|
||||
if($SM.get('stores["s armour"]', true) > 0)
|
||||
armour = "steel";
|
||||
else if(Engine.getStore('i armour') > 0)
|
||||
else if($SM.get('stores["i armour"]', true) > 0)
|
||||
armour = "iron";
|
||||
else if(Engine.getStore('l armour') > 0)
|
||||
else if($SM.get('stores["l armour"]', true) > 0)
|
||||
armour = "leather";
|
||||
var aRow = $('#armourRow');
|
||||
if(aRow.length == 0) {
|
||||
@@ -156,15 +169,16 @@ var Path = {
|
||||
'laser rifle': {type: 'weapon' },
|
||||
'energy cell': {type: 'tool' },
|
||||
'bayonet': {type: 'weapon' },
|
||||
'charm': {type: 'tool'}
|
||||
'charm': {type: 'tool'},
|
||||
'medicine': {type: 'tool'}
|
||||
}, Room.Craftables);
|
||||
|
||||
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);
|
||||
var numAvailable = $SM.get('stores["'+k+'"]', true);
|
||||
var row = $('div#outfit_row_' + k.replace(' ', '-'), outfit);
|
||||
if((store.type == 'tool' || store.type == 'weapon') && have > 0) {
|
||||
total += num * Path.getWeight(k);
|
||||
@@ -194,13 +208,17 @@ var Path = {
|
||||
}
|
||||
if(num == 0) {
|
||||
$('.dnBtn', row).addClass('disabled');
|
||||
$('.dnManyBtn', row).addClass('disabled');
|
||||
} else {
|
||||
$('.dnBtn', row).removeClass('disabled');
|
||||
$('.dnManyBtn', row).removeClass('disabled');
|
||||
}
|
||||
if(num >= numAvailable || space < Path.getWeight(k)) {
|
||||
$('.upBtn', row).addClass('disabled');
|
||||
$('.upManyBtn', row).addClass('disabled');
|
||||
} else if(space >= Path.getWeight(k)) {
|
||||
$('.upBtn', row).removeClass('disabled');
|
||||
$('.upManyBtn', row).removeClass('disabled');
|
||||
}
|
||||
} else if(have == 0 && row.length > 0) {
|
||||
row.remove();
|
||||
@@ -223,11 +241,13 @@ var Path = {
|
||||
var val = $('<div>').addClass('row_val').appendTo(row);
|
||||
|
||||
$('<span>').text(num).appendTo(val);
|
||||
$('<div>').addClass('upBtn').appendTo(val).click(Path.increaseSupply);
|
||||
$('<div>').addClass('dnBtn').appendTo(val).click(Path.decreaseSupply);
|
||||
$('<div>').addClass('upBtn').appendTo(val).click([1], Path.increaseSupply);
|
||||
$('<div>').addClass('dnBtn').appendTo(val).click([1], Path.decreaseSupply);
|
||||
$('<div>').addClass('upManyBtn').appendTo(val).click([10], Path.increaseSupply);
|
||||
$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Path.decreaseSupply);
|
||||
$('<div>').addClass('clear').appendTo(row);
|
||||
|
||||
var numAvailable = Engine.getStore(name);
|
||||
var numAvailable = $SM.get('stores["'+name+'"]', true);
|
||||
var tt = $('<div>').addClass('tooltip bottom right').appendTo(row);
|
||||
$('<div>').addClass('row_key').text('weight').appendTo(tt);
|
||||
$('<div>').addClass('row_val').text(Path.getWeight(name)).appendTo(tt);
|
||||
@@ -237,32 +257,37 @@ var Path = {
|
||||
return row;
|
||||
},
|
||||
|
||||
increaseSupply: function() {
|
||||
increaseSupply: function(btn) {
|
||||
var supply = $(this).closest('.outfitRow').children('.row_key').text().replace('-', ' ');
|
||||
Engine.log('increasing ' + supply);
|
||||
Engine.log('increasing ' + supply + ' by up to ' + btn.data);
|
||||
var cur = Path.outfit[supply];
|
||||
cur = typeof cur == 'number' ? cur : 0;
|
||||
if(Path.getFreeSpace() >= Path.getWeight(supply) && cur < Engine.getStore(supply)) {
|
||||
Path.outfit[supply] = cur + 1;
|
||||
if(Path.getFreeSpace() >= Path.getWeight(supply) && cur < $SM.get('stores["'+supply+'"]', true)) {
|
||||
var maxExtraByWeight = Math.floor(Path.getFreeSpace() / Path.getWeight(supply));
|
||||
var maxExtraByStore = $SM.get('stores["'+supply+'"]', true) - cur;
|
||||
var maxExtraByBtn = btn.data;
|
||||
Path.outfit[supply] = cur + Math.min(maxExtraByBtn, Math.min(maxExtraByWeight, maxExtraByStore));
|
||||
Path.updateOutfitting();
|
||||
}
|
||||
},
|
||||
|
||||
decreaseSupply: function() {
|
||||
decreaseSupply: function(btn) {
|
||||
var supply = $(this).closest('.outfitRow').children('.row_key').text().replace('-', ' ');
|
||||
Engine.log('decreasing ' + supply);
|
||||
Engine.log('decreasing ' + supply + ' by up to ' + btn.data);
|
||||
var cur = Path.outfit[supply];
|
||||
cur = typeof cur == 'number' ? cur : 0;
|
||||
if(cur > 0) {
|
||||
Path.outfit[supply] = cur - 1;
|
||||
Path.outfit[supply] = Math.max(0, cur - btn.data);
|
||||
Path.updateOutfitting();
|
||||
}
|
||||
},
|
||||
|
||||
onArrival: function() {
|
||||
onArrival: function(transition_diff) {
|
||||
Path.setTitle();
|
||||
Path.updateOutfitting();
|
||||
Path.updatePerks();
|
||||
|
||||
Engine.moveStoresView($('#perks'), transition_diff);
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
@@ -271,10 +296,16 @@ var Path = {
|
||||
|
||||
embark: function() {
|
||||
for(var k in Path.outfit) {
|
||||
Engine.addStore(k, -Path.outfit[k]);
|
||||
$SM.add('stores["'+k+'"]', -Path.outfit[k]);
|
||||
}
|
||||
World.onArrival();
|
||||
$('#outerSlider').animate({left: '-700px'}, 300);
|
||||
Engine.activeModule = World;
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'character' && e.stateName.indexOf('character.perks') == 0 && Engine.activeModule == Path){
|
||||
Path.updatePerks();
|
||||
};
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,106 @@
|
||||
var Prestige = {
|
||||
|
||||
name: 'Prestige',
|
||||
|
||||
options: {},
|
||||
|
||||
init: function(options) {
|
||||
this.options = $.extend(this.options, options);
|
||||
},
|
||||
|
||||
save: function() {
|
||||
var prevStores = [ //g = goods, w = weapons, a = ammo
|
||||
Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')),
|
||||
Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')),
|
||||
Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')),
|
||||
Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')),
|
||||
Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')),
|
||||
Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')),
|
||||
Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')),
|
||||
Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')),
|
||||
Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')),
|
||||
Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')),
|
||||
Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a'))
|
||||
];
|
||||
for (var n = 0; n <= 23; n++) {
|
||||
if (isNaN(prevStores[n])) {
|
||||
prevStores[n] = 0;
|
||||
}
|
||||
}
|
||||
$SM.set('previous.stores', prevStores);
|
||||
return prevStores;
|
||||
},
|
||||
|
||||
|
||||
populateNewSave : function(newstate) {
|
||||
State = {
|
||||
previous : {
|
||||
stores : newstate
|
||||
}
|
||||
};
|
||||
Engine.init({
|
||||
state : State
|
||||
});
|
||||
return State;
|
||||
},
|
||||
|
||||
load : function() {
|
||||
var prevStores = $SM.get('previous.stores');
|
||||
$SM.add('stores["wood"]', prevStores[0]);
|
||||
$SM.add('stores["fur"]', prevStores[1]);
|
||||
$SM.add('stores["meat"]', prevStores[2]);
|
||||
$SM.add('stores["iron"]', prevStores[3]);
|
||||
$SM.add('stores["coal"]', prevStores[4]);
|
||||
$SM.add('stores["sulphur"]', prevStores[5]);
|
||||
$SM.add('stores["steel"]', prevStores[6]);
|
||||
$SM.add('stores["cured meat"]', prevStores[7]);
|
||||
$SM.add('stores["scales"]', prevStores[8]);
|
||||
$SM.add('stores["teeth"]', prevStores[9]);
|
||||
$SM.add('stores["leather"]', prevStores[10]);
|
||||
$SM.add('stores["bait"]', prevStores[11]);
|
||||
$SM.add('stores["torch"]', prevStores[12]);
|
||||
$SM.add('stores["cloth"]', prevStores[13]);
|
||||
$SM.add('stores["bone spear"]', prevStores[14]);
|
||||
$SM.add('stores["iron sword"]', prevStores[15]);
|
||||
$SM.add('stores["steel sword"]', prevStores[16]);
|
||||
$SM.add('stores["bayonet"]', prevStores[17]);
|
||||
$SM.add('stores["rifle"]', prevStores[18]);
|
||||
$SM.add('stores["laser rifle"]', prevStores[19]);
|
||||
$SM.add('stores["bullets"]', prevStores[20]);
|
||||
$SM.add('stores["energy cell"]', prevStores[21]);
|
||||
$SM.add('stores["grenade"]', prevStores[22]);
|
||||
$SM.add('stores["bolas"]', prevStores[23]);
|
||||
return prevStores;
|
||||
},
|
||||
|
||||
randGen : function(storeType) {
|
||||
if (storeType == 'g') {
|
||||
divisor = Math.floor(Math.random() * 10);
|
||||
} else if (storeType == 'w') {
|
||||
divisor = Math.floor(Math.floor(Math.random() * 10) / 2);
|
||||
} else if (storeType == 'a') {
|
||||
divisor = Math.ceil(Math.random() * 10
|
||||
* Math.ceil(Math.random() * 10));
|
||||
} else {
|
||||
divisor = 1;
|
||||
}
|
||||
if (divisor === 0) {
|
||||
divisor = 1;
|
||||
}
|
||||
return divisor;
|
||||
}
|
||||
|
||||
};
|
||||
@@ -9,6 +9,10 @@ var Room = {
|
||||
_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
|
||||
_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
|
||||
|
||||
fire:null,
|
||||
temperature:null,
|
||||
buttons:{},
|
||||
|
||||
Craftables: {
|
||||
'trap': {
|
||||
button: null,
|
||||
@@ -18,7 +22,7 @@ var Room = {
|
||||
maxMsg: "more traps won't help now",
|
||||
type: 'building',
|
||||
cost: function() {
|
||||
var n = Outside.numBuilding('trap');
|
||||
var n = $SM.get('game.buildings["trap"]', true);
|
||||
return {
|
||||
'wood': 10 + (n*10)
|
||||
};
|
||||
@@ -44,7 +48,7 @@ var Room = {
|
||||
maxMsg: 'no more room for huts.',
|
||||
type: 'building',
|
||||
cost: function() {
|
||||
var n = Outside.numBuilding('hut');
|
||||
var n = $SM.get('game.buildings["hut"]', true);
|
||||
return {
|
||||
'wood': 100 + (n*50)
|
||||
};
|
||||
@@ -61,7 +65,7 @@ var Room = {
|
||||
wood: 200,
|
||||
fur: 10,
|
||||
meat: 5
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'trading post': {
|
||||
@@ -257,7 +261,7 @@ var Room = {
|
||||
return {
|
||||
'leather': 200,
|
||||
'iron': 100
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
's armour': {
|
||||
@@ -268,7 +272,7 @@ var Room = {
|
||||
return {
|
||||
'leather': 200,
|
||||
'steel': 100
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'iron sword': {
|
||||
@@ -303,7 +307,7 @@ var Room = {
|
||||
'wood': 200,
|
||||
'steel': 50,
|
||||
'sulphur': 50
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
},
|
||||
@@ -327,7 +331,7 @@ var Room = {
|
||||
return {
|
||||
'fur': 150,
|
||||
'scales': 50
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'coal': {
|
||||
@@ -336,7 +340,7 @@ var Room = {
|
||||
return {
|
||||
'fur': 200,
|
||||
'teeth': 50
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'steel': {
|
||||
@@ -346,7 +350,15 @@ var Room = {
|
||||
'fur': 300,
|
||||
'scales': 50,
|
||||
'teeth': 50
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'medicine': {
|
||||
type: 'good',
|
||||
cost: function() {
|
||||
return {
|
||||
'scales': 50, 'teeth': 30
|
||||
};
|
||||
}
|
||||
},
|
||||
'bullets': {
|
||||
@@ -354,7 +366,7 @@ var Room = {
|
||||
cost: function() {
|
||||
return {
|
||||
'scales': 10
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'energy cell': {
|
||||
@@ -363,7 +375,7 @@ var Room = {
|
||||
return {
|
||||
'scales': 10,
|
||||
'teeth': 10
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'bolas': {
|
||||
@@ -371,7 +383,7 @@ var Room = {
|
||||
cost: function() {
|
||||
return {
|
||||
'teeth': 10
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'grenade': {
|
||||
@@ -380,7 +392,7 @@ var Room = {
|
||||
return {
|
||||
'scales': 100,
|
||||
'teeth': 50
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'bayonet': {
|
||||
@@ -389,7 +401,7 @@ var Room = {
|
||||
return {
|
||||
'scales': 500,
|
||||
'teeth': 250
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'alien alloy': {
|
||||
@@ -399,7 +411,7 @@ var Room = {
|
||||
'fur': 1500,
|
||||
'scales': 750,
|
||||
'teeth': 300
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
'compass': {
|
||||
@@ -415,6 +427,12 @@ var Room = {
|
||||
}
|
||||
},
|
||||
|
||||
MiscItems: {
|
||||
'laser rifle': {
|
||||
type: 'weapon'
|
||||
}
|
||||
},
|
||||
|
||||
name: "Room",
|
||||
init: function(options) {
|
||||
this.options = $.extend(
|
||||
@@ -423,21 +441,21 @@ 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 = {
|
||||
temperature: this.TempEnum.Cold,
|
||||
fire: this.FireEnum.Dead,
|
||||
buttons: {},
|
||||
builder: -1
|
||||
};
|
||||
if(typeof $SM.get('features.location.room') == 'undefined') {
|
||||
$SM.set('features.location.room', true);
|
||||
$SM.set('game.builder.level', -1);
|
||||
}
|
||||
|
||||
Room.temperature = this.TempEnum.Cold;
|
||||
Room.fire = this.FireEnum.Dead;
|
||||
|
||||
|
||||
// Create the room tab
|
||||
this.tab = Header.addLocation("A Dark Room", "room", Room);
|
||||
|
||||
@@ -450,7 +468,7 @@ var Room = {
|
||||
Engine.updateSlider();
|
||||
|
||||
// Create the light button
|
||||
var lbtn = new Button.Button({
|
||||
new Button.Button({
|
||||
id: 'lightButton',
|
||||
text: 'light fire',
|
||||
click: Room.lightFire,
|
||||
@@ -460,7 +478,7 @@ var Room = {
|
||||
}).appendTo('div#roomPanel');
|
||||
|
||||
// Create the stoke button
|
||||
var btn = new Button.Button({
|
||||
new Button.Button({
|
||||
id: 'stokeButton',
|
||||
text: "stoke fire",
|
||||
click: Room.stokeFire,
|
||||
@@ -472,6 +490,9 @@ var Room = {
|
||||
// Create the stores container
|
||||
$('<div>').attr('id', 'storesContainer').appendTo('div#roomPanel');
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Room.handleStateUpdates);
|
||||
|
||||
Room.updateButton();
|
||||
Room.updateStoresView();
|
||||
Room.updateIncomeView();
|
||||
@@ -488,36 +509,38 @@ var Room = {
|
||||
* 3 - Sleeping
|
||||
* 4 - Helping
|
||||
*/
|
||||
if(State.room.builder >= 0 && State.room.builder < 3) {
|
||||
if($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) {
|
||||
Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
if(State.room.builder == 1 && Engine.getStore('wood') < 0) {
|
||||
if($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) {
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
setTimeout(Engine.collectIncome, 1000);
|
||||
setTimeout($SM.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 " + Room.temperature.text);
|
||||
Notifications.notify(Room, "the fire is " + Room.fire.text);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
|
||||
onArrival: function() {
|
||||
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 " + Room.fire.text);
|
||||
Notifications.notify(Room, "the room is " + Room.temperature.text);
|
||||
Room.changed = false;
|
||||
}
|
||||
if(State.room.builder == 3) {
|
||||
State.room.builder++;
|
||||
Engine.setIncome('builder', {
|
||||
if($SM.get('game.builder.level') == 3) {
|
||||
$SM.add('game.builder.level', 1);
|
||||
$SM.setIncome('builder', {
|
||||
delay: 10,
|
||||
stores: {'wood' : 2 }
|
||||
});
|
||||
Room.updateIncomeView();
|
||||
Notifications.notify(Room, "the stranger is standing by the fire. she says she can help. says she builds things.")
|
||||
Notifications.notify(Room, "the stranger is standing by the fire. she says she can help. says she builds things.");
|
||||
}
|
||||
|
||||
Engine.moveStoresView(null, transition_diff);
|
||||
},
|
||||
|
||||
TempEnum: {
|
||||
@@ -553,7 +576,7 @@ var Room = {
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
var title = State.room.fire.value < 2 ? "A Dark Room" : "A Firelit Room";
|
||||
var title = Room.fire.value < 2 ? "A Dark Room" : "A Firelit Room";
|
||||
if(Engine.activeModule == this) {
|
||||
document.title = title;
|
||||
}
|
||||
@@ -563,7 +586,7 @@ var Room = {
|
||||
updateButton: function() {
|
||||
var light = $('#lightButton.button');
|
||||
var stoke = $('#stokeButton.button');
|
||||
if(State.room.fire.value == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
|
||||
if(Room.fire.value == Room.FireEnum.Dead.value && stoke.css('display') != 'none') {
|
||||
stoke.hide();
|
||||
light.show();
|
||||
if(stoke.hasClass('disabled')) {
|
||||
@@ -577,7 +600,7 @@ var Room = {
|
||||
}
|
||||
}
|
||||
|
||||
if(!Engine.storeAvailable('wood')) {
|
||||
if(!$SM.get('stores.wood')) {
|
||||
light.addClass('free');
|
||||
stoke.addClass('free');
|
||||
} else {
|
||||
@@ -589,30 +612,30 @@ var Room = {
|
||||
_fireTimer: null,
|
||||
_tempTimer: null,
|
||||
lightFire: function() {
|
||||
var wood = Engine.getStore('wood');
|
||||
if(Engine.storeAvailable('wood') && wood < 5) {
|
||||
var wood = $SM.get('stores.wood');
|
||||
if(wood < 5) {
|
||||
Notifications.notify(Room, "not enough wood to get the fire going");
|
||||
Button.clearCooldown($('#lightButton.button'));
|
||||
return;
|
||||
} else if(wood > 4) {
|
||||
Engine.setStore('wood', wood - 5);
|
||||
$SM.set('stores.wood', wood - 5);
|
||||
}
|
||||
State.room.fire = Room.FireEnum.Burning;
|
||||
Room.fire = Room.FireEnum.Burning;
|
||||
Room.onFireChange();
|
||||
},
|
||||
|
||||
stokeFire: function() {
|
||||
var wood = Engine.getStore('wood');
|
||||
if(Engine.storeAvailable('wood') && wood == 0) {
|
||||
var wood = $SM.get('stores.wood');
|
||||
if(wood === 0) {
|
||||
Notifications.notify(Room, "the wood has run out");
|
||||
Button.clearCooldown($('#stokeButton.button'));
|
||||
return;
|
||||
}
|
||||
if(wood > 0) {
|
||||
Engine.setStore('wood', wood - 1);
|
||||
$SM.set('stores.wood', wood - 1);
|
||||
}
|
||||
if(State.room.fire.value < 4) {
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value + 1);
|
||||
if(Room.fire.value < 4) {
|
||||
Room.fire = Room.FireEnum.fromInt(Room.fire.value + 1);
|
||||
}
|
||||
Room.onFireChange();
|
||||
},
|
||||
@@ -621,9 +644,9 @@ 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 " + Room.fire.text, true);
|
||||
if(Room.fire.value > 1 && $SM.get('game.builder.level') < 0) {
|
||||
$SM.set('game.builder.level', 0);
|
||||
Notifications.notify(Room, "the light from the fire spills from the windows, out into the dark");
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
@@ -634,54 +657,54 @@ var Room = {
|
||||
},
|
||||
|
||||
coolFire: function() {
|
||||
if(State.room.fire.value <= Room.FireEnum.Flickering.value &&
|
||||
State.room.builder > 3 && Engine.getStore('wood') > 0) {
|
||||
var wood = $SM.get('stores.wood');
|
||||
if(Room.fire.value <= Room.FireEnum.Flickering.value &&
|
||||
$SM.get('game.builder.level') > 3 && 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('stores.wood', wood - 1);
|
||||
Room.fire = Room.FireEnum.fromInt(Room.fire.value + 1);
|
||||
}
|
||||
if(State.room.fire.value > 0) {
|
||||
State.room.fire = Room.FireEnum.fromInt(State.room.fire.value - 1);
|
||||
if(Room.fire.value > 0) {
|
||||
Room.fire = Room.FireEnum.fromInt(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 = Room.temperature.value;
|
||||
if(Room.temperature.value > 0 && Room.temperature.value > Room.fire.value) {
|
||||
Room.temperature = Room.TempEnum.fromInt(Room.temperature.value - 1);
|
||||
Notifications.notify(Room, "the room is " + 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(Room.temperature.value < 4 && Room.temperature.value < Room.fire.value) {
|
||||
Room.temperature = Room.TempEnum.fromInt(Room.temperature.value + 1);
|
||||
Notifications.notify(Room, "the room is " + Room.temperature.text, true);
|
||||
}
|
||||
if(State.room.temperature.value != old) {
|
||||
if(Room.temperature.value != old) {
|
||||
Room.changed = true;
|
||||
}
|
||||
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
},
|
||||
|
||||
unlockForest: function() {
|
||||
Engine.setStore('wood', 4);
|
||||
Room.updateButton();
|
||||
$SM.set('stores.wood', 4);
|
||||
Outside.init();
|
||||
Room.updateStoresView();
|
||||
Notifications.notify(Room, "the wind howls outside");
|
||||
Notifications.notify(Room, "the wood is running out");
|
||||
Engine.event('progress', 'outside');
|
||||
},
|
||||
|
||||
updateBuilderState: function() {
|
||||
if(State.room.builder == 0) {
|
||||
var lBuilder = $SM.get('game.builder.level');
|
||||
if(lBuilder == 0) {
|
||||
Notifications.notify(Room, "a ragged stranger stumbles through the door and collapses in the corner");
|
||||
State.room.builder = 1;
|
||||
lBuilder = $SM.setget('game.builder.level', 1);
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
else if(State.room.builder < 3 && State.room.temperature.value >= Room.TempEnum.Warm.value) {
|
||||
var msg;
|
||||
switch(State.room.builder) {
|
||||
else if(lBuilder < 3 && Room.temperature.value >= Room.TempEnum.Warm.value) {
|
||||
var msg = "";
|
||||
switch(lBuilder) {
|
||||
case 1:
|
||||
msg = "the stranger shivers, and mumbles quietly. her words are unintelligible.";
|
||||
break;
|
||||
@@ -690,11 +713,11 @@ var Room = {
|
||||
break;
|
||||
}
|
||||
Notifications.notify(Room, msg);
|
||||
if(State.room.builder < 3) {
|
||||
State.room.builder++;
|
||||
if(lBuilder < 3) {
|
||||
lBuilder = $SM.setget('game.builder.level', lBuilder + 1);
|
||||
}
|
||||
}
|
||||
if(State.room.builder < 3) {
|
||||
if(lBuilder < 3) {
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
Engine.saveGame();
|
||||
@@ -716,13 +739,15 @@ 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]) {
|
||||
type = Room.Craftables[k].type;
|
||||
} else if(Room.TradeGoods[k]) {
|
||||
type = Room.TradeGoods[k].type;
|
||||
} else if (Room.MiscItems[k]) {
|
||||
type = Room.MiscItems[k].type;
|
||||
}
|
||||
|
||||
var location;
|
||||
@@ -740,22 +765,23 @@ 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) {
|
||||
Engine.startThieves();
|
||||
if(typeof $SM.get('game.thieves') == 'undefined' && num > 5000 && $SM.get('features.location.world')) {
|
||||
$SM.startThieves();
|
||||
}
|
||||
|
||||
if(row.length == 0 && num > 0) {
|
||||
var row = $('<div>').attr('id', id).addClass('storeRow');
|
||||
row = $('<div>').attr('id', id).addClass('storeRow');
|
||||
$('<div>').addClass('row_key').text(k).appendTo(row);
|
||||
$('<div>').addClass('row_val').text(Math.floor(num)).appendTo(row);
|
||||
$('<div>').addClass('clear').appendTo(row);
|
||||
@@ -773,10 +799,8 @@ var Room = {
|
||||
row.insertAfter(location.find('#row_' + curPrev.replace(' ', '-')));
|
||||
}
|
||||
newRow = true;
|
||||
} else if(num> 0){
|
||||
} else if(num>= 0){
|
||||
$('div#' + row.attr('id') + ' > div.row_val', location).text(Math.floor(num));
|
||||
} else if(num == 0) {
|
||||
row.remove();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -793,18 +817,22 @@ var Room = {
|
||||
if(newRow) {
|
||||
Room.updateIncomeView();
|
||||
}
|
||||
|
||||
if($("div#outsidePanel").length) {
|
||||
Outside.updateVillage();
|
||||
}
|
||||
},
|
||||
|
||||
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);
|
||||
@@ -824,7 +852,7 @@ var Room = {
|
||||
buy: function(buyBtn) {
|
||||
var thing = $(buyBtn).attr('buildThing');
|
||||
var good = Room.TradeGoods[thing];
|
||||
var numThings = Engine.getStore(thing);
|
||||
var numThings = $SM.get('stores["'+thing+'"]', true);
|
||||
if(numThings < 0) numThings = 0;
|
||||
if(good.maximum <= numThings) {
|
||||
return;
|
||||
@@ -833,7 +861,7 @@ var Room = {
|
||||
var storeMod = {};
|
||||
var cost = good.cost();
|
||||
for(var k in cost) {
|
||||
var have = Engine.getStore(k)
|
||||
var have = $SM.get('stores["'+k+'"]', true);
|
||||
if(have < cost[k]) {
|
||||
Notifications.notify(Room, "not enough " + k);
|
||||
return false;
|
||||
@@ -841,22 +869,20 @@ var Room = {
|
||||
storeMod[k] = have - cost[k];
|
||||
}
|
||||
}
|
||||
Engine.setStores(storeMod);
|
||||
$SM.setM('stores', storeMod);
|
||||
|
||||
Notifications.notify(Room, good.buildMsg);
|
||||
|
||||
Engine.addStore(thing, 1);
|
||||
|
||||
Room.updateBuildButtons();
|
||||
$SM.add('stores["'+thing+'"]', 1);
|
||||
|
||||
if(thing == 'compass') {
|
||||
Engine.openPath();
|
||||
Path.openPath();
|
||||
}
|
||||
},
|
||||
|
||||
build: function(buildBtn) {
|
||||
var thing = $(buildBtn).attr('buildThing');
|
||||
if(State.room.temperature.value <= Room.TempEnum.Cold.value) {
|
||||
if(Room.temperature.value <= Room.TempEnum.Cold.value) {
|
||||
Notifications.notify(Room, "builder just shivers");
|
||||
return false;
|
||||
}
|
||||
@@ -868,10 +894,10 @@ var Room = {
|
||||
case 'weapon':
|
||||
case 'tool':
|
||||
case 'upgrade':
|
||||
numThings = Engine.getStore(thing);
|
||||
numThings = $SM.get('stores["'+thing+'"]', true);
|
||||
break;
|
||||
case 'building':
|
||||
numThings = Outside.numBuilding(thing);
|
||||
numThings = $SM.get('game.buildings["'+thing+'"]', true);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -883,7 +909,7 @@ var Room = {
|
||||
var storeMod = {};
|
||||
var cost = craftable.cost();
|
||||
for(var k in cost) {
|
||||
var have = Engine.getStore(k)
|
||||
var have = $SM.get('stores["'+k+'"]', true);
|
||||
if(have < cost[k]) {
|
||||
Notifications.notify(Room, "not enough " + k);
|
||||
return false;
|
||||
@@ -891,7 +917,7 @@ var Room = {
|
||||
storeMod[k] = have - cost[k];
|
||||
}
|
||||
}
|
||||
Engine.setStores(storeMod);
|
||||
$SM.setM('stores', storeMod);
|
||||
|
||||
Notifications.notify(Room, craftable.buildMsg);
|
||||
|
||||
@@ -900,15 +926,12 @@ var Room = {
|
||||
case 'weapon':
|
||||
case 'upgrade':
|
||||
case 'tool':
|
||||
Engine.addStore(thing, 1);
|
||||
$SM.add('stores["'+thing+'"]', 1);
|
||||
break;
|
||||
case 'building':
|
||||
Outside.addBuilding(thing, 1);
|
||||
$SM.add('game.buildings["'+thing+'"]', 1);
|
||||
break;
|
||||
}
|
||||
|
||||
Room.updateBuildButtons();
|
||||
|
||||
}
|
||||
},
|
||||
|
||||
needsWorkshop: function(type) {
|
||||
@@ -916,38 +939,42 @@ var Room = {
|
||||
},
|
||||
|
||||
craftUnlocked: function(thing) {
|
||||
if(typeof State.room != 'undefined' &&
|
||||
typeof State.room.buttons != 'undefined' &&
|
||||
State.room.buttons[thing]) {
|
||||
if(Room.buttons[thing]) {
|
||||
return true;
|
||||
}
|
||||
if(State.room.builder < 4) return false;
|
||||
if($SM.get('game.builder.level') < 4) return false;
|
||||
var craftable = Room.Craftables[thing];
|
||||
if(Room.needsWorkshop(craftable.type) && Outside.numBuilding('workshop') == 0) return false;
|
||||
if(Room.needsWorkshop(craftable.type) && $SM.get('game.buildings["workshop"]', true) == 0) return false;
|
||||
var cost = craftable.cost();
|
||||
|
||||
//show button if one has already been built
|
||||
if($SM.get('game.buildings["'+thing+'"]') > 0){
|
||||
Room.buttons[thing] = true;
|
||||
return true;
|
||||
}
|
||||
// Show buttons if we have at least 1/2 the wood, and all other components have been seen.
|
||||
if(Engine.getStore('wood') < cost['wood'] * 0.5) {
|
||||
if($SM.get('stores.wood', true) < cost['wood'] * 0.5) {
|
||||
return false;
|
||||
}
|
||||
for(var c in cost) {
|
||||
if(!Engine.storeAvailable(c)) {
|
||||
if(!$SM.get('stores["'+c+'"]')) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
State.room.buttons[thing] = true;
|
||||
Notifications.notify(Room, craftable.availableMsg);
|
||||
Room.buttons[thing] = true;
|
||||
//don't notify if it has already been built before
|
||||
if(!$SM.get('game.buildings["'+thing+'"]')){
|
||||
Notifications.notify(Room, craftable.availableMsg);
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
buyUnlocked: function(thing) {
|
||||
if(typeof State.room != 'undefined' &&
|
||||
typeof State.room.buttons != 'undefined' &&
|
||||
State.room.buttons[thing]) {
|
||||
if(Room.buttons[thing]) {
|
||||
return true;
|
||||
} else if(Outside.numBuilding('trading post') > 0) {
|
||||
if(thing == 'compass' || Engine.storeAvailable(thing)) {
|
||||
} else if($SM.get('game.buildings["trading post"]', true) > 0) {
|
||||
if(thing == 'compass' || $SM.get('stores["'+thing+'"]')) {
|
||||
// Allow the purchase of stuff once you've seen it
|
||||
return true;
|
||||
}
|
||||
@@ -965,21 +992,21 @@ var Room = {
|
||||
|
||||
var craftSection = $('#craftBtns');
|
||||
var cNeedsAppend = false;
|
||||
if(craftSection.length == 0 && Outside.numBuilding('workshop') > 0) {
|
||||
if(craftSection.length == 0 && $SM.get('game.buildings["workshop"]', true) > 0) {
|
||||
craftSection = $('<div>').attr('id', 'craftBtns').css('opacity', 0);
|
||||
cNeedsAppend = true;
|
||||
}
|
||||
|
||||
var buySection = $('#buyBtns');
|
||||
var bNeedsAppend = false;
|
||||
if(buySection.length == 0 && Outside.numBuilding('trading post') > 0) {
|
||||
if(buySection.length == 0 && $SM.get('game.buildings["trading post"]', true) > 0) {
|
||||
buySection = $('<div>').attr('id', 'buyBtns').css('opacity', 0);
|
||||
bNeedsAppend = true;
|
||||
}
|
||||
|
||||
for(var k in Room.Craftables) {
|
||||
craftable = Room.Craftables[k];
|
||||
var max = Engine.num(k, craftable) + 1 > craftable.maximum;
|
||||
var max = $SM.num(k, craftable) + 1 > craftable.maximum;
|
||||
if(craftable.button == null) {
|
||||
if(Room.craftUnlocked(k)) {
|
||||
var loc = Room.needsWorkshop(craftable.type) ? craftSection : buildSection;
|
||||
@@ -1014,7 +1041,7 @@ var Room = {
|
||||
|
||||
for(var k in Room.TradeGoods) {
|
||||
good = Room.TradeGoods[k];
|
||||
var max = Engine.num(k, good) + 1 > good.maximum;
|
||||
var max = $SM.num(k, good) + 1 > good.maximum;
|
||||
if(good.button == null) {
|
||||
if(Room.buyUnlocked(k)) {
|
||||
good.button = new Button.Button({
|
||||
@@ -1054,5 +1081,17 @@ var Room = {
|
||||
if(bNeedsAppend && buildSection.children().length > 0) {
|
||||
buySection.appendTo('div#roomPanel').animate({opacity: 1}, 300, 'linear');
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores'){
|
||||
Room.updateStoresView();
|
||||
Room.updateBuildButtons();
|
||||
} else if(e.category == 'income'){
|
||||
Room.updateStoresView();
|
||||
Room.updateIncomeView();
|
||||
} else if(e.stateName.indexOf('game.buildings') == 0){
|
||||
Room.updateBuildButtons();
|
||||
}
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
@@ -15,11 +15,12 @@ var Ship = {
|
||||
options
|
||||
);
|
||||
|
||||
if(!State.ship) {
|
||||
State.ship = {
|
||||
if(!$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);
|
||||
$('<div>').addClass('clear').appendTo(engineRow);
|
||||
|
||||
// Draw the reinforce button
|
||||
@@ -71,23 +72,27 @@ var Ship = {
|
||||
cooldown: Ship.LIFTOFF_COOLDOWN
|
||||
}).appendTo('div#shipPanel');
|
||||
|
||||
if(State.ship.hull <= 0) {
|
||||
if($SM.get('game.spaceShip.hull') <= 0) {
|
||||
Button.setDisabled(b, true);
|
||||
}
|
||||
|
||||
// Init Space
|
||||
Space.init();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Ship.handleStateUpdates);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
|
||||
onArrival: function() {
|
||||
onArrival: function(transition_diff) {
|
||||
Ship.setTitle();
|
||||
if(!State.seenShip) {
|
||||
if(!$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;
|
||||
Engine.saveGame();
|
||||
$SM.set('game.spaceShip.seenShip', true);
|
||||
}
|
||||
|
||||
Engine.moveStoresView(null, transition_diff);
|
||||
},
|
||||
|
||||
setTitle: function() {
|
||||
@@ -97,34 +102,34 @@ var Ship = {
|
||||
},
|
||||
|
||||
reinforceHull: function() {
|
||||
if(Engine.getStore('alien alloy') < Ship.ALLOY_PER_HULL) {
|
||||
if($SM.get('stores["alien alloy"]', true) < Ship.ALLOY_PER_HULL) {
|
||||
Notifications.notify(Ship, "not enough alien alloy");
|
||||
return false;
|
||||
}
|
||||
Engine.addStore('alien alloy', -Ship.ALLOY_PER_HULL);
|
||||
State.ship.hull++;
|
||||
if(State.ship.hull > 0) {
|
||||
$SM.add('stores["alien alloy"]', -Ship.ALLOY_PER_HULL);
|
||||
$SM.add('game.spaceShip.hull', 1);
|
||||
if($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() {
|
||||
if(Engine.getStore('alien alloy') < Ship.ALLOY_PER_THRUSTER) {
|
||||
if($SM.get('stores["alien alloy"]', true) < Ship.ALLOY_PER_THRUSTER) {
|
||||
Notifications.notify(Ship, "not enough alien alloy");
|
||||
return false;
|
||||
}
|
||||
Engine.addStore('alien alloy', -Ship.ALLOY_PER_THRUSTER);
|
||||
State.ship.thrusters++;
|
||||
$('#engineRow .row_val', Ship.panel).text(State.ship.thrusters);
|
||||
$SM.add('stores["alien alloy"]', -Ship.ALLOY_PER_THRUSTER);
|
||||
$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: {
|
||||
@@ -136,7 +141,7 @@ var Ship = {
|
||||
'fly': {
|
||||
text: 'lift off',
|
||||
onChoose: function() {
|
||||
State.ship.seenWarning = true;
|
||||
$SM.set('game.spaceShip.seenWarning', true);
|
||||
Ship.liftOff();
|
||||
},
|
||||
nextScene: 'end'
|
||||
@@ -161,5 +166,9 @@ var Ship = {
|
||||
$('#outerSlider').animate({top: '700px'}, 300);
|
||||
Space.onArrival();
|
||||
Engine.activeModule = Space;
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
@@ -41,6 +41,9 @@ var Space = {
|
||||
var h = $('<div>').attr('id', 'hullRemaining').appendTo(this.panel);
|
||||
$('<div>').addClass('row_key').text('hull: ').appendTo(h);
|
||||
$('<div>').addClass('row_val').appendTo(h);
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(Space.handleStateUpdates);
|
||||
},
|
||||
|
||||
options: {}, // Nothing for now
|
||||
@@ -87,7 +90,7 @@ var Space = {
|
||||
},
|
||||
|
||||
getSpeed: function() {
|
||||
return Space.SHIP_SPEED + State.ship.thrusters;
|
||||
return Space.SHIP_SPEED + $SM.get('game.spaceShip.thrusters');
|
||||
},
|
||||
|
||||
updateHull: function() {
|
||||
@@ -100,7 +103,7 @@ var Space = {
|
||||
if(r < 0.2)
|
||||
c = '#';
|
||||
else if(r < 0.4)
|
||||
c = '$'
|
||||
c = '$';
|
||||
else if(r < 0.6)
|
||||
c = '%';
|
||||
else if(r < 0.8)
|
||||
@@ -109,7 +112,7 @@ var Space = {
|
||||
c = 'H';
|
||||
|
||||
var x = Math.floor(Math.random() * 700);
|
||||
var a = $('<div>').addClass('asteroid').text(c).appendTo('#spacePanel').css('left', x + 'px')
|
||||
var a = $('<div>').addClass('asteroid').text(c).appendTo('#spacePanel').css('left', x + 'px');
|
||||
a.data({
|
||||
xMin: x,
|
||||
xMax: x + a.width(),
|
||||
@@ -216,7 +219,7 @@ var Space = {
|
||||
|
||||
Space.ship.css({
|
||||
left: x + 'px',
|
||||
top: y + 'px',
|
||||
top: y + 'px'
|
||||
});
|
||||
|
||||
Space.lastMove = Date.now();
|
||||
@@ -247,7 +250,7 @@ var Space = {
|
||||
}
|
||||
}, 1000);
|
||||
|
||||
setTimeout(function() {
|
||||
Space._panelTimeout = setTimeout(function() {
|
||||
$('#spacePanel, .deleteSave, .share').animate({color: 'white'}, 500, 'linear');
|
||||
}, Space.FTB_SPEED / 2);
|
||||
|
||||
@@ -308,6 +311,7 @@ var Space = {
|
||||
Space.done = true;
|
||||
clearInterval(Space._timer);
|
||||
clearInterval(Space._shipTimer);
|
||||
clearTimeout(Space._panelTimeout);
|
||||
|
||||
// Craaaaash!
|
||||
$('body').removeClass('noMask').stop().animate({
|
||||
@@ -369,9 +373,10 @@ var Space = {
|
||||
$('#locationSlider, #worldPanel, #spacePanel, #notifications').remove();
|
||||
$('#header').empty();
|
||||
setTimeout(function() {
|
||||
$('body').removeClass('noMask').stop().animate({
|
||||
$('body').stop();
|
||||
$('#starsContainer').animate({
|
||||
opacity: 0,
|
||||
'background-color': '#FFF'
|
||||
'background-color': '#000'
|
||||
}, {
|
||||
duration: 2000,
|
||||
progress: function() {
|
||||
@@ -381,18 +386,19 @@ var Space = {
|
||||
$('#notifyGradient').attr('style', 'background-color:'+cur+';background:-webkit-' + s + ';background:' + s);
|
||||
},
|
||||
complete: function() {
|
||||
$('#starsContainer, .deleteSave, .share').remove();
|
||||
Engine.GAME_OVER = true;
|
||||
var backup;
|
||||
$('#starsContainer').remove();
|
||||
if(typeof Storage != 'undefined' && localStorage) {
|
||||
backup = Prestige.save();
|
||||
localStorage.clear();
|
||||
}
|
||||
delete window.State;
|
||||
$('.deleteSave, .share').remove();
|
||||
Prestige.populateNewSave(backup);
|
||||
$('#content, #notifications').remove();
|
||||
$('.deleteSave, .share').attr('style', 'color: white;');
|
||||
Engine.options = {};
|
||||
setTimeout(function() {
|
||||
Engine.init();
|
||||
$('body').animate({
|
||||
opacity: 1
|
||||
}, 500, 'linear');
|
||||
}, 2000);
|
||||
}
|
||||
});
|
||||
}, 2000);
|
||||
@@ -449,5 +455,9 @@ var Space = {
|
||||
Engine.log('right off');
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
@@ -0,0 +1,404 @@
|
||||
/*
|
||||
* Module for handling States
|
||||
*
|
||||
* All states should be get and set through the StateManager ($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], {});
|
||||
};
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe($SM.handleStateUpdates);
|
||||
},
|
||||
|
||||
//create all parents and then set state
|
||||
createState: function(stateName, value) {
|
||||
var words = stateName.split(/[.\[\]'"]+/);
|
||||
//for some reason there are sometimes empty strings
|
||||
for (var i = 0; i < words.length; i++) {
|
||||
if (words[i] == '') {
|
||||
words.splice(i, 1);
|
||||
i--;
|
||||
}
|
||||
};
|
||||
var obj = State;
|
||||
var w = null;
|
||||
for(var i=0, len=words.length-1;i<len;i++){
|
||||
w = words[i];
|
||||
if(obj[w] === undefined ) obj[w] = {};
|
||||
obj = obj[w];
|
||||
}
|
||||
obj[words[i]] = value;
|
||||
return obj;
|
||||
},
|
||||
|
||||
//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.createState(stateName, 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) {
|
||||
$SM.buildPath(parentName);
|
||||
|
||||
//make sure the state exists to avoid errors,
|
||||
if($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
|
||||
//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 (add with loose eval probably will happen anyways)
|
||||
var old = $SM.get(stateName, true);
|
||||
|
||||
//check for NaN (old != old) and non number values
|
||||
if(old != old){
|
||||
Engine.log('WARNING: '+stateName+' was corrupted (NaN). Resetting to 0.');
|
||||
old = 0;
|
||||
$SM.set(stateName, old + value, noEvent);
|
||||
} else 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);
|
||||
|
||||
//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;
|
||||
},
|
||||
|
||||
//mainly for local copy use, add(M) can fail so we can't shortcut them
|
||||
//since set does not fail, we know state exists and can simply return the object
|
||||
setget: function(stateName, value, noEvent){
|
||||
$SM.set(stateName, value, noEvent);
|
||||
return eval('('+$SM.buildPath(stateName)+')');
|
||||
},
|
||||
|
||||
remove: function(stateName, noEvent) {
|
||||
var whichState = $SM.buildPath(stateName);
|
||||
try{
|
||||
eval('(delete '+whichState+')');
|
||||
} catch (e) {
|
||||
//it didn't exist in the first place
|
||||
Engine.log('WARNING: Tried to remove non-existant state \''+stateName+'\'.');
|
||||
}
|
||||
if(!noEvent){
|
||||
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){
|
||||
var category = $SM.getCategory(stateName);
|
||||
if(stateName == undefined) stateName = category = 'all'; //best if this doesn't happen as it will trigger more stuff
|
||||
$.Dispatch('stateUpdate').publish({'category': category, 'stateName':stateName});
|
||||
if(save) Engine.saveGame();
|
||||
},
|
||||
|
||||
getCategory: function(stateName){
|
||||
var firstOB = stateName.indexOf('[');
|
||||
var firstDot = stateName.indexOf('.');
|
||||
var cutoff = null;
|
||||
if(firstOB == -1 || firstDot == -1){
|
||||
cutoff = firstOB > firstDot ? firstOB : firstDot;
|
||||
} else {
|
||||
cutoff = firstOB < firstDot ? firstOB : firstDot;
|
||||
}
|
||||
if (cutoff == -1){
|
||||
return stateName;
|
||||
} else {
|
||||
return stateName.substr(0,cutoff);
|
||||
}
|
||||
},
|
||||
|
||||
//Use this function to make old save games compatible with new version
|
||||
updateOldState: function(){
|
||||
var version = $SM.get('version');
|
||||
if(typeof version != 'number') version = 1.0;
|
||||
if(version == 1.0) {
|
||||
// v1.1 introduced the Lodge, so get rid of lodgeless hunters
|
||||
$SM.remove('outside.workers.hunter', true);
|
||||
$SM.remove('income.hunter', true);
|
||||
Engine.log('upgraded save to v1.1');
|
||||
version = 1.1;
|
||||
};
|
||||
if(version == 1.1) {
|
||||
//v1.2 added the Swamp to the map, so add it to already generated maps
|
||||
if($SM.get('world')) {
|
||||
World.placeLandmark(15, World.RADIUS * 1.5, World.TILE.SWAMP, $SM.get('world.map'));
|
||||
}
|
||||
Engine.log('upgraded save to v1.2');
|
||||
version = 1.2;
|
||||
};
|
||||
if(version == 1.2) {
|
||||
//StateManager added, so move data to new locations
|
||||
$SM.remove('room.fire');
|
||||
$SM.remove('room.temperature');
|
||||
$SM.remove('room.buttons');
|
||||
if($SM.get('room')){
|
||||
$SM.set('features.location.room', true);
|
||||
$SM.set('game.builder.level', $SM.get('room.builder'));
|
||||
$SM.remove('room');
|
||||
};
|
||||
if($SM.get('outside')){
|
||||
$SM.set('features.location.outside', true);
|
||||
$SM.set('game.population', $SM.get('outside.population'));
|
||||
$SM.set('game.buildings', $SM.get('outside.buildings'));
|
||||
$SM.set('game.workers', $SM.get('outside.workers'));
|
||||
$SM.set('game.outside.seenForest', $SM.get('outside.seenForest'));
|
||||
$SM.remove('outside');
|
||||
};
|
||||
if($SM.get('world')){
|
||||
$SM.set('features.location.world', true);
|
||||
$SM.set('game.world.map', $SM.get('world.map'));
|
||||
$SM.set('game.world.mask', $SM.get('world.mask'));
|
||||
$SM.set('starved', $SM.get('character.starved', true));
|
||||
$SM.set('dehydrated', $SM.get('character.dehydrated', true));
|
||||
$SM.remove('world');
|
||||
$SM.remove('starved');
|
||||
$SM.remove('dehydrated');
|
||||
};
|
||||
if($SM.get('ship')){
|
||||
$SM.set('features.location.spaceShip', true);
|
||||
$SM.set('game.spaceShip.hull', $SM.get('ship.hull', true));
|
||||
$SM.set('game.spaceShip.thrusters', $SM.get('ship.thrusters', true));
|
||||
$SM.set('game.spaceShip.seenWarning', $SM.get('ship.seenWarning'));
|
||||
$SM.set('game.spaceShip.seenShip', $SM.get('ship.seenShip'));
|
||||
$SM.remove('ship');
|
||||
};
|
||||
if($SM.get('punches')){
|
||||
$SM.set('character.punches', $SM.get('punches'));
|
||||
$SM.remove('punches');
|
||||
};
|
||||
if($SM.get('perks')){
|
||||
$SM.set('character.perks', $SM.get('perks'));
|
||||
$SM.remove('perks');
|
||||
};
|
||||
if($SM.get('thieves')){
|
||||
$SM.set('game.thieves', $SM.get('thieves'));
|
||||
$SM.remove('thieves');
|
||||
};
|
||||
if($SM.get('stolen')){
|
||||
$SM.set('game.stolen', $SM.get('stolen'));
|
||||
$SM.remove('stolen');
|
||||
};
|
||||
if($SM.get('cityCleared')){
|
||||
$SM.set('character.cityCleared', $SM.get('cityCleared'));
|
||||
$SM.remove('cityCleared');
|
||||
};
|
||||
$SM.set('version', 1.3);
|
||||
};
|
||||
},
|
||||
|
||||
/******************************************************************
|
||||
* Start of specific state functions
|
||||
******************************************************************/
|
||||
//PERKS
|
||||
addPerk: function(name) {
|
||||
$SM.set('character.perks["'+name+'"]', true);
|
||||
Notifications.notify(null, Engine.Perks[name].notify);
|
||||
},
|
||||
|
||||
hasPerk: function(name) {
|
||||
return $SM.get('character.perks["'+name+'"]');
|
||||
},
|
||||
|
||||
//INCOME
|
||||
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 {};
|
||||
},
|
||||
|
||||
collectIncome: function() {
|
||||
var changed = false;
|
||||
if(typeof $SM.get('income') != 'undefined' && Engine.activeModule != Space) {
|
||||
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') $SM.addStolen(income.stores);
|
||||
$SM.addM('stores', income.stores, true);
|
||||
changed = true;
|
||||
if(typeof income.delay == 'number') {
|
||||
income.timeLeft = income.delay;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(changed){
|
||||
$SM.fireUpdate('income', true);
|
||||
};
|
||||
Engine._incomeTimeout = setTimeout($SM.collectIncome, 1000);
|
||||
},
|
||||
|
||||
//Thieves
|
||||
addStolen: function(stores) {
|
||||
for(var k in stores) {
|
||||
var old = $SM.get('stores["'+k+'"]', true);
|
||||
var short = old - stores[k];
|
||||
//if they would steal more than actually owned
|
||||
if(short < 0){
|
||||
$SM.add('game.stolen["'+k+'"]', (stores[k] * -1) + short);
|
||||
} else {
|
||||
$SM.add('game.stolen["'+k+'"]', stores[k] * -1);
|
||||
}
|
||||
};
|
||||
},
|
||||
|
||||
startThieves: function() {
|
||||
$SM.set('game.thieves', 1);
|
||||
$SM.setIncome('thieves', {
|
||||
delay: 10,
|
||||
stores: {
|
||||
'wood': -10,
|
||||
'fur': -5,
|
||||
'meat': -5
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
//Misc
|
||||
num: function(name, craftable) {
|
||||
switch(craftable.type) {
|
||||
case 'good':
|
||||
case 'tool':
|
||||
case 'weapon':
|
||||
case 'upgrade':
|
||||
return $SM.get('stores["'+name+'"]', true);
|
||||
case 'building':
|
||||
return $SM.get('game.buildings["'+name+'"]', true);
|
||||
}
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
//alias
|
||||
var $SM = StateManager;
|
||||
@@ -1,12 +1,13 @@
|
||||
var World = {
|
||||
|
||||
RADIUS: 30,
|
||||
VILLAGE_POS: [30, 30],
|
||||
TILE: {
|
||||
VILLAGE: 'A',
|
||||
IRON_MINE: 'I',
|
||||
COAL_MINE: 'C',
|
||||
SULPHUR_MINE: 'S',
|
||||
FOREST: 'T',
|
||||
FOREST: ';',
|
||||
FIELD: ',',
|
||||
BARRENS: '.',
|
||||
ROAD: '#',
|
||||
@@ -18,7 +19,8 @@ var World = {
|
||||
SHIP: 'W',
|
||||
BOREHOLE: 'B',
|
||||
BATTLEFIELD: 'F',
|
||||
SWAMP: 'M'
|
||||
SWAMP: 'M',
|
||||
CACHE: 'U'
|
||||
},
|
||||
TILE_PROBS: {},
|
||||
LANDMARKS: {},
|
||||
@@ -31,8 +33,13 @@ var World = {
|
||||
FIGHT_CHANCE: 0.20,
|
||||
BASE_HEALTH: 10,
|
||||
BASE_HIT_CHANCE: 0.8,
|
||||
MEAT_HEAL: 10,
|
||||
MEAT_HEAL: 8,
|
||||
MEDS_HEAL: 20,
|
||||
FIGHT_DELAY: 3, // At least three moves between fights
|
||||
NORTH: [ 0, -1],
|
||||
SOUTH: [ 0, 1],
|
||||
WEST: [-1, 0],
|
||||
EAST: [ 1, 0],
|
||||
|
||||
Weapons: {
|
||||
'fists': {
|
||||
@@ -117,16 +124,18 @@ var World = {
|
||||
World.LANDMARKS[World.TILE.CAVE] = { num: 5, minRadius: 3, maxRadius: 10, scene: 'cave', label: 'A Damp Cave' };
|
||||
World.LANDMARKS[World.TILE.TOWN] = { num: 10, minRadius: 10, maxRadius: 20, scene: 'town', label: 'An Abandoned Town' };
|
||||
World.LANDMARKS[World.TILE.CITY] = { num: 20, minRadius: 20, maxRadius: World.RADIUS * 1.5, scene: 'city', label: 'A Ruined City' };
|
||||
World.LANDMARKS[World.TILE.SHIP] = {num: 1, minRadius: 28, maxRadius: 28, scene: 'ship', label: 'A Crashed Starship'};
|
||||
World.LANDMARKS[World.TILE.BOREHOLE] = {num: 10, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'borehole', label: 'A Borehole'};
|
||||
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'};
|
||||
World.LANDMARKS[World.TILE.SHIP] = { num: 1, minRadius: 28, maxRadius: 28, scene: 'ship', label: 'A Crashed Starship'};
|
||||
World.LANDMARKS[World.TILE.BOREHOLE] = { num: 10, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'borehole', label: 'A Borehole'};
|
||||
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'};
|
||||
World.LANDMARKS[World.TILE.CACHE] = { num: 1, minRadius: 10, maxRadius: World.RADIUS * 1.5, scene: 'cache', label: 'A Destroyed Village'};
|
||||
|
||||
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
|
||||
@@ -142,6 +151,9 @@ var World = {
|
||||
$('<div>').attr('id', 'healthCounter').appendTo(outer);
|
||||
|
||||
Engine.updateOuterSlider();
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe(World.handleStateUpdates);
|
||||
},
|
||||
|
||||
clearDungeon: function() {
|
||||
@@ -151,27 +163,68 @@ var World = {
|
||||
},
|
||||
|
||||
drawRoad: function() {
|
||||
var xDist = World.curPos[0] - World.RADIUS;
|
||||
var yDist = World.curPos[1] - World.RADIUS;
|
||||
var findClosestRoad = function(startPos) {
|
||||
// We'll search in a spiral to find the closest road tile
|
||||
// We spiral out along manhattan distance contour
|
||||
// lines to ensure we draw the shortest road possible.
|
||||
// No attempt is made to reduce the search space for
|
||||
// tiles outside the map.
|
||||
var searchX, searchY, dtmp,
|
||||
x = 0,
|
||||
y = 0,
|
||||
dx = 1,
|
||||
dy = -1;
|
||||
for (var i = 0; i < Math.pow(World.getDistance(startPos, World.VILLAGE_POS) + 2, 2); i++) {
|
||||
searchX = startPos[0] + x;
|
||||
searchY = startPos[1] + y;
|
||||
if (0 < searchX && searchX < World.RADIUS * 2 && 0 < searchY && searchY < World.RADIUS * 2) {
|
||||
// check for road
|
||||
var tile = World.state.map[searchX][searchY];
|
||||
if (
|
||||
tile === World.TILE.ROAD ||
|
||||
(tile === World.TILE.OUTPOST && !(x === 0 && y === 0)) || // outposts are connected to roads
|
||||
tile === World.TILE.VILLAGE // all roads lead home
|
||||
) {
|
||||
return [searchX, searchY];
|
||||
}
|
||||
}
|
||||
if (x === 0 || y === 0) {
|
||||
// Turn the corner
|
||||
dtmp = dx;
|
||||
dx = -dy;
|
||||
dy = dtmp;
|
||||
}
|
||||
if (x === 0 && y <= 0) {
|
||||
x++;
|
||||
} else {
|
||||
x += dx;
|
||||
y += dy;
|
||||
}
|
||||
}
|
||||
return World.VILLAGE_POS;
|
||||
};
|
||||
var closestRoad = findClosestRoad(World.curPos);
|
||||
var xDist = World.curPos[0] - closestRoad[0];
|
||||
var yDist = World.curPos[1] - closestRoad[1];
|
||||
var xDir = Math.abs(xDist)/xDist;
|
||||
var yDir = Math.abs(yDist)/yDist;
|
||||
var xIntersect, yIntersect;
|
||||
if(Math.abs(xDist) > Math.abs(yDist)) {
|
||||
xIntersect = World.RADIUS;
|
||||
yIntersect = World.RADIUS + yDist;
|
||||
xIntersect = closestRoad[0];
|
||||
yIntersect = closestRoad[1] + yDist;
|
||||
} else {
|
||||
xIntersect = World.RADIUS + xDist;
|
||||
yIntersect = World.RADIUS;
|
||||
xIntersect = closestRoad[0] + xDist;
|
||||
yIntersect = closestRoad[1];
|
||||
}
|
||||
|
||||
for(var x = 0; x < Math.abs(xDist); x++) {
|
||||
if(World.isTerrain(World.state.map[World.RADIUS + (xDir*x)][yIntersect])) {
|
||||
World.state.map[World.RADIUS + (xDir*x)][yIntersect] = World.TILE.ROAD;
|
||||
if(World.isTerrain(World.state.map[closestRoad[0] + (xDir*x)][yIntersect])) {
|
||||
World.state.map[closestRoad[0] + (xDir*x)][yIntersect] = World.TILE.ROAD;
|
||||
}
|
||||
}
|
||||
for(var y = 0; y < Math.abs(yDist); y++) {
|
||||
if(World.isTerrain(World.state.map[xIntersect][World.RADIUS + (yDir*y)])) {
|
||||
World.state.map[xIntersect][World.RADIUS + (yDir*y)] = World.TILE.ROAD;
|
||||
if(World.isTerrain(World.state.map[xIntersect][closestRoad[1] + (yDir*y)])) {
|
||||
World.state.map[xIntersect][closestRoad[1] + (yDir*y)] = World.TILE.ROAD;
|
||||
}
|
||||
}
|
||||
World.drawMap();
|
||||
@@ -218,7 +271,7 @@ var World = {
|
||||
|
||||
// Update label
|
||||
var t = 'pockets';
|
||||
if(Engine.getStore('rucksack') > 0) {
|
||||
if($SM.get('stores.rucksack', true) > 0) {
|
||||
t = 'rucksack';
|
||||
}
|
||||
$('#backpackTitle').text(t);
|
||||
@@ -253,57 +306,111 @@ var World = {
|
||||
return div;
|
||||
},
|
||||
|
||||
keyDown: function(event) {
|
||||
var moved = true;
|
||||
moveNorth: function() {
|
||||
Engine.log('North');
|
||||
if(World.curPos[1] > 0) World.move(World.NORTH);
|
||||
},
|
||||
|
||||
moveSouth: function() {
|
||||
Engine.log('South');
|
||||
if(World.curPos[1] < World.RADIUS * 2) World.move(World.SOUTH);
|
||||
},
|
||||
|
||||
moveWest: function() {
|
||||
Engine.log('West');
|
||||
if(World.curPos[0] > 0) World.move(World.WEST);
|
||||
},
|
||||
|
||||
moveEast: function() {
|
||||
Engine.log('East');
|
||||
if(World.curPos[0] < World.RADIUS * 2) World.move(World.EAST);
|
||||
},
|
||||
|
||||
move: function(direction) {
|
||||
var oldTile = World.state.map[World.curPos[0]][World.curPos[1]];
|
||||
World.curPos[0] += direction[0];
|
||||
World.curPos[1] += direction[1];
|
||||
World.narrateMove(oldTile, World.state.map[World.curPos[0]][World.curPos[1]]);
|
||||
World.lightMap(World.curPos[0], World.curPos[1], World.state.mask);
|
||||
World.drawMap();
|
||||
World.doSpace();
|
||||
if(World.checkDanger()) {
|
||||
if(World.danger) {
|
||||
Notifications.notify(World, 'dangerous to be this far from the village without proper protection');
|
||||
} else {
|
||||
Notifications.notify(World, 'safer here');
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
keyDown: function(event) {
|
||||
switch(event.which) {
|
||||
case 38: // Up
|
||||
case 87:
|
||||
Engine.log('up');
|
||||
if(World.curPos[1] > 0) World.curPos[1]--;
|
||||
World.moveNorth();
|
||||
break;
|
||||
case 40: // Down
|
||||
case 83:
|
||||
Engine.log('down');
|
||||
if(World.curPos[1] < World.RADIUS * 2) World.curPos[1]++;
|
||||
World.moveSouth();
|
||||
break;
|
||||
case 37: // Left
|
||||
case 65:
|
||||
Engine.log('left');
|
||||
if(World.curPos[0] > 0) World.curPos[0]--;
|
||||
World.moveWest();
|
||||
break;
|
||||
case 39: // Right
|
||||
case 68:
|
||||
Engine.log('right');
|
||||
if(World.curPos[0] < World.RADIUS * 2) World.curPos[0]++;
|
||||
World.moveEast();
|
||||
break;
|
||||
default:
|
||||
moved = false;
|
||||
break;
|
||||
}
|
||||
if(moved) {
|
||||
World.narrateMove(oldTile, World.state.map[World.curPos[0]][World.curPos[1]]);
|
||||
World.lightMap(World.curPos[0], World.curPos[1], World.state.mask);
|
||||
World.drawMap();
|
||||
World.doSpace();
|
||||
if(World.checkDanger()) {
|
||||
if(World.danger) {
|
||||
Notifications.notify(World, 'dangerous to be this far from the village without proper protection')
|
||||
} else {
|
||||
Notifications.notify(World, 'safer here');
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
swipeLeft: function(e) {
|
||||
World.moveWest();
|
||||
},
|
||||
|
||||
swipeRight: function(e) {
|
||||
World.moveEast();
|
||||
},
|
||||
|
||||
swipeUp: function(e) {
|
||||
World.moveNorth();
|
||||
},
|
||||
|
||||
swipeDown: function(e) {
|
||||
World.moveSouth();
|
||||
},
|
||||
|
||||
click: function(event) {
|
||||
var map = $('#map'),
|
||||
// measure clicks relative to the centre of the current location
|
||||
centreX = map.offset().left + map.width() * World.curPos[0] / (World.RADIUS * 2),
|
||||
centreY = map.offset().top + map.height() * World.curPos[1] / (World.RADIUS * 2),
|
||||
clickX = event.pageX - centreX,
|
||||
clickY = event.pageY - centreY;
|
||||
if (clickX > clickY && clickX < -clickY) {
|
||||
World.moveNorth();
|
||||
}
|
||||
if (clickX < clickY && clickX > -clickY) {
|
||||
World.moveSouth();
|
||||
}
|
||||
if (clickX < clickY && clickX < -clickY) {
|
||||
World.moveWest();
|
||||
}
|
||||
if (clickX > clickY && clickX > -clickY) {
|
||||
World.moveEast();
|
||||
}
|
||||
},
|
||||
|
||||
checkDanger: function() {
|
||||
World.danger = typeof World.danger == 'undefined' ? false: World.danger;
|
||||
if(!World.danger) {
|
||||
if(!Engine.getStore('i armour') > 0 && World.getDistance() >= 8) {
|
||||
if(!$SM.get('stores["i armour"]', true) > 0 && World.getDistance() >= 8) {
|
||||
World.danger = true;
|
||||
return true;
|
||||
}
|
||||
if(!Engine.getStore('s armour') > 0 && World.getDistance() >= 18) {
|
||||
if(!$SM.get('stores["s armour"]', true) > 0 && World.getDistance() >= 18) {
|
||||
World.danger = true;
|
||||
return true;
|
||||
}
|
||||
@@ -312,7 +419,7 @@ var World = {
|
||||
World.danger = false;
|
||||
return true;
|
||||
}
|
||||
if(World.getDistance < 18 && Engine.getStore('i armour') > 0) {
|
||||
if(World.getDistance < 18 && $SM.get('stores["i armour"]', true) > 0) {
|
||||
World.danger = false;
|
||||
return true;
|
||||
}
|
||||
@@ -325,7 +432,7 @@ var World = {
|
||||
World.waterMove++;
|
||||
// Food
|
||||
var movesPerFood = World.MOVES_PER_FOOD;
|
||||
movesPerFood *= Engine.hasPerk('slow metabolism') ? 2 : 1;
|
||||
movesPerFood *= $SM.hasPerk('slow metabolism') ? 2 : 1;
|
||||
if(World.foodMove >= movesPerFood) {
|
||||
World.foodMove = 0;
|
||||
var num = Path.outfit['cured meat'];
|
||||
@@ -336,13 +443,13 @@ var World = {
|
||||
// Starvation! Hooray!
|
||||
num = 0;
|
||||
if(!World.starvation) {
|
||||
Notifications.notify(World, 'starvation sets in')
|
||||
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')) {
|
||||
Engine.addPerk('slow metabolism');
|
||||
$SM.set('character.starved', $SM.get('character.starved', true));
|
||||
$SM.add('character.starved', 1);
|
||||
if($SM.get('character.starved') >= 10 && !$SM.hasPerk('slow metabolism')) {
|
||||
$SM.addPerk('slow metabolism');
|
||||
}
|
||||
World.die();
|
||||
return false;
|
||||
@@ -355,7 +462,7 @@ var World = {
|
||||
}
|
||||
// Water
|
||||
var movesPerWater = World.MOVES_PER_WATER;
|
||||
movesPerWater *= Engine.hasPerk('desert rat') ? 2 : 1;
|
||||
movesPerWater *= $SM.hasPerk('desert rat') ? 2 : 1;
|
||||
if(World.waterMove >= movesPerWater) {
|
||||
World.waterMove = 0;
|
||||
var water = World.water;
|
||||
@@ -368,10 +475,10 @@ 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')) {
|
||||
Engine.addPerk('desert rat');
|
||||
$SM.set('character.dehydrated', $SM.get('character.dehydrated', true));
|
||||
$SM.add('character.dehydrated', 1);
|
||||
if($SM.get('character.dehydrated') >= 10 && !$SM.hasPerk('desert rat')) {
|
||||
$SM.addPerk('desert rat');
|
||||
}
|
||||
World.die();
|
||||
return false;
|
||||
@@ -386,7 +493,11 @@ var World = {
|
||||
},
|
||||
|
||||
meatHeal: function() {
|
||||
return World.MEAT_HEAL * (Engine.hasPerk('gastronome') ? 2 : 1);
|
||||
return World.MEAT_HEAL * ($SM.hasPerk('gastronome') ? 2 : 1);
|
||||
},
|
||||
|
||||
medsHeal: function() {
|
||||
return World.MEDS_HEAL;
|
||||
},
|
||||
|
||||
checkFight: function() {
|
||||
@@ -394,7 +505,7 @@ var World = {
|
||||
World.fightMove++;
|
||||
if(World.fightMove > World.FIGHT_DELAY) {
|
||||
var chance = World.FIGHT_CHANCE;
|
||||
chance *= Engine.hasPerk('stealthy') ? 0.5 : 1;
|
||||
chance *= $SM.hasPerk('stealthy') ? 0.5 : 1;
|
||||
if(Math.random() < chance) {
|
||||
World.fightMove = 0;
|
||||
Events.triggerFight();
|
||||
@@ -418,8 +529,10 @@ var World = {
|
||||
}
|
||||
},
|
||||
|
||||
getDistance: function() {
|
||||
return Math.abs(World.curPos[0] - World.RADIUS) + Math.abs(World.curPos[1] - World.RADIUS);
|
||||
getDistance: function(from, to) {
|
||||
from = from || World.curPos;
|
||||
to = to || World.VILLAGE_POS;
|
||||
return Math.abs(from[0] - to[0]) + Math.abs(from[1] - to[1]);
|
||||
},
|
||||
|
||||
getTerrain: function() {
|
||||
@@ -476,7 +589,7 @@ var World = {
|
||||
|
||||
lightMap: function(x, y, mask) {
|
||||
var r = World.LIGHT_RADIUS;
|
||||
r *= Engine.hasPerk('scout') ? 2 : 1;
|
||||
r *= $SM.hasPerk('scout') ? 2 : 1;
|
||||
World.uncoverMap(x, y, r, mask);
|
||||
return mask;
|
||||
},
|
||||
@@ -497,7 +610,7 @@ 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() {
|
||||
@@ -509,7 +622,7 @@ var World = {
|
||||
// Spiral out from there
|
||||
map[World.RADIUS][World.RADIUS] = World.TILE.VILLAGE;
|
||||
for(var r = 1; r <= World.RADIUS; r++) {
|
||||
for(t = 0; t < r * 8; t++) {
|
||||
for(var t = 0; t < r * 8; t++) {
|
||||
var x, y;
|
||||
if(t < 2 * r) {
|
||||
x = World.RADIUS - r + t;
|
||||
@@ -578,8 +691,6 @@ var World = {
|
||||
|
||||
chooseTile: function(x, y, map) {
|
||||
|
||||
var log = x == World.RADIUS + 1 && y == World.RADIUS + 1;
|
||||
|
||||
var adjacent = [
|
||||
y > 0 ? map[x][y-1] : null,
|
||||
y < World.RADIUS * 2 ? map[x][y+1] : null,
|
||||
@@ -641,6 +752,8 @@ var World = {
|
||||
var map = $('#map');
|
||||
if(map.length == 0) {
|
||||
map = new $('<div>').attr('id', 'map').appendTo('#worldOuter');
|
||||
// register click handler
|
||||
map.click(World.click);
|
||||
}
|
||||
var mapString = "";
|
||||
for(var j = 0; j <= World.RADIUS * 2; j++) {
|
||||
@@ -697,6 +810,7 @@ var World = {
|
||||
$('#outerSlider').animate({opacity: '0'}, 600, 'linear', function() {
|
||||
$('#outerSlider').css('left', '0px');
|
||||
$('#locationSlider').css('left', '0px');
|
||||
$('#storesContainer').css({'top': '0px', 'right': '0px'});
|
||||
Engine.activeModule = Room;
|
||||
$('div.headerButton').removeClass('selected');
|
||||
Room.tab.addClass('selected');
|
||||
@@ -712,20 +826,20 @@ var World = {
|
||||
|
||||
goHome: function() {
|
||||
// Home safe! Commit the changes.
|
||||
State.world = World.state;
|
||||
if(World.state.sulphurmine && Outside.numBuilding('sulphur mine') == 0) {
|
||||
Outside.addBuilding('sulphur mine', 1);
|
||||
$SM.setM('game.world', World.state);
|
||||
if(World.state.sulphurmine && $SM.get('game.buildings["sulphur mine"]', true) == 0) {
|
||||
$SM.add('game.buildings["sulphur mine"]', 1);
|
||||
Engine.event('progress', 'sulphur mine');
|
||||
}
|
||||
if(World.state.ironmine && Outside.numBuilding('iron mine') == 0) {
|
||||
Outside.addBuilding('iron mine', 1);
|
||||
if(World.state.ironmine && $SM.get('game.buildings["iron mine"]', true) == 0) {
|
||||
$SM.add('game.buildings["iron mine"]', 1);
|
||||
Engine.event('progress', 'iron mine');
|
||||
}
|
||||
if(World.state.coalmine && Outside.numBuilding('coal mine') == 0) {
|
||||
Outside.addBuilding('coal mine', 1);
|
||||
if(World.state.coalmine && $SM.get('game.buildings["coal mine"]', true) == 0) {
|
||||
$SM.add('game.buildings["coal mine"]', 1);
|
||||
Engine.event('progress', 'coal mine');
|
||||
}
|
||||
if(World.state.ship && !State.ship) {
|
||||
if(World.state.ship && !$SM.get('features.location.spaceShip')) {
|
||||
Ship.init();
|
||||
Engine.event('progress', 'ship');
|
||||
}
|
||||
@@ -738,7 +852,7 @@ var World = {
|
||||
}
|
||||
|
||||
for(var k in Path.outfit) {
|
||||
Engine.addStore(k, Path.outfit[k]);
|
||||
$SM.add('stores["'+k+'"]', Path.outfit[k]);
|
||||
if(World.leaveItAtHome(k)) {
|
||||
Path.outfit[k] = 0;
|
||||
}
|
||||
@@ -750,34 +864,34 @@ var World = {
|
||||
},
|
||||
|
||||
leaveItAtHome: function(thing) {
|
||||
return thing != 'cured meat' && thing != 'bullets' && thing != 'energy cell' && thing != 'charm'
|
||||
return thing != 'cured meat' && thing != 'bullets' && thing != 'energy cell' && thing != 'charm' && thing != 'medicine'
|
||||
&& typeof World.Weapons[thing] == 'undefined' && typeof Room.Craftables[thing] == 'undefined';
|
||||
},
|
||||
|
||||
getMaxHealth: function() {
|
||||
if(Engine.getStore('s armour') > 0) {
|
||||
if($SM.get('stores["s armour"]', true) > 0) {
|
||||
return World.BASE_HEALTH + 35;
|
||||
} else if(Engine.getStore('i armour') > 0) {
|
||||
} else if($SM.get('stores["i armour"]', true) > 0) {
|
||||
return World.BASE_HEALTH + 15;
|
||||
} else if(Engine.getStore('l armour') > 0) {
|
||||
} else if($SM.get('stores["l armour"]', true) > 0) {
|
||||
return World.BASE_HEALTH + 5;
|
||||
}
|
||||
return World.BASE_HEALTH;
|
||||
},
|
||||
|
||||
getHitChance: function() {
|
||||
if(Engine.hasPerk('precise')) {
|
||||
if($SM.hasPerk('precise')) {
|
||||
return World.BASE_HIT_CHANCE + 0.1;
|
||||
}
|
||||
return World.BASE_HIT_CHANCE;
|
||||
},
|
||||
|
||||
getMaxWater: function() {
|
||||
if(Engine.getStore('water tank') > 0) {
|
||||
if($SM.get('stores["water tank"]', true) > 0) {
|
||||
return World.BASE_WATER + 50;
|
||||
} else if(Engine.getStore('cask') > 0) {
|
||||
} else if($SM.get('stores.cask', true) > 0) {
|
||||
return World.BASE_WATER + 20;
|
||||
} else if(Engine.getStore('waterskin') > 0) {
|
||||
} else if($SM.get('stores.waterskin', true) > 0) {
|
||||
return World.BASE_WATER + 10;
|
||||
}
|
||||
return World.BASE_WATER;
|
||||
@@ -794,7 +908,7 @@ 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;
|
||||
},
|
||||
@@ -802,7 +916,9 @@ 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'));
|
||||
// Some weirdness in jQuery's extend method is causing the map to not be deep copied...
|
||||
World.state.map = $.extend(true, {}, World.state.map);
|
||||
World.setWater(World.getMaxWater());
|
||||
World.setHp(World.getMaxHealth());
|
||||
World.foodMove = 0;
|
||||
@@ -810,7 +926,7 @@ var World = {
|
||||
World.starvation = false;
|
||||
World.thirst = false;
|
||||
World.usedOutposts = {};
|
||||
World.curPos = [World.RADIUS, World.RADIUS];
|
||||
World.curPos = World.copyPos(World.VILLAGE_POS);
|
||||
World.drawMap();
|
||||
World.setTitle();
|
||||
World.dead = false;
|
||||
@@ -821,5 +937,13 @@ var World = {
|
||||
|
||||
setTitle: function() {
|
||||
document.title = 'A Barren World';
|
||||
},
|
||||
|
||||
copyPos: function(pos) {
|
||||
return [pos[0], pos[1]];
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||