mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-29 00:31:53 +08:00
dee7cbb9b3
====functions removed==== //I just removed these because most were simpler or at least equal as direct $SM get/set/add calls, I realize the store ones are kind of subjective since calls were about equal, but oh well. If someone really feels we need the shortcut/named functions for manipulating stores specifically, it shouldn't be crazy to reimplement in $SM Engine.setStore >> $SM.set Engine.setStores >> $SM.setM Engine.addStore >> $SM.add Engine.addStores >> $SM.addM Engine.getStore >> $SM.get(requestZero = true) Engine.storeAvailable >> $SM.get; Engine.removeIncome >> $SM.remove //updates moved to handler ====functions moved==== //Any moved function I felt was more directly related to States or didn't belong where it was Engine.addPerk > $SM.addPerk //kept function for now because of notify call inside, 'deep' state Engine.hasPerk > $SM.hasPerk //kept function because of 'deep' state name Engine.setIncome > $SM.setIncome //kept because it has internal logic **Engine.getIncome > $SM.getIncome //**easily removable with Outside.updateVillageIncome refactor Engine.openPath > Path.openPath //Since I'm refactoring anyways Engine.addStolen > $SM.addStolen //internal logic Engine.startThieves > $SM.startThieves //not sure $SM is a better place, but Engine should be nice and clean by the end of this, handling only engine mechanics Engine.num > $SM.num //after Outside refacter, this is basically just a fancy $SM.get Engine.upgradeState > $SM.updateOldState ====functions refactored==== $SM.addPerk; //updates moved to event handler, no check/create new perk $SM.hasPerk; //don't need to check exist and ==true $SM.collectIncome //removed changed check, update calls now handled by 'stateUpdate' event listening $SM.addStolen //fix to set stolen items in case a partial steal happens $SM.startThieves //updates in handler $SM.updateOldState //use $SM calls, add placeholder for updating to post $SM state when more finalized ====functions affected (by removed)==== Engine.init (Engine.getStore, Engine.storeAvailable) Engine.collectIncome (Engine.addStores) Engine.num (Engine.getStore) Engine.travelTo (Engine.storeAvailable) Room.init (Engine.getStore) Room.unlockForest (Engine.setStore) Room.lightFire (Engine.setStore, Engine.getStore, Engine.storeAvailable) Room.stokeFire (Engine.setStore, Engine.getStore, Engine.storeAvailable) Room.coolFire (Engine.setStore) Room.buy (Engine.setStores, Engine.addStore, Engine.getStore) Room.build (Engine.setStores, Engine.getStore) Room.craftUnlocked (Engine.getStore, Engine.storeAvailable) Room.buyUnlocked (Engine.storeAvailable) Room.updateButton (Engine.storeAvailable) Outside.gatherWood (Engine.addStores) Outside.checkTraps (Engine.addStores, Engine.getStore) Outside.updateVillage (Engine.getStore) Path.embark (Engine.addStore) Path.getCapacity (Engine.getStore) Path.updateOutfitting (Engine.getStore) Path.createOutfittingRow (Engine.getStore) Path.increaseSupply (Engine.getStore) World.goHome (Engine.addStore) World.updateSupplies (Engine.getStore) World.checkDanger (Engine.getStore) World.getMaxHealth (Engine.getStore) World.getMaxWater (Engine.getStore) Ship.reinforceHull (Engine.addStore, Engine.getStore) Ship.upgradeEngine (Engine.addStore, Engine.getStore) Events.loadScene (Engine.addStores) Events.updateButtons (Engine.getStore) Events.buttonClick (Engine.getStore) Events.Global (Engine.addStores, Engine.removeIncome) Events.Room (Engine.addStore, Engine.addStores, Engine.getStore, Engine.storeAvailable)
65 lines
1.7 KiB
JavaScript
65 lines
1.7 KiB
JavaScript
/**
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* Events that can occur when any module is active (Except World. It's special.)
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**/
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Events.Global = [
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{ /* The Thief */
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title: 'The Thief',
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isAvailable: function() {
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return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1;
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},
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scenes: {
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'start': {
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text: [
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'the villagers haul a filthy man out of the store room.',
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"say his folk have been skimming the supplies.",
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'say he should be strung up as an example.'
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],
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notification: 'a thief is caught',
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buttons: {
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'kill': {
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text: 'hang him',
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nextScene: {1: 'hang'}
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},
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'spare': {
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text: 'spare him',
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nextScene: {1: 'spare'}
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}
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}
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},
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'hang': {
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text: [
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'the villagers hang the thief high in front of the store room.',
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'the point is made. in the next few days, the missing supplies are returned.'
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],
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onLoad: function() {
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$SM.set('game.thieves', 2);
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$SM.remove('income.thieves');
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$SM.addM('stores', $SM.get('game.stolen'));
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},
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buttons: {
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'leave': {
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text: 'leave',
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nextScene: 'end'
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}
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}
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},
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'spare': {
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text: [
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"the man says he's grateful. says he won't come around any more.",
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"shares what he knows about sneaking before he goes."
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],
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onLoad: function() {
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$SM.set('game.thieves', 2);
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$SM.remove('income.thieves');
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$SM.addPerk('stealthy');
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},
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buttons: {
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'leave': {
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text: 'leave',
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nextScene: 'end'
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}
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}
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}
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}
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}
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]; |