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https://github.com/doublespeakgames/adarkroom.git
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db4a346d21
Introduced state_manager.js almost all State gets/sets are now run through the manager (alias $SM). For now it was a simple, mostly straightforward replacement of calls. This means that there are redundancies and a lot of now unneeded code for things the SM will handle. However, since I had trouble with making those changes as well as introducing the manager all at once my first attempt, I am taking the wiser approach and making "one change" at a time like I should have instead of being too sure of myself. At this point, it seems to work, but there may be bugs I didn't catch. There was also no attempt made to update old saves to work with this. In theory, it shouldn't be too hard. (included is a list of all state changes) TODO: Save Update. Refactor: a lot, many many redundancies now. Refactor: "location centric" to "global centric". Relocate all calls to different update functions to event listeners where possible. ====================================================== The changes to State are as follows: .room (exists) > features.location.room .room > game.room .room.builder > game.room.builder .room.temperature > game.room.temperature .room.fire > game.room.fire .room.buttons > game.room.buttons .outside (exists) > features.location.outside .outside > game.outside .outside.population > game.outside.population .outside.buildings > game.outside.buildings .outside.workers > game.outside.workers .outside.seenForest > game.outside.seenForest .world (exists) > features.location.world .world > game.world .world.map > game.world.map .world.mask > game.world.mask .starved > character.starved .dehydrated > character.dehydrated .ship (exists) > featuers.location.spaceShip .ship > game.spaceShip .ship.hull > game.spaceShip.hull .ship.thrusters > game.spaceShip.thrusters .ship.seenWarning > game.spaceShip.seenWarning .ship.seenShip > game.spaceShip.seenShip .punches > character.punches .perks > character.perks .thieves > game.thieves .stolen > game.stolen .cityCleared > game.cityCleared .stores > stores .income > income
296 lines
9.0 KiB
JavaScript
296 lines
9.0 KiB
JavaScript
var Path = {
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DEFAULT_BAG_SPACE: 10,
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// Everything not in this list weighs 1
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Weight: {
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'bone spear': 2,
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'iron sword': 3,
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'steel sword': 5,
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'rifle': 5,
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'bullets': 0.1,
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'energy cell': 0.2,
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'laser rifle': 5,
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'bolas': 0.5
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},
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name: 'Path',
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options: {}, // Nuthin'
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init: function(options) {
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this.options = $.extend(
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this.options,
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options
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);
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// Init the World
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World.init();
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// Create the path tab
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this.tab = Header.addLocation("A Dusty Path", "path", Path);
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// Create the Path panel
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this.panel = $('<div>').attr('id', "pathPanel")
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.addClass('location')
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.appendTo('div#locationSlider');
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// Add the outfitting area
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var outfitting = $('<div>').attr('id', 'outfitting').appendTo(this.panel);
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var bagspace = $('<div>').attr('id', 'bagspace').appendTo(outfitting);
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// Add the embark button
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new Button.Button({
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id: 'embarkButton',
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text: "embark",
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click: Path.embark,
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width: '80px',
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cooldown: World.DEATH_COOLDOWN
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}).appendTo(this.panel);
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Path.outfit = {};
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Engine.updateSlider();
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},
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getWeight: function(thing) {
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var w = Path.Weight[thing];
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if(typeof w != 'number') w = 1;
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return w;
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},
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getCapacity: function() {
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if(Engine.getStore('convoy') > 0) {
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return Path.DEFAULT_BAG_SPACE + 60;
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} else if(Engine.getStore('wagon') > 0) {
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return Path.DEFAULT_BAG_SPACE + 30;
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} else if(Engine.getStore('rucksack') > 0) {
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return Path.DEFAULT_BAG_SPACE + 10;
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}
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return Path.DEFAULT_BAG_SPACE;
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},
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getFreeSpace: function() {
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var num = 0;
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if(Path.outfit) {
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for(var k in Path.outfit) {
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var n = Path.outfit[k];
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if(isNaN(n)) {
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// No idea how this happens, but I will fix it here!
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Path.outfit[k] = n = 0;
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}
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num += n * Path.getWeight(k);
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}
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}
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return Path.getCapacity() - num;
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},
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updatePerks: function() {
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if($SM.get('character.perks')) {
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var perks = $('#perks');
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var needsAppend = false;
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if(perks.length == 0) {
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needsAppend = true;
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perks = $('<div>').attr('id', 'perks');
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}
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for(var k in $SM.get('character.perks')) {
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var id = 'perk_' + k.replace(' ', '-');
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var r = $('#' + id);
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if($SM.get('character.perks[\''+k+'\']') && r.length == 0) {
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r = $('<div>').attr('id', id).addClass('perkRow').appendTo(perks);
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$('<div>').addClass('row_key').text(k).appendTo(r);
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$('<div>').addClass('tooltip bottom right').text(Engine.Perks[k].desc).appendTo(r);
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}
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}
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if(needsAppend && perks.children().length > 0) {
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perks.appendTo(Path.panel);
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}
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}
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if(Engine.activeModule === Path) {
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$('#storesContainer').css({top: perks.height() + 26 + 'px'});
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}
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},
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updateOutfitting: function() {
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var outfit = $('div#outfitting');
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if(!Path.outfit) {
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Path.outfit = {};
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}
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// Add the armour row
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var armour = "none";
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if(Engine.getStore('s armour') > 0)
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armour = "steel";
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else if(Engine.getStore('i armour') > 0)
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armour = "iron";
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else if(Engine.getStore('l armour') > 0)
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armour = "leather";
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var aRow = $('#armourRow');
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if(aRow.length == 0) {
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aRow = $('<div>').attr('id', 'armourRow').addClass('outfitRow').prependTo(outfit);
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$('<div>').addClass('row_key').text('armour').appendTo(aRow);
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$('<div>').addClass('row_val').text(armour).appendTo(aRow);
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$('<div>').addClass('clear').appendTo(aRow);
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} else {
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$('.row_val', aRow).text(armour);
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}
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// Add the water row
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var wRow = $('#waterRow');
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if(wRow.length == 0) {
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wRow = $('<div>').attr('id', 'waterRow').addClass('outfitRow').insertAfter(aRow);
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$('<div>').addClass('row_key').text('water').appendTo(wRow);
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$('<div>').addClass('row_val').text(World.getMaxWater()).appendTo(wRow);
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$('<div>').addClass('clear').appendTo(wRow);
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} else {
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$('.row_val', wRow).text(World.getMaxWater());
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}
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var space = Path.getFreeSpace();
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var total = 0;
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// Add the non-craftables to the craftables
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var carryable = $.extend({
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'cured meat': { type: 'tool' },
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'bullets': { type: 'tool' },
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'grenade': {type: 'weapon' },
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'bolas': {type: 'weapon' },
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'laser rifle': {type: 'weapon' },
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'energy cell': {type: 'tool' },
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'bayonet': {type: 'weapon' },
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'charm': {type: 'tool'},
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'medicine': {type: 'tool'}
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}, Room.Craftables);
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for(var k in carryable) {
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var store = carryable[k];
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var have = $SM.get('stores[\''+k+'\']');
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var num = Path.outfit[k];
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num = typeof num == 'number' ? num : 0;
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var numAvailable = Engine.getStore(k);
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var row = $('div#outfit_row_' + k.replace(' ', '-'), outfit);
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if((store.type == 'tool' || store.type == 'weapon') && have > 0) {
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total += num * Path.getWeight(k);
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if(row.length == 0) {
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row = Path.createOutfittingRow(k, num);
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var curPrev = null;
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outfit.children().each(function(i) {
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var child = $(this);
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if(child.attr('id').indexOf('outfit_row_') == 0) {
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var cName = child.attr('id').substring(11).replace('-', ' ');
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if(cName < k && (curPrev == null || cName > curPrev)) {
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curPrev = cName;
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}
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}
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});
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if(curPrev == null) {
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row.insertAfter(wRow);
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}
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else
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{
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row.insertAfter(outfit.find('#outfit_row_' + curPrev.replace(' ', '-')));
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}
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} else {
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$('div#' + row.attr('id') + ' > div.row_val > span', outfit).text(num);
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$('div#' + row.attr('id') + ' .tooltip .numAvailable', outfit).text(numAvailable - num);
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}
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if(num == 0) {
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$('.dnBtn', row).addClass('disabled');
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$('.dnManyBtn', row).addClass('disabled');
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} else {
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$('.dnBtn', row).removeClass('disabled');
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$('.dnManyBtn', row).removeClass('disabled');
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}
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if(num >= numAvailable || space < Path.getWeight(k)) {
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$('.upBtn', row).addClass('disabled');
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$('.upManyBtn', row).addClass('disabled');
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} else if(space >= Path.getWeight(k)) {
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$('.upBtn', row).removeClass('disabled');
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$('.upManyBtn', row).removeClass('disabled');
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}
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} else if(have == 0 && row.length > 0) {
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row.remove();
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}
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}
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// Update bagspace
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$('#bagspace').text('free ' + Math.floor(Path.getCapacity() - total) + '/' + Path.getCapacity());
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if(Path.outfit['cured meat'] > 0) {
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Button.setDisabled($('#embarkButton'), false);
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} else {
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Button.setDisabled($('#embarkButton'), true);
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}
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},
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createOutfittingRow: function(name, num) {
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var row = $('<div>').attr('id', 'outfit_row_' + name.replace(' ', '-')).addClass('outfitRow');
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$('<div>').addClass('row_key').text(name).appendTo(row);
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var val = $('<div>').addClass('row_val').appendTo(row);
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$('<span>').text(num).appendTo(val);
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$('<div>').addClass('upBtn').appendTo(val).click([1], Path.increaseSupply);
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$('<div>').addClass('dnBtn').appendTo(val).click([1], Path.decreaseSupply);
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$('<div>').addClass('upManyBtn').appendTo(val).click([10], Path.increaseSupply);
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$('<div>').addClass('dnManyBtn').appendTo(val).click([10], Path.decreaseSupply);
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$('<div>').addClass('clear').appendTo(row);
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var numAvailable = Engine.getStore(name);
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var tt = $('<div>').addClass('tooltip bottom right').appendTo(row);
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$('<div>').addClass('row_key').text('weight').appendTo(tt);
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$('<div>').addClass('row_val').text(Path.getWeight(name)).appendTo(tt);
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$('<div>').addClass('row_key').text('available').appendTo(tt);
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$('<div>').addClass('row_val').addClass('numAvailable').text(numAvailable).appendTo(tt);
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return row;
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},
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increaseSupply: function(btn) {
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var supply = $(this).closest('.outfitRow').children('.row_key').text().replace('-', ' ');
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Engine.log('increasing ' + supply + ' by up to ' + btn.data);
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var cur = Path.outfit[supply];
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cur = typeof cur == 'number' ? cur : 0;
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if(Path.getFreeSpace() >= Path.getWeight(supply) && cur < Engine.getStore(supply)) {
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var maxExtraByWeight = Math.floor(Path.getFreeSpace() / Path.getWeight(supply));
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var maxExtraByStore = Engine.getStore(supply) - cur;
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var maxExtraByBtn = btn.data;
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Path.outfit[supply] = cur + Math.min(maxExtraByBtn, Math.min(maxExtraByWeight, maxExtraByStore));
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Path.updateOutfitting();
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}
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},
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decreaseSupply: function(btn) {
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var supply = $(this).closest('.outfitRow').children('.row_key').text().replace('-', ' ');
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Engine.log('decreasing ' + supply + ' by up to ' + btn.data);
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var cur = Path.outfit[supply];
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cur = typeof cur == 'number' ? cur : 0;
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if(cur > 0) {
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Path.outfit[supply] = Math.max(0, cur - btn.data);
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Path.updateOutfitting();
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}
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},
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onArrival: function(transition_diff) {
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Path.setTitle();
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Path.updateOutfitting();
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Path.updatePerks();
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Engine.moveStoresView($('#perks'), transition_diff);
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},
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setTitle: function() {
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document.title = 'A Dusty Path';
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},
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embark: function() {
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for(var k in Path.outfit) {
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Engine.addStore(k, -Path.outfit[k]);
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}
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World.onArrival();
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$('#outerSlider').animate({left: '-700px'}, 300);
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Engine.activeModule = World;
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}
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} |