mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +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)
817 lines
22 KiB
JavaScript
817 lines
22 KiB
JavaScript
/**
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* Module that handles the random event system
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*/
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var Events = {
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_EVENT_TIME_RANGE: [3, 6], // range, in minutes
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_PANEL_FADE: 200,
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_FIGHT_SPEED: 100,
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_EAT_COOLDOWN: 5,
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_MEDS_COOLDOWN: 7,
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STUN_DURATION: 4000,
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init: function(options) {
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this.options = $.extend(
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this.options,
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options
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);
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// Build the Event Pool
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Events.EventPool = new Array().concat(
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Events.Global,
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Events.Room,
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Events.Outside
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);
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Events.eventStack = [];
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Events.scheduleNextEvent();
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},
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options: {}, // Nothing for now
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activeEvent: null,
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activeScene: null,
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eventPanel: null,
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loadScene: function(name) {
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Engine.log('loading scene: ' + name);
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Events.activeScene = name;
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var scene = Events.activeEvent().scenes[name];
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// Scene reward
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if(scene.reward) {
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$SM.addM('stores', scene.reward);
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}
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// onLoad
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if(scene.onLoad) {
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scene.onLoad();
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}
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// Notify the scene change
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if(scene.notification) {
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Notifications.notify(null, scene.notification);
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}
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$('#description', Events.eventPanel()).empty();
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$('#buttons', Events.eventPanel()).empty();
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if(scene.combat) {
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Events.startCombat(scene);
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} else {
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Events.startStory(scene);
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}
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},
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startCombat: function(scene) {
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Engine.event('game event', 'combat');
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Events.won = false;
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var desc = $('#description', Events.eventPanel());
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$('<div>').text(scene.notification).appendTo(desc);
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// Draw the wanderer
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Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(desc);
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// Draw the enemy
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Events.createFighterDiv(scene.char, scene.health, scene.health).attr('id', 'enemy').appendTo(desc);
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// Draw the action buttons
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var btns = $('#buttons', Events.eventPanel());
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var numWeapons = 0;
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for(var k in World.Weapons) {
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var weapon = World.Weapons[k];
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if(typeof Path.outfit[k] == 'number' && Path.outfit[k] > 0) {
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if(typeof weapon.damage != 'number' || weapon.damage == 0) {
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// Weapons that deal no damage don't count
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numWeapons--;
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} else if(weapon.cost){
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for(var c in weapon.cost) {
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var num = weapon.cost[c];
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if(typeof Path.outfit[c] != 'number' || Path.outfit[c] < num) {
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// Can't use this weapon, so don't count it
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numWeapons--;
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}
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}
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}
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numWeapons++;
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Events.createAttackButton(k).appendTo(btns);
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}
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}
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if(numWeapons == 0) {
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// No weapons? You can punch stuff!
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Events.createAttackButton('fists').prependTo(btns);
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}
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Events.createEatMeatButton().appendTo(btns);
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if((Path.outfit['medicine'] || 0) != 0) {
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Events.createUseMedsButton().appendTo(btns);
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}
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// Set up the enemy attack timer
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Events._enemyAttackTimer = setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
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},
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createEatMeatButton: function(cooldown) {
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if (cooldown == null) {
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cooldown = Events._EAT_COOLDOWN;
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}
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var btn = new Button.Button({
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id: 'eat',
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text: 'eat meat',
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cooldown: cooldown,
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click: Events.eatMeat,
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cost: { 'cured meat': 1 }
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});
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if(Path.outfit['cured meat'] == 0) {
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Button.setDisabled(btn, true);
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}
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return btn;
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},
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createUseMedsButton: function(cooldown) {
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if (cooldown == null) {
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cooldown = Events._MEDS_COOLDOWN;
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}
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var btn = new Button.Button({
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id: 'meds',
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text: 'use meds',
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cooldown: cooldown,
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click: Events.useMeds,
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cost: { 'medicine': 1 }
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});
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if((Path.outfit['medicine'] || 0) == 0) {
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Button.setDisabled(btn, true);
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}
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return btn;
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},
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createAttackButton: function(weaponName) {
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var weapon = World.Weapons[weaponName];
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var cd = weapon.cooldown;
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if(weapon.type == 'unarmed') {
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if($SM.hasPerk('unarmed master')) {
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cd /= 2;
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}
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}
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var btn = new Button.Button({
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id: 'attack_' + weaponName.replace(' ', '-'),
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text: weapon.verb,
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cooldown: cd,
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click: Events.useWeapon,
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cost: weapon.cost
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});
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if(typeof weapon.damage == 'number' && weapon.damage > 0) {
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btn.addClass('weaponButton');
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}
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for(var k in weapon.cost) {
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if(typeof Path.outfit[k] != 'number' || Path.outfit[k] < weapon.cost[k]) {
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Button.setDisabled(btn, true);
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break;
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}
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}
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return btn;
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},
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drawFloatText: function(text, parent) {
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$('<div>').text(text).addClass('damageText').appendTo(parent).animate({
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'bottom': '50px',
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'opacity': '0'
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},
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300,
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'linear',
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function() {
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$(this).remove();
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});
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},
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eatMeat: function() {
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if(Path.outfit['cured meat'] > 0) {
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Path.outfit['cured meat']--;
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World.updateSupplies();
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if(Path.outfit['cured meat'] == 0) {
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Button.setDisabled($('#eat'), true);
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}
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var hp = World.health;
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hp += World.meatHeal();
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hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
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World.setHp(hp);
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if(Events.activeEvent()) {
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var w = $('#wanderer');
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w.data('hp', hp);
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Events.updateFighterDiv(w);
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Events.drawFloatText('+' + World.meatHeal(), '#wanderer .hp');
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}
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}
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},
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useMeds: function() {
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if(Path.outfit['medicine'] > 0) {
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Path.outfit['medicine']--;
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World.updateSupplies();
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if(Path.outfit['medicine'] == 0) {
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Button.setDisabled($('#meds'), true);
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}
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var hp = World.health;
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hp += World.medsHeal();
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hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
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World.setHp(hp);
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if(Events.activeEvent()) {
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var w = $('#wanderer');
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w.data('hp', hp);
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Events.updateFighterDiv(w);
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Events.drawFloatText('+' + World.medsHeal(), '#wanderer .hp');
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}
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}
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},
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useWeapon: function(btn) {
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if(Events.activeEvent()) {
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var weaponName = btn.attr('id').substring(7).replace('-', ' ');
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var weapon = World.Weapons[weaponName];
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if(weapon.type == 'unarmed') {
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if(!$SM.get('character.punches')) $SM.set('character.punches', 0);
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$SM.add('character.punches', 1);
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if($SM.get('character.punches') == 50 && !$SM.hasPerk('boxer')) {
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$SM.addPerk('boxer');
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} else if($SM.get('character.punches') == 150 && !$SM.hasPerk('martial artist')) {
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$SM.addPerk('martial artist');
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} else if($SM.get('character.punches') == 300 && !$SM.hasPerk('unarmed master')) {
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$SM.addPerk('unarmed master');
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}
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}
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if(weapon.cost) {
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var mod = {};
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var out = false;
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for(var k in weapon.cost) {
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if(typeof Path.outfit[k] != 'number' || Path.outfit[k] < weapon.cost[k]) {
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return;
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}
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mod[k] = -weapon.cost[k];
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if(Path.outfit[k] - weapon.cost[k] < weapon.cost[k]) {
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out = true;
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}
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}
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for(var k in mod) {
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Path.outfit[k] += mod[k];
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}
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if(out) {
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Button.setDisabled(btn, true);
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var validWeapons = false;
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$('.weaponButton').each(function(){
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if(!Button.isDisabled($(this)) && $(this).attr('id') != 'attack_fists') {
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validWeapons = true;
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return false;
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}
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});
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if(!validWeapons) {
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// enable or create the punch button
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var fists = $('#attack_fists');
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if(fists.length == 0) {
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Events.createAttackButton('fists').prependTo('#buttons', Events.eventPanel());
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} else {
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Button.setDisabled(fists, false);
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}
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}
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}
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World.updateSupplies();
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}
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var dmg = -1;
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if(Math.random() <= World.getHitChance()) {
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dmg = weapon.damage;
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if(typeof dmg == 'number') {
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if(weapon.type == 'unarmed' && $SM.hasPerk('boxer')) {
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dmg *= 2
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}
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if(weapon.type == 'unarmed' && $SM.hasPerk('martial artist')) {
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dmg *= 3;
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}
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if(weapon.type == 'unarmed' && $SM.hasPerk('unarmed master')) {
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dmg *= 2;
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}
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if(weapon.type == 'melee' && $SM.hasPerk('barbarian')) {
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dmg = Math.floor(dmg * 1.5);
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}
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}
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}
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var attackFn = weapon.type == 'ranged' ? Events.animateRanged : Events.animateMelee;
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attackFn($('#wanderer'), dmg, function() {
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if($('#enemy').data('hp') <= 0 && !Events.won) {
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// Success!
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Events.winFight();
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}
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});
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}
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},
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animateMelee: function(fighter, dmg, callback) {
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var start, end, enemy;
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if(fighter.attr('id') == 'wanderer') {
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start = {'left': '50%'};
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end = {'left': '25%'};
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enemy = $('#enemy');
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} else {
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start = {'right': '50%'};
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end = {'right': '25%'};
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enemy = $('#wanderer');
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}
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fighter.stop(true, true).animate(start, Events._FIGHT_SPEED, function() {
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var enemyHp = enemy.data('hp');
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var msg;
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if(typeof dmg == 'number') {
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if(dmg < 0) {
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msg = 'miss';
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dmg = 0;
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} else {
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msg = '-' + dmg;
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enemyHp -= dmg;
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enemy.data('hp', enemyHp);
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if(fighter.attr('id') == 'enemy') {
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World.setHp(enemyHp);
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}
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Events.updateFighterDiv(enemy);
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}
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} else {
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if(dmg == 'stun') {
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msg = 'stunned';
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enemy.data('stunned', true);
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setTimeout(function() {
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enemy.data('stunned', false);
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}, Events.STUN_DURATION);
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}
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}
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Events.drawFloatText(msg, $('.hp', enemy));
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$(this).animate(end, Events._FIGHT_SPEED, callback);
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});
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},
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animateRanged: function(fighter, dmg, callback) {
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var start, end, enemy;
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if(fighter.attr('id') == 'wanderer') {
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start = {'left': '25%'};
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end = {'left': '50%'};
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enemy = $('#enemy');
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} else {
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start = {'right': '25%'};
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end = {'right': '50%'};
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enemy = $('#wanderer');
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}
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$('<div>').css(start).addClass('bullet').text('o').appendTo('#description')
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.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
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var enemyHp = enemy.data('hp');
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var msg;
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if(typeof dmg == 'number') {
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if(dmg < 0) {
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msg = 'miss';
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dmg = 0;
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} else {
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msg = '-' + dmg;
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enemyHp -= dmg;
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enemy.data('hp', enemyHp);
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if(fighter.attr('id') == 'enemy') {
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World.setHp(enemyHp);
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}
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Events.updateFighterDiv(enemy);
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}
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} else {
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if(dmg == 'stun') {
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msg = 'stunned';
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enemy.data('stunned', true);
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setTimeout(function() {
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enemy.data('stunned', false);
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}, Events.STUN_DURATION);
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}
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}
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Events.drawFloatText(msg, $('.hp', enemy));
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$(this).remove();
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if(typeof callback == 'function') {
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callback();
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}
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});
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},
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enemyAttack: function() {
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var scene = Events.activeEvent().scenes[Events.activeScene];
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if(!$('#enemy').data('stunned')) {
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var toHit = scene.hit;
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toHit *= $SM.hasPerk('evasive') ? 0.8 : 1;
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var dmg = -1;
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if(Math.random() <= toHit) {
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dmg = scene.damage;
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}
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var attackFn = scene.ranged ? Events.animateRanged : Events.animateMelee;
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attackFn($('#enemy'), dmg, function() {
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if($('#wanderer').data('hp') <= 0) {
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// Failure!
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clearTimeout(Events._enemyAttackTimer);
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Events.endEvent();
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World.die();
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}
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});
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}
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Events._enemyAttackTimer =
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setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
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},
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winFight: function() {
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Events.won = true;
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clearTimeout(Events._enemyAttackTimer);
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$('#enemy').animate({opacity: 0}, 300, 'linear', function() {
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setTimeout(function() {
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try {
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var scene = Events.activeEvent().scenes[Events.activeScene];
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var desc = $('#description', Events.eventPanel());
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var btns = $('#buttons', Events.eventPanel());
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desc.empty();
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btns.empty();
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$('<div>').text('the ' + scene.enemy + (scene.plural ? ' are' : ' is') + ' dead.').appendTo(desc);
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Events.drawLoot(scene.loot);
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if(scene.buttons) {
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// Draw the buttons
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Events.drawButtons(scene);
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} else {
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new Button.Button({
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id: 'leaveBtn',
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click: function() {
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var scene = Events.activeEvent().scenes[Events.activeScene];
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if(scene.nextScene && scene.nextScene != 'end') {
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Events.loadScene(scene.nextScene);
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} else {
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Events.endEvent();
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}
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},
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text: 'leave'
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}).appendTo(btns);
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Events.createEatMeatButton(0).appendTo(btns);
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if((Path.outfit['medicine'] || 0) != 0) {
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Events.createUseMedsButton(0).appendTo(btns);
|
|
}
|
|
}
|
|
} catch(e) {
|
|
// It is possible to die and win if the timing is perfect. Just let it fail.
|
|
}
|
|
}, 1000);
|
|
});
|
|
},
|
|
|
|
drawLoot: function(lootList) {
|
|
var desc = $('#description', Events.eventPanel());
|
|
var lootButtons = $('<div>').attr('id', 'lootButtons');
|
|
for(var k in lootList) {
|
|
var loot = lootList[k];
|
|
if(Math.random() < loot.chance) {
|
|
var num = Math.floor(Math.random() * (loot.max - loot.min)) + loot.min;
|
|
new Button.Button({
|
|
id: 'loot_' + k.replace(' ', '-'),
|
|
text: k + ' [' + num + ']',
|
|
click: Events.getLoot
|
|
}).data('numLeft', num).appendTo(lootButtons);
|
|
}
|
|
}
|
|
$('<div>').addClass('clear').appendTo(lootButtons);
|
|
if(lootButtons.children().length > 1) {
|
|
lootButtons.appendTo(desc);
|
|
}
|
|
},
|
|
|
|
dropStuff: function(e) {
|
|
e.stopPropagation();
|
|
var btn = $(this)
|
|
var thing = btn.data('thing');
|
|
var num = btn.data('num');
|
|
var lootButtons = $('#lootButtons');
|
|
Engine.log('dropping ' + num + ' ' + thing);
|
|
|
|
var lootBtn = $('#loot_' + thing.replace(' ', '-'), lootButtons);
|
|
if(lootBtn.length > 0) {
|
|
var curNum = lootBtn.data('numLeft');
|
|
curNum += num;
|
|
lootBtn.text(thing + ' [' + curNum + ']').data('numLeft', curNum);
|
|
} else {
|
|
new Button.Button({
|
|
id: 'loot_' + thing.replace(' ', '-'),
|
|
text: thing + ' [' + num + ']',
|
|
click: Events.getLoot
|
|
}).data('numLeft', num).insertBefore($('.clear', lootButtons));
|
|
}
|
|
Path.outfit[thing] -= num;
|
|
Events.getLoot(btn.closest('.button'));
|
|
World.updateSupplies();
|
|
},
|
|
|
|
getLoot: function(btn) {
|
|
var name = btn.attr('id').substring(5).replace('-', ' ');
|
|
if(btn.data('numLeft') > 0) {
|
|
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);
|
|
if(num == 0) {
|
|
Button.setDisabled(btn);
|
|
btn.animate({'opacity':0}, 300, 'linear', function() {
|
|
$(this).remove();
|
|
if($('#lootButtons').children().length == 1) {
|
|
$('#lootButtons').remove();
|
|
}
|
|
});
|
|
} else {
|
|
// #dropMenu gets removed by this.
|
|
btn.text(name + ' [' + num + ']');
|
|
}
|
|
var curNum = Path.outfit[name];
|
|
curNum = typeof curNum == 'number' ? curNum : 0;
|
|
curNum++;
|
|
Path.outfit[name] = curNum;
|
|
World.updateSupplies();
|
|
|
|
// 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();
|
|
var dropMenu = $('<div>').attr('id', 'dropMenu');
|
|
for(var k in Path.outfit) {
|
|
var itemWeight = Path.getWeight(k);
|
|
if(itemWeight > 0) {
|
|
var numToDrop = Math.ceil((weight - freeSpace) / itemWeight);
|
|
if(numToDrop > Path.outfit[k]) {
|
|
numToDrop = Path.outfit[k];
|
|
}
|
|
if(numToDrop > 0) {
|
|
var dropRow = $('<div>').attr('id', 'drop_' + k.replace(' ', '-'))
|
|
.text(k + ' x' + numToDrop)
|
|
.data('thing', k)
|
|
.data('num', numToDrop)
|
|
.click(Events.dropStuff);
|
|
dropRow.appendTo(dropMenu);
|
|
}
|
|
}
|
|
}
|
|
dropMenu.appendTo(btn);
|
|
btn.one("mouseleave", function() {
|
|
$('#dropMenu').remove();
|
|
});
|
|
}
|
|
}
|
|
},
|
|
|
|
createFighterDiv: function(char, hp, maxhp) {
|
|
var fighter = $('<div>').addClass('fighter').text(char).data('hp', hp).data('maxHp', maxhp);
|
|
$('<div>').addClass('hp').text(hp+'/'+maxhp).appendTo(fighter);
|
|
return fighter;
|
|
},
|
|
|
|
updateFighterDiv: function(fighter) {
|
|
$('.hp', fighter).text(fighter.data('hp') + '/' + fighter.data('maxHp'));
|
|
},
|
|
|
|
startStory: function(scene) {
|
|
// Write the text
|
|
var desc = $('#description', Events.eventPanel());
|
|
for(var i in scene.text) {
|
|
$('<div>').text(scene.text[i]).appendTo(desc);
|
|
}
|
|
|
|
// Draw any loot
|
|
if(scene.loot) {
|
|
Events.drawLoot(scene.loot);
|
|
}
|
|
|
|
// Draw the buttons
|
|
Events.drawButtons(scene);
|
|
},
|
|
|
|
drawButtons: function(scene) {
|
|
var btns = $('#buttons', Events.eventPanel());
|
|
for(var id in scene.buttons) {
|
|
var info = scene.buttons[id];
|
|
var b = new Button.Button({
|
|
id: id,
|
|
text: info.text,
|
|
cost: info.cost,
|
|
click: Events.buttonClick
|
|
}).appendTo(btns);
|
|
if(typeof info.available == 'function' && !info.available()) {
|
|
Button.setDisabled(b, true);
|
|
}
|
|
}
|
|
|
|
Events.updateButtons();
|
|
},
|
|
|
|
updateButtons: function() {
|
|
var btns = Events.activeEvent().scenes[Events.activeScene].buttons;
|
|
for(var bId in btns) {
|
|
var b = btns[bId];
|
|
var btnEl = $('#'+bId, Events.eventPanel());
|
|
if(typeof b.available == 'function' && !b.available()) {
|
|
Button.setDisabled(btnEl, true);
|
|
} else if(b.cost) {
|
|
var disabled = false;
|
|
for(var store in b.cost) {
|
|
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
|
|
disabled = true;
|
|
break;
|
|
}
|
|
}
|
|
Button.setDisabled(btnEl, disabled);
|
|
}
|
|
}
|
|
},
|
|
|
|
buttonClick: function(btn) {
|
|
var info = Events.activeEvent().scenes[Events.activeScene].buttons[btn.attr('id')];
|
|
// Cost
|
|
var costMod = {};
|
|
if(info.cost) {
|
|
for(var store in info.cost) {
|
|
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
|
|
return;
|
|
}
|
|
costMod[store] = -info.cost[store];
|
|
}
|
|
if(Engine.activeModule == World) {
|
|
for(var k in costMod) {
|
|
Path.outfit[k] += costMod[k];
|
|
}
|
|
World.updateSupplies();
|
|
} else {
|
|
$SM.addM('stores', costMod);
|
|
}
|
|
}
|
|
|
|
if(typeof info.onChoose == 'function') {
|
|
info.onChoose();
|
|
}
|
|
|
|
// Reward
|
|
if(info.reward) {
|
|
$SM.addM('stores', info.reward);
|
|
}
|
|
|
|
Events.updateButtons();
|
|
|
|
// Notification
|
|
if(info.notification) {
|
|
Notifications.notify(null, info.notification);
|
|
}
|
|
|
|
// Next Scene
|
|
if(info.nextScene) {
|
|
if(info.nextScene == 'end') {
|
|
Events.endEvent();
|
|
} else {
|
|
var r = Math.random();
|
|
var lowestMatch = null;
|
|
for(var i in info.nextScene) {
|
|
if(r < i && (lowestMatch == null || i < lowestMatch)) {
|
|
lowestMatch = i;
|
|
}
|
|
}
|
|
if(lowestMatch != null) {
|
|
Events.loadScene(info.nextScene[lowestMatch]);
|
|
return;
|
|
}
|
|
Engine.log('ERROR: no suitable scene found');
|
|
Events.endEvent();
|
|
}
|
|
}
|
|
},
|
|
|
|
// Makes an event happen!
|
|
triggerEvent: function() {
|
|
if(Events.activeEvent() == null) {
|
|
var possibleEvents = [];
|
|
for(var i in Events.EventPool) {
|
|
var event = Events.EventPool[i];
|
|
if(event.isAvailable()) {
|
|
possibleEvents.push(event);
|
|
}
|
|
}
|
|
|
|
if(possibleEvents.length == 0) {
|
|
Events.scheduleNextEvent(0.5);
|
|
return;
|
|
} else {
|
|
var r = Math.floor(Math.random()*(possibleEvents.length));
|
|
Events.startEvent(possibleEvents[r]);
|
|
}
|
|
}
|
|
|
|
Events.scheduleNextEvent();
|
|
},
|
|
|
|
triggerFight: function() {
|
|
var possibleFights = [];
|
|
for(var i in Events.Encounters) {
|
|
var fight = Events.Encounters[i];
|
|
if(fight.isAvailable()) {
|
|
possibleFights.push(fight);
|
|
}
|
|
}
|
|
|
|
var r = Math.floor(Math.random()*(possibleFights.length));
|
|
Events.startEvent(possibleFights[r]);
|
|
},
|
|
|
|
activeEvent: function() {
|
|
if(Events.eventStack && Events.eventStack.length > 0) {
|
|
return Events.eventStack[0];
|
|
}
|
|
return null;
|
|
},
|
|
|
|
eventPanel: function() {
|
|
return Events.activeEvent().eventPanel;
|
|
},
|
|
|
|
startEvent: function(event, options) {
|
|
if(event) {
|
|
Engine.event('game event', 'event');
|
|
Engine.keyLock = true;
|
|
Events.eventStack.unshift(event);
|
|
event.eventPanel = $('<div>').attr('id', 'event').addClass('eventPanel').css('opacity', '0');
|
|
if(options != null && options.width != null) {
|
|
Events.eventPanel().css('width', options.width);
|
|
}
|
|
$('<div>').addClass('eventTitle').text(Events.activeEvent().title).appendTo(Events.eventPanel());
|
|
$('<div>').attr('id', 'description').appendTo(Events.eventPanel());
|
|
$('<div>').attr('id', 'buttons').appendTo(Events.eventPanel());
|
|
Events.loadScene('start');
|
|
$('div#wrapper').append(Events.eventPanel());
|
|
Events.eventPanel().animate({opacity: 1}, Events._PANEL_FADE, 'linear');
|
|
}
|
|
},
|
|
|
|
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 }
|
|
Engine.log('next event scheduled in ' + nextEvent + ' minutes');
|
|
Events._eventTimeout = setTimeout(Events.triggerEvent, nextEvent * 60 * 1000);
|
|
},
|
|
|
|
endEvent: function() {
|
|
Events.eventPanel().animate({opacity:0}, Events._PANEL_FADE, 'linear', function() {
|
|
Events.eventPanel().remove();
|
|
Events.activeEvent().eventPanel = null;
|
|
Events.eventStack.shift();
|
|
Engine.log(Events.eventStack.length + ' events remaining');
|
|
Engine.keyLock = false;
|
|
// Force refocus on the body. I hate you, IE.
|
|
$('body').focus();
|
|
});
|
|
},
|
|
|
|
handleStateUpdates: function(e){
|
|
//updates to run on stores changes if an event is active
|
|
if(e.stateName.indexOf('stores') == 0 && Events.activeEvent() != null){
|
|
Events.updateButtons();
|
|
}
|
|
},
|
|
};
|
|
|
|
//listener for StateManager update events
|
|
$(Events).on('stateUpdate', Events.handleStateUpdates); |