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)
175 lines
4.6 KiB
JavaScript
175 lines
4.6 KiB
JavaScript
/**
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* Module that registers the starship!
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*/
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var Ship = {
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LIFTOFF_COOLDOWN: 120,
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ALLOY_PER_HULL: 1,
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ALLOY_PER_THRUSTER: 1,
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BASE_HULL: 0,
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BASE_THRUSTERS: 1,
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name: "Ship",
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init: function(options) {
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this.options = $.extend(
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this.options,
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options
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);
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if(!$SM.get('features.location.spaceShip')) {
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$SM.set('features.location.spaceShip', true);
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$SM.setM('game.spaceShip', {
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hull: Ship.BASE_HULL,
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thrusters: Ship.BASE_THRUSTERS
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});
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}
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// Create the Ship tab
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this.tab = Header.addLocation("An Old Starship", "ship", Ship);
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// Create the Ship panel
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this.panel = $('<div>').attr('id', "shipPanel")
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.addClass('location')
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.appendTo('div#locationSlider');
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Engine.updateSlider();
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// Draw the hull label
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var hullRow = $('<div>').attr('id', 'hullRow').appendTo('div#shipPanel');
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$('<div>').addClass('row_key').text('hull:').appendTo(hullRow);
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$('<div>').addClass('row_val').text($SM.get('game.spaceShip.hull')).appendTo(hullRow);
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$('<div>').addClass('clear').appendTo(hullRow);
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// Draw the thrusters label
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var engineRow = $('<div>').attr('id', 'engineRow').appendTo('div#shipPanel');
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$('<div>').addClass('row_key').text('engine:').appendTo(engineRow);
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$('<div>').addClass('row_val').text($SM.get('game.spaceShip.thrusters')).appendTo(engineRow);
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$('<div>').addClass('clear').appendTo(engineRow);
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// Draw the reinforce button
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new Button.Button({
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id: 'reinforceButton',
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text: 'reinforce hull',
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click: Ship.reinforceHull,
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width: '100px',
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cost: {'alien alloy': Ship.ALLOY_PER_HULL}
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}).appendTo('div#shipPanel');
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// Draw the engine button
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new Button.Button({
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id: 'engineButton',
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text: 'upgrade engine',
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click: Ship.upgradeEngine,
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width: '100px',
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cost: {'alien alloy': Ship.ALLOY_PER_THRUSTER}
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}).appendTo('div#shipPanel');
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// Draw the lift off button
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var b = new Button.Button({
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id: 'liftoffButton',
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text: 'lift off',
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click: Ship.checkLiftOff,
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width: '100px',
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cooldown: Ship.LIFTOFF_COOLDOWN
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}).appendTo('div#shipPanel');
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if($SM.get('game.spaceShip.hull') <= 0) {
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Button.setDisabled(b, true);
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}
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// Init Space
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Space.init();
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},
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options: {}, // Nothing for now
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onArrival: function(transition_diff) {
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Ship.setTitle();
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if(!$SM.get('game.spaceShip.seenShip')) {
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Notifications.notify(Ship, 'somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.');
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$SM.set('game.spaceShip.seenShip', true);
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Engine.saveGame();
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}
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Engine.moveStoresView(null, transition_diff);
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},
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setTitle: function() {
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if(Engine.activeModule == this) {
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document.title = "An Old Starship";
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}
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},
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reinforceHull: function() {
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if($SM.get('stores[\'alien alloy\']', true) < Ship.ALLOY_PER_HULL) {
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Notifications.notify(Ship, "not enough alien alloy");
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return false;
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}
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$SM.add('stores[\'alien alloy\']', -Ship.ALLOY_PER_HULL);
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$SM.add('game.spaceShip.hull', 1);
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if($SM.get('game.spaceShip.hull') > 0) {
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Button.setDisabled($('#liftoffButton', Ship.panel), false);
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}
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$('#hullRow .row_val', Ship.panel).text($SM.get('game.spaceShip.hull'));
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},
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upgradeEngine: function() {
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if($SM.get('stores[\'alien alloy\']', true) < Ship.ALLOY_PER_THRUSTER) {
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Notifications.notify(Ship, "not enough alien alloy");
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return false;
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}
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$SM.add('stores[\'alien alloy\']', -Ship.ALLOY_PER_THRUSTER);
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$SM.add('game.spaceShip.thrusters', 1)
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$('#engineRow .row_val', Ship.panel).text($SM.get('game.spaceShip.thrusters'));
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},
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getMaxHull: function() {
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return $SM.get('game.spaceShip.hull');
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},
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checkLiftOff: function() {
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if(!$SM.get('game.spaceShip.seenWarning')) {
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Events.startEvent({
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title: 'Ready to Leave?',
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scenes: {
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'start': {
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text: [
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"time to get out of this place. won't be coming back."
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],
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buttons: {
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'fly': {
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text: 'lift off',
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onChoose: function() {
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$SM.set('game.spaceShip.seenWarning', true);
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Ship.liftOff();
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},
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nextScene: 'end'
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},
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'wait': {
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text: 'linger',
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onChoose: function() {
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Button.clearCooldown($('#liftoffButton'));
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},
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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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} else {
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Ship.liftOff();
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}
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},
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liftOff: function () {
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$('#outerSlider').animate({top: '700px'}, 300);
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Space.onArrival();
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Engine.activeModule = Space;
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},
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handleStateUpdates: function(e){
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},
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};
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//listener for StateManager update events
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$(Ship).on('stateUpdate', Ship.handleStateUpdates); |